Leaf Leshy

This little plant person is clad in a winglike leaf cloak and pinecone armor, wielding a twig as a makeshift spear.

Leaf leshys tend to the well-being of trees, whether natural stands or cultivated orchards. In appearance, they have soft, pulpy-looking bodies and wear clothing made of dozens of leaves. Larger leaves cover their shoulders, often giving them the appearance of wearing cloaks, and most adorn their relatively featureless heads with helmets made from pine cones, nuts, or fruit rinds. This leafy layer of clothing functions as masterwork padded armor for a leaf leshy, but not for any other creature. Leaf leshys love to play at war. When not laboring on their trees, they wheedle any companions to engage in mock duels with their twig spears, resorting to private weapon drills when they must. In actual battle, they are much more cautious, sticking to cover and harrying their foes with hit-and-run tactics, as they have a strongly developed sense of self-preservation.

CR 1/2 XP 200
N
Small plant (leshy, shapechanger)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +1
DEFENSE
AC
13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +1, Will +1
Immune electricity, sonic, plant traits
OFFENSE
Speed
20 ft., climb 10 ft., fly 10 ft. (clumsy); glide
Melee shortspear +2 (1d4–2/19–20)
Ranged seedpods +2 touch (1 plus deafen)
Spell-Like Abilities (CL 2nd; concentration +3)
Constant—pass without trace
STATISTICS
Str
6, Dex 13, Con 12, Int 5, Wis 12, Cha 13
Base Atk +0; CMB –3; CMD 8
Feats Weapon Finesse
Skills Climb +6, Fly –1, Stealth +5 (+9 in forests and jungles), Survival +1 (+5 in forests and jungles);
Racial Modifiers +4 Stealth and Survival in forests and jungles
Languages Druidic, Sylvan; plantspeech (trees)
SQ change shape (Small tree; tree shape), verdant burst
ECOLOGY
Environment
any forest or hill
Organization solitary or grove (2–16)
Treasure standard
SPECIAL ABILITIES
Glide (Ex)
A leaf leshy cannot use its fly speed to hover. When flying, a leaf leshy must end its movement at least 5 feet lower in elevation than it started.
Seedpods (Ex) Leaf leshys sprout explosive acorns, pine cones, or other seedpods, and can hurl these as ranged touch attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed at a DC 11 Fortitude save or be deafened for 1 round. The save DC is Constitution-based.
 

Sagari

This unsettling creature has the head of a fanged, green-eyed horse and a body that is little more than a writhing tentacle.

Sagaris haunt forest trails, hanging upside-down from tree branches by the grotesque tentacles that make up their necks. Unexpectedly intelligent, these cruel aberrations swoop down from their perches to attack unsuspecting travelers wandering through the forests. Their piercing whinny causes sickness within those who hear it, the sound waves reverberating within the victims’ chests and causing them to feel unwell. Groups of sagaris are particularly dangerous, filling the air with their terrifying neighs and diving upon utterly helpless, nauseated victims in a rush. The tentacle of a sagari is not strong enough to grab or strangle enemies, but serves the creature well as an additional attack to augment its bite. Sagaris are strictly carnivorous, and while they resort to feeding on carrion if necessary, they greatly prefer fresh meat. When a sagari makes its way into a settlement either to wreak havoc or by accident, it can be found hanging from the rafters of a barn or some other structure with a tall ceiling. Stabled livestock are ideal prey for sagaris, who can swiftly kill and devour the flesh of a trapped animal in minutes. A sagari will not attack a creature that it suspects is much stronger, though it will sometimes assault groups of creatures, hoping to sicken enough of its foes to distract them while it attacks the weakest individual. Sagaris are thought to have originally come from the vast caverns beneath the world’s surface. While sagaris can speak, they rarely do so with those they deem prey, seeing little point in communicating with food. Despite their relative intelligence, sagaris rarely form societies of any nature, at most traveling in roving packs in search of larger prey to take down as a group. A sagari is 3 feet long from mouth to tentacle and weighs 30 pounds.

CR 1/2 XP 200
NE
Tiny aberration
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC
14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 7 (1d8+3)
Fort +3, Ref +4, Will +2
OFFENSE
Speed
10 ft., fly 30 ft. (perfect)
Melee bite +1 (1d4–1), tentacle +1 (1d4–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks baleful whinny, lashing strike
STATISTICS
Str
8, Dex 15, Con 17, Int 6, Wis 11, Cha 14
Base Atk +0; CMB +0; CMD 9 (can’t be tripped)
Feats Lightning Reflexes
Skills Fly +14, Perception +4, Stealth +14
Languages Aklo
SQ flight
ECOLOGY
Environment
any forests
Organization solitary, pair, herd (3–8), or harras (9–16)
Treasure none
SPECIAL ABILITIES
Baleful Whinny (Su)
As a standard action, a sagari can emit a monstrous whinny. Any creature within 60 feet must succeed at a DC 12 Will save or become sickened for 1d4 rounds by the hideous sound. This is a sonic, mind-affecting effect. Whether or not the save is successful, the affected creature is immune to the same sagari’s baleful whinny for 24 hours. The save DC is Charisma-based.
Flight (Su) A sagari’s flight is supernatural in nature.
Lashing Strike (Ex) Although a sagari is Tiny, it does not provoke attacks of opportunity when it makes melee attacks. In addition, its tentacle attack is a primary attack.
 

Vanara

This lean, simian humanoid is covered in a layer of soft, lightly colored fur and has a long, prehensile tail.

Vanaras are intelligent, simian humanoids who live in deep forests and jungles. They are both agile and clever, but saddled with boundless curiosity and a love of pranks that, while normally harmless, hinder ingratiations with those they encounter. A vanara’s body is covered in a thin coat of soft fur, and individuals with chestnut, ivory, and even golden coats are common. Despite its fur, a vanara can grow lengthy hair on its head just like a human, and both male and female vanaras take pains to wear elaborate hairstyles for important social functions. The hair on a vanara’s head matches the color of its fur. All vanaras have long, prehensile tails and handlike feet capable of well-articulated movements. A vanara stands slightly shorter than a typical human. Males weigh from 150 to 200 pounds at most, with females weighing slightly less. Vanaras live for 60 to 75 years. Vanaras live in large, tree-top villages connected by rope-bridges and ladders. Homes are carved out of trees but usually left open to the elements except for woven leaf canopies and overhangs. Vanara villages are typically led by the community’s religious leader—usually a cleric, oracle, or monk.

CR 1/2 XP 200
Vanara monk 1
LG Medium humanoid (vanara)
Init +3; Senses low-light vision; Perception +7
DEFENSE
AC
17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +5
OFFENSE
Speed
30 ft., climb 20 ft.
Melee quarterstaff +1 (1d6+1) or flurry of blows +0/+0 (1d6+1)
Special Attacks flurry of blows, stunning fist (1/day, DC 13)
STATISTICS
Str
13, Dex 16, Con 10, Int 12, Wis 17, Cha 6
Base Atk +0; CMB +1; CMD 18
Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Stunning Fist
Skills Acrobatics +9, Climb +13, Perception +7, Sense Motive +7, Stealth +9
Racial Modifiers +2 Acrobatics, +2 Stealth
Languages Common, Sylvan, Vanaran
SQ prehensile tail
ECOLOGY
Environment
any forests
Organization solitary, pair, party, (3–6), or community (7–100)
Treasure NPC gear (quarterstaff)
SPECIAL ABILITIES
Prehensile Tail (Ex)
All vanaras have long, flexible tails that they can use to carry objects. They cannot wield weapons with their tails, but the tails do allow them to retrieve small stowed objects carried on their persons as a swift action.

VANARA CHARACTERS
Vanaras are defined by their class levels—they do not possess racial Hit Dice. All vanaras have the following racial traits.
+2 Dexterity, +2 Wisdom, –2 Charisma: Vanaras are agile and insightful, but are also rather mischievous.
Climb Speed: Vanaras have a climb speed of 20 feet.
Low-Light Vision: Vanaras can see twice as far as a human in conditions of dim light.
Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.
Prehensile Tail: See above.
Languages: A vanara begins play speaking both Common and Vanaran. Vanaras with high Int scores can choose from among the following bonus languages: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan.

 

Chaneque

This creature appears to be a cross between a pixie and a bat with charred flesh. Around its waist dangle tiny fairy skull trophies.

These insidiously malicious fey lurk in the untainted depths of primeval forests. As nocturnal creatures, chaneques spend their days burrowed into the highest hollows of rotten trees. When night falls, they unfurl themselves from their resting places to hunt the forests for fairy heads and mortal souls. Chaneques are ambush predators, preferring to stalk their prey to study its habits before attacking. Despite being a clumsy flyer, the batlike chaneque maneuvers well in the forest canopy, leaping about and using its winglike skin folds to glide from tree to tree, just waiting for an opportune moment to strike. When a chaneque attacks, it pops out without warning, attempting to startle victims before pelting them with tiny skulls capable of stealing their souls. Driven by malice, chaneques see themselves as dutiful punishers of the fey. They hunt heads of brownies, pixies, sprites, and nearly any other fey they encounter. They collect these creatures’ skulls and through dark rituals transform them into powerful, soul-stealing weapons. The chaneques then hurl the skulls at any creatures that dare transgress upon their territories. Anyone struck by a skull risks having his soul ripped from his mortal body and imprisoned within the fey skull. These skulls are created in a special ritual that involves nearly all of the chaneques in the colony. But first, the skulls must steep in a special stew prepared from mashed fairy brains, a rare variety of black mushroom, and a magically potent nectar that chaneques secrete and collect over time. Once a chaneque uses the skull as a weapon, it then collects the foul instrument and uses it to control the victim of its attack. Chaneques typically enjoy sending the victim off on some false and fruitless quest to recover his soul in a far-off location, while in reality the chaneque simply buries the skull in some unknown region of the forest. Those who fall prey to a chaneque’s attack are doomed to walk aimlessly about the woods, vacant and driven only by the purpose set out by the chaneque, until they starve to death or fall prey to wild beasts. A typical chaneque stands about 3 feet tall, with blackish-red, rubbery flesh. It has long, filthy claws it uses to cling to trees. Between the creature’s legs and arms hang wide, webbed flaps it uses for gliding. A chaneque also has long, ridged, batlike ears and needlelike teeth.

