Wolf

This powerful canine watches its prey with piercing yellow eyes, darting its tongue across sharp white teeth.

Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wide-ranging in their hunting, wolf packs cover broad areas. A wolf ’s wide paws contain slight webbing between the toes that assists in moving over snow, and its fur is a thick, water-resistant coat ranging in color from gray to brown and even black in some species. Its paws contain scent glands that mark the ground as it travels, assisting in navigation as well as broadcasting its whereabouts to fellow pack members. Generally, a wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds, with females being slightly smaller.

CR 1 XP 400
N
Medium animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC
14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed
50 ft.
Melee bite +2 (1d6+1 plus trip)
STATISTICS
Str
13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking)
Racial Modifiers +4 Survival when tracking by scent
ECOLOGY
Environment
cold or temperate forests
Organization solitary, pair, or pack (3–12)
Treasure none
 

Sasquatch

Tall, burly, and hairy, this humanoid creature wields a large tree branch for a club and has a swinging, apelike gait.

The elusive sasquatches earn their mysterious reputation rightly; they live in unpopulated forests and avoid confrontations with humanoids, only becoming violent when they feel threatened, when their territory is encroached upon, or when they feel they must protect their young. Left to their own devices, sasquatch families are perfectly content to live their lives in the deep woods, leaving behind little to no trace of their passing save for the periodic big footprint in the ground. Despite their considerable bulk, sasquatches are incredibly stealthy creatures, capable of moving through forests in particular with astonishing grace and efficiency. The one trait that somewhat undermines sasquatches’ stealth is their distinctive odor—a pungent, musky scent that is often noticeable even when the hidden sasquatches themselves are not apparent. The elusiveness of sasquatches is such that even in a world where dragons and sea monsters are real, many urban scholars doubt the existence of the creatures, citing the lack of evidence of sasquatch lairs or remains as proof of their nonexistence. In truth, sasquatches are simply far more efficient at living in harmony with nature than most humanoids could ever hope to be. To a sasquatch, a deadfall in a forest makes a perfectly fine home. When a sasquatch dies, its kin take pains to bury the body deep and hide all trace of the gravesite to protect the remains from scavengers and evil spirits alike. The sasquatch tongue is a relatively complex language that mixes vocalizations, howls, and “knocking”—the act of striking a solid surface (like a tree or boulder) with a club or stone—and thus tends to blend in with the ambient sounds of a forest. A sasquatch is 8 feet tall and weighs 570 pounds. Rural populaces often have fond nicknames for these creatures, such as wild men, skunk apes, and perhaps most popularly, simply bigfoot.

CR 2 XP 600
N
Medium humanoid (sasquatch)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +5
DEFENSE
AC
14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +4, Ref +5, Will +1
OFFENSE
Speed
40 ft.
Melee club +8 (1d6+9) or slam +8 (1d4+9)
Ranged rock +5 (1d4+9)
Special Attacks rock throwing (120 ft.)
STATISTICS
Str
22, Dex 15, Con 16, Int 9, Wis 10, Cha 11
Base Atk +2; CMB +8; CMD 20
Feats Self-Sufficient, Skill Focus (Stealth)
Skills Heal +2, Perception +5, Stealth +10 (+14 in forested areas), Survival +10
Racial Modifiers +4 Perception, +4 Stealth (+8 in forested areas), +4 Survival
Languages Sasquatch
SQ pungency, woodland stride
ECOLOGY
Environment
temperate or cold forests
Organization solitary, pair, or family (3–7)
Treasure standard
SPECIAL ABILITIES
Pungency (Ex)
A sasquatch’s odor is quite powerful, and can be detected at twice the normal distance by scent.
Woodland Stride (Ex) A sasquatch can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. Undergrowth that has been magically manipulated to impede movement still affects the sasquatch.
 

Wolverine

This stocky, muscular mammal is the size of a badger, its snarling lips revealing a mouth full of yellow teeth.

Wolverines are territorial, especially when it comes to food, and have been known to defend their kills against much larger predators, such as black bears. They are fearsome opponents, launching into a frenzy when wounded. They tend to give off a very strong, unpleasant musk smell when angry. Armed with powerful jaws, strong legs, and a thick hide, wolverines are remarkably strong for their size. They are reckless in battle and throw themselves at their foes, clawing and biting furiously.

