Baboon
A hairy, stout animal with opposable thumbs, this creature has a pronounced muzzle and bright red buttocks.
Baboons are known for their aggressive nature and distinctive build, including a canine-like maw filled with sharp teeth, strong jaw muscles, a short tail, and prominent calluses on their brightly colored and protruding buttocks. Though they are primarily vegetarians, baboons are known to eat fish, insects, shellfish, and other small creatures. Ferociously territorial, baboons are quick to rise and defend their homes from any sort of intruders. A baboon is 3 feet tall and weighs 70 pounds.
N Small
Init +2; Senses ; Perception +1
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee bite +3 (1d4+1)
STATISTICS
Str 12, Dex 15, Con 12, Int 2, Wis 12, Cha 5
Base Atk +0; +0; CMD 12
Feats Weapon Finesse
Skills Acrobatics +10, Climb +5
Racial Modifiers +4 Acrobatics, +4 Climb
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or mission (3–6)
Treasure none
Monkey Goblin
This creature has the wide head and toothy mouth of a goblin, dappled green skin, simian hands and feet, and a rat-like tail.
Monkey goblins are an offshoot of the goblin race that has eagerly adapted to life in the high, leafy canopies of tropical forests. Equipped with rat-like prehensile tails, monkey goblins are as at home in the trees as they are on the ground. Monkey goblins lead savage lives, and many take levels in the barbarian class, though fighters and rogues are also common among the race. While spellcasting classes are almost unheard of among them, monkey goblin clerics in the service of dark gods are given a level of respect by other monkey goblins that borders on fear.
Monkey goblin barbarian 1
NE Small (goblinoid)
Init +4; Senses ; Perception +4
DEFENSE
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 13 (1d12+1)
Fort +3, Ref +4, Will +0; +2 vs. fear
OFFENSE
Speed 30 ft., 30 ft.
Melee kukri +4 (1d3+2/18–20)
Ranged shortbow +6 (1d4/×3) or net +6 (entangle)
Special Attacks rage (5 rounds/day)
STATISTICS
Str 15, Dex 18, Con 13, Int 10, Wis 10, Cha 6
Base Atk +1; +2; CMD 16
Feats Exotic Weapon Proficiency (net)
Skills Acrobatics +10, Climb +14, Perception +4, Stealth +11, Survival +4
Racial Modifiers +2 Acrobatics, +2 Stealth
Languages Goblin
SQ fast movement, prehensile tail
Environment warm forests
Organization solitary, raiding party (4–9), warband (10–16), or tribe (17+ plus 100% noncombatants; 1 tribal scout of 3rd level per 20 adults, 1 or 2 war chiefs of 4th or 5th level, and 1 chieftain of 6th–8th level)
Treasure NPC gear (leather armor, kukri, net, shortbow with 10 arrows, other treasure)
SPECIAL ABILITIES
Prehensile Tail (Ex) All monkey goblins 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 objects stowed on their persons as a swift action.
Giant Centipede
This lengthy, segmented horror writhes and twists, pulsing its venomous mandibles in search of prey.
Giant centipedes attack nearly any living creatures with their poisonous jaws. These creatures adapt to many environments and feed voraciously on the local fauna, including humanoids. The coloration of giant centipedes mirrors that of normal centipedes and spans the spectrum, ranging from dull hues to bright reds and fiery oranges. Other species of giant centipedes exist as well, some smaller but most quite a bit larger. You can adjust the stats given here by changing Hit Dice and size (changing Strength, Dexterity, and Constitution as appropriate) to represent a wide range of giant centipede species. The following table lists the most common variants.
Centipede Species | CR | Size | HD |
---|---|---|---|
House Centipede | 1/8 | Tiny | 1 |
Sewer Centipede | 1/4 | Small | 1 |
Giant Centipede | 1/2 | Medium | 1 |
Hissing Centipede | 1 | Large | 2 |
Giant Whiptail Centipede | 2 | Huge | 4 |
Great Forest Centipede | 6 | Gargantuan | 7 |
Titan Centipede | 9 | Colossal | 10 |
N Medium
Init +2; Senses 60 ft.; Perception +4
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
mind-affecting effects
OFFENSE
Speed 40 ft., 40 ft.
Melee bite +2 (1d6–1 plus poison)
Special Attacks poison
STATISTICS
Str 9, Dex 15, Con 12, Int —, Wis 10, Cha 2
Base Atk +0; –1; CMD 11 (can’t be tripped)
Feats Weapon Finesse
Skills Climb +10, Perception +4, Stealth +10
Racial Modifiers +4 Perception, +8 Stealth
ECOLOGY
Environment temperate or warm forest or underground
Organization solitary, pair, or colony (3–6)
Treasure none
SPECIAL ABILITIES
Poison (EX) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Horn Caterpillar
This monstrous caterpillar’s dark-scarlet bristles drip with thick, dangerous-looking venom.
Unlike normal caterpillars, voracious giant horn caterpillars don’t pupate into butterflies. Instead, they remain in their worm-like forms for their entire life cycle, growing between each molt until they eventually reach the size of large dogs. Horn caterpillars feed on the hooves and horns of dead ungulates, which they usually scavenge from corpses. Their sharp mandibles allow them to effortlessly shear through tendon and bone.
N Small
Init +1; Senses 60 ft.; Perception +0
DEFENSE
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 16 (3d8+3)
Fort +4, Ref +2, Will +1
Defensive Abilities bristles; mind-affecting effects
OFFENSE
Speed 30 ft., 30 ft.
Melee bite +5 (1d6+2), bristles +0 (1d4+1 plus poison)
Special Attacks poison, (+4 ranged, DC 12, 3 hp)
STATISTICS
Str 14, Dex 13, Con 13, Int —, Wis 11, Cha 2
Base Atk +2; +3; CMD 14 (can’t be tripped)
Skills Climb +10
SQ
ECOLOGY
Environment temperate or warm forests
Organization solitary, pair, or clutch (3–12)
Treasure none
SPECIAL ABILITIES
Bristles (Ex) A creature that attacks a caterpillar with a natural attack or non-reach melee weapon must succeed at a DC 12 Reflex save or take damage as if the caterpillar had struck the creature with its bristles. The save DC is Dexterity-based.
Poison (Ex) Bristles—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d4 Strength; cure 1 save.
Constrictor Snake
This large snake has a thick, muscular body and dull green scales decorated with dirty brown stripes.
Be they jungle-dwelling pythons or swampdwelling boas like the anaconda, constrictor snakes are among the most deadly predatory animals of the tropical wilds. Fortunately, these large snakes are relatively passive, save for when they are preparing to shed their skins or are particularly hungry. Nevertheless, the sinuous creatures are held in fear by many societies who often ascribe fiendish qualities to them. The constrictor snake presented here is a relatively small one. You can create stats for a larger maneater like an anaconda by applying the advanced and giant simple templates, or by advancing the stats above to a 7 HD Large snake (CR 5), or even a 14 HD Huge snake (CR 10).
N Medium
Init +3; Senses ; Perception +12
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 19 (3d8+6)
Fort +4, Ref +6, Will +2
OFFENSE
Speed 20 ft., 20 ft., 20 ft.
Melee bite +5 (1d4+4 plus )
Special Attacks (1d4+4)
STATISTICS
Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2
Base Atk +2; +5 (+9 grapple); CMD 18 (can’t be tripped)
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11
Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics
ECOLOGY
Environment warm forests, swamps, and fresh water
Organization solitary or nest (2–6)
Treasure none
Leopard
With each graceful step, this leopard’s steely muscles ripple beneath its spotted fur.
Leopards are 4 feet long and weigh 120 pounds. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions—what differentiates these big cats from the similarly sized cheetah is primarily their habitats—leopards and their kin prefer to hunt at night and ambush their prey from above, pouncing down from trees or high rocks. Leopards eat almost any animal they can run down and catch, preferring Small prey but capable of downing Large herbivores or surviving on rodents, birds, and insects. Healthy leopards are generally not aggressive toward humanoids, and if they aren’t hungry and don’t feel threatened, it is possible to approach closely without a hostile reaction. Yet a leopard that settles in an area bordered by humanoid civilization can easily and swiftly become a dangerous predator.
N Medium
Init +4; Senses , scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2
OFFENSE
Speed 30 ft., 20 ft.
Melee bite +6 (1d6+3 plus ), 2 claws +6 (1d3+3)
Special Attacks , (2 claws +6, 1d3+3)
STATISTICS
Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6
Base Atk +2; +5 (+9 grapple); CMD 19 (23 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth)
Racial Modifiers +4 on Stealth in undergrowth
ECOLOGY
Environment any forest
Organization solitary or pair
Treasure none
Monkey Swarm
Screeches and bestial calls precede this pack of monkeys, each primate propelling itself forward on calloused knuckles.
Monkeys sometimes travel in huge colonies of hundreds of individuals. In such quantities, these primates can become quite dangerous, capable of overwhelming many foes by their sheer numbers. Unlike most swarms, monkey swarms work well together. A swarm of monkeys does not possess a true hive mind, but it is capable of working in tandem with other swarms to make basic tactical decisions in combat.
N Tiny ()
Init +7; Senses ; Perception +5
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 22 (3d8+9)
Fort +6, Ref +8, Will +2
Defensive Abilities half damage from weapons,
OFFENSE
Speed 30 ft., 20 ft.
Melee (2d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks (DC 14)
STATISTICS
Str 7, Dex 16, Con 17, Int 2, Wis 12, Cha 11
Base Atk +2; —; CMD —
Feats Improved Initiative, Lightning Reflexes
Skills Acrobatics +11, Climb +10, Perception +5
Racial Modifiers +4 Acrobatics
SQ coordinated swarm
ECOLOGY
Environment warm forests
Organization solitary, pair, mission (3–6 swarms), or tribe (7–12 swarms plus 1–4 gorillas)
Treasure none
SPECIAL ABILITIES
Coordinated Swarm (Ex) A monkey swarm coordinates its attacks more than a typical swarm, and deals swarm damage one step higher than a swarm of its HD would normally cause.
Velociraptor
This small, sleek dinosaur has vicious, snapping jaws and feet that end in large talons for gutting prey.
A smaller cousin of the deinonychus, the velociraptor is a swift, cunning pack hunter. It has no fear of Medium or even Large creatures. Its leaping charge attack grants it a significant advantage against foes in thick underbrush. A velociraptor is around 1-1/2 feet tall and 7 feet long, and weighs 35 pounds.
N Small
Init +7; Senses , ; Perception +10
DEFENSE
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +3
Defensive Abilities evasion
OFFENSE
Speed 60 ft.
