Ramidreju

This long, serpent-bodied weasel has tusks and a snout similar to that of a boar and a body covered with soft, green fur.

Ramidrejus are snake-bodied weasels with a talent for digging pit traps and sniffing out gold. Most ramidrejus have green fur, often patterned with darker and lighter shades of green and brown suggestive of a poisonous snake’s scales. Though not venomous, ramidrejus are fully capable of crushing small prey or biting and draining the blood from larger foes.  Ramidrejus are sometimes born into the litters of normal or giant weasel families who live near wild areas touched by fey magic. Belligerent and feisty, they are usually killed or driven off by their birth mothers, who are unnerved by their otherworldly nature. Ramidrejus that survive their infancy grow quickly to adulthood in the space of a week and live solitary lives sometimes lasting 300 years or more.  Due to their fey inf luence, all ramidrejus instinctively understand a small amount of Sylvan and can respond through facial expressions or tapping their feet, if not actual words.  Ramidrejus are unnaturally attracted to gold and often decorate their burrows with gold nuggets, gold coins, and stolen gold jewelry, which they protect with a savage ferocity. Unscrupulous gold miners have been known to capture ramidrejus and force them to sniff out and dig up caches of gold, though the creatures’ unpredictable tempers often cause this arrangement to end in bloodshed. Kinder souls who bribe a ramidreju with gold rather than force it into captivity find that the creatures will occasionally form a powerful lifelong friendship with such a benefactor, though the ramidreju’s desire for gold can mean that its ally makes little profit from this arrangement.  Ramidrejus average around 5-1/2 feet in length and weigh 100 pounds.   

CR 1/2 XP 200
N
Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +6
DEFENSE
AC
12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (2d10)
Fort +3, Ref +5, Will +1
OFFENSE
Speed
40 ft., burrow 10 ft., climb 20 ft.
Melee bite +4 (1d6 plus grab)
Special Attacks blood drain (1 Constitution), constrict (1d6)
Spell-Like Abilities (CL 3rd; concentration +3)
1/day—create pit (DC 12)
STATISTICS
Str
10, Dex 15, Con 10, Int 3, Wis 13, Cha 11
Base Atk +2; CMB +2 (+6 grapple); CMD 14 (can’t be tripped)
Feats Weapon Finesse
Skills Climb +8, Escape Artist +8, Perception +6, Stealth +8
Racial Modifiers +6 Escape Artist, +6 Stealth
Languages Sylvan (can’t speak)
SQ compression, pit digger, smell gold
ECOLOGY
Environment
any land
Organization solitary
Treasure triple (gold items)
SPECIAL ABILITIES
Pit Digger (Ex)
A ramidreju can dig a 20-foot-deep pit in normal ground or soft earth (not solid stone) and cover it with branches, grass, and twigs. This pit is identical to a CR 1 pit trap. It takes a ramidreju 4 hours to dig a pit, though the creature is not required to complete all the digging in the same day. 
Smell Gold (Ex) A ramidreju can use its scent ability to detect and pinpoint the location of gold within 90 feet. The ramidreju can smell buried gold, gold held inside a container (like a backpack or treasure chest), or even gold deposits inside solid rock. The ramidreju knows neither the amount of gold nor if the gold is carried or guarded by a trap or creature.
 

Darkmantle

As this creature falls from the cavern roof, it opens like a hideous octopus, its thin, hook-lined tentacles connected by a fleshy web.

Image by Dark Horizon AI - instagram.com/darkhorizonai/

A darkmantle’s tentacle-span measures just under 5 feet—when attached to a cave roof and disguised as a stalactite, its length varies from 2 to 3 feet. A typical darkmantle weighs 40 pounds. The creatures’ heads and bodies are usually the color of basalt or dark granite, but their webbed tentacles can change color to match their surroundings. The darkmantle isn’t a particularly good climber, but it can cling to a cave roof like a bat, hanging by the hooks at the ends of its tentacles so that its dangling body looks nearly indistinguishable from a stalactite. In this hidden position, the darkmantle waits for prey to pass beneath, at which point it drops and swoops down to attack its victim, slamming its body against the foe and attempting to wrap its webbed tentacles around the target. If the darkmantle misses its prey, it swoops back up and drops again until its prey is vanquished or the darkmantle is grievously injured (in which case the creature flutters back up to the roof to hide and hope its “prey” leaves it alone). The darkmantle’s inborn ability to cloak the area around it in magical darkness gives it an additional advantage over foes that rely upon light to see. Darkmantles prefer to dwell and hunt in the caves and passageways that are closest to the surface, as these tend to possess more traffic for the monsters to feed upon. Yet they do not confine themselves to these dark caverns, and can sometimes be found dwelling in ruined fortresses or even in the sewers of bustling cities. Anywhere food is plentiful and there’s a ceiling to cling to is a possible den for a darkmantle. A darkmantle’s life cycle is swift—young grow to maturity in a matter of months, and most die of old age after only a few years. As a result, generations of darkmantles quickly accrue, and over the years the evolution of these creatures is similarly swift. In this manner, a cavern’s ecosystem can have a significant effect on a group of darkmantles’ appearance, abilities, and tactics. Aquatic caverns might develop darkmantles that can swim, while those beset with volcanism might generate darkmantles with a resistance to fire. Other darkmantle variants might develop much stonier hides, and instead of swooping down to crush prey might simply drop and pierce them through with their stalactite-like lengths. The deepest, darkest caverns are rumored to host darkmantles of incredible size, capable of smothering multiple human-sized foes at once in their leathery folds.

CR 1 XP 400
N
Small magical beast
Init +6; Senses blindsight 90 ft., darkvision 60 ft., low-light vision; Perception +4
DEFENSE
AC
15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 15 (2d10+4)
Fort +5, Ref +5, Will +0
OFFENSE
Speed
20 ft., fly 30 ft. (poor)
Melee slam +3 (1d4+4 plus grab)
Special Attacks constrict (1d4+4), grab (any size)
Spell-Like Abilities (CL 5th; concentration +5)
1/day—darkness
STATISTICS
Str 11, Dex 15, Con 14, Int 2, Wis 11, Cha 10
Base Atk +2; CMB +1 (+5 grapple); CMD 13 (can’t be tripped)
Feats Improved Initiative
Skills Fly +5, Perception +4, Stealth +10
Racial Modifiers +4 Perception, +4 Stealth
ECOLOGY
Environment
any underground
Organization solitary, pair, or clutch (3–12)
Treasure none
 

Blindheim

The size of a short, stocky humanoid with webbed feet and claws, this frog-like creature has glowing white eyes.

