Death Dog

This black-furred, two-headed dog is as large as a horse and has midnight-black eyes. Tiny worms crawl on its mangy hide.

Death dogs are disease-ridden nocturnal pack hunters. Said to be the risen corpses of dogs or hyenas animated by monster-worshiping cultists, they are actually living creatures infested with symbiotic worms. Capable of tracking their prey for miles across barren terrain, death dogs surround stronger creatures, attacking and retreating, allowing their infected bites to wear down an opponent until it is too weak to fight. A pack’s territory may overlap with others of its kind without competition, though in lean times packs may skirmish over live prey or carrion. A death dog’s saliva contains hundreds of tiny eggs that grow into flesh-devouring worms. The worms don’t harm the death dog, but consume any creatures they come into contact with. A death dog’s corpse is contagious for several days after its demise and may infect creatures that touch or eat it. Remove disease can kill a death dog’s worms and remove its disease ability, but if allowed to associate with others of its kind, its quickly becomes reinfected. A typical death dog is 7 feet long, stands 4 feet tall at the shoulder, and weighs about 500 pounds. Death dogs may ally with hobgoblins and bugbears, though the goblinoids are not immune to the dogs’ disease. Thus these alliances are often temporary.

DEATH WORG
In the scrub borders between forests and deserts or plains and badlands, worgs and death dogs may mix. If a worg pack is resistant to disease, or an outcast worg takes control of a death dog pack, crossbreeding may occur. Most of these two-headed pups die before reaching adulthood, but those that survive are larger, tougher, smarter, and able to speak as well as a worg can (add the advanced creature simple template). These “death worgs” have worms infecting their brains, driving them mad with rage. Death worgs bully their packs into submission, raid caravans and humanoid settlements, and kill more than they can eat. Most death worgs live only a year or two into adulthood, slain in needless fights for dominance or dropping dead as their worm-ravaged brains stop working.

CR 2 XP 600
NE
Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +7
DEFENSE
AC
13, touch 11, flat-footed 11 (+2 Dex, +2 natural, –1 size)
hp 22 (3d10+6)
Fort +4, Ref +5, Will +2
OFFENSE
Speed
30 ft.
Melee 2 bites +4 (1d8+1 plus disease and trip)
Space 10 ft.; Reach 5 ft.
Special Attacks disease
STATISTICS
Str
13, Dex 15, Con 13, Int 4, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 17 (21 vs. trip)
Feats Toughness, Weapon Finesse
Skills Perception +7, Stealth +4, Survival +4
Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Goblin (can’t speak)
ECOLOGY
Environment
warm deserts
Organization solitary, pair, or pack (3–12)
Treasure incidental
SPECIAL ABILITIES
Disease (Su)
Wormpox: Bite—Injury; save Fort DC 12; onset 1 day; frequency 1 day; effect 1 Con damage; cure 2 consecutive saves.
 

Shasalqu

A ridge of jagged ice runs down the back of this glistening, desert-dwelling lizard.

While some reptiles bask in the sun’s warm embrace to raise their body temperatures, a shasalqu is ravenous in its search of warmth. Even in equatorial deserts, it never seems to have enough heat. Instead of just relying on the sun, a shasalqu gathers energy by sapping the heat from the air around it. It then uses the intense cold generated from this heat absorption to trap its prey. A shasalqu is 3 feet tall at the shoulder and weighs about 40 pounds.  Most desert scholars believe the strange biology that fuels a shasalqu’s heat absorption is the same as that of brown mold, and some even claim that the creatures carry brown mold spores in their bodies. This could account for shasalqus’ ability to sap heat from their surroundings even after they die. Because of their sandy environs and the drops of water that melt off their icy ridges, shasalqus’ bodies are often caked in a layer of gritty mud. Motionless shasalqus are often mistaken for rocks or small muddy clumps from a distance—a mistake desert travelers quickly come to regret.  Shasalqus who settle near oases make their lairs far enough away to escape immediate notice, allowing them to sneak up on drinking or bathing creatures and then retreat to their lairs with little risk. Shasalqus that find a trade route within their territory also digs lairs far enough away to prey on travelers without betraying their presence.  Regardless of their locations, shasalqu lairs are often extremely damp since the desert’s heat melts the accumulated ice that crusts on the creatures’ hides. This makes shasalqu lairs breeding grounds for a variety of mosses and plants, especially those that can withstand colder temperatures. These tiny oases rapidly become too mossy and cool for shasalqus, forcing them to leave in search of new dens. Shasalqus frequently keep multiple dens within their territory and rotate between them.

