Pugwampi

As if the world’s most revolting lapdog had somehow learned to walk on its back legs, this sickly creature slinks forward carefully.

Mean, dog-faced, and cowardly, pugwampis are loved by no one—not even other gremlins. These gremlins take disproportionate amounts of enjoyment from the accidents and missteps of other creatures, often going to great lengths to manufacture the perfect deadfalls or stumbling blocks. They then wait nearby, both to laugh at the inevitable mishaps and to make sure their personal unluckiness is passed off on their victims. Pugwampis live in caves or ruined buildings, occasionally venturing forth to find victims upon which to inf lict their sick senses of humor. Their “jokes” tend to involve spikes and excrement, or sometimes pits full of spiders or campsites that flood with swamp water. Certainly only the pugwampis consider their jokes funny. As all pugwampis are somewhat deaf, when not trying to be stealthy, they tend to scream and yell loudly so they can hear themselves and each other. At some point in the distant past, pugwampis became enamored of gnolls, seeing in the beast-men a kindred form and thus aspiring to the height and deadly prowess of the savage warriors, whom they honor as gods. Gnolls, for their part, hate pugwampis even more than other creatures, mostly because of the gremlins’ weakness and sickening fawning, though they sometimes keep the gremlins around just to torment them.

CR 1/2 XP 200
NE
Tiny fey
Init +5; Senses darkvision 120 ft., low-light vision; Perception +6
Aura unluck (20 ft.)
DEFENSE
AC
13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 6 (1d6+3)
Fort +0, Ref +3, Will +4
DR 2/cold iron; SR 7
OFFENSE
Speed
30 ft.
Melee dagger +3 (1d2–4/19–20)
Ranged shortbow +3 (1d3–4/×3)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration –1)
At will—prestidigitation, speak with animals
1/day—shatter (DC 10)
STATISTICS
Str
3, Dex 13, Con 11, Int 10, Wis 14, Cha 6
Base Atk +0; CMB –1; CMD 5
Feats Improved Initiative, Toughness, Weapon Finesse
Skills Bluff +2, Craft (traps) +4, Disable Device +2, Perception +6 (+2 Listening), Ride +2, Stealth +17
Racial Modifiers +4 Stealth, –4 Perception when listening
Languages Gnoll, Undercommon
ECOLOGY
Environment
warm hills
Organization solitary, pair, mob (3–12), or infestation (13–20 with 1–3 druids of 1st–3rd level, 1 fighter leader of 2nd–4th level, 2–8 trained stirges, and 2–5 trained baboons)
Treasure standard (dagger, shortbow with 20 arrows, other treasure)
SPECIAL ABILITIES
Unluck Aura (Su)
A pugwampi radiates an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. This is a mind-affecting effect that does not work on animals, other gremlins, or gnolls. Any character who gains any sort of luck bonus (such as that granted by a luckstone or divine favor) is immune to the pugwampi unluck aura.
 

Thylacine

This catlike creature has a striped pelt and whiskers that jut from a long muzzle filled with sharp teeth.

These carnivorous, wide-jawed marsupials typically hunt at night and have a reputation for savagery. By day, they nest in hollow trees or clusters of bushes.

CR 1/2 XP 200
N
Small animal
Init +2; Senses low-light vision; Perception +8
DEFENSE
AC
13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 7 (1d8+3)
Fort +5, Ref +4, Will +1
OFFENSE
Speed
30 ft.
Melee bite +2 (1d4+1/19–20)
STATISTICS
Str
12, Dex 15, Con 16, Int 2, Wis 13, Cha 7
Base Atk +0; CMB +0; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8
SQ powerful jaws
ECOLOGY
Environment
warm hills
Organization solitary or pack (2–5)
Treasure none
SPECIAL ABILITIES
Powerful Jaws (Ex)
A thylacine’s muscular jaws threaten a critical hit on a natural roll of 19 or 20.
 

Vulture

This dark-feathered vulture has a bald neck and head, and its long, hooked beak is caked with carrion.