Blindheims are grotesque, frog-like creatures that dwell beneath the surface, subsisting on meals of fungi, rodents, and other underground creatures. They live in the darkest, dampest regions of cavernous sprawls, particularly enjoying underground bogs, lakes, rivers, and swamps. Although not aquatic, blindheims are excellent swimmers. They prefer to latch onto branches or rock outcroppings, where they maintain the high ground while in pursuit of food. They use the light from their eyes to attract prey, but go dark when larger creatures approach. A blindheim uses its blinding gaze to disorient both prey and possible threats, then deactivates its gaze to scuttle away in the dark if the threat is too great. In very large caverns inhabited by blindheims, distant areas often flicker from brightly lit to absolutely dark as the creatures feed and flee. Though of animal-level intelligence, blindheims are cunning enough to coordinate their hunting tactics with others of their kind, using one creature to act as a lookout and make hit-and-run attacks with its gaze until its fellows can arrive to help finish off the prey. Blindheims can convey simple information through gestures and flashes of their lights, and tend to be rather silent in combat, adding an eerie element to battles with them. They cannot be taught to perform humanoid-appropriate labors and thus make poor slaves, though the duergar and drow sometimes use them as bait or distractions when raiding. Other races have been known to train these creatures as mobile light sources when going on long underground expeditions. Stout and thick-skinned, a blindheim is just under 4 feet in height and weighs 150 pounds. A blindheim gives birth to small litters of three or four young. Though gestation can last up to a full year, it only takes about 4 years for a blindheim to mature and become self-reliant, at which point the creatures generally form broods that stick together, only striking out on their own if their brethren have perished. Blindheims can live for up to 25 years.

CR 2 XP 600
N
Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC
16, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 natural, +1 size)
hp 22 (3d10+6)
Fort +5, Ref +5, Will +2
Immune blindness
OFFENSE
Speed
30 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d4+1), 2 claws +5 (1d3+1)
Special Attacks blinding gaze
STATISTICS
Str
13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Skill Focus (Perception)
Skills Acrobatics +6 (+10 jumping), Perception +9, Swim +9
Racial Modifiers +4 Acrobatics when jumping
ECOLOGY
Environment
any underground
Organization solitary, pair, or family (3–5)
Treasure incidental
SPECIAL ABILITIES
Blinding Gaze (Ex)
A blindheim’s eyes emit bright light to a range of 30 feet. Any creature within the area must make a DC 13 Fortitude save or be blinded for 1 hour. Blindheims can see normally in the light generated by their eyes, which illuminates a 30-foot spread with bright light. Creatures with light blindness or light sensitivity take the normal penalties within 30 feet of a blindheim that is using its blinding gaze. A blindheim can activate or suppress this ability as a free action. This save DC is Constitution-based.
 

Pipefox

This furry, minute serpent has a foxlike head and tiny eyes that glitter with intelligence.

A pipefox is a foot-long, furry, magical snake with the head of a fox. Often found either climbing in trees or snaking around pipes, these curious and stealthy creatures prefer to skulk about to observe and learn. Neither malicious nor particularly beneficial, pipefoxes love to gather knowledge and sometimes disseminate what they’ve acquired to those they find worthy. Desirous of knowledge, no matter how obscure, these creatures only see other like-minded creatures worthy of their interaction. Though they might become curious about a tribe of barbarians, take sudden interest in learning the cant of a local group of thieves, or even study the method of distribution for the local brewery, they watch such things from a distance, never interacting with such “lesser minds.” But if a pipefox finds a creature that loves knowledge as much as it does, it becomes intrigued, and after spending a period of time observing such a creature, will eventually muster up the courage to make the relationship more personal. Many pipefoxes are especially intrigued by spellcasters, and sometimes they offer to serve them as either familiars or confidants. Pipefoxes are secretive by nature, and even when they make themselves known, they can be shy and evasive, both physically and intellectually. They often see knowledge as a type of spiritual currency, and are hesitant to give their knowledge away unless they gain something in return. Some believe pipefoxes are the spirits of legendary scribes and lore masters given new form. Others believe the creatures are related to kami, and serve to preserve the world’s knowledge. A spellcaster of at least 7th level who has the Improved Familiar feat may select the pipefox as a familiar, but only after the pipefox has agreed to pledge its services to the spellcaster.

CR 2 XP 600
N
Diminutive magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC
17, touch 17, flat-footed 13 (+3 Dex, +4 size)
hp 13 (3d10–3)
Fort +2, Ref +6, Will +1
OFFENSE
Speed
30 ft., climb 20 ft.
Melee bite +10 (1d2–5)
Space 1 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd; concentration +5)
Constant—comprehend languages
3/day—augury, vanish
1/day—detect thoughts (DC 14), divination, greater invisibility (self only)
STATISTICS
Str
1, Dex 16, Con 9, Int 14, Wis 11, Cha 14
Base Atk +3; CMB +2; CMD 8
Feats Improved Initiative, Weapon Finesse
Skills Climb +7, Knowledge (arcana) +5, Knowledge (religion) +5, Perception +5, Sense Motive +2, Stealth +19
Languages Common, Draconic; comprehend languages
SQ compression
ECOLOGY
Environment
any
Organization solitary
Treasure standard
 

Slurk

This disgusting beast looks like a slime-covered toad, but with two walrus-like tusks jutting from its upper jaw.

Slurks are frog-like creatures, the descendants of the failed result of a dwarven attempt to domesticate and breed subterranean frogs as food and labor animals. Though the dwarves failed to create suitable livestock, the sticky frog-beasts are often befriended by other underground races. Slurks are carnivores and have a formidable bite, thanks to their massive tusks. Their true strength, however, lies in their foul-smelling and unnatural secretions. The mucus exuded from the slurk’s back is incredibly sticky and quickly hardens into a powerful resin, a quality the creature turns to its advantage by squirting it at intruders and then waiting for it to harden before closing for the kill. At the same time, the liquid excreted by glands on a slurk’s stomach is incredible slippery, allowing the slurk to keep from being immobilized by its own back slime and also making it extremely hard to grapple or maneuver without its consent. Combined with slurks’ natural ability to climb walls and hang from ceilings with ease, these abilities make the foul-smelling creatures extremely desirable to kobolds, who domesticate and train the frog-beasts as powerful mounts and guardians.

