Gathlain

Wings composed of wood and vines grow out of the body of this lithesome fey.

According to some fey ballads, gathlains were one of the first peoples awakened in the primal world of fey. They were created from the seeds of an enormous magical tree, with the tree’s mistletoe grown into their flesh forming their strange wings. Mischievous and capricious, these creatures have discordant temperaments. They act purely to entertain themselves and sate their immense curiosity about the world around them. That very curiosity has caused many to migrate to the Material Plane and adventure there. These gathlains seek out and attempt to mingle with gnomes. However, gnomes often find gathlains too undisciplined, random, and foolish for their tastes.

CR 1/2 XP 200
Gathlain sorcerer 1
CN Small fey
Init +3; Senses low-light vision; Perception –1
DEFENSE
AC
17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp 7 (1d6+1)
Fort +0, Ref +3, Will +1
OFFENSE
Speed
30 ft., fly 40 ft. (poor)
Melee spear +2 (1d6+1/×3)
Gathlain Spell-Like Abilities (CL 1st; concentration +4)
1/day—entangle, feather step
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
6/day—laughing touch
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—color spray (DC 14), magic missile
0 (at will)—dancing lights, daze (DC 15), ghost sound (DC 13), ray of frost
Bloodline fey
STATISTICS
Str
12, Dex 16, Con 11, Int 10, Wis 8, Cha 17
Base Atk +0; CMB +0; CMD 14
Feats Dodge, Eschew Materials
Skills Fly +1, Knowledge (arcana) +4, Spellcraft +4
Languages Common, Sylvan
SQ bloodline arcana (+2 DC for compulsion spells)
ECOLOGY
Environment
temperate forests or jungles
Organization solitary, flight (2–6), or grove (2–12)
Treasure NPC gear (spear, other treasure)
 

Giant Crab Spider

This pale yellow spider’s legs protrude on either side, giving it a very distinctive stance. The thing is the size of a large dog.

Giant crab spiders are dangerous ambush predators that live in dense forest vegetation. Though crab spiders are not web spinners, they are truly gifted climbers and use this talent to clamber up into places where they can observe wide areas from on high. Named for their curious scuttling walk and wide-legged stance, giant crab spiders are rarely larger than a typical adult halfling.

CR 1/2 XP 200
N
Small vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC
13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 11 (2d8+2)
Fort +4, Ref +2, Will +0
Immune mind-affecting effects
OFFENSE
Speed
30 ft., climb 20 ft.
Melee bite +2 (1d4 plus poison)
STATISTICS
Str
10, Dex 15, Con 12, Int —, Wis 10, Cha 2
Base Atk +1; CMB +0; CMD 12 (24 vs. trip)
Skills Acrobatics +10, Climb +24, Perception +4, Stealth +10 (+21 when stationary)
Racial Modifiers +8 Acrobatics, +16 Climb, +4 Perception, +4 Stealth (+15 when stationary)
ECOLOGY
Environment
warm or temperate forests
Organization solitary, pair, or colony (3–10)
Treasure incidental
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 14 (includes +2 racial bonus); frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
 

Leaf Ray

This creature looks like a broad leaf with whiskers like a catfish and a dangerous stinger trailing behind it.

Growing in the upper canopies of massive trees, leaf rays fly through the air in search of food. Barely sentient, leaf rays have just enough intelligence to find nourishment and pick out creatures suitable for harboring their seeds. These creatures are hardly picky in their quest for either, merely requiring a warm-blooded living creature, preferably mammalian, for each purpose. Leaf rays begin their lives as buds in the tops of deciduous trees, and form a symbiotic relationship with these trees, often leaving the husks of their victims under their host trees to decay and fertilize the soil. During its budding stage, a leaf ray spends its time flexing its body in reaction to blowing winds in order to prepare itself for flight. Once a leaf ray has matured, it can separate its stingerlike stem from the parent tree and soar through the air. A leaf ray measures 3 feet across and weighs only 2 pounds.

CR 1 XP 400
N
Small plant
Init +3; Senses low-light vision; Perception +5
DEFENSE
AC
14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 15 (2d8+6)
Fort +6, Ref +3, Will +1
Immune plant traits
OFFENSE
Speed
5 ft., fly 40 ft. (average)
Melee stinger +3 (1d4+1 plus poison)
Special Attacks poison, seed
STATISTICS
Str
12, Dex 16, Con 17, Int 1, Wis 13, Cha 4
Base Atk +1; CMB +1; CMD 14 (can’t be tripped)
Feats Flyby Attack
Skills Fly +9, Perception +5
ECOLOGY
Environment
temperate or warm forests
Organization solitary or rustle (2–20)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Seed (Ex) Once per day, a leaf ray can implant a seed into a helpless target with its stinger. As a full-round action, the leaf ray stings its victim, depositing a seed into the victim’s flesh. This process deals 1 hit point of damage to the victim, but the implanted creature isn’t subject to the leaf ray’s poison in this process. The seed germinates inside the victim, making it sickened while it harbors the leaf ray seed, and dealing 1d2 points of Constitution damage to the victim each day the seed grows within. This damage is negated with a successful DC 14 Fortitude save. The seed feeds off the victim’s body and only grows into a new leaf ray tree when the victim dies from Constitution damage. Removing an implanted seed requires a successful DC 20 Heal check (a full-round action); each attempt deals 1 hit point of damage. Although immunity to disease offers no special protection against a leaf ray seed’s implantation, remove disease, heal, or similar effects automatically destroy any implanted seeds.

