Spirit Oni

This evil-looking animated mask shows the face of a horned fiend, its eyes popping and its leering smile full of fangs.

Most oni that emerge on the Material Plane do so into a new body of humanoid flesh, yet this is not the case for all oni. Periodically, when an evil spellcaster wishes to engage the servitude of an oni as a familiar, the result is something relatively unusual—an oni made flesh directly from its spiritual form rather than one who takes the features of a humanoid as its own. Any lawful evil 7th-level spellcaster who takes the Improved Familiar feat can gain a spirit oni as a familiar. The ritual to gain such a familiar requires the spellcaster to craft a particularly fiendish and fierce-looking oni mask—this does not require a Craft check or any additional expenditure of gold, and is assumed to be part of the overall ritual for securing the familiar. When the ritual is complete a raw oni spirit is lured into the mask, which immediately transforms it into the animate, living creature presented here. While the ritual binds the oni to its new master, it also robs the oni of its immediate chance to achieve a human form. As a result, spirit oni are foul-tempered and cantankerous creatures, even to their masters. They must be regularly reprimanded and disciplined, lest their jealousy and bitterness get the better of them. When a spirit oni’s master dies, the spirit oni gains free will and the ability to make its own choices—but the spirit oni’s innate cowardice and dishonor usually prevents it from taking its own life in hopes of returning to true spirit form and then returning as a proper oni. Rather than extinguishing themselves, such masterless spirit oni seek out more powerful oni and offer their services to their superiors, in hopes that they might someday be granted a promotion from their lowly state to something more befitting their egos and desires.

CR 2 XP 600
LE
Tiny outsider (native, oni)
Init +8; Senses darkvision 60 ft., detect magic; Perception +7
DEFENSE
AC
17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
hp 19 (3d10+3); fast healing 2
Fort +2, Ref +7, Will +4
OFFENSE
Speed
10 ft., fly 30 ft. (good)
Melee bite +9 (1d4–2), gore +9 (1d4–2 plus poison)
Special Attacks poison
Spell-Like Abilities (CL 6th; concentration +8)
Constant—detect magic
At will—invisibility (self only), mage hand
1/day—command (DC 13), sleep (DC 13)
1/week—commune (CL 12th, 6 questions)
STATISTICS
Str
6, Dex 19, Con 12, Int 13, Wis 12, Cha 15
Base Atk +3; CMB +5; CMD 13 (can’t be tripped)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Bluff +8, Fly +16, Knowledge (arcana) +7, Perception +7, Sense Motive +7, Spellcraft +4, Stealth +17
Languages Common
SQ mask symbiosis
ECOLOGY
Environment
any
Organization solitary, pair, or rack (3–12)
Treasure standard
SPECIAL ABILITIES
Mask Symbiosis (Ex)
A spirit oni can be worn as a mask by a willing Small or Medium creature. While worn in this way, the wearer can see through the oni’s eyes and speak through its mouth, although the wearer retains its own senses and voice. The spirit oni remains a separate creature, and must detach from its host’s face (as a move action) if it wishes to take any action of its own (including attacking or using a spell-like ability). While a spirit oni is worn as a mask, it grants a +2 insight bonus on its host’s Perception checks.
Poison (Ex) Gore—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Cha; cure 2 consecutive saves.
 

Doppelganger

This grayish humanoid creature seems almost unfinished, with a narrow head, gaunt limbs, and a sinister, noseless face.

Doppelgangers are strange beings that can take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed facial features. Its flesh is pale and hairless, and its eyes are vacant and white. Doppelgangers prefer infiltrating societies where they can gather wealth and influence, and see little point in forming cities of their own kind. Younger doppelgangers practice their skills by taking over small orc or goblin tribes, then move to more complicated societies like dwarven, elven, and human communities. Rather than making themselves targets by taking positions of leadership, they prefer to be the power behind the throne, or use multiple identities to manipulate influential citizens or entire guilds. Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived. They are particularly fond of invading human societies in order to indulge in their desires—some enjoy the complex dance of politics while others seek constant change in the race and gender of both themselves and their romantic companions. While not standard, it is those doppelgangers use their gifts for cruel and sadistic purposes that are most notorious, and these shapeshifters are the primary cause of the race’s sinister reputation. Certainly, a creature capable of changing its shape has a handy way to avoid capture for its crimes, and some particularly malicious doppelgangers enjoy disrupting relationships by posing as unfaithful lovers. Rumors persist of even more powerful doppelgangers capable of not only shifting their appearance, but also skills, memories, and even the extraordinary and supernatural abilities of creatures whose forms they choose to mimic. These doppelgangers’ change shape ability functions like the spell polymorph rather than alter self.