Though related to raptors and other birds of prey, vultures mainly feed on carrion they spot or scent from on high. Vultures have weak claws compared to predatory birds, but their sharp and wickedly hooked beaks tear living flesh as readily as the sharpest blade. Despite dining on carrion, vultures prefer their corpses newly dead rather than rotten. Some even hunt smaller prey when food is scarce.

CR 1/2 XP 200
N
Small animal
Init +1; Senses low-light vision, scent; Perception +9
DEFENSE
AC
13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +6, Ref +3, Will +1; +4 vs. disease
OFFENSE
Speed
10 ft., fly 50 ft. (average)
Melee bite +2 (1d6+1)
STATISTICS
Str
12, Dex 13, Con 14, Int 2, Wis 13, Cha 7
Base Atk +0; CMB +0; CMD 11
Feats Great Fortitude
Skills Fly +7, Perception +9
Racial Modifiers +8 Perception
ECOLOGY
Environment
warm plains or hills
Organization solitary, pair, or flock (3–24)
Treasure none
 

Chupacabra

This lizard-like creature stalks forward upon two muscular legs, a mane of spikes running down its scaly back.

These notorious predators have an undeniable thirst for blood. Chupacabras prefer to prey upon the weak and slow, often watching potential prey from hiding for long periods before attacking. Spry and stealthy, they prefer to keep to areas of high grass and protective rock, their slightly ref lective scales allowing them to blend in well with such surroundings. With a preference for lone travelers and farm animals (particularly goats), chupacabras leave little evidence of their presence apart from the grisly blood-drained husks of their meals, often leading locals to believe a reckless vampire lives in the area. A typical chupacabra measures nearly 5-1/2 feet from muzzle to tail tip and stands just under 4 feet tall. Slightly built and light of bone, most weigh close to a hundred pounds. They mate rarely and only during the hottest months, with the females each producing a single egg that hatches into a tiny, dehydrated creature. The mother typically leaves helpless prey in her cave so the hatchling can immediately feed. Although chupacabras are typically solitary, in bountiful areas small gangs of the beasts can form. These groups work well together, becoming bold enough to attack larger groups of animals and more dangerous prey. Stories of chupacabras attacking travelers or laying siege to farmhouses typically stem from the hunting practices of such gangs. It is not unusual for older chupacabras to grow to Medium size. These larger specimens tend to be leaders of chupacabra gangs, or, more commonly, loners capable of tormenting entire villages on their own. Some chupacabras are mutants with large reptilian wings, and have been known to carry off goats and children. A flying chupacabra has a fly speed of 60 feet (average), which increases to 90 feet (average) when invigorated from drinking blood. A winged chupacabra is the same CR as the normal variety.

CR 3 XP 800
N
Small magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC
16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +3
OFFENSE
Speed
30 ft.
Melee bite +6 (1d4+1 plus grab), 2 claws +6 (1d3+1)
Special Attacks chupar, pounce
STATISTICS
Str
13, Dex 16, Con 14, Int 3, Wis 15, Cha 6
Base Atk +4; CMB +4 (+8 grapple); CMD 17
Feats Combat Reflexes, Improved Initiative
Skills Acrobatics +7 (+11 jumping), Perception +6, Stealth +16
Racial Modifiers +4 Acrobatics when jumping, +4 Stealth (+8 in undergrowth or rocky areas)
Languages Aklo (cannot speak)
ECOLOGY
Environment
warm hills or plains
Organization solitary, pair, or gang (3–7)
Treasure none
SPECIAL ABILITIES
Chupar (Ex)
A chupacabra that pins an opponent or maintains a pin can suck blood from that opponent as a free action once per round, dealing 1 point of Constitution damage. Upon successfully draining blood, the chupacabra is invigorated, gaining a significant boost in speed for 10 rounds similar to the haste spell. The invigorated chupacabra can still drain blood—and in so doing increase the length of its invigoration—but it gains no additional effects.
 

Amphiptere

This snake-bodied dragon has a sinuous tail with a spiked tip. Flared wings attach to its forelimbs, and it lacks rear legs.