VARIANT LEAF RAYS
Leaf rays change color in depending on the season, but they do not die off during winter. The stats above represent a leaf ray in the spring and summer. The following variations follow the changing seasons.
Fall: A leaf ray turns shades of yellow and red in the fall, and its poison’s purpose shifts to deal Strength damage instead of Dexterity damage.
Winter: A leaf ray in the winter turns a dull range of browns and grays, and its poison deals Constitution damage instead of Dexterity damage. Because of this, few leaf rays are successful in implanting their seeds during this season.

 

Boar

 This ill-tempered beast’s tiny, bloodshot eyes glare angrily above a mouth filled with sharp tusks.

Much more ill-tempered and dangerous than their domesticated kin, boars are omnivorous creatures common to temperate forests, although they are not unknown in tropical climes. Other variants exist as well, such as the particularly ugly warthogs that dwell in tropical plains and savannahs. Boars are often hunted for their flesh, which is considered delicious by most humanoids. Those who hunt boars often do so with a special spear fitted with a cross beam to prevent an impaled boar from pushing forward along the spear shaft to gore its tormentor. The boar’s stubborn nature and habit of eating even bones makes it well suited as a pet for certain folk. Many thieves’ guilds keep boars for the disposal of bodies, while orc tribes let them run loose in their lairs, where they do a relatively good job at keeping these warrens clean of refuse. A boar is four feet long and weighs 200 pounds.

CR 2 XP 600
N
Medium animal
Init +0; Senses low-light vision, scent; Perception +6
DEFENSE
AC
14, touch 10, flat-footed 14 (+4 natural)
hp 18 (2d8+9)
Fort +6, Ref +3, Will +1
Defensive Abilities ferocity
OFFENSE
Speed
40 ft.
Melee gore +4 (1d8+4)
STATISTICS
Str
17, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Skills Perception +6
ECOLOGY
Environment
temperate or tropical forests
Organization solitary, pair, or group (3–8)
Treasure none
 

Giant Toad

Stubby warts dot the skin of this horse-sized brown toad. Its throat bulges and ripples as though about to croak.

Most giant toads live in dryer areas after maturing, returning to the water only to mate and give birth.

CR 2 XP 600
N
Large animal
Init +1; Senses low-light vision, scent; Perception +8
DEFENSE
AC
14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +0
Defensive Abilities poison skin
OFFENSE
Speed
30 ft., swim 15 ft.
Melee bite +5 (1d6+6 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks swallow whole (1d4 bludgeoning, AC 12, 2 hp)
STATISTICS
Str
19, Dex 13, Con 16, Int 1, Wis 8, Cha 6
Base Atk +2; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
Feats Lightning Reflexes, Skill Focus (Perception)
Skills Acrobatics +5 (+9 jump), Perception +8, Stealth +5, Swim +12
Racial Modifiers +4 Acrobatics (+8 jump), +4 Stealth
ECOLOGY
Environment
temperate forests, plains, or swamps
Organization solitary, pair, or knot (3–12)
Treasure none
SPECIAL ABILITIES
Poison Skin (Ex)
Skin—contact; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Wisdom damage; cure 1 save. A creature that strikes a giant toad with an unarmed strike or natural weapon exposes itself to the toad’s poisonous skin.
 

Faerie Dragon

A pair of brightly colored butterfly wings sprouts from the back of this miniature dragon.

Related to pseudodragons, faerie dragons are whimsical, playful pranksters that spend most of their time either relaxing in cool forest glades or engaged in some sort of prank. Although such mischief is usually spontaneous, some faerie dragons have been known to spend months or even years in preparation of one truly spectacular joke. Travelers making their way through lands known to be inhabited by these good-natured—but sometimes annoying—tricksters are advised to keep up their guard lest they face all manner of creative annoyances (horses painted with berry juice, squirrels placed inside bedrolls, and clothing decorating high branches being a few examples). Unlike true dragons, faerie dragons do not grow larger with age, but their scales do change color, starting with red and moving through the rainbow to reach dark violet at old age. Faerie dragons grow in power as spellcasters as they age (typically gaining levels in sorcerer), learning more powerful spells to complement their innate abilities. The spells of faerie dragons tend to focus on tools that can be used to create or enhance pranks, and illusion and enchantment spells are particularly popular. Faerie dragons avoid combat unless there is no other option. If forced to fight, faerie dragons attempt to confound enemies rather than kill them, using both spells and breath weapon to weaken and scatter foes before fleeing. The only exception to this is when a faerie dragon’s clan or allies are in danger. As capricious as these tiny dragons can be, many prove quick to bond with goodly creatures, especially fey and others they find interesting or hilarious—adventurers often fall into this latter camp, particularly those most outraged by a faerie dragon’s tricks. Faerie dragons sometimes ally with spellcasters, serving as curious, occasionally reckless, but always true familiars.