CR 2 XP 600
N
Medium magical beast
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 17 (2d10+6)
Fort +6, Ref +5, Will +0
OFFENSE
Speed
30 ft., climb 30 ft.
Melee bite +4 (2d6+3)
Ranged slime squirt +4 ranged touch
Special Attacks belly grease, slime
STATISTICS
Str
15, Dex 14, Con 17, Int 3, Wis 10, Cha 10
Base Atk +2; CMB +4; CMD 16 (20 vs. bull rush, grapple, overrun, and trip)
Feats Improved Bull Rush, Improved Initiative, Improved Overrun
Skills Acrobatics +16, Climb +14, Escape Artist +6
Racial Modifiers +10 Acrobatics, +4 Escape Artist
Languages Boggard (can’t speak)
SQ hunker
ECOLOGY
Environment
temperate swamps or underground
Organization solitary, pair, or pack (3–8)
Treasure none
SPECIAL ABILITIES
Belly Grease (Ex)
The slurk exudes a slippery grease from its belly that grants it a +4 bonus on Escape Artist skill checks and to its CMD versus grapples. Once per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.
Hunker (Ex) The slurk gains a +4 bonus to its CMD to avoid bull rush or overrun attempts.
Slime (Ex) A slurk’s back is crusted with thick, dry slime and dozens of nodules. As a standard action at will, a slurk can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, entangling the foe. Anyone the slurk successfully bull rushes or overruns is automatically squirted with back slime. The hardened slime can be removed as a full-round action with a DC 15 Strength check. The slurk’s back slime grants a creature riding it a +8 bonus on Ride checks made to stay in the saddle, but a –8 penalty on Ride checks to dismount.
 

Mobat

This bat has a wingspan the length of two humans, over-sized ears, and a squat, upturned snout with rows of needle-like teeth.

Mobats are magical giant bats with wolfish grins and immense wingspans. Survivors of a lost era, they are rarely seen beyond the dark forests and deep caves they haunt. Although mobats are omnivores, they vastly prefer the flavor of fresh meat over that of other prey. Mobats’ fur varies in coloration, from deep auburn to almost black, and their skin is black. A mobat’s wingspan is 15 feet across, and it weighs 250 pounds.

CR 3 XP 800
N
Large magical beast
Init +2; Senses blindsense 120 ft., low-light vision; Perception +6
DEFENSE
AC
19, touch 13, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 34 (4d10+12)
Fort +7, Ref +6, Will +2
OFFENSE
Speed
20 ft., fly 40 ft. (good)
Melee bite +6 (2d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks screech
STATISTICS
Str
17, Dex 15, Con 16, Int 6, Wis 13, Cha 6
Base Atk +4; CMB +8; CMD 26
Feats Flyby Attack, Skill Focus (Stealth)
Skills Fly +8, Perception +6 (+10 when using blindsense), Stealth +5
Racial Modifiers +4 Perception when using blindsense
Languages Undercommon (cannot speak)
ECOLOGY
Environment
temperate or warm forests, hills, or underground
Organization solitary or colony (2–8)
Treasure incidental
SPECIAL ABILITIES
Screech (Su)
Once per day as a standard action, a mobat can produce an ear-splitting screech that stuns non-mobats in a 20-foot-radius burst. All creatures within the area must make a DC 15 Fortitude save or be staggered for 1d3 rounds. Other mobats and urdefhans  are immune to this effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.
 

Flail Snail

This enormous snail has a brightly colored shell and four tentacles on its head, each tipped with a mace-like club.

Flail snails are intelligent gastropods that subsist on fungus, mold, and vermin, though they may attack larger creatures in self-defense. Known for their magic-warping shells and club-like tentacles, flail snails roam slowly through subterranean caverns writing great epics in their slime trails.

Warp Magic Table
Roll Event Description
1–3 Spell misfires For the next 1d4 rounds, the caster must make a DC 15 concentration check to successfully cast spells.
4–6 Spell misfires The creature nearest the flail snail is affected as if the spell had been cast on it instead.
7–9 Spell fails Nothing happens.
10 Spell rebounds on caster As spell turning.
CR 4 XP 1,200
N
Large magical beast
Init –1; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +5
DEFENSE
AC
18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 30 (4d10+8)
Fort +6, Ref +3, Will +2
Defensive Abilities retraction, warp magic; Immune poison; Resist fire 10
OFFENSE
Speed
10 ft., climb 10 ft.
Melee 4 slams +7 (1d4+3)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str
16, Dex 8, Con 14, Int 5, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 17 (can’t be tripped)
Feats Power Attack, Weapon Focus (slam)
Skills Climb +15, Perception +5, Stealth +0
Languages Flail Snail (sign language, slime writing, cannot speak)
SQ mucus, slime rope, suction
ECOLOGY
Environment
underground
Organization solitary, pair, or rout (3–30)
Treasure standard (shell worth 800gp, other treasure)
SPECIAL ABILITIES
Mucus (Ex)
As a free action, a flail snail can excrete a trail of mucus that covers its space and lasts for 10 minutes. This mucus comes in two types: slimy and sticky. A character who attempts to move through an area covered in slippery mucus must make a DC 14 Reflex save each round or fall prone. Sticky mucus transforms squares into difficult terrain. Only one type of mucus can be in effect at a time in any one square. Flail snails can move through either type of slime with ease. A square of mucus exposed to a fire source dries and reverts to normal. The save DC is Constitution-based.
Retraction (Ex) A flail snail can pull its fleshy parts into its shell as a swift action, increasing its natural armor bonus by +6, but it cannot move or attack while retracted. It can return to normal as a free action.
Slime Rope (Ex) A flail snail can turn its mucus into a ropelike strand up to 60 feet long, and can use this rope to hang itself and up to 1,000 extra pounds from the ceiling indefinitely, or to lower itself safely at a speed of 20 feet per round. It can climb back up this rope at a speed of 10 feet per round. Once the snail breaks contact with the rope, the slime decomposes in 1d4 rounds. While the slime rope exists, other creatures can climb the rope with a DC 20 Climb check.
Suction (Ex) A flail snail’s foot adheres to surfaces so well that its 10-foot climb speed applies even to perfectly sheer surfaces and ceilings, with no chance of the flail snail falling off unless it is actively pinned and peeled away as part of a grapple.
Warp Magic (Su) Anytime a spell targets a flail snail, there is an 80% chance that it produces a random effect instead of affecting the snail. Only spells that directly target the flail snail are warped; area effect spells are not affected. If a spell is warped, roll 1d10 and consult the table on this page.
 

Peryton

This creature has a stag’s body, a hawk’s wings and talons, and the head of a slavering wolf with a rack of sharp antlers on its brow.

