Locust Swarm

Thousands upon thousands of locusts dance and drone in a dark and ravenous cloud.

Under crowded conditions, these normally inoffensive relatives of the grasshopper change color, breed uncontrollably, ravenously consume any available vegetation, and wreak vast destruction to farms and settlements. The largest swarms, known as plagues, can include billions of locusts and cover hundreds of square miles. Locusts in these swarms are larger and more aggressive than common ones, making the swarm a true danger to everything edible in their path and even to inedible objects as well.

CR 2 XP 600
N
Fine vermin (swarm)
Init +2; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
20, touch 20, flat-footed 18 (+2 Dex, +8 size)
hp 18 (4d8)
Fort +4, Ref +3, Will +1
Defensive Abilities swarm traits; Immune mind-affecting effects
OFFENSE
Speed
10 ft., climb 10 ft., fly 30 ft. (average)
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks devour, distraction (DC 12), voracious
STATISTICS
Str
1, Dex 15, Con 10, Int —, Wis 11, Cha 2
Base Atk +3; CMB —; CMD
Skills Climb +3, Fly +10
ECOLOGY
Environment
temperate or warm deserts or plains
Organization solitary, pair, cloud (3–20), or plague (21–100 or more)
Treasure none
SPECIAL ABILITIES
Devour (Ex)
A locust swarm causes damage to unattended objects in its space each round as though they were creatures. It even damages inedible objects.
Voracious (Ex) A giant locust’s bite attack deals double damage to creatures with the plant subtype and to objects made of paper, wood, or other plant materials.
 

Giant Locust

The mandibles of this enormous grasshopper churn and grind as it quests for food.

Giant locusts have a hunger akin to their smaller cousins, but only rarely do they gather in the endless numbers of their tiny kin. A mature giant locust measures just over 4 feet long and weighs 50 pounds.

CR 3 XP 800
N
Medium vermin
Init +2; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 22 (4d8+4)
Fort +5, Ref +3, Will +1
Immune mind-affecting effects; Resist acid 5
OFFENSE
Speed
20 ft., climb 20 ft., fly 60 ft. (average)
Melee bite +6 (1d8+4)
Ranged spit +5 touch (1d3 acid)
Special Attacks voracious
STATISTICS
Str
16, Dex 15, Con 13, Int —, Wis 10, Cha 7
Base Atk +3; CMB +6; CMD 18 (26 vs. trip)
Skills Acrobatics +2 (+20 jumping), Climb +11
Racial Modifiers +18 Acrobatics while jumping
SQ leap
ECOLOGY
Environment
temperate or warm deserts or plains
Organization solitary, pair, gang (3–8), or colony (5–20)
Treasure none
SPECIAL ABILITIES
Leap (Ex)
A giant locust can take 10 on Acrobatics checks to jump even if distracted or in danger.
Spit (Ex) A giant locust can spit a brown jet of acid and partially digested food up to 30 feet with no range increment.
Voracious (Ex) A giant locust’s bite attack deals double damage to creatures with the plant subtype and to objects made of paper, wood, or other plant materials.
 

Giant Scorpion

The sixteen-foot-long scorpion scrabbles forward, ferocious claws raised in challenge, stingered tail arched over its back.

Giant scorpions are monstrous versions of the more common desert scorpion. They are likely to attack any creature that approaches. Giant scorpions usually charge when attacking, grabbing prey in their pincers, then lashing their segmented tails forward to kill their victim with injected venom. Giant scorpions are just over 8 feet long from head to the base of the tail; the tail adds an additional 8 feet or so, although it is usually curled up over the scorpion’s back. Giant scorpions weigh between 2,000 and 6,000 pounds. Giant scorpions normally feed on other giant vermin, as well as large mammals that they paralyze with their venom, but they will attack and eat any living creature that ventures too close. In turn, giant scorpions are preyed upon by purple worms and other large predators. Giant scorpions engage in complex courtship rituals when they mate, grasping each other’s pincers, arching their tails, and performing a circular “dance.” Soon after mating, the male usually retreats to avoid being cannibalized by the female. Female scorpions do not lay eggs; they give birth to live young in broods of a dozen or so. The mother carries her brood on her back until the young are old enough to fend for themselves and hunt their own prey. Giant scorpions live in underground burrows, either as solitary hunters or in small colonies, and will sometimes take up residence in man-made ruins or dungeons if food is plentiful. Giant scorpion colonies are usually made up of scorpions from the same brood that have yet to strike out on their own. Other species of scorpions exist as well, some smaller but most quite a bit larger and favoring different terrains, such as forests, plains, or even underground.