CR 2 XP 600
N
Medium animal
Init +2; Senses low-light vision, scent; Perception +10
DEFENSE
AC
14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +5, Ref +5, Will +2
OFFENSE
Speed
30 ft., burrow 10 ft., climb 10 ft.
Melee 2 claws +4 (1d6+2), bite +4 (1d4+2)
Special Attacks rage
STATISTICS
Str
15, Dex 15, Con 15, Int 2, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Climb +10, Perception +10
ECOLOGY
Environment
cold forests
Organization solitary
Treasure none
SPECIAL ABILITIES
Rage (Ex)
A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.
 

Dire Wolf

This immense wolf is the size of a horse, its fangs as large and sharp as knives.

An enormous version of a normal wolf, dire wolves represent the wolf in its most primal form. These creatures follow the same basic behaviors of regular wolves, but are much more aggressive. Dire wolves often serve giants as hunting companions and vicious guard animals. Some ferocious humanoids and woodsmen use trained dire wolves as mounts. Darker than normal wolves, dire wolves’ coats tend toward blacks and deep mottled grays. An adult dire wolf is typically about 9 feet long and weighs roughly 800 pounds.

CR 3 XP 800
N
Large animal
Init +2; Senses low-light vision, scent; Perception +10
DEFENSE
AC
14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +2
OFFENSE
Speed
50 ft.
Melee bite +7 (1d8+6 plus trip)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
Feats Run, Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +10, Stealth +3, Survival +1 (+5 scent tracking)
Racial Modifiers +4 Survival when tracking by scent
ECOLOGY
Environment
cold or temperate forests
Organization solitary, pair, or pack (3–8)
Treasure none
 

Moss Troll

This large and lanky moss-colored humanoid has an elongated, toothy snout and appears to be covered in bits of foliage.

Moss trolls are bent and gangly creatures. They are smaller and thinner than normal trolls, yet their arms are unusually long and spindly for the creatures’ size. Their flesh supports the growth of moss and mold as surely as tree bark. Although their appetites are notoriously powerful, moss trolls are sly killers rather than simple brutes. They travel in the trees, singing, climbing, and jumping with unnerving ease. When a moss troll spots prey, it reaches or leaps down from above, heedless of dropping great distances in its eagerness to sate its ravenous appetite. Moss trolls are fearless except in the face of fire, which does not stop a hungry moss troll from attacking, but can often cause a wounded one to retreat. However, those who fight moss trolls may be unpleasantly surprised to learn that acid has no special effect on a moss troll’s regeneration. Moss trolls not only hunt from the trees, but also live, breed, and hide their treasure among the branches. Their weirdly long arms allow them to attack foes on the ground without ever needing to set foot on the earth themselves. Young moss trolls are adept at climbing and acrobatics, as much as they are at eating and killing. Like other trolls, adult moss trolls often drive juveniles away after training them to hunt and fight. Gangs and troops of moss trolls exist only where food is plentiful. While moss trolls can digest almost any organic material, they prefer fresh meat—particularly when said meat is served still alive and squirming after a particularly invigorating session of stalking and torture. A moss troll is 9 feet tall and weighs 550 pounds.

CR 3 XP 800
CE
Large humanoid (giant, shapechanger)
Init +4 (+8 when climbing trees); Senses darkvision 60 ft., lowlight vision, scent; Perception +5
DEFENSE
AC
15, touch 13, flat-footed 11 (+4 Dex, +2 natural, –1 size)
hp 30 (4d8+12); regeneration 5 (fire)
Fort +7, Ref +5, Will +4
Weaknesses fear of fire, vulnerability to fire
OFFENSE
Speed
30 ft., climb 10 ft.
Melee bite +5 (1d4+3), 2 claws +5 (1d4+3)
Space 10 ft.; Reach 10 ft. (15 ft. with claws)
STATISTICS
Str
16, Dex 19, Con 16, Int 9, Wis 12, Cha 7
Base Atk +3; CMB +7; CMD 21
Feats Intimidating Prowess, Iron Will
Skills Acrobatics +7, Climb +11, Intimidate +5, Perception +5, Stealth +5 (+9 in vegetation)
Racial Modifiers +2 Acrobatics, +4 Stealth (+8 in vegetation)
Languages Giant
SQ change shape (mossy tree; tree shape), tree climber
ECOLOGY
Environment
cold or temperate forests
Organization solitary, gang (2–3), or troop (4–8)
Treasure standard
SPECIAL ABILITIES
Fear of Fire (Ex)
A moss troll is shaken as long as it is within 30 feet of a visible fire or an open flame of at least torch size.
Tree Climber (Ex) When climbing trees and other foliage, a moss troll’s climb speed increases to 30 feet. If a moss troll falls while climbing in trees, it ignores the first 30 feet it falls for the purposes of calculating total damage from the fall. While climbing in trees, a moss troll gains a +4 racial bonus on initiative checks.
 