Melee bite +6 (1d4+1), 2 talons +6 (1d6+1/19–20)
Special Attacks leaping charge
STATISTICS
Str 13, Dex 17, Con 17, Int 2, Wis 14, Cha 14
Base Atk +2; +2; CMD 15
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +11 (+23 when jumping), Perception +10, Stealth +15
Racial Modifiers +4 Acrobatics (+16 when jumping), +4 Perception, +4 Stealth
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or pack (3–12)
Treasure none
SPECIAL ABILITIES
Leaping Charge (Ex) A velociraptor can jump while charging, allowing it to ignore difficult terrain when it charges. When a velociraptor makes a charge in this way, it deals double damage with its talons.
Xiao
This snarling blue-white monkey flies through the air on a pair of birdlike wings.
These colorful winged monkeys sport tawny fur coats ranging from blue-white to slate grey or even black, and some individuals have much lighter white or ivory areas around their faces and shoulders. Their wings tend to be brightly feathered. Their faces, feet, and hands are always hairless, and they groom the hair surrounding their faces outward, giving them a tattered, bearded appearance. Xiaos have bodies about 15 inches long with equally long tails and a wingspan of about three feet. A few individuals have two pairs of wings; this trait grants them perfect maneuverability, but they are otherwise statistically identical to their two-winged kin. Xiaos are omnivores, eating fruit, nuts, insects, small mammals, crabs, and fish. Given enough time, rather than devouring their food raw, xiaos create elaborate dishes of their favorite foods and cook these dishes over small fires, which they light with their spark spell-like ability. Xiaos also enjoy trying new and exotic foods prepared by humanoid creatures, especially foods made with flour and sugar. Most xiaos are very adventurous eaters, though they tend not to like the taste of beef and lamb. Xiaos build nests high up in the canopy of wild places or thick forests, and often cluster their nests together in groups of trees. They welcome small villages of friendly humanoids within their territories, as such creatures are a ready source of useful objects and new forms of interesting food. Xiao troops often raid nearby civilized communities for small amounts of salt and sugar, or prepared foods for single meals, but do not otherwise cause much mischief unless provoked. Larger or hostile communities that persecute or hunt xiaos often suffer from numerous unexpected fires and destructive forms of larceny and sabotage. Xiaos have excellent memories and hold grudges against those who abuse them. While xiaos have very few natural enemies, they flee from derhii on sight. The enormous winged gorillas are very territorial and consider xiaos to be pests. They do not hesitate to kill, skin, and eat xiaos, and can eliminate a thriving xiao community in a matter of hours. Xiaos are born from eggs slightly larger than a chicken egg. These eggs are covered with bluish leathery skin, and are usually laid singly or, infrequently, in pairs. A juvenile xiao begins flying within 6 weeks of hatching, and hangs from the fur on its mother’s chest until that time. Those born in captivity latch on to suitably friendly and patient humanoids as surrogate mothers during development. While a xiao raised in captivity takes to flying later than those born in the wild, it otherwise develops normally, though it is likely to have less fear of strange humans than its wild kin. A spellcaster with the Improved Familiar feat and an arcane caster level of 7th or higher can select a xiao as her familiar.
CN Tiny
Init +3; Senses 60 ft., , ; Perception +4
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 22 (3d10+6)
Fort +5, Ref +6, Will +1
OFFENSE
Speed 30 ft., 30 ft. (good)
Melee bite +8 (1d4–3), 2 slams +8 (1d3–3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sneak attack +1d6
(CL 3rd; concentration +3)
3/day—burning hands (DC 12), spark
STATISTICS
Str 4, Dex 16, Con 14, Int 7, Wis 11, Cha 13
Base Atk +3; +4; CMD 11
Feats Stealthy, Weapon Finesse
Skills Acrobatics +11, Disable Device +8, Escape Artist +5, Fly +11, Perception +4, Sleight of Hand +8, Stealth +13
Racial Modifiers +8 Acrobatics, +4 Disable Device, +4 Sleight of Hand
Languages Common (can’t speak)
ECOLOGY
Environment warm mountains or forests
Organization individuals, troupe (3–12), flock (13–30)
Treasure Incidental (thieves’ tools, shiny trinkets, small pieces of jewelry that catch a xiao’s eye)
Gorilla
Large, deep-set eyes peer from beneath this great ape’s thick brow as it lumbers forward on its legs and knuckles.
An adult male ape is 8 feet tall and can weigh as much as 400 pounds. While generally shy and peaceful creatures when left to their own business, gorillas are territorial and become highly aggressive when provoked. This stat block can generally be used for any of the larger types of primates, such as gorillas—for smaller apes like orangutans and chimpanzees, apply the young simple template. Even smaller primates should use the stats for monkeys. Gorillas typically make a large show of force before actually attacking, thumping their chests with their palms, stamping their feet, and roaring loudly. Any opponents who refuse to flee after this display are attacked. Troops of apes fight together in a frenzy, tearing opponents to pieces with their hands and teeth.
N Large
Init +2; Senses , scent; Perception +8
DEFENSE
AC 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, –1 size)
hp 19 (3d8+6)
Fort +7, Ref +5, Will +2
OFFENSE
Speed 30 ft., 30 ft.
Melee 2 slams +3 (1d6+2)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Base Atk +2; +5; CMD 17
Feats Great Fortitude, Skill Focus (Perception)
Skills Acrobatics +6, Climb +14, Perception +8
ECOLOGY
Environment warm forests
Organization solitary, pair, or troop (3–12)
Treasure none
Dire Ape
Sharp teeth fill this large, feral ape’s mouth, and its long, muscular arms stretch to the ground, ending in wickedly curved claws.
Known to many scholars as the gigantopithecus, the dire ape is a much more dangerous and bestial creature than the relatively peaceful gorilla. An adult male dire ape stands 9 feet tall and weighs 1,200 pounds. The dire ape attacks anything that intrudes on its territory, including other dire apes not of its troop, and does not break off the attack until the trespasser is dead or runs off. A dire ape makes no displays of toughness or warnings before it attacks— it simply leaps into action with little or no provocation, tearing at its opponents with claws and teeth. If a dire ape is stymied by a heavily armored foe, it attempts to grapple its foe, pin it to the ground, and rend it.
CR 3 XP 800
N Large
Init +2; Senses , scent; Perception +8
DEFENSE
AC 15, touch 11, flat-footed 13; (+2 Dex, +4 natural, –1 size)
hp 30 (4d8+12)
Fort +7, Ref +6, Will +4
OFFENSE
Speed 30 ft., 30 ft.
Melee bite +6 (1d6+4), 2 claws +6 (1d4+4)
Space 10 ft.; Reach 10 ft.
Special Attacks (2 claws, 1d4+6)
STATISTICS
Str 19, Dex 15, Con 16, Int 2, Wis 12, Cha 7
Base Atk +3; +8; CMD 20
Feats Iron Will, Skill Focus (Perception)
Skills Acrobatics +6, Climb +16, Perception +8, Stealth +2
ECOLOGY
Environment warm forests
Organization solitary, pair, or troop (3–6)
Treasure incidental
Deinonychus
This brightly colored dinosaur exudes a dangerous ferocity. Each foot is armed with a large, sickle-shaped claw.
As swift and agile as it is deadly, the deinonychus is a pack hunter, running with several of its kind to take down prey and rip it apart with their gutting talons. You can apply the young simple template to create statistics for smaller, more agile velociraptors. Conversely, you can either increase the deinonychus to Large size and its Hit Dice to 8 or simply apply the giant and advanced simple templates to create a formidable megaraptor.
N Medium
Init +6; Senses , ; Perception +14
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 34 (4d8+16)
Fort +8, Ref +6, Will +2
OFFENSE
Speed 60 ft.
Melee 2 talons +5 (1d8+2), bite +5 (1d6+2), foreclaws +0 (1d4+1)
Special Attacks
STATISTICS
Str 15, Dex 15, Con 19, Int 2, Wis 12, Cha 14
Base Atk +3; +5; CMD 17
Feats Improved Initiative, Run
Skills Acrobatics +10 (+22 jump), Perception +14, Stealth +15
Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth
ECOLOGY
Environment warm forests
Organization solitary, pair, or pack (3–12)
Treasure none
Dimetrodon
The massive sail on the back of this squat reptilian creature flexes and twitches as the beast stalks forward.
A dimetrodon is a quadrupedal reptile similar in shape to a crocodile, but with a blunter snout filled with jagged, sharp teeth. Its most distinguishing feature is the massive sail that runs the length of its back. By extending or contracting the fin, the cold-blooded reptile can control its body temperature with ease. While they are not technically dinosaurs, dimetrodons are still often found dwelling in regions inhabited by such creatures. A fully grown adult dimetrodon can reach a length of up to 15 feet and weigh upward of 2,000 pounds.
N Large
Init +6; Senses , ; Perception +6
DEFENSE
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 34 (4d8+16)
Fort +8, Ref +6, Will +2
OFFENSE
Speed 30 ft.
Melee bite +8 (1d8+7/19–20)
Space 10 ft.; Reach 5 ft.
Special Attacks tearing bite
STATISTICS
Str 20, Dex 15, Con 18, Int 1, Wis 12, Cha 3
Base Atk +3; +9; CMD 21 (25 vs. trip)
Feats Improved Initiative, Weapon Focus (bite)
Skills Perception +6, Stealth +3
ECOLOGY
Environment warm forests
Organization solitary, pair, or pack (3–12)
Treasure none
SPECIAL ABILITIES
Tearing Bite (Ex) A dimetrodon’s jaws are filled with razor-sharp teeth of two different sizes. This gives the creature a threat range of 19–20 with its bite attack.
Giant Chameleon Lizard
Nearly invisible in its surroundings, this scaly lizard’s eyes dart about independently of each other.
These large lizards have the ability to shift the pigments in their skin to match their surroundings. A giant chameleon is typically 11 feet long and weighs 160 pounds.
N Large
Init +6; Senses ; Perception +4
DEFENSE
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 34 (4d8+16)
Fort +8, Ref +6, Will +1
OFFENSE
Speed 40 ft., 40 ft.
Melee bite +5 (2d6+4) or tongue +5 touch ()
Space 10 ft.; Reach 10 ft. (15 ft. with tongue)
Special Attacks tongue, (tongue, 5 ft.)
STATISTICS
Str 16, Dex 15, Con 18, Int 2, Wis 11, Cha 7
Base Atk +3; +7 (+11 grapple); CMD 19 (23 vs. trip)
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +15, Perception +4, Stealth +18 (+28 when still)
Racial Modifiers +12 Stealth (+22 when still)
ECOLOGY
Environment warm forests and mountains
Organization solitary, pair, or blend (3–6)
Treasure none
SPECIAL ABILITIES
Tongue (Ex) A giant chameleon can grab a foe with its tongue and draw the victim to its mouth. This tongue attack has a reach of 15 feet. The attack does no damage, but allows the creature to grab. A giant chameleon does not gain the grappled condition while using its tongue in this manner.
Giant Termite
This pony-sized insect has long black mandibles and a banded abdomen of white.