CR 3 XP 800
N
Large vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC
16, touch 9, flat-footed 16 (+7 armor, –1 size)
hp 37 (5d8+15)
Fort +7, Ref +1, Will +1
Immune mind-affecting effects
OFFENSE
Speed
50 ft.
Melee 2 claws +6 (1d6+4 plus grab), sting +6 (1d6+4 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+4)
STATISTICS
Str
19, Dex 10, Con 16, Int —, Wis 10, Cha 2
Base Atk +3; CMB +8 (+12 grapple); CMD 18 (30 vs. trip)
Skills Climb +8, Perception +4, Stealth +0
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
ECOLOGY
Environment
warm or temperate deserts, forests, plains, or underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
 

Lamia

This creature’s upper torso is that of a comely woman with cat’s eyes and sharp fangs, while her lower body is that of a lion.

The hate-filled inheritors of an ancient curse, lamias appear as lean and attractive women from the waist up, while below they possess the bodies of powerful lions. Even their humanoid features bear distinctly feline traits, their eyes slitted and feral and their teeth like predatory fangs. A typical lamia stands over 6 feet tall, measures more than 8 feet long, and weighs upward of 650 pounds. Lamias are attracted to the ruined and forsaken parts of the world. Crumbling keeps, abandoned cities, and forgotten monuments all satisfy these deadly hunters’ cruel aesthetic— particularly those in arid or otherwise lifeless environs. Foremost, though, lamias favor decrepit temples. They delight in seeing the shrines of good deities in ruins and go out of their way to bring hardship to thriving holy places. Lamias look to the eldest female of the group as their leader, mother, and shaman, cleaving to her with fanatical reverence. While lamias shun most religious followings— viewing such as the source of the curse that blighted them with bestial forms—lamia elders claim to hear the whispers of the scouring desert winds and know the cold whims of the stars, drawing upon such mystical sources to lead their people. The lamias presented here are but the most common and least powerful members of this cursed race, with others bearing serpentine, avian, and even more perverse forms.

CR 6 XP 2,400
CE
Large monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC
20, touch 13, flat-footed 16 (+3 Dex, +1 dodge, +7 natural, –1 size)
hp 67 (9d10+18)
Fort +7, Ref +9, Will +11
OFFENSE
Speed
60 ft.
Melee +1 dagger +13/+8 (1d4+4/19–20), touch +7 (1d4 Wisdom drain), 2 claws +7 (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks Wisdom drain
Spell-Like Abilities (CL 9th)
At will—disguise self, ventriloquism
3/day—charm monster
(DC 15), major image (DC 14), mirror image, suggestion (DC 14)
1/day—deep slumber (DC 14)
STATISTICS
Str
18, Dex 16, Con 14, Int 13, Wis 17, Cha 13
Base Atk +9; CMB +14; CMD 28 (32 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Spring Attack
Skills Bluff +9, Diplomacy +4, Disguise +6, Intimidate +10, Knowledge (religion) +4, Perception +15, Stealth +15, Survival +12
Racial Modifiers +4 Bluff, +4 Stealth
Languages Abyssal, Common
SQ undersized weapons
ECOLOGY
Environment
temperate deserts
Organization solitary, pair, or cult (3–12)
Treasure double (+1 dagger, other treasure)
SPECIAL ABILITIES
Undersized Weapons (Ex)
Although a lamia is Large, its upper torso is the same size as that of a Medium humanoid. As a result, lamias wield weapons as if they were one size category smaller than their actual size (Medium for most lamias).
Wisdom Drain (Su) A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion.
 

Dragonne

This creature has the features of a lion but the wings and scales of a brass dragon, and a wild mane matching its scales.