Savage creatures of nightmare, perytons combine the features of stags, wolves, and great birds of prey. Though vicious beasts, perytons possess all the intelligence of a human. Perytons hunt any creature weaker than themselves, but prefer humanoid prey, as they particularly relish the taste of such creatures’ still-beating hearts. Perytons loathe all other creatures, even their own kind, and adult male perytons often attack one another on sight. However, strong females sometimes lead small family flocks composed of the alpha female, two or three weaker females, and up to six fledglings. The flock drives off males when they come of age, but females are allowed to join the pack when they mature, provided they swear allegiance to the alpha female. Unpaired males frequently attack such flocks in the hope of making off with a mate; failing that, they approach more peacefully, with offers of warm humanoid hearts (or even still-living victims) to attract females. Perytons mate once per year. The mating ritual is short, brutal, and in the end often fatal for the male. Afterward, the female lays a single, foot-tall black egg, which hatches 7 months later. A peryton is 4 feet in length with a wingspan of 11 feet. It weighs 250 pounds.

CR 4 XP 1,200
CE
Medium magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC
17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 42 (5d10+15)
Fort +7, Ref +7, Will +3
DR 5/magic
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee gore +9 (1d6+3/18–20), 2 hooves +3 (1d4+1)
Special Attacks horrific critical, shadow mark
STATISTICS
Str
17, Dex 16, Con 17, Int 11, Wis 14, Cha 12
Base Atk +5; CMB +8; CMD 21 (25 vs. trip)
Feats Flyby Attack, Improved Initiative, Weapon Focus (gore)
Skills Fly +12, Perception +10, Stealth +9
Languages Common
ECOLOGY
Environment
any
Organization solitary, pair, or flock (3–9)
Treasure standard
SPECIAL ABILITIES
Horrific Critical (Ex)
A peryton’s gore attack threatens a critical hit on an 18–20. If a peryton kills a humanoid foe with a critical hit, it can tear out the victim’s heart with its wolf-like teeth as a free action. Any creature that witnesses this savage event must make a DC 13 Fortitude save or be shaken for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based.
Shadow Mark (Su) As a free action, a peryton can make a ranged touch attack by flying over a humanoid target—the maximum range of this attack is 300 feet. If the peryton hits, its shadow transforms to match the shadow of the creature struck. Once a peryton has established this link, it gains a +2 morale bonus on attack rolls and damage rolls made against that target, and every time the peryton hits that target with an attack, the creature must make a DC 13 Will save or become frightened for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based.
 

Basilisk

 This squat, reptilian monster has eight legs, bony spurs jutting from its back, and eyes that glow with pale green fire.

The basilisk, often called the “King of Serpents,” is in fact not a serpent at all, but rather an eight-legged reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much like the cockatrice, the first basilisks hatched from eggs laid by snakes and incubated by roosters, but little in the basilisk’s physiology lends any credence to this claim. Basilisks live in nearly any terrestrial environment, from forest to desert, and their hides tend to match and reflect their surroundings—a desert-dwelling basilisk might be tan or brown, while one that lives in a forest could be bright green. They tend to make their lairs in caves, burrows, or other sheltered areas, and these dens are often marked by statues of people and animals in lifelike poses—the petrified remains of those unfortunate enough to stumble across the basilisk. Basilisks have the ability to consume the creatures they petrify, their churning stomach acid dissolving and extracting nutrients from the stone, but the process is slow and inefficient, making them lazy and sluggish. As a result, basilisks rarely stalk prey or chase those who avoid their gaze, counting on their stealth and the element of surprise to keep them safe and fed. When not lying in wait for the small mammals, birds, and reptiles that normally make up their diet, basilisks spend their time sleeping in their lairs, and those brave enough to capture basilisks or hide treasure near them find that they make natural guardians and watchdogs. An adult basilisk is 13 feet long, with fully half of that made up by its long tail, and weighs 300 pounds. Some breeds have short, curved horns on their noses or small crests of bony growths topping their heads like crowns. Though normally solitary creatures, coming together only to mate and lay eggs, in particularly dangerous areas small groups may band together for protection and attack intruders en masse. For unknown reasons, weasels and ferrets are immune to the basilisk’s stare, and sometimes sneak into basilisk lairs while a parent is hunting in order to consume its young. Some legends suggest that a basilisk’s blood can transmute common stones into other material, but this is likely a case of witnesses misinterpreting the magical restoration of previously petrified creatures or body parts.

CR 5 XP 1,600
N
Medium magical beast
Init –1; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC
17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
hp 52 (7d10+14)
Fort +9, Ref +4, Will +5
OFFENSE
Speed
20 ft.
Melee bite +10 (1d8+4)
Special Attacks gaze
STATISTICS
Str
16, Dex 8, Con 15, Int 2, Wis 13, Cha 11
Base Atk +7; CMB +10; CMD 19 (31 vs. trip)
Feats Blind-Fight, Great Fortitude, Iron Will, Skill Focus (Perception)
Skills Perception +10, Stealth +10
Racial Modifiers +4 Stealth
ECOLOGY
Environment
any
Organization solitary, pair, or colony (3–6)
Treasure incidental
SPECIAL ABILITIES
Gaze (Ex)
Turn to stone permanently (as flesh to stone), range 30 feet, Fortitude DC 15 negates. A creature petrified in this matter that is then coated (not just splashed) with fresh basilisk blood (taken from a basilisk no more than 1 hour dead) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures in this manner. The save DC is Constitution-based.
 

Cytillipede

This segmented creature has a chitinous body covered in patches of glowing, purple fungus. Syrupy venom drips from its mandibles.

Derros have long used other creatures in their experiments with alchemical and magical augmentation. For the most part, these experiments don’t have the results the derros had in mind, and can be considered qualified successes at best. However, on rare occasions derros actually get it right and come up with a powerful and obedient creature they can train and use.  The cytillipede arose from one of those rare triumphs. Derro alchemists adapted the diet of a species of albino centipede to eat nothing but cytillesh fungus. After these centipedes had endured years of exposure to the fungus and certain magical augmentations, the result was an entirely new species that the derros named the cytillipede.  A cytillipede has a gray segmented body covered in chitin. Patches of cytillesh fungus grow along its back, giving the creature an eerie blue glow. Because of its constant radiance, a cytillipede in the open is fairly easy to spot. Most of the time, a cytillipede is encountered in the company of derros, who use their creations as mounts or to guard their lairs.  In combat, a cytillipede simply rushes at its opponent and makes bite attacks, relying on its cytillesh venom to stun its enemies so it can bite them repeatedly while they deal with the disorientation of sudden short-term memory loss. A cytillipede normally uses its cytillesh flash ability only when it has been seriously wounded or threatened by multiple opponents. A trained cytillipede can also be commanded to use this ability by its rider. Because of their long exposure to cytillesh, derros are unaffected by the cytillesh-based attacks of cytillipedes, and delight in directing them against their foes.  Cytillipedes are most often encountered as part of a derro patrol around a derro lair, usually as mounts. A typical cytillipede is a little over 10 feet long and 3-1/2 feet high, and weighs about 600 pounds.