Dire Wolverine

This terrible wolverine is as large as a bear, its jaws and claws oversized and brutal, its eyes dark and filled with rage.

Dire wolverines tend to be even more territorial than their smaller wolverine cousins, and they defend to the death the areas where they choose to live, often selecting humanoid-settled regions as their own and then fearlessly tearing the settlements apart. Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.

CR 4 XP 1,200
N
Large animal
Init +7; Senses low-light vision, scent; Perception +12
DEFENSE
AC
16, touch 12, flat-footed 13 (+3 Dex, +4 natural, –1 size)
hp 42 (5d8+20)
Fort +7, Ref +7, Will +2
OFFENSE
Speed
30 ft., climb 10 ft.
Melee 2 claws +6 (1d8+4), bite +6 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks rage
STATISTICS
Str
19, Dex 17, Con 17, Int 2, Wis 12, Cha 10
Base Atk +3; CMB +8; CMD 21 (25 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Toughness
Skills Climb +12, Perception +12
ECOLOGY
Environment
cold forests
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Rage (Ex)
A dire wolverine that takes damage in combat flies into a rage on its next turn, madly clawing and biting until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.
 

Grizzly Bear

Broad, powerful muscles move beneath this massive bear’s brown fur, promising both speed and lethal force.

large, powerful omnivore, the grizzly bear inhabits many of the world’s forested hills. Equally happy consuming nuts, berries, f ish, or small mammals, the grizzly is nonetheless fiercely territorial, and will chase off—or, failing that, kill and eat—any intruders it views as competition. When faced with a foe or small group of threats, the grizzly attempts to subdue or kill with its claws. When it can, the bear tries to grab a single target to deal continual damage until that target is dead, unconscious, or escapes. To generate stats for a smaller bear (like a black bear), you can apply the young simple template to the grizzly bear’s stat block. To generate stats for a larger grizzly or a polar bear, apply the advanced simple template to the grizzly’s stats.

CR 4 XP 1,200
N
Large animal
Init +1; Senses low-light vision, scent ; Perception +6
DEFENSE
AC
16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +5, Will +2
OFFENSE
Speed
40 ft.
Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
21, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)
Feats Endurance, Run, Skill Focus (Survival)
Skills Perception +6, Survival +5, Swim +14
Racial Modifiers +4 Swim
ECOLOGY
Environment
cold forests
Organization solitary or pair
Treasure none
 

Huldra

This woman’s foxlike tail and the wood-lined hollow inside her back reveal her true fey nature.

Huldras are fey creatures that legend claims were originally created by troll witches to lure humans into their clutches. Every huldra is aware of this tale, finds it insulting, and denies it at length—yet the legend persists. There’s no greater way to inflame a huldra to anger than to speak about this myth (especially while expressing distrust or contempt for the huldra), and the huldras’ hatred of all things trollish is well known among scholars of the fey and those who regularly encounter the less common fey creatures. From the front, a huldra appears to be a beautiful human woman, yet two distinctive features mark the huldra as something supernatural: her long, foxlike tail, and the fact that she doesn’t have a solid back—merely a hole that reveals her body to be a hollow, bark-lined shell. Most huldras wear their hair long to mask the hole in their backs, and they prefer long gowns to hide their tails when interacting with humanoids. Though huldras are not ashamed of their status as fey, they react rather negatively when someone points out their tails. So long as humanoids are respectful, however, huldras tend to be curious about other races, and may aid those who pass through their territories by telling them the best places for hunting or fishing. Huldras sometimes become enamored of woodcutters or others who adventure outdoors, and invite these paramours to share their beds, but such romances usually end in disappointment and misunderstanding on both sides. Despite their relatively lithe frames, huldras are deceptively strong, and stories abound of them performing astonishing feats of strength such as straightening horseshoes and tossing aside attackers, and their natural weapons are quite potent.