CR 2 XP 600
CG
Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC
18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size)
hp 22 (3d12+3)
Fort +4, Ref +6, Will +5
Immune paralysis, sleep; SR 13
OFFENSE
Speed
10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +4 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)
3/day—greater invisibility (self only)
Spells Known (CL 3rd; concentration +6)
1st (6/day)—grease (DC 14), silent image (DC 14), sleep (DC 14)
0 (at will)—dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close
STATISTICS
Str
9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Acrobatic, Dodge
Skills Acrobatics +8 (+0 when jumping), Bluff +9, Diplomacy +9, Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +17, Use Magic Device +9
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
ECOLOGY
Environment
temperate or warm forests
Organization solitary or clan (2–8)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su)
5-foot cone, euphoria for 1d6 rounds, DC 12 Fortitude negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Spells A faerie dragon casts spells as a 3rd-level sorcerer.
 

Weedwhip

This strange, vibrant plant slowly but dangerously whips about its trio of tendrils with spiked heads.

A weedwhip is an animate plant that rarely attacks unless provoked. Its unpleasant smell (reminiscent of decomposing fish) and tendency to sprout in any passable soil makes it a nuisance to farmers and settlers. Those who don’t know of the weedwhip’s dangers quickly fall prey to this plant once they target it for culling. Farmers have to deal with it in croplands and orchards, groundskeepers find it climbing walls like ivy, druids spot it encroaching on sacred groves, and even cave dwellers find it growing in dung heaps. Animals don’t eat it because of its stench and poison, and fire is a risky way to destroy it because the weed mixes with other plants or wraps around trees or buildings. A mature plant consists of a torso-sized bulb with small, ambulatory roots and three large, lashing vines, each as long as a whip, with blade-like thorns that secrete an irritating toxin. When the weedwhip is blooming, the bulb is crowned with a large flower and its scent is especially strong, often attracting pollinating flies. In rocky areas lacking suitable soil, a weedwhip can root itself in a corpse, leading some adventurers to think it prefers feeding on dead bodies or plants seeds in its kills, but it does so only in extreme circumstances.

CR 2 XP 600
N
Medium plant
Init +7; Senses blindsight 30 ft., low-light vision; Perception +1
Aura stench (DC 12, 1 minute)
DEFENSE
AC
14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +2
Defensive Abilities dig in, poisonous; Immune plant traits
Weaknesses languid whips
OFFENSE
Speed
10 ft.
Melee 3 tentacles +5 (1d4 plus poison)
Space 5 ft.; Reach 15 ft.
Special Attacks poison
STATISTICS
Str
10, Dex 17, Con 12, Int —, Wis 13, Cha 5
Base Atk +2; CMB +2; CMD 15 (27 vs. trip)
Feats Improved Initiative, Weapon Finesse
SQ camouflage
ECOLOGY
Environment
temperate or warm forests
Organization solitary, pair, or patch (3–6)
Treasure incidental
SPECIAL ABILITIES
Camouflage (Ex)
Since a weedwhip looks like a normal plant when at rest, a successful DC 15 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.
Dig In (Ex) A weedwhip can bury its central bulb in earth or sand as a move action, granting it partial cover against all attacks , but preventing it from moving. It can extract itself from the ground as a move action.
Languid Whips (Ex) A weedwhip’s tentacles don’t threaten any squares, and doesn’t make attacks of opportunity.
Poison (Ex) Tentacle—contact; save Fort DC 12; frequency 1/round for 6 rounds; effect nauseated 1 round; cure 2 consecutive saves. The save DC is Constitution-based.
Poisonous (Ex) Any creature that attacks a weedwhip with a natural piercing or slashing weapon is exposed to its poison.
 

Yellow Musk Creeper

Coiling around several human skeletons, this wet green plant’s sickly flowers smoke with a nasty yellow vapor.

The yellow musk creeper is a hideous plant that grows in haunted graveyards, grisly battlefields, and other places where death hangs heavy in the air and thick in the soil. The yellow musk creeper’s method of procreation is singularly frightful—it slays the living, infests them with its seeds and pollen, then animates them as zombies. These zombies serve the plant as a guardian for several days, but when new zombies are created, older ones wander off into the surrounding wild, collapsing and breaking apart within 2d6 days to give seed to a new yellow musk creeper.

CR 2 XP 600
N
Medium plant
Init +2; Senses tremorsense 30 ft.; Perception +0
DEFENSE
AC
14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
Immune plant traits
OFFENSE
Speed
5 ft.
Melee tendril +5 (1d4+4)
Space 5 ft., Reach 10 ft.
Special Attacks create yellow musk zombie, pollen spray
STATISTICS
Str
17, Dex 15, Con 16, Int —, Wis 11, Cha 8
Base Atk +2; CMB +5; CMD 17 (can’t be tripped)
ECOLOGY
Environment
temperate or warm forests and underground
Organization patch (creeper plus 1–6 yellow musk zombies)
Treasure incidental
SPECIAL ABILITIES
Create Yellow Musk Zombie (Su)
As a full-round action, a yellow musk creeper can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen. This attack inflicts 1d4 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates as a yellow musk zombie (see below).
Pollen Spray (Ex) As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. It must make a +4 ranged touch attack to strike the target, who must then succeed on a DC 14 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper’s reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. The save DC is Constitution-based.
HUMAN YELLOW MUSK ZOMBIE
NE
Medium plant
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune plant traits
OFFENSE
Speed
30 ft.
Melee slam +4 (1d6+4)
STATISTICS
Str
17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Special Qualities staggered
ECOLOGY
Environment
any
Organization any
Treasure none
SPECIAL ABILITIES
Plant Traits (Ex)
This zombie’s animation is provided not by necromancy but by the plant that grows throughout its body. Yellow musk zombies lack undead traits, but gain plant traits. They are treated as plants, not undead, for the resolution of magical effects and attacks. Channel energy cannot harm a yellow musk zombie, for example, nor does negative energy heal a yellow musk zombie.
 