Giant termites are social, burrowing insects that create immense earthen mounds the size of cathedrals to house their large colonies. The colony splits into small groups to take on various tasks, like hunting food or collecting dirt and clay to expand the colony’s mound. They are destructive pests, consuming plant matter and destroying wooden structures, but they consume meat as well if creatures interfere with their cycle of demolition and construction. Termites also use their acid to render animals into glue to reinforce the mound.
N Medium
Init +0; Senses 60 ft., , 60 ft.; Perception +1
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 32 (5d8+10)
Fort +6, Ref +1, Will +2
disease, mind-affecting effects; acid 5
OFFENSE
Speed 30 ft., 20 ft.
Melee bite +6 (1d8+4 plus 1d6 acid)
Special Attacks gnaw, swarming
STATISTICS
Str 17, Dex 11, Con 14, Int —, Wis 12, Cha 7
Base Atk +3; +6; CMD 16
ECOLOGY
Environment warm forests, plains, or underground
Organization solitary, pair, nest (3–9), or colony (10–60)
Treasure none
SPECIAL ABILITIES
Gnaw (Ex) Giant termites can burrow through earth and wood but not stone or metal. Their natural attacks and acid ignore hardness of 5 or less.
Swarming (Ex) Two giant termites can share the same space without penalty, and if both attack the same creature they are considered to be flanking that foe. Giant termites take no damage from termite swarms.
Kech
This hairless simian’s leathery skin has a camouflage pattern to it that shifts and changes as the creature moves.
Not quite man nor ape, the kech is a hairless primate that dwells in the deepest jungles. There they live in sizable tribes, relying upon their uncanny coloration and skill with bows to hunt prey. The green-and-brown camouflage coloration of a kech’s flesh shifts and adapts to all surroundings to aid in stealth, but works particularly well in forests or jungles. This, combined with its uncanny ability to move through any terrain and leave no trace of its passage, makes the kech a masterful ambush hunter. A kech is 6 feet tall and weighs 240 pounds. These creatures prefer to dwell in ruined jungle buildings, and when presented with an opportunity to seize a remote town, slaughter the citizens, and move in, the typical kech tribe does not hesitate. Keches are as cruel as they are stealthy, and most jungle villages do not realize that they are under attack by a band of keches until the battle is already decided, with more than half the village dead in their beds, never having had the chance to awake and sound an alarm. Once a village does rouse to mount a resistance, the keches often seek to subdue remaining victims rather than kill them. Those who are slaughtered are inevitably eaten within 24 hours as part of a tremendous victory feast. Prisoners are often kept in cages in close proximity to the feasting, for keches enjoy the sound of wailing as their victims watch their kin being consumed. A kech tribe is typically led by a chieftain with 2–4 levels of ranger or fighter. Keches value magical support, particularly divine magic, for the jungle has no shortage of methods to wound, poison, or sicken those who dwell within. A kech cleric is as likely to worship an evil deity as it is one of the Four Horsemen or an evil elemental lord, but most kech priests are in fact druids. The combination of restorative magic and power over the natural world is often too seductive a path for a devout kech to ignore. Kech druids typically take apes as animal companions, and even tribes that lack druids generally have a few well-trained guard apes among them. Cannibalism is seen as a particularly vile taboo by keches—this prohibition extends to the consumption of ape or monkey flesh, but notably does not extend to the flesh of humanoids.
NE Medium
Init +2; Senses 60 ft., ; Perception +10
DEFENSE
AC 16, touch 13, flat-footed 13 (+2 Dex, +1 dodge, +3 natural)
hp 26 (4d10+4)
Fort +2, Ref +6, Will +5
OFFENSE
Speed 40 ft., 20 ft.
Melee bite +5 (1d6+1), 2 claws +5 (1d4+1)
Ranged longbow +6 (1d8/×3)
Special Attacks (2 claws 1d4 +1)
(CL 4th; concentration +4)
Constant—pass without trace
STATISTICS
Str 13, Dex 15, Con 12, Int 10, Wis 12, Cha 11
Base Atk +4; +5; CMD 18
Feats Dodge, Mobility
Skills Acrobatics +6 (+10 when jumping), Climb +16, Perception +10, Stealth +13 (+19 in forests and jungles)
Racial Modifiers +2 Perception, +4 Stealth (+10 in forests and jungles)
Languages Kech
ECOLOGY
Environment warm forests
Organization solitary, pair, or tribe (3–36 plus 2–6 dire apes)
Treasure standard (longbow with 20 arrows, other treasure)
Blood Caterpillar
This enormous caterpillar is covered with hundreds of sharp, poisonous bristles.
Blood caterpillars are among the largest of giant caterpillars. These massive vermin draw sustenance from rotting meat in the same way many butterflies eat rotting fruit. Behind their mandibles are spinnerets that allow them to manipulate silk, which the caterpillars can discharge to spin webs and immobilize their prey. Their venom weakens the muscles of creatures exposed to it, aiding the caterpillars in restraining and devouring even large, strong, and agile prey.
N Large
Init +0; Senses 60 ft.; Perception +0
DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 37 (5d8+15)
Fort +7, Ref +1, Will +1
Defensive Abilities bristles; mind-affecting effects
OFFENSE
Speed 30 ft., 30 ft.
Melee bite +8 (2d6+6), bristles +3 (1d8+3 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks poison, (+2 ranged, DC 15, 5 hp)
STATISTICS
Str 22, Dex 11, Con 17, Int —, Wis 11, Cha 2
Base Atk +3; +10; CMD 20 (can’t be tripped)
Skills Climb +14
SQ
ECOLOGY
Environment temperate or warm forests
Organization solitary, pair, or clutch (3–12)
Treasure none
SPECIAL ABILITIES
Bristles (Ex) A creature that attacks a caterpillar with a natural attack or non-reach melee weapon must succeed at a DC 16 Reflex save or take damage as if the caterpillar had struck the creature with its bristles. The save DC is Dexterity-based and includes a +4 racial bonus.
Poison (Ex) Bristles—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d4 Strength; cure 1 save.
Centipede Swarm
A writhing mass of legs and poisonous pincers swarms across the ground in a deadly, undulating wave.
Centipede swarms are a terrifying sight to behold, comprising countless venomous creatures that move as one relentless entity. Drawing from various environments, these swarms have members that display the same vast array of colors seen in their larger, solitary counterparts, with shades ranging from muted tones to vivid reds and striking oranges. These swarms not only showcase the adaptability and voracity of the individual centipede but amplify it many times over. Their collective hunger knows no bounds, and they will voraciously consume anything in their path, including unfortunate humanoids. While some centipede swarms may feature smaller species, the majority consist of larger and more aggressive varieties, each driven by the singular desire to feed.
N Diminutive ()
Init +4; Senses 60 ft., 30 ft.; Perception +4
DEFENSE
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 31 (9d8–9)
Fort +5, Ref +7, Will +3
Defensive Abilities , weapon damage
OFFENSE
Speed 30 ft., 30 ft.
Melee (2d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks (DC 13), poison
STATISTICS
Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
Base Atk +6; —; CMD —
Feats Weapon Finesse
Skills Climb +12, Perception +4
Racial Modifiers +4 Perception
ECOLOGY
Environment temperate or warm forest or underground
Organization solitary, pair, or tangle (3–6 swarms)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Ceratosaurus
Bladelike horns jut from the snout and eye ridges of this toothy, bipedal dinosaur.
Although a ceratosaurus’s horn is mainly for courtship displays, its jaws are extremely deadly. A ceratosaurus stands 10 feet high and can grow up to 18 feet long and 1,600 pounds.
N Large
Init +6; Senses , ; Perception +7
DEFENSE
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 52 (8d8+16)
Fort +8, Ref +8, Will +4
Defensive Abilities
OFFENSE
Speed 40 ft.
Melee bite +12 (2d6+10 plus trip)
Space 10 ft.; Reach 10 ft.
Special Attacks
STATISTICS
Str 24, Dex 15, Con 15, Int 2, Wis 11, Cha 10
Base Atk +6; +14; CMD 26
Feats Improved Initiative, Iron Will, Run, Skill Focus (Stealth)
Skills Perception +7, Stealth +12
Racial Modifiers +4 Stealth
ECOLOGY
Environment temperate or warm forests or plains
Organization solitary, pair, or pack (3–7)
Treasure none
Giant Frilled Lizard
This bright-eyed lizard is larger than a horse. As it hisses in anger, a brightly colored frill extends around its neck.
This lizard is a true behemoth— an apex predator found in tropical regions. Many species of giant lizard exist—other species lack this lizard’s intimidating charge special ability but might have other special attacks like grab, trip, constrict (with a bite), or pounce.
N Large
Init +5; Senses , ; Perception +11
DEFENSE
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 59 (7d8+28)
Fort +11, Ref +8, Will +4
OFFENSE
Speed 30 ft., 30 ft.
Melee bite +9 (2d6+5), tail +4 (1d8+2)
Space 10 ft.; Reach 5 ft.
Special Attacks intimidating charge
STATISTICS
Str 21, Dex 13, Con 19, Int 2, Wis 14, Cha 10
Base Atk +5; +11; CMD 22 (26 vs. trip)
Feats Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Perception)
Skills Climb +13, Perception +11, Stealth +8
Racial Modifiers +4 Stealth
ECOLOGY
Environment warm forest, plains, or hills
Organization solitary, pair, or pack (3–8)
Treasure none
SPECIAL ABILITIES
Intimidating Charge (Ex) When a giant frilled lizard charges, it hisses ferociously, extends its neck frills, and darts forward on its hind legs, increasing its base speed to 50 feet for that round. In addition to the normal effects of a charge, the creature charged must make a DC 13 Will save or be shaken for 1d6 rounds. This is a fear effect. The save DC is Charisma-based.
Kaprosuchus
This massive, squat crocodilian has forward facing eyes, jutting teeth, and a pronounced snout.
Despite its close resemblance to other types of crocodilians, the kaprosuchus is a terrestrial predator, not an aquatic one. Squat and powerfully built, these creatures hunt for prey in forests. The adults can grow up to 20 feet long and weigh as much as 2,500 pounds.
N Huge
Init +5; Senses ; Perception +13
DEFENSE
AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, –2 size)
hp 59 (7d8+28)
Fort +9, Ref +6, Will +4
OFFENSE
Speed 30 ft.
Melee bite +11 (2d6+7), tail slap +5 (2d6+3)
Space 15 ft.; Reach 15 ft.
Special Attacks ramming snout
STATISTICS
Str 25, Dex 12, Con 19, Int 1, Wis 14, Cha 2
Base Atk +5; +14; CMD 25 (29 vs. trip)
Feats Improved Initiative, Power Attack, Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +13, Stealth +6
Racial Modifiers +8 Stealth
ECOLOGY
Environment warm forests
Organization solitary, pair, or colony (3–6)
Treasure none
SPECIAL ABILITIES
Ramming Snout (Ex) When a kaprosuchus charges, it can ram an opponent with the calcified tip of its snout. This attack has the same attack bonus as the kaprosuchus’s bite attack, and it deals an amount of bludgeoning damage equal to the kaprosuchus’s bite damage. If the attack is successful, the kaprosuchus can attempt a trip combat maneuver against the target as a free action.