CR 6 XP 2,400
N
Large magical beast
Init +5; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC
21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
hp 76 (8d10+32)
Fort +10, Ref +7, Will +2 
Immune mind-affecting effects; SR 17
OFFENSE
Speed
40 ft., climb 40 ft.
Space 10 ft.; Reach 5 ft.
Melee bite +14 (2d6+9 plus poison)
Special Attacks cytillesh flash, poison
STATISTICS
Str
23, Dex 13, Con 18, Int 6, Wis 10, Cha 2
Base Atk +8; CMB +15; CMD 26 (can’t be tripped)
Feats Ability Focus (cytillesh flash), Improved Initiative, Power Attack, Weapon Focus (bite)
Skills Climb +21, Perception +11
Racial Modifiers +4 Perception
ECOLOGY
Environment
any underground
Organization solitary, pair, or colony (3–6)
Treasure none
SPECIAL ABILITIES
Cytillesh Flash (Su)
Once per day, a cytillipede can cause the cytillesh patches that grow along its body to release a bright flash of blue light that provides bright light in a 20-foot radius and raises the light level by one step for the next 20 feet (treat this ability as a 4th-level light spell). Creatures within the 40-foot area of effect must succeed at a DC 22 Will save. Those within the 20-foot area of bright light that fail are stunned for 1d4 rounds. Creatures within the next 20 feet that fail are instead confused for 1d2 rounds. The save DC is Constitution-based and includes a +2 racial bonus. 
Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Dex, dazed, and the effects of memory lapse; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
 

Yaoguai

This creature is a mix of different animals fused together, with a bear’s torso and head, clawed ape legs, and a furred tentacle arm.

A yaoguai is a monstrosity born of unnatural magic that combines several creatures into one body, creating a deformed, mismatched monster that slays and escapes its creator as soon as possible. No two yaoguai look the same, but most have similar abilities. Invariably, the torment of its genesis and the ongoing pain of its existence leave a yaoguai violently insane and prone to attacking at the slightest provocation.

CR 7 XP 3,200
N
Huge magical beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
DEFENSE
AC
18, touch 8, flat-footed 18 (+10 natural, –2 size)
hp 84 (8d10+40); fast healing 5
Fort +11, Ref +6, Will +4; +4 vs. mind-affecting effects
Defensive Abilities fortification (50%); DR 5/—; Immune nauseated, sickened; SR 18
Weaknesses polymorph susceptibility
OFFENSE
Speed
40 ft.
Melee bite +12 (2d6+6), claw +12 (1d8+6), tentacle +12 (1d8+6 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks constrict (1d6+6)
STATISTICS
Str
23, Dex 10, Con 21, Int 2, Wis 11, Cha 8
Base Atk +8; CMB +16; CMD 26
Feats Blind-Fight, Cleave, Iron Will, Power Attack
Skills Climb +11, Perception +7, Swim +11
SQ maker’s gift (grab and constrict)
ECOLOGY
Environment
any land
Organization solitary
Treasure none
SPECIAL ABILITIES
Maker’s Gift (Ex)
Each yaoguai gains one additional ability that is based on its specific form. Typical additional yaoguai abilities include the following.
Flight: The yaoguai gains a fly speed of 30 feet (clumsy).
Grab and Constrict: The yaoguai’s tentacle attack gains grab and constrict. The creature’s constrict damage is equal to its slam damage plus its Strength bonus.
Poison: One claw or tentacle attack is replaced with a sting attack (same damage as the replaced attack) plus poison. Poison Sting—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based.
Pounce and Rake: The yaoguai gains pounce and rake (2 claws +14, 1d8+7).
Quills: A creature attacking the yaoguai with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+7 points of piercing damage from the yaoguai’s quills. Melee weapons with reach do not endanger their users in this way.
Trample: The yaoguai gains a trample attack that deals an amount of damage equal to its claw damage plus 1-1/2 times its Strength modifier.
Polymorph Susceptibility (Su) A yaoguai is immune to polymorph effects or effects that otherwise change its shape, but the attempt to alter its shape causes it great pain and it must attempt a saving throw if the effect allows it. If it fails its save or the effect doesn’t allow a saving throw, the yaoguai is staggered and loses its damage reduction and fast healing for 1d4 rounds.
 

Baku

This floating creature has long brown fur. Its face features a pair of long tusks and a curious elongated trunk for a snout.

Bizarre creatures that feed on thoughts, bakus stay hidden from humanoids and feed on their creativity and dreams as well as their fears and nightmares. Bakus rarely encounter others of their kind, living largely solitary lives. Some sages speculate the creatures are not born, but rather spontaneously manifest as if spun from dreams, nightmares, and creative thoughts. Bakus are about 5 feet long and weigh 100 pounds. Bakus dislike feeding on thoughts concerning themselves, and tend to cease when their target begins thinking of the baku. For this reason, bakus keep hidden in settlements, floating in the evening air above bedrooms and boarding houses, siphoning sustenance from the dreaming populace. Bakus themselves do not sleep. Given their connection to dreams and nightmares, bakus are mortal enemies of night hags. Though usually calm and gentle creatures, bakus that encounter night hags dedicate themselves to hunting them down and ridding the world of their dark influence. A baku uses its ethereal jaunt spell-like ability to fight night hags as they inflict nightmares on their victims.

CR 8 XP 4,800
N
Medium magical beast
Init +9; Senses darkvision 60 ft., low-light vision; Perception +16
DEFENSE
AC
15, touch 15, flat-footed 10 (+5 Dex)
hp 95 (10d10+40)
Fort +11, Ref +12, Will +8
DR 10/cold iron; Immune mind-affecting effects, sleep; SR 19
OFFENSE
Speed
30 ft., fly 60 ft. (perfect)
Melee 2 claws +15 (1d4+2), gore +15 (1d6+2)
Special Attacks mental drain
Spell-Like Abilities (CL 10th; concentration +17)
At will—invisibility, lullaby, sleep (DC 18)
3/day—deep slumber (DC 20), dream
1/day—ethereal jaunt, modify memory (DC 21)
STATISTICS
Str
14, Dex 21, Con 18, Int 15, Wis 16, Cha 25
Base Atk +10; CMB +12; CMD 27 (31 vs. trip)
Feats Alertness, Flyby Attack, Improved Initiative, Iron Will, Weapon Finesse
Skills Diplomacy +15, Fly +18, Perception +16, Sense Motive +13, Spellcraft +8, Stealth +16
Languages Aklo, Celestial, Common
SQ dream claws
ECOLOGY
Environment
any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Dream Claws (Ex)
A baku’s claws are treated as cold iron and magic for purposes of overcoming damage reduction.
Dream Eating (Su) A baku can feed upon the dreams of any single sleeping creature within 100 feet. Alternatively, the baku can feed upon the dreams of a creature that it manages to contact with its dream spell-like ability. A creature can resist this effect with a DC 22 Will save. When a baku feeds in this way, it can elect to consume only nightmares or all dreams. If it only consumes nightmares, the target creature is immune to the effects of the nightmare spell, the dream haunting ability of the night hag, and other similar attacks for that period of sleep. If the baku instead feeds on all of the creature’s dreams, that creature is fatigued upon waking and does not gain any benefits it would have received from sleep, such as natural healing or the ability to regain spells after resting. This is a mind-affecting sleep effect. The save DC is Charisma-based.
Mental Drain (Su) When a baku attacks with a claw, it can choose, as a swift action, to deal 1d4 points of Intelligence damage on that attack. A DC 22 Will save negates this ability damage. The save DC is Charisma-based.
 

