Ghost Scorpion

This outsized scorpion has a translucent shell, allowing one to see through to the creature’s internal organs.

So named for their eerie, translucent carapaces, ghost scorpions are nocturnal desert hunters. A ghost scorpion’s body is 3 feet long with a 3-foot long tail, and it weighs 45 pounds.

CR 1/2 XP 200
N
Small vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC
12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 13 (2d8+4)
Fort +5, Ref +0, Will +0
Immune mind-affecting effects
OFFENSE
Speed
30 ft.
Melee 2 claws +2 (1d3), sting +2 (1d3 plus poison)
Special Attacks pounce
STATISTICS
Str
10, Dex 11, Con 14, Int —, Wis 10, Cha 2
Base Atk +1; CMB +0; CMD 10 (22 vs. trip)
Skills Perception +4, Stealth +8
Racial Modifiers +4 Perception, +4 Stealthsmall>
ECOLOGY
Environment
warm deserts or underground
Organization solitary, pair, nest (3–6)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Str damage; cure 1 save.
 

Kasatha

This strange, four-armed humanoid is sleek and muscled, with two spiked blades raised to strike.

Exiles from an arid world circling a red star, modern kasathas have no idea how they left their home or how to return, but they keep searching for a way back. A clannish and secretive people, they have a matriarchal society, but other races have difficulty recognizing any physical difference between females and males. Kasathas keep their mouths hidden behind clothing, and don’t remove this clothing in the presence of other races. They are omnivores, but prefer meat and salty foods. Upon reaching adulthood, many kasathas leave their clans to search the world for adventure, treasure, and ways to return to their homeworld.

CR 1/2 XP 200
Male kasatha monk 1
LN Medium humanoid (kasatha)
Init +3; Senses Perception +3
DEFENSE
AC
18, touch 18, flat-footed 13 (+3 Dex, +2 dodge, +3 Wis)
hp 10 (1d8+2)
Fort +3, Ref +5, Will +5
OFFENSE
Speed
30 ft.
Melee sai +3 (1d4+1) or unarmed strike +3 (1d6+1) or flurry of blows +2/+2 (1d6+1)
Special Attacks flurry of blows, stunning fist (1/day, DC 13)
STATISTICS
Str
13, Dex 17, Con 12, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +1; CMD 19
Feats Combat Reflexes, Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Skills Acrobatics +7, Climb +5, Escape Artist +7, Survival +4
Languages Common, Kasatha
SQ desert runner, desert stride, jumper, multi-armed, stalker
ECOLOGY
Environment
warm deserts
Organization solitary, band (2–6), sect (2–20), or tribe (20–60)
Treasure NPC gear (sais [2], other treasure)
SPECIAL ABILITIES
Desert Runner (Ex)
A kasatha has a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Desert Stride (Ex) A kasatha moves through nonmagical difficult terrain in desert environments at normal speed.
Jumper (Ex) A kasatha is always considered to have a running start when attempting Acrobatics checks to jump.
Multi-Armed (Ex) A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.
Stalker (Ex) Perception and Stealth are class skills for a kasatha.
 

Camel

This shaggy brown, two-humped camel looks defiant and smug.

Camels are large, desert-dwelling herd animals noted for their stamina and ill tempers. A typical camel stands about 6 feet at the shoulder and 7 feet at the hump.

CR 1 XP 400
N
Large animal
Init +3; Senses low-light vision, scent; Perception +5
DEFENSE
AC
13, touch 12, flat-footed 10 (+3 Dex, +1 natural, –1 size)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +0
OFFENSE
Speed
50 ft.
Melee bite +4 (1d4+6)
Special Attack spit (+3 ranged touch)
STATISTICS
Str
18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +6; CMD 19 (23 vs. trip)
Feats Endurance
Skills Perception +5
ECOLOGY
Environment
warm deserts
Organization solitary
Treasure none
SPECIAL ABILITIES
Spit (Ex)
Once per hour, a camel can regurgitate the contents of its stomach, spitting the foul material at a single target within 10 feet. The target must make a DC 13 Fortitude save or be sickened for 1d4 rounds. The save DC is Constitution-based.
 

Giant Solifugid

This tan-colored creature looks like a ten-legged spider. Oversized jaws grind together slowly beneath beady eyes.

Solifugids are sometimes called “camel spiders,” “wind scorpions,” or “sun spiders,” despite the fact that they are neither spiders nor scorpions but rather their own unique species. They have large pedipalps near their heads, used to grab and hold prey while they feed with their twin sets of vertically aligned mandibles. When hunting in groups, they prefer to attack targets already grappled by other solifugids. The various species of enormous solifugids generally have eight legs, although the front two appendages are large enough that they can easily be mistaken for an additional pair of legs. Some species, like the albino cave solifugid, have fewer legs, but all solifugids are aggressive vermin. The following table lists the most common variants beyond the two presented above. Many of these species have additional unique abilities, such as the razormouth’s ability to cause hideous, bleeding wounds in those it attacks.

CR 1 XP 400
N
Small vermin
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC
14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 13 (2d8+4)
Fort +5, Ref +2, Will +0
Immune mind-affecting effects
OFFENSE
Speed
50 ft., climb 30 ft.
Melee bite +3 (1d6+1), 2 claws +3 (1d3+1)
Special Attacks rend (2 claws, 1d3+1)
STATISTICS
Str
12, Dex 15, Con 15, Int —, Wis 11, Cha 2
Base Atk +1; CMB +1; CMD 13 (25 vs. trip)
Skills Climb +9, Perception +4, Stealth +10
Racial Modifiers +4 Perception, +4 Stealth
ECOLOGY
Environment
warm deserts
Organization solitary, pair, or colony (3–6)
Treasure none
 

Gnoll

Hunched and feral, this furred, hyena-headed humanoid stands slightly taller than the average human.

Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and ref lect many of the lesser creatures’ behaviors. Gnolls are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available, whom they force to dig warrens, gather supplies and water, and even hunt for their gnoll masters. Creatures other than hyenas and other gnolls are either meat or slaves, depending upon the temperament of the tribe. Even a dead or fallen comrade is a fresh meal for a gnoll, who might honor a distinguished tribe member with a brief prayer, or thoroughly cook one that has died of a wasting disease, but otherwise view a dead gnoll as little different from any other creature. The more “civilized” gnolls do not eat their prisoners, but instead keep them as slaves, either to defend or improve their lair or to trade with other tribes or slaver bands. Gnolls relish combat, but only when they have the obvious advantage of numbers. In other situations, they prefer to avoid combat except as a means of winning a kill from another hunter, or as a clever ambush to bring down a large meal. These hyena-men see no value in courage or valor, instead preferring to flee once it becomes clear that victory is not possible, noting that it is better to run with tail tucked away than to lose one’s tail entirely. During combat, gnolls use a strange mixture of pack tactics and individual standoffs. If a gnoll feels that it is winning, it attempts to take down a weaker being rather than aiding its fellows. If the gnolls are struggling, they gang up on a powerful leader and try to take that creature down, in the hopes of forcing its allies to flee. Gnoll leaders are typically rangers, although clerics are highly regarded as well. Most gnolls find arcane magic difficult to master, and as a result it is relatively rare to see a gnoll bard, sorcerer, or wizard.

CR 1 XP 400
CE
Medium humanoid (gnoll)
Init +0; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC
15, touch 10, flat-footed 15 (+2 armor, +1 natural, +2 shield)
hp 11 (2d8+2)
Fort +4, Ref +0, Will +0
OFFENSE
Speed
30 ft.
Melee spear +3 (1d8+3/×3)
Ranged spear +1 (1d8+2/×3)
STATISTICS
Str
15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Base Atk +1; CMB +3; CMD 13
Feats Power Attack
Skills Perception +2
Languages Gnoll
ECOLOGY
Environment
warm plains or desert
Organization solitary, pair, hunting party (2–5 gnolls and 1–2 hyenas), band (10–100 adults plus 50% noncombatant children, 1 sergeant of 3rd level per 20 adults, 1 leader of 4th–6th level, and 5–8 hyenas), or tribe (20–200 plus 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 7–12 hyenas, and 4–7 hyaenodons)
Treasure NPC Gear (leather armor, heavy wooden shield, battleaxe, longbow with 20 arrows, other treasure)
 

Jackalwere

This armored humanoid has a jackal’s head, bulging muscles, and a gaze that makes the world drift away.

Jackalweres are evil, supernatural jackals born with the ability to assume human form. Some folks superstitiously consider jackalweres to be emissaries of evil spirits or wicked desert gods, and it is easy to understand why, as they can take the shape of a human and possess a keen intellect; however, they also have a taste for murder and humanoid flesh. In its hybrid form, a jackalwere stands 6 feet tall and weighs 150 pounds.

