Coral Capuchin

This strange creature can only be described as a light pink, hairless monkey with the head of a fish and large, finlike wings.

Coral capuchins live in tropical coastal areas, generally in small familial groups of fewer than 30 adults led by an older matriarch (see below). Wholly unafraid of most humanoid species, coral capuchins are often befriended by sailors and fishers willing to put up with the creatures’ incurable curiosity and penchant for petty larceny. They can be trained to fish for their allies and are particularly sought after by those who make their living bringing up treasures from the ocean floor. Their voracious, omnivorous appetites also make them popular on long ocean voyages, as they are happy to reduce ships’ endemic rat populations. Perhaps because of this, many sailors see them as good-luck mascots, although they are most popular with pirates, smugglers, and other seafaring folk who more willingly accept their thieving nature.  Despite their mercurial temperaments and propensity for theft, coral capuchins are prized by wizards because of the creatures’ exceptional mobility and their strange cursed bite. Spellcasters of 3rd level or higher with an alignment within one step of neutral can gain a coral capuchin as a familiar by taking the Improved Familiar feat.  An adult coral capuchin is typically 1-1/2 feet in length with a 1-foot-long tail, a 4-foot wingspan, and a weight of 25 pounds.  

CR 1 XP 400
N
Tiny magical beast (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +1
DEFENSE
AC
15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +1
Weaknesses moisture dependency
OFFENSE
Speed
30 ft., climb 30 ft., fly 40 ft. (good), swim 30 ft.
Melee bite +7 (1d3–2 plus cursed bite)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks cursed bite
STATISTICS
Str 6, Dex 17, Con 12, Int 6, Wis 13, Cha 7
Base Atk +2; CMB +3; CMD 11
Feats Weapon Finesse
Skills Climb +6, Fly +11, Sleight of Hand +8, Stealth +15 (+19 in coral reefs), Swim +6
Racial Modifiers +4 Sleight of Hand, +4 Stealth in coral reefs
Languages Common (generally knows only a dozen or so words)
SQ amphibious
ECOLOGY
Environment
warm coasts or oceans
Organization solitary, pair, or tribe (3–24 plus one matriarch)
Treasure none
SPECIAL ABILITIES
Cursed Bite (Su)
A coral capuchin’s bite bestows some of the creature’s benefits and weaknesses upon the victim unless the victim succeeds at a DC 12 Constitution check. The curse delivered by this bite persists for 1d6 hours, and cannot affect the same creature more than once in a 24-hour period. Affected creatures can hold their breath for double the normal amount of time, but begin drying out when exposed to air. Victims take 1d6 points of damage for every 10 minutes they are out of water, though spending a full-round action to bathe the victim in any sort of water halts this damage. The save DC is Constitution-based.
Moisture Dependency (Ex) A coral capuchin can breathe both air and water and survive indefinitely on land, but the creature must regularly be either submerged in water or thoroughly wetted down, or else it dries out. A coral capuchin can remain out of water for a number of hours of equal to its Constitution score before it suffers any negative effects. After this time, the creature takes 1d6 points of damage for every hour it remains dry. Bathing the creature in water of any sort resets this time frame.

CORAL CAPUCHIN MATRIARCH
A tribe of coral capuchins is typically led by a particularly wise matriarch. These leaders can be identified by their especially colorful wing membranes and eyes, which shimmer with a prismatic sheen like the flickering of a rainbow. A coral capuchin matriarch has a Charisma score of 15, and most are 2nd- to 5th-level oracles. These matriarchs can never serve as familiars.

 

Dimorphodon

The head of this colorful red and purple flying reptile is overly large, and its jaws are lined with tiny sharp teeth.

The dimorphodon’s jaws contain two separate rows teeth: several large fangs near the front (used to grip prey and inject poison) and numerous smaller, sharp teeth along the rest of the jaw. Dimorphodons are known for being easy to train. Handle Animal checks to train dimorphodons are attempted with a +4 bonus, and a dimorphodon can know one bonus trick chosen by its trainer once the creature has been fully domesticated. A dimorphodon’s wingspan is between 4 and 5 feet long.