Distantly related to wyverns, amphipteres are equally cruel and prone to violence. Like wyverns, they have serpentine bodies and bat-like wings. Unlike wyverns, however, amphipteres must use the long claws on the tips of their wings to propel their bodies along as they awkwardly leap and soar a few feet off the ground. They’re also longer and much leaner than wyverns, and instead of a wyvern’s poisonous stinger, an amphiptere has a broad, arrow-shaped spur at the end of its long tail. Capable of piercing armor and shattering bone, an amphiptere’s tail skewers prey much like a fisher might spear a fish.  Amphipteres average 18 feet in length, though most of this length is the tail, and they weigh around 1,600 pounds.

CR 4 XP 1,200
N
Large dragon
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +13
DEFENSE
AC
16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 42 (5d12+10)
Fort +6, Ref +4, Will +5
Immune paralysis, sleep
OFFENSE
Speed
10 ft., fly 60 ft. (average)
Melee tail +9 (1d8+4), bite +8 (1d10+4 plus grab), 2 wings +3 (1d4+2)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks constrict (1d10+4), impale
STATISTICS
Str
18, Dex 11, Con 14, Int 7, Wis 12, Cha 9
Base Atk +5; CMB +10; CMD 20 (can’t be tripped)
Feats Flyby Attack, Improved Initiative, Weapon Focus (tail)
Skills Fly +10, Perception +13, Sense Motive +9, Stealth +4
Racial Modifiers +4 Fly, +4 Perception
Languages Draconic
SQ limited flight
ECOLOGY
Environment
temperate or warm deserts, hills, or mountains
Organization solitary, pair, or flight (3–18)
Treasure standard
SPECIAL ABILITIES
Impale (Ex)
If an amphiptere confirms a critical hit with its tail attack against a creature smaller than itself, the spike-tipped tail impales the target creature. An impaled creature gains the pinned condition (though the amphiptere doesn’t gain the grappled condition), takes 1d6 points of bleed damage, and automatically takes damage from the amphiptere’s tail each round it remains pinned. An amphiptere can’t constrict a creature it has impaled, nor can it use its tail attack while it is impaling a creature, but it doesn’t need to succeed at a grapple combat maneuver check to maintain the grapple. An amphiptere can release an impaled creature as a free action.
Limited Flight (Ex) Though amphipteres have wings, they can’t truly fly. Amphipteres usually move by lifting themselves a few feet off the ground with their great batlike wings and pulling themselves along the ground with their claws. This tactic provides an amphiptere a fly speed of 60 feet and average maneuverability, though they can’t lift themselves higher than 10 feet off the ground and can’t use their wings to hover. Additionally, amphipteres can attempt a DC 15 Fly check to fall safely from any height without taking falling damage, as if under the effects of feather fall. When falling safely, an amphiptere can attempt an additional DC 15 Fly check to glide, allowing it to move 5 feet laterally for every 10 feet it falls.
 

Giant Vulture

A wickedly hooked beak and an immense bald head draw attention from this enormous scavenger’s vast wingspan.

Larger even than condors, giant vultures dwell only in regions where carrion is both large and plentiful, such as the primeval wildernesses where megafauna roam. They also flock to regions torn by war, feasting on the dead with no concern for allegiance or race. Giant vultures rarely wait for wounded creatures to finish dying before they feed, and are much braver than most wild animals. A giant vulture, for example, wouldn’t think twice about swooping down on a heavily armored column of soldiers just to snatch up a few wounded stragglers from the end of the line. A giant vulture stands more than 13 feet tall, has a wingspan of over 30 feet, and weighs 500 to 600 pounds.