Possessing the savage instincts of lions with the cunning of brass dragons, dragonnes combine the fiercest features of these noble creatures into predators both awe-inspiring and deadly. The origin of dragonnes generates endless speculation. The odds of these creatures being direct crossbreeds of dragons and lions are quite remote, for numerous reasons: the two creatures rarely share the same territories; few creatures as clever as brass dragons would choose to mate with simple lions; and dragonne abilities differ significantly from those of metallic dragons. While otherworldly breeding experiments and magical mishaps remain possibilities, few satisfying explanations make themselves apparent. Although many creatures rightly fear these ferocious hunters, few dragonnes are blatantly evil—most are just highly territorial and seek to defend their homes and hunting grounds from interlopers. Creatures that draw too close to a dragonne’s lair are typically met by the resident’s fearsome roar, followed by its claws and fangs if this warning is ignored. Those who attempt to settle in a dragonne’s territory find themselves harassed constantly until they decide to leave or the dragonne is slain. These intimidating predators spend the majority of their time on the ground, even when in combat, since their wings prove somewhat ungainly. They typically search for prey and intruders from the air, then land nearby to charge and pounce. Despite their deadliness, dragonnes form strong bonds with those they consider members of their pride, sometimes even adopting creatures of other races. A character with the Leadership feat can take a dragonne as a cohort. Such characters must have an effective leadership level of 10th. Most dragonne cohorts gain levels in barbarian, fighter, or ranger. A dragonne measures between 10 and 12 feet long and weighs up to 1,200 pounds.

CR 7 XP 3,200
N
Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +12
DEFENSE
AC
20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 76 (9d10+27)
Fort +9, Ref +9, Will +4
OFFENSE
Speed
40 ft., fly 30 ft. (poor)
Melee bite +13 (1d8+5), 2 claws +13 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce, roar
STATISTICS
Str
21, Dex 17, Con 17, Int 6, Wis 12, Cha 12
Base Atk +9; CMB +15; CMD 28 (32 vs. trip)
Feats Blind-Fight, Combat Reflexes, Flyby Attack, Improved Initiative, Power Attack
Skills Fly +5, Perception +12
Racial Modifiers +4 Perception
Languages Draconic
ECOLOGY
Environment
temperate deserts
Organization solitary, pair, or pride (5–10)
Treasure standard
SPECIAL ABILITIES
Roar (Su)
A dragonne can unleash a devastating roar every 1d4 rounds as a standard action. All creatures except dragonnes within 120 feet must succeed at a DC 17 Fortitude save or become fatigued. Those within 30 feet who fail their saves are also deafened for 2d4 rounds. This is a sonic effect. The save DC is Constitution-based.
 

Lammasu

This majestic creature has the body of a lion, the wings of an eagle, and the face of a wise human man.

Lammasus are protectors of the weak and ever-vigilant champions against evil. These noble creatures dwell in crumbling desert ruins or other remote areas, where they tirelessly fight against the forces of darkness, hoping to defend those they consider lesser races from the evils that often lurk in such places. Although most of these winged sentinels prove wise and knowledgeable about those who would seek to do evil in their lands, many races find lammasus arrogant, dismissive, and patronizing, taking umbrage at their superior attitudes and affectations. Such reactions confuse and sometimes insult these highly honorable creatures, who seek only to do good and aid those weaker than themselves. Lammasus who witness members of other races actively combating evil typically prove more sensitive and address such allies as equals. Should good-aligned creatures prove their skill and overcome any differences of attitude they might have with one of these majestic beings, they find a true and noble ally and an invaluable resource for those hoping to defeat evil. Lammasus are quite parental toward those who join their cause, bringing a lifetime of experience to any struggle. This often makes them stern, but those who know lammasus find them to be extremely caring about those they protect. A lammasu eagerly lays down its own life to protect those in peril if such a sacrifice might win the day. Most lammasus are 8 feet in length and weigh approximately 900 pounds.