Gorgon

This bull-like creature seems to be made of interlocking metallic plates. Faint plumes of green smoke puff from its mouth.

Gorgons are magical, foul-tempered creatures—while they might appear to be constructs at first glance, beneath their artifical-looking armor plates they are made of flesh and bone. Like aggressive bulls, they challenge any unfamiliar creature they encounter, often trampling their opponent’s corpse or shattering its stony remnants until the creature is unrecognizable. The females are just as dangerous as the males, and the two sexes appear identical. A typical gorgon stands 6 feet tall and 8 feet long. It weighs 4,000 pounds. Gorgons derive nutrients from the consumption of minerals, particularly the stone of their petrified victims, and any statues they create are likely to be gnawed thoroughly. They cannot digest metal or gems, so their dung (which resembles bitter-smelling gray powder) often contains small, raw crystals and nuggets of ore. Their aggression toward all other creatures means that there are few to no predators or other prey animals in their grazing grounds. Each herd is led by a dominant bull; solitary gorgons are usually adolescent bulls driven out of their herd by the lead bull. Their flesh is tough but beefy (once the armored hide is removed), and to those who acquire the taste, quite filling. Many stone giant tribes believe eating gorgon meat enhances their own natural armor. Powdered gorgon horn is worth 250gp as an alternate material component for magic items using bull’s strength, stoneskin, flesh to stone, statue, and similar magic.

CR 8 XP 4,800
N
Large magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +17
DEFENSE
AC
20, touch 9, flat-footed 20 (+11 natural, –1 size)
hp 100 (8d10+56)
Fort +13, Ref +6, Will +7
OFFENSE
Speed
30 ft.
Melee gore +14 (2d8+7), 2 hooves +9 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (60-foot cone, turn to stone, Fortitude DC 21 negates), trample (2d8+10, DC 21)
STATISTICS
Str
24, Dex 10, Con 24, Int 2, Wis 16, Cha 9
Base Atk +8; CMB +16; CMD 26
Feats Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +17
ECOLOGY
Environment
temperate plains, rocky hills, and underground
Organization solitary, pair, pack (3–4), or herd (5–12)
Treasure none
SPECIAL ABILITIES
Breath Weapon
A gorgon can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary—each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgon’s breath weapon a second time while petrified. A creature exposed to the gorgon’s breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.
 

Vahana

This massive creature combines the trunk, tusks, and size of an elephant with the powerful jaws, scaly hide, and tail of a crocodile.  

Vahanas are steeds of legend, created by the gods. Deities gift vahanas to faithful servants to help them accomplish great deeds or as rewards for the same. Makaras, elephants with crocodile features, are one of the common types of vahana.  

MAKARA VAHANA
CR 9 XP 6,400
N
Huge magical beast (aquatic, augmented animal)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +22
DEFENSE
AC
22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
hp 115 (11d8+66)
Fort +15, Ref +9, Will +7; +4 on Will saves vs. enchantment
DR 10/magic; Resist acid 10, cold 10, electricity 10, fire 10; SR 20
OFFENSE
Speed
70 ft., swim 70 ft.
Melee gore +18 (2d8+12), slam +18 (2d6+12), bite +18 (2d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks trample (2d8+18, DC 27)
STATISTICS
Str
34, Dex 14, Con 23, Int 12, Wis 15, Cha 9
Base Atk +8; CMB +22 (+24 bull rush); CMD 34 (36 vs. bull rush)
Feats Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +22
Languages Common and either Abyssal, Celestial, or Infernal; telepathy (with rider only)
SQ amphibious, blended beast, rider bond (water breathing)
ECOLOGY
Environment
any
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Rider Bond (Su)
A vahana’s bond with its rider allows them to communicate telepathically as long as they’re on the same plane. As a free action that the rider can take even when it is not her turn, a vahana’s rider can choose to redirect damage dealt to the vahana to herself instead.
CREATING A VAHANA
 
 

Purple Worm

This enormous worm is covered with dark purple plates of chitinous armor. Its giant, tooth-filled mouth is the size of an ox.

Purple worms are giant scavengers that inhabit the deepest regions of the world, consuming any organic material that they encounter. They are notorious for swallowing their prey whole. It is not uncommon to hear of a group of adventurers vanishing down the ravenous maw of a purple worm, screaming as they disappear one by one. Although they seek to consume living creatures, purple worms also consume vast amounts of dirt and minerals as they burrow underground. The insides of a purple worm may contain a considerable number of gemstones and other items able to withstand the corrosive acid inside its gullet. In areas filled with valuable minerals, such as those near dwarven mines, the natural tunnels created by burrowing purple worms are often filled with vast amounts of unrefined ores. A purple worm usually claims a large underground cavern as its den, and while it returns here to rest and digest food, it spends the majority of its time on the prowl, burrowing through the endless dark or slithering along established tunnels in the constant drive to feed its immense hunger. Although not completely mindless, purple worms are rather stupid. They make popular guardians for those who have the magic to control them or a chamber in their lair large enough to hold one captive. Although the deep-dwelling purple worm is the most common of its ilk, variant immense worms of differing colors dwell in other remote wildernesses. A sleek, mottled blue-and-green variant of the giant worm dwells in deep underground lakes or tropical seas (this variant loses its burrow speed but increases its swim speed to 40 feet). A deep crimson variant of even greater size dwells in remote badlands and rocky deserts (this variant is never less than Colossal in size). Other species doubtless remain to be discovered in the far corners of the world.