Dire Boar

The back of this horse-sized boar rises in a steep slope. Its tiny red eyes are crusted with filth and its bristly flank crawls with flies.

Whereas the boar is ill-tempered and generally unfriendly, the towering daeodon (known as the dire boar to most commoners and hunters) is legitimately hateful and violent. Although omnivorous like its smaller kin, the daeodon prefers to feed on flesh, and its razor-sharp tusks and keen eyesight make it particularly well suited as a predator. While the daeodon is primarily a scavenger, it isn’t averse to attacking smaller creatures it encounters while searching for easier meals, or those who stumble unwittingly into its territory. Particularly brave or skilled orcs are fond of using daeodons as mounts, and orc cavalry mounted on dire boars make for a fearsome force indeed. A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder. It weighs approximately 2,000 pounds.

CR 4 XP 1,200
N
Large animal
Init +4; Senses low-light vision, scent; Perception +12
DEFENSE
AC
15, touch 9, flat-footed 15 (+6 natural, –1 size)
hp 42 (5d8+20)
Fort +7, Ref +4, Will +2
Defensive Abilities ferocity
OFFENSE
Speed
40 ft.
Melee gore +8 (2d6+9)
STATISTICS
Str
23, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +10; CMD 20
Feats Improved Initiative, Skill Focus (Perception), Toughness
Skills Perception +12
ECOLOGY
Environment
temperate or tropical forests
Organization solitary, pair, or herd (3–8)
Treasure none
 

Megaloceros

The massive and majestic elk stands fully the height of a human at its shoulder, and its antlers stretch over ten feet across.

The megaloceros is a powerful and enormous elk, also known as a “great elk” or “king stag.” It stands about 6 feet tall at the shoulder and has antlers spanning up to 12 feet. It weighs 1,400 pounds.

CR 4 XP 1,200
N
Large animal
Init +2; Senses low-light vision, scent; Perception +9
DEFENSE
AC
16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
hp 34 (4d8+16)
Fort +8, Ref +8, Will +3
OFFENSE
Speed
50 ft.
Melee gore +7 (2d6+5), 2 hooves +2 (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (4d6+7)
STATISTICS
Str
20, Dex 15, Con 18, Int 2, Wis 15, Cha 5
Base Atk +3; CMB +9; CMD 21 (25 vs. trip)
Feats Endurance, Lightning Reflexes, Run
Skills Perception +9
ECOLOGY
Environment
cold or temperate forest and plains
Organization solitary, pair, or herd (3–50)
Treasure none
 

Megatherium

The great sloth, standing on its hind legs, can reach the treetops with its agile tongue to grab at foliage.

The megatherium is a massive sloth weighing 10,000 pounds. It can balance on its hind legs and tail, allowing it to reach up to 20 feet high.

CR 5 XP 1,600
N
Huge animal
Init +0; Senses low-light vision, scent; Perception +14
DEFENSE
AC
18, touch 8, flat-footed 18 (+10 natural, –2 size)
hp 59 (7d8+28)
Fort +9, Ref +5, Will +3
OFFENSE
Speed
30 ft., climb 10 ft.
Melee 2 claws +10 (1d8+7 plus trip)
Space 15 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d8+10)
STATISTICS
Str
25, Dex 10, Con 19, Int 2, Wis 13, Cha 6
Base Atk +5; CMB +14; CMD 24 (28 vs. trip)
Feats Awesome Blow, Improved Bull Rush, Power Attack, Skill Focus (Perception)
Skills Climb +15, Perception +14
ECOLOGY
Environment
temperate or warm forest
Organization solitary or pair
Treasure none
 

Tendriculos

This plant’s thick trunk is capped by a crown of wide leaves, whipping vines, mushrooms, and a ravenous purple maw.

A tendriculos is a creature brought into being through a corruption of nature, often where foul magic has seeped into the environs for many years, or where the boundaries between the Material Plane and the mysterious realm of the fey have worn thin. Tales and myths speak of arcane manipulation from other planes, while others speak of a tendriculos as being the manifestation of an angered spirit of nature. A voracious carnivore, the tendriculos is an active hunter when it needs to be but it prefers to rely on ambush tactics, choosing well-traveled areas in the forest where it can lie in wait in the undergrowth. The creature is quick to swallow any prey it happens to catch in its vines, relying upon the acid-filled reservoir in its trunk to finish off prey that may still have a bit of fight left in it. This acid not only consumes organic material with shocking ease, but also contains a powerful paralytic enzyme that further reduces a creature’s chance of escape once it’s been gulped down by the plant. Although incapable of speech itself, the tendriculos generally understands a handful of words in a single language (usually Sylvan). While they tend to see all smaller creatures as nothing more than food, tales exist of certain creatures, particularly fey or druids, having secured a sort of alliance with local tendriculoses. In such cases, the tendriculos is more than willing to serve its ally as a guardian, so long as the ally is diligent at providing the plant with a regular supply of food. The fact that a tendriculos displays a curious mix of plant, fungal, and even animal traits (in the form of its almost fleshy, toothed maw) has long intrigued sages. That the creature is a plant is firmly established, yet it lays egg-like spheres when the need to reproduce strikes. These “eggs” are in fact massive, puff ball-like fungi filled with spores—when jostled, the cloud of spores that is released can carry for miles, ensuring that a single tendriculos can seed a huge territory. A tendriculos is 20 feet tall and weighs 3,500 pounds.