CR 1 XP 400
N
Medium animal
Init +3; Senses low-light vision, scent; Perception +5
DEFENSE
AC
14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +6, Will +1
OFFENSE
Speed
10 ft., fly 30 ft. (average)
Melee bite +3 (1d6+3 plus poison)
Special Attacks poison
STATISTICS
Str
15, Dex 17, Con 12, Int 2, Wis 13, Cha 12
Base Atk +1; CMB +3; CMD 16
Feats Flyby Attack
Skills Fly +7, Perception +5
ECOLOGY
Environment
warm coasts or forests
Organization solitary, pair, or flock (3–9)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
 

Giant Tortoise

This tortoise is half the height of a human, and has a domed shell, leathery skin, and a long neck.

Giant tortoises typically live on tropical islands without large predators. Despite their impressive shells, their slow speed makes them easy prey, especially for vermin and other creatures that consume their eggs. Tortoises are herbivores, and can survive for months or even years without food or water. Despite being poor swimmers, their buoyancy and long necks capable mean they can survive for significant periods at sea. A typical giant tortoise is 3-1/2 feet tall to the top of the shell and weighs 500 pounds.

CR 1 XP 400
N
Medium animal
Init –2; Senses low-light vision; Perception +7
DEFENSE
AC
16, touch 8, flat-footed 16 (–2 Dex, +8 natural)
hp 22 (3d8+9)
Fort +8, Ref +1, Will +2
OFFENSE
Speed
10 ft.
Melee bite +4 (1d6+3)
STATISTICS
Str
14, Dex 7, Con 16, Int 2, Wis 13, Cha 9
Base Atk +2; CMB +4; CMD 12 (16 vs. trip)
Feats Endurance, Great Fortitude
Skills Perception +7 (+3 for sound–based checks)
Racial Modifiers –4 Perception for sound–based checks
SQ buoyant, shell, slow and steady
ECOLOGY
Environment
warm deserts or islands
Organization solitary, pair, or herd (6–12)
Treasure none
SPECIAL ABILITIES
Buoyant (Ex)
A tortoise that fails a Swim check by 5 or more does not sink.
Shell (Ex) As a move action, a tortoise can pull its extremities and head into its shell. It can’t move or attack as long as it remains in this state, but its armor bonus from natural armor increases by 4 as long as it does. It may end this state as a move action.
Slow and Steady (Ex) A tortoise’s speed is never modified by armor or encumbrance.
 

Sea Cat

This fierce creature merges the front half of a great cat with the tail and other characteristics of a giant fish.

The feral sea cat (sometimes referred to as the sea lion, sea tiger, or sea leopard) is among the most vicious and ubiquitous of coastal predators in tropical oceans. The upper body of a sea cat is that of a typical great cat—a lion, tiger, leopard, or cheetah—complete with a pair of clawed paws capable of rending the flesh from its prey. In place of back legs, however, the sea cat has a sleek and powerful tail that allows it to move quickly and silently through the water. While only the back half of a sea cat looks fishlike, its entire body from the neck down is covered in fine scales and fins. Among individual sea cats, these scales vary greatly in color and pattern, often inf luenced by the primary habitat of a given specimen; the most common sea cats, have bright coloration in striped or spotted patterns. A typical sea cat is 12 feet long and weighs upward of 800 pounds. Sea cats can survive in both fresh and salt water, though most live in the ocean, where they can hunt a varied and consistent supply of food. A sea cat’s diet typically consists of fish, crustaceans, and aquatic mammals (including seals and otters), but the creature’s overpowering predatory and territorial instincts often lead it to attack ocean birds, humanoids, and even other aquatic predators like sharks and crocodiles. Coastal fishermen in areas where sea cats are known to dwell watch vigilantly for the predators, because the beasts have learned that netted or hooked prey is easier to kill and steal from the line. Sea cats breathe air, not water. When not hunting they can be found on coastal rocks, coral islands, or even isolated beaches sunning themselves and digesting their most recent meals. Whether hunting or protecting its territory, a sea cat generally attacks immediately upon discovering a target, even when faced with a much larger or more dangerous foe. The sea cat’s low intelligence and high level of ferocity make it incredibly difficult to train or domesticate, though pirates and aquatic races have been known to try, with limited success.