CR 8 XP 4,800
LG
Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision; Perception +15
Aura magic circle against evil (20 ft.)
DEFENSE
AC
21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
hp 94 (9d10+45)
Fort +11, Ref +9, Will +8
OFFENSE
Speed
30 ft., fly 60 ft. (average)
Melee 2 claws +14 (1d8+6), 2 wings +9 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +14; 1d8+6)
Spell-Like Abilities (CL 9th; concentration +11)
3/day—greater invisibility
1/day—dimension door
Spells Known (CL 7th; concentration +9)
3rd (4/day)—cure serious wounds, searing light
2nd (7/day)—cure moderate wounds, lesser restoration, resist energy
1st (7/day)—bless, command (DC 13), cure light wounds, detect evil, divine favor
0 (at will)—detect magic, detect poison, guidance, mending, purify food and drink, resistance, stabilize
STATISTICS
Str
23, Dex 12, Con 21, Int 16, Wis 17, Cha 14
Base Atk +9; CMB +16; CMD 27 (31 vs. trip)
Feats Blind-Fight, Eschew Materials, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills Diplomacy +11, Fly +11, Knowledge (arcana) +12, Perception +15, Sense Motive +12
Languages Celestial, Common
ECOLOGY
Environment
temperate deserts
Organization solitary
Treasure standard
SPECIAL ABILITIES
Spells
A lammasu casts spells as a 7th-level oracle, but does not gain any other class abilities possessed by an oracle. It ignores all divine focus material components for spells it casts.
 

Cliff Giant

This giant has a majestic presence and stoic bearing. His rocky, red-brown skin is shot through with streaks of shimmering color.

Cliff giants are benevolent but reclusive creatures that dwell in deserts and badlands, carving out snug cliffside caves or building stone huts on top of mesas. Broad-shouldered, with features as sharp as chiseled stone, cliff giants can reach a height of 14 feet and weigh over 1,300 pounds. As if sculpted from layers of stone, cliff giants’ skin color is a deep reddish brown, with quartz-like streaks or veins of color that crisscross in shades of ivory, dull yellow, or bright white. Cliff giants live up to 800 years old. Although kind, cliff giants prefer solitude and spend their lives in seclusion from other humanoids to form a stronger bond with the natural world. This bond often leads them to see large expanses of land as their responsibility and all living things within as their charges. Many track cycles of the weather, animal migrations, and the lairs of dangerous monsters by painting elaborate pictograms on high cliff walls. Cliff giant family units stay together for about a decade, after which time children live with one parent or the other until fully grown and able to survive on their own (at about 20 years old). Marital bonds between cliff giants are strong despite their inclination for solitude; a married pair of cliff giants may raise and bear children in this way once every century, and when living apart they communicate with each other on a monthly basis using animal messengers. Cliff giants respect their elders, and some pairs living together are an adult giant with an old parent or grandparent.

CR 9 XP 6,400
NG
Large humanoid (giant)
Init +5; Senses low-light vision, tremorsense 30 ft.; Perception +15
DEFENSE
AC
23, touch 10, flat-footed 22 (+4 armor, +1 Dex, +9 natural, –1 size)
hp 133 (14d8+70)
Fort +9, Ref +7, Will +11
Defensive Abilities rock catching; Resist acid 10, fire 10
OFFENSE
Speed
40 ft.
Melee greatclub +17/+12 (2d8+12) or 2 slams +17 (1d8+8)
Ranged rock +12 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)
Spell-Like Abilities (CL 14th; concentration +15)
At will—detect poison, know direction
3/day—animal messenger, cure moderate wounds, detect animals or plants, speak with animals, stone shape
1/day—commune with nature
STATISTICS
Str
26, Dex 13, Con 21, Int 13, Wis 14, Cha 12
Base Atk +10; CMB +19; CMD 30
Feats Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency (greatclub), Power Attack, Skill Focus (Climb), Skill Focus (Perception), Weapon Focus (rock)
Skills Climb +18, Diplomacy +8, Handle Animal +11, Knowledge (geography) +5, Knowledge (nature) +11, Perception +15, Survival +12
Racial Modifiers +4 Knowledge (geography)
Languages Common, Giant, Terran
SQ earth attunement
ECOLOGY
Environment
temperate or warm deserts or plains
Organization solitary, pair or family (3–5 plus 2–3 non–combatants)
Treasure standard (hide armor, greatclub, other treasure)
SPECIAL ABILITIES
Earth Attunement (Su)
A cliff giant has tremorsense 30 feet when standing on unworked stone or natural earth. Knowledge (nature) is a class skill for cliff giants.
 