CR 6 XP 2,400
N
Huge plant
Init +3; Senses low-light vision; Perception +7
DEFENSE
AC
19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
hp 76 (9d8+36); regeneration 10 (bludgeoning or fire)
Fort +10, Ref +4, Will +4
Immune acid, plant traits
OFFENSE
Speed
20 ft.
Melee bite +11 (2d6+7 plus grab), 2 tentacles +6 (1d6+3 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks paralysis (3d6 rounds, DC 18), swallow whole (2d6 acid damage plus paralysis, AC 15, 7 hp)
STATISTICS
Str
24, Dex 9, Con 18, Int 3, Wis 8, Cha 3
Base Atk +6; CMB +15 (+19 grapple); CMD 24 (can’t be tripped)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth)
Skills Perception +7, Stealth +1 (+9 in undergrowth)
Racial Modifiers +8 Stealth in undergrowth
Languages Sylvan (cannot speak)
ECOLOGY
Environment
temperate or warm forests
Organization solitary, pair, or grove (3–6)
Treasure standard
 

Hangman Tree

This sinister tree looms above a field strewn with bones. Numerous leafy vines, their tips looped into nooses, hang from its branches.

The hangman tree prefers to lie in wait near remote forest tracks and game trails, waiting for victims to wander by. These carnivorous plants are incredibly patient, and can wait for months in a single location for food to approach. When prey does draw near, the tree’s vines lash like striking snakes. The tree often uses its pull ability to hoist grappled foes 10 to 15 feet in the air so that they are out of reach of allies while they slowly strangle. The tree generally only swallows one foe whole at a time, letting its other captured victims dangle and ripen until it is ready to feed on them. A hangman tree is 30 feet tall and weighs 12,000 pounds.

CR 7 XP 3,200
NE
Huge plant
Init +3; Senses blindsight 60 ft.; Perception +11
DEFENSE
AC
20, touch 7, flat-footed 20 (–1 Dex, +13 natural, –2 size)
hp 84 (8d8+48)
Fort +12, Ref +3, Will +5
Immune plant traits; SR 18
Weaknesses vulnerability to electricity
OFFENSE
Speed
10 ft.
Melee 3 vines +11 (1d6+7 plus grab and pull)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (1d6+7), hallucinatory spores, pull (vine, 5 feet), strangle, swallow whole (2d6+7 bludgeoning damage, AC 16, 8 hp), vines
STATISTICS
Str
25, Dex 8, Con 23, Int 7, Wis 12, Cha 10
Base Atk +6; CMB +15 (+19 grapple); CMD 24
Feats Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Perception +11, Stealth –2
Languages Sylvan
ECOLOGY
Environment
temperate forests
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Hallucinatory Spores (Ex)
Once per day as a standard action, a hangman tree can release a cloud of spores in a 50-foot-radius spread. Creatures in the area must make a DC 20 Will save or believe the hangman tree to be a perfectly ordinary tree— or at worst, a treant or some other friendly tree-like creature. An affected creature becomes passive for 2d6 minutes and refuses to attack the hangman tree during this time. An affected creature can attempt a new Will save each round that the tree attacks an ally—if a hallucinating creature is attacked by the tree, it gains a +4 bonus on its Will save to see through the hallucination. This is a mind-affecting compulsion effect. The save DC is Constitution-based.
Vines (Ex) A hangman tree’s vines are primary attacks that deal bludgeoning damage. When a hangman tree grapples a foe with its vines, the tree does not gain the grappled condition. A hangman tree that uses swallow whole transfers a pinned creature from a vine to inside its trunk.
 

Titan Centipede

A writhing, seemingly endless segmented monstrosity crawls forth, its great mandibles clacking as it spies prey.

The largest of their kind, titan centipedes are thankfully also the rarest. They attack other living creatures fearlessly, and require constant sustenance to nourish their vast bulk. Humanoids are in most danger from titan centipedes when mounted rather than afoot—a good-sized horse makes a much more satisfying meal to the centipede than a few bites of human. Titan centipedes are solitary by nature and because of the demands of their appetite, though when food is plentiful, multiple centipedes sometimes lurk in the same area.