Sabosan
This batlike humanoid has a lean, muscular body covered with fur and two large, leathery wings.
Sabosan are an intelligent and evil race of batlike humanoids that dwell in warm and isolated forests or deep underground in vast caverns. Sabosan are vicious predators, combining human intelligence with a bat’s natural adaptations for hunting. They favor warm climates, preferring to make their lairs in places that are inaccessible to most intruders, such as mountaintop crags, abandoned ruins, subterranean caverns near hidden hot springs, and dense canopies of jungle trees. With wingspans almost three times their height, sabosan are agile and graceful fliers, capable of traveling miles on a single current of air in their dauntless search for prey. Although they can see as well as any human in daylight, sabosan hunt at twilight or after dark when their echolocation-based blindsense ability gives them a great advantage. Sabosan can also use their voices offensively, funneling their screeches into blasts of highpitched sound capable of deafening other creatures. When hunting en masse or attacking foes, a sabosan employs its fell shriek on adversaries while other sabosan use their massive wings to churn up great clouds of dust and debris, rendering foes deaf and blind. A sabosan’s emaciated frame belies its strength and agility, which are not apparent from its gaunt appearance. Its giant, leathery wings can reach a span of almost 20 feet. Both males and females have red or dark brown fur on their heads, necks, chests, and backs. Sabosan stand just under 6 feet tall and weigh only 150 pounds.
NE Medium
Init +8; Senses 60 ft., 60 ft., ; Perception +14
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 52 (7d10+14)
Fort +4, Ref +9, Will +6
OFFENSE
Speed 30 ft., 40 ft. (good)
Melee bite +10 (1d6+3 plus bleed), 2 claws +10 (1d6+3 plus )
Special Attacks (1d4), (1 Constitution), dust cloud, fell shriek, (claw, 2d6+6)
STATISTICS
Str 16, Dex 18, Con 15, Int 9, Wis 13, Cha 10
Base Atk +7; +10; CMD 24
Feats Flyby Attack, Hover, Improved Initiative, Power Attack, Skill Focus (Perception)
Skills Acrobatics +11, Fly +8, Perception +14, Stealth +14
Languages Abyssal
ECOLOGY
Environment warm forests or underground
Organization solitary, hunting party (2–6), or clan (7–12)
Treasure standard
SPECIAL ABILITIES
Dust Cloud (Ex) A sabosan gains Hover as a bonus feat, and can use this feat to create a dust cloud even though it is not Large. The resulting dust cloud has only a 30-foot radius.
Fell Shriek (Su) As a standard action, a sabosan can emit a deafening cry in a 30-foot cone. Creatures in this area must make a successful DC 15 Fortitude save or be deafened for 1 minute. Sabosan are immune to this ability. The save DC is Constitution-based.
Girallon
This four-armed, gorilla-like creature, covered with matted white fur, roars in rage as it rears up to its full, towering height.
Girallons are among the jungle’s most dangerous predators. They are aggressive, carnivorous, highly territorial, and incredibly strong. Worse, their four muscular arms are capable of inflicting incredible damage on anything that falls into their clutches. Their exotic appearance makes them popular creatures in certain cities as attractions in gladiatorial combats, either starved and pitted against each other, or set against gladiators eager to increase their fame and notoriety. One who kills a girallon is all but assured of fame, yet most battles against these ferocious beasts end poorly for those foolish enough to attempt to single-handedly defeat one. An adult girallon is 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs roughly 800 pounds. Girallons live in troops led by a dominant male. Solitary girallons are usually young males looking to start their own troop. Girallons are very territorial and tend to attack intruders without warning, including strangers of their own kind. Groups of girallons may attack in a line to drive prey toward a cliff or other hazard, or quietly form a ring around their target and suddenly close in. While most girallons are little more than beasts, ancient carvings and the oral traditions of some tribes hint that the girallon wasn’t always the stupid creature it is today. According to these legends, the first girallons were men who called upon savage demon gods to gain great strength, yet in so doing abandoned their humanity. With each generation, these first girallons grew more and more savage and feral, and the same legends maintain that these intelligent girallons still dwell in the darkest part of the jungle. In addition to their intellects, these girallons retain a vast appetite for cruelty. Called “high girallons,” these creatures are almost always chaotic evil, and have Intelligence scores of 6 or higher. An intelligent girallon generally speaks whatever language the local humans speak. Often, they become leaders of unusually large troops of their less-intelligent kin, inhabit strange ruined cities in the jungle or mountains, and conduct raids on villages for food and treasure. Some primitive tribes worship these girallons as the agents of evil gods or demons, and a few high girallons have been known to work for or even breed with tribal orcs, inspiring legends of four-armed “white orcs.”
N Large
Init +7; Senses 60 ft., , ; Perception +11
DEFENSE
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 73 (7d10+35)
Fort +9, Ref +8, Will +5
OFFENSE
Speed 40 ft., 40 ft.
Melee bite +10 (1d6+4), 4 claws +10 (1d4+4 plus rend)
Space 10 ft.; Reach 10 ft.
Special Attacks (4 claws, 1d4+6)
STATISTICS
Str 19, Dex 17, Con 18, Int 2, Wis 12, Cha 7
Base Atk +7; +12; CMD 25
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Toughness
Skills Climb +12, Perception +11, Stealth +5
ECOLOGY
Environment warm forests
Organization solitary or company (5–8)
Treasure none
Jungle Drake
The skin of this rugged dragon is mottled in hues of blue and green. Its elongated tail hides a menacing stinger.
Jungle drakes are tenacious predators, ruthlessly adapted to the environment they call home. The tails of these drakes inject a virulent toxin, capable of debilitating the most stubborn of foes. Jungle drakes typically travel in rampages of three or more, stalking animals or humanoids without remorse. Able to travel through forested terrain with ease, jungle drakes prefer to make several hit-and-run attacks, using their stingers to inject their prey with poison. After the venom has time to set in, the drake reemerges from the jungle, snatching the weakest target in its jaws before retreating back into the woods with its new meal. When the prey of a jungle drake appears too well armed or prepared to assault foes head-on, the drake stalks them, letting the natural hazards of the jungle wear them down before emerging to grab a meal, and then retreating back to the protection of the deeper jungle. A jungle drake measures 14 feet from front to back, with a lean but muscular build, and weighs around 2,100 pounds.
NE Large (earth)
Init +7; Senses 60 ft., 60 ft. , ; Perception +11
DEFENSE
AC 19, touch 13 flat-footed 15 (+3 Dex, +1 dodge, +6 natural, –1 size)
hp 73 (7d12+28)
Fort +9, Ref +8, Will +6
disease, poison, paralysis, sleep
OFFENSE
Speed 40 ft., 60 ft. (average)
Melee bite +13 (2d6+7 plus ), sting +13 (1d8+7 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks predatory grab
STATISTICS
Str 24, Dex 17, Con 19, Int 8, Wis 13, Cha 12
Base Atk +7; +15 (+19 grapple); CMD 29
Feats Dodge, Improved Initiative, Mobility, Spring Attack
Skills Fly +11, Perception +11, Sense Motive +11, Stealth +9, Survival +11
Languages Draconic
SQ speed surge, woodland stride
ECOLOGY
Environment warm jungles
Organization solitary, pair, or rampage (3–8)
Treasure standard
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Dexterity and Strength damage; cure 1 save.
Predatory Grab (Ex) A jungle drake moves at full speed when it chooses the move option after maintaining a grapple, though it can’t carry the grappled creature aloft. A jungle drake can spend a use of its speed surge to move a grappled creature in this way without requiring a check to maintain the grapple.
Speed Surge (Ex) Three times per day as a swift action, a jungle drake can draw on its draconic heritage for a boost of strength and speed that allows it to take an additional move action that round.
Woodland Stride (Ex) A jungle drake can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.
Termite Swarm
The ground teems with crawling termites, biting and stinging as they come.
Termite swarms are the bane of architects and engineers in warm climes. They live in mounds and nests, devouring growing plants, decaying logs, and wooden structures alike from the inside out, and can quickly bring down even a solidly constructed building. They are nearly impossible to eradicate, and react with violence when their mounds are threatened.
N Fine ()
Init +2; Senses 60 ft., , 60 ft.; Perception +1
DEFENSE
AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
hp 75 (10d8+30)
Fort +10, Ref +5, Will +4
Defensive Abilities ; disease, mind-affecting effects, visual effects, weapon damage; acid 5
Weaknesses
OFFENSE
Speed 30 ft., 20 ft.
Melee (3d6 plus 1d6 acid and distraction)
Space 1/2 ft.; Reach 0 ft.
Special Attacks (DC 17), gnaw, lingering sting
STATISTICS
Str 1, Dex 15, Con 16, Int —, Wis 12, Cha 7
Base Atk +7; —; CMD —
ECOLOGY
Environment warm forests, plains, or underground
Organization solitary, pair, nest (3–6), or colony (7–12)
Treasure none
SPECIAL ABILITIES
Gnaw (Ex) Termite swarms can burrow through earth and wood but not stone or metal. Their swarm attack and acid ignore hardness of 5 or less.
Lingering Sting (Ex) Creatures damaged by a termite swarm’s acid are sickened with pain (Fortitude DC 17 negates). Creatures can attempt a new save each round at the end of their turn to end this effect. The save DC is Constitution-based.
Mngwa
This jungle cat has a dark coat of striped fur, glossy black teeth and claws, and a black mane.
Mngwas are the incarnation of malevolent jungle spirits, driven by anger directed toward their focus of hate—a specific creature, family, or community who has despoiled the jungle or desecrated a sacred site. A mngwa exists only between sunset and sunrise. Each day at sunset the mngwa materializes near the spot on which it first manifested, and each day at sunrise the mngwa fades back into nothingness. Legendary for their skill at evading hunters, mngwas sometimes haunt a region for centuries, continuing to stalk the members of large tribes or extended families responsible for some ancient transgression. Mngwas average 15 feet in length and weigh 3,000 pounds.
CE Large
Init +8; Senses 60 ft., , ; Perception +10
DEFENSE
AC 20, touch 13, flat-footed 16 (+4 Dex, +7 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +10, Will +6
10/magic; disease, poison
Weaknesses (affected by daylight)
OFFENSE
Speed 40 ft.
Melee bite +15 (2d6+7 plus grab), 2 claws +16 (1d8+7 plus 1d6 bleed and )
Space 10 ft.; Reach 5 ft.