CR 1/MR 1 XP 400
NE
Small fey (mythic)
Init +3; Senses low-light vision; Perception +8
Aura fear aura (30 ft., DC 13)
DEFENSE
AC
15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 19 (3d6+9)
Fort +1, Ref +6, Will +5
OFFENSE
Speed
20 ft., climb 20 ft., fly 60 ft. (clumsy)
Melee claw +5 (1d3+3)
Ranged thrown skull +5 (1d4+3 plus steal soul)
Special Attacks mythic power (1/day, surge +1d6), steal soul
Spell-Like Abilities (CL 5th; concentration +4)
3/day—fear (DC 13)
STATISTICS
Str
6, Dex 17, Con 10, Int 13, Wis 14, Cha 9
Base Atk +1; CMB –2; CMD 11
Feats Toughness, Weapon FinesseM
Skills Acrobatics +9, Bluff +5, Climb +12, Fly +3, Perception +8, Sense Motive +8, Stealth +13 (+17 while in trees)
Racial Modifiers +4 Stealth while in trees
Languages Abyssal, Common, Sylvan
ECOLOGY
Environment
any forests
Organization solitary or gang (2–6)
Treasure standard
SPECIAL ABILITIES
Steal Soul (Su)
As a ranged attack, a chaneque can pelt an opponent with a ritually prepared, soul-stealing fey skull. If the skull strikes its target, she must succeed at a DC 14 Will saving throw to prevent it from ripping her soul from her body. If the victim fails the saving throw, the skull temporarily devours her soul, leaving her vulnerable to the commands of whoever holds the skull. Thereafter, the skull’s possessor can use it to command the victim, as the dominate person spell. The soul remains stolen until the possessor chooses to release the victim or the skull is destroyed. While a chaneque can carry multiple skulls on its belt, it can only manipulate single soul at one time. The save DC is Wisdom-based.
 

Mockingfey

This tiny avian has the head of a humanoid and the body of a brilliantly colored parrot.

Mockingfey originally stem from the otherworldly realm of the fey, where they’re regarded as entertainment by locals and nuisances by visitors, who are the usual butt of the creatures’ pranks. The pint-sized fey often congregate in large colonies called japes or “mockingdells,” inhabiting the trees near a commonly traversed path or meadow. When an intelligent creature enters the grove, one of the bird-sprites flies down to perch on the traveler’s shoulder or some nearby vantage. It then promptly uses its mock ability to appear as a perfect, miniature version of the creature in question, proceeding to cavort and imitate the newcomer in a most convincing and unflattering manner, mimicking the creature’s tone but chattering only gibberish.  This gibberish is not solely for comic effect. While mockingfey are eager (if distractible) students in most matters and can speak and understand Sylvan when necessary, they generally refuse to use verbal language of any sort, believing that words unnecessarily constrain whatever they wish to describe. Instead, they communicate through gestures, pantomime, and elaborate dances.  While many people find mockingfey’s antics irritating, the little creatures can make surprisingly useful allies, with a loyal, friendly nature toward those who treat them well and an insatiable curiosity that makes them surprisingly informed about their surroundings. This same curiosity extends to things most folks would leave alone, such as portal-like breach scars between the Material Plane and other realities. When such planar rifts occur between this world and the realm of the fey, mockingfey are often some of the first creatures through, and their presence in a region can be a reliable indication that such a breach between worlds exists somewhere nearby. In such situations, mockingfey often seek out more powerful fey creature to dwell near, as a source of both protection and entertainment. Of course, even fey can grow frustrated with the constant attention afforded by a jape of mockingfey!  Mockingfey can serve spellcasters as familiars, and often enjoy the opportunity such servitude affords to travel and see the world with the safety and protection provided by an allied spellcaster. Illusionists and other spellcasters who seek such puckish familiars often find them worth the resulting hassle—if just barely. A spellcaster must have the Improved Familiar feat, be chaotic neutral, and have a caster level of 4th or higher to gain a mockingfey familiar.  A mockingfey is 8 inches tall and weighs 2 pounds.

CR 1 XP 400
CN
Tiny fey
Init +3; Senses low-light vision; Perception +7
DEFENSE
AC
15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 13 (3d6+3)
Fort +2, Ref +6, Will +4
OFFENSE
Speed
20 ft., fly 60 ft. (good)
Melee 2 talons +6 (1d4–1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd; concentration +4)
At will—daze (DC 11)
STATISTICS
Str
8, Dex 16, Con 13, Int 7, Wis 12, Cha 13
Base Atk +1; CMB +2; CMD 11
Feats Flyby Attack, Weapon Finesse
Skills Acrobatics +9, Disguise +7, Fly +15, Perception +7, Stealth +16
Languages Sylvan (prefers to speak gibberish)
SQ mock
ECOLOGY
Environment
any forests
Organization solitary, pair, or jape (3–20)
Treasure standard
SPECIAL ABILITIES
Mock (Su)
As a standard action, a mockingfey can take on the appearance of any creature it can see. This functions like veil, but affects only the mockingfey. The mockingfey does not change size, and if the creature it’s mimicking is larger than itself, the mockingfey simply appears to be a miniature version of it. Anyone interacting with this effect can attempt a DC 12 Will save to see through the ruse. A mockingfey can maintain a guise indefinitely, but can’t change to a form other than its own without a visual reference—once a given disguise has ended, the fey must see the subject again to resume that form. The save DC is Charisma-based.
 

Zoog

This skittish amalgam of beast parts has luminous eyes, a rat’s tail, simian appendages, and tendrils extending from a mole-like nose.

Spiteful, nasty creatures with a taste for the flesh of sentient beings, zoogs lurk in the shadowy, moldering places of the world. Often mistaken merely for otherworldly animals, zoogs possess base intentions and vicious demeanors that set them apart from lowly beasts. Congregating in loose, tribal societies, these sinister creatures claim the depths of dark woodlands or moldy forests as their homes, favoring lands where the boundaries between worlds and planes grow thin and strange creatures—not unlike themselves—slip between reality’s cracks. Although lone zoogs shy away from attacking larger creatures, when zoogs outnumber an invader they launch deadly ambushes, leaping from sagging boughs and hidden dens to swarm foes. Only strangers with quick tongues and items that appeal to zoogs’ interest in magical curiosities might manage to barter for safe passage through zoog territory. While many victims of zoog attacks are consumed on the spot, some less fortunate few are dragged back to the mystical, strangely carved stones that mark the center of zoog communities. There, such captives become the doomed focus of strange ceremonies before being sacrificed to the zoogs’ depraved deities. Commonly, zoogs eat fungi and plants, but they also have a taste for the meat of sentient creatures, treating the butchering and consumption of such beings as a rare privilege. Zoogs also detest cats, and go to great lengths to slay felines of any sort and devour them. Occasionally a zoog allows a spellcaster of especial depravity, or with interests in the mysteries of realms and creatures beyond the mortal world, to employ it as a familiar. A spellcaster must have the Improved Familiar feat, be chaotic evil, and have an arcane caster level of 5th or higher to gain a zoog familiar.

CR 1 XP 400
CE
Tiny magical beast
Init +2; Senses darkvision 60 ft., detect magic, low-light vision, scent, spell sight; Perception +5
DEFENSE
AC
14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 11 (2d10)
Fort +3, Ref +5, Will +1
OFFENSE
Speed
30 ft., climb 30 ft.
Melee bite +6 (1d3–2 plus bleed 1), 2 claws +6 (1d2–2)
Special Attacks bleed 1
Spell-Like Abilities (CL 1st; concentration –2)
Constant—detect magic, speak with animals
STATISTICS
Str
6, Dex 15, Con 10, Int 5, Wis 12, Cha 5
Base Atk +2; CMB +2; CMD 10 (14 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +12, Climb +16, Perception +5
Racial Modifiers +6 Acrobatics, +6 Climb
Languages Aklo; speak with animals
SQ otherworldly touch
ECOLOGY
Environment
any forest
Organization solitary, pair, gang (3–14), tribe (15+ plus 50% noncombatants)
Treasure incidental
SPECIAL ABILITIES
Otherworldly Touch (Ex)
A zoog’s natural attacks can strike incorporeal creatures as if they were ghost touch weapons.
Spell Sight (Su) A zoog’s eyes radiate normal light in a 15-foot cone and increase the light level by one step for an additional 15 feet beyond that area. Any magic effect in this area glows faintly. This glow does not reveal the magic effect’s school or strength. A zoog can quell or renew this light as a swift action.
 

Tatzlwyrm

This serpentine creature has the head of a ferocious dragon and two relatively small forearms that end in tiny claws.

Tatzlwyrms are thought to be primeval relatives of true dragons, having branched off the line millennia ago and evolved in a way that sets them notably apart. Undersized compared to their larger cousins, tatzlwyrms are nonetheless ferocious in their own right. And while tatzlwyrms are hardly impressive specimens when put beside their notorious relatives, most other reptiles can’t compare to them mentally. They understand Draconic, though other languages are beyond most tatzlwyrms’ limited comprehension. Nevertheless, tatzlwyrms are deeply cunning, building complex lairs and rudimentary traps. Tatzlwyrms are quite rare, and only a few particularly curious and lucky adventurers can claim to have seen a living specimen. Reports do agree on some basic features, however. About the size of a full-grown human, tatzlwyrms have only two limbs and no wings, and possess a weak poisonous breath similar to the breath weapons of their true dragon relatives. An adult tatzlwyrm is 6 to 8 feet long, including its winding, organless tail, and it weighs between 400 and 500 pounds. A tatzlwyrm’s scales give the creature limited camouflage, ranging through various shades of green, brown, and gray. Like true dragons, tatzlwyrms are strict carnivores. They spend most of their time hiding, waiting to attack any prey that ventures too near. They consume their food slowly in the dark security and seclusion of their lairs. Tatzlwyrms have a remarkable knack for ambush and camouflage.

CR 2 XP 600
N
Medium dragon
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC
15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 22 (3d12+3)
Fort +4, Ref +5, Will +5
Immune paralysis, sleep
OFFENSE
Speed
30 ft., climb 30 ft.
Melee bite +5 (1d8+3 plus grab)
Special Attacks poison gasp, pounce, rake (2 claws +5, 1d4+2)
STATISTICS
Str
14, Dex 15, Con 12, Int 5, Wis 14, Cha 11
Base Atk +3; CMB +5 (+9 grapple); CMD 17 (can’t be tripped)
Feats Nimble Moves, Stealthy
Skills Climb +14, Escape Artist +5, Intimidate +4, Perception +8, Stealth +10 (+16 in dense vegetation)
Racial Modifiers +6 Stealth in dense vegetation
Languages Draconic
ECOLOGY
Environment
any forests
Organization solitary or nest (2–5)
Treasure standard
SPECIAL ABILITIES
Poison Gasp (Ex)
A tatzlwyrm’s breath contains a poisonous vapor. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe poison into its victim’s face. A tatzlwyrm must begin its turn grappling to use this ability—it can’t begin a grapple and use its poison gasp in the same turn.
Tatzlwyrm poison: Breath—inhaled; save Fort DC 12; frequency 1/round for 2 rounds; effect 1d2 Str damage; cure 1 save. The save DC is Constitution-based.
 