CR 4 XP 1,200
N
Large animal
Init +2; Senses low-light vision, scent; Perception +14
DEFENSE
AC
17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 42 (5d8+20)
Fort +10, Ref +6, Will +3; +4 vs. disease
OFFENSE
Speed
10 ft., fly 50 ft. (average)
Melee bite +9 (2d6+9 plus disease)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
22, Dex 15, Con 18, Int 2, Wis 15, Cha 7
Base Atk +3; CMB +10; CMD 22
Feats Great Fortitude, Toughness, Weapon Focus (bite)
Skills Fly +7, Perception +14
Racial Modifiers +8 Perception
SQ diseased
ECOLOGY
Environment
warm plains or hills
Organization solitary, pair, or flock (3–8)
Treasure none
SPECIAL ABILITIES
Diseased (Ex)
Due to their filthy eating habits and constant exposure to decaying flesh, giant vultures are harbingers of disease—much more so than the standard vulture. Any creature bitten by a giant vulture has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease. Once this check is made, a victim can no longer be infected by this particular giant vulture, though attacks by different giant vultures are resolved normally and may result in multiple illnesses. While vultures aren’t immune to all diseases, they do gain a +4 racial bonus on all saving throws against such ailments.
 

Hieracosphinx

A cold-eyed falcon’s head and great wings adorn the body of this otherwise leonine creature.

The least intelligent of the common sphinxes, hieracosphinxes are a cowardly, cruel-hearted lot. All are male. They despise the larger and cleverer androsphinxes and criosphinxes. Toward gynosphinxes they hold a twisted mix of a lust and hate, simultaneously envying their beauty and power while craving them as mates. Hieracosphinxes attack other sphinxes whenever they have them at a disadvantage. Male sphinxes of other species they tear to shreds or drive away, whereas they prefer to leave gynosphinxes ravaged but alive. The other species of sphinx likewise hold nothing but disdain for hieracosphinxes, and typically attack these vile beasts on sight. Hieracosphinxes guard their territory ruthlessly against weaker intruders, seldom giving warning before they attack. They have no use for banter and riddles, making most efforts at diplomacy rather ineffective, but can be convinced to call off their attacks by convincing shows of force coupled with information on the location of weaker prey or a gynosphinx. Though poor fliers, they still prefer to fight from the air, the better to escape if the combat turns against them. As they lack the ego and resourcefulness of the rest of their breed, hieracosphinxes can be pressed into service of mounts, particularly by those of similarly evil dispositions. Hieracosphinxes chafe under such service but submit to more powerful riders, though they still inflict their foul tempers on any weaker creatures that happen by. A grown hieracosphinx can easily consume a full horse’s worth of meat in a day, making their upkeep rather expensive. Even with these drawbacks, hieracosphinx eggs command values of up to 1,500gp on the open market, as do young hieracosphinxes. It takes 3 years for a hieracosphinx to reach maturity, after which an untrained hieracosphinx only rarely accepts a rider without magical compulsion. Trainers, though hard to come by, charge thousands of gold pieces to rear and train a hieracosphinx, owing to the risk to life and limb. A light load for a hieracosphinx is up to 350 pounds; a medium load, 351–700 pounds; and a heavy load, 701–1,050 pounds. A typical hieracosphinx is just short of 9 feet long and weighs 600 pounds. Hieracosphinxes detest bearing a rider into battle, thus increasing the DCs of any combat-related Ride checks by +5.

CR 5 XP 1,600
CE
Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +16
DEFENSE
AC
17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 60 (8d10+16)
Fort +8, Ref +8, Will +4
OFFENSE
Speed
30 ft., fly 60 ft. (poor)
Melee bite +11 (1d10+4), 2 claws +11 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, shriek
STATISTICS
Str
19, Dex 14, Con 15, Int 6, Wis 15, Cha 10
Base Atk +8; CMB +13; CMD 25 (29 vs. trip)
Feats Cleave, Flyby Attack, Power Attack, Skill Focus (Perception)
Skills Fly +3, Perception +16
Racial Modifiers +4 Perception
Languages Sphinx
ECOLOGY
Environment
warm hills
Organization solitary, pair, or flock (3–8)
Treasure incidental
SPECIAL ABILITIES
Shriek (Su)
The shrill shriek of a hieracosphinx deafens nonsphinxes within a 60-foot-radius spread for 2d4 rounds (DC 16 Fortitude negates). Once a creature successfully saves against this effect, it is immune to the hieracosphinx’s shriek for 24 hours. Using this ability is a standard action. The save DC is Constitution-based.
 