Special Attacks murderous claws, , (2 claws +16, 1d8+7 plus 1d6 bleed)
(CL 9th; concentration +9)
Constant—feather step
At will—chameleon stride, pass without trace
STATISTICS
Str 24, Dex 18, Con 18, Int 3, Wis 13, Cha 11
Base Atk +9; +17 (+21 grapple); CMD 31 (35 vs. trip)
Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth), Weapon Focus (claw)
Skills Acrobatics +14, Climb +11, Perception +10, Stealth +15 (+23 in forest terrain), Swim +11
Racial Modifiers +4 Perception, +4 Stealth (+12 in forest terrain)
Languages Aklo (can’t speak)
SQ creature of the night, focus of hate, jungle stealth
ECOLOGY
Environment warm forests
Organization solitary
Treasure none
SPECIAL ABILITIES
Creature of the Night (Su) A mngwa exists only at night, appearing at sunset and fading away at sunrise. It receives the benefit of a heal spell (CL 15th) each night when it reappears. A mngwa’s connection to darkness is so strong that it has sunlight powerlessness even within the effects of a daylight spell. However, a daylight spell that affects a mngwa loses 10 minutes of duration for each round it affects a mngwa in this way.
Focus of Hate (Su) A mngwa comes into being to punish a hated creature or group of creatures, and survives only as long as its focus of hate exists. The mngwa fades away permanently if its focus of hate dies (or if all members of the group die). A mngwa knows the direction and general distance to its focus of hate (or the nearest member in the case of a group). This sense can be blocked by any effect that blocks scrying. While its focus of hate exists, a mngwa destroyed through violence fades away and reappears fully restored in 1d4+1 days. The only way to permanently destroy a mngwa is to appease the spirits responsible for its creation—typically by killing its focus of hate or redressing the wrong that angered the spirits.
Jungle Stealth (Ex) A mngwa in forest terrain can move at full speed using the Stealth skill without penalty.
Murderous Claws (Ex) A mngwa deals an additional 1d6 points of bleed damage with its claw and rake attacks, and each subsequent successful claw and rake attack increases the amount of bleed damage by 1 (up to a maximum of 1d6+7 points of bleed damage). A successful DC 20 Heal check or the application of any magical healing stops the bleeding.
Psychepore
A mass of shell-like fungus grows so thick it obscures the mass of plant matter beneath.
A psychepore is a symbiosis of two different plant creatures—a lurching bit of undergrowth distantly related to the shambling mound and an intelligent cluster of hard fungal growths that possess a malevolent hive mind. On their own, the shambling undergrowth is an unintelligent creature, barely aware enough to move itself to new sources of sunlight and water, while the fungal conks, for their part, are intelligent but immobile. The two pose a serious threat only once the psychic fungus infests the shambling undergrowth, and the creatures transform into the horrifying psychepore. A psychepore procreates through microorganisms in its poison, spreading into victims fungal spores that try to bond with that host’s physiology to create a new psychepore. Generally, the only creatures with which these spores can coexist are the shambles that form the base of a psychepore, but these spores also have strange effects on creatures that aren’t their typical hosts. Such creatures suffer from delusional visions as their minds try to assimilate or reject the images presented by the alien will of the strange symbionts, and their bodies desperately attempt to force the foreign spores out. Some cultures harvest psychepores to distill their poison into a powerful drug, using it in religious rituals that search for inner knowledge or in dark alleys as a temporary escape from cruel, short lives—or transforming it into a truth serum used during psychological torture and other types of interrogation. Most psychepores attack only in vain attempts to procreate, never seeming frustrated by their usually futile efforts, but more intelligent specimens pursue less direct but more fruitful approaches, often serving those who aid in gathering the undergrowth they need to replicate. There are rumors of even more highly developed and intelligent versions of these creatures that learn the secrets of telepathy and how to adjust their poison to replicate possession magic. These super-intelligent psychepores become more aware of cultural structures and take great joy in manipulating other forms of life to achieve their goals. A psychepore is a hulking thing with a dense composition. It stands 6 feet tall or slightly taller and weighs about 300 pounds.
N Medium
Init +3; Senses , 60 ft., ; Perception +12
DEFENSE
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 85 (10d8+40)
Fort +10, Ref +6, Will +6
Defensive Abilities psychotic musk; 5/slashing; ; fire 10
OFFENSE
Speed 20 ft.
Melee 3 slams +13 (1d8+5 plus poison)
Ranged 3 razor conks +10 (1d8+5 plus poison)
Special Attacks poison, razor conk, visions
STATISTICS
Str 20, Dex 17, Con 16, Int 7, Wis 12, Cha 9
Base Atk +7; +12; CMD 25
Feats Iron Will, Skill Focus (Stealth), Skill Focus (Perception), Toughness, Weapon Focus (slam)
Skills Perception +12, Stealth +14
Languages Common (can’t speak)
ECOLOGY
Environment warm forests or jungles
Organization solitary, pair, or colony (5–12)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Slam or razor conk—injury, or spores—inhaled; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Wisdom plus visions; cure 2 consecutive saves. The save DC is Constitution-based
Psychotic Musk (Ex) A creature that deals damage to a psychepore with a slashing or piercing melee weapon releases a cloud of spores, exposing the attacker to the psychepore’s poison.
Razor Conk (Ex) A psychepore can launch three fragments of its razor-sharp fungal covering as a standard action. Treat these as ranged attacks with a range increment of 30 feet.
Visions (Ex) A creature affected by the psychepore’s poison has its mind clouded with visions of alien intent. Any round the target fails its saving throw against the psychepore’s poison, it must succeed at a second DC 18 Will save or become confused for 1 round. This is a mind-affecting poison effect. The save DC is Constitution-based.
Baluchitherium
This towering armored herbivore resembles a hornless rhinoceros, but with longer legs and a longer neck.
The immense baluchitherium stands nearly 18 feet high at the shoulder, measures 30 feet from end to end, and weighs 40,000 pounds. Despite its size, it lives a peaceful life pulling leaves from the tops of trees unless startled into action. When panicked, a baluchitherium tramples any obstacle in its path. If confronted, it smashes its tormentors with its elephantine feet. A properly trained baluchitherium makes a capable mount for ettins, ogres, smaller giants, or other Large humanoids, and is one of the few mammals other than an elephant able to fill that role. Its relatively ponderous pace limits its usefulness to some extent, but its strength often more than makes up for this shortcoming.
N Huge
Init +0; Senses , ; Perception +16
DEFENSE
AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
hp 114 (12d8+60)
Fort +15, Ref +8, Will +7
OFFENSE
Speed 40 ft.
Melee 2 hooves +16 (2d8+9)
Space 15 ft.; Reach 10 ft.
Special Attacks (2d8+13, DC 25)
STATISTICS
Str 29, Dex 10, Con 21, Int 2, Wis 13, Cha 6
Base Atk +9; +20 (+22 bull rush); CMD 30 (32 vs. bull rush, 34 vs. trip)
Feats Awesome Blow, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +16, Swim +15
ECOLOGY
Environment warm forests
Organization solitary, pair, or herd (3–8)
Treasure none
Tick Swarm
The rasping legs of this hideous, shining carpet of fist-sized ticks rattle ominously as the swarm skitters forward.
Tick swarms are merciless blights, able to quickly reduce the larger animal life of a region they infest to blood-drained, diseased husks
N Fine ()
Init +2; Senses 60 ft., ; Perception +0
DEFENSE
AC 23, touch 20, flat-footed 21 (+2 Dex, +3 natural, +8 size)
hp 120 (16d8+48)
Fort +13, Ref +7, Will +5
Defensive Abilities
mind-affecting effects, weapon damage
OFFENSE
Speed 30 ft., 30 ft.
Melee (4d6 plus disease, distraction, and blood drain)
Special Attacks (1d4 Con), cling, (DC 21)
STATISTICS
Str 1, Dex 14, Con 16, Int —, Wis 11, Cha 1
Base Atk +12; —; CMD —
Skills Climb +10
Racial Modifiers uses Dex on Climb checks
ECOLOGY
Environment temperate forests
Organization solitary, pair, or colony (3–6)
Treasure none
SPECIAL ABILITIES
Cling (Ex) If a creature leaves a tick swarm’s square, the swarm takes 1d6 points of damage to reflect the loss of its numbers as several ticks cling to the victim. A creature with ticks clinging to it takes swarm damage at the end of its turn each round. As a full round action, the creature can remove the ticks with a DC 20 Reflex save. At least 10 points of damage from any area effect destroys all clinging ticks. The save DC is Dexterity-based.
Disease (Ex) Bubonic Plague: Bite—injury; save Fort DC 21; onset 1 day; frequency 1/day; effect 1d4 Con damage, 1 Cha damage, fatigue; cure 2 consecutive saves. The DC is Con-based.
Tikbalang
Merging the features of a horse and human, this monstrosity has an equine snout, sharp fangs, and long forelimbs with clawed fingers.
Dangerous protectors of deep forests and lush jungles, tikbalangs are malicious creatures that enjoy leading travelers astray. Tikbalangs mimic sounds to lure explorers off their determined path, even separating a single traveler from his group and kidnapping him. They use their magical abilities to make the forest confusing to those passing through, often weaving illusions around a path to hide important turns or cloaking the entire jungle in an unfamiliar appearance. Sometimes a tikbalang stalks intruders, spying on them from afar or from within the canopies of trees to learn more about its visitors. It then uses its change shape ability to appear as someone familiar to its first victim (such as another member of the group) and leads that person deeper into the woods to become lost. Once the victim is out of hearing range, the tikbalang drags it into a high tree, wraps it in vines, and packs its mouth with leaves and moss to stifle its screams. The tikbalang may eat its prisoner, offer to release it if the other intruders leave, or leave its corpse as a grisly warning to other travelers. Though sinister and always looking to bring ruin to explorers, tikbalangs can be bribed or mollified into allowing safe passage with offerings or the performance of strange rituals, such as singing a song, wearing a shirt inside out, or giving the monster bread and honey. The exact bribe is different each day, and the tikbalang never explains what it wants.
CE Large
Init +3; Senses 60 ft., , ; Perception +18
DEFENSE
AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, –1 size)
hp 114 (12d10+48)
Fort +10, Ref +11, Will +11
OFFENSE
Speed 40 ft.
Melee bite +18 (2d4+7/19–20), 2 hooves +13 (1d8+10)
Ranged 4 spines +14 (1d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks , spines, (1d8+10, DC 23)
(CL 12th; concentration +16)
Constant—spider climb
At will—ventriloquism (DC 15), invisibility
3/day—major image (DC 17)
1/day—fly (self only), mirage arcana (DC 19)
1/week—maze
STATISTICS
Str 24, Dex 16, Con 19, Int 11, Wis 16, Cha 19
Base Atk +12; +20; CMD 34
Feats Combat Reflexes, Deceitful, Dodge, Great Fortitude, Improved Critical (bite), Power Attack
Skills Bluff +20, Disguise +6, Perception +18, Sense Motive +9, Stealth +14, Survival +12
Languages Common, Sylvan
SQ (Small or Medium , alter self), powerful blows (hooves),
ECOLOGY
Environment warm jungles or forests
Organization solitary, pair, or gang (3–5)
Treasure standard
SPECIAL ABILITIES
Spines (Ex) As a standard action, a tikbalang can launch four spines from its mane, each dealing 1d6 points of damage plus its Strength bonus. This attack has a range of 120 feet with no range increment. All targets must be within 30 feet of each other. A tikbalang can launch only 24 spines in any 24-hour period.