Wereboar

The face of this crazed boar betrays a savage intelligence. Large tusks jut from his upper jaw.

In their humanoid forms, wereboars tend to be stout with upturned noses, bristly hair, and a noticeable overbite. They usually have red, brown, or black hair, though a few are golden blond, pale blond, or even bald. Chin whiskers are common, but males often can’t grow full beards. Because they can be stubborn and aggressive when riled up, wereboars usually live in their own communities rather than mixing with non-lycanthropes; a wereboar’s farm or ranch doesn’t look out of the ordinary. Wereboars tend to have large families with many children. Many wereboars are known to have especially bad tempers, rivaling those of murderous werewolves, and even other lycanthropes tend to avoid them. This suits the wereboars fine, especially as some weretigers and werewolves have been known hunt young wereboars. Note that the statistics presented here for wereboars assume that the creatures are in their barbarian rage—if the creatures are encountered at another time, simply adjust their statistics accordingly.

CR 2 XP 600
Human natural wereboar barbarian 2
CN Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +7
DEFENSE
AC
12, touch 9, flat-footed 11 (+3 armor, +1 Dex, –2 rage)
hp 31 (2d12+13)
Fort +7, Ref +1, Will +4
Defensive Abilities uncanny dodge
OFFENSE
Speed
40 ft.
Melee dagger +6 (1d4+4/19–20), bite +1 (1d4+4)
Ranged dagger +4 (1d4+4/19–20)
Special Attacks rage (8 rounds/day), rage powers (animal fury)
STATISTICS
Str
19, Dex 13, Con 18, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 17
Feats Power Attack, Toughness
Skills Handle Animal +4, Intimidate +4, Knowledge (nature) +5, Perception +7, Profession (farmer) +4
Languages Common
SQ change shape (human, hybrid, and boar; polymorph), fast movement, lycanthropic empathy (boars and dire boars)
ECOLOGY
Environment
any forests or plains
Organization solitary, pair, brood (3–8), or troupe (3–8 plus 1–4 boars)
Treasure NPC gear (studded leather armor, 2 daggers, other treasure)
WEREBOAR (HYBRID FORM) XP 600
Human natural wereboar barbarian 2
CN Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +7
DEFENSE
AC
14, touch 9, flat-footed 13 (+3 armor, +1 Dex, +2 natural, –2 rage)
hp 30 (2d12+17)
Fort +8, Ref +1, Will +4
Defensive Abilities ferocity, uncanny dodge; DR 10/silver
OFFENSE
Speed
40 ft.
Melee dagger +8 (1d4+6/19–20), bite +3 (1d4+3 plus curse of lycanthropy), gore +3 (1d8+3)
Ranged dagger +3 (1d4+3/19–20)
Special Attacks rage (8 rounds/day), rage powers (animal fury)
STATISTICS
Str
23, Dex 13, Con 23, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +8; CMD 19
Feats Power Attack, Toughness
Skills Handle Animal +4, Intimidate +4, Knowledge (nature) +5, Perception +7, Profession (farmer) +4
Languages Common
SQ lycanthropic empathy (boars and dire boars), fast movement, change shape (human, hybrid, and boar; polymorph)
 

Werebear

This humanoid is covered in shaggy fur and carries a heavy axe in one of his clawed hands.

In their humanoid forms, werebears tend to be muscular and broad-shouldered, with stark facial features and dark eyes. Their hair is usually red, brown, or black, and they look like they are used to a lifetime of hard work. Though by far the most benign of common lycanthropes, werebears are shunned by most normal folk, who fear and mistrust their animal transformations. Most live as recluses in forested areas or in small family units among their own kind. They avoid confrontations with strangers but do not hesitate to drive evil humanoids out of their territory. Some werebears are angry and violent, because of either temperament or a lifetime of harassment from others, and these mean ones aren’t afraid to put an axe in a trespasser’s face or eat someone who pushes them too far. Cool-headed werebears don’t like to speak of these individuals with strangers.

CR 4 XP 1,200
Human natural werebear ranger 4
LG Medium humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC
16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 34 (4d10+8)
Fort +5, Ref +6, Will +2
OFFENSE
Speed
30 ft.
Melee mwk battleaxe +9 (1d8+4/×3)
Ranged mwk throwing axe +7 (1d6+3)
Special Attacks favored enemy (orcs +2)
Ranger Spells Prepared (CL 1st; concentration +2)
1st—detect poison
STATISTICS
Str
16, Dex 14, Con 13, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 19
Feats Endurance, Point-Blank Shot, Power Attack, Run, Weapon Focus (battleaxe)
Skills Climb +8, Handle Animal +6, Heal +8, Knowledge (nature) +8, Perception +8, Stealth +7, Survival +8, Swim +8
Languages Common, Sylvan
SQ change shape (human, hybrid, and grizzly bear; polymorph), favored terrain (forest +2), hunter’s bond (companions), lycanthropic empathy (bears and dire bears), track +2
ECOLOGY
Environment
any forests
Organization solitary, pair, family (3–6), or troupe (3–6 plus 1–4 black or grizzly bears)
Treasure NPC gear (chain shirt, masterwork battleaxe, 2 masterwork throwing axes, other treasure)
WEREBEAR (HYBRID FORM) XP 1,200
Human natural werebear ranger 4
LG Large humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC
23, touch 11, flat-footed 21 (+4 armor, +2 Dex, +8 natural, –1 size)
hp 46 (4d10+20)
Fort +6, Ref +6, Will +2
DR 10/silver
OFFENSE
Speed
30 ft.
Melee mwk battleaxe +10 (2d6+5/×3), bite +3 (1d8+2 plus curse of lycanthropy), claw +3 (1d6+2 plus grab)
Ranged mwk throwing axe +7 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks favored enemy (orcs +2)
Ranger Spells Prepared (CL 1st; concentration +2)
1st—detect poison
STATISTICS
Str
21, Dex 14, Con 19, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +10 (+14 grapple); CMD 22
Feats Endurance, Point-Blank Shot, Power Attack, Run, Weapon Focus (battleaxe)
Skills Climb +10, Handle Animal +6, Heal +8, Knowledge (nature) +8, Perception +8, Stealth +3, Survival +8, Swim +10
Languages Common
SQ change shape (human, hybrid, and bear; polymorph), favored terrain (forest +2), hunter’s bond (companions), lycanthropic empathy (bears and dire bears), track +2
 

Forest Drake

This green-scaled dragon has two powerful legs and a pair of long, leathery wings. A long spike adorns its thrashing tail.

Forest drakes are the degenerate cousins of green dragons, possessed of cruel cunning but little actual wit. Like most drakes, forest drakes are bullies, prowling deep forests in search of their favorite prey—elves and fey. Forest drakes eagerly attack communities of such forest creatures unless driven off with arrows or other shows of force. Like many other drake types, forest drakes organize themselves in packs called “rampages,” and keep communal lairs in secluded forest locations. Such packs are usually made up of siblings who break from the pack only during mating season. A forest drake pack has a distinct pecking order, with younger and newer members receiving the least desirable portions of pack kills and the fewest mating options. Forest drakes mate once a year, but do little to raise their offspring. A female lays a clutch of four to eight eggs, but abandons her young as soon as they hatch. Forest drake hatchlings immediately band together in a pack. While few survive so long, forest drakes can live up to 200 years. Forest drakes are typically about 10 feet long with equally long tails, and weigh around 1,000 pounds.

CR 4 XP 1,200
LE
Large dragon (earth)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE
AC
17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 42 (5d12+10)
Fort +6, Ref +6, Will +4
Immune acid, paralysis, sleep
OFFENSE
Speed
30 ft., fly 60 ft. (average), swim 30 ft.
Melee bite +8 (1d8+4), tail slap +3 (1d8+2)
Space 10 ft.; Reach 10 ft.
Special Attacks acidic cloud
STATISTICS
Str
19, Dex 14, Con 14, Int 9, Wis 11, Cha 12
Base Atk +5; CMB +10; CMD 22
Feats Improved Initiative, Power Attack, Skill Focus (Perception)
Skills Fly +8, Intimidate +9, Perception +11, Stealth +6, Swim +20
Languages Draconic
SQ aquatic adaptation, speed surge
ECOLOGY
Environment
any forests
Organization solitary, pair, or rampage (3–12)
Treasure standard
SPECIAL ABILITIES
Acidic Cloud (Su)
A forest drake can, as a standard action, spit a ball of acid that bursts into a cloud on impact. This attack has a range of 60 feet and deals 4d6 points of acid damage (Reflex DC 14 half) to all creatures within the resulting 10-foot-radius spread. The cloud remains for 1d4 rounds once created, acting as a 10-foot-radius obscuring mist (it no longer causes damage), but a strong wind disperses it in a single round. Once a forest drake has used its acidic cloud breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.
Aquatic Adaptation (Ex) A forest drake can breathe underwater indefinitely and can freely use its breath weapon and other abilities while underwater. The acidic cloud created by that attack dissipates after 1 round if used underwater.
Speed Surge (Ex) Three times per day as a swift action, a forest drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.
 

Leechroot

This tangle of rotten, seemingly lifeless roots twitches slightly, moving the damp, bloody ground beneath it.

Leechroots emerge from the remains of plants poisoned by the blood-drenched soils of war-torn forests. Chaotic intertwinings of rotten roots, these monstrosities quickly spread their curse, soaking other dead plants in their sap to spawn horrid offspring. A leechroot is driven solely by an insatiable thirst for blood. It hides among undergrowth and below the earth while waiting for unwary prey. With its razor-sharp roots, a leechroot slashes at anything that comes its way, snatching victims and feeding directly from their wounds. The absorbed blood mutates into a thick, dark-red sap that runs through the leechroot and oozes from its unhallowed body, helping to heal and sustain the predatory creature.  An adult leechroot averages about 12 feet across (not including its thick, lashing root appendages) and weighs 700 pounds. By consuming enough blood, however, leechroots can grow significantly larger.

LEECHROOT HIVEMIND
Sometimes a network of leechroots can reach a state of sentience, creating a creature called a leechroot hivemind. The hivemind has an Intelligence score, which increases depending on the number of plants that compose the leechroot hivemind. This single mind shares a limited sentience, and it holds a bloody grudge against any who dare to slay a member, its cunning giving it the ability to plot against such hated foes.