CR 4 XP 1,200
N
Large magical beast
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC
18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 45 (6d10+12)
Fort +7, Ref +6, Will +5
OFFENSE
Speed
10 ft., swim 40 ft.
Melee bite +8 (1d8+3), 2 claws +9 (1d4+3)
Space 10 ft.; Reach 5 ft.
Special Attacks rend (2 claws, 1d4+4)
STATISTICS
Str
19, Dex 12, Con 15, Int 2, Wis 13, Cha 10
Base Atk +6; CMB +10; CMD 21 (can’t be tripped)
Feats Iron Will, Skill Focus (Perception), Weapon Focus (claw)
Skills Perception +10, Swim +17
SQ hold breath
ECOLOGY
Environment
warm coastlines
Organization solitary, pair, or pride (3–15)
Treasure none
 

Duppy

This floating, ghostly humanoid’s face is a blend of human and beast. Canine shapes twine around the creature’s legs.

A duppy is the spirit of a cruel and brutal sailor who died by violence on land, away from his ship and crew, and thus was unable to receive a proper burial at sea. While its ghostly form is evidence enough of its twisted hatred, a duppy also possesses power over a pack of faithful, otherworldly hounds that share in their master’s malevolence. The appearance of a duppy is often preceded by the distant sound of unearthly howling.  Duppies typically seek out sailors and pirates when exacting their vengeance, inf licting great violence on those living creatures who remind them of what they lost. For this reason, duppies are most often found in seaside towns or nearby beaches, and settlements that rely on the ocean know to fear and hate these spectral beings.  Though a duppy’s incorporeal form ensures that it can’t be captured by mundane means, those who do manage to trick a duppy into a magical trap are wise to keep the horror confined until the daytime, when its otherworldly abilities are hindered and it can be more easily defeated. Some tales claim that duppies arise near the treasures they buried while they were still alive, and ambitious sailors who buy into these stories might attempt to capture a duppy. However, few creatures can muster powers strong enough to cage a duppy, whose hounds confound enemies and allow the ghostly monster to attack victims from all sides.

CR 7 XP 3,200
CE
Medium undead (incorporeal)
Init +10; Senses darkvision 60 ft.; Perception +14
Aura unnatural aura (30 ft.)
DEFENSE
AC
20, touch 20, flat-footed 14 (+4 deflection, +6 Dex)
hp 76 (9d8+36)
Fort +7, Ref +11, Will +8
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
Weaknesses resurrection vulnerability, sunlight powerlessness
OFFENSE
Speed
fly 40 ft. (perfect)
Melee incorporeal touch +12 (2d8 negative energy plus 1d6 Strength drain)
Special Attacks ravenous hounds, strength drain
STATISTICS
Str
—, Dex 22, Con —, Int 13, Wis 15, Cha 19
Base Atk +6; CMB +12; CMD 26
Feats Flyby Attack, Improved Initiative, Lightning Reflexes, Lunge, Step Up
Skills Fly +26, Intimidate +16, Perception +14, Sense Motive +14, Stealth +18
Languages Common
ECOLOGY
Environment
warm coastlines
Organization solitary, pair, or pack (3–8)
Treasure none
SPECIAL ABILITIES
Ravenous Hounds (Sp)
Once per day as a standard action, a duppy can bring into being a pack of incorporeal hounds for 1d4+3 rounds. The ravenous hounds attack as a single unit, have a +11 attack bonus, deal 2d6+3 points of force damage on a successful hit, and threaten a critical hit on a natural 20. This ability is otherwise identical to mage’s sword (CL 7th).
Resurrection Vulnerability (Su) Raise dead or a similar spell cast on a duppy destroys it (Will negates). Using the spell in this way does not require a material component.
Strength Drain (Su) Creatures hit by a duppy’s touch attack must succeed at a DC 18 Fortitude save or take 1d6 points of Strength drain. If the target fails its save, the duppy also gains 5 temporary hit points. The save DC is Charisma-based.
 

Quetzalcoatlus

This immense flying reptile has a staggering wingspan and a brightly colored head with a razor-sharp beak.

The quetzalcoatlus is perhaps the largest of the pterosaurs, a category of flying reptile common in regions where dinosaurs dwell. Known to some as the “swamp stalker” and others by the misnomer “dragonling,” it is truly an awe-inspiring sight in the air, with an impressive 40-foot wingspan. On the ground, this creature’s profile bears an uncanny resemblance to that of a giraffe, save for the fact that the folded wings arch up to either side of its lightly feathered body and its head bears a horrific but brightly colored razor-sharp beak.  