CR 2 XP 600
CE
Medium magical beast (shapechanger)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7
DEFENSE
AC
17, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 dodge, +1 natural)
hp 22 (3d10+6)
Fort +5, Ref +6, Will +2
DR 5/cold iron
OFFENSE
Speed
30 ft.
Melee mwk battleaxe +6 (1d8+2/×3), bite +0 (1d6+1) or bite +5 (1d6+3)
Special Attacks sleep gaze, weapon intuition
STATISTICS
Str
15, Dex 17, Con 15, Int 12, Wis 12, Cha 12
Base Atk +3; CMB +5; CMD 19
Feats Alertness, Dodge
Skills Acrobatics +7, Bluff +6, Perception +7, Sense Motive +3, Stealth +7, Survival +6
Racial Modifiers +2 Bluff, +2 Survival
Languages Common
SQ change shape (human, hybrid, and jackal; polymorph), jackal empathy
ECOLOGY
Environment
warm deserts
Organization solitary, pair, hunt (1–2 jackalweres and 3–8 jackals), or pack (2–5 plus 3–12 jackals)
Treasure standard (leather armor, masterwork battleaxe, other treasure)
SPECIAL ABILITIES
Change Shape (Su)
A jackalwere has three forms. Its natural form is that of a jackal, but it can also take the form of a human or a human-jackal hybrid. A jackalwere’s human form is fixed—it cannot assume different human forms. A jackalwere can use its sleep gaze in any of its forms. In jackal form, it functions as a dog. In its hybrid form, a jackalwere can make a bite attack as a secondary attack, while in human form it lacks its bite attack entirely. A jackalwere can shift into any of its three alternate forms as a move action. Equipment does not meld with the new form between human and hybrid forms but does between those forms and its jackal form.
Jackal Empathy (Ex) A jackalwere can communicate and empathize with jackals (use stats for Small dog) and can use Bluff as if it were Diplomacy to change a jackal’s attitude, receiving a +4 racial bonus to do so.
Sleep Gaze (Su) Sleep for 3 minutes (a standard action rouses the creature, as does damage), 30 feet, Will DC 12 negates. A creature that succeeds at the saving throw cannot be affected by the same jackalwere’s sleep gaze for 24 hours. This is a sleep effect. The save DC is Charisma-based.
Weapon Intuition (Ex) A jackalwere is proficient with simple and martial melee weapons.
 

Trox

This hulking juggernaut has two massively muscled arms and a group of four smaller ones that jut from under its rib cage.

Trox were once members of a much smaller and more docile race of subterranean burrowers, but were long ago enslaved by the duergar and bred into useful brutes. Eventually, several clans of trox were able to escape their slavers and reach the surface world, though they found the creatures above were just as eager to enslave them. Most trox still live a life of servitude. A free trox tends to be loyal to its true friends and inquisitive, though it can harbor deep grudges and resentments.

CR 2 XP 600
Trox barbarian 1
CN Large monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
10, touch 8, flat-footed 9 (+2 armor, +1 Dex, –2 rage, –1 size)
hp 17 (1d12+5)
Fort +6, Ref +1, Will +2
OFFENSE
Speed
40 ft., burrow 20 ft.
Melee warhammer +7 (2d6+7/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks frenzy, rage (6 rounds/day)
STATISTICS
Str
25, Dex 13, Con 18, Int 8, Wis 10, Cha 6
Base Atk +1; CMB +9 (+11 grapple); CMD 18 (20 vs. grapple)
Feats Improved Grapple, Power Attack
Skills Climb +11, Intimidate +2, Survival +4
Languages Terran
SQ fast movement, grabbing appendages
ECOLOGY
Environment
tropical deserts
Organization solitary, band (2–8), or clan (9–20)
Treasure NPC gear (leather armor, warhammer, other treasure)
SPECIAL ABILITIES
Frenzy (Ex)
Once per day when a trox takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Grabbing Appendages (Ex) A trox’s smaller arms are useful for little more than aiding grappling. Trox gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main arms.
Rage (Ex) The effects of rage are built into the statistics above. If the Trox is not raging, AC increases by +2, Strength and Constitution reduce by 4 each (lowering attack bonus, damage, saves and hp accordingly), and the +2 Will save bonus is removed.
 

Scarab Swarm

This mass of iridescent blue-black insects emits a foul stench and carries with it a cloud of filthy dust.

Scarab beetles often mass in swarms and terrorize remote desert regions. These vermin are a threat to ancient tombs as they chew their way through the interred.  A scarab swarm comprises thousands of scarab beetles, each filthy from its constant contact with dung and carrion. Normally inattentive toward other creatures, scarab swarms subject those who get in their way to thousands of sharp bites as well as an infectious disease. Indeed, the bites of a scarab swarm are the least of their victims’ worries, as the disease they carry claims far more lives than their hunger.  Some religious scholars theorize that scarabs are prone to swarming because they’re drawn to the same malign energy that causes undead to rise, though most people regard this explanation as pure superstition. Some worshipers of gods of death see the arrival of a scarab swarm as a portent of ill fortune.

CR 3 XP 800
N
Fine vermin (swarm)
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC
18, touch 18, flat-footed 18 (+8 size)
hp 22 (4d8+4)
Fort +5, Ref +1, Will +1; +4 vs. disease and paralysis
Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage
OFFENSE
Speed
30 ft., climb 10 ft., fly 20 ft. (clumsy)
Melee swarm (1d6 plus disease and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13)
STATISTICS
Str
1, Dex 10, Con 13, Int —, Wis 11, Cha 2
Base Atk +3; CMB —; CMD
Skills Climb +8, Fly +0, Perception +4
Racial Modifiers +4 Perception
ECOLOGY
Environment
warm deserts
Organization solitary, pair, or infestation (3–6)
Treasure none
SPECIAL ABILITIES
Disease (Ex)
Filth fever: Swarm—injury; save Fort DC 13; onset 1d3 days; frequency 1 day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.
 

Dust Digger

A tremendous starfish-like creature emerges from the sand, its five long arms surrounding a circular toothy maw.

Dust diggers most resemble mammoth starfish, with thick sandy-colored exoskeletons covered with rough, burr-like spines. Its five arms are long and thin, and covered with hundreds of barbed, tubular cilia that the creature uses to move as well at grab and grapple prey. At the fleshy center of the creature’s body gapes a circular maw lined with large sharp teeth. As ambush predators, dust diggers spend the majority of their lives buried beneath the sand, waiting patiently for prey to stumble over their ambush site. Dust diggers are asexual. They reproduce by budding, splitting off young three to four times over the course of their 10-year lives—smaller versions of themselves that must immediately move away from the parent to avoid being snatched up and eaten. Dust digger young are just over 4 feet across, and can move relatively quickly through sand (their burrow speed is 40 feet). Usually, a young dust digger travels at least a mile from its parent before it settles down to create its first ambush—the amount of life in the region it has chosen as its new lair often determines whether the new dust digger thrives or starves to death, for once it digs its first ambush, it rarely moves more than a few hundred feet away over the course of its life.

CR 4 XP 1,200
N
Large aberration
Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
DEFENSE
AC
16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 42 (5d8+20)
Fort +5, Ref +1, Will +4
OFFENSE
Speed
10 ft., burrow 20 ft.
Melee bite +5 (1d8+3 plus grab), 5 tentacles +3 (1d4+1 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks sinkhole, swallow whole (2d8+4 bludgeoning, AC 13, 4 hp)
STATISTICS
Str
17, Dex 11, Con 18, Int 2, Wis 11, Cha 10
Base Atk +3; CMB +7; CMD 17
Feats Improved Initiative, Multiattack, Skill Focus (Stealth)
Skills Perception +5, Stealth +5 (+13 in ambush)
Racial Modifiers +8 Stealth in ambush
ECOLOGY
Environment
warm deserts
Organization solitary, pair, or colony (3–10)
Treasure none
SPECIAL ABILITIES
Sinkhole (Ex)
A dust digger can burrow into sand, loose soil, or dirt to lie in ambush just under the surface. When it feels (via tremorsense) prey walk into a square it threatens, it can deflate its body as an immediate action, causing the sand and other loose soil above to shift and slide. All creatures who were standing in the dust digger’s reach must make a DC 15 Reflex save or become entangled as long as they remain in the dust digger’s reach. All creatures who were standing at least partially in the dust digger’s actual space must make a DC 15 Reflex save or become entangled and fall prone—if such a creature makes this save, it immediately moves to the closest adjacent unoccupied square. If this results in more than a 5-foot move, the creature moves that distance and then falls prone. The save DC is Strength-based.
 

Janni

This regal figure looks like a tall, well-proportioned human, save that its eyes sparkle with strange light.

The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane. Some lore even casts the janni as the most “human” of the genie races, although most jann are quick to correct this insult, usually with the edge of a sword. A janni is human-sized, standing about 6 feet tall and weighing about 180 pounds. Jann are physically strong and courageous, and do not take kindly to insult or injury. Most are quite prone to seeing insult even when none is intended by the speaker. If overwhelmed in battle, they escape using flight and invisibility, returning later with reinforcements. Jann enjoy their privacy, preferring the solitude of the deep desert and isolated oases. They are usually suspicious of humans, but are often willing to give them the benefit of the doubt. Jann have a strong cultural tradition of hospitality, and will never turn away someone in need of food, water, or shelter, though they might expect payment in the form of a favor at some later date. Among the other genie races, jann generally have good relations with both djinn and shaitans. While not actively enemies, jann dislike the proud and aloof marids. Jann have a distinct aversion to the efreet, who often try to enslave them or conscript them into their armies.

CR 4 XP 1,200
N
Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC
20, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 dodge, +1 natural)
hp 39 (6d10+6)
Fort +6, Ref +7, Will +4
Resist fire 10
OFFENSE
Speed
30 ft., fly 20 ft. (perfect); 20 ft., fly 15 ft. (perfect) in chainmail
Melee scimitar +9/+4 (1d6+4/18–20)
Ranged composite longbow +8/+3 (1d8+3/×3)
Special Attacks change size
Spell-Like Abilities (CL 8th)
3/day—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), speak with animals
1/day—create food and water, ethereal jaunt (for 1 hour)
STATISTICS
Str
16, Dex 15, Con 12, Int 14, Wis 15, Cha 13
Base Atk +6; CMB +9; CMD 22
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility
Skills Appraise +11, Craft (any one—usually weaponsmith) +11, Fly +14, Perception +11, Ride +6, Sense Motive +11, Spellcraft +11, Stealth +6
Languages Common, one elemental language (Aquan, Auran, Ignan, or Terran), one planar language (Abyssal, Celestial, or Infernal); telepathy 100 ft.
SQ elemental endurance
ECOLOGY
Environment
warm deserts
Organization solitary, pair, company (3–6), or band (7–12)
Treasure standard (chainmail, composite longbow [+3 Str], scimitar, other gear)
SPECIAL ABILITIES
Change Size (Sp)
Twice per day, a janni can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Elemental Endurance (Ex) Jann can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

Noble Jann CR 7
A small percentage of jann are noble. Noble jann, often called sheikhs or amirs, have 9 Hit Dice, Strength 19, and Intelligence 18, and gain the following spell-like abilities:
3/day—augury, detect magic, and divination.
A noble janni’s caster level for its spell-like abilities is 12th.