CR 4 XP 1,200
NE
Large undead
Init –1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +3
DEFENSE
AC
18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 32 (5d8+10)
Fort +3, Ref +0, Will +7
Defensive Abilities bloodthirst, channel resistance +2; DR 5/slashing; Immune undead traits
OFFENSE
Speed
5 ft., burrow 5 ft.
Melee 2 roots +7 (1d6+5 plus 2 bleed and grab)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (2), bloody sap, drag under
STATISTICS
Str
20, Dex 8, Con —, Int —, Wis 17, Cha 15
Base Atk +3; CMB +9 (+13 grapple); CMD 18 (can’t be tripped)
Skills Stealth +11
Racial Modifiers +16 Stealth
SQ earth barrier
ECOLOGY
Environment
any forests
Organization solitary, garden (2–5), or hivemind (4–10)
Treasure none
SPECIAL ABILITIES
Bloodthirst (Su)
A leechroot can absorb blood directly from its victims’ cuts and from the soil on which that blood has dripped. The leechroot gains fast healing equal to the number of creatures with the bleed condition within its reach (if any). 
Bloody Sap (Su) The viscous resin that exudes from a leechroot’s tentacles is infused with negative energy, preventing both natural and magical healing. The DC of the Heal check to stop the bleeding from a leechroot’s attacks increases by 2. While the bleed damage persists, any magical healing requires a successful DC 15 caster level check or the spell or ability has no effect on the bleeding creature. 
Drag Under (Ex) As part of an action to maintain a grapple, a leechroot can move the grappled creature up to 5 feet (within the leechroot’s reach) and bury it partially into the ground. The buried creature is pinned and can’t receive help to break free from the grapple. A buried opponent that escapes the grapple remains pinned unless it digs itself out with a successful DC 10 Strength check attempted as a move action. 
Earth Barrier (Ex) A leechroot burrowing 5 feet below the surface is partially visible, can make attacks using its normal reach, and gains concealment and partial cover. It can be uprooted with a successful drag combat maneuver. It may burrow back under the earth as a move action that provokes attacks of opportunity.
 

Tiger

This powerful feline predator moves with a deadly grace, its reddish-orange fur slashed with black stripes.

Tigers stand more than 3 feet tall at the shoulder and are about 9 feet long. They weigh from 400 to 600 pounds. Tigers are usually the top animal predators in their territories, and have been known to kill bears, crocodiles, giant snakes, wolves, and even other great cats. Even humanoids are far from safe, especially in cases where a tiger has developed a taste for humanoid flesh. Tigers prefer terrain with plenty of cover and proximity to water as their hunting grounds.

CR 4 XP 1,200
N
Large animal
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE
AC
14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 45 (6d8+18)
Fort +8, Ref +7, Will +3
OFFENSE
Speed
40 ft.
Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d8+6)
STATISTICS
Str
23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +11 (+15 grapple); CMD 23 (27 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11
Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)
Environment any forests
Organization solitary or pair
Treasure none
 

Kodama

This little green humanoid figure stands only three feet tall. Its head is faceless save for two hollow pits for eyes.

Revered by druids and rangers for their attunement with the wilds, kodama, known also as tree kami, are the guardians of the wild trees of the forest—they do not protect trees cultivated and grown in civilized areas. (Those trees are protected by different kami, if at all.) A kodama takes a single tree under its protection; typically, all of the trees in a forest that are protected by kodama are clustered together in one particular area. A kodama in its physical form resembles a barely humanoid creature with only the vaguest of features on its semispherical head. A tree kami is 3 feet tall and weighs 60 pounds. While one might expect the kami of something as large as a tree to itself be larger, the fact that forests are made up of so many trees tends to diminish the singular “presence” any single tree might have. In cases where a tree is particularly ancient or immense, however, the kodama associated with it is much larger—statistics for such rare kodama can be generated by advancing the kodama given here by several Hit Dice and increasing its size—theoretically, a Colossal kodama with more than 20 Hit Dice could exist somewhere in the world. Not all kodama increase in power by gaining racial Hit Dice, though, as some instead progress by gaining class levels, particularly levels of druid, though a rare few kodama kami—those possessed of minds more ordered and structured than is normal for their race—take the path of the monk. Kodama are more curious about visitors than most kami, and often manifest their physical bodies simply to watch and observe newcomers to their groves. A kodama usually manifests on the far side of its tree, or in the shadows of the undergrowth, so that it can slowly step out into visibility to quietly observe with its distracting, empty-eyed gaze. This gaze can be particularly unnerving. Those who have fallen under its supernatural effects often have different descriptions of how the gaze made them feel (ashamed, frightened, curious, amused, and nervous being the most common reactions), yet the end result is essentially the same. While under observation by a curious kodama, few are those who can continue their actions without being at least somewhat distracted by the kami’s attention. When a kodama must fight (typically in order to defend its tree or other kami), it moves quickly—kodama work best in groups, and when confronted alone generally use tree stride to travel to another part of the forest to raise a small host of allies to aid it in defending its home.

CR 5 XP 1,600
N
Small outsider (kami, native)
Init +1; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC
18, touch 14, flat-footed 15 (+1 Dex, +2 dodge, +4 natural, +1 size)
hp 51 (6d10+18); fast healing 3
Fort +10, Ref +6, Will +4
DR 5/cold iron; Immune bleed, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10; SR 16
OFFENSE
Speed
30 ft.
Melee 2 claws +9 (1d3+2)
Special Attacks distracting gaze, sneak attack +2d6
Spell-Like Abilities (CL 6th; concentration +9)
At will—speak with plants (trees only), tree shape
3/day—charm animal (DC 14), entangle (DC 14), tree stride (self plus 50 lbs. of objects only)
STATISTICS
Str
14, Dex 13, Con 16, Int 11, Wis 14, Cha 17
Base Atk +6; CMB +7; CMD 20
Feats Great Fortitude, Nimble Moves, Power Attack
Skills Climb +11, Escape Artist +10, Perception +11, Sense Motive +11, Stealth +14, Survival +11
Languages Common; speak with plants, telepathy 100 ft.
SQ merge with ward, ward (wild trees)
ECOLOGY
Environment
any forest
Organization solitary, pair, group (3–7), or grove (8–16)
Treasure standard
SPECIAL ABILITIES
Distracting Gaze (Su)
Staggered for 1d4 rounds, 30 feet, Will DC 16 negates. This is a mind-affecting effect that requires the kodama to be visible to those it wishes to affect. The save DC is Charisma-based.
Ward (Ex) A kami spends the majority of its existence merged with its ward—in this shape, it has no ability to interact with the world at all, but it can observe its surroundings normally. When a kami assumes physical form, it appears adjacent to its ward, manifesting suddenly as if teleporting.
 

Tiyanak

With the size and appearance of a small child, this wrinkled grey figure has crimson eyes and jagged teeth.

Born of tragedy and sorrow that have warped into hatred and fury, tiyanaks are formed from the souls of infants or young children that died near locales tainted with strong necromantic energies or demonic presences. The young soul blends with the corrupted energies, birthing a stunted and mocking apparition of the deceased, obsessed with devouring nearby sentient life. Humanoid in shape, tiyanaks resemble gray-skinned children with shriveled skin, deformed limbs, and patchy hair. A tiyanak’s arms end in sharp claws and their mouths are lined with rows of needlelike teeth. A tiyanak typically reaches a height of only 2-1/2 feet, but weighs between 50 and 75 pounds. Tiyanaks use telepathy to communicate their own wretched anger to all those that come close, and infuse their teeth and claws with despair, making them sharper than any blade. Tiyanaks hunger for the blood of humanoids, and use their mimicry to emulate the sounds of crying children, attempting to lure unsuspecting people to their side. Once one of these helpful souls draw close, a tiyanak either tries to dispatch its prey with natural attacks, or uses its suggestion ability to convince its target to bring it closer to a humanoid settlement of any kind, where it can torment the family that takes it in and find additional victims. Against multiple enemies, a tiyanak uses its crushing despair and shout spell-like abilities before picking a specific target and attempting to gorge itself on its victim’s blood. Despite their single-minded hatefulness, tiyanaks will flee if overpowered, but they typically do not wander far from their point of origin. They have not entirely forgotten the children they once were, and though they loathe their former communities, the sorrowful echoes of their lives make them reticent to move far beyond the places they once thought of as home.

CR 6 XP 2,400
CE
Small undead
Init +9; Senses darkvision 60 ft., scent; Perception +16
DEFENSE
AC
19, touch 17, flat-footed 13 (+5 Dex, +1 dodge, +2 natural, +1 size)
hp 76 (9d8+36)
Fort +7, Ref +8, Will +7 
Immune undead traits
OFFENSE
Speed
5 ft., fly 40 ft. (good)
Melee 2 claws +13 (1d6+5), bite +12 (1d6+5/15–20)
Special Attacks hobbling gait, ravaging despair, sanguinary rejuvenation
Spell-Like Abilities (CL 9th; concentration +13)
At will—suggestion (DC 16)
1/day—crushing despair (DC 17), dimension door, shout (DC 18)
STATISTICS
Str
12, Dex 20, Con —, Int 9, Wis 13, Cha 19
Base Atk +6; CMB +6; CMD 22
Feats Dodge, Improved Critical (bite), Improved Initiative, Shadow Strike, Skill Focus (Perception), Weapon Finesse, Weapon Focus (claw)
Skills Fly +19, Perception +16, Sense Motive +8, Stealth +21
Languages Common; telepathy 50 ft.
SQ sound mimicry (voices)
ECOLOGY
Environment
any forests
Organization solitary
Treasure none
SPECIAL ABILITIES
Hobbling Gait (Ex)
A tiyanak never takes penalties from being prone. It can move at full speed while prone, and can fly without standing. 
Ravaging Despair (Su) A tiyanak adds its Charisma bonus on all damage rolls with its natural attacks in addition to its Strength bonus. This damage is precision damage, so it isn’t multiplied on critical hits and is ineffective against creatures immune to critical hits and sneak attacks. 
Sanguinary Rejuvenation (Su) On a successful critical hit with its bite attack, a tiyanak deals an additional 2d6 points of damage and heals an equal number of hit points. The victim also takes 1d6 points of bleed damage. Any hit points in excess of the tiyanak’s regular maximum become temporary hit points that dissipate after 1 minute. A tiyanak threatens a critical hit with its bite attack on a roll of 18–20 and gains Improved Critical (bite) as a bonus feat.
 

Giant Tarantula

A massive tarantula covered in bristly hairs strides forward with deliberate steps, its eight eyes scanning for prey.

The giant tarantula is an imposing predator. In addition to its potent venom which saps strength, this tarantula's most daunting weapon is its ability to propel barbed hairs from its back. These hairs cause a powerful sense of nausea in any who encounter them, and the giant tarantula has evolved to use them as an offensive as well as defensive weapon. It looms large in its territory, its mass making it a daunting presence against any who might challenge it. Despite its agility, giant tarantula’s can weight as much as 2500lbs.