CR 7 XP 3,200
N
Huge animal
Init +7; Senses low-light vision, scent; Perception +13
DEFENSE
AC
19, touch 12, flat-footed 15 (+3 Dex, +1 dodge, +7 natural, –2 size)
hp 82 (11d8+33)
Fort +10, Ref +12, Will +5
OFFENSE
Speed
30 ft., fly 50 ft. (clumsy)
Melee bite +13 (2d8+7/×3), 2 wings +8 (1d6+3)
Space 15 ft.; Reach 15 ft.
STATISTICS
Str
25, Dex 17, Con 17, Int 2, Wis 14, Cha 12
Base Atk +8; CMB +17; CMD 31
Feats Dodge, Flyby Attack, Improved Initiative, Lightning Reflexes, Lunge, Skill Focus (Perception)
Skills Fly +0, Perception +13
SQ difficult to train, razor-sharp beak
ECOLOGY
Environment
warm coastlines, plains, or swamps
Organization solitary, pair, or flock (3–6)
Treasure none
SPECIAL ABILITIES
Difficult to Train (Ex)
A quetzalcoatlus is remarkably difficult to train. Anyone trying to do so takes a –4 penalty on Handle Animal checks to train one of these looming pterosaurs.
Razor-Sharp Beak (Ex) A quetzalcoatlus’s bite attack has a critical multiplier of ×3.
 

Immense Tortoise

Plants and even trees grow atop the shell of this massive tortoise, which gazes about with dull, placid eyes.

These immense, ancient tortoises never stop growing.

CR 8 XP 4,800
N
Colossal animal
Init –2; Senses low-light vision; Perception +14
DEFENSE
AC
25, touch 0, flat-footed 25 (–2 Dex, +25 natural, –8 size)
hp 126 (11d8+77)
Fort +16, Ref +5, Will +3
OFFENSE
Speed
20 ft.
Melee bite +15 (4d6+22/19–20)
Space 30 ft.; Reach 30 ft.
Special Attacks trample (2d8 + 22, DC 30)
STATISTICS
Str
40, Dex 7, Con 24, Int 2, Wis 11, Cha 9
Base Atk +8; CMB +31; CMD 39 (43 vs. trip)
Feats Critical Focus, Endurance, Great Fortitude, Improved Critical (bite), Improved Great Fortitude, Power Attack
Skills Perception +14 (+10 for sound–based checks)
Racial Modifiers –4 Perception for sound–based checks
SQ buoyant, shell, slow and steady
ECOLOGY
Environment
warm islands
Organization solitary
Treasure none
SPECIAL ABILITIES
Buoyant (Ex)
A tortoise that fails a Swim check by 5 or more does not sink.
Shell (Ex) As a move action, a tortoise can pull its extremities and head into its shell. It can’t move or attack as long as it remains in this state, but its armor bonus from natural armor increases by 4 as long as it does. It may end this state as a move action.
Slow and Steady (Ex) A tortoise’s speed is never modified by armor or encumbrance.
 

Stymphalidies

This towering, ibis-like bird appears to be sculpted from silver and brass, yet it moves with the fluidity of a living creature.

Man-eating birds of prey, the rare creatures known as stymphalidies stalk plains and coastlines, shredding warm-blooded animals and unwary travelers with their steely-bladed feathers and daggerlike beaks. From a distance, stymphalidies might easily be mistaken for cranes, ibises, or other long-necked birds, though in full sunlight their gleaming feathers and the haze of blood lingering from past meals are impossible to mistake. When not at rest, flocks of the creatures soar high on warm currents of air, relying upon their keen eyesight to spot suitable prey far below. Because of their voracious appetites, flocks of stymphalidies must claim a vast swath of territory to maintain their feeding habits. Fortunately for the folk of civilized lands, stymphalidies rarely encroach upon areas well traveled by humanoids and other creatures clever enough to bring down one of these metallic-winged avians. Stymphalidies breed at an astonishing rate, however, and overpopulation and exhaustion of game frequently force extraordinarily large and deadly groups of the creatures to band together in search of new lands and new prey to devour. Peculiarly, the feathers and beak of a stymphalidies are made of steel-like material similar to the metallic hide of a gorgon. Smaller varieties of stymphalidies exist, including a variant with a penchant for swarming, but the towering creature presented here is by far the most commonly encountered of its kind. This stymphalidies stands 13 feet tall, with a wingspan of 25 feet and a weight of 250 pounds.