 

Karkadann

A single wicked horn grows from the forehead of this stocky, oryx-like creature.

Karkadanns roam the barren and wind-swept deserts of the world where their deep bellows can be heard for miles. Their solitary horns have led many to assume that they are a breed or variant of unicorn, but karkadanns bristle at that claim.  Known for their aggression and physical power, karkadanns are proud warriors that rarely back down from a fight. They readily charge into combat, seeking to impale their foes on their wicked horns. Legend says that the only thing that can calm an enraged karkadann is the song of a ring dove.  Some desert travelers seek out karkadanns because of their mystical ability to purge a creature of toxins. Many a traveler stung by a giant scorpion or bitten by a viper hopes for nothing more than to come across a karkadann. This treatment isn’t granted lightly. Karkadanns are narcissistic and self-serving, so they often demand outlandish favors in return for curing a poisoned creature. They size up what the person can reliably pay and demand just a bit more. Some alchemists, however, have learned that the ability to purge poisons isn’t just supernatural, and that some part of that power lies within the karkadann’s devious horn.

KARKADANN HORN
A karkadann’s horn is a potent ingredient in treating most poisons. When combined with rare herbs and minerals worth 100gp, a karkadann horn can be used as an additional material component when casting neutralize poison to grant the caster a +5 competence bonus on her caster level checks to end the poisons’ effects. When using karkadann horn as an ingredient while making a Heal check to treat poison, the user gains a +5 bonus on the check, and, if successful, the treated character gains a +8 competence bonus on her saving throw against the poison instead of +4.

CR 4 XP 1,200
N
Large magical beast
Init +2; Senses darkvision 60 ft., detect evil, detect good, low-light vision, scent; Perception +10
DEFENSE
AC
17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +6
Immune disease, poison; Resist fire 5
OFFENSE
Speed
50 ft.
Melee gore +8 (1d8+4), 2 hooves +6 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8)
Spell-Like Abilities (CL 9th; concentration +14)
Constant—detect evil, detect good
3/day—cause fear (DC 16)
1/day—dimension door, neutralize poison (DC 19)
STATISTICS
Str
18, Dex 15, Con 16, Int 11, Wis 17, Cha 20
Base Atk +5; CMB +10; CMD 22 (26 vs. trip)
Feats Iron Will, Multiattack, Power Attack
Skills Acrobatics +9, Perception +10, Survival +5
Languages Common
SQ magical strike, sure-footed
ECOLOGY
Environment
warm deserts
Organization solitary, pair, or bristle (3–6)
Treasure none
SPECIAL ABILITIES
Magical Strike (Ex)
A karkadann’s gore attack is treated as a magic cold iron weapon for the purpose of overcoming damage reduction.
Sure-Footed (Ex) A karkadann takes no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain.
 

Ghul

Draped in fine dark robes, this undead creature’s body seems to be made of equal parts bone, leathery flesh, and blood-red smoke.

Ghuls are undead jann whose eternal existence was twisted by fate and wrought through the displeasure of Ahriman, Lord of the Divs. As if the curse of undeath and ravenous hunger were not enough, these once-majestic creatures now bear donkey hooves as feet. Despite their horrific undead appearance, this feature shames them the most, and they hide their feet from view. Ghuls, like ghouls and ghasts, haunt cemeteries and other places of the dead hoping to feed on corpses. They also hunt mourners and grave tenders, as they enjoy the taste of living prey as well as that of the dead. Selective in their diets, ghuls choose their victims by personality, believing innocence and youth taste more delicious than the barely palatable flesh of the bitter and old. Sometimes a ghul follows a funeral procession in hyena form, keeping a safe distance until the ceremony, whereupon it changes into its true form to attack and feast. Sorrow and despair taste as delicious as innocence to a ghul. While not directly affected by sunlight, ghuls despise its presence and only move about during the day if forced to by necessity. They primarily hunt at night, sometimes straying far from their graveyard lairs and burial caves in search of fresh prey to sate their hunger. The longer a ghul goes without feeding, the more ferocious and primal the creature becomes. A well-sated ghul organizes with others of its kind and lesser undead, tormenting nearby towns and settlements. A ghul involved with this level of organization often has a scattered set of lairs throughout the desert. These allow the ghul to strike far from its home lair and hide again without having to travel during the blistering daylight sun. When a ghul goes for too long without feeding, it becomes increasingly feral and violent—its statistics don’t change, but it grows less concerned with fleeing combat, even when it is obviously outmatched. Ghuls stand 6 feet tall and weigh 90 pounds.

CR 5 XP 1,600
CE
Medium undead (shapechanger)
Init +2; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC
18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 51 (6d8+24)
Fort +8, Ref +4, Will +7
DR 5/good; Immune undead traits; Resist fire 10
OFFENSE
Speed
40 ft., climb 20 ft.
Melee bite +10 (1d6+6), 2 claws +10 (1d4+6 plus bleed)
Special Attacks bleed (1), cursed claws, rend (2 claws, 1d6+6)
STATISTICS
Str
22, Dex 15, Con —, Int 14, Wis 15, Cha 18
Base Atk +4; CMB +10; CMD 22
Feats Great Fortitude, Power Attack, Step Up
Skills Bluff +10, Climb +18, Diplomacy +7, Disguise +11, Intimidate +11, Perception +15, Stealth +11, Survival +8 (+16 when following tracks)
Racial Modifiers +4 Perception, +8 Survival when following tracks
Languages Common, one elemental language (Aquan, Auran, Ignan, or Terran), one planar language (Abyssal, Celestial, or Infernal)
SQ change shape (hyena; does not detect as undead in this form; beast shape I), genie-kin
ECOLOGY
Environment
warm deserts
Organization solitary or pack (2–8)
Treasure standard
SPECIAL ABILITIES
Cursed Claws (Ex)
A ghul’s claws count as both cold iron and magic for the purpose of bypassing damage reduction.
Genie-kin (Ex) For all race-related effects (such as a ranger’s favored enemy), a ghul is considered a genie even though its type is undead.
 

Giant Ant Lion

This gigantic burrowing insect has an oversized abdomen. A terrifying set of long, hooked mandibles protrudes from its head.

Perils of the desert depths, giant ant lions construct traps from the shifting sands. These beasts lurk at the base of these pits, half buried and patiently awaiting unwary prey.

CR 5 XP 1,600
N
Large vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +0
DEFENSE
AC
19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 60 (8d8+24)
Fort +9, Ref +2, Will +2
Immune mind-affecting effects
OFFENSE
Speed
30 ft., burrow 10 ft.
Melee bite +10 (2d8+7 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks sand trap
STATISTICS
Str
20, Dex 11, Con 17, Int —, Wis 11, Cha 10
Base Atk +6; CMB +12 (+16 grapple); CMD 22 (30 vs. trip)
ECOLOGY
Environment
warm deserts
Organization solitary or nest (2–4)
Treasure incidental
SPECIAL ABILITIES
Sand Trap (Ex)
A giant ant lion can create a 60-foot-diameter, 20-foot-deep pit in any sand or soft earth surface. Creating a sand trap takes 1 hour. A DC 15 Perception check allows a creature to realize such a depression in the sand is in fact a trap. Any creature that steps into the trap slides to the center if it fails a DC 14 Reflex save—such victims take no damage, but they do fall prone. A giant ant lion can make an attack of opportunity against any creature that falls to the bottom of its sand trap. The save DC is Dexterity-based. These creatures can move across sand traps at their normal speed and are immune to the trap’s effects. Other creatures can navigate the trap’s walls with a DC 20 Climb check.

Lacewing

This spindly insect, borne aloft on four delicate wings, snaps its mandibles in obvious hunger.

When a giant ant lion reaches maturity, it creates a cocoon of sand and dirt around itself. Over the course of a month, the ant lion undergoes a dramatic metamorphosis—when it emerges, its body has become elongated and thin and it has gained a set of enormous, lacy wings. Depending on the region, giant adult ant lions are often called giant lacewings, giant damselflies, or giant spindleflies, but regardless of their regional name, they remain ravenous and deadly, replacing the sand trap cunning of their larval form with swift flight and greater battlefield mobility.

CR 6 XP 2,400
N
Huge vermin
Init +3; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
19, touch 11, flat-footed 16 (+3 Dex, +8 natural, –2 size)
hp 85 (10d8+40)
Fort +11, Ref +6, Will +3
Immune mind-affecting effects
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee bite +12 (3d8+10)
Space 15 ft.; Reach 10 ft.
STATISTICS
Str
24, Dex 16, Con 19, Int —, Wis 11, Cha 10
Base Atk +7; CMB +16; CMD 29 (37 vs. trip)
Skills Fly +3
ECOLOGY
Environment
warm deserts
Organization solitary or cloud (2–12)
Treasure none
 

Saguaroi

This humanoid plant creature has the prickly hide of a cactus, and smaller cactuses seemingly sprout from its flesh.