CR 3 XP 800
N
Small magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
Aura trapping cold (10 ft., DC 14)
DEFENSE
AC
15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 30 (4d10+8)
Fort +6, Ref +6, Will +2
Defensive Abilities heat absorption, Immune fire; Resist cold 10
OFFENSE
Speed
30 ft.
Melee tail slap +8 (1d8+4 plus 1d6 cold)
STATISTICS
Str
17, Dex 15, Con 14, Int 2, Wis 13, Cha 12
Base Atk +4; CMB +6; CMD 18 (22 vs. trip)
Feats Improved Initiative, Step Up
Skills Climb +7, Perception +6, Stealth +10
SQ frigid flesh
ECOLOGY
Environment
warm deserts
Organization solitary, pair, or cluster (3–6)
Treasure none
SPECIAL ABILITIES
Frigid Flesh (Ex)
A creature that hits a shasalqu with a natural attack or an unarmed strike takes 1d6 points of cold damage. 
Heat Absorption (Ex) Shasalqus are immune to fire damage. Instead, the shasalqu gains 1 temporary hit point for every 3 points of fire damage it would have taken, which disappear after 1 hour. 
Trapping Cold (Su) A shasalqu exudes a heat-sapping aura. Any creature that begins its turn within 10 feet of a shasalqu takes 1d6 points of cold damage and becomes entangled. A successful save negates both effects. An affected creature is entangled for as long as remains within the aura’s area plus 1 additional round. Creatures whose cold immunity or resistance prevents all cold damage are not entangled. When a shasalqu dies, this aura persists around its corpse for 1 hour. The save DC is Constitution-based.
 

Sha

The strangely shaped glowing red eyes, unnaturally upright ears, and split tail betray the unnatural origins of this black canine.

Servants of the dark gods of the wastes, shas stalk the deepest deserts, skirting the edges of civilization. Villagers whisper that a sha nears when they spot faint red lights in the distance, believing those lights to be the creatures’ menacing eyes. Many times, these sightings are only imagined, but shas do prowl near settlements and keep an eye on humankind. Shas’ urge to hunt people who have ceased to remember and honor their patrons drives them to attack caravans, harass remote villages, and prowl isolated oases to slaughter humanoids.  Shas possess a distinctly canine appearance, and are often mistaken at night for common jackals whose eyes are illuminated by firelight. Black fur, tinted with the dust and sand of the desert, covers a sha’s body. The creature’s spiral-ended eyes glow a dull red. Explorers report that seeing a sha’s eyes glowing in the dark night is often the only indication of an impending attack. A sha’s strong jaw, lined with razor-sharp teeth, allows the creature to drag down larger prey in a fashion similar to that of a wolf. Standing at chest height to most humans, shas weigh between 100 and 150 pounds.  When alone, a sha spends its days trekking the vast wastelands of the desert, prowling among lost monuments of ancient times. While wandering the deserts, shas attack small convoys or groups of nomads along the desert fringes. Using their innate ability to conjure sandstorms, shas close in on the unsuspecting groups and try to bite as many different enemies as possible, then retreat before their foes can regroup. By doing this, the shas ensure that survivors return to civilization mad with disease and then spread the sickness to others or act on their insane urges.  When packs of shas come together, they usually do so because a number of their kind happen upon each other in pursuit of a caravan or some other nomadic prey, then decide to continue hunting together once they feed. Packs quickly dissolve as prey grows scarce.

SACRED SHA (CR 6)  
A sacred sha is a sha with both the advanced simple template and the fiendish simple template. It also gains the ability to speak and knows one additional language. Closely tied to its patron’s portfolio of storms, a sacred sha also deals an additional 1d6 points of electricity damage with its bite attack.