CR 8 XP 4,800
N
Large magical beast
Init +6; Senses low-light vision; Perception +12
DEFENSE
AC
22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 94 (9d10+45)
Fort +11, Ref +10, Will +5
DR 10/magic and adamantine; Immune fire
Weaknesses vulnerability to sonic
OFFENSE
Speed
20 ft., fly 120 ft. (poor)
Melee bite +14 (1d8+6 plus bleed), 2 talons +14 (1d6+6), 2 wings +9 (1d6+3 plus bleed)
Ranged 2 wing razors +10 (2d6+6 plus bleed)
Space 10 ft.; Reach 5 ft.
Special Attacks bleed (1d6), glare, wing razors
STATISTICS
Str
22, Dex 15, Con 20, Int 2, Wis 15, Cha 17
Base Atk +9; CMB +16; CMD 28
Feats Critical Focus, Flyby Attack, Improved Initiative, Lightning Reflexes, Skill Focus (Perception)
Skills Fly +4, Perception +12
ECOLOGY
Environment
warm plains or coastlines
Organization solitary, pair, or flight (3–9)
Treasure incidental
SPECIAL ABILITIES
Glare (Su)
As a standard action, in any area of normal or brighter light, a stymphalidies can ruffle its metallic feathers in such a way as to blind all creatures nearby. Any creature within 30 feet must succeed at a DC 19 Fortitude save or be blinded for 1d6 minutes. A creature can defend against this effect in the same way it would a gaze attack. This is a sight-based effect. The save DC is Constitution-based.
Wing Razors (Ex) A stymphalidies’s metallic feathers are razor-sharp. In addition to being able to slash creatures with its wings as a melee attack, it may beat its wings, flinging two large, feathered shards at a single target. These wing razors deal 2d6 points of damage and cause bleed, with a range increment of 50 feet. A stymphalidies can use this attack a number of times per day equal to its Constitution modifier (5 times per day for most stymphalidies).
 

Giant Mantis Shrimp

This brightly colored crustacean looks like a large lobster with cruel pincers poised at its fore.

Though the colorful shells of giant mantis shrimp are beautiful to behold, the sight of one often means death. These apex predators prowl tide pools and coastal shallows, competing for territory with karkinoi and shark eater crabs.  A typical giant mantis shrimp grows to 4 feet high and 6 feet long, and weighs around 200 pounds.  

VARIANT GIANT MANTIS SHRIMP
Their incredible eyesight and deadly pincers make giant mantis shrimp formidable predators in any environment.
Cave Mantis Shrimp
: A cave mantis shrimp has adapted to life in caves, losing its coastal cousin’s vibrant shell and becoming almost translucent. A cave mantis shrimp gains a +8 racial bonus on Stealth checks and can take a full-round action when it acts on a surprise round.
Mantis Shrimp Lord: Found on the seabed in deeper waters than its smaller relatives, mantis shrimp lords are Large. Their attacks ignore the first 20 points of hardness when attacking objects, which the mantis shrimp lords use to their advantage, scuttling ships and devouring the unfortunate cargoes and crews.
Sand Mantis Shrimp: Sand mantis shrimp bury themselves in deserts, waiting for passersby to approach a little too close to their claws. A sand mantis shrimp loses the aquatic subtype.

CR 9 XP 6,400
N
Medium vermin (aquatic)
Init +7; Senses darkvision 60 ft., incredible sight; Perception +1
DEFENSE
AC
26, touch 17, flat-footed 19 (+7 Dex, +9 natural)
hp 105 (14d8+42)
Fort +12, Ref +11, Will +5
Immune mind-affecting effects; Resist sonic 10
OFFENSE
Speed
40 ft.; swim 30 ft.
Melee pincer +17/+12 (2d6+4 plus grab and sonic burst), pincer +17 (2d6+4 plus grab and sonic burst)
Special Attacks sonic burst, speedy pincers
STATISTICS
Str
18, Dex 25, Con 16, Int —, Wis 13, Cha 16
Base Atk +10; CMB +14 (+18 grapple); CMD 31 (43 vs. trip)
Feats Weapon Finesse
ECOLOGY
Environment
warm coastlines
Organization solitary
Treasure none
SPECIAL ABILITIES
Incredible Sight (Ex)
A giant mantis shrimp’s eyes pick up colors well beyond those visible to humans, and it can see perfectly in all light conditions, including supernatural darkness. As long as the giant mantis shrimp is not blinded, it is treated as having blindsight 60 feet.
Sonic Burst (Ex) A giant mantis shrimp attacks with such extreme speed that its pincers issue a concussive blast of light and force when they snap closed. Each time a giant mantis shrimp makes a pincer attack, whether it hits or misses, each creature in a 10-foot-radius burst centered on the attack’s target takes 1d8 points of sonic damage and must succeed at a DC 20 Reflex save or be stunned for 1 round. A creature that succeeds at this save is immune to the stun effect from additional sonic bursts from that giant mantis shrimp until the vermin’s next turn, but it still takes sonic damage from additional sonic bursts. The giant mantis shrimp is immune to this effect. The save DC is Constitution-based.
Speedy Pincers (Ex) A giant mantis shrimp can make iterative attacks with one pincer.
 