CR 3 XP 800
N
Medium monstrous humanoid (shapechanger)
Init +1; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC
16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural)
hp 26 (4d10+4)
Fort +4, Ref +5, Will +6
Immune
charm, sleep
OFFENSE
Speed
30 ft.
Melee 2 claws +8 (1d8+4)
Spell-Like Abilities (CL 18th; concentration +19)
At will—detect thoughts (DC 13)
STATISTICS
Str
18, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Base Atk +4; CMB +8; CMD 20
Feats Dodge, Great Fortitude
Skills Bluff +9 (+13 while using change shape ability), Diplomacy +4, Disguise +9 (+29 while using change shape ability), Perception +9, Sense Motive +6, Stealth +5
Racial Modifiers +4 Bluff, +4 Disguise
Languages Common
SQ change shape (alter self), mimicry, perfect copy
ECOLOGY
Environment
any
Organization solitary, pair, or gang (3–6)
Treasure NPC Gear
SPECIAL ABILITIES
Mimicry (Ex)
A doppelganger is proficient in all weapons, armor, and shields. In addition, a doppelganger can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.
Perfect Copy (Su) When a doppelganger uses change shape, it can assume the appearance of specific individuals.
 

Kuwa Oni

This golden-skinned fiend has horns, fangs, and bulging eyes. It grips a spiked club in its four-fingered claws.

While the majority of oni tend to be larger than life, and thus often end up having associations with giants and other enormous humanoids, not all of them are born into physical bodies that match their boundless appetites for cruelty. The kuwa are an example of this, for they are oni who clothe themselves in human flesh. While their true forms remain unmistakably fiendish, with golden skin, claws, and monstrous visages with short sharp horns, kuwa are most at home living in disguise among humans. As with most oni, they generally avoid their own kind, and instead seek positions of power in human cities, often as guard captains, guildmasters (particularly of thieves’ guilds), and aristocrats. Most kuwa avoid taking on the role of a spellcaster unless they possess class levels in an appropriate class. Likewise, all but the most ambitious kuwa avoid positions of true authority, such as king or mayor. Kuwa are most comfortable in the upper echelon of command, but avoid positions so important that they have too many eyes on them. To a kuwa, a position of leadership that doesn’t allow frequent abuse of that power is a waste, and by aiming for less publicly visible positions, the kuwa increases its opportunities for such abuse. Once a kuwa secures a position in a human society, the accumulation of wealth becomes its primary motivation. A kuwa wants to live a life of decadence and sensual pleasure, and like any oni, it wants to propagate its own kind. Its strength and magical powers enable it to easily dominate normal folk, allowing it to gather groups of thuggish, likeminded humans to lead in banditry and worse. A typical kuwa stands about 6 feet in height and weighs 190 pounds.

CR 4 XP 1,200
LE
Medium outsider (human, native, oni, shapechanger)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC
19, touch 10, flat-footed 19 (+8 armor, +1 natural)
hp 42 (5d10+15); regeneration 5 (acid or fire)
Fort +7, Ref +4, Will +6 SR 15
OFFENSE
Speed
30 ft. (40 ft. without armor)
Melee mwk greatclub +10 (1d10+6) or 2 claws +9 (1d6+4)
Ranged mwk composite longbow +9 (1d8+4/×3)
Spell-Like Abilities (CL 5th; concentration +8)
3/day—darkness, fly
1/day—charm person (DC 14), deep slumber (DC 16), invisibility (self only)
STATISTICS
Str
18, Dex 17, Con 16, Int 12, Wis 15, Cha 17
Base Atk +5; CMB +9; CMD 22
Feats Cleave, Combat Reflexes, Power Attack
Skills Bluff +11, Disguise +7, Intimidate +11, Knowledge (arcana) +8, Perception +10, Sense Motive +10, Spellcraft +5, Stealth +4, Use Magic Device +11
Languages Common
SQ change shape (any human; alter self)
ECOLOGY
Environment
any
Organization solitary or gang (1 plus 3–10 humans of 1st–3rd level)
Treasure standard (masterwork half-plate, masterwork greatclub, masterwork composite longbow [+4 Str] with 20 arrows, other treasure)
 

Nekomata

This oversized house cat has two twitching tails and a malevolent gleam in its eyes.

According to legend, when a house cat lives beyond its normally allotted years, it changes. The cat’s tail splits and the beast becomes a malevolent spirit capable of casting evil spells and taking on humanoid form. It uses these abilities to prey upon mortals, starting with the family that once cared for the cat. Nekomatas are cruel, vindictive spirit-creatures that seek to destroy households from within by sowing fear and discord, breaking bonds of love and friendship, and spreading mental and physical illness. A nekomata often starts its campaign of destruction by secretly killing and eating a household servant and then taking on the servant’s appearance. In such a guise, the creature can infiltrate the home and begin working all kinds of mischief, using its innate magical abilities to terrorize the home’s residents, often while enjoying all the comforts that home provides. Ultimately, the nekomata’s goal is to ruin the health and reputation of the head of the house before killing every member of the family. Once its vile work is done, the creature moves on to find another home to destroy. In its true form, a nekomata appears as a two-tailed house cat about 7 feet long and weighing 200 pounds.