Saguarois, also called cactusfolk by desert-dwelling humanoids, make their homes in rocky badlands, hot scrublands on the edge of vast deserts, and sandy dunes baked by the sun. They are generous but territorial, offering aid to travelers who brave the blistering deserts—often in the form of their own watery blood—but don’t tolerate guests who overstay their welcome. Civilization rarely attempts to push far into the deserts, leaving these creatures relatively isolated from other intelligent races. In cases where belligerent settlements threaten the way of life for tribes of saguarois, however, the cactusfolk respond with terrifying violence. Saguarois live in small nomadic tribes, traveling under the life-giving sun by day and rooting themselves each night in places where they can draw minerals from the pebbly and sandy soil and absorb water. Saguarois produce flowers once a year that go to seed and grow into young saguarois if the adult creatures properly care for them. If planted, a seed must be attended by one or more saguarois over the course of a year before the infant saguaroi sprouts. After sprouting, it takes 4 years before the infant saguaroi can uproot itself and move about, and decades more to reach maturity. Some saguarois have lived for hundreds of years, and these old cactusfolk often sprout additional limbs or strange twisting growths stretching out from their cylindrical torsos. Usually these additional limbs and growths are nonfunctional, but significantly advanced saguarois have been known to learn how to use them as if they were their primary arms and legs.

CR 5 XP 1,600
N
Medium plant
Init +8; Senses low-light vision; Perception +10
DEFENSE
AC
18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 59 (7d8+28); regeneration 5 (fire)
Fort +9, Ref +8, Will +4
Defensive Abilities needle hide; Immune plant traits
OFFENSE
Speed
40 ft.
Melee 2 slams +10 (1d6+5)
Special Attacks needle cone
STATISTICS
Str
20, Dex 18, Con 18, Int 7, Wis 15, Cha 11
Base Atk +5; CMB +10; CMD 24
Feats Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes
Skills Perception +10, Sense Motive +5, Survival +5
Languages Sylvan
SQ freeze, produce water
ECOLOGY
Environment
warm deserts
Organization solitary, pair, party (3–9), or tribe (10–20)
Treasure standard
SPECIAL ABILITIES
Needle Cone (Ex)
Three times per day, as a standard action a saguaroi can eject a barrage of needles from its body. This effect creates a 15-foot-cone burst of needles that deals 4d6 points of piercing damage to all creatures in the area (Reflex DC 20 for half). The save DC is Constitution-based.
Needle Hide (Ex) A saguaroi is covered with needles and spines, and its slam attacks deal both bludgeoning and piercing damage. Any creature grappling a saguaroi or attacking it with a natural attack or unarmed strike takes 1d4 points of piercing damage (manufactured weapons with the reach special feature do not endanger the user this way). A creature grappling a saguaroi takes this damage each round of the grapple.
Produce Water (Ex) As a standard action once per hour, a saguaroi can cut itself (taking 1 point of damage) to produce 1 gallon of water. After producing 4 gallons, it becomes fatigued. After producing 8 gallons, it becomes exhausted and cannot produce more water for 24 hours.
 

Death Worm

This large worm’s body is muscular and scaly, its mouth a nightmare of row upon row of triangular teeth.

The reclusive death worm is much feared in the deserts, badlands, and steppes in which it dwells, for it brings to a battle multiple harrowing ways of inflicting death upon its foes—acid, lightning, poison, and its ravenous jaws. The creatures are remarkably good at hiding amid the sands and rocks of their favored terrain, and devilishly efficient at selecting foes that they can easily kill. This combination makes stories of these creatures hard to confirm, and in most urban centers, common wisdom is that the tales of death worms are fabrications— attempts to impress city folk or hallucinations born of too much drink. A death worm is 15 feet long and weighs 1,200 pounds— although rumors of much larger death worms persist.

CR 6 XP 2,400
N
Large magical beast
Init +1; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11
DEFENSE
AC
19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +7, Will +4
Defensive Abilities corrosive blood, venomous skin; Immune acid, electricity, poison
OFFENSE
Speed
20 ft., burrow 20 ft.
Melee bite +11 (2d8+6 plus poison)
Ranged electrical jolt +8 ranged touch (4d6 electricity)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (30-ft. line, 8d6 acid damage, Reflex DC 17 for half, usable every 1d4 rounds)
STATISTICS
Str
18, Dex 13, Con 16, Int 3, Wis 11, Cha 5
Base Atk +8; CMB +13; CMD 24
Feats Cleave, Improved Overrun, Iron Will, Power Attack
Skills Perception +11, Stealth –3 (+13 in deserts)
Racial Modifiers +16 Stealth in deserts or rocky areas
Languages Terran
ECOLOGY
Environment
warm deserts, plains, or hills
Organization solitary
Treasure none
SPECIAL ABILITIES
Corrosive Blood (Ex)
A death worm’s blood can corrode metal on contact. If a creature damages a death worm with a piercing or slashing weapon made of metal, the creature’s blood deals 3d6 points of acid damage to the metal weapon (unlike most forms of energy damage, this damage is not halved when applied to a metal object, although it does still have to penetrate the metal’s hardness). The weapon’s wielder can halve the damage the weapon takes by making a successful DC 17 Reflex save. Creatures made of metal that deal slashing or piercing damage to a death worm with a natural attack take 3d6 points of acid damage (a DC 17 Reflex save halves this damage). The corrosive elements of the blood fade 1 round after it leaves the worm’s body or the worm dies. The save DC is Constitution-based.
Electrical Jolt (Su) A death worm can fire a jolt of electricity from its mouth as a standard action. The range increment for this ranged touch attack is 60 feet.
Poison (Ex) Bite—injury, or skin—contact; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves.
Venomous Skin (Ex) A death worm’s skin secretes a noxious, waxy substance. This venomous sheen poisons any creature that touches a death worm, either by making a successful attack with an unarmed strike or natural weapon or with a touch attack. A creature that grapples a death worm is also exposed to the creature’s venomous skin.
 

Giant Scarab

This glossy beetle is the size of a cow, and has a hard, blue-black carapace spattered with dust and dung.

Scarabs are small, six-legged insects with sharp protrusions on their front legs that they use for burrowing. They are primarily coprophagous, eating dung for sustenance. An individual scarab often spends days rolling a single ball of dung across the desert until it can find the perfect place to bury it and deposit eggs. Because they burrow underground to create life, scarab beetles are associated with burial rites. Some say scarab beetles’ connection with the dead gives them powers greater than those of normal beetles, but as of yet there is no evidence this is true.

CR 6 XP 2,400
N
Large vermin
Init +1; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC
20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
hp 67 (9d8+27)
Fort +9, Ref +4, Will +3; +4 vs. disease and paralysis
Immune mind-affecting effects
OFFENSE
Speed
40 ft., climb 20 ft., fly 20 ft. (average)
Melee bite +13 (2d4+12 plus disease and gnaw)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
27, Dex 12, Con 16, Int —, Wis 10, Cha 1
Base Atk +6; CMB +15; CMD 26 (34 vs. trip)
Skills Climb +16, Fly –1, Perception +4
Racial Modifiers +4 Perception
ECOLOGY
Environment
warm deserts
Organization solitary or swarm (3–9)
Treasure none
SPECIAL ABILITIES
Disease (Ex)
Filth fever: Bite—injury; save Fort DC 17; onset 1d3 days; frequency 1 day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.
Gnaw (Ex) Scarabs deal 1d4+6 additional points of damage and 1 point of Strength damage on a successful bite. This is doubled against creatures with no armor or natural armor, but creatures in heavy armor or with a natural armor bonus of +10 or greater are immune, as are fleshless creatures and those immune to critical hits.
 

Criosphinx

This creature has the wings of a bird, the body of a lion, and the head of a ram with sad, wise eyes.

Perhaps the least leonine of all sphinxes, the ram-headed criosphinx lacks the intellect of androsphinxes and gynosphinxes, but still outmatches the dimwitted hieracosphinxes. Like hieracosphinxes and androsphinxes, criosphinxes are always male. At the start of a battle, a criosphinx lowers its horns and crashes into foes, clawing enemies it has engaged. It favors charging down on foes from great heights. Criosphinxes crave wealth over nearly all other things, habitually extorting tolls for safe passage from any who pass their lands. Groups who cannot pay must yield one of their number or a pair of mounts for the criosphinx’s meal— single travelers must fight or die. Unlike gynosphinxes, no mere riddle suffices—only the shine of metal or the gleam of jewels can satisfy a criosphinx. Little can convince a criosphinx to part with even a single coin save the lust that its kind bears for the gynosphinx. Criosphinxes crave mating with gynosphinxes above all else, and pay well for the whereabouts of a female, or better yet, a well-crafted riddle that might impress one. For their part, gynosphinxes prefer to have little to do with what they mock as the sheep of sphinxes, though they sometimes lower themselves to a brief assignation in the rare event a criosphinx manages to impress them with wealth or wit. Some criosphinxes set themselves as soothsayers of the desert, trading upon the storied wisdom of androsphinxes and gynosphinxes to deceive gullible travelers. Like their more blustering brethren, they seek wealth from passersby, but for the purposes of dispersing information rather than in exchange for safe passage. Such reliable information as they possess usually comes from idle conversation with the creatures of the desert, with criosphinxes using their inborn ability to speak with animals. A criosphinx lacking in sound information usually fabricates a pleasing lie. Criosphinxes detest hieracosphinxes, regarding them as little more than beasts and a disgrace to their noble race. They drive off their falcon-headed cousins with mock-charges and posturing, escalating to full-fledged attacks if ignored. Androsphinxes they view with mixed fear and respect, and gynosphinxes with disdain and lust.