CR 8 XP 4,800
N
Gargantuan vermin
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC
21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size)
hp 115 (10d8+70)
Fort +14, Ref +4, Will +3
Defensive Abilities barbed hairs; Immune mind-affecting effects
OFFENSE
Speed
30 ft., climb 30 ft.
Melee bite +15 (3d6+18 plus poison)
Ranged barbed hairs +4 touch (nausea)
Space 20 ft.; Reach 20 ft.
STATISTICS
Str
35, Dex 13, Con 24, Int —, Wis 10, Cha 2
Base Atk +7; CMB +23; CMD 34 (46 vs. trip)
Skills Climb +28, Perception +4, Stealth –7 (–3 in webs)
Racial Modifiers +8 Climb, +4 Perception, +4 Stealth (+8 in webs)
ECOLOGY
Environment
any forests
Organization solitary, pair, or colony (3–8)
Treasure incidental
SPECIAL ABILITIES
Barbed Hairs (Ex)
A tarantula can throw barbed hairs from its back at a creature as a ranged touch attack (range increment 20 feet). A creature struck by these hairs must make a DC 22 Fort save or be nauseated for 1d6 rounds. A creature that attacks a giant tarantula with a non-reach melee weapon must make a DC 22 Reflex save to avoid being struck by these hairs. The save DC is Constitution-based.
Poison (Ex) Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves. Save DC is Constitution-based with a +2 racial bonus.
 

Su

This emaciated quadruped has a mouth full of jagged teeth and a cluster of bald, mewling offspring clinging to its back.

Hateful and melancholic, the psychic marsupials called su can feel their minds weaken as they mature, and take out their frustration on any creatures who enter their forests.  All su bear young. After mating, they implant each other’s back-pouches with oily, tumor-like eggs which hatch over the next year into tiny, psychically gifted humanoids. These young su cling to their parents’ backs, feeding on parasites and scraps. Born at the apex of their psychic abilities, baby su slowly change shape and lose their powers over their first year—by the time they reach their full predatory form, all psychic magic has vanished. These furious new adults then leave to become providers for their own whelps. A grown su is 5 feet long and 90 pounds.

CR 8 XP 4,800
CE
Medium magical beast
Init +4; Senses all-around vision, darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC
21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
hp 114 (12d10+48)
Fort +11, Ref +12, Will +6
Defensive Abilities improved evasion; DR 10/magic; Immune disease
OFFENSE
Speed
40 ft., climb 40 ft.
Melee bite +16 (1d8+4 plus 1d6 bleed), 2 claws +16 (1d6+4/19–20 plus grab)
Special Attacks bleed (1d6), pounce, prehensile tail, rake (2 claws +16, 1d6+4), whelp magic
Psychic Magic (CL 12th; concentration +15)
0 PE (see whelp magic)—id insinuation II (3 PE, DC 16), mind thrust III (3 PE, DC 16), thought shield II (3 PE)
STATISTICS
Str
19, Dex 19, Con 16, Int 7, Wis 14, Cha 16
Base Atk +12; CMB +16 (+20 grapple); CMD 31 (35 vs. trip)
Feats Critical Focus, Dodge, Improved Critical (claw), Mobility, Nimble Moves, Toughness
Skills Acrobatics +14, Climb +12, Perception +10, Stealth +11 (+19 in forests)
Racial Modifiers +4 Acrobatics, +8 Stealth in forests
Languages Aklo (can’t speak); telepathy 100 ft.
SQ whelp family
ECOLOGY
Environment
any forests
Organization solitary, pair, or troop (3–6)
Treasure incidental
SPECIAL ABILITIES
Whelp Family (Su)
A su always carries 3–6 (1d4+2) Diminutive infant su on its back that share a telepathic bond with their parent, acting as extra eyes for the adult. Area effects target the su and not its whelps, but individual whelps can be targeted with attacks (AC 18; 4 hp). If the su dies, its whelps die as well. A helpless su’s whelps can be easily killed or removed from the su (removing them from the su also immediately kills them). If all of a su’s whelps are slain, the su immediately loses its all-around vision and improved evasion and is sickened until it regains at least one new whelp. A su replaces lost whelps at a rate of one whelp per week. 
Prehensile Tail (Ex) A su can use its tail to attempt a dirty trick, disarm, steal, or trip combat maneuver against an adjacent opponent as a swift action that does not provoke an attack of opportunity. 
Whelp Magic (Sp) Su whelps possess psychic powers that fade with age. As a swift action, a su can command one of its whelps to activate a psychic spell using the psychic magic special ability. A whelp can also maintain concentration on a spell, provided the su spends a swift action. Any spells that grant bonuses to their target apply to the su as well as its whelps. The whelps have a pool of 3 PE per whelp, and each time a whelp dies the remaining pool reduces by 3. A su with no whelps can’t use psychic magic.
 

Wolf-in-Sheep’s-Clothing

A small forest animal sits motionless atop a worn stump—and then the stump’s face peels open into a maw of sharp teeth.

A wolf-in-sheep’s-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, given false life by tendrils springing up through its form, but by then it’s too late, as the wolf-in-sheep’s-clothing drags the would-be hunter into its waiting maw. Though intelligent, these monsters see little need for the company of others. Their method of reproduction is as hideous as their tactic of using corpses as lures, for they implant their parasitic eggs in living hosts, giving their spawn a fresh meal to eat upon hatching. A wolf-in-sheep’s-clothing is usually about 4 to 5 feet across and weighs 200 pounds.

CR 8 XP 4,800
N
Medium aberration
Init +4; Senses all-around vision, darkvision 60 ft.; Perception +14
DEFENSE
AC
21, touch 10, flat-footed 21 (+11 natural)
hp 97 (13d8+39)
Fort +9, Ref +6, Will +10
OFFENSE
Speed
5 ft., burrow 5 ft., climb 5 ft.
Melee bite +12 (1d6+3), 8 tentacles +11 (1d4+1 plus grab and pull)
Space 5 ft.; Reach 5 ft. (15 ft. with tentacle)
Special Attacks constrict (tentacle 1d4+3), implant, pull (tentacle, 5 ft.)
STATISTICS
Str
17, Dex 10, Con 17, Int 6, Wis 14, Cha 7
Base Atk +9; CMB +12 (+18 grapple); CMD 22 (can’t be tripped)
Feats Great Fortitude, Greater Grapple, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Multiattack, Skill Focus (Perception), Weapon Focus (tentacle)
Skills Climb +15, Disguise –1 (+11 as tree stump), Knowledge (nature) +4, Perception +14, Sense Motive +8, Stealth +9
Racial Modifiers +12 Disguise as tree stump
SQ corpse lure
ECOLOGY
Environment
any forest
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Corpse Lure (Ex)
By setting a corpse atop its stump and riddling the body with small, extruded filaments, a wolf-in-sheep’s-clothing can crudely maneuver the corpse, manipulating it like a puppet. The corpse cannot leave the stump or perform complex actions, but is instead used to lure larger prey within range of the wolf-in-sheep’s-clothing’s tentacles. The largest corpse a wolf-in-sheep’s-clothing can manipulate in this fashion is two size categories smaller than itself (thus Tiny creatures for a Medium wolf-in-sheep’s-clothing). When a wolf-in-sheep’s-clothing uses a corpse like this, it gains a +8 bonus on Disguise checks beyond its normal racial bonus.
Implant (Ex) A wolf-in-sheep’s-clothing can infest a creature with its eggs in one of two ways. A creature that eats a carcass used by the monster as a corpse lure automatically becomes implanted. Alternatively, up to once per day, a wolf-in-sheep’s-clothing can implant an egg into a helpless or pinned creature as part of a grapple action. The target can resist being implanted with a DC 19 Fortitude save, but if it fails, the seed gestates and becomes a self-aware creature that slowly steals nourishment from its host before finally exploding free of its host’s gut. The parasite can be cut free of the host’s belly with a DC 25 Heal check, which takes 1 hour and deals 3d6 slashing damage regardless of success or failure. Remove disease (or any similar effect) also kills an implanted egg.
Wolf-in-Sheep’s-Clothing Egg: Infestation—ingestion; save Fort 19; onset 1 day; frequency 1/day; effect 1d4 Str damage until host reaches 0, then 3d6 damage as parasite bursts free; cure 3 consecutive saves. The save DC is Constitution-based.
 

Forest Dragon

This massive serpentine and wingless creature has jade scales and antlers, and sounds like grinding stones as it stalks forth.

Forest dragons, or dilung, are fickle and malevolent dragons that dwell in deep, rugged woodlands. While a forest dragon can fly, it prefers to stalk the earth, flying only to pursue objects of its wrath.

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
CR
CE
dragon (earth)
Init +; Senses dragon senses, tremorsense 60 ft.; Perception +
DEFENSE
AC

hp
Fort +, Ref +, Will +
Immune paralysis, poison, sleep
OFFENSE
Speed 40 ft., burrow 20 ft., climb 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
SQ woodland stride
ECOLOGY
Environment
any forest
Organization solitary
Treasure triple
SPECIAL ABILITIES
Woodland Stride (Ex) A forest dragon may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect it.
 

Barometz

This massive green ramlike creature’s pelt is actually a tangle of vines, and its horns are wickedly sharp wooden branches.

These massive plant juggernauts were not created by nature, but grown by druids who use them as protectors and dispensers of savage judgment. Pruned into a form resembling a stout ram, a barometz is granted a degree of intelligence by natural spirits bound into its verdant bulk. Barometzes are typically found in the service of the powerful druids who cultivate them and help them protect sacred primeval forests.

CR 15 XP 51,200
N
Gargantuan plant
Init +5; Senses low-light vision; Perception +27
DEFENSE
AC
31, touch 11, flat-footed 26 (+5 Dex, +20 natural, –4 size)
hp 253 (22d8+154)
Fort +20, Ref +12, Will +11
Immune electricity, plant traits
OFFENSE
Speed
40 ft.
Melee gore +23 (5d10+15/19–20)
Space 20 ft.; Reach 20 ft.
Special Attacks powerful charge (gore, 10d10+15), trample (5d10+15, DC 31)
STATISTICS
Str
30, Dex 21, Con 24, Int 2, Wis 15, Cha 9
Base Atk +16; CMB +30 (+34 bull rush or overrun); CMD 45 (47 vs. bull rush or overrun, 49 vs. trip)
Feats Awesome Blow, Bleeding Critical, Critical Focus, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical (gore), Improved Overrun, Iron Will, Power Attack, Weapon Focus (gore)
Skills Perception +27
ECOLOGY
Environment
any forests
Organization solitary or serving druid masters
Treasure none
 

Manitou

An invisible presence suggests the shape of a giant-sized person, surrounded by a rhythm of subtle noises from the natural world.