CR 4 XP 1,200
CN
Medium fey
Init +3; Senses darkvision 60 ft., detect snares and pits, low light vision, scent; Perception +12
DEFENSE
AC
17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
hp 38 (7d6+14); regeneration 3 (acid or fire)
Fort +4, Ref +8, Will +7
Immune charm effects, compulsion effects; Resist cold 10
OFFENSE
Speed
30 ft.
Melee slam +7 (1d6+4), tail slap +7 (1d6+4 plus 1d4 Cha damage)
Special Attacks lashing tail, manipulate luck
Spell-Like Abilities (CL 4th; concentration +8)
Constant—detect snares and pits, endure elements, pass without trace
3/day—charm person (DC 15), daze monster (DC 16), wood shape
1/day—deep slumber (DC 17)
STATISTICS
Str
19, Dex 17, Con 14, Int 12, Wis 14, Cha 19
Base Atk +3; CMB +7; CMD 21
Feats Deceitful, Dodge, Mobility, Power Attack
Skills Bluff +16, Disguise +16, Escape Artist +13, Knowledge (nature) +11, Perception +12, Stealth +13, Use Magic Device +14
Languages Common, Giant, Sylvan
ECOLOGY
Environment
cold forests or mountains
Organization solitary, pair, or family (3–9)
Treasure standard
SPECIAL ABILITIES
Lashing Tail (Su)
A huldra’s tail slap is a primary attack. In addition, each time a huldra damages a creature with her tail slap, she deals 1d4 points of Charisma damage, causing her target to grow progressively more deformed and ugly with each strike. A successful DC 15 Fortitude save negates the Charisma damage. The save DC is Constitution-based.
Manipulate Luck (Su) Once per day, a huldra can manipulate another creature’s luck by spending a full-round action, during which the huldra must remain in physical contact with the target creature. When the huldra uses this ability, she must choose whether she is imparting good luck or bad luck. A creature granted good luck gains a +2 luck bonus on all saving throws, attack rolls, and skill checks, while a creature afflicted with bad luck takes a –4 penalty on all saving throws, attack rolls, and skill checks. A successful DC 17 Will save negates the effect. Huldras cannot be the target of this ability. This effect lasts for 24 hours and is a curse effect. The save DC is Charisma-based.
 

Mandragora

This filthy creature resembles a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers.

A mandragora rises spontaneously from a mandrake root that has drawn nutrition from the corpse or ichor of a demon. A typical mandragora stands at just over 3 feet tall and only weighs 30 pounds. However, its size hides the creatures fantastic strength and brutality. When a mandragora attacks, its fingers grow into whipping, thorny vines nearly 10 feet long, with which it makes its slam attacks. A mandragora rarely strays far from its lair amid tangled roots or vines, but when it encounters any other creature, it attacks regardless of the odds. However, a mandragora can usually recognize druids and does not attack them or their animal companions unless they attack it first. It has no qualms about attacking a druids allies. When mandragora poison is mixed with its thick, gooey, sap-like blood and 1,000gp worth of alchemical reagents, the resulting fluid can be used as a focus for the scrying spell. The fluid only lasts for the duration of the spell’s casting time and resulting effects but the subject of the spell takes a –4 penalty on the save to resist it. A mandrake root that is growing on or near a demon’s corpse or ichor has a 2% chance of awakening as a mandragora within a day of first absorbing the tainted material. A creature that wants to create a mandragora can do so with alchemy; the process requires a day of work, a mandrake root, several pints of ichor or the body of a demon of CR 6 or above, and a successful DC 25 Craft (alchemy) check. The newly created mandragora is hostile, even to its creator.