Tyrannosaurus
This bipedal dinosaur’s front arms seem small compared to the rest of its bulk, but its enormous head is all teeth.
The tyrannosaurus is an apex predator that measures 40 feet long and weighs 14,000 pounds.
N Gargantuan
Init +5; Senses
DEFENSE
AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size)
hp 153 (18d8+72)
Fort +15, Ref +12, Will +10
OFFENSE
Speed 40 ft.
Melee bite +20 (4d6+22/19–20 plus
Space 20 ft.; Reach 20 ft.
Special Attacks
STATISTICS
Str 32, Dex 13, Con 19, Int 2, Wis 15, Cha 10
Base Atk +13;
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Perception +37
Racial Modifiers +8 Perception
SQ powerful bite
ECOLOGY
Environment warm forest and plains
Organization solitary, pair, or pack (3–6)
Treasure none
SPECIAL ABILITIES
Powerful Bite (Ex) A tyrannosaurus applies twice its Strength modifier to bite damage.
Couatl
This great serpent has multicolored wings and eyes that glimmer with intense awareness.
Couatls are servants of lawful and good deities, though some operate independently of any greater being. Respected and admired for their wisdom and beauty, they try to steer mortals onto the right path and use their powers to fight evil, particularly those known to shift between the planes. Some couatls are viewed as benevolent gods by isolated societies, and while most couatls cringe at the thought of pretending to be a god, they allow such misconceptions to continue since they allow the couatls to guide and coax these societies onto paths of peace and cooperation with their neighbors. A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs 1,800 pounds. As native outsiders, couatls must eat. They prefer the same foods as true snakes, such as mammals and birds, though they have been known to eat evil humanoids. As they would rather spend their time promoting their agenda than hunting, couatls appreciate offers of food, particularly small boars and large game fowl. A couatl sometimes shows its favor to an adventurer or party that has done it a service by gifting the group with 1d4 of its brightly colored feathers. Such a freely given feather, if used as an additional material component, allows a spellcaster to cast planar ally to conjure that specific couatl without expending the typical payment of gold or other valuables—provided the the couatl approves of the service asked for by the spellcaster.
LG Large
Init +7; Senses
DEFENSE
AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, –1 size)
hp 126 (12d10+60)
Fort +9, Ref +13, Will +14
OFFENSE
Speed 20 ft.,
Melee bite +16 (1d8+7 plus
Space 10 ft.; Reach 5 ft.
Special Attacks
Constant—detect chaos, detect evil, detect good, detect law
At will—detect thoughts (DC 15), ethereal jaunt (CL 16th), invisibility, plane shift (DC 20)
Spells Known (CL 9th)
4th (4/day)—charm monster (DC 17), freedom of movement
3rd (7/day)—gaseous form, magic circle against evil, summon monster III
2nd (7/day)—cure moderate wounds, eagle’s splendor, scorching ray, silence (DC 15)
1st (7/day)—endure elements, mage armor, obscuring mist, protection from chaos, true strike
0 (at will)—daze, disrupt undead, light, ray of frost, read magic, resistance, stabilize
STATISTICS
Str 20, Dex 16, Con 20, Int 17, Wis 19, Cha 17
Base Atk +12;
Feats Alertness, Dodge, Empower Spell, Eschew Materials, Improved Initiative, Iron Will, Lightning Reflexes
Skills Acrobatics +18, Bluff +9, Diplomacy +18, Fly +20, Knowledge (arcana) +9, Knowledge (religion) +12, Perception +23, Sense Motive +15, Spellcraft +15, Survival +16, Use Magic Device +18
Languages Celestial, Common, Draconic;
ECOLOGY
Environment warm forests
Organization solitary, pair, or flight (3–6)
Treasure standard
SPECIAL ABILITIES
Spells A couatl casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.
Poison (Ex) Injury—bite; save Fortitude DC 16; frequency 1/minute for 10 minutes; effect 1d4 Str; cure 2 consecutive saves. The DC is Constitution-based.
Jungle Giant
This towering, plant-encrusted woman wields a massive bow, and her dark skin is decorated with numerous intricate tattoos.
Reclusive by nature, jungle giants lair deep within the rainforest. These giants distrust the ways of civilization and resent trespassers. More than one vine-covered lost city in the deep jungle owes its fall to jungle giant ire. The warrior-women of these tribes usually fight with bows, sacred weapons often passed down over generations from mother to daughter. To touch a jungle giant’s bow without permission is a mortal insult. Jungle giants stand 17 feet tall and weigh 4,000 pounds. Their bark-like skin bears runic brands etched into each giant as a rite of passage into adulthood. Jungle giant tribes are matriarchal, ruled by an elder female warrior. Males traditionally defend the village, gather food, tend livestock, and raise children.
N Huge
Init +4; Senses
DEFENSE
AC 24, touch 16, flat-footed 20 (+4 deflection, +4 Dex, +8 natural, –2 size)
hp 127 (15d8+60)
Fort +9, Ref +13, Will +7
Defensive Abilities
OFFENSE
Speed 40 ft.
Melee 2 slams +17 (2d6+8)
Ranged mwk composite longbow +15/+10/+5 (3d6+8/19–20/×3)
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 26, Dex 19, Con 19, Int 10, Wis 14, Cha 11
Base Atk +11;
Feats Deadly Aim, Improved Critical (longbow), Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Stealth), Weapon Focus (longbow)
Skills Climb +12, Craft (bows) +8, Perception +15, Stealth +12 (+20 in forests), Survival +10
Racial Modifiers +4 Climb, +8 Stealth in forests
Languages Common, Giant
SQ archery expert
ECOLOGY
Environment warm forests
Organization solitary, hunting party (2–9 plus 1–3 girallons), or tribe (10–40, plus 35% noncombatants, 1–3 druids or sorcerers of 2nd–5th level, 1 ranger or barbarian of 3rd–7th level, and 2–8 girallons)
Treasure standard (masterwork composite longbow [+8 Str] with 40 arrows, other treasure)
SPECIAL ABILITIES
Archery Expert (Su) A jungle giant is proficient with all bows, and does not provoke an attack of opportunity when firing a bow in melee combat.
Spell Storing (Su) Once per day as a immediate action, a jungle giant can absorb a targeted or ranged touch spell used against it, negating the effects against it but not against any other targets. It can retain this stored power for up to 1 minute, during which time its tattoos glow with blue fire. If it damages a target with a successful hit using a melee or ranged weapon, it can cast the spell on the target as a free action, as if it were using a spell storing weapon. This spell uses the caster level and DC of the original caster. This discharges the stored spell.
Warding Tattoos (Su) A jungle giant’s magical tattoos grant it a +4 deflection bonus to Armor Class. The giant loses this bonus if it wears armor.
Muhuru
This reptilian beast has large fangs, a club-tipped tail, and a large, finlike sail on its back that shimmers radiantly in the light.
Muhurus are elusive creatures that dwell in the most remote reaches of the world’s jungles. They are so difficult to find that many scholars do not believe they exist, yet the fantastic tales of their amazing, reflective dorsal fins draw explorers and trophy hunters from far and wide in the hope of finding even a single specimen. Muhurus are often considered to be nature spirits. Locals point to the creatures’ ability to move through the densest parts of the forest without a trace as evidence of their otherworldly nature. At the very least, they believe muhurus are favored by the spirits of nature, and they do not take kindly to those who wish to kill such beasts for nothing more than sport. Muhurus are certainly able to defend themselves, of course. The massive beasts shake the earth with their very step and can knock opponents to the ground with one slap of their spiked tails. They also use their prismatic fins as potent weapons to blind their enemies.
N Large
Init +5; Senses
DEFENSE
AC 24, touch 14, flat-footed 19 (+5 Dex, +10 natural, –1 size)
hp 136 (13d10+65)
Fort +13, Ref +13, Will +10
OFFENSE
Speed 40 ft.,
Melee bite +19 (4d8+7/19–20), slam +19 (2d8+7 plus overwhelm)
Space 10 ft.; Reach 10 ft.
Special Attacks blinding blast, earth strike
Constant—nondetection, pass without trace
STATISTICS
Str 25, Dex 20, Con 21, Int 4, Wis 19, Cha 10
Base Atk +13;
Feats Combat Reflexes, Greater Bull Rush, Improved Bull Rush, Improved Critical (bite), Iron Will, Power Attack, Vital Strike
Skills Perception +20, Swim +15
Languages Aklo (cannot speak)
ECOLOGY
Environment warm forests
Organization solitary, pair, or pack (3–8)
Treasure incidental
SPECIAL ABILITIES
Blinding Blast (Ex) A muhuru’s fin absorbs light and heat, which the creature can release once every 1d4 rounds as a swift action to create a 30-foot cone of blinding light. All creatures within this area must succeed at a DC 21 Fortitude save or be blinded for 1d6 rounds. The muhuru itself gains the benefits of a haste spell for the remainder of the round in which it activated its blinding blast. The save DC is Constitution-based.
Earth Strike (Su) Once per minute as a standard action, a muhuru can strike the ground with its tail to create a powerful but highly localized tremor in a 20-foot cone. All creatures standing on the ground in this area must succeed at a DC 21 Reflex save or be knocked prone. The save DC is Constitution-based.
Overwhelm (Ex) A muhuru’s tail delivers a powerful attack. A creature struck by this creature’s slam attack must succeed at a DC 21 Fortitude save to resist being staggered for 1 round. A creature struck with a critical hit is stunned for 1d3 rounds on a failed saving throw, or staggered for 1d3 rounds on a successful saving throw. The save DC is Constitution-based.
Nue
Materializing out of a noxious black cloud, this beast has the head of a fanged monkey and the body of a tiger with a viper as a tail.
This strange creature has the body of a tiger, the head of a fanged monkey, and a poisonous viper for a tail. Though some call it a chimera and treat it as an exotic specimen of that creature, it is a completely different breed of beast. Intelligent enough to enjoy cruelty as well as inflicting terror upon its prey, a nue delights in toying with its victim before dealing the killing blow. Often, a nue will select a target and plague it with nightmares before it even attempts an act of violence, wearing down the victim with dreadful dreams and phantasmagoric terrors. Once its prey is thoroughly exhausted, the nue will finally steal into the victim’s sleeping chambers and engage in combat, paralyzing its target with its magic and infecting its prey with both disease and poison, letting the victim writhe in pain before succumbing to death. A nue’s ghastly appearance in physical form is only made eerier by its ability to turn into an inky cloud of darkness. In this guise, a nue can hide amongst fog clouds or shadows before emerging as the destructive horror it is. By the time a nue crawls forth from the inscrutable black cloud, its prey is often too fatigued from its strange night terrors to defend itself. The dreams a nue impregnates creatures’ minds with varies from victim to victim, but all share the trait of an ever-present, foreboding cloud that exudes a fierce and palpable sense of malice. Some legends suggest that nues are the spirits of children warped into twisted forms to spread paranoia, exhaustion, and fear among former friends and family. According to these stories, such a cursed child wreaks terror upon its friends and relatives until they are all either dead or driven mad by fear. Then, the creature moves on, seeking more challenging kills to sate its vicious hunger. The greatest joy a nue can feel is snuffing the life of a once-strong and proud target that has been brought low by its debilitating attacks. A nue is 9 feet long and weighs 600 pounds.