CR 12 XP 19,200
N
Gargantuan magical beast
Init –2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18
DEFENSE
AC
26, touch 4, flat-footed 26 (–2 Dex, +22 natural, –4 size)
hp 200 (16d10+112)
Fort +17, Ref +8, Will +4
OFFENSE
Speed
20 ft., burrow 20 ft., swim 10 ft.
Melee bite +25 (4d8+12/19–20 plus grab), sting +25 (2d8+12 plus poison)
Space 20 ft.; Reach 15 ft.
Special Attacks swallow whole (4d8+18 bludgeoning damage, AC 21, 20 hp)
STATISTICS
Str
35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Base Atk +16; CMB +32 (+36 grapple); CMD 40 (can’t be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (bite), Power Attack, Staggering Critical, Weapon Focus (bite, sting)
Skills Perception +18, Swim +20
ECOLOGY
Environment
any underground
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves. The save DC is Constitution-based.
 

Goezspall

This strange, alien-looking monstrosity has thickly armored hide and several sharp talons at the end of each of its stumpy legs.

Though rare, goezspalls have been observed living in extremely varied locations. From the frozen north to the depths of the deepest caverns, these bizarre, segmented creatures thrive in any environment, including the depths of the sea, boiling hot springs, and even, some claim, the void of space. Though not typically hostile, these omnivores hunt aggressively when hungry, especially after months or years in hibernation. A goezspall is 14 feet long and weighs 3,500 pounds, though some lore describes smaller and larger specimens.

CR 14 XP 38,400
N
Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC
30, touch 12, flat-footed 27 (+2 Dex, +1 dodge, +18 natural, –1 size)
hp 200 (16d10+112)
Fort +17, Ref +12, Will +10 
Immune cold, disease, fire, poison, pressure damage; Resist acid 15, electricity 15, sonic 15
OFFENSE
Speed
40 ft., climb 10 ft., swim 20 ft.
Melee 4 claws +23 (1d8+8)
Space 10 ft.; Reach 5 ft.
Special Attacks rend (2 claws, 1d8+12), scalding spray
STATISTICS
Str
26, Dex 15, Con 25, Int 6, Wis 20, Cha 21
Base Atk +16; CMB +25; CMD 38
Feats Combat Reflexes, Diehard, Dodge, Endurance, Lunge, Mobility, Power Attack, Vital Strike
Skills Climb +20, Perception +15, Stealth +8, Swim +20
Languages Aklo
SQ compression, hibernate, no breath
ECOLOGY
Environment
any
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Hibernate (Ex)
Although it can live in extreme conditions, a goezspall still requires food and water. To survive when sustenance is not available, a goezspall can enter a state of hibernation at will; doing so takes 1 minute. While in this state, it can take no actions and is effectively helpless, as if it were in a deep sleep. A goezspall can remain in hibernation for as long as it wishes—while in this state, it does not need to eat or drink, nor does it age. Time effectively stands still for the creature. If a goezspall is jostled or damaged while hibernating, it can attempt a DC 20 Will save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 24 hours to awaken from hibernation. A goezspall can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, a goezspall needs only 1d3 rounds to rouse itself, with no Will saving throw necessary. 
Immune to Pressure Damage (Ex) A goezspall can survive in extreme conditions. A goezspall is immune to damage caused by high-pressure environments such as deep underwater and low-pressure environments such as the void of space. 
Scalding Spray (Su) As a standard action once every 1d4 rounds, a goezspall can spray a 60-foot line of scalding water at its enemies that deals 12d6 points of fire damage (Reflex DC 25 half). This stream acts as a bull rush against creatures of any size. When using this ability, a goezspall attempts a combat maneuver check and applies its results to each creature within the area. This bull rush does not provoke attacks of opportunity. The save DC is Constitution-based.
 

Xanthos

This elephant-sized equine creature has bright red skin, fangs, six eyes, and armored plates on its head, neck, and back.

A xanthos is a strange creature, part equine, part reptile. Bred as mounts by a long-dead race of alien plane-jumping explorers, xanthoi have a remarkable intelligence and the ability to teleport themselves and their riders over long distances. The race that created xanthoi has since died off or left for remote destinations, and the remaining xanthoi have lost many of their former powers, but they still have a driving need to explore worlds and planes. Xanthoi are omnivores but can survive on vegetable matter. A xanthos memorizes geography, flora, and fauna in case its lost masters ever return. In its travels, it may seek out powerful adventurers to form a mutual alliance of curiosity and friendship, and continue its explorations in their company. Each xanthos has a specif ic interest, and its desire to examine and catalog might be inconvenient or irrelevant to an adventurer’s desires. Xanthoi avoid using their abilities to interfere or help with wars, planar invasions, and natural disasters, as they believe doing so violates an ancient code limiting their actions to observation and memorization rather than influencing events. They are more likely to flee than to fight unless fleeing would leave their friends stranded or in danger. A xanthos is 13 feet tall at the shoulder and weighs 15,000 pounds. Its sloping, armored back is not particularly comfortable for humanoids to sit on, but is well suited for bearing a howdah that can hold up to four Medium or Small creatures. It may accept a howdah, but doesn’t tolerate being treated as a beast of burden.

CR 14 XP 38,400
N
Huge magical beast
Init +6; Senses darkvision 120 ft., low-light vision; Perception +23
DEFENSE
AC
31, touch 11, flat-footed 28 (+2 Dex, +1 dodge, +20 natural, –2 size)
hp 195 (17d10+102)
Fort +15, Ref +12, Will +10
Immune cold; Resist electricity 30, fire 30; SR 25
OFFENSE
Speed
60 ft.
Melee bite +23 (2d6+8), 2 hooves +21 (1d8+4), tail slap +21 (2d6+4)
Space 15 ft.; Reach 10 ft.
Spell-Like Abilities (CL 15th; concentration +16)
5/day—know direction, locate creature, purify food and drink, teleport
STATISTICS
Str
26, Dex 15, Con 21, Int 12, Wis 16, Cha 13
Base Atk +17; CMB +27; CMD 40 (44 vs. trip)
Feats Blind-Fight, Combat Casting, Dodge, Endurance, Improved Initiative, Iron Will, Mobility, Multiattack, Toughness, Wind Stance
Skills Climb +19, Intimidate +10, Knowledge (any one) +10, Perception +23, Swim +19
Languages Aklo; telepathy 5 ft.
SQ exploit stellar conjunction, hold breath
ECOLOGY
Environment
any land
Organization solitary or gang (2–5)
Treasure none
SPECIAL ABILITIES
Exploit Stellar Conjunction (Su)
A xanthos can sense the alignment of stellar objects (planets, comets, asteroids, and so on) and when they form conjunctions that allow it to use its magic for interplanetary travel. During these conjunctions, the xanthos can use its teleport spell-like ability as interplanetary teleport to reach any other world in its current solar system, or as plane shift to reach any known plane. A conjunction remains viable for only 10d10 hours, after which it could be days, weeks, or even months before another conjunction occurs that would once again allow travel between those two locations.
 