Manticore

This creature has a vaguely humanoid head, the body of a lion, and the wings of a dragon. Its tail ends in long, sharp spikes.

Manticores are fierce predators that patrol a wide area in search of fresh meat. A typical manticore is about 10 feet long and weighs about 1,000 pounds. Some have more human-like heads, usually with beards. Males and females look much alike. Manticores eat any meat, even carrion, though they prefer human flesh and rarely pass up an opportunity for such a delicacy. They are smart and social enough to bargain with or bully evil humanoids into alliances or offering tribute, and more powerful creatures may hire or bribe them to guard or patrol a place or area. They like lairs in high places, such as hilltops and caves in cliffs. Although manticores were likely a magical creation, they have long since established themselves as a naturally occurring species. Curiously, manticores seem strangely fecund, and can interbreed with a number of other similarly shaped creatures, including lions, dire lions, lamias, sphinxes, and even chimeras. The progeny of a manticore and an unusual mate is summarized on the table below.

CR 5 XP 1,600
LE
Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE
AC
17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +7, Will +3
OFFENSE
Speed
30 ft., fly 50 ft. (clumsy)
Melee bite +10 (1d8+5), 2 claws +10 (2d4+5)
Ranged 4 spikes +8 (1d6+5)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
20, Dex 15, Con 18, Int 7, Wis 12, Cha 9
Base Atk +6; CMB +12; CMD 24 (28 vs. trip)
Feats Flyby Attack, Hover, Weapon Focus (spikes)
Skills Fly –3, Perception +9, Survival +4 (+8 tracking)
Racial Modifiers +4 Perception, +4 Survival when tracking
Languages Common
ECOLOGY
Environment
warm hills and marshes
Organization solitary, pair, or pride (3–6)
Treasure standard
SPECIAL ABILITIES
Spikes (Ex)
With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period.
 

Phase Spider

This large spider-like monster has an eerie, humanoid face surrounded by a shaggy mane of fur.

Phase spiders are voracious predators from the Ethereal Plane who hunt on the Material Plane. When prey is located, the spider shifts to the Ethereal Plane to prepare an ambush. Against a lone victim, the spider shifts to the Material Plane, bites the victim, then retreats back to the Ethereal Plane to wait for the poison to take effect. Against multiple foes, a phase spider follows these same tactics, and on each round a foe remains in reach at the start of its turn, it repeats this gambit. If no foes are in reach, it moves while ethereal to prepare an attack on an available target, but unless it feels safe in spending an entire round on the Material, it won’t phase back to attack unless it can do so while saving a move action for an escape. Phase spiders are the natural enemy of another denizen of the Ethereal Plane—the xill. The two races have long fought a bloody war with no real prospect of a resolution anytime soon. Were phase spiders less horrifying and alien in appearance, they might find the allies they need to defeat the sinister xill among other races, but their monstrous forms and often overwhelming hunger make diplomacy difficult. On the Ethereal Plane, phase spiders can manipulate the raw smoky ether in a manner similar to how a spider manipulates webs. Vast, complex nests of semisolid ether float idly through the eddies of the Ethereal Plane, each supporting numerous phase spiders. The creatures enjoy each other’s company, but have no real concept of family—a newborn phase spider is fully capable of fending for itself and is treated no differently by its parents or siblings than any other. The typical phase spider is 8 feet long and weighs about 700 pounds.