NE Large
Init +9; Senses
DEFENSE
AC 24, touch 15, flat-footed 18 (+5 Dex, +1 dodge, +9 natural, –1 size)
hp 126 (12d10+60)
Fort +13, Ref +13, Will +7
OFFENSE
Speed 30 ft.
Melee bite +17 (2d6+6 plus energy drain), bite +17 (1d4+6 plus poison), 2 claws +17 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks
3/day—contagion (DC 14), hold person (DC 13)
1/day—nightmare (DC 15), shout (DC 14), waves of fatigue
STATISTICS
Str 22, Dex 21, Con 20, Int 7, Wis 17, Cha 10
Base Atk +12;
Feats Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Mobility, Skill Focus (Stealth)
Skills Climb +13, Perception +10, Stealth +11
Languages Common
SQ cloud form
ECOLOGY
Environment warm forests or mountains
Organization solitary, pair, or ambush (3–6)
Treasure standard
SPECIAL ABILITIES
Cloud Form (Su) A nue can change into the form of a 10-foot black cloud or back to its normal form as a standard action. A nue in cloud form is otherwise treated as if under the effects of gaseous form, except that it obscures vision like fog cloud.
Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 2 consecutive saves. The save DC is Constitution-based.
Animal Lord
This dark-skinned woman’s languid movements are grace personified, her sparkling eyes those of a cat.
When the gods of nature or powerful spirits desire a champion to defend the animal world, they invest a token of their power in a chosen vessel—be it animal or humanoid. Traditionally, only one animal lord for a specific animal species is active on a world at any one time, although sometimes, when an extant animal lord strays from its charge or otherwise fails, the force that created it might create a replacement to send against the fallen animal lord to challenge it in a combat to the death, with the victor claiming the right to rule or a chance at redemption. An animal lord does not dwell among humanity—the wild is its domain. How an animal lord interacts with a humanoid society largely depends on how that society treats the animals of that lord’s affinity. Societies that honor and respect those animals, even if they use the animals as a food source, earn the animal lord’s (sometimes grudging) respect, but those who abuse or otherwise harm animals of that lord’s species find a powerful and ardent enemy in the lord. The cat lord above uses a leopard as the base animal— this particular cat lord represents a newly created animal lord. The longer an animal lord exists, the higher its level should be.
CR 11 XP 12,800
Human animal lord ranger 10
NG Medium
Init +7; Senses
DEFENSE
AC 25, touch 18, flat-footed 18 (+3 armor, +1 deflection, +6 Dex, +1 dodge, +4 natural)
hp 139 (10d10+80)
Fort +13, Ref +14, Will +7
Defensive Abilities evasion;
OFFENSE
Speed 30 ft.,
Melee bite +15 (1d6+5 plus
Ranged +1 seeking composite longbow +18/+13 (1d8+6/×3)
Special Attacks favored enemy (evil outsiders +6, giants +2, undead +2),
At will—charm animal (cats only, DC 13)
Ranger Spells Prepared (CL 7th; concentration +11)
3rd—greater magic fang
2nd—cat’s grace, hold animal (DC 16)
1st—charm animal (DC 15), longstrider, pass without trace
STATISTICS
Str 20, Dex 24, Con 22, Int 12, Wis 18, Cha 14
Base Atk +10;
Feats Agile Maneuvers, Deadly Aim, Dodge, Endurance, Point- Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Toughness, Vital Strike
Skills Acrobatics +17 (+22 when jumping), Climb +26, Handle Animal +15, Knowledge (nature) +14, Perception +17, Sense Motive +14, Stealth +20 (+24 in undergrowth), Survival +17
Racial Modifiers +5 Acrobatics when jumping, +4 Stealth in undergrowth
Languages Common, Sylvan; speak with animals (cats only)
SQ
ECOLOGY
Environment warm jungles
Organization solitary
Treasure NPC gear (+1 leather armor, +1 seeking composite longbow [+5 Str] with 20 arrows, amulet of natural armor +1, ring of protection +1, other treasure)
Mapinguari
This immense, green creature stands on two thick legs, glaring with a single massive eye as it displays knifelike talons.
The mapinguari is a creature of legend, a beast many claim to have seen, though few who actually encounter one live to tell their story. A mapinguari patrols a territory so large that some believe each claims an entire jungle as its own. However, those more familiar with the legends know that a mapinguari’s territory is greatly limited by lakes, rivers, and other bodies of water. A mapinguari stands approximately 20 feet tall and weighs 15,000 pounds.
N Huge
Init +5; Senses
Aura
DEFENSE
AC 27, touch 9, flat-footed 26 (+1 Dex, +18 natural, –2 size)
hp 147 (14d10+70)
Fort +14, Ref +10, Will +9
Weaknesses landbound
OFFENSE
Speed 40 ft.
Melee bite +21 (1d10+8), 2 claws +21 (2d6+8/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks frightening howl,
STATISTICS
Str 27, Dex 12, Con 21, Int 2, Wis 21, Cha 12
Base Atk +14;
Feats Improved Critical (claw), Improved Initiative, Lunge, Power Attack, Skill Focus (Perception), Weapon Focus (bite), Weapon Focus (claw)
Skills Perception +18, Stealth +11 (+19 in forests)
Racial Modifiers +8 Stealth (+16 in forests)
ECOLOGY
Environment warm forests
Organization solitary or pair
Treasure incidental
SPECIAL ABILITIES
Frightening Howl (Su) As a full-round action (but no more often than once per hour), a mapinguari can emit a terrifying howl that can be heard up to 1 mile away. The effects of this howl increase in severity the closer a creature is to the mapinguari, but can be negated with a successful DC 18 Will save. Creatures within 30 feet that fail their saving throws become paralyzed with fear for 1d4 rounds, then panicked for 1d4 rounds, and then shaken for 24 hours. At a range of 31–90 feet, creatures that fail become panicked for 1d4 rounds, after which they are shaken for 24 hours. Creatures beyond 90 feet up to the full range of 1 mile that fail their saving throws are merely shaken for 24 hours. This is a sonic mind-affecting fear effect. Once a creature successfully saves, it is immune to that particular mapinguari’s frightening howl for 24 hours. The save DC is Charisma-based.
Landbound (Ex) A mapinguari fears deep water and is unable to cross lakes, rivers, or streams wider than 10 feet. It is unaffected by shallow puddles and similar wet areas. A mapinguari forced into a body of water becomes staggered and does everything it can to exit the water as quickly as possible. The mapinguari sinks in water and cannot swim—it must walk through water to escape, and runs the risk of drowning in water that is 20 feet deep or deeper.
Kongamato
A massive draconic creature with a birdlike head dives from the sky, letting loose a piercing scream as it descends.
Kongamatos are primeval dragons that hunt the deep jungles of the world. Although not as intelligent or magically adept as their “true” cousins, kongamatos are respected and feared for their resilience and awesome strength. While the kongamato’s body is clearly draconic— squat and dense with sharp claws capping each of its four limbs—the creature’s head is distinctly avian, with a long, toothless beak and a pronounced crest. A kongamato’s hide is a rich emerald hue, with an ash-colored underbelly and crimson webbing on its broad wings. Females have smaller head-crests than males, and a rosy hue colors both the undersides of their wings and their underbellies. Kongamatos are apex predators that make their lairs in the tops of the oldest and strongest trees, or in caves and ruins. Kongamatos are carnivorous and prey on large herd animals. Although they do not have teeth, their beaks are sharp and strong, allowing them to carve their kills with precision and to punch through wood, rock, and even metal. When possible, kongamatos hunt on the perimeter of their territories, gliding silently and gracefully through even the thickest forest foliage to surprise prey. Both males and females grow to a length of almost 30 feet, with an equally broad wingspan, and can weigh up to 7 tons. Kongamatos live between 500 and 600 years.
N Huge
Init +7; Senses
DEFENSE
AC 29, touch 11, flat-footed 26 (+3 Dex, +18 natural, –2 size)
hp 261 (18d12+144)
Fort +19, Ref +16, Will +13
OFFENSE
Speed 40 ft.,
Melee bite +28 (2d6+12), 2 claws +28 (1d8+12), tail slap +26 (2d6+6), 2 wings +26 (1d8+6)
Space 15 ft.; Reach 15 ft.
Special Attacks wailing dive,
STATISTICS
Str 34, Dex 17, Con 26, Int 9, Wis 14, Cha 17
Base Atk +18;
Feats Flyby Attack, Hover, Improved Initiative, Improved Sunder, Lightning Reflexes, Multiattack, Power Attack, Snatch, Wingover
Skills Climb +19, Fly +20, Intimidate +16, Perception +23, Sense Motive +15, Stealth +13, Survival +20
Languages Draconic
SQ
ECOLOGY
Environment tropical forests
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Piercing Beak (Ex) A kongamato’s beak is extremely hard and adept at breaking objects. When attempting to damage an item, a kongamato’s beak attack does double damage and is treated as if it were adamantine for the purposes of overcoming the object’s hardness.
Wailing Dive (Su) When a kongamato makes a charge while flying or uses its Flyby Attack feat, the creature’s body becomes infused with energy, causing its bite to deal an extra +1d6 points of sonic damage on that attack.
Tunche
Standing on three legs, this creature is a mix of dangerous jungle animals and plants fused into one deadly predator.
A tunche is a bizarre forest creature with twisted feline legs, a dense body resembling jungle undergrowth, clawed arms like those of a praying mantis, and a head resembling a cross between a monstrous spider’s head and a jungle orchid. Although it has plant and animal features, a tunche is neither plant nor animal and is immune to effects that specifically target such creatures. Considering itself the ultimate protector of the jungle, a tunche prowls its domain in search of any who might despoil this vibrant and lush environment. If a tunche encounters travelers who treat the jungle with proper respect, it might simply observe them or demand an offering in exchange for allowing them to pass through its territory. A tunche especially enjoys toying with its victims, using its magic to confuse and mislead its opponents. A tunche rarely kills a foe without toying with it first, unless the target is actively harming plants or animals. A tunche stands 20 feet tall and weighs 4,000 pounds.