Living Mirage

A glimmering vision shimmers on the horizon, the very air coalescing into an oasis that may or may not exist.

A living mirage is a cloud of shimmering air that dwells in warm and cold deserts and calm stretches of open ocean. Although those who have lost loved ones to living mirages revile them as cruel deceivers, living mirages are in fact mindless, without any motive beyond feeding on the water and minerals found in living bodies. They manage to show hallucinations of what a victim desires not because of any intelligence on the living mirage’s part, but because the victim’s own mind generates the illusions.

CR 9 XP 6,400
N
Gargantuan ooze
Init +0; Senses Perception –5
DEFENSE
AC
6, touch 6, flat-footed 6 (–4 size)
hp 114 (12d8+60)
Fort +9, Ref +4, Will –1
Defensive Abilities natural invisibility; DR 10/magic; Immune sonic, ooze traits; Resist cold 10, fire 10
Weaknesses vulnerability to wind
OFFENSE
Speed
fly 20 ft. (perfect)
Melee touch +5 (8d6 plus desiccation)
Space 20 ft.; Reach 20 ft.
Special Attacks consuming mirage (DC 21, 6d6 and desiccation), desiccation, project mirage (DC 20)
STATISTICS
Str
—, Dex 10, Con 20, Int —, Wis 1, Cha 10
Base Atk +9; CMB +13; CMD 23
Skills Fly +2
SQ gaseous
ECOLOGY
Environment
any deserts or oceans
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Consuming Mirage (Ex)
A living mirage can engulf foes. A creature engulfed by a living mirage doesn’t gain the pinned condition and can move normally—such a creature is not in danger of suffocating—but as long as it begins its turn engulfed, it’s subject to desiccation in addition to the damage the attack causes. The save DC is Constitution-based. 
Desiccation (Ex) A living mirage siphons streamers of blood and other vital fluids away from living creatures it touches or engulfs. A living creature that takes damage from the living mirage must succeed at a Constitution check to avoid the effects of thirst, with a DC equal to either the DC against thirst as if 1 additional hour had passed or half the amount of damage dealt by the living mirage, whichever is higher. The target takes a cumulative –1 penalty on this check for each consecutive round beyond the first it takes damage from the living mirage. A creature that takes nonlethal damage from thirst as a result of this ability is fatigued. 
Gaseous (Ex) A living mirage has a body composed of shimmering air. It can pass through small holes or narrow openings, even mere cracks, but cannot enter water or other liquid. It has no Strength score, and cannot manipulate objects as a result. 
Natural Invisibility (Ex) A living mirage remains invisible at all times, even when attacking. This ability isn’t subject to the invisibility purge spell. Against foes that cannot pinpoint its location, a living mirage gains a +20 bonus on Stealth checks when moving or a +40 bonus when standing still. These bonuses are not included in the statistics above. Because of its size and pervasiveness within the area it occupies, a living mirage gains only a 20% miss chance due to its invisibility. 
Project Mirage (Ex) As a standard action, a living mirage can create an illusory vision in areas of extreme heat or reflection—such as a desert, open ocean, or snow plain—to lure victims toward it, instinctively using the victims’ own desires for comfort to form the illusion. This is a nonmagical mind-affecting glamer effect that is otherwise identical to hallucinatory terrain and that the living mirage can dismiss as a swift action. The save DC to disbelieve the illusion is Charisma-based, and the DC includes a +4 racial bonus. 
Vulnerable to Wind (Ex) A living mirage is treated as if it were a Small creature for the purposes of determining the effects high wind has upon it.
 

Yrthak

This flying reptile has large, leathery wings and a vibrantly colored crest on its horned, narrow-snouted head.