CR 9 XP 6,400
N
Colossal vermin
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC
21, touch 2, flat-footed 21 (+19 natural, –8 size)
hp 135 (10d8+90)
Fort +16, Ref +3, Will +3
Immune mind-affecting effects
OFFENSE
Speed
60 ft., climb 60 ft.
Melee bite +15 (4d6+24 plus poison)
Space 30 ft.; Reach 30 ft.
Special Attacks trample (6d6+24, DC 31)
STATISTICS
Str
43, Dex 11, Con 29, Int —, Wis 10, Cha 2
Base Atk +7; CMB +31; CMD 41 (can’t be tripped)
Skills Climb +24, Perception +4, Stealth –8
Racial Modifiers +4 Perception, +8 Stealth
SQ compression
ECOLOGY
Environment
temperate or warm forests or underground
Organization solitary, pair, or colony (3–6)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.
 

Kapre

Roots and branches twist across this oddly proportioned creature to form knots of muscle. Its eyes burn like embers.

Vehement defenders of the unusual locations of the natural world, kapres have a complicated relationship with the “civilized” races. Formed of dense tree matter, they are as much part of the forest as their botanical brethren. Their intimidating physical size, territorial nature, and unusual approach to friendship often bring them into conflict with local tribes and aggressive explorers. With slender limbs and thick, gnarled torsos, kapres are awkwardly humanoid in appearance, and if not for the soft glow of their eyes they could be mistaken for treants. Exceedingly secretive and wary, kapres prefer to avoid conflict, using their imposing size and confounding auras to intimidate any would-be invaders. Leaning out of huge trees, they blow smoke onto lost explorers, persuading them to flee.

CR 10 XP 9,600
CN
Huge plant
Init +2; Senses darkvision 60 ft., low-light vision; Perception +22
Aura confounding (100 ft., DC 21)
DEFENSE
AC
24, touch 10, flat-footed 22 (+2 Dex, +14 natural, –2 size)
hp 127 (15d8+60)
Fort +12, Ref +9, Will +9
DR 10/slashing; Immune plant traits
OFFENSE
Speed
50 ft., climb 30 ft.
Melee 2 slams +17 (2d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks blow smoke
Spell-Like Abilities (CL 14th; concentration +18)
Constant—speak with plants
At will—invisibility
STATISTICS
Str
26, Dex 15, Con 17, Int 12, Wis 15, Cha 18
Base Atk +11; CMB +21; CMD 33
Feats Alertness, Combat Reflexes, Diehard, Endurance, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Climb +20, Disable Device +11, Perception +22, Sense Motive +9, Stealth +18, Survival +9
Racial Modifiers +8 Perception, +8 Stealth
Languages Common; speak with plants
SQ tree meld
ECOLOGY
Environment
warm or temperate forests
Organization solitary
Treasure none
SPECIAL ABILITIES
Blow Smoke (Su)
Smoke constantly drifts from a kapre’s mouth, and as a standard action it can exhale a 30-foot cone of smoke. Any creature in the area must succeed at a DC 20 Fortitude save or be nauseated for 1 round. This is a poison effect, and the save DC is Constitution-based.
Confounding Aura (Su) A magical aura surrounds a kapre, confusing and distracting its foes. Within a kapre’s aura, the DC of all Survival checks is increased by 15, and creatures trained in Survival are no longer able to automatically determine true north. On top of this, any creature within a kapre’s aura must succeed at a DC 21 Will saving throw when it enters the area or take a –4 penalty on concentration checks, initiative checks, and skill checks. A kapre can suppress this aura at will.
Tree Meld (Su) A kapre can meld with any tree, similar to how the spell meld with stone functions. It can remain melded with a tree as long as it wishes.
 

Viper Vine

Large tendrils ending in tiny claws unfurl from the central stalk of this plant, which rises like a serpent ready to strike.

A voracious, flesh-eating carnivore, the viper vine has a single enormous bloom arising from a thick, leafy tangle of snake-like vines. When the plant senses the approach of suitable prey through its sensitive, shallowly buried root system, it rises up like an agitated snake and unfurls its brightly colored bloom, an act that releases a cloud of mind-numbing pollen. While stories speaking of the plant’s ability to lure prey into its clutches by virtue of its swaying motion persist, this effect is in fact created by this invisible, odorless pollen cloud. Since viper vines gain nourishment through the consumption of creatures rather than through moisture and soil, they have developed rudimentary locomotion and are able to drag themselves along the ground with their tentacle-like root system. They even possess a form of rudimentary sentience, allowing them to not only discern differences in prey and make limited tactical decisions, but also to avoid creatures that are particularly large or dangerous looking. The area around the hunting grounds of these predators is often strewn with the remains of victims, and it is not unusual to find the rotting corpses of wild animals, ill-fated adventurers, and even giants in their immediate vicinity, along with a scattering of incidental treasure left behind by the plant’s victims.