CR 7 XP 3,200
N
Large magical beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC
20, touch 9, flat-footed 20 (+11 natural, –1 size)
hp 85 (10d10+30)
Fort +10, Ref +7, Will +4
OFFENSE
Speed
30 ft., fly 60 ft. (poor)
Melee 2 claws +15 (1d6+6), gore +16 (2d4+6/19-20)
Space 10 ft.; Reach 5 ft.
Special Attacks swooping charge (gore, 4d4+12)
Spell-Like Abilities (CL 10th; concentration +10)
Constant—speak with animals
STATISTICS
Str
23, Dex 10, Con 17, Int 12, Wis 12, Cha 11
Base Atk +10; CMB +17 (+19 bull rush); CMD 27 (29 vs. bull rush, 31 vs. trip)
Feats Improved Bull Rush, Improved Critical (gore), Power Attack, Skill Focus (Intimidate), Weapon Focus (gore)
Skills Bluff +10, Fly +1, Intimidate +16, Perception +10
Languages Common, Sphinx; speak with animals
ECOLOGY
Environment
warm deserts or hills
Organization solitary
Treasure standard
SPECIAL ABILITIES
Swooping Charge (Ex)
A charging criosphinx deals 4d4+12 points of damage with its gore attack. A flying criosphinx who drops at least 20 feet in altitude as part of a charge deals 6d4+18 points instead.
 

Desert Drake

This sleek dragon has scales mottled in desert colors, lacks forelimbs, and sports massive wings on its lissome back.

Among the fiercest of their kind, desert drakes exhibit a lust for destruction as merciless as any desert storm. These fierce, ambush predators hunt by finding high perches among rocky outcroppings and surveying their surroundings. When likely prey wanders into sight, a desert drake dives into the sand and burrows toward its quarry or flies low with cover from dunes or other outcroppings. Drawing near the likely path of its victims, it bursts from the sand or dives from above to catch foes off guard, preferring to attack targets that exhibit the most fear first. Before enemies can recover from the initial onslaught, a desert drake exhales a cloud of electrified dust, using its superior senses to press the attack. Mated pairs of desert drakes hunt larger prey and groups of victims, and rampages of the beasts might gather near overland trade routes to devour whole caravans. A typical desert drake measures 15 feet long from nose to tail tip, has a supple, wormlike build, and weighs about 2,500 pounds.

CR 8 XP 4,800
NE
Large dragon (earth)
Init +6; Senses darkvision 60 ft., low-light vision, scent, tremorsense 30 ft.; Perception +12
DEFENSE
AC
21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
hp 103 (9d12+45)
Fort +11, Ref +8, Will +8
Immune paralysis, sleep; Resist electricity 20
OFFENSE
Speed
30 ft., burrow 20 ft., fly 60 ft. (average)
Melee bite +15 (2d6+9/19–20 plus 1d10 electricity), tail slap +9 (1d8+3 plus push)
Space 10 ft.; Reach 10 ft.
Special Attacks dazzling emergence, push (tail slap, 10 ft.), sandstorm breath, savage bite
STATISTICS
Str
22, Dex 15, Con 21, Int 8, Wis 11, Cha 12
Base Atk +9; CMB +16; CMD 28
Feats Dazzling Display, Improved Initiative, Iron Will, Power Attack, Weapon Focus (bite)
Skills Fly +12, Intimidate +13, Perception +12, Stealth +10, Survival +12
Languages Draconic
SQ speed surge
ECOLOGY
Environment
warm deserts
Organization solitary, pair, or rampage (3–12)
Treasure standard
SPECIAL ABILITIES
Dazzling Emergence (Ex)
During a surprise round, a desert drake can use Dazzling Display as a standard action.
Sandstorm Breath (Su) As a standard action, a desert drake can spit a ball of electrically charged sand that bursts into a cloud. This attack has a range of 60 feet and deals 3d6 points of slashing damage plus 4d8 points of electricity damage in a 15-footradius spread (Reflex DC 19 half ). The cloud remains for 1d4 rounds, dealing no damage but otherwise acting as obscuring mist. Once a desert drake uses its breath, it cannot do so again for 1d6 rounds. The save DC is Constitution-based.
Savage Bite (Ex) A desert drake applies 1-1/2 times its Strength modifier to damage dealt with its bite attack, and it threatens a critical hit on a 19–20.
Speed Surge (Ex) Three times per day as a swift action, a desert drake can draw on its draconic heritage for a boost of strength and speed that allows it to take an additional move action that round.
 

Girtablilu

The body of a spear-wielding woman rises from the front of this monstrously huge scorpion.

Girtablilus fiercely guard ancient places and treasures lost to history. Far from civilized eyes, they thrive and piously protect their charges with the aid of monstrously large scorpions that girtablilus keep as pets. All girtablilus share a zeal for religion, although the objects of veneration vary from tribe to tribe. Some girtablilu tribes still serve long-forgotten deities, preserving the divinities’ names and holy rituals. Others embrace religions derived from prehistoric worship, devoted to the idea of gods that once were or might never have been. Girtablilu leaders are clerics or oracles, and are responsible for the tribe’s religious observances and laws. Tradition and service to the group are important. Those who violate tribal beliefs are killed or exiled into the harsh wasteland. Girtablilus believe that no sacrifice in life (including death in the service of the gods) goes unrewarded in the hereafter; this belief makes them fierce and fearless fighters. A girtablilu is 13 feet long and weighs 800 pounds.

CR 8 XP 4,800
N
Large monstrous humanoid
Init +6; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +14
DEFENSE
AC
22, touch 12, flat-footed 19 (+2 armor, +2 Dex, +1 dodge, +8 natural, –1 size)
hp 105 (10d10+50)
Fort +8, Ref +11, Will +9
OFFENSE
Speed
50 ft.
Melee mwk spear +15/+10 (1d8+7/×3), 2 claws +9 (1d6+2 plus grab), sting +9 (1d6+2 plus poison)
Ranged mwk spear +12 (1d8+5/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+5)
Spell-Like Abilities (CL 10th; concentration +10)
1/day—summon nature’s ally V (1d3 giant scorpions)
STATISTICS
Str
20, Dex 15, Con 21, Int 10, Wis 14, Cha 11
Base Atk +10; CMB +16 (+20 grapple); CMD 29 (41 vs. trip)
Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility, Vital Strike
Skills Climb +17, Craft (any one) +8, Knowledge (history) +5, Perception +14, Sense Motive +7, Stealth +10, Survival +15
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Common, Girtablilu
SQ scorpion empathy +10, undersized weapons
ECOLOGY
Environment
warm deserts
Organization solitary, pair, patrol (3–5 plus 2–4 giant scorpions), or cult (6–14 plus 3–6 temple guardians of 3rd level, 1 cleric or oracle leader of 6th level, and 4–9 giant scorpions)
Treasure standard (leather armor, masterwork spear)
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.
Scorpion Empathy (Ex) This ability functions as a druid’s wild empathy ability, save that it works only on scorpions. A girtablilu uses its Hit Dice (normally 10) as its effective druid level. Scorpions are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing girtablilus to train scorpions and use them as guardians (though it does not grant them skills or feats).
 

Gynosphinx

This creature has the body of a lion, the wings of a falcon, and the head and torso of a beautiful human woman.

Although there are many different species of sphinx, the one certain scholars refer to as the “gynosphinx” (a name many sphinxes find insulting) is a wise and majestic creature that is nevertheless terrifying when angered. Less moralistic than their male counterparts (the “androsphinx”—a different creature entirely than the sphinx presented here), sphinxes are careful and methodical in their decision-making, and pride themselves on their cold logic and impartiality. They have little patience for the lesser sphinx variants, seeing them as little better than animals. Sphinxes love riddles and complicated dilemmas, and treasure strange facts and arcane trivia far more than gold or gems While not great scholars in any traditional sense, sphinxes’ great appreciation of puzzles leads them to research shallowly in a wide variety of subjects, and they can often be invaluable sources of information, especially when making use of their magical abilities. They are usually happy to barter with other races, and regularly trade material goods for information or new and interesting quandaries. They make excellent guardians for temples, tombs, and other important locations, so long as they are kept adequately entertained. Sphinxes place great value on politeness, but can be dangerously temperamental—while they may decide to share their latest riddles with travelers out of altruism, they think little of devouring those who don’t give their dilemmas adequate attention or provide useful insight. Sphinxes are typically 10 feet long and about 800 pounds. While their wings are capable of holding them aloft for long periods of time, they are poor fliers, and prefer to land before engaging foes, lashing out with their powerful claws. Though fiercely territorial, they tend to give intruders plenty of warning before attacking.

CR 8 XP 4,800
N
Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision; Perception +21
DEFENSE
AC
21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
hp 102 (12d10+36)
Fort +11, Ref +9, Will +10
OFFENSE
Speed
40 ft., fly 60 ft. (poor)
Melee 2 claws +17 (2d6+6/19–20)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +17, 2d6+6)
Spell-Like Abilities (CL 12th)
Constant—comprehend languages, detect magic, read magic, see invisibility
3/day—clairaudience/clairvoyance
1/day—dispel magic, locate object, remove curse, legend lore
1/week—any one of the following: symbol of fear (DC 20), symbol of pain (DC 19), symbol of persuasion (DC 20), symbol of sleep (DC 19), symbol of stunning (DC 21); all symbols last for 1 week maximum
STATISTICS
Str
22, Dex 13, Con 16, Int 18, Wis 19, Cha 19
Base Atk +12; CMB +19; CMD 30 (34 vs. trip)
Feats Alertness, Combat Casting, Hover, Improved Critical (claw), Improved Initiative, Iron Will
Skills Bluff +14, Diplomacy +14, Fly +7, Intimidate +14, Knowledge (any two) +6, Perception +21, Sense Motive +19, Spellcraft +12
Languages Common, Draconic, Sphinx
ECOLOGY
Environment
warm deserts and hills
Organization solitary, pair, or cult (3–6)
Treasure double
 

Androsphinx

This regal, bird-winged lion has a human’s head, clad in the golden raiment of a powerful pharaoh.