CR 4 XP 1,200
CE
Small plant
Init +4; Senses low-light vision; Perception +9
DEFENSE
AC
17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 37 (5d8+15)
Fort +7, Ref +7, Will +2
Immune plant traits; Resist acid 5, cold 5, electricity 10
Weaknesses vulnerability to supernatural darkness
OFFENSE
Speed
40 ft., burrow 10 ft., climb 40 ft.
Melee bite +8 (1d6+2 plus grab), 2 slam +8 (1d4+2 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
Special Attacks blood drain (1d2 Constitution), shriek
STATISTICS
Str
15, Dex 18, Con 17, Int 8, Wis 13, Cha 10
Base Atk +3; CMB +4 (+8 grapple); CMD 18
Feats Lightning Reflexes, Skill Focus (Perception), Weapon Finesse
Skills Climb +10, Perception +9, Stealth +14 (+22 in vegetation)
Racial Modifiers +8 Stealth in vegetation
Languages Abyssal, Common
ECOLOGY
Environment
cold or temperate forests
Organization solitary, pair, or grove (3–12)
Treasure standard
SPECIAL ABILITIES
Poison (Ex)
Slam—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but act normallyresult on the confusion behavior table ends the effect.
Shriek (Su) Once per day as a standard action, a mandragora can give voice to an unsettling shriek. All creatures within a 30-foot spread of a shrieking mandragora must make a DC 15 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. The save DC is Constitution-based.
Vulnerable to Supernatural Darkness (Ex) In areas of supernatural darkness (such as those created by deeper darkness, but not by darkness), a mandragora is slowed, as the slow spell.
 

Dire Bear

Spittle drips from this feral bear’s roaring maw, and its matted fur is broken in places by wicked, bony growths.

Larger, more aggressive, and far more deadly than its lesser cousins, the dire bear (known to barbarian tribes variously as the cave bear or the short-faced bear) is a primeval menace indeed. This behemoth avoids more civilized reaches of the world, preferring to dwell in remote wilderness locations. A dire bear is a rare and terrifying sight— especially to those not used to normal bears. Unlike most bears, a dire bear is short-tempered and swift to anger when confronted with intruders in its territory. Like a grizzly, a dire bear attempts to subdue or kill with its claws. However, a dire bear is far more likely (and willing) to begin biting a grabbed foe.

CR 7 XP 3,200
N
Large animal
Init +5; Senses low-light vision, scent; Perception +12
DEFENSE
AC
18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 95 (10d8+50)
Fort +12, Ref +8, Will +4
OFFENSE
Speed
40 ft.
Melee 2 claws +13 (1d6+7 plus grab), bite +13 (1d8+7)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
25, Dex 13, Con 21, Int 2, Wis 12, Cha 10
Base Atk +7; CMB +15 (+19 grapple); CMD 26 (30 vs. trip)
Feats Endurance, Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Perception +12, Swim +19
Racial Modifiers +4 Swim
ECOLOGY
Environment
cold forests
Organization solitary or pair
Treasure incidental
 

Dire Tiger

This creature is larger than a normal elephant, with enormous sweeping tusks and shaggy brown fur on its body.

While the tiger itself is a fearsome predator, its strength and ferocity pales in comparison to that of the larger dire tiger. Known to many scholars as the smilodon and to tribal societies as the saber-toothed tiger, the dire tiger is invariably one of the region’s top predators. Its defining feature is a pair of huge incisors that hang down like fearsome knives from the upper jaw, protruding menacingly even when the creature’s mouth is shut. These immense hunting cats grow to be over 12 feet long and can weigh up to 6,000 pounds.

CR 8 XP 4,800
N
Large animal
Init +6; Senses low-light vision, scent; Perception +12
DEFENSE
AC
17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 105 (14d8+42)
Fort +12, Ref +11, Will +5
OFFENSE
Speed
40 ft.
Melee 2 claws +18 (2d4+8 plus grab), bite +18 (2d6+8/19–20 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +18, 2d4+8)
STATISTICS
Str
27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +10; CMB +19 (+23 grapple); CMD 31 (35 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite, claw)
Skills Acrobatics +6, Perception +12, Stealth +15 (+23 in tall grass), Swim +13
Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)
ECOLOGY
Environment
any forests, plains, and swamps
Organization solitary or pair
Treasure none
 

Treant

This animated tree’s bark is knotted into vaguely humanoid features, with branches for arms and roots for legs.