Swift, cunning, and perpetually ravenous, the yrthak terrorizes the barren wastelands in which it makes its home, swooping down from on high to blast prey with bursts of pure sound. Though technically blind, as its eyes are tiny and barely capable of vision beyond a few feet, the yrthak senses its surroundings via acute hearing and echolocation. While its powerful jaws and claws are equally capable of taking down opponents, the yrthak generally prefers to wheel through the sky on its membranous wings, firing bolt after bolt of sound into its prey, and exulting in the thrill of the hunt. An adult yrthak is 20 feet long and weighs 1,500 pounds. Yrthaks spend most of their time aloft—a yrthak hunt often lasts several days, with the yrthak skimming roughly 100 feet over the ground in its wide-ranging search for live prey, only resorting to grazing on carrion in direst need. While they have near-human intelligence, yrthaks generally do not seem interested in forming societies of their own—although the sight of a clutch of yrthaks tormenting a captured morsel might seem to indicate otherwise.

CR 9 XP 6,400
N
Huge magical beast
Init +6; Senses blindsight 120 ft.; Perception +18
DEFENSE
AC
23, touch 11, flat-footed 20 (+2 Dex, +1 dodge, +12 natural, –2 size)
hp 114 (12d10+48)
Fort +12, Ref +12, Will +8
Immune gaze attacks, visual effects and illusions, sight-based attacks, sonic
Weaknesses blind
OFFENSE
Speed
20 ft., fly 60 ft. (average)
Melee bite +17 (2d6+7), 2 claws +17 (1d8+7)
Ranged sonic lance +12 ranged touch (8d6 sonic)
Space 15 ft.; Reach 10 ft.
Special Attacks explosion
STATISTICS
Str
24, Dex 14, Con 18, Int 7, Wis 15, Cha 11
Base Atk +12; CMB +21; CMD 34 (38 vs. trip)
Feats Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Fly +7, Perception +18
Racial Modifiers +4 Perception
Languages Draconic
ECOLOGY
Environment
temperate deserts, hills, or mountains
Organization solitary, pair, or clutch (3–6)
SPECIAL ABILITIES
Blind (Ex)
A yrthak sees and senses exclusively through its blindsight ability, which is based on sound and movement—beyond 120 feet, it is considered blind. A deaf yrthak is effectively blinded as well except against adjacent foes—its weak eyesight functions enough for it to attack targets this close, although in such cases these creatures still gain the benefit of concealment (20% miss chance) because of the creature’s poor vision. It is invulnerable to all sight-based effects and attacks, including gaze attacks.
Explosion (Ex) As a standard action, a yrthak can fire its sonic lance at the ground, a large rock, a stone wall, or a similar nonmagical object within 60 feet to create an explosion. This attack deals 2d6 points of piercing damage to all within 10 feet of the effect’s center.
Sonic Lance (Ex) Once per round, a yrthak can focus sonic energy in a 60-foot ray that deals 8d6 sonic damage to one target.
 

Ash Giant

Towering above a typical human, this misshapen giant’s pale flesh is covered in purulent sores and bulbous tumors.

Whether because of disruptive magic, unearthed deep elements, or alien technology that fell calamitously from the sky, ash giants are victims of their barren terrains. Yet they somehow survive and even thrive in these desperate lands. Ash giants have an uncanny ability to bond with the enormous and often mutated vermin they share the landscape with, and sometimes use the largest of these creatures as mounts. Ash giants are brash and violent, and their humor is incredibly dark. Killing someone through a prank is just as funny as tripping a friend while on a hunt. While not inherently evil, lifetimes of being antagonized by other tribes have practically bred violence into their minds. Ash giants are 10 feet tall and weigh 1,200 pounds.