CR 13 XP 25,600
N
Large plant
Init +8; Senses low-light vision, tremorsense 60 ft.; Perception +13
DEFENSE
AC
27, touch 14, flat-footed 22 (+4 Dex, +1 dodge, +13 natural, –1 size)
hp 190 (20d8+100)
Fort +16, Ref +12, Will +6
Immune acid, plant traits
Weaknesses cold lethargy
OFFENSE
Speed
10 ft.
Melee bite +23 (2d6+8/19–20 plus 3d6 acid), 4 tentacles +21 (1d6+4 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
Special Attacks captivating cloud, constrict (1d6+8)
STATISTICS
Str
26, Dex 19, Con 19, Int 1, Wis 10, Cha 6
Base Atk +15; CMB +24 (+28 grapple); CMD 39 (can’t be tripped)
Feats Combat Reflexes, Dodge, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus (bite), Weapon Focus (tentacle)
Skills Perception +13, Stealth +13
ECOLOGY
Environment
temperate or warm forests or swamps
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Captivating Cloud (Su)
Once per day as a swift action, a viper vine can emit a transparent cloud of pollen in a 60-foot spread that has the power to lull the minds of those that smell it. Once activated, the cloud persists for 5 rounds unless dispersed by moderate or stronger wind. All creatures in the cloud must succeed on a DC 24 Will saving throw each round or become captivated. Once a creature becomes captivated, it takes no actions save to approach the viper vine via the most direct route possible. If this path leads it into a dangerous area, such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. A victim that is attacked by the viper vine gets a new saving throw as a free action during each of the vine’s attacks to overcome the effect. This is a mind-affecting effect. The save DC is Constitution-based.
Cold Lethargy (Ex) Exposure to any cold effect slows a viper vine (as a slow spell) for 1d4 rounds.
 

Bodythief

This immense plant has jaws inside its central flower and vines that thresh the air. Its ovular seedpods throb like beating hearts.

Plants of frightfully advanced intellect, bodythieves cannot abide the irrationalities of other intelligent life, particularly emotions. They seek to create a world of perfect order by replacing other life forms with nearly perfect duplicates spawned by the bodythief itself. Indeed, these duplicates improve on the originals, as they can communicate telepathically with the bodythief, and they lack wasteful emotions. Individual bodythieves vary as to their specific plans for building a perfect society of duplicates. A common, though recognized, flaw in their plans is the infertility of their duplicates. To maintain a stable society, the bodythieves must capture creatures to replace the inevitable loss of healthy duplicates. Bodythieves are nearly immobile, though they can drag themselves along with their vines in extremis. When they must move large distances, they enlist the aid of their spawn.

CR 14 XP 38,400
LE
Gargantuan plant
Init –1; Senses low-light vision; Perception +30
DEFENSE
AC
26, touch 1, flat-footed 25 (–5 Dex, +25 natural, –4 size)
hp 230 (20d8+140)
Fort +19, Ref +1, Will +11
Defensive Abilities vexing vines; Immune plant traits, sonic; Resist cold 20
OFFENSE
Speed
5 ft.
Melee bite +23 (2d8+12 plus grab), 4 tentacles +21 (1d8+6 plus grab)
Space 20 ft.; Reach 20 ft. (40 ft. with tentacles)
Special Attacks breath weapon (80-ft. line, 12d6 acid damage, Reflex DC 27 half, usable every 1d4 rounds), swallow whole (4d6 acid damage plus absorb essence; AC 22, 23 hp), transfer
STATISTICS
Str
34, Dex 1, Con 25, Int 21, Wis 16, Cha 14
Base Atk +15; CMB +31 (+35 disarm, +35 grapple, +33 trip); CMD 38 (40 vs. disarm, can’t be tripped)
Feats Alertness, Combat Expertise, Greater Disarm, Improved Disarm, Improved Initiative, Improved Iron Will, Improved Trip, Iron Will, Multiattack, Skill Focus (Knowledge [nature])
Skills Disguise +27, Knowledge (geography, history, local, nobility) +20, Knowledge (nature) +31, Perception +30, Sense Motive +27
Racial Modifiers +5 Disguise
Languages Common, Dwarven, Elven, Orc, Sylvan (can’t speak any language); telepathy 1,000 ft. (with spawn only)
SQ spawn pod creature
ECOLOGY
Environment
temperate or warm forests
Organization solitary
Treasure double standard
SPECIAL ABILITIES
Absorb Essence (Su)
Creatures in a bodythief’s stomach gain 4 negative levels (Fortitude DC 27 half) each round at the start of the bodythief’s turn. A check to remove a negative level gained in this way is also DC 27. If the creature dies from the negative levels, its body disintegrates and the bodythief absorbs its life essence. This is a death effect.
Spawn Pod Creature (Su) Once a bodythief has absorbed the life essence of a Large or smaller creature, it can begin growing a duplicate of that creature as a free action. Growing a Tiny or smaller duplicate takes 1 round, a Small duplicate 3 rounds, a Medium duplicate 5 rounds, and a Large duplicate 10 rounds. Duplicates are identical to the creature whose life essence has been devoured, but they gain the pod creature template. They closely resemble the original creature and retain all its memories. The newly created spawn has none of the original creature’s equipment, though the bodythief can vomit forth any surviving swallowed gear as a move action. As the duplicate hatches, the bodythief makes a Disguise check to determine the resemblance to the original. The duplicate must be grown within 24 hours of the original’s digestion, or its essence and memories dissipate. Only a single duplicate can made of any given creature.
Transfer (Ex) A bodythief can transfer a creature grappled with a tentacle to its mouth with a move action and a successful grapple combat maneuver check.
Vexing Vines (Ex) Each of the bodythief’s tentacle vines plus its bite attack can deliver its own attack of opportunity, giving the bodythief five attacks of opportunity per round. It cannot deliver attacks of opportunity with a portion of its body being used to grapple. The bodythief can give up an attack of opportunity with a tentacle to deflect a missile as though it had the Deflect Arrows feat.
POD-SPAWNED GUARD CAPTAIN
Human fighter 9
LE Medium plant (augmented humanoid)
Init +5; Senses low-light vision; Perception +3
DEFENSE
AC
20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 90 (9d10+36)
Fort +8, Ref +4, Will +4 (+2 vs. fear)
Defensive Abilities bravery +2; Immune plant traits
OFFENSE
Speed
30 ft.
Melee +2 longsword +19/+14 (1d8+10/17–20)
Ranged mwk light crossbow +12 (1d8+1/19–20/×2)
Special Attacks weapon training (heavy blades +2, crossbows +1)
STATISTICS
Str
19, Dex 13, Con 14, Int 10, Wis 12, Cha 4
Base Atk +9; CMB +13; CMD 24
Feats Alertness, Cleave, Great Cleave, Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Initiative, Power Attack, Toughness, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Climb +13, Perception +3, Ride +10, Sense Motive +3, Swim +13
Languages Common
SQ armor training 2, mimic
ECOLOGY
Environment
any
Organization any
Treasure NPC gear (+1 breastplate, heavy steel shield, +2 longsword, mwk light crossbow with 20 bolts, other treasure)
SPECIAL ABILITIES
Mimic (Ex)
This creature retains all the knowledge of its original. It can impersonate the original perfectly except for its lack of emotion. This emotionlessness can be detected with a successful DC 20 Sense Motive check. A creature familiar with the original gains a +5 circumstance bonus on this check. If the pod spawned creature feigns sincere emotion, the Sense Motive check is opposed by its Bluff check instead. Pod spawned creatures resemble the original down to hair and blood. Noticing small physical imperfections requires a successful Perception check with a DC determined by the spawning bodythief’s Disguise check, made when the pod hatches.
CREATING A POD SPAWNED CREATURE
 