The mightiest of the common sphinxes, androsphinxes see themselves as all that is worthy and noble in the species and carry themselves as though the weight of the world rests upon their good example. They view criosphinxes with paternalistic condescension, hieracosphinxes with poorly veiled disgust, and gynosphinxes as the only other sphinxes worthy of their time. Androsphinxes put on a gruff and cantankerous front to outsiders. They make no effort to hide annoyance when displeased. Androsphinxes tend to be territorial, though less so than other sphinxes. They almost invariably warn and bluster before attacking, and nearly always heed a call to parley. Androsphinxes barter information and conversation for safe passage, not treasure. Androsphinxes are 12 feet tall and weigh 1,000 pounds.

CR 9 XP 6,400
CG
Large magical beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +23
DEFENSE
AC
23, touch 9, flat-footed 23 (+14 natural, –1 size)
hp 123 (13d10+52)
Fort +12, Ref +8, Will +7
OFFENSE
Speed
40 ft., fly 60 ft. (poor)
Melee 2 claws +20 (2d6+8/19–20 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +20, 2d6+8), roar
Spells Prepared (CL 6th; concentration +9)
3rd—bestow curse (DC 16), searing light, speak with dead
2nd—bull’s strength, calm emotions (DC 15), cure moderate wounds, resist energy
1st—comprehend languages, divine favor, remove fear, shield of faith
0—detect magic, guidance, purify food and drink, stabilize
STATISTICS
Str
27, Dex 10, Con 18, Int 16, Wis 17, Cha 17
Base Atk +13; CMB +22; CMD 32 (36 vs. trip)
Feats Alertness, Cleave, Flyby Attack, Great Cleave, Hover, Improved Critical (claw), Power Attack
Skills Fly +5, Intimidate +13, Knowledge (any one) +16, Perception +23, Sense Motive +13, Survival +16
Languages Common, Draconic, Sphinx
ECOLOGY
Environment
warm deserts or hills
Organization solitary
Treasure standard
SPECIAL ABILITIES
Roar (Su)
An androsphinx can roar up to three times per day as a standard action. Each progressive roar has a different effect, depending upon whether it is the first, second, or third of the androsphinx’s roars for that day. All of these roars are sonic effects that fill a 60-foot-radius burst, centered on the androsphinx; the save DCs are Charismabased. Sphinxes are immune to all of the effects of an androsphinx’s roars.
First Roar: Affected creatures become frightened for 2d6 rounds (DC 19 Will negates). This is a mind-affecting fear effect in addition to being a sonic effect.
Second Roar: Affected creatures are paralyzed with fear and deafened for 1d4 rounds (DC 19 Will negates). This is a mind-affecting fear effect in addition to being a sonic effect.
Third Roar: Affected creatures take a 2d4 penalty to Strength for 2d4 rounds and take 2d8 points of sonic damage. Creatures smaller than the androsphinx are knocked prone. A DC 19 Fortitude save negates the Strength penalty and being knocked prone.
Spells An androsphinx casts divine spells as a 6th-level cleric. They do not gain access to domains or other cleric abilities.
 

Desert Giant

Loose robes conceal the sand-etched features of this lanky giant. In each hand he grips a scimitar nearly the length of a human.

Desert giants rove the stark and majestic sands, rarely dwelling in permanent camps. They roam from oasis to oasis, sleeping beneath the stars or in easily dismantled yurts, breaking camp as whim strikes or when food sources grow scarce. Desert giants stand 15 feet tall on average, but have slender builds and rarely weigh more than 2,000 pounds, a fact that greatly contributes to their grace and speed. The giants favor loose robes with keffiyehs for protection from the scouring desert winds, as well as traveling leathers worn beneath the robes. They require little water, and are able to survive for as long as 2 weeks on food alone. When such goods are available, they drink water, milk, and juices in prodigious amounts, but they spurn beer, wine, and stronger spirits. The bulk of their diet comes from figs, olives, and similar bounty of the oases, supplemented by meat if required. The eldest desert giants live as long as 300 years. Despite their nomadic ways, desert giants guard their territory fiercely, driving away all interlopers, whether intelligent or bestial.

CR 9 XP 6,400
LN
Large humanoid (giant)
Init +3; Senses low-light vision; Perception +9
DEFENSE
AC
24, touch 13, flat-footed 20 (+2 armor, +3 Dex, +1 dodge, +9 natural, –1 size)
hp 123 (13d8+65)
Fort +9, Ref +11, Will +5
Defensive Abilities rock catching; Immune fire
OFFENSE
Speed
50 ft.
Melee mwk scimitars +16/+16/+11/+11 (1d8+8/15–20) or 2 slams +16 (1d8+8)
Ranged rock +12 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (100 ft.), scimitar training
STATISTICS
Str
26, Dex 17, Con 21, Int 13, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 32 (36 vs. disarm or sunder)
Feats Combat Reflexes, Dodge, Improved Critical (scimitar), Improved Two-Weapon Fighting, Mobility, Two-Weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +16 (+24 when jumping), Intimidate +11, Perception +9, Survival +17
Languages Common, Giant
SQ sandwalking
ECOLOGY
Environment
warm desert
Organization solitary, gang (2–4), band (5–8), raiding party (9–12 plus 1 fighter of 1st–3rd level), or tribe (10–30 plus 35% noncombatants, 1–3 clerics of 2nd–4th level, 2–4 fighters of 1st–3rd level, and 1 fighter sheik of 4th–6th level, 50% chance of 10–20 human slaves)
Treasure standard (2 masterwork scimitars, leather armor, other treasure)
SPECIAL ABILITIES
Sandwalking (Ex)
A desert giant travels at full speed across sand, rocky ground, or dust, and leaves no trail behind unless it chooses to.
Scimitar Training (Ex) All desert giants are proficient with scimitars, and can wield them as if they were light weapons. A desert giant adds its full Strength bonus to attacks made with a scimitar wielded in its off hand, and gains a +4 bonus to CMD versus disarm and sunder attempts when fighting with a scimitar in each hand.
 

Shedu

This noble creature stands strong and tall with the body of a powerful bull and the head of a wise-looking human.

Shedus live far from the hustle and bustle of humanity in harsh deserts. There they populate caves, ruins, or ancient temples reclaimed from the shifting sands. In these places of refuge, shedus contemplate the struggle between good and evil throughout the universe. Tireless vehicles of good and kindness, shedus fight against outsiders who corrupt and threaten humanity. Skilled in healing, shedus focus on eliminating plagues, even hunting down outsiders and undead working in that destructive medium. Shedus rarely make their homes near each other. This is not out of any sort of animosity, but rather from a feeling that having two or more shedus within close proximity wastes the opportunity to provide aid to a larger region. When a shedu roams through the lands of another, it always seeks out the local shedu for an opportunity to talk and share knowledge over the course of 3 days.

CR 9 XP 6,400
LG
Large magical beast
Init +7; Senses darkvision 60 ft., detect chaos, detect evil, lowlight vision, true seeing; Perception +20
DEFENSE
AC
24, touch 16, flat-footed 23 (+1 Dex, +6 insight, +8 natural, –1 size)
hp 115 (11d10+55); fast healing 5
Fort +12, Ref +14, Will +11
Defensive Abilities prescience; DR 10/evil; Resist electricity 10, fire 10; SR 20
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee gore +17 (2d8+7/19–20), 2 hooves +12 (1d6+3), 2 wings +12 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks trample (2d6+10, DC 22)
Spell-Like Abilities (CL 12th; concentration +16)
Constant—detect chaos, detect evil, true seeing
3/day—empowered cure moderate wounds, dispel magic, magic circle against evil, remove disease, shield other
1/day—dismissal (DC 19), flame strike (DC 19), restoration
STATISTICS
Str
24, Dex 13, Con 20, Int 19, Wis 22, Cha 19
Base Atk +11; CMB +19 (+23 bull rush); CMD 36 (38 vs. bull rush, 40 vs. trip)
Feats Empower Spell-Like Ability (cure moderate wounds), Greater Bull Rush, Improved Bull Rush, Improved Critical (gore), Iron Will, Power Attack
Skills Diplomacy +15, Fly +17, Knowledge (planes) +15, Knowledge (religion) +15, Perception +20, Sense Motive +17
Languages Auran, Celestial, Common; telepathy 100 ft.
ECOLOGY
Environment
warm deserts
Organization solitary
Treasure standard
SPECIAL ABILITIES
Prescience (Su)
A shedu can see all the possible outcomes of any of its own futures. This grants the creature an insight bonus to its AC and on initiative checks and Reflex saves equal to its Wisdom bonus (+6 for most shedus).
 

Brass Dragon

A crest of horns sweeps back from the head of this dragon, leading to a long neck and serpentine brass body.

Consummate conversationalists, brass dragons prefer to talk instead of fight. Brass dragons lair near humanoid settlements, where they can hear the most recent news and gossip.