CR 11 XP 12,800
CN
Large humanoid (giant)
Init +2; Senses low-light vision; Perception +8
DEFENSE
AC
25, touch 11, flat-footed 23 (+4 armor, +2 Dex, +10 natural, –1 size)
hp 147 (14d8+84)
Fort +15, Ref +6, Will +5
Defensive Abilities rock catching; Immune disease, poison
OFFENSE
Speed
40 ft. (30 ft. in armor)
Melee Huge club +20/+15 (2d6+11 plus disease), slam +15 (1d8+5 plus disease) or 2 slams +20 (1d8+11 plus disease)
Ranged rock +12 (1d8+16 plus disease)
Space 10 ft.; Reach 10 ft.
Special Attacks disease, rock throwing (120 ft.)
STATISTICS
Str
33, Dex 14, Con 23, Int 9, Wis 12, Cha 10
Base Atk +10; CMB +22; CMD 34
Feats Catch Off-Guard, Cleave, Great Cleave, Point-Blank Shot, Power Attack, Precise Shot, Self-Sufficient
Skills Climb +14, Heal +7, Intimidate +6, Perception +8, Survival +9
Languages Common, Giant
SQ oversized weapon, vermin empathy +14
ECOLOGY
Environment
any wastelands
Organization solitary, gang (2–5), band (6–9), raid (9–12 plus 1d4 giant vermin), or tribe (13–30 plus 35% noncombatants, plus 1 barbarian or fighter chief of 6th–8th level and 6–8 giant vermin)
Treasure standard (hide armor, Huge club, other treasure)
SPECIAL ABILITIES
Disease (Su)
While ash giants are immune to disease, they carry a contagious form of leprosy. Any creature struck by an ash giant’s attacks is exposed to this virulent sickness.
Ash Leprosy: Injury; save Fort 23; onset 1 minute; frequency 1/day; effect 1d2 Con damage, 1d2 Cha drain; cure 2 consecutive saves. The save DC is Constitution-based.
Oversized Weapon (Ex) An ash giant can wield Huge weapons without penalty.
Vermin Empathy (Ex) This ability functions as a druid’s wild empathy ability, save that it works only on vermin. An ash giant uses its Hit Dice (normally 14) as its effective druid level. Vermin are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the ash giant to train vermin and use them as guardians (although it does not grant them skills or feats).
 

Seps

This giant armored snake has large fangs, dripping with venom that hisses when it spatters on the ground.

A seps is an exotic snake-like creature whose powerful jaws contain acidic venom so potent that it quickly dissolves prey into liquid. An adult seps is 30 feet long and weighs 1,500 pounds.

CR 11 XP 12,800
N
Huge magical beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +17
DEFENSE
AC
26, touch 10, flat-footed 24 (+2 Dex, +16 natural, –2 size)
hp 147 (14d10+70)
Fort +14, Ref +11, Will +6
Defensive Abilities acid blood; Immune acid, poison
OFFENSE
Speed
30 ft.
Melee bite +23 (3d8+15/19–20 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks poison
STATISTICS
Str
30, Dex 14, Con 21, Int 2, Wis 11, Cha 11
Base Atk +14; CMB +26; CMD 38 (can’t be tripped)
Feats Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite)
Skills Perception +17, Stealth +11
Racial Modifiers +4 Perception, +4 Stealth
SQ liquefaction
ECOLOGY
Environment
temperate or warm deserts or forests
Organization solitary or nest (2–5)
Treasure incidental (acid-proof items)
SPECIAL ABILITIES
Acid Blood (Ex)
A metal, wooden, or natural weapon that deals piercing or slashing damage to a seps takes 4d6 points of acid damage unless the weapon’s wielder succeeds at a DC 22 Reflex save. The DC is Constitution-based.
Liquefaction (Su) Any creature killed by seps poison dissolves into an acidic liquid that deals 2d6 points of acid damage per round to anything in its square (including the dead creature’s equipment).
Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 10 rounds; effect 1d8 acid damage and 1d4 Con drain; cure 2 consecutive saves.

Juvenile Seps

This venomous snake is heavily armored and has unusually large fangs.

Sepses are born live. A hatchling soon grows up to 7 feet long and weighs 10 pounds.