A manitou is a powerful, benevolent spirit of nature that safeguards entire regions from danger, heals the sick and wounded, and preserves the balance among all creatures. When not invisible, a manitou looks like a powerfully built, long-haired humanoid with skin made of tree bark and rose quartz. A manitou stands 20 feet tall and weighs over 5,000 pounds.

CR 15 XP 51,200
NG
Huge outsider (native)
Init +10; Senses darkvision 60 ft., detect evil, true seeing; Perception +34
Aura positive energy (10 ft.)
DEFENSE
AC
29, touch 18, flat-footed 22 (+3 deflection, +6 Dex, +1 dodge, +11 natural, –2 size)
hp 237 (19d10+133); fast healing 5
Fort +18, Ref +12, Will +17
Defensive Abilities freedom of movement, greater invisibility; DR 10/cold iron and evil; Immune acid, cold; Resist electricity 30, fire 30; SR 26
OFFENSE
Speed
30 ft.
Melee 2 slams +30 (4d10+12)
Space 15 ft.; Reach 15 ft.
Special Attacks spirit stampede
Spell-Like Abilities (CL 19th; concentration +26)
Constant—detect evil, freedom of movement, greater invisibility, pass without trace, speak with animals, true seeing
3/day—heal, neutralize poison, restoration, summon nature’s ally VIII
1/day—earthquake
STATISTICS
Str
34, Dex 23, Con 24, Int 19, Wis 22, Cha 25
Base Atk +19; CMB +33 (+35 bull rush); CMD 53 (55 vs. bull rush)
Feats Awesome Blow, Cleave, Combat Reflexes, Dodge, Improved Bull Rush, Improved Initiative, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (slam)
Skills Climb +22, Diplomacy +20, Heal +16, Intimidate +10, Knowledge (arcana, geography, history, religion) +14, Knowledge (local, planes) +17, Knowledge (nature) +26, Perception +34, Sense Motive +19, Spellcraft +14, Stealth +17, Survival +28, Swim +22
Languages Celestial, Common, Sylvan; speak with animals
SQ token of fortune
ECOLOGY
Environment
any plains or forests
Organization solitary
Treasure standard
SPECIAL ABILITIES
Positive Energy Aura (Su)
Living creatures within the manitou’s aura heal 5 hit points on its turn each round. A manitou can exclude a number of creatures equal to its Charisma modifier (typically 7) from the aura’s effect, and can cease or resume the aura as a free action.
Spirit Stampede (Su) Every 1d4 rounds, a manitou can call upon animal spirits to attack, affecting a 60-foot cone and dealing 10d6 points of force damage (Reflex DC 26 half). Using this ability temporarily weakens the manitou’s connection with the natural world, halting its positive energy aura until the stampede is ready to be used again.
Token of Fortune (Su) A manitou can imbue an small object, such as a stone or necklace, with its blessing. The object’s bearer and any allies within 10 feet gain a +2 luck bonus on saving throws. The manitou can use scrying on the token at will. The manitou can teleport to it (without error) once per day as a swift action. These abilities are lost if the token leaves the manitou’s territory. A manitou may only have one token active at a time.
 

Bandersnatch

This six-limbed beast stalks forward with a fluid grace. Barbed quills run along its back, and its eyes glow with a blue light.

Bandersnatches are consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. Once a bandersnatch has marked a creature for death, it runs it to ground without fear, rest, or remorse. Bandersnatches rely on speed, shock, and terror to bring down prey. They pace their quarry from a distance, hidden among the trees, then break from cover, savage their target, and dart away again. They drag smaller creatures away to dispatch at leisure, while engaging larger ones in skirmishes until they gradually wear their prey down. An outmatched bandersnatch withdraws at full speed, stopping only to pick off pursuers that distance themselves from their allies. Once its wounds heal, the bandersnatch returns to the scene of its defeat, picks up the trail of its assailants, and eliminates them one by one. In appearance, a bandersnatch resembles a tawny, six-legged great cat, but with wickedly barbed quills running the length of its body and down to the tip of its long, flexible tail. Its quills serve to deter attackers, but also act as a formidable weapon. With a single flick of its muscular tail, a bandersnatch can fling as many as a half-dozen quills at distant foes with surprising accuracy. A bandersnatch captivates any prey that meets the gaze of its saucerlike, luminous eyes. A bandersnatch measures 40 feet in length plus another 10 feet of tail and weighs 12,000 pounds. Despite their bulk, bandersnatches move with speed, grace, and even considerable stealth when required. Bandersnatches were once native to the primal world of the fey, where they preyed on the greatest hunters of that ancient realm. As with other legendary creatures from this realm, such as the jabberwock, bandersnatches belong to a group of creatures known collectively as the “Tane.” Whether the fey were careless in guarding their portals or released the first bandersnatches into Material Plane deliberately cannot be said with certainty. Rare in the extreme on the Material Plane, bandersnatches lair within forgotten forests where ancient beasts walk the world. Bandersnatches mate only rarely. A female becomes fertile perhaps once or twice per century, leaving the male soon after mating and giving birth to only one or two kittens per litter. The mother brings meat to her ravenous young, which mature into lesser bandersnatches (see below) within a year. Bandersnatches live for a thousand years or longer.

VARIANT BANDERSNATCHES
Though no bandersnatch is ordinary, some are rarer than others. The most famous is the frumious bandersnatch, brimming with rage so fierce it burns. Variant bandersnatches may combine two or more of the abilities below.
Confounding Bandersnatch (+1 CR): Confounding bandersnatches drip infectious madness from their quills and claws. Poison (Ex) Claws and quills—injury; save Fort DC 29; frequency 1/minute for 6 minutes; effect confused for 1 minute; cure 2 consecutive saves. The save DC is Constitution-based.
Frumious Bandersnatch (+2 CR): A frumious bandersnatch seethes with barely repressed rage and anger. If it misses with its bite attack or falls below half of its hit points, it succumbs to such uncontrollable fury that it bursts into flame. While engulfed in these flames, a frumious bandersnatch is affected as by a haste spell (this effect cannot be dispelled) and causes an additional 2d6 points of fire damage with each of its melee attacks and its quill defense ability. The fury lasts for 5 rounds, after which the bandersnatch cannot enter a fury again for another 5 rounds. A frumious bandersnatch has fire resistance 30.
Lesser Bandersnatch (–4 CR): Smaller or younger bandersnatches are still fearsome predators in their own right. A lesser bandersnatch is Huge, with 4 fewer Hit Dice than a typical bandersnatch. Reduce its physical ability scores by 4 each and its Wisdom and Charisma by 2 each. A lesser bandersnatch lacks quick recovery and deals 1d8+4 points of damage with its quill defense and pain abilities. Lesser bandersnatches never have any additional variant powers.
Magicbane Bandersnatch (+3 CR): These bandersnatches radiate an antimagic aura in a 20-foot radius. Should the aura be brought down, it returns automatically as a free action on the bandersnatch’s next turn. Magicbane bandersnatches lack gaze and quick recovery.
Primal Bandersnatch (+2 CR): Primal bandersnatches have kept their ties to the ancient world of the fey. They have the extraplanar subtype, SR equal to 11 plus their CR, DR 10/cold iron, and the advanced creature simple template.

CR 17 XP 102,400
N
Gargantuan magical beast
Init +11; Senses blindsense 120 ft., darkvision 120 ft., low-light vision, scent; Perception +26
DEFENSE
AC
33, touch 13, flat-footed 26 (+7 Dex, +20 natural, –4 size)
hp 310 (23d10+184); fast healing 10
Fort +21, Ref +20, Will +11
Defensive Abilities quick recovery, quill defense; Immune fear, paralysis, poison, sleep
OFFENSE
Speed
60 ft., climb 20 ft.
Melee bite +32 (2d8+13 plus grab), 2 claws +32 (2d6+13/19–20), tail slap +27 (2d8+19/_3 plus pain)
Ranged 4 quills +26 (1d10+13/19–20 plus pain)
Space 20 ft.; Reach 15 ft. (20 ft. with tail slap)
Special Attacks bounding charge, brutal tail, gaze, lash out, pounce, rake (4 claws, +32, 2d6+13/19–20), rend (2 claws, 2d6+19)
STATISTICS
Str
36, Dex 25, Con 27, Int 2, Wis 15, Cha 18
Base Atk +23; CMB +40 (+44 grapple); CMD 57 (65 vs. trip)
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Critical Mastery, Exhausting Critical, Improved Critical (claws), Improved Critical (quills), Improved Initiative, Improved Iron Will, Iron Will, Skill Focus (Stealth), Tiring Critical
Skills Acrobatics +19 (+31 when jumping), Climb +21, Perception +26, Stealth +18 (+26 forests), Survival +3 (+23 tracking)
Racial Modifiers +8 Acrobatics, +10 Perception, +4 Stealth (+12 forests), +20 Survival when tracking
SQ planar acclimation, relentless tracker
ECOLOGY
Environment
any forests
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Bounding Charge (Ex)
A bandersnatch can move through difficult terrain when it charges.
Brutal Tail (Ex) The quills and barbs on a bandersnatch’s tail cause triple damage on a critical hit from its tail slap. A bandersnatch adds 1-1/2 times its strength bonus on attack rolls when using its tail slap.
Gaze (Su) Confused for 1 round, range 30 feet, Fortitude DC 29 negates. A bandersnatch can direct its gaze attack against a single foe as a swift action. This is a mind-affecting compulsion effect. The save DC is Constitution-based.
Lash Out (Ex) As a swift action, a bandersnatch can make a single attack with a bite, claw, or tail slap. A bandersnatch cannot lash out on the same round it charges.
Pain (Ex) Whenever a creature takes damage from a bandersnatch’s tail slap attack, quills, or quill defense, that creature must make a DC 28 Reflex save or a quill lodges in its flesh, causing the creature to become sickened until the quill is removed. Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d10+6 points of damage to the victim. The save DC is Dexterity-based.
Planar Acclimation (Ex) A bandersnatch is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Quill Defense (Ex) Any creature that strikes a bandersnatch with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d10 points of piercing damage from the bandersnatch’s quills and suffers from the bandersnatch’s pain attack.
Quick Recovery (Su) A debilitated bandersnatch recovers with frightening speed. If a bandersnatch starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, fatigued, nauseated, sickened, and stunned. Furthermore, a bandersnatch affected by ability damage, ability drain, or a mind-affecting effect that allows a save receives a single additional save against the effect of its choice at the original DC at the end of its turn in order to shake off the effect.
Quills (Ex) With a snap of its tail, a bandersnatch can loose a volley of four quills as a standard action (make an attack roll for each spike). This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Launched quills regrow in a single round, during which the bandersnatch’s defensive abilities are unaffected.
Relentless Tracker (Ex) A bandersnatch can move at up to double its speed and still track without penalty. It gains a +10 competence bonus on Survival checks made to track creatures it has wounded.
 