CR 5 XP 1,600
N
Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC
17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp 51 (6d10+18)
Fort +8, Ref +8, Will +3
Defensive Abilities ethereal jaunt
OFFENSE
Speed
40 ft., climb 20 ft.
Melee bite +10 (2d6+7 plus poison and grab)
Space 10 ft.; Reach 5 ft.
Special Attacks ethereal ambush
STATISTICS
Str
20, Dex 17, Con 16, Int 7, Wis 13, Cha 10
Base Atk +6; CMB +12 (+16 grapple); CMD 25 (37 vs. trip)
Feats Ability Focus (poison), Improved Initiative, Skill Focus (Stealth)
Skills Climb +18, Perception +6, Stealth +7
Languages Aklo
ECOLOGY
Environment
warm hills
Organization solitary, pair, or cluster (3–6)
Treasure none
SPECIAL ABILITIES
Ethereal Ambush (Ex)
A phase spider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.
Ethereal Jaunt (Su) A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).
Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
 

Siren

This creature has the body of a hawk and the head of a beautiful woman with long, shining hair.

These bizarre beings have the bodies of hawks, owls, or eagles, but the heads of beautiful human women. Their faces typically reflect the human ethnicity dominant in the area in which they lair, and they almost always bear a vibrant and youthful countenance. All sirens are female and long-lived. The oldest known sirens haunt their territories for nearly a millennium, although most only live for a few hundred years. Sirens require male humanoids to mate, and several times per decade either capture or rescue bold or comely sailors who enter their territories. Stories abound of sirens dying— either through heartache or suicide—when sailors they attempted to lure overcame their compelling powers and escaped their grasps. Sirens always live near the sea, where their powerful voices can carry over the waves and attract the attention of unwary sailors who trespass near their isles. A typical siren has a wing span of 8 feet, and weighs 120 pounds.

CR 5 XP 1,600
CN
Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC
18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 52 (8d10+8)
Fort +7, Ref +11, Will +6
Immune mind-affecting effects
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee 2 talons +11 (1d6)
Special Attacks bardic performance, siren’s song, sneak attack +2d6
Spell-Like Abilities (CL 7th; concentration +12)
3/day—cause fear (DC 16), charm person (DC 16), deep slumber (DC 18), shout (DC 19)
STATISTICS
Str
10, Dex 17, Con 12, Int 14, Wis 19, Cha 21
Base Atk +8; CMB +8; CMD 22
Feats Dodge, Flyby Attack, Lightning Reflexes, Weapon Finesse
Skills Fly +7, Knowledge (history) +10, Perception +15, Perform (sing) +13, Stealth +14
Languages Auran, Common
ECOLOGY
Environment
temperate or warm hills
Organization solitary or flight (2–7)
Treasure standard
SPECIAL ABILITIES
Bardic Performance (Su)
A siren may use bardic performance as a 4th-level bard (9 rounds/day), and can use countersong, distraction, fascinate, inspire competence, and inspire courage. Levels in the bard class stack with this ability.
Siren Song (Su) When a siren sings, all non-sirens within a 300-foot spread must succeed on a DC 19 Will save or become enthralled (see below). The effect depends on the type of song the siren chooses, and continues for as long as the siren sings and for 1 round thereafter. A creature that successfully saves cannot be affected again by any of that siren’s songs for 1 hour. These are sonic, mind-affecting effects. The save DC is Charisma-based. Enthralled creatures behave in one of the following four ways, which the siren chooses when she begins singing.
     Captivation A siren can sing a captivating song just like a harpy. This song has the power to infect the minds of those that hear it, calling them to the siren’s side. A victim under the effects of the Captivation song moves toward the siren using the most direct means available. If the path leads them 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. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the siren simply stands and offers no resistance to the siren’s attacks.
     Fascination Affected creatures are fascinated.
     Obsession An obsessed victim becomes defensive of the siren and does all he can to prevent harm from coming to her, going so far as attacking his allies in her defense. The victim is not controlled by the siren, but views her as a cherished ally. This is a charm effect.
     Slumber The victim immediately falls asleep, rendering the creature helpless. While the siren is singing, no noise will wake the sleeping creature, though slapping or wounding him does. The creature continues sleeping for 1d4 minutes after the siren stops singing, but can be awakened by loud noises or any other normal method.
 

Devil Monkey

This towering baboon has fiery orange fur, with two tufts of hair curling up like horns on its head.