CR 2 XP 600
N
Medium magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE
AC
16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 22 (3d10+6)
Fort +5, Ref +4, Will +2
Defensive Abilities acid blood
OFFENSE
Speed
20 ft.
Melee bite +4 (1d6–1 plus poison)
Special Attacks poison
STATISTICS
Str
8, Dex 13, Con 14, Int 1, Wis 13, Cha 6
Base Atk +3; CMB +2; CMD 13 (can’t be tripped)
Feats Improved Initiative, Weapon Finesse
Skills Perception +9, Stealth +10
Racial Modifiers +4 Perception, +4 Stealth
SQ liquefaction
SPECIAL ABILITIES
Acid Blood (Ex)
A metal, wooden, or natural weapon that deals piercing or slashing damage to a juvenile seps takes 2d6 points of acid damage unless the weapon’s wielder succeeds at a DC 13 Reflex save. The DC is Constitution-based.
Liquefaction (Su) Any creature killed by a juvenile seps poison dissolves into an acidic liquid that deals 1d6 points of acid damage per round to anything in its square (including the dead creature’s equipment).
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 10 rounds; effect 1d4 acid and 1d2 Con damage; cure 2 consecutive saves.
 

Desert Blight

A roiling mass of orange-brown sludge studded with gleaming red eyes brandishes its lashing tentacles.

Desert blights are personifications of blistering heat, thirst, and the bleached bones of all creatures that have ever died among arid dunes. They are particularly fond of forging alliances of convenience with free-willed mummies and other desert undead to combine their power and scourge the living from their already harsh domain. Often, a desert blight sets itself up as the mastermind behind the scenes, urging its undead allies to march upon the living realms while it remains safe in the deeper reaches of the wasteland. Although desert blights have no inborn method of creating new undead minions and allies to replace those inevitably lost in such wars, they understand that in the great deserts of the world, there is no shortage of lost cities to recruit replacement troops from as the need arises. The most canny desert blights seek to dominate necromancers to help bolster their armies.  A desert blight measures 5 feet in diameter and weighs 200 pounds.

CR 13 XP 25,600
NE
Medium ooze (blight)
Init +11; Senses blindsight 120 ft.; Perception +19
DEFENSE
AC
28, touch 18, flat-footed 20 (+7 Dex, +1 dodge, +10 natural)
hp 172 (15d8+105); fast healing 10
Fort +12, Ref +14, Will +11
Defensive Abilities rejuvenation; Immune acid, ooze traits; Resist cold 20, fire 20
OFFENSE
Speed
30 ft., burrow 30 ft.
Melee 3 tentacles +21 (2d6+10/19–20 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks constrict (2d6+10), dehydration pulse, temperature extremes
Spell-Like Abilities (CL 13th; concentration +20)
1/day—blight (DC 22), command plants (DC 21), dominate monster (animals and magical beasts only, DC 26), greater curse terrain, hallucinatory terrain (DC 21), waves of fatigue
STATISTICS
Str
30, Dex 25, Con 24, Int 15, Wis 18, Cha 25
Base Atk +11; CMB +21 (+25 grapple); CMD 39 (can’t be tripped)
Feats Combat Reflexes, Dodge, Improved Critical (tentacle), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack
Skills Bluff +22, Knowledge (geography) +17, Perception +19, Stealth +22 (+30 in desert terrain)
Racial Modifiers +8 Stealth in desert terrain
Languages Aklo, Ignan; domain telepathy
SQ cursed domain, favored terrain (desert)
ECOLOGY
Environment
any deserts
Organization solitary
Treasure standard
SPECIAL ABILITIES
Dehydration Pulse (Su)
Three times per day as a standard action (but no more often than once every 1d4 rounds), a desert blight can draw in the moisture from an area in a 20-foot radius surrounding itself. Living creatures within range take 12d6 points of damage and are staggered for 1d4 rounds (a successful DC 24 Fortitude save halves the damage and negates the staggered effect). Creatures with the aquatic or water subtype take double damage from this effect. The save DC is Constitution-based. 
Temperature Extremes (Su) Creatures in a desert blight’s cursed domain endure extreme temperatures. In daylight hours, the temperature in a desert blight’s cursed domain functions as if it were one category higher than it is (so if the desert’s temperature is normally severe heat, the temperature rises to extreme heat conditions within the cursed domain). At night, the temperature swings to the other extreme, and is considered one category lower than the surrounding desert’s temperature conditions. If this puts the temperature conditions beyond extreme heat or extreme cold, the conditions function the same as for normal extreme heat or extreme cold, but all Fortitude saving throws against these temperature effects are attempted with a –5 penalty.