Treants are guardians of the forest and speakers for the trees. As long-lived as the forests themselves, and seeing themselves as parents and shepherds rather than gardeners, treants are slow and methodical in most things but terrifying when forced to fight in defense of their f lock. Though they rarely seek out the companionship of the short-lived races, and have an inherent distrust of change, they have been known to tolerate those who seek to learn from their long, rambling monologues, especially if the pupils express a desire to help protect the wildlands. Yet against those who would threaten the forest, especially loggers who seek to harvest wood for lumber or those who try to clearcut a section of forest in order to build a fort or establish a town, the treants’ wrath is swift and devastating. They are particularly gifted at tearing down what others build—a trait that serves angry treants well. Treants are primarily solitary creatures, with a given individual sometimes responsible for an entire forest, but they occasionally come together in small groups called groves to share news and reproduce. In times of grave danger, all of the groves in a region may gather for a great months-long meeting called a moot, but such events are exceedingly rare, and millennia may go by between them. The typical treant is 30 feet tall, with a trunk 2 feet in diameter, and weighs 4,500 pounds. Treants tend to resemble the species of trees most common in their woodland territories.

CR 8 XP 4,800
NG
Huge plant
Init –1; Senses low-light vision; Perception +12
DEFENSE
AC
21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
hp 114 (12d8+60)
Fort +13, Ref +3, Will +9
Immune plant traits; DR 10/slashing
Weaknesses vulnerability to fire
OFFENSE
Speed
30 ft.
Melee 2 slams +17 (2d6+9/19–20)
Ranged rock +7 (2d6+13)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (180 ft.), trample (2d6+13, DC 25)
STATISTICS
Str
29, Dex 8, Con 21, Int 12, Wis 16, Cha 13
Base Atk +9; CMB +20; CMD 29
Feats Alertness, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)
Skills Diplomacy +9, Intimidate +9, Knowledge (nature) +9, Perception +12, Sense Motive +9, Stealth –9 (+7 in forests)
Racial Modifiers +16 Stealth in forests
Languages Common, Sylvan, Treant
SQ animate trees, double damage against objects, treespeech
ECOLOGY
Environment
any forest
Organization solitary or grove (2–7)
Treasure standard
SPECIAL ABILITIES
Animate Trees (Sp)
A treant can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a treant (although it has only one slam attack and lacks the treant’s animation and rockthrowing abilities), gaining the treant’s vulnerability to fire. If the treant that animated it terminates the animation, moves out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state.
Double Damage Against Objects (Ex) A treant or animated tree that makes a full attack against an object or structure deals double damage.
Treespeech (Ex) A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.
 

Mastodon

This creature is larger than a normal elephant, with enormous sweeping tusks and shaggy brown fur on its body.

The great mastodons are primeval cousins of elephants. Their large tusks dwarf those of regular elephants, jutting outward and then curving back toward one another at the tips. Shaggy woolly mammoths are a mastodon variant adapted to cold environments, but have the same statistics.

CR 9 XP 6,400
N
Huge animal
Init +1; Senses low-light vision, scent; Perception +24
DEFENSE
AC
21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
hp 133 (14d8+70)
Fort +14, Ref +10, Will +7
OFFENSE
Speed
40 ft.
Melee gore +21 (2d8+12), slam +20 (2d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks trample (2d8+18, DC 29)
STATISTICS
Str
34, Dex 12, Con 21, Int 2, Wis 13, Cha 7
Base Atk +10; CMB +24, CMD 35 (39 vs. trip)
Feats Endurance, Improved Bull Rush, Improved Iron Will, Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (gore)
Skills Perception +24
ECOLOGY
Environment
cold or temperate forests and plains
Organization solitary or herd (6–30)
Treasure none
 

Amarok

This enormous black wolf ’s eyes gleam with a cunning intellect, and its fangs glow with the light of a cold moon.

These powerful, wolf like creatures live in northern forests and on the vast, open tundra. Amarok are typically 12 feet long with midnight-black fur. Their eyes and sharp teeth glow with the color of moonlight, and their tails are longer and much more flexible than those of wolves. Unlike wolves, amaroks hunt alone, coming together only to breed and raise cubs. Amaroks are great hunters, and legends say nothing remains concealed from their gazes. When fighting, they rush forth and use their jaws to rip out the throats of their prey or attack their enemies’ souls.  Amaroks don’t hunt people for food, but they relish the thrill and strategy of the chase, and enjoy teaching lessons to those who foolishly hunt alone at night. The amaroks stalk hunters, then attack suddenly from the shadows. They bring their prey to the edge of unconsciousness, then depart back into the woods. Those who seek to improve their hunting techniques after these harrowing encounters earn the amaroks’ approval, and amaroks are excellent, if harsh, instructors of stalking, tracking, and wrestling techniques. They are also implacable foes of those who commit the one act they cannot forgive—a foolish person who slays an amarok’s pups faces a swift and brutal death at the amarok’s jaws.  An amarok is 29 feet from nose to the tip of its tail, stands 9 feet high at the shoulder, and weighs 9 tons.