CR 6 XP 2,400
NE
Medium magical beast (shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +14
DEFENSE
AC
19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 68 (8d10+24); fast healing 5
Fort +9, Ref +10, Will +7 
Immune ability damage, ability drain, death effects, disease, energy drain, fear, negative energy
OFFENSE
Speed
50 ft.
Melee bite +12 (1d8+4 plus disease), 2 claws +12 (1d6+4)
Special Attacks create undead
Spell-Like Abilities (CL 6th; concentration +10)
At will—command undead (DC 16), ghost sound (DC 14), mage hand, open/close
3/day—charm person (DC 15), halt undead (DC 17), telekinesis (DC 19)
STATISTICS
Str
18, Dex 19, Con 16, Int 19, Wis 16, Cha 19
Base Atk +8; CMB +12; CMD 26
Feats Combat Casting, Combat Expertise, Improved Initiative, Iron Will
Skills Acrobatics +15, Bluff +12, Disguise +12, Knowledge (religion) +12, Perception +14, Stealth +15
Languages Common
SQ change shape (cat and humanoid; polymorph), perfect copy
ECOLOGY
Environment
any land
Organization solitary, pair, or pride (3–8)
Treasure standard
SPECIAL ABILITIES
Create Undead (Su)
Up to three times per day, a nekomata can turn a dead body into an undead creature by licking it as a standard action. A skeleton rises as a skeletal champion, while a body with flesh animates as a juju zombie. Undead created in this way are free-willed.
Disease (Su) Nekomata madness: Bite—injury; save Fort DC 17; onset 1d6 hours; frequency 1/day; effect 1 Con damage and 1d4 Wis damage; cure 2 consecutive saves.
Perfect Copy (Su) When a nekomata uses change shape, it can assume the specific appearance of the last humanoid it damaged with its bite attack.
 

Blood Hag

This woman would be pretty if it were not for her sharp teeth and nails, and her ghastly pale skin.

Blood hags, known to some as soucouyants, prefer to live near isolated human communities or on the edge of civilized lands. A blood hag takes the appearance of a young woman by day. At night, she assumes her true form, as her skin peels back and sloughs off to reveal the monstrosity beneath. A hunting blood hag preys on unsuspecting neighbors during the night, sneaking into their homes and feeding off their blood or burning them alive. When a blood hag finds a particularly choice victim, she forgoes simply feeding on her, and instead abducts her, spiriting her away to the hag’s hidden lair, where she’ll be tortured and drained dry of blood over the course of days or weeks. Once the hag has properly prepared the victim’s skin, she wears it. Bold and particularly clever blood hags attempt to masquerade as their victims for a time. Blood hags of exceptional talent typically gain levels in the witch class.

BLOOD HAG COVENS
A hag coven containing a blood hag loses access to the control weather and speak with dead spell-like abilities. Instead, the coven gains access to death ward, fire storm, and nightmare. When all three hags of the coven are within 10 feet of one another, the other hags gain the fire immunity and spell resistance of the blood hag. Blood hags absolutely loathe submitting to the authority of others, and rarely form covens with other blood hags or with any hags of power comparable to or greater than their own.

CR 8 XP 4,800
NE
Medium monstrous humanoid (shapechanger)
Init +10; Senses darkvision 60 ft., detect good, detect magic; Perception +18
DEFENSE
AC
23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 90 (12d10+24)
Fort +6, Ref +14, Will +11
DR 5/cold iron and magic; Immune charm, disease, fear, fire, sleep; SR 19
OFFENSE
Speed
30 ft., fly 60 ft. (perfect; in fiery form only)
Melee bite +18 (2d4+4), 2 claws +18 (1d6+4 plus grab)
Special Attacks blood drain (1d2 Con), detonate
Spell-Like Abilities (CL 12th; concentration +16)
Constant—detect good, detect magic
At will—inflict moderate wounds (DC 16), scorching ray, spider climb (self only)
3/day—deep slumber (DC 17)
STATISTICS
Str
18, Dex 22, Con 15, Int 14, Wis 17, Cha 19
Base Atk +12; CMB +18 (+22 grapple); CMD 33
Feats Agile Maneuvers, Combat Reflexes, Dodge, Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +18, Bluff +16, Disguise +16, Fly +14, Intimidate +19, Perception +18, Stealth +21
Languages Abyssal, Common, Giant, Infernal
SQ fiery form (DC 20), mask evil
ECOLOGY
Environment
any land
Organization solitary or coven (3 hags of any kind)
Treasure standard
SPECIAL ABILITIES
Detonate (Su)
A blood hag in fiery form can explode in a 30-foot-radius burst that deals 8d6 points of fire damage (Reflex DC 18 for half). Using this ability returns a blood hag to her normal form. The save DC is Constitution-based.
Fiery Form (Su): As a standard action, a blood hag who has removed her skin by using mask evil can assume the form of a flying ball of fire for up to 12 rounds. After leaving fiery form, a blood hag must wait 1d4 rounds before assuming it again. A blood hag in this form who enters the same space as another creature stops moving for that round and deals 3d6 points of fire damage (Reflex DC 20 negates) to that creature. A blood hag can suppress her heat and dim her light to that of an ember if she chooses, and can pass through openings and cracks as though in gaseous form. A blood hag in fiery form retains her AC and also has immunity to nonmagical attacks and effects. A successful targeted dispel magic spell or 20 points of cold damage returns her from her fiery form to her normal form. A blood hag can assume fiery form a number of times per day equal to her Charisma modifier (typically 4). The save DC is Charisma-based.
Mask Evil (Su) During the day, a blood hag “wears her skin,” giving her the appearance of a young woman. When so disguised, the blood hag can’t use her bite, claws, or fiery form ability. At night, she bursts out of her skin and returns to her monstrous form. The hag regrows her skin each dawn. While a blood hag is wearing her skin, her alignment is masked as though by a constant undetectable alignment spell.
 