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
CR
CG
dragon (fire)
Init +; Senses dragon senses; Perception +
DEFENSE
AC

hp
Fort +, Ref +, Will +
Immune fire, paralysis, sleep
Weaknesses vulnerability to cold
OFFENSE
Speed 60 ft., burrow 30 ft., fly
Melee
Space ft.; Reach
Special Attacks breath weapon
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk +; CMB +; CMD
Feats
Skills
Languages
ECOLOGY
Environment
warm deserts
Organization solitary
Treasure triple
SPECIAL ABILITIES
Sleep Breath (Su) Instead of a line of fire, a brass dragon can breathe a cone of sleep gas. Creatures within the cone must succeed on a Will save or fall asleep for 1d6 rounds plus 1 round per age category of the dragon.
 

Giant Emperor Scorpion

This massive scorpion erupts from the sand, its giant pincers snapping and its tail stinger swaying threateningly.

A giant emperor scorpion is an ambush predator, burying itself in soil or sand until prey approaches.

CR 11 XP 12,800
N
Gargantuan vermin
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
DEFENSE
AC
24, touch 7, flat-footed 23 (+1 Dex, +17 natural, –4 size)
hp 142 (15d8+75)
Fort +14, Ref +6, Will +6
Defensive Ability ferocity; Immune mind-affecting effects
OFFENSE
Speed
50 ft., burrow 10 ft.
Melee 2 claws +18 (2d6+11 plus grab), sting +18 (2d6+11 plus poison)
Space 20 ft.; Reach 20 ft.
Special Attacks ambush pit, constrict (2d6+11), poison, pounce
STATISTICS
Str
33, Dex 13, Con 20, Int —, Wis 12, Cha 2
Base Atk +11; CMB +26 (+30 grapple); CMD 37 (49 vs. trip)
Skills Climb +15, Perception +5, Stealth –3 (+1 in deserts)
Racial Modifiers +4 Climb, +4 Perception, +8 Stealth (+12 in deserts)
ECOLOGY
Environment
warm deserts
Organization solitary
Treasure none
SPECIAL ABILITIES
Ambush Pit (Ex)
A giant emperor scorpion can spend 1 minute digging itself into the soil or other ground debris. It then waits for its tremorsense to detect prey. When a creature comes within range, it can erupt from the ground as a free action as part of a charge, allowing it to use its pounce ability. When dug in, the scorpion has improved cover granting it a +10 bonus on Stealth checks.
Poison (Ex) Sting—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Dex; cure 1 save. The save DC is Constitution-based.
 

Blue Dragon

With scales the color of the desert sky, this large, serpentine dragon moves with an unsettling grace.

Blue dragons are consummate schemers and obsessively orderly. In combat, blue dragons prefer to surprise foes if possible, and are not above retreating if the odds turn against them. They prefer to lair near those that they control, sometimes even within the confines of a city.

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
CR
LE
dragon (earth)
Init +; Senses dragon senses; Perception +
DEFENSE
AC

hp
Fort +, Ref +, Will +
Immune electricity, paralysis, sleep
OFFENSE
Speed 40 ft., burrow 20 ft., fly
Melee
Space ft.; Reach
Special Attacks breath weapon
Spell-Like Abilities
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk +; CMB +; CMD
Feats
Skills
Languages
ECOLOGY
Environment
warm deserts
Organization solitary
Treasure triple
SPECIAL ABILITIES
Desert Thirst (Su) A blue dragon can cast create water at will (CL equals its HD). Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save. The save DC is Charisma-based.
 

Black Scorpion

This towering scorpion’s carapace is as black as coal, and its claws are each as long as a man’s body.

The immense black scorpion is one of the largest desert predators. Capable of stinging with blinding speed, this creature is constantly on the hunt.

CR 15 XP 51,200
N
Colossal vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC
30, touch 2, flat-footed 30 (+28 natural, –8 size)
hp 228 (24d8+120)
Fort +19, Ref +8, Will +8
Immune mind-affecting effects
OFFENSE
Speed
60 ft.
Melee 2 claws +23 (2d8+13 plus grab), sting +23 (2d6+13 plus poison)
Space 30 ft.; Reach 30 ft.
Special Attacks constrict (2d8+19), poison, rapid stinging
STATISTICS
Str
36, Dex 10, Con 20, Int —, Wis 10, Cha 2
Base Atk +18; CMB +39 (+43 grapple); CMD 49 (61 vs. trip)
Skills Climb +17, Perception +4, Stealth –12
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
ECOLOGY
Environment
warm deserts
Organization solitary
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 27; frequency 1/round for 6 rounds; effect 1d4 Str, 1d4 Dex, and 1d4 Con; cure 3 saves.
Rapid Stinging (Ex) A black scorpion’s stinger strikes with astounding speed; it can make one additional attack in a round with its sting as a swift action.
 

Phoenix

This immense bird seems to be made of living flame. It spreads its wings and gives vent to a musical cry as it takes to the air.

The phoenix is a legendary bird of fire that dwells in the most remote parts of the desert. As the birds are known to be great scholars, many seekers of rare lore search out particular phoenixes for advice. Yet it is the phoenix’s ability to rebirth itself from its own dead body for which the creature is best known. The phoenix is a benevolent creature, aiding those who do good and actively harming those who do evil.

CR 15 XP 51,200
NG
Gargantuan magical beast (fire)
Init +11; Senses darkvision 60 ft., detect magic, detect poison, low-light vision, see invisibility; Perception +37
Aura shroud of flame (20 ft., 4d6 fire, DC 25)
DEFENSE
AC
28, touch 14, flat-footed 20 (+7 Dex, +1 dodge, +14 natural, –4 size)
hp 210 (20d10+100); regeneration 10 (cold or evil)
Fort +17, Ref +19, Will +14
Defensive Abilities self-resurrection; DR 15/evil; Immune fire SR 26
Weaknesses vulnerability to cold
OFFENSE
Speed
30 ft., fly 90 ft. (good)
Melee 2 talons +24 (2d6+8/19–20 plus 1d6 fire) and bite +24 (2d8+8 plus 1d6 fire)
Space 20 ft.; Reach 20 ft.
Spell-Like Abilities (CL 18th)
Constant—detect magic, detect poison, see invisibility
At will—continual flame, cure critical wounds, greater dispel magic, remove curse, wall of fire
3/day—fire storm (DC 24), greater restoration, heal, mass cure critical wounds, quickened wall of fire
STATISTICS
Str 27, Dex 25, Con 20, Int 23, Wis 22, Cha 22
Base Atk +20; CMB +32; CMD 50
Feats Blinding Critical, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Critical (talon), Improved Initiative, Iron Will, Mobility, Quicken Spell-Like Ability (wall of fire)
Skills Acrobatics +30, Diplomacy +26, Fly +28, Intimidate +26, Knowledge (nature plus any one other) +26, Perception +37, Sense Motive +26
Racial Modifiers +8 Perception
Languages
Auran, Celestial, Common, Ignan
ECOLOGY
Environment
warm desert and hills
Organization solitary
Treasure standard
SPECIAL ABILITIES
Self-Resurrection (Su)
A slain phoenix remains dead for only 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, a fully healed phoenix emerges from the remains 1d4 rounds after death, as if brought back to life via resurrection. The phoenix gains 1 permanent negative level when this occurs, although most use greater restoration to remove this negative level as soon as possible. A phoenix can self-resurrect only once per year. If a phoenix dies a second time before that year passes, its death is permanent. A phoenix that dies within the area of a desecrate spell cannot self-resurrect until the desecrate effect ends, at which point the phoenix immediately resurrects. A phoenix brought back to life by other means never gains negative levels as a result.
Shroud of Flame (Su) A phoenix can cause its feathers to burst into fire as a free action. As long as its feathers are burning, it inflicts an additional 1d6 points of fire damage with each natural attack, and any creature within reach (20 feet for most phoenixes) must make a DC 25 Reflex save each round to avoid taking 4d6 points of fire damage at the start of its turn. A creature that attacks the phoenix with natural or non-reach melee weapons takes 1d6 points of fire damage (no save) with each successful hit. The save DC is Constitution-based.
 

Sun Giant

This giant has the arms and armor of an ancient warrior. Her golden skin and flame-colored hair amplify the light around her.

Sun giants view themselves as soldiers in an eternal war against the forces of darkness and shadow. In ancient days, sun giants were a benevolent people, fighting for the good of all living things. Over time, the majority of sun giants have become selfish, demanding tribute and even blood sacrifices in exchange for the protection they provide, ruling by might and opposed by those few brave and benevolent souls willing to take to the shadows to fight for freedom. Many evil sun giants pay homage to demon lords of the sun and warfare.  Sun giants hold vicious hatred for creatures of pure darkness and denizens of the Plane of Shadow, and they exterminate owbs in particular whenever possible.  Though they live for centuries, sun giants are blessed with eternally youthful appearances, a blessing that remains even for those who become selfish and corrupt. They tower over 25 feet tall and weigh roughly 18,000 pounds.    