CR 12 XP 19,200
LN
Huge magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent, see in darkness, true seeing; Perception +28
DEFENSE
AC
28, touch 13, flat-footed 23 (+5 Dex, +15 natural, –2 size)
hp 172 (15d10+90)
Fort +15, Ref +14, Will +13
OFFENSE
Speed
50 ft.
Melee bite +23 (4d6+15/19–20 plus grab and trip)
Space 15 ft.; Reach 10 ft.
Special Attacks grab, soul bite, trip
Spell-Like Abilities (CL 12th; concentration +15)
Constant—discern lies, true seeing
3/day—remove curse
STATISTICS
Str
30, Dex 21, Con 22, Int 15, Wis 23, Cha 16
Base Atk +15; CMB +27 (+35 grapple); CMD 42 (44 vs. grapple, 46 vs. trip)
Feats Alertness, Cleave, Combat Reflexes, Greater Grapple, Improved Critical (bite), Improved Grapple, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
Skills Perception +28, Sense Motive +25, Stealth +19, Survival +21
Racial Modifiers +4 Stealth
Languages Common, Sylvan; speak with animals
ECOLOGY
Environment
cold forests or tundra
Organization solitary
Treasure none
SPECIAL ABILITIES
Soul Bite (Su)
As a standard action, an amarok can bite directly into the soul of any creature it can see. A shadowy image of the bitten creature appears next to the amarok, and the amarok makes its bite attack as if the creature were within reach. A soul bite deals the same amount of damage as a normal bite attack, and ignores hardness and damage reduction. If its bite attack hits, the amarok can attempt to trip and grab the target. When the amarok grabs a creature in this way, the creature doesn’t move, but the amarok visibly wrestles with the shadowy image and the creature appears to be grappling with thin air. This ability doesn’t work against creatures that don’t have souls (like most constructs) or that don’t have a separate body and soul (like outsiders).
 

Taiga Giant

This muscular giant has dark gray skin and fiery red hair. Its lower jaw bears sharp fangs, and it wields a huge, primitive spear.

Taiga giants wander endlessly to keep from depleting the food supply of any one area. Aurochs and mammoths are their preferred inland prey, while whales, seals, and walruses provide food in coastal regions. These animals form the cornerstone of tribal survival, not just for the food they provide but because nearly all of a tribe’s possessions, from their portable shelters to their weapons, are crafted from the bone, hides, and sinews of felled beasts. Little is wasted. Taiga giants are also deeply spiritual, worshiping their ancestors. Every tribe member learns to call forth ancestor spirits at a young age. Taiga giants are ashamed of being the ancestors of rune giants as, like most giants, they both hate and fear rune giants as slavers and monsters. A typical taiga giant stands 20 feet in height and weighs 10,000 pounds. Skin tones vary from dark to pale gray, with hair color ranging from dark brown to red.

CR 12 XP 19,200
CN
Huge humanoid (giant)
Init +2; Senses low-light vision; Perception +13
DEFENSE
AC
26, touch 14, flat-footed 24 (+4 armor, +4 deflection, +2 Dex, +8 natural, –2 size)
hp 157 (15d8+90)
Fort +15, Ref +9, Will +10
Defensive Abilities rock catching; Immune enchantment and illusion spells
OFFENSE
Speed
30 ft. (40 ft. without armor)
Melee spear +19/+14/+9 (3d6+15/×3) or 2 slams +19 (1d8+10)
Ranged rock +12 (2d6+15) or spear +11 (3d6+10/×3)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (140 ft.)
STATISTICS
Str
31, Dex 14, Con 22, Int 12, Wis 17, Cha 15
Base Atk +11; CMB +23; CMD 39
Feats Alertness, Cleave, Endurance, Iron Will, Lightning Reflexes, Power Attack, Self-Sufficient, Shot on the Run, Vital Strike
Skills Climb +15, Knowledge (religion) +11, Perception +13, Stealth +6 (+12 in undergrowth), Survival +20
Racial Modifiers +6 Stealth in undergrowth
Languages Common, Giant
SQ spirit summoning
ECOLOGY
Environment
cold mountains or forests
Organization solitary, warband (2–7), or tribe (20–50 plus 30% noncombatants, 1 druid or oracle of 3rd–5th level, 2–4 barbarian or ranger hunters of 3rd–5th level, 1 chieftain barbarian or fighter of 4th–7th level, 2–6 dire bears, 2–6 dire tigers, and 8–12 stone giants)
Treasure standard (hide armor, spear, other treasure)
SPECIAL ABILITIES
Spirit Summoning (Su)
Once per day, a taiga giant may perform a 10-minute ritual to tap into the power and insight of his ancestral spirits. These spirits provide a +4 deflection bonus to AC, immunity to enchantment and illusion spells, and one of the following spell effects: bless, endure elements, protection from evil, protection from good, or see invisibility. The effects of a spirit summoning persist for 24 hours.
 