Lamia Matriarch

This creature looks like a beautiful human woman from the waist up, but below is the body and tail of an immense snake.

The queens of a race consumed by bitterness and predatory instinct, lamia matriarchs mastermind all manner of foul plots in hopes of breaking the bestial curse that afflicts their race. They move with shocking ease from silken-tongued temptresses to dervishes, striking with all the deadly precision of vipers. Quick to covet, enslave, and overindulge, lamia matriarchs luxuriate in gory feasts, violent trysts, and bloody entertainments, reveling until their playthings are broken or until they tire and move on.

CR 8 XP 4,800
CE
Large monstrous humanoid (shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +3
DEFENSE
AC
21, touch 13, flat-footed 17 (+4 Dex, +8 natural, –1 size)
hp 102 (12d10+36)
Fort +7, Ref +12, Will +11
Immune mind-affecting effects; SR 19
OFFENSE
Speed
40 ft., climb 40 ft., swim 40 ft.
Melee +1 scimitars +14/+14/+9/+9/+4 (1d6+6/15–20 plus 1 Wisdom drain on first hit each round) or touch +16 (1d4 Wisdom drain)
Space 10 ft.; Reach 5 ft.
Special Attacks Wisdom drain
Spell-Like Abilities (CL 12th; concentration +17)
At will—charm monster (DC 19), ventriloquism (DC 16)
3/day—deep slumber (DC 18), dream, major image (DC 18), mirror image, suggestion (DC 18)
Spells Known (CL 6th; concentration +11)
3rd (4/day)—haste
2nd (6/day)—death knell (DC 17), invisibility
1st (8/day)—cure light wounds, divine favor, mage armor, magic missile
0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 15), mage hand, mending, prestidigitation
STATISTICS
Str
20, Dex 19, Con 17, Int 16, Wis 16, Cha 21
Base Atk +12; CMB +18; CMD 32 (can’t be tripped)
Feats Double Slice, Extend Spell, Improved Critical (scimitar), Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +8 (+12 jump), Bluff +21, Climb +13, Diplomacy +11, Disguise +11, Intimidate +20, Knowledge (any one) +15, Knowledge (arcana) +15, Spellcraft +15, Swim +13, Use Magic Device +21
Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic
SQ change shape (fixed Medium humanoid form, alter self), undersized weapons
ECOLOGY
Environment
any land
Organization solitary, pair, or cult (3–6)
Treasure double (two +1 scimitars, other treasure)
SPECIAL ABILITIES
Spells
A lamia matriarch casts spells as a 6th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a lamia matriarch.
Wisdom Drain (Su) A lamia matriarch drains 1d4 points of Wisdom each time she hits with her melee touch attack. The first time each round that she strikes a foe with a melee weapon, she also drains 1 point of Wisdom. A DC 21 Will save negates the Wisdom drain. Unlike with other kinds of ability drain attacks, a lamia matriarch does not heal damage when she uses her Wisdom drain. The save DC is Charisma-based.
 

Royal Naga

This snake-bodied creature has five necks, each with a regal, humanoid face in a cobralike hood.

Regal and proud, royal nagas haunt lost cities and forgotten kingdoms, guarding ancient treasures for their own inscrutable reasons. A royal naga’s five faces are sharp and fierce, taking on a terrifying countenance when it becomes angered. Bespeaking their innate pride and vanity, royal nagas adorn their serpentine hoods and faces with elaborate and valuable piercings, crowns, or other precious accessories. Royal nagas are 18 feet long, and often weigh more than 750 pounds. Royal nagas tend to be stern in nature and commanding in speech. Although naturally sociable, they are distrustful of strangers and seem to have great difficulty speaking to other creatures as equals.

CR 11 XP 12,800
LN
Huge aberration (shapechanger)
Init +7; Senses darkvision 60 ft., see invisibility; Perception +27
DEFENSE
AC
26, touch 11, flat-footed 23 (+3 Dex, +15 natural, –2 size)
hp 133 (14d8+70)
Fort +9, Ref +9, Will +15
OFFENSE
Speed
40 ft.
Melee 5 bites +14 (2d6+6 plus bleed)
Space 15 ft.; Reach 15 ft.
Special Attacks bleed (1d6), dual gaze, rend (3 bites, 2d6+9)
Spell-Like Abilities (CL 9th; concentration +13)
Constant—see invisibility
Spells Known (CL 9th; concentration +13)
4th (5/day) arcane eye, charm monster (DC 18)
3rd (7/day) blink, dispel magic, suggestion (DC 17)
2nd (7/day) enthrall (DC 16), hold person (DC 16), invisibility, scorching ray
1st (7/day) charm person (DC 15), mage armor, magic missile, ray of enfeeblement (DC 15), shield
0 (at will) daze (DC 14), detect magic, flare (DC 14), mage hand, message, open/close, read magic, touch of fatigue
STATISTICS
Str
23, Dex 17, Con 21, Int 18, Wis 22, Cha 19
Base Atk +10; CMB +18 (+22 grapple); CMD 31 (can’t be tripped)
Feats Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Eschew MaterialsB, Improved Initiative, Lightning Reflexes, Stand Still
Skills Acrobatics +20 (+24 when jumping), Bluff +18, Diplomacy +18, Knowledge (arcana) +18, Knowledge (history) +11, Knowledge (nobility) +11, Perception +27, Sense Motive +24, Stealth +12
Languages Celestial, Common, Infernal
SQ change shape (five humanoid shapes; alter self)
ECOLOGY
Environment
any land
Organization solitary
Treasure standard
SPECIAL ABILITIES
Change Shape (Su)
A royal naga can use this ability to take one of five specific humanoid forms. Each of these forms has a unique appearance (such as a female dwarf with red hair, an elderly male human, and so on) and the naga can only use this ability to assume these five forms. The naga can still use its dual gaze in humanoid form.
Dual Gaze (Su) A royal naga has a piercing stare capable of crippling those that meet its gazes. The creature has two gaze attacks and can switch between them as a move action. One gaze causes those that succumb to it to become permanently blinded, while the other causes those that succumb to be permanently deafened. A DC 21 Fortitude save negates the effects of either gaze; otherwise, the effects are permanent until cured. Royal nagas generally prefer to keep their deafening gaze active, switching to the blindness gaze once combat begins and some of their foes have already been deafened, since those who are blinded can no longer be harmed by gaze attacks. The save DC is Charisma-based.
Spells A royal naga casts spells as a 9th-level sorcerer.
 