CN Huge
Init +9; Senses
DEFENSE
AC 31, touch 13, flat-footed 26 (+5 Dex, +18 natural, –2 size)
hp 262 (25d6+175)
Fort +15, Ref +19, Will +19
OFFENSE
Speed 50 ft.,
Melee bite +22 (2d8+11/19–20 plus poison), 4 claws +22 (3d6+11)
Space 15 ft.; Reach 15 ft.
Special Attacks poison,
Constant—speak with plants, tongues
At will—burst of nettles (DC 20), entangle (DC 18), tree shape, tree stride, ventriloquism, warp wood (DC 19)
7/day—diminish plants, plant growth, wall of thorns
3/day—control plants (DC 25), move earth, true seeing
STATISTICS
Str 33, Dex 21, Con 24, Int 12, Wis 20, Cha 25
Base Atk +12;
Feats Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +21 (+29 when jumping), Bluff +22, Climb +19, Intimidate +32, Knowledge (geography) +29, Knowledge (nature) +29, Perception +33, Sense Motive +33, Stealth +25 (+33 in forests), Swim +19
Racial Modifiers +8 Acrobatics when jumping, +8 Stealth in forests
Languages Aklo, Sylvan; speak with plants, tongues
SQ
ECOLOGY
Environment warm forests
Organization solitary
Treasure standard
SPECIAL ABILITIES
Feather Step (Su) A tunche in a forest ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.
Poison (Ex) Bite—injury; save Fort DC 29; frequency 1/round for 6 rounds; effect 1d4 Con and 1d4 Wis plus nauseated for 1 round; cure 2 consecutive saves.
Tarantula Tree
This towering mass of vegetation balances itself upon several long and misshapen tree trunks.
Terrifying predators, tarantula trees claim dominion over vast swaths of territory. Within these regions, they tend to be nomadic until they find a productive hunting spot. While they cannot speak, these plants are quite intelligent and have been known to live in peace with creatures willing to engage them in entertaining conversation. The typical tarantula tree stands upward of 100 feet in height and weighs nearly 200 tons.
CN Colossal
Init +14; Senses
DEFENSE
AC 34, touch 12, flat-footed 24 (+10 Dex, +22 natural, –8 size)
hp 325 (26d8+208);
Fort +23, Ref +18, Will +17
Defensive Abilities freedom of movement;
OFFENSE
Speed 40 ft.
Melee 4 vines +28 (2d8+16/19–20 plus
Space 30 ft.; Reach 30 ft.
Special Attacks
Constant—freedom of movement
At will—entangle (DC 14), hallucinatory terrain (DC 17)
3/day—quickened entangle (DC 14)
1/day—wall of thorns
STATISTICS
Str 42, Dex 30, Con 26, Int 13, Wis 25, Cha 17
Base Atk +19;
Feats Awesome Blow, Combat Expertise, Critical Focus, Improved Bull Rush, Improved Critical (vine), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Quicken Spell-Like Ability (entangle), Staggering Critical, Vital Strike, Weapon Focus (vine)
Skills Knowledge (nature) +27, Perception +36, Stealth +23 (+39 in forests)
Racial Modifiers +16 Stealth in forests
Languages Sylvan (cannot speak)
SQ
ECOLOGY
Environment temperate or tropical forests
Organization solitary
Treasure standard
SPECIAL ABILITIES
Encage (Ex) When a tarantula tree uses its freeze ability, it appears as a grove of trees with a tangled, shared canopy. Since the tarantula tree is Colossal, Large or smaller creatures can move through its space with ease, and the tarantula tree can move through a square occupied by a Large or smaller creature with ease. The tarantula tree never provokes attacks of opportunity from Large or smaller creatures as a result of such movement. As a swift action, a tarantula tree can extend thick, thorny branches from the sides of its trunk-like legs, forming a cage of sorts that functions as a wall of thorns (CL 17th) for the purposes of creatures attempting to move into or out of the tarantula tree’s space. While using its encage ability, a tarantula tree cannot move, but gains a +4 bonus on attack rolls and damage rolls against creatures in its space. It can retract these vines and resume its normal mobility as a move action.
Vines (Ex) A tarantula tree’s thorn-laced vines are a primary natural attack that deals bludgeoning and piercing damage.
Mogaru
This towering saurian lumbers on its hind legs, its twin tails thrashing and the spines on its back glowing with red energy.
Mogaru, known as the Final King to kaiju scholars, or simply as King Mogaru, is one of the most destructive of his kind. Although not the most powerful kaiju (a sobering thought in and of itself ), Mogaru is certainly the most active of the known kaiju. Additionally, Mogaru seems to be as eager to rampage through the works of humanity as he is to attack and kill other kaiju, making him something of a mixed blessing to kaiju-threatened cities. While the prospect of an attack by Mogaru is the stuff of nightmares, the possibility of his intervention during a different kaiju attack is the stuff of hope, though the damage dealt to a city during its defense may be significant. Mogaru appears as a towering dinosaur with twin tails, spines that glow red as he uses his breath weapon, and two powerful clawed forearms. King Mogaru dwells in the depths of a tropical jungle, sleeping silently at the bottom of an unusually deep lake until roused. Legends hold that Mogaru was born of the world itself, either formed from the spirits of countless plants and animals resulting from ages of hunting and predation by humanoids for food or sport, or formed from the souls of the countless slain in an ancient apocalypse or war that devastated one of the first of the world’s empires. Regardless of the actual cause, the birth of Mogaru in these legends seems to be the same—soon after another kaiju, Lord Varklops, emerged from an erupting volcano, Mogaru rose to oppose the Thrice-Headed Fiend in a vast battle that nearly slew Varklops while devastating an entire nation in the process. Mogaru is also rumored to have slain no fewer than a dozen other kaiju, including Agmazar the Star Titan, now believed to be the only undead kaiju in existence. Of particular note is the curious fact that Mogaru exhibits a particularly unique interest in song. Legends of skilled singers being able to save their cities with a single mournful paean to the kaiju, or of vengeful bards using their craft to waken the monster from his lair to send him on a rampage are common along coastal regions with a history of kaiju attacks, and in such regions renowned singers are well respected for this ability to inf luence one of the world’s most destructive creatures. Kaiju scholars suspect that song manages to penetrate Mogaru’s memories of some primeval event, but the reasons for the kaiju’s reaction to the song are its own. Mogaru stands 140 feet high and weighs 20,000 tons, and is nearly 300 feet long from nose to tail.
CN Colossal
Init +9; Senses
DEFENSE
AC 47, touch 7, flat-footed 42 (+5 Dex, +40 natural, –8 size)
hp 697 (34d10+510);
Fort +34, Ref +24, Will +23
Defensive Abilities absorb energy,
Weaknesses susceptible to song
OFFENSE
Speed 100 ft.,
Melee bite +46 (8d6+20/19–20 plus
Ranged firebolts +31 touch (damage variable; see below)
Space 60 ft.; Reach 60 ft.
Special Attacks
STATISTICS
Str 50, Dex 21, Con 41, Int 3, Wis 30, Cha 26
Base Atk +34;
Feats Combat Reflexes, Critical Focus, Greater Bull Rush, Greater Sunder, Greater Vital Strike, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Iron Will, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Staggering Critical, Vital Strike
Skills Perception +45, Swim +49
Racial Modifiers +16 Perception
Languages Aquan (can’t speak)
SQ massive
ECOLOGY
Environment warm forests or water
Organization solitary (unique)
Treasure incidental
SPECIAL ABILITIES
Absorb Energy (Ex) Mogaru absorbs energy attacks that damage him, including negative energy attacks. Damage blocked by one of his resistances or immunities instead heals him an amount equal to the damage dealt. He may absorb only one kind of energy in this manner in a round. The first type of energy that affects him in a round (whether or not it penetrates his immunities or resistance to actually damage him) sets the type of energy he absorbs for that round. Hit points gained in excess of his normal maximum are lost. Mogaru cannot gain healing from energy effects generated by himself.
Breath Weapon (Su) Once every 4 rounds, Mogaru can breathe out a beam of fiery red force. When Mogaru uses this attack, he can choose to focus the breath weapon into a single 1,200-foot-long line, or he can shorten the range and turn his head and body while breathing, effectively affecting a 600-foot-long cone. All creatures caught in this area of effect take 20d6 points of fire damage, 20d6 points of force damage, and are staggered for 1d6 rounds from the devastating energy (Reflex DC 42 halves the damage and prevents the staggered effect). A creature slain by this effect is disintegrated, whether the saving throw was successful or not. This breath weapon is particularly effective at blasting through cover—cover does not grant any bonuses on Reflex saves against Mogaru’s breath weapon. The save DC is Constitution-based.
Firebolts (Su) As a standard action on any round immediately following the use of his breath weapon, Mogaru can fire bolts of red energy from the glowing spines along his back. These bolts are ranged touch attacks with a range of 1,200 feet. When Mogaru uses this ability, he must choose between firing one firebolt, three firebolts, or six firebolts. If he fires one, it deals 20d6 points of damage on a hit. If he fires three bolts, each deals 8d6 points of damage on a hit. If he fires six bolts, each deals 5d6 points of damage on a hit. Half of the damage caused by any one firebolt is fire damage, the other half is force damage. Firebolts deal full damage against objects, and ignore the first 10 points of hardness possessed by an object.
Reflexive Breath (Ex) The first time in any round that Mogaru can make an attack of opportunity, he can choose to use a diminished version of his breath weapon instead of making a physical attack. This reflexive breath weapon attack only targets the creature that provoked the attack of opportunity, but otherwise causes the same damage and effects his breath weapon normally inflicts (Reflex DC 32 halves the damage and negates the staggered effect). Use of his breath weapon in this way does not affect the recharge rate of the regular breath weapon. The save DC is Constitution-based, and includes a –10 penalty to reflect the fact that the reflexive breath is a shorter (but no less intense) blast of energy than the kaiju’s typical breath weapon attack.
Sense Kaiju (Su) Mogaru can sense the location of the nearest active kaiju, as if using discern location, at will.
Susceptible to Song (Ex) Mogaru’s actions can be influenced by song, provided the kaiju notices the singing. If the kaiju is not currently engaged in battle, he automatically hears any song within 100 feet that is directed at him in an attempt to influence him, but when he is in combat, there’s only a cumulative 20% chance per round of sustained singing that he notices the song. In order to influence Mogaru, the singer must make a DC 35 Perform (sing) check (this check cannot be bolstered by the aid another action, and the singer cannot take 10 or 20 on the check). The result of this check sets the DC of the Will save Mogaru must make in order to not be influenced by the song. The singer can choose to influence Mogaru as if she had successfully cast suggestion on the kaiju (CL = the singer’s ranks in Perform [sing]). If Mogaru succeeds at a Will save (DC = the singer’s ranks in Perform [sing] + the singer’s Charisma modifier), the effects of the influence last for a maximum of 1d4 rounds; otherwise, the effects last as long as a suggestion spell would normally last. Mogaru cannot use his recovery ability to recover from song influence, and a single singer may influence Mogaru only once per day.