Taiga Linnorm

With menacing black horns jutting from its head, this two-legged dragon is covered in dark green scales and vicious black barbs.

A beast covered with hundreds of spines, the taiga linnorm is a terror to all those who venture through the arctic forests of the north. Taiga linnorms take down foes and prey first with their electrifying breath and finish their victims off with their devastating bite. In winter, when light is sparse and the nights are long, it is easy for a taiga linnorm to blend in with the coniferous forests it dwells in, hiding among the trees and ambushing imprudent travelers or unwary adventurers setting up camp. A taiga linnorm often lies in wait for days— sometimes weeks—just for the opportunity to maim and devour unsuspecting victims. When this subtler tactic does not work, a taiga linnorm simply rampages through the woods in order to find nearby settlements to pillage, taking twisted delight in shocking the inhabitants before shredding them with its massive jaws or destructive forelimbs. In any event, taiga linnorms rarely venture far from their woodland territories save for short flights to attack outlying villages. A taiga linnorm is 50 feet long and weighs just over 13,000 pounds.

CR 19 XP 204,800
CE
Colossal dragon
Init +11; Senses darkvision 60 ft., low-light vision, scent, true seeing; Perception +30
DEFENSE
AC
34, touch 9, flat-footed 27 (+7 Dex, +25 natural, –8 size)
hp 346 (21d12+210); regeneration 15 (cold iron)
Fort +22, Ref +21, Will +18
Defensive Abilities freedom of movement, spines; DR 15/cold iron; Immune curse effects, electricity, mind-affecting effects, paralysis, poison, sleep; SR 30
OFFENSE
Speed
40 ft., fly 100 ft. (average), swim 60 ft.
Melee bite +29 (3d8+16/19–20 plus poison), 2 claws +29 (2d6+16), tail +24 (3d6+8 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks breath weapon, constrict (tail, 3d6+24), death curse
STATISTICS
Str
43, Dex 25, Con 30, Int 6, Wis 23, Cha 28
Base Atk +21; CMB +45 (+49 grapple); CMD 62 (can’t be tripped)
Feats Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills Fly +23, Perception +30, Stealth +15 (+23 in forests), Swim +48
Racial Modifiers +8 Stealth in forests
Languages Aklo, Draconic, Sylvan
ECOLOGY
Environment
cold forests
Organization solitary
Treasure triple
SPECIAL ABILITIES
Breath Weapon (Su)
Once every 1d4 rounds as a standard action, a taiga linnorm can expel a 60-foot cone of electrified vapor, dealing 21d8 points of electricity damage to all creatures struck (Reflex DC 30 half). The vapor itself persists for 1d4 rounds, filling its cone-shaped area with electrified mist that deals 4d6 points of electricity damage (no save) to any creature that ends its turn in the mist. The mist does not hinder vision. The save DC is Constitution-based.
Death Curse (Su) Curse of Electrocution: save Will DC 29; effect the creature gains vulnerability to electricity.
Poison (Ex) Bite—injury; save Fort DC 30; frequency 1/round for 10 rounds; effect 4d6 electricity damage and 1d8 Dex drain; cure 3 consecutive saves.
Spines (Ex) Any creature that makes a melee attack against a taiga linnorm takes 1d6 points of piercing damage per attack from the linnorm’s spines. A melee weapon with reach provides protection from these spines.