Mezlan

An amorphous blob coalesces, forming into a humanoid figure. As it stabilizes, intricate details emerge.

Built by ancient arcanists and engineers to serve as spies and elite troops, units of mezlans were deployed to engage in extractions, infiltrations, and quick strikes on well-protected locations. Scholars believe that at the height of those ancient civilizations, close to 1,500 mezlans were created. The difficulty of destroying mezlans leads scholars to believe that at least half of them still exist to this day.
Mezlans blur the lines between constructs and oozes, a mixture made even more strange by the fact that they have unique, previously human personalities. Each mezlan was once an exemplary living soldier graced with superior skills and intelligence. Upon being chosen for this new duty, these soldiers were given a full explanation of the changes they would undergo and signed a contract agreeing to serve as mezlans. Each was then subjected to numerous magical and technological procedures to extract her consciousness, preserve it, and inject it into her new form. Sometimes the process didn’t take, resulting in an incomplete and flawed mezlan. Indications of these flaws didn’t always reveal themselves before the creatures were deployed, and many such mezlans abandoned their missions to pursue their own mysterious agendas.
Most mezlans were recruited from the ranks of the military, and thus most of them had martial-related or skill-related class levels; however, a few of these creatures were once wizards who traded their magical talent for an amorphous form and near immortality.  Without the need to eat, sleep, or breathe, mezlans are practically immortal. When they are defeated in battle, they simply discorporate and begin seeping down into the soil or cracks in the ground. If the material making up a mezlan isn’t contained in some way or destroyed by subjecting it to continued energy damage, the creature lies dormant for 10 years before reforming. When a mezlan reincorporates, it is treated as if it had 16 negative levels. These negative levels are removed at a rate of 1 per month.
Mezlans retain a portion of their previous memories and experiences, but the extent of those memories varies from individual to individual. Some mezlans slowly regain their memories, some immediately remember everything from their previous incorporation, and others never fully recall their previous selves. A mezlan that retains its living memories typically has several class levels, although it should be noted that not all skills and abilities humanoids have in life translate directly to life as a shapeshifting ooze. One notable exception is a mezlan’s morphic weapons. While these attacks are natural weapons and a mezlan thus cannot gain iterative attacks, a mezlan who has feats or class abilities that bolster specific weapons can apply the effects of those feats or abilities to its morphic weapons, provided the weapons are of the right shape. For example, a mezlan with Weapon Focus (longsword) would gain a +1 bonus on attack rolls with its morphic weapon attacks when they are in the shape of a longsword. This limits the damage type dealt by the morphic weapon to a damage type appropriate to the weapon being duplicated.
From all appearances, mezlans seem to get along well with each other; however, to normal, living creatures, they often appear strange and unnatural in both form and behavior. They are very observant creatures that study everything they encounter, especially animals and humanoids—a frequent use of their skill pool ability. Some mezlans become accustomed to a particular form or body and use it as a default. Others keep dozens of regular guises and take on the ones most appropriate for particular duties they need to complete, using appearances and personalities as tools throughout their day-to-day activities. A few purists keep an amorphous, bloblike form unless they need to resemble something else. Strange mezlans who have gone mad over the years constantly shift their forms, flickering between hundreds of different shapes.