 

Jubjub Bird

This enormous bird has a lizardlike tail and bright purple feathers on its back and wings; the rest of its body is bare and scaly.

The jubjub bird is a rare and dangerous bird that resembles a giant dodo bird, but with long, muscular legs and wings that provide functional, if awkward, flight. When attacked with magic, a jubjub bird’s plumage shifts randomly in hue and pattern with each spell hurled against it. Like the bandersnatch and other legendary creatures such as the jabberwock, the jubjub bird originally hails from the primal world of the fey. It has the dubious honor of being the least powerful and least intelligent of these creatures, which are known collectively as the “Tane,” yet one should never assume that the jubjub bird is a pushover—its penchant for snapping off heads with its razor-sharp beak can quickly put such ideas to rest. Powerful fey sometimes keep jubjub birds as guardians, and there are even reports of giants (particularly powerful tribes of jungle giants) using them as mounts. Such avian allies must be carefully trained, for few giants and fey are able to comfortably exist alongside a creature so prone to uttering such stunning shrieks so often. Jubjub birds stand about 20 feet tall and weigh roughly 6,000 pounds.

CR 15 XP 51,200
N
Huge magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +24
DEFENSE
AC
31, touch 11, flat-footed 28 (+2 Dex, +1 dodge, +20 natural, –2 size)
hp 230 (20d10+120); fast healing 10
Fort +18, Ref +14, Will +11
Defensive Abilities adaptive defense; Immune acid; SR 26
OFFENSE
Speed
50 ft., fly 20 ft. (poor)
Melee bite +31 (3d6+19/19–20/×3 plus grab), 2 talons +31 (1d8+13)
Space 15 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks deadly bite, shriek, swallow whole (3d6+19 bludgeoning plus 2d6 acid damage, AC 20, 23 hp)
STATISTICS
Str
37, Dex 15, Con 22, Int 2, Wis 16, Cha 13
Base Atk +20; CMB +35 (+39 grapple); CMD 48
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Improved Critical (bite), Iron Will, Mobility, Power Attack, Run, Spring Attack
Skills Acrobatics +14 (+22 when jumping), Fly +7, Perception +24
Racial Modifiers +12 Acrobatics, +8 Perception
SQ planar acclimation
ECOLOGY
Environment
temperate or warm forests
Organization solitary or pair
Treasure incidental
SPECIAL ABILITIES
Adaptive Defense (Su)
When first encountered, a jubjub bird has no energy resistance. When damaged by an attack that causes cold, electricity, fire, or sonic damage, it gains resistance 30 to that energy type until the end of its next turn. If an attack causes more than one type of energy damage, the jubjub bird gains resistance 30 to all types of energy damage dealt.
Deadly Bite (Ex) A jubjub bird applies 1-1/2 times its Strength modifier to damage dealt by its bite attack. A successful critical hit decapitates and instantly slays a Large or smaller victim (DC 33 Fortitude negates decapitation; creatures without a head are immune to this effect) and deals triple normal damage regardless of the decapitation result. The save DC is Strength-based.
Planar Acclimation (Ex) A jubjub bird is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Shriek (Ex) Once every 1d6 rounds as a standard action, a jubjub bird can voice a piercing screech. All creatures (other than jubjub birds) within a 60-foot-radius spread must succeed at a DC 26 Fortitude save or be stunned for 1d4 rounds. This is a sonic effect. The save DC is Constitution-based.