Siren’s Bed Sea Anemone

This enormous polyp is crowned with bright red-and-blue striped tentacles. A long, thin stinger darts from the center.

This massive anemone can emit a deafening screech that can be heard for miles under the water.

CR 9 XP 6,400
N
Gargantuan vermin (aquatic)
Init +4; Senses blindsight 60 ft.; Perception +1
DEFENSE
AC
23, touch 10, flat-footed 19 (+4 Dex, +13 natural, –4 size)
hp 119 (14d8+56)
Fort +13, Ref +8, Will +5
Defensive Abilities amorphous; Immune gaze attacks, mind-affecting effects, poison, sonic, vision-based attacks
OFFENSE
Speed
10 ft.
Melee bite +16 (2d8+10 plus grab), sting +16 (2d4+10 plus poison), tentacles +11 (2d6+5 plus grab and poison)
Space 20 ft.; Reach 20 ft. (40 ft. with sting)
Special Attacks constrict (2d6+10), shriek, swallow whole (4d6+15 bludgeoning damage, AC 16, 11 hp)
STATISTICS
Str
30, Dex 19, Con 18, Int —, Wis 13, Cha 3
Base Atk +10; CMB +24; CMD 38 (can’t be tripped)
SQ anchored, sightless
ECOLOGY
Environment
warm coastlines or oceans
Organization solitary, pair, or choir (3–6)
Treasure incidental
SPECIAL ABILITIES
Anchored (Ex)
As a full-round action, a sea anemone can affix itself to a solid surface. While anchored, it cannot move, and it gains a +4 bonus to its CMD on all checks to resist being bull-rushed, dragged, overrun, or repositioned. This bonus increases by +4 for each size category larger the sea anemone is compared to the opponent attempting the maneuver. The creature can unanchor itself as a full-round action.
Poison (Ex) Sting or tentacles—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.
Shriek (Ex) Once per minute as a swift action, a siren’s bed can emit a powerful shriek in 60-foot-radius burst centered on itself. All creatures within the area must succeed at a DC 21 Fortitude save or be staggered and deafened for 1d4 rounds. This is a sonic effect. The save is Constitution-based.
Sightless (Ex) A siren's bed anemone is blind and thus unaffected by effects that rely on sight, such as blindness or gaze attacks.
 

Gholdako

A single milky eye stares from the forehead of this towering giant wrapped in filthy, rune-covered strips of bloody linen.

A gholdako is a dreadful undead cyclops created by the foul priests and necromancers of a fallen cyclops empire thousands of years ago. A gholdako’s single eyeball is sunken and milky, and its body and limbs are wrapped tightly in ragged strips of soiled and moldering linens, much like those of a mummy, but with disturbing and incomprehensible glyphs scribbled on the ancient cloth, written in what appears to be dried blood. Layers of skin continually flake off the hideous monster’s parched flesh wherever it is exposed, falling in papery strips of sickly pale yellow. The average gholdako stands 9 feet tall and weighs 500 pounds. Gholdakos are nearly always guardians of some special relic or tomb, having been ordered to protect the object or location in life and remaining faithful to their duties even after dying. While they strive to keep their wards safe from depredations, gholdakos are nonetheless short-tempered and easy to lure away from their posts—though being caught by one of these undead giants almost always spells a gruesome and untimely end for most would-be.