CR 14 XP 38,400
N
Medium ooze (shapechanger)
Init +11; Senses blindsight 120 ft.; Perception +20
DEFENSE
AC
30, touch 18, flat-footed 22 (+7 Dex, +1 dodge, +12 natural)
hp 195 (17d8+119); regeneration 5 (acid)
Fort +12, Ref +14, Will +11 
Immune ooze traits; SR 25
OFFENSE
Speed
40 ft., climb 20 ft., swim 20 ft.
Melee 2 morphic weapons +22 (2d8+10)
Ranged morphic weapon +19 (2d8+10)
Special Attacks sneak attack +3d6, store spells (chain lightning [DC 19], dispel magic, mage armor)
STATISTICS
Str
30, Dex 25, Con 24, Int 15, Wis 18, Cha 17
Base Atk +12; CMB +22; CMD 40
Feats Alertness, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Power Attack, Precise Shot, Stealthy
Skills Acrobatics +15, Bluff +14, Climb +18, Disguise +25, Escape Artist +9, Linguistics +11, Perception +20, Sense Motive +20, Stealth +25, Swim +18
Racial Modifiers +12 Disguise, +4 Linguistics, +4 Stealth
Languages Aklo, Common; versatile speech
SQ morphic body, no breath, skill pool
ECOLOGY
Environment
any
Organization solitary
Treasure none
SPECIAL ABILITIES
Morphic Body (Su)
As a standard action, a mezlan can assume the appearance of any Medium or Small creature (other than creatures with the elemental, incorporeal, or swarm subtype— the body assumed must be solid). This ability affects only the mezlan’s outward image. Its creature type doesn’t change in this new form; it gains none of the mimicked creature’s special abilities, and it retains all of its normal statistics and abilities as depicted above. This is a polymorph effect. 
Morphic Weapons (Su) A mezlan can manipulate its body to mimic a wide array of potent weaponry wielded by its various forms. While the weapons may look different, they are considered natural weapons and they all do the same amount of damage. Morphic weapons deal bludgeoning, piercing, and slashing damage, and are treated as magic for the purpose of overcoming damage reduction. Once per round, a mezlan can extend one of its limbs to strike at a distance up to 15 feet away with one of its morphic weapons. A mezlan can also attack with a morphic weapon by hurling a portion of its body as a thrown weapon with a range increment of 60 feet (the mezlan swiftly regrows thrown portions of its body after using this attack, while the hurled portion melts away into slime after dealing damage to a target). 
Skill Pool (Ex) A mezlan has a special knack for solving problems. Five times per day, it can apply a +4 competence bonus to any skill check, even checks for skills it has no ranks in and skills that can only be used trained. A mezlan can use any skill, even those that would normally require it to be trained. 
Store Spells (Su) A mezlan can store up to 10 levels of spells that it can then cast freely. The spells imbued into a mezlan are each activated with the same casting time as the original spell, and are cast at the caster level of the spellcaster who provided the spells. A mezlan can store and use arcane, divine, and psychic spells, and can carry spells from any number of casters at a given time. To fuel this ability, a caster must cast her spells into the mezlan as if storing a spell in an item like a ring of spell storing. The mezlan must be aware of the incoming spell, choose to lower its spell resistance, and ready an action to absorb it. Only spells that have the mezlan as a target can be absorbed in this way; area spells can’t be absorbed. If a mezlan already holds 10 levels of spells, it cannot absorb more spells, and any spell of a level exceeding a mezlan’s available spell level is not absorbed and affects the mezlan normally. Once a spell is absorbed in this manner, the mezlan can use the spell as its own. 
Versatile Speech (Ex) A mezlan has a talent for parsing spoken languages. After spending 1 minute listening to a speaker use a language it doesn’t already know, a mezlan can understand that language. After listening for 1 additional minute, the mezlan can speak the language. This understanding lasts for 24 hours before fading from the mezlan’s mutable mind. To understand the same language again after this time, the mezlan must spend another minute listening to a creature speak that language. The mezlan doesn’t have to be engaged in a conversation to use this ability.
 

Anunnaki

This towering humanoid has a strange, stony head. Small, mechanical wings spread out from its back.

Residents of an enigmatic and unknown world that is believed to exist out of phase with the Material Plane, anunnaki are mysterious, god-like beings that shape the very direction of civilizations. Little is known about the anunnaki homeworld, but fragmented information collected by scholars indicates that it comes into contact with the Material Plane only once every few thousand years. During this time, anunnaki travel to other worlds in order to manipulate the course of evolution, creating civilizations and uplifting primitive creatures using their esoteric technology, which includes external power sources called “lanterns of civilization.” The anunnaki do not typically remain to guide these societies, and are often remembered as deities by the civilizations they leave behind. Because the anunnaki can take on various forms, piecing together which civilizations have or haven’t been visited by anunnaki is exceedingly difficult. The creatures could have arrived to guide one civilization in the guise of powerful, glowing creatures and secretly assimilated into another society by adopting the appearance of members of that society and subtly making changes over the course of decades. Each anunnaki calibrates its form to fit the mores and prejudices of the specific society it means to advance.  Anunnaki’s role as manipulators of civilization and natural order often puts them into direct confrontation with elohim. The source of the enmity between these mighty creatures is unknown, but the aftershocks of their conflicts can be felt for millennia after the fighting has ended. Some sages believe that the anunnaki and elohim are both working to circumvent some future calamity, but differ along ideological or philosophical lines as to how to prevent this event from coming to pass. Ancient records from cultures that were shaped by the anunnaki reference divine visions of great, devouring rifts in the darkness between the stars and the terrible, unimaginable entities that dwell within them.  For all the knowledge and power anunnaki possess, the civilizations they create do not always see them as benevolent saviors. Some anunnaki might have more sinister agendas not shared by the rest of their people. These rogue anunnaki have free rein over the societies they manipulate as long as they can avoid the notice of their fellow anunnaki—and since it is difficult for other creatures to find or contact any of their race, the renegade anunnaki can often do whatever they please. Some of these renegades use their civilizations for large-scale experiments, creating bizarre hybrid creatures. Others advance their subjects too rapidly by the standards of the other anunnaki, attempting to create creatures as advanced as the anunnaki themselves rather than simply giving cultures the means to advance themselves. In many of these cases, the uplifted society isn’t truly equipped to handle such vast changes. Rather than advancing in a surge of scientific and creative thought, its members become absorbed with existential doubt or fall into madness as they recognize the gulf between their lofty ambitions and the materials and means they have at their disposal.  Anunnaki prefer to interact with most humanoids without being recognized for what they are, and an anunnaki may depart a conversation abruptly if a non-anunnaki reveals that she knows it is not the god or mortal it pretends to be.