CR 16 XP 76,800
CG
or CE Huge humanoid (giant)
Init +3; Senses low-light vision; Perception +31
Aura solar (60 ft., DC 24)
DEFENSE
AC
31, touch 11, flat-footed 28 (+5 armor, +3 Dex, +15 natural, –2 size)
hp 241 (23d8+138)
Fort +19, Ref +12, Will +14
Defensive Abilities rock catching; Immune blind, dazzled, fire; Resist cold 30, electricity 30
OFFENSE
Speed
35 ft. (50 ft. without armor)
Melee mwk heavy mace +31/+26/+21/+16 (3d6+22) or 2 slams +30 (2d6+15)
Ranged mwk atlatl +19/+14/+9/+4 (2d6+15 plus sun dart)
Space 15 ft.; Reach 15 ft.
Special Attacks sun dart
Spell-Like Abilities (CL 21st; concentration +24)
At will—daylight, eagle eye, remove blindness/deafness, sunburst (DC 21)
3/day—quickened blistering invective (DC 15)
1/day—flame strike (DC 18), waves of exhaustion
STATISTICS
Str
40, Dex 16, Con 23, Int 15, Wis 20, Cha 17
Base Atk +17; CMB +34; CMD 47
Feats Greater Vital Strike, Improved Vital Strike, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (atlatl), Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Quicken Spell-Like Ability (blistering invective), Rapid Reload (atlatl), Vital Strike
Skills Climb +25, Intimidate +29, Perception +31, Survival +31, Swim +25
Languages Common, Giant, Ignan
ECOLOGY
Environment
warm deserts or mountains
Organization solitary, pair, or family (3–5 plus 35% noncombatants and 1 cleric of 7th–10th level)
Treasure standard (mwk atlatl, mwk morningstar, mwk scale mail, other treasure)
SPECIAL ABILITIES
Solar Aura (Su)
Light levels within 60 feet of a sun giant increase by one step (supernatural darkness becomes normal darkness). This does not count as a light effect for the purpose of light and darkness effects; a solar aura is not hindered by any type of magical darkness, and its effect is applied after all light and darkness effects. In areas of bright light, a solar aura causes sighted creatures to become dazzled for as long as they remain in the aura. Once per round as a free action, a sun giant can direct light toward a single target within her solar aura, and that creature must succeed at a DC 24 Fortitude save or be permanently blinded. The save DC is Charisma-based.
Sun Dart (Ex) A sun giant can fire darts of light from her atlatl. She doesn’t need ammunition, the sun darts target touch AC, and the sun darts deal an additional 2d6 points of fire damage. A Large or smaller creature damaged by a sun giant’s sun dart becomes entangled and immobilized. A creature can free itself with a successful DC 24 Escape Artist or Strength check as a standard action or by breaking the sun dart (hardness 5, hp 20). The save DC is Dexterity-based.
 

Bezravnis

The armored plates of this immense, three-tailed scorpion are fiery red, and its stingers glow with molten heat.

Bezravnis, known also as the Inferno Below, dwells in the sands of a sparsely inhabited high-altitude desert found in the shadow of the world’s largest mountain range. There, the 130-foot-long beast slumbers the centuries away until its cycle of wakefulness rouses it from its torpor and causes it to emerge from the sands in an eruption of fire and ash. The Inferno Below then begins its rampage, traveling in a straight line toward a heavily populated region bordering the great desert. Typically, the Inferno Below’s rampage is limited to a single city, and never the same one twice in a row. After destroying no less than two-thirds of the city, it retreats back to the vast desert, burrows deep, and settles into a new sleep of ages. The reason for the Inferno Below’s cyclic rampages is not well understood, but the cycle of these rampages functions like clockwork—they take place every 273 years with little deviation. As there seems to be no pattern to the kaiju’s attacks themselves, with a different city being targeted each cycle, the cities of the bordering nations do their best to prepare for the monster’s attack. The nations themselves have little love for each other, and attempts to generate lures to direct the kaiju’s march toward an enemy city are common—yet these lures have yet to work, and in fact they seem to result in the kaiju attacking a city in the luring nation more often than not. Other cities spare no expense during a so-called “Inferno Season,” and send huge armies of scouts into the desert to watch for signs of the kaiju’s emergence or traces of its burrowing passage through the sands, in hopes of determining the direction of the beast’s travel and warning likely target cities (or, in the case of a trajectory that leads it to an enemy city, working to silence warnings). Kaiju scholars have correlated Bezravnis’s appearance with the passage of a singular red comet in the skies above the world—an astronomical event known as the Inferno Star. As the comet nears the world, Bezravnis emerges, and as the comet vanishes from the sky, the kaiju turns its back and returns to the desert. Confirmation of this correlation has given rise to numerous theories. Some believe that Bezravnis first fell to the world from the Inferno Star, and its advent wakens within the beast a bewildered longing for home that drives it into a frenzy. Others hold that the kaiju exists as a guardian against an even more deadly occupant of the Inferno Star, and that by displaying its power by destroying a city, Bezravnis is in fact protecting the world by driving the Inferno Star back into the depths of space. But Bezravnis doesn’t always have the luxury of waiting for the Inferno Star to draw near before waking. At several points in the past, lunatics, cults, and accidents have woken the kaiju before its appointed time. Some mad, apocalyptic-minded spellcasters use powerful magic to cause great explosions above the sands where the kaiju slumbers. Earthquakes, severe weather phenomena, and similar natural events have been known to waken the monster early as well. When Bezravnis wakens off-cycle like this, the monster is particularly foul-tempered. It’s rampage does not follow a straight line—instead, its travels are erratic as it pursues the perceived cause of its wakening with single-minded ferocity and tenacity. In this way, cults have accomplished what the border nations have not—leading the kaiju to attack an enemy. Of course, such tactics are dangerous and often backfire, for Bezravnis is fast and destructive, and it has been known to follow such tormenters. Bezravnis doesn’t seem to be particularly vexed by the presence of other kaiju, and ignores them unless it is attacked first. Once attacked, however, the Inferno Below becomes singularly focused and deviates from its path to fight the target creature as long as it remains visible or alive. Smaller foes can sometimes distract the kaiju from its path in this manner if they can deal enough damage upon the creature to bait it into directing its furious rage on them.

CR 26 XP 2,457,600
CN
Colossal magical beast (earth, kaiju)
Init +9; Senses darkvision 600 ft., low-light vision, tremorsense 600 ft.; Perception +37
DEFENSE
AC
44, touch 7, flat-footed 39 (+5 Dex, +37 natural, –8 size)
hp 615 (30d10+450); fast healing 30
Fort +32, Ref +24, Will +20
Defensive Abilities ferocity, recovery; DR 20/epic; Immune ability damage, ability drain, death effects, disease, energy drain, fear, fire; Resist acid 30, cold 30, electricity 30, negative energy 30, sonic 30
OFFENSE
Speed
100 ft., burrow 100 ft.
Melee 2 claws +40 (4d6+18/19–20 plus grab), 3 stings +40 (3d6+18/19–20 plus 2d6 fire and poison)
Space 50 ft.; Reach 50 ft.
Special Attacks burrowing charge, constrict (4d6+27), heat beam, hurl foe, poison, trample (2d8+27, DC 43), web (+27 ranged, DC 40, 30 hp)
STATISTICS
Str
47, Dex 20, Con 40, Int 3, Wis 26, Cha 23
Base Atk +30; CMB +56 (+60 bull rush, +60 grapple); CMD 71 (73 vs. bull rush, 83 vs. trip)
Feats Combat Reflexes, Critical Focus, Greater Bull Rush, Greater Vital Strike, Improved Bull Rush, Improved Critical (claw), Improved Critical (sting), Improved Initiative, Improved Lightning Reflexes, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Staggering Critical, Vital Strike
Skills Climb +31, Perception +37, Stealth +2 (+32 when burrowing)
Racial Modifiers +16 Perception, +30 Stealth when burrowing
Languages Terran (can’t speak)
SQ massive, no breath
ECOLOGY
Environment
warm deserts
Organization solitary (unique)
Treasure incidental
SPECIAL ABILITIES
Burrowing Charge (Ex)
Once per minute, Bezravnis can make a charge attack while burrowing through loose earth, sand, mud, or magma, or through any other loosely packed earth or stone. When Bezaravnis reaches the target, it erupts from the ground as part of its attack. If Bezravnis hits the target of its burrowing charge attack, it deals double damage with its attack. Any creatures standing in or flying less than 50 feet above the space Bezravnis occupies at the end of this charge are immediately subjected to Bezravnis’s trample attack. Any buildings entirely within this space take double damage from the trample attack (4d8+54 points)—this damage bypasses hardness. In addition, Huge or smaller creatures must succeed at a DC 40 Reflex save or be buried in earth, as if by a cave-in or collapse. This bury zone extends into all squares affected by Bezravnis’s reach.
Heat Beam (Su) Once every 4 rounds, Bezravnis can fire beams of searing heat and fire from one of its three stingers. Each stinger’s heat beam is a separate attack with its own 4-round recharge period. The kaiju may fire one heat beam from a stinger as a move action, two heat beams as a standard action, or all three as a full-round action. Each heat beam is a 1,200-foot-long line that deals 20d6 points of fire damage to everything in its path (Reflex DC 40 half). If Bezravnis fires more than one heat beam, it can direct them in different directions. The save DC is Constitution-based.
Poison (Su) Sting—injury; save Fort DC 40; frequency 1/round for 6 rounds; effect staggered for 1 round plus loss of fire immunity and resistance; cure 3 consecutive saves. As long as a creature suffers the effects of Bezravnis’s poison, it loses all racial resistances and immunities to fire. Any spell or spell-like effects active when the target fails its initial saving throw against this poison are suppressed as long as it continues to be staggered by the poison. New effects of this nature that become active after that initial failed saving throw function normally if the caster succeeds at a DC 35 caster level check; otherwise, the spell effects are suppressed until the victim is no longer staggered.
Web (Ex) Bezravnis’s webs are immune to fire damage. In addition, these webs are semi-living things that continue to crush and squeeze those entangled by them. If a creature is entangled in the webs, at the start of each turn during which it is entangled, it takes 2d6+6 points of bludgeoning damage as the webs crush and constrict it. This ability otherwise functions the same as the universal monster ability (detailed in Special Attacks, above).