Bhole

This titanic worm heaves its endless bulk into the air, raising one end as if ready to strike with a massive set of hooked jaws.

Known on some worlds as dholes, bholes are among the largest of living creatures, wormlike leviathans of such size that few can claim to have seen one wholly from head to tail, and those who do suffer from madness or other aff lictions that cause others to doubt these tales. The coloration of these creature ranges widely, from dark blues and purples to pale grays, yellows, or white. A bhole’s cavernous mouth consists of long, bony jaws that extend and unfold from the creature’s head when it feeds. Bholes are incredibly long-lived— those that exist in remote worlds or in other dimensions have done so for countless eons. The bholes themselves seem to have no interest in their history, perhaps as a result of their limited intellect, but they can live forever, barring death by violence. Regions inhabited by bholes are always wastelands. Bholes seem able to eat and digest anything and everything, and in time can reduce a huge area to just a honeycombed network of immense tunnels. These regions swiftly collapse in on themselves, leaving rubble-filled pits of terrifying size.

CR 17 XP 102,400
CN
Colossal magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +28
DEFENSE
AC
33, touch 1, flat-footed 33 (–1 Dex, +32 natural, –8 size)
hp 290 (20d10+180)
Fort +21, Ref +13, Will +11
DR 10/—; Immune acid, fire, disease, magical control, paralysis, poison, sleep, stun; SR 28
OFFENSE
Speed
50 ft., burrow 50 ft.
Melee bite +29 (6d6+25/19–20 plus grab), slam +29 (3d8+25/19–20)
Space 30 ft.; Reach 60 ft.
Special Attacks breath weapon, overwhelming strength, swallow whole (20d6 acid damage, AC 26, 29 hp), trample (DC 37)
STATISTICS
Str
44, Dex 8, Con 28, Int 3, Wis 21, Cha 23
Base Atk +20; CMB +45 (+47 bull rush, +49 grapple); CMD 54 (56 vs. bull rush, can’t be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (bite), Improved Critical (slam), Improved Initiative, Lightning Reflexes, Power Attack, Staggering Critical, Vital Strike
Skills Perception +28
Languages Aklo (rarely speaks)
ECOLOGY
Environment
any underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Breath Weapon (Su)
Once every minute, a bhole can expel a prodigious amount of thick slime from its gullet. This breath weapon has a range of 900 feet, and creates a 40-foot-diameter spread of slime in its targeted area. Any creature within this area must succeed at a DC 29 Fortitude save or be stunned for 1d4 rounds. The slime transforms the area it coats into difficult terrain. Furthermore, any creature that is in the area (or that attempts to enter the area) must succeed at a DC 29 Reflex save or be entangled by the slime. Bhole slime persists for 2d6 hours and bhole lairs are typically pre-caked with the stuff. A bhole can move through bhole slime without penalty. The save DC is Constitution-based.
Immune to Magical Control (Ex) A bhole is immune to nearly all forms of mind control, including all charm, suggestion, and dominate spells. It is similarly immune to magic jar and possession attempts. Confusion and other mind-affecting effects that don’t allow another creature to directly control a bhole work normally. Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control a bhole. Other methods, particularly those tied to strange and powerful artifacts, may work as well.
Overwhelming Strength (Ex) A bhole always applies 1-1/2 times its Strength modifier on all natural weapon attacks.
 

Thunder Behemoth

This enormous beast has rocky, armored plates on its body. Elaborate horns crown its horrific head.

Thunder behemoths walk the land as little more than roving appetites, driven by an all-consuming hunger to devour every animal, plant, and even building in sight. They indiscriminately gorge their five seemingly bottomless stomachs on forests and jungles, collapse mine and mountain alike in search of ore, and raze settlements and strongholds for the cowering morsels within. Thunder behemoths are sent by the gods to destroy wicked cities, raze great temples or monuments that offend divine eyes, and otherwise act as instruments of divine wrath on the surface of a world or just below it. The days before a thunder behemoth arrives are fraught with minor but unnerving earthquakes, mass exoduses of burrowing animals to the surface, and an increase in fallen trees and sinkholes.

CR 18 XP 153,600
N
Colossal magical beast (behemoth, earth)
Init –2; Senses blindsense 60 ft., darkvision 60 ft., tremorsense 60 ft.; Perception +27
DEFENSE
AC
35, touch 0, flat-footed 35 (–2 Dex, +35 natural, –8 size)
hp 337 (25d10+200); regeneration 20
Fort +22, Ref +12, Will +12
Defensive Abilities unstoppable; DR 15/epic; Immune ability damage, acid, aging, bleed, disease, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison, polymorph; SR 29
Weaknesses vulnerability to miracles and wishes
OFFENSE
Speed
30 ft., burrow 30 ft.
Melee bite +33 (4d6+16 plus grab), gore +33 (4d6+16), 2 stomps +28 (2d8+8 plus trip)
Ranged 4 rocks +15 (3d6+24 plus stun)
Space 30 ft.; Reach 20 ft.
Special Attacks fast swallow, mighty roar, rock spitting, ruinous, swallow whole (4d6+24 bludgeoning and 4d6 fire damage, AC 27, 33 hp), trample (2d8+24, DC 38)
Spell-Like Abilities (CL 20th; concentration +22)
3/day—earthquake (DC 20)
STATISTICS
Str
43, Dex 6, Con 26, Int 3, Wis 14, Cha 15
Base Atk +25; CMB +49 (+53 bull rush, grapple, overrun, or sunder); CMD 57 (59 vs. bull rush, overrun, or sunder, 61 vs. trip)
Feats Awesome Blow, Cleave, Great Cleave, Greater Bull Rush, Greater Overrun, Greater Sunder, Improved Bull Rush, Improved Overrun, Improved Sunder, Iron Will, Lunge, Power Attack, Snatch
Skills Perception +27, Survival +14, Swim +20
Racial Modifiers +10 Perception
Language Aklo (cannot speak)
ECOLOGY
Environment
any land
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Mighty Roar (Su)
Every 1d4 rounds as a standard action, a thunder behemoth can issue a mighty roar in a 60-foot cone that duplicates the effect of an empowered greater shout (Fortitude DC 30 half). This is a sonic effect. The save DC is Constitution-based.
Rock Spitting (Ex) A thunder behemoth can spit rocks from the essentially inexhaustible store in its gizzard. It can spit up to four rocks as a standard action, with a range increment of 60 feet. A creature that is critically hit by one of these rocks must make a DC 38 Fortitude save to resist being stunned for 1 round. The save DC is Strength-based.
Swallow Whole (Ex) A thunder behemoth has five stomachs and can shunt a swallowed victim into any one of them (usually choosing an empty stomach).