CR 18/MR 7 XP 153,600
N
Large monstrous humanoid (mythic, shapechanger)
Init +16M; Senses darkvision 60 ft., lifesense, true seeing; Perception +31
DEFENSE
AC
35, touch 22, flat-footed 30 (+8 deflection, +5 Dex, +13 natural, –1 size)
hp 320 (20d10+210); regeneration 10 (epic weapons)
Fort +15, Ref +17, Will +20; +8 vs. mind-affecting effects
Defensive Abilities morphic anatomy, psychic warding, unstoppable; DR 20/epic; Immune poison; Resist acid 20, cold 20, electricity 20, sonic 20
OFFENSE
Speed
50 ft., fly 60 ft. (good)
Melee primal chisel +30/+25/+20/+15 (3d6+10/15–20 plus devolution), bite +26 (1d8+5), 4 wings +26 (1d6+5)
Special Attacks devolution (DC 28), mythic magic 3/day, mythic power (9/day, surge +1d10)
Spell-Like Abilities (CL 20th; concentration +28)
Constant—true seeing
At will—etherealness, greater teleport (self plus 50 lbs. of objects only), mental block (DC 20), mindlink
5/day—greater dispel magic
3/day—quickened baleful polymorph (DC 23), primal regression (DC 24)
1/day—divide mind, overwhelming presence (DC 27)
STATISTICS
Str
29, Dex 20, Con 24, Int 27, Wis 27, Cha 26
Base Atk +20; CMB +30 (+32 bull rush); CMD 53 (55 vs. bull rush)
Feats Combat Casting, Extra Mythic PowerM, Great FortitudeM, Improved Bull Rush, Improved Critical (primal chisel), Improved Great Fortitude, Improved InitiativeM, Multiattack, Power AttackM, Quicken Spell-Like Ability (baleful polymorph), Weapon Focus (primal chisel)
Skills Bluff +18, Diplomacy +23, Fly +25, Heal +28, Intimidate +26, Knowledge (arcana, local, nature) +28, Knowledge (dungeoneering, engineering, history) +16, Knowledge (geography, planes, religion) +13, Linguistics +23, Perception +31, Sense Motive +19, Spellcraft +28
Languages Aklo, Common, Draconic, Giant; truespeech
SQ bestow knowledge, lantern of civilization, mimetic memory, morphic body, mythic immortality, uplift
ECOLOGY
Environment
any
Organization solitary, pair, or cabal (6–10)
Treasure standard
SPECIAL ABILITIES
Bestow Knowledge (Su)
An anunnaki that touches a creature with an Intelligence of 3 or higher can bestow temporary knowledge and understanding upon that creature. Choose one of the anunnaki’s skills; for the next 24 hours the target of this ability uses the anunnaki’s skill ranks in place of its own, even if this is more than its maximum number of ranks. A creature can’t benefit from this ability more than once at the same time. If an anunnaki uses this ability on a creature that is currently the target of bestow knowledge (from itself or another anunnaki), the new bestow knowledge effect replaces the older one.  The anunnaki has the following skill ranks: Bluff 10 ranks, Diplomacy 15 ranks, Fly 15 ranks, Heal 20 ranks, Intimidate 15 ranks, Knowledge (arcana, local, nature) 20 ranks, Knowledge (dungeoneering, engineering, history) 8 ranks, Knowledge (geography, planes, religion) 5 ranks, Linguistics 15 ranks, Perception 20 ranks, Sense Motive 11 ranks, and Spellcraft 20 ranks. 
Devolution (Su) As a standard action, an anunnaki can touch a creature and cause it to permanently lose cognitive function. The creature touched must succeed at a DC 28 Will save or be affected by an effect similar to feeblemind that can be removed only by a wish or miracle. If a creature affected by devolution procreates, its children can’t have an Intelligence or Charisma score higher than 2 naturally, nor can this effect be lifted by magic. Progeny created with this affliction also possess physical traits that were more common among earlier evolutionary forms of their parent species. The save DC is Charisma-based. 
Lantern of Civilization (Su) An anunnaki’s lantern of civilization grants it constant true seeing and powers its primal chisel. If it loses its lantern of civilization, it loses both of these abilities. 
Mimetic Memory (Ex) As a standard action, an anunnaki can touch a willing creature to read and imprint upon that creature’s genetic memory as if both the anunnaki and its target were affected by a share thoughts spell. 
Morphic Anatomy (Ex) Anunnaki are adept shapechangers and can shift their internal anatomy to best suit their immediate needs. This ability renders them immune to critical hits, sneak attacks, and precision damage. 
Morphic Body (Ex) An anunnaki can assume the appearance of any creature within one size category of itself (other than creatures with the elemental, incorporeal, or swarm subtypes—the body assumed must be solid). The anunnaki’s creature type doesn’t change in this new form, and it gains none of the mimicked creature’s special abilities; the transformation is cosmetic only. In these other forms, the anunnaki retains all of its normal statistics and abilities as noted above, though it does take the appropriate bonuses and penalties based on its new size. Though this ability affects only the anunnaki’s outward appearance, it is a transmutation effect.   
Primal Chisel (Su) An anunnaki’s primal chisel is a part of the creature, and is powered by its lantern of civilization. It is a masterwork one-handed piercing weapon that deals 3d6 points of damage with an 18–20 critical threat range, and a successful attack made with it applies the anunnaki’s devolution ability. 
Psychic Warding (Su) An anunnaki generates a field of psychic energy around its body that protects its mind and body from harm, granting it a deflection bonus to its Armor Class and a racial bonus on saving throws against mind-affecting effects equal to its Charisma modifier. 
Uplift (Su) As a full-round action, an anunnaki can impart incredible capacity for thought and understanding to a creature it touches. The creature must have an Intelligence score of 3 or less to be affected by this ability. This affect is identical to awaken, except that it works on creatures of the animal, plant, humanoid, magical beast, and monstrous humanoid types. Creatures affected by uplift don’t change creature type (with the exception of animals, which become magical beasts), nor does the affected creature have any inherent affinity toward the anunnaki. The effect of uplift is permanent and is passed on to any progeny the uplifted creature produces.
 