Forest Blight

This mass of dark green protoplasm hangs thick and wet from the branches, and its long tentacles are tipped with thorny claws.

Forest blights’ constant urges to seek out and destroy civilization drive them toward isolated lumber camps, wilderness trade routes, and forest settlements. Forest blights are particularly fond of sending plant monsters to do their bidding, and their innate cruelty often compels them to allow one or two survivors to escape their clutches to act as a lure, drawing prospective heroes to attempt foolish acts of retribution against the powerful and egotistical oozes. Forest blights are always eager to add new would-be saviors to their collections of transformed trees, after all.  A forest blight is 7 feet across and weighs 350 pounds.

CR 18 XP 153,600
CE
Medium ooze (blight)
Init +15; Senses blindsight 120 ft.; Perception +26
DEFENSE
AC
33, touch 22, flat-footed 21 (+11 Dex, +1 dodge, +11 natural)
hp 290 (20d8+200); fast healing 15
Fort +18, Ref +19, Will +12
Defensive Abilities rejuvenation; Immune acid, ooze traits
OFFENSE
Speed
40 ft., climb 40 ft.
Melee 2 claws +29 (2d6+14/19–20 plus lignification), 4 tentacles +27 (1d8+7 plus grab)
Space 5 ft.; Reach 15 ft.
Special Attacks living forest
Spell-Like Abilities (CL 18th; concentration +25)
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), wall of thorns
STATISTICS
Str
38, Dex 33, Con 30, Int 19, Wis 23, Cha 24
Base Atk +15; CMB +29 (+33 grapple); CMD 51 (can’t be tripped)
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Multiattack
Skills Acrobatics +31, Climb +42, Intimidate +27, Knowledge (geography) +24, Perception +26, Stealth +31 (+39 in forests)
Racial Modifiers +8 Stealth in forests
Languages Aklo, Sylvan; telepathy domain
SQ cursed domain, favored terrain (forest)
ECOLOGY
Environment
any forests
Organization solitary
Treasure standard
SPECIAL ABILITIES
Lignification (Su)
A creature struck by a forest blight’s claw must succeed at a DC 30 Fortitude save or take 1d6 points of Dexterity drain as its flesh transforms into increasingly immobile wood and plant matter. A creature whose Dexterity score is reduced to 0 by this ability is permanently turned into an ordinary tree. This effect ends (but does not restore drained Dexterity) if removed via a spell like break enchantment or remove curse, or if the forest blight is slain. This is a curse effect. The save DC is Constitution-based. 
Living Forest (Su) Non-creature plants within a forest blight’s cursed domain twist to clutch at intruders. All creatures treat a forest blight’s cursed domain as difficult terrain as a result. Any creature trying to manipulate, control, or interact with the plants of this domain (including those using spells like command plants, entangle, and transport via plants) must succeed at a DC 25 caster level check or the attempt fails. The forest blight ignores these penalties, and as a free action can designate other creatures that can also ignore these penalties. All plant creatures in a forest blight’s cursed domain gain fast healing 5; plant creatures that already have fast healing increase their fast healing rate by 5.
 

Humbaba

This towering, horned, lion-faced giant has long, braided hair and is outfitted in various pieces of plate armor.

Humbabas are monstrous humanoids of tremendous size and power that prowl the forgotten places of the world. Although a humbaba has the body of a powerful, muscular human, its face is a twisted mockery that seems more leonine than human. They often braid portions of their manes or otherwise decorate them with skulls and weapons, and prefer to wear half-plate armor and fight with longswords. The first humbabas were once the favored minions of the demon lord Pazuzu. In those days, humbabas had magnificent birdlike wings. But when the mightiest of the humbabas dared to attack Pazuzu in an ill-conceived attempt to claim the demon lord’s throne, Pazuzu punished the entire humbaba race by stripping them of their wings and casting them into the Material Plane. There they now dwell, forever denied the skies and cursed to live lonely lives, incapable of forming even the barest of friendships or alliances with others of their kind.

CR 19 XP 204,800
CN
Colossal monstrous humanoid
Init +7; Senses darkvision 120 ft., true seeing; Perception +32
Aura prismatic aura (30 ft., DC 26)
DEFENSE
AC
34, touch 2, flat-footed 34 (+8 armor, +24 natural, –8 size)
hp 341 (22d10+220); fast healing 10
Fort +17, Ref +16, Will +22
Immune blindness, death effects, fire, sonic; SR 30
OFFENSE
Speed
60 ft. (40 ft. in armor)
Melee longsword +29/+24/+19/+14 (6d6+22/17–20) or 2 slams +29 (2d8+15)
Ranged rock +18 (2d8+22)
Space 30 ft.; Reach 30 ft.
Special Attacks breath weapon (60-ft. cone, 20d6 fire, DC 31, usable every 1d4 rounds), rock throwing (180 ft.)
Spell-Like Abilities (CL 20th; concentration +25)
Constant—true seeing
3/day—greater shout (DC 23)
1/day—destruction (DC 22), earthquake (DC 23), power word stun
STATISTICS
Str
41, Dex 16, Con 30, Int 11, Wis 24, Cha 21
Base Atk +22; CMB +45 (+47 bull rush); CMD 58 (60 vs. bull rush)
Feats Awesome Blow, Cleave, Critical Focus, Improved Bull Rush, Improved Critical (longsword), Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Staggering Critical, Vital Strike
Skills Climb +34, Intimidate +45, Perception +32, Survival +32
Languages Abyssal, Common, Giant
ECOLOGY
Environment
any forests
Organization solitary
Treasure standard (masterwork half-plate, longsword, other treasure)
SPECIAL ABILITIES
Prismatic Aura (Su)
As a swift action once per day, a humbaba can activate its prismatic aura. Doing so causes brilliant light to radiate from the humbaba to a radius of 30 feet. Each round at the start of the humbaba’s turn, roll 1d8 and consult the table below. If a creature begins its turn in the prismatic aura’s area, it must make the appropriate saving throw (DC 26) against that effect. Once activated, a humbaba’s prismatic aura lasts for 7 rounds. The save DC is Charisma-based.
1d8 Color of Beam Effect
1 Red 20 points fire damage (Reflex DC 26 half)
2 Orange 40 points acid damage (Reflex DC 26 half)
3 Yellow 80 points electricity damage (Reflex DC 26 half)
4 Green Poisoned (as per poison—save Fortitude DC 26, frequency 1/round for 6 rounds; initial effect death; secondary effect 1 Con damage/round; cure 2 consecutive saves
5 Blue Petrification (as per flesh to stone, Fortitude DC 26 negates)
6 Indigo Insanity (as per insanity, Will DC 26 negates)
7 Violet Sent to another plane (as per plane shift, Will DC 26 negates)
8 Reroll The aura cannot cause one creature two effects in a single turn
 

Sard

This wriggling and leaf less tree moves on spidery legs. Flickering motes of blood-red lightning dance in the cracks of its bark.

The sard is an ancient elm, oak, or pine tree that has been infused with lightning and raw life by one of the strange gods of the fey realm. One of the legendary beasts known as the Tane, a sard has “sap” that consists of red lightning—all of the sard’s electrical attacks manifest with this same eerie-colored energy. A sard can pass for an old dead tree—especially when the creature uses its tree shape spell-like ability. Yet despite its enormous size and ungainly shape, the sard is in fact a swift and agile monster. It can move with unsettling grace and speed, crawling across the ground on long spidery roots like an immense insect. It attacks either with a single slam of its immense trunk or by launching volleys of foot-long thorns that inject the creature’s poisonous, electrified sap. Sards are nearly as intelligent as most humans, but few actually use this intelligence for productive purposes—the first sards were created as a form of living siege engine, and they quite enjoy this destructive role, often seeking out fortresses or even towns to systematically destroy.

CR 19 XP 204,800
CE
Colossal plant
Init +8; Senses blindsight 30 ft., darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +32
DEFENSE
AC
34, touch 10, flat-footed 26 (+8 Dex, +24 natural, –8 size)
hp 333 (23d8+230); fast healing 10
Fort +23, Ref +17, Will +13
Defensive Abilities death throes, electrical jolt; DR 15/cold iron and slashing; Immune electricity, plant traits; Resist cold 30, fire 30; SR 30
Weaknesses vulnerability to sonic
OFFENSE
Speed
50 ft., climb 30 ft.
Melee 2 slams +25 (4d10+16/19–20 plus 4d6 electricity)
Ranged 4 thorns +17 (2d8+16 plus poison)
Space 30 ft.; Reach 30 ft.
Spell-Like Abilities (CL 20th; concentration +27)
At will—control weather, lightning bolt (DC 20), tree shape (Colossal tree), transport via plants
3/day—chain lightning (DC 23), quickened lightning bolt (DC 20)
1/day—storm of vengeance (DC 26), whirlwind (DC 25)
STATISTICS
Str
42, Dex 27, Con 30, Int 9, Wis 22, Cha 25
Base Atk +17; CMB +41; CMD 59 (67 vs. trip)
Feats Awesome Blow, Improved Bull Rush, Improved Critical (slam), Improved Lightning Reflexes, Improved Precise Shot, Improved Sunder, Lightning Reflexes, Point Blank Shot, Power Attack, Precise Shot, Quicken Spell-Like Ability (lightning bolt), Vital Strike
Skills Climb +24, Perception +32
Languages Aklo, Sylvan
SQ planar acclimation
ECOLOGY
Environment
any forests
Organization solitary
Treasure triple
SPECIAL ABILITIES
Death Throes (Su)
When a sard dies, its remains explode with a blast of lightning into razor-sharp splinters of wood. All creatures within 30 feet of a sard when it explodes in this manner take 12d6 points of electricity damage and 12d6 points of piercing damage. A DC 31 Reflex save halves this damage. The save DC is Constitution-based.
Electrical Jolt (Su) Every time a creature strikes a sard with a metal melee weapon, arcs of electricity deal 1d10 points of damage to the attacker.
Planar Acclimation (Ex) A sard is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Poison (Ex) Thorn—injury; save Fort DC 31; frequency 1/round for 6 rounds; effect 1d2 Dex and 4d6 electricity; cure 2 consecutive saves.
Thorns (Ex) A sard’s thorns have a range of 180 ft. with no range increment.
 