CR 4 XP 1,200
LE
Medium magical beast
Init +4; Senses darkvision 60 ft., low-light vision, sandstorm sight; Perception +7
DEFENSE
AC
17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 45 (6d10+12)
Fort +7, Ref +9, Will +4
OFFENSE
Speed
40 ft.
Melee bite +10 (2d6+6 plus disease and trip)
Special Attacks disease, sandstorm
STATISTICS
Str
18, Dex 19, Con 14, Int 5, Wis 15, Cha 10
Base Atk +6; CMB +10; CMD 24 (28 vs. trip)
Feats Combat Reflexes, Following Step, Step Up
Skills Acrobatics +8, Perception +7, Stealth +10
Languages Infernal (can’t speak)
ECOLOGY
Environment
warm deserts
Organization solitary, pair, or pack (3–8)
Treasure none
SPECIAL ABILITIES
Disease (Su)
Shas transmit potent diseases with their bites. The most common form of disease carried by a sha drives its victims insane, reducing them to babbling fools or raving lunatics.
Touch of Madness: Bite—injury; save Fort DC 15; onset 1d3 days; frequency 1/day; effect 1d4 Wis damage and 1d4 Cha damage; cure 2 consecutive saves. 
Sandstorm (Su) Once per day as a full-round action, a sha can create a sandstorm . The sandstorm has a radius of 100 feet centered on the sha, and lasts for 1 minute per Hit Die the sha possesses (6 minutes for a typical sha). 
Sandstorm Sight (Su) A sha can see clearly in a naturally occurring sandstorm or one created by it or another sha using its sandstorm ability.
SACRED SHA
CR 6 XP 2,400
LE
Medium magical beast
Init +6; Senses darkvision 60 ft., low-light vision, sandstorm sight; Perception +9
DEFENSE
AC
21, touch 16, flat-footed 15 (+6 Dex, +5 natural)
hp 57 (6d10+24)
Fort +9, Ref +11, Will +6
DR 5/good; Resist cold 10, fire 10; SR 11
OFFENSE
Speed
40 ft.
Melee bite +12 (2d6+9 plus 1d6 electricity, disease, and trip)
Special Attacks disease, sandstorm, smite good 1/day
STATISTICS
Str
18, Dex 19, Con 14, Int 5, Wis 15, Cha 10
Base Atk +6; CMB +12; CMD 28 (32 vs. trip)
Feats Combat Reflexes, Following Step, Step Up
Skills Acrobatics +10, Perception +9, Stealth +12
Languages Infernal
ECOLOGY
Environment
warm deserts
Organization solitary, pair, or pack (3–8)
Treasure none
SPECIAL ABILITIES
Disease (Su)
Shas transmit potent diseases with their bites. The most common form of disease carried by a sacred sha drives its victims insane, reducing them to babbling fools or raving lunatics.
Touch of Madness: Bite—injury; save Fort DC 17; onset 1d3 days; frequency 1/day; effect 1d4 Wis damage and 1d4 Cha damage; cure 2 consecutive saves. 
Sandstorm (Su) Once per day as a full-round action, a sacred sha can create a sandstorm. The sandstorm has a radius of 100 feet centered on the sha, and lasts for 1 minute per Hit Die the sacred sha possesses (6 minutes for a typical sacred sha). 
Sandstorm Sight (Su) A sacred sha can see clearly in a naturally occurring sandstorm or one created by it or another sha using its sandstorm ability.
 

Duneshaker

This enormous spiderlike creature has a tremendous pair of jagged fangs as menacing as its oversized claws.

The largest of the known solifugids in the entire world, the duneshaker has a fearsome reputation for dealing death and destruction to caravans and other travelers in the deep desert. Beyond its reputation for carnage, the beast also is known for its extreme toxicity.

CR 18 XP 153,600
N
Colossal vermin
Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +16
DEFENSE
AC
33, touch 10, flat-footed 25 (+8 Dex, +23 natural, –8 size)
hp 290 (20d8+200)
Fort +22, Ref +14, Will +14 
Immune mind-affecting effects
OFFENSE
Speed
60 ft., burrow 30 ft.
Melee bite +26 (4d6+19), 2 claws +26 (2d8+19)
Space 30 ft.; Reach 30 ft.
Special Attacks pounce, rend (2 claws, 2d8+19), venom spray
STATISTICS
Str
48, Dex 27, Con 31, Int —, Wis 26, Cha 3
Base Atk +15; CMB +42; CMD 60 (72 vs. trip)
Skills Perception +16, Stealth +4 (+28 in deserts)
Racial Modifiers +8 Perception, +12 Stealth (+36 in deserts)
ECOLOGY
Environment
warm deserts
Organization solitary
Treasure none
SPECIAL ABILITIES
Venom Spray (Ex)
Once every 1d4 rounds as a swift action, a duneshaker can spew toxin in a 30-foot cone. A creature in this area must succeed at a DC 30 Reflex save or be exposed to the duneshaker’s poison. The save DC is Constitution-based. 
Duneshaker Poison: Spray—contact; save Fort DC 30; frequency 1/round for 6 rounds; effect 1d4 Con damage plus permanent blindness; cure 2 consecutive saves.