Julunggali

Resplendent lilac and white scales adorn this gigantic serpent. A number of sharp, short horns crown its head.

A julunggali is a semidivine entity. It watches over sacred and mystical places of the world, as well as the remote tribes that respect these locations. Young tribal warriors present themselves to the julunggali for its blessing, a vision quest, or other rite of passage necessary to become an adult in the community. A julunggali is wise and can be entreated to perform helpful tasks, such as carving new river channels or pulling water into dry wells. But it is also vengeful, and has been known to punish those who break social taboos or intrude upon sacred places without permission. Those who have undergone rites of passage chosen for them by the julunggali face the harshest repercussions if they act wrongly.

CR 21/MR 8 XP 409,600
N
Colossal magical beast (aquatic, extraplanar, mythic, shapechanger)
Init +21M; Senses blindsense 60 ft., darkvision 60 ft., low-light vision, scent, see in darkness; Perception +30
Aura fascination (DC 26, 100 feet)
DEFENSE
AC
38, touch 5, flat-footed 37 (+1 Dex, +2 insight, +33 natural, –8 size)
hp 399 (22d10+278); fast healing 10
Fort +22, Ref +18, Will +14
Defensive Abilities mythic saving throws; DR 10/epic and magic; Immune acid, cold, electricity, poison; Resist fire 10; SR 32
OFFENSE
Speed
40 ft., burrow 40 ft., fly 20 ft. (average), swim 90 ft.
Melee bite +29 (4d8+14 plus grab and poison and pull or push), slam +29 (4d6+14)
Space 30 ft.; Reach 30 ft.
Special Attacks amazing initiative, constrict (4d8+21), fast swallow, mythic power (8/ day, surge +1d10), pull (bite, 30 ft.), push (bite, 30 ft.), swallow whole (4d8 acid damage, AC 26, 39 hp)
Spell-Like Abilities (CL 24th; concentration +29)
Constant—foresight (self only)
At will—bestow curse (DC 18), blessM, control water, create water, move earthM, neutralize poison, prayerM, water breathing
3/day—antipathy (DC 24), baleful polymorphM (DC 20), control weatherM (rain only), greater teleport (self only), hasteM, healM, polymorph, prismatic wall (DC 23), raise dead, slowM (DC 18)
STATISTICS
Str
38, Dex 13, Con 28, Int 19, Wis 20, Cha 21
Base Atk +22; CMB +44 (+48 grapple); CMD 57 (can’t be tripped)
Feats Cleave, Combat ReflexesM, Great Cleave, Improved InitiativeM, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning ReflexesM, Power AttackM, Weapon Focus (bite), Weapon Focus (gore)
Skills Fly –7, Handle Animal +16, Heal +27, Intimidate +27, Knowledge (nature) +26, Knowledge (religion) +15, Perception +30, Sense Motive +27, Swim +22
Languages Celestial, Druidic, Sylvan; telepathy 100 ft.
SQ amphibious, change shape (any snake; polymorph), compression
ECOLOGY
Environment
any land or water
Organization solitary
Treasure standard
SPECIAL ABILITIES
Fascination Aura (Su)
Any creature within 100 feet of the julunggali who can see it must succeed at a Will save (DC 26) or be fascinated as long as it remains within range. A creature that saves against the julunggali’s aura is immune to it for 24 hours. The save DC is Charisma-based.
Poison (Ex or Su) A julunggali has three different poisons. Each time it bites, it decides which poison to inject.
Julunggali Venom: Bite—injury; save Fort DC 30; frequency 1/round for 6 rounds; effect 1d6 Con or 1d6 Dex or age one age category (julunggali’s choice); cure 2 consecutive saves. The save DC is Constitution-based.