Lotus Tree

This majestic tree of strange, twisted bark has countless pale fruits and an intensely pleasant scent.

Lotus trees grow in ancient forests and paradisiacal islands, feeding on the fantasies of sentient beings. Some lotus trees are curious and wise; others hoard secrets while claiming they provide refuge from reality. Intentionally or not, lotus trees attract those seeking wisdom or dreamy escape.

CR 20 XP 307,200
N
Gargantuan plant
Init +10; Senses detect thoughts (DC 21), low-light vision, thoughtsense 60 ft., tremorsense 120 ft.; Perception +40
Aura hallucination (60 ft., DC 30, 4d6 hours)
DEFENSE
AC
39, touch 12, flat-footed 33 (+6 Dex, +27 natural, –4 size)
hp 356 (23d8+253); fast healing 15
Fort +23, Ref +15, Will +19
DR 15/cold iron and slashing; Immune daze, plant traits; Resist cold 30, electricity 30, fire 30
OFFENSE
Speed
10 ft.
Melee 4 slams +28 (5d6+14)
Space 20 ft.; Reach 20 ft.
Special Attacks hope theft 
Psychic Magic (CL 23rd; concentration +32)
40 PE—create greater mindscape (7 PE, DC 26), dream council (7 PE, DC 26), dream scan (6 PE, DC 25), dream voyage (9 PE, DC 28), greater dispel magic (6 PE), id insinuation IV (5 PE, DC 24), microcosm (9 PE, DC 28), mind probe (5 PE, DC 26), nightmare (5 PE, DC 24), psychic image (9 PE, DC 28).
Spell-Like Abilities (CL 23rd; concentration +32)
Constant—detect thoughts (DC 23)
At will—mass suggestion (DC 25), mind thrust VI (DC 27)
1/day—animate plants (DC 26; self unaffected), weird (DC 28)
STATISTICS
Str
38, Dex 23, Con 31, Int 23, Wis 30, Cha 28
Base Atk +17; CMB +35; CMD 51 (can’t be tripped)
Feats Ability Focus (hope theft), Alertness, Combat Reflexes, Greater Spell Focus (divination), Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Quicken Spell, Spell Focus (divination), Toughness, Weapon Focus (slam)
Skills Bluff +32, Diplomacy +32, Knowledge (arcana, history, nature) +29, Perception +40, Sense Motive +37, Spellcraft +29
Languages Aklo, Common, Elven, Giant, Gnome, Sylvan; telepathy 300 ft.
ECOLOGY
Environment
any coastlines or forests
Organization solitary or grove (1–3 plus 2–7 charmed allies)
Treasure double
SPECIAL ABILITIES
Hallucination (Su)
A living creature that starts her turn within 60 feet of a lotus tree or eats its fruit hallucinates pleasantly as per synesthesia (DC 30 Will negates) for 4d6 hours. The hallucinations include a humanoid figure of shifting colors that conveys the tree’s telepathy and thoughtsense across any range, allowing the hallucinating creature to act as the tree’s proxy. Suppressing or resuming the aura is a free action. The save DC is Charisma-based.
Hope Theft (Sp) As a swift action at unlimited range, a lotus tree can permanently charm a hallucinating creature (as per mass charm monster but with no save bonus for hostility) unless it succeeds at a DC 29 Will save. Affected victims forget all long-term goals, desiring only more hallucinations, and grant the tree temporary PE equal to half their Hit Dice and 5 times that amount in temporary hit points for 1 day. Regardless of the save, the target automatically is affected as per mindwipe.
 

Jabberwock

This dragon has a long neck and terrible claws. The beast shrieks and babbles, thrashing its tail and wings in a violent manner.

The jabberwock is a true creature of legend—a subject of poetry, song, and myth in many cultures. It is known to be a devastating creature in combat whose arrival presages times of ruin and violence; these stories also tell of the creature’s fear of the tools some say were created in ancient times for the sole purpose of defeating them— vorpal weapons. A jabberwock is 35 feet tall and weighs 8,000 pounds. The jabberwock is not a creature of the Material Plane, but one from the primal world of the fey. It comes from a region of reality where life is more robust, where emotions are more potent, and where dreams and nightmares can come alive. Even in such incredible realms, though, the jabberwock is a creature to be feared. It belongs to a category of powerful creatures whose shapes and types run the gamut of possibility—a group known collectively as the “Tane.” Of the Tane, the jabberwock is said to be the most powerful, but the others in this grouping are far from helpless. Said to have been created as goliaths of war and madness, dreamt and stitched into being by the strange gods of this primeval reality, the Tane are as mysterious as they are powerful. Two other creatures of the Tane are presented in this book—the sard and the thrasfyr. None of the Tane are lower than CR 16 in power and all possess the planar acclimation special quality, but beyond that, they generally share no specific abilities or characteristics save for their common source in the primal world. When a jabberwock comes to the Material Plane, it does so to spread destruction and ruin. Typically, the monster seeks out a remote forest lair at least a day’s flight from civilization, then emerges from this den once a week to seek out a new place to destroy. It has no true interest in amassing treasure, but often gathers objects of obvious value to bring back to its den in order to encourage heroes to seek it out—to a jabberwock, it makes no difference whether it seeks out things to destroy or lets those things come to it. Jabberwocks age, eat, drink, and sleep like any living creature, but they do not reproduce in the classic sense of the word. The creation of a new jabberwock—or of any of the Tane, in fact—is regulated by the strange and unknowable godlike entities that dwell in the primeval world. These fey lords create new jabberwocks as they are needed—sometimes varying the exact particulars (see Variant Jabberwocks, below), but always creating a fully formed adult creature. No young jabberwock has ever been encountered as a result. The strange vulnerability a jabberwock possesses against vorpal weapons has long been a matter of intrigue and speculation among scholars. Most believe that, once upon a time, only one jabberwock existed, a creature of such great power that nothing could hurt it. Nothing, that is, save for a legendary sword forged for a mortal hero by a now-forgotten artisan or god. So epic was this battle that it created strange echoes throughout reality, and as a result, these echoes, in the form of the vorpal swords and jabberwocks known today, can be found on many worlds.

CR 23 XP 819,200
CE
Huge dragon (air, fire)
Init +5; Senses blindsight 120 ft., darkvision 120 ft., low-light vision, scent, true seeing; Perception +38
Aura frightful presence (120 ft., DC 31)
DEFENSE
AC
40, touch 14, flat-footed 34 (+5 Dex, +1 dodge, +26 natural, –2 size)
hp 455 (26d12+286); fast healing 15
Fort +26, Ref +20, Will +24
DR 15/vorpal; Immune fire, paralysis, sleep; Resist acid 30, electricity 30, sonic 30; SR 31
Weaknesses fear of vorpal weapons, vulnerability to cold
OFFENSE
Speed
40 ft., fly 80 ft. (poor)
Melee bite +37 (4d8+19/19–20/×3), 2 claws +37 (3d6+13/19–20 plus grab), tail slap +32 (2d8+19), 2 wings +32 (1d8+6)
Ranged 2 eye rays +29 touch (15d6 fire/19–20 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burble, burn (6d6, DC 34), eye rays, whiffling
STATISTICS
Str
37, Dex 20, Con 33, Int 12, Wis 29, Cha 26
Base Atk +26; CMB +41 (+45 grapple); CMD 57
Feats Awesome Blow, Bleeding Critical, Critical Focus, Dodge, Flyby Attack, Improved Bull Rush, Improved Critical (bite, claws, eye rays), Mobility, Power Attack, Spring Attack, Vital Strike
Skills Acrobatics +31 (+35 jump), Escape Artist +31, Fly +26, Intimidate +37, Knowledge (nature) +30, Perception +38, Sense Motive +38
Languages Aklo, Common, Draconic, Gnome, Sylvan
SQ planar acclimation
ECOLOGY
Environment
any forests
Organization solitary
Treasure triple
SPECIAL ABILITIES
Burble (Su)
A jabberwock can burble once every 1d4 rounds as a standard action. This blast of strange noises and shouted nonsense in the various languages known to the jabberwock (and invariably some languages it doesn’t know) affects all creatures within a 60-foot-radius spread—these creatures must make a DC 31 Will save or become confused for 1d4 rounds. Alternatively, the jabberwock can focus its burble attack to create a 60-foot line of sonic energy that deals 20d6 points of sonic damage (DC 31 Reflex save for half). The confusion effect is mind-affecting; both are sonic effects. The save DC is Charisma-based.
Damage Reduction (Ex) A jabberwock’s damage reduction can be bypassed only by weapons that possess the vorpal weapon enhancement.
Eye Rays (Su) The jabberwock can project beams of fire from its eyes as a ranged touch attack as a standard action, with a range increment of 60 feet. It projects two beams, and can target different creatures with these beams if it wishes as long as both targets are within 30 feet of each other. A creature that takes damage from an eye beam suffers burn.
Fear of Vorpal Weapons (Ex) A jabberwock knows that a vorpal weapon can kill it swiftly. As soon as it takes damage from a vorpal weapon, a jabberwock becomes shaken for 1 round. If it is hit by a critical threat from a vorpal weapon, whether or not the critical hit is confirmed, the jabberwock is staggered for 1 round.
Planar Acclimation (Ex) A jabberwock is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Whiffling (Ex) A jabberwock’s wings and violent motions create a significant amount of wind whenever it makes a full attack action. These winds surround the monster to a radius of 30 feet, and are treated as severe winds—ranged attacks take a –4 penalty when targeting a jabberwock while it is whiffling, and Medium creatures must make a DC 10 Strength check to approach the creature. Small or smaller creatures in this area that fail a DC 15 Strength check are blown away.

VARIANT JABBERWOCKS
The notion of a “lesser” jabberwock is something of a misnomer, for even these creatures are powerful foes. A lesser jabberwock is generally a CR 20 version of the typical jabberwock—you can achieve a creature of this power by lowering the typical jabberwock’s Hit Dice by 3 and by reducing its ability scores by 4 points each. Alternatively, you can apply the young creature simple template, but bear in mind that such a monster isn’t technically any younger than a typical jabberwock. As creatures from the primal world of the fey, some jabberwocks are as varied as the strange terrains and realms in that primal world, as if these environs have more to do with their manifestation than most scholars suspect. Generally, these changes simply alter the type of damage a jabberwock’s eye beams deal and the types of energy it is immune to. A jabberwock from a primeval glacial world would possess eye beams that deal cold damage, while a jabberwock from a storm-lashed world would deal electricity damage with its eye beams. If the nature of a jabberwock’s eye beams change, its burn ability changes to match, and it replaces its immunity to fire with immunity to the new energy type (while gaining resist fire 30 in place of the lost immunity to fire).