CR 10 XP 9,600
NE
Large undead
Init +0; Senses darkvision 60 ft., low-light vision; Perception +19
DEFENSE
AC
25, touch 9, flat-footed 25 (+16 natural, –1 size)
hp 127 (15d8+60)
Fort +9, Ref +5, Will +10
Defensive Abilities; channel resistance +3; DR 5/good; Immune undead traits; Resist cold 10, fire 10
OFFENSE
Speed
30 ft.
Melee bite +17 (1d8+7), 2 claws +18 (2d8+7/19–20 plus disease)
Space 10 ft.; Reach 10 ft.
Special Attacks blinding breath, disease
STATISTICS
Str
25, Dex 10, Con —, Int 10, Wis 13, Cha 19
Base Atk +11; CMB +19 (+21 bull rush); CMD 29 (31 vs. bull rush)
Feats Awesome Blow, Cleave, Critical Focus, Great Cleave, Improved Bull Rush, Improved Critical (claw), Power Attack, Weapon Focus (claw)
Skills Intimidate +22, Knowledge (history) +8, Perception +19, Sense Motive +11, Stealth +14
Languages Giant
ECOLOGY
Environment
warm coasts
Organization solitary or guard (2–4)
Treasure standard
SPECIAL ABILITIES
Blinding Breath (Su)
Once every 1d4 rounds, a gholdako can exhale its noxious breath in a 20-foot cone, permanently blinding any creatures in the affected area unless they succeed at a DC 21 Fortitude save. The save DC is Charisma-based.
Disease (Ex) Seaside rot: Injury; save Fort DC 21; onset 1 minute; frequency 1/day; effect 1d4 Str and 1d4 Dex; cure 2 consecutive saves. The save DC is Charisma-based.

Dread Gholdako (+1 CR)
Some gholdakos were created to guard the tombs of royalty. Such dread gholdakos possess a bluish-white halo of smoke around their perpetually peeling scalps. A dread gholdako generally possesses additional Hit Dice, and can inflict paralysis (1d4 rounds, DC 10 + 1/2 the dread gholdako’s racial Hit Dice + the dread gholdako’s Constitution modifier) on its foes with its bite attack.

 

Popobala

This brawny, sallow-skinned figure is muscular but lean, with batlike wings and a single hideous eye in its noseless face.

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.

CR 15 XP 51,200
CE
Medium monstrous humanoid (shapechanger)
Init +10; Senses blindsense 60 ft., darkvision 60 ft.; Perception +24
Aura frightful presence (30 ft., DC 25), stench (DC 25, 1d6 minutes)
DEFENSE
AC
29, touch 17, flat-footed 22 (+6 Dex, +1 dodge, +12 natural)
hp 225 (18d10+126); fast healing 10 (see harvester of sorrow)
Fort +12, Ref +17, Will +14
Defensive Abilities harvester of sorrow; DR 10/magic; Immune disease, nausea, poison, sickened, stunning
OFFENSE
Speed
30 ft., climb 30 ft., fly 80 ft. (average)
Melee bite +25 (2d6+6 plus 1d4 Cha drain), 2 talons +25 (1d6+6 plus grab and popobala fever), 2 wings +20 (1d6+3)
Special Attacks rend (2 talons, 2d6+9)
Spell-Like Abilities (CL 16th; concentration +22)
At will—clairaudience/clairvoyance, ghost sound (DC 16), ventriloquism (DC 17)
3/day—dominate person (DC 21, can only dominate and control one person at a time), eyebite (DC 22), feeblemind (DC 21), spell turning, suggestion (DC 19), telekinesis (DC 21)
1/day—animate objects
STATISTICS
Str
23, Dex 22, Con 22, Int 17, Wis 17, Cha 22
Base Atk +18; CMB +24 (+28 grapple); CMD 41
Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Power Attack, Skill Focus (Intimidate), Toughness, Weapon Focus (bite), Weapon Focus (talons)
Skills Acrobatics +15, Bluff +24, Climb +14, Disguise +15, Intimidate +33, Knowledge (local) +21, Perception +24, Perform (act) +15, Sense Motive +12, Stealth +27
Languages Common
SQ horrid haunting, change shape (bat, dire bat, or humanoid; polymorph)
ECOLOGY
Environment
warm coasts or forests
Organization solitary
Treasure standard
SPECIAL ABILITIES
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.