Devil monkeys are so named for their bright red-orange fur and distinct hair tufts that resemble horns. Despite their name and strange appearance, these primates have no connection to devils or other supernatural creatures, although their penchant for violence and lairing in regions not typically noted for primate fauna often sparks rumors of strange monsters or mythical invaders. In truth, devil monkeys are giant relatives of baboons. Like their smaller cousins, devil monkeys have doglike muzzles and large canine teeth. Their tails are relatively short and not prehensile. Devil monkeys mostly move around on all fours, but when they rest on their haunches, their heads can reach up to 18 feet high. A typical devil monkey weighs 15,000 pounds.  Owing to their rarity, reclusiveness, and unusual appearance, devil monkeys are often surrounded by legends. In many cases, they are mistaken for other creatures. Their spoor might suggest an unusually large bear or other predator, while those who catch sight of the primate may mistake it for a devil or other fiend. Even when they’re recognized as a kind of monkey, the fact that they may live far from typical monkey territory often adds to their air of sinister mystery.

CR 6 XP 2,400
N
Huge animal
Init +7; Senses low-light vision; Perception +8
DEFENSE
AC
19, touch 11, flat-footed 16 (+3 Dex, +8 natural, –2 size)
hp 67 (9d8+27)
Fort +9, Ref +9, Will +5
OFFENSE
Speed
40 ft.
Melee bite +15 (2d8+15 plus puncture armor)
Ranged rock +8 (1d8+10)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (30 ft.)
STATISTICS
Str
31, Dex 17, Con 16, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +18; CMD 31
Feats Dazzling Display, Improved Initiative, Intimidating Prowess, Power Attack, Weapon Focus (bite)
Skills Acrobatics +13, Climb +14, Intimidate +13, Perception +8
Racial Modifiers +4 Acrobatics, +4 Climb
ECOLOGY
Environment
temperate or warm hills or plains
Organization solitary, pair, or troop (3–10)
Treasure incidental
SPECIAL ABILITIES
Puncture Armor (Ex)
A devil monkey’s fangs are devastating against armor and apparel. When a devil monkey hits with its bite, the creature bitten must succeed at a DC 17 Reflex save or the damage dealt by the bite is also dealt to any armor worn by the creature. If the target isn’t wearing armor and fails this save, there’s a 50% chance the bite damage is applied to a magic item worn in the body, chest, head, or shoulders slot (determine which item is bitten randomly among all potential targets). The save DC is Constitution-based.
 

Wyvern

A dark blue dragon, its wings immense and its tail tipped with a hooked stinger, lands on two taloned feet and roars a challenge.

Wyverns are nasty, brutish, and violent reptilian beasts akin to more powerful dragons. They are always aggressive and impatient, and are quick to resort to force in order to accomplish their goals. For this reason, dragons generally look down upon wyverns, considering their distant cousins nothing more than primitive savages with a distinct lack of style or wit. In most cases, this generalization is spot-on. Although far from animalistic in intellect, and capable of speech, most wyverns simply can’t be bothered with the subtlety of diplomacy, and prefer to fight first and parley later, and even then only if faced with a foe they can neither defeat nor flee from. Wyverns are territorial creatures. Though they occasionally hunt in small groups for large prey, they are generally solitary creatures, hunting in areas ranging in size from 100 to 200 square miles. Wyverns have been known to fight to the death among themselves for the right to hunt a territory rich with prey. Although constantly hungry and prone to mayhem, a wyvern that can be befriended (usually through a delicate combination of flattery, intimidation, food, and treasure) becomes a powerful ally. They often serve giants and monstrous humanoids as guardians, and some lizardfolk and boggard tribes even use them as mounts, although such arrangements are quite costly in terms of food and gold, for few are the wyverns who would willingly serve as steeds for lesser creatures for long. A wyvern is about 16 feet in length, half of which is tail. The average wyvern weighs 2,000 pounds.

CR 6 XP 2,400
N
Large dragon
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +18
DEFENSE
AC
19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 73 (7d12+28)
Fort +9, Ref +6, Will +8
Immune sleep, paralysis
OFFENSE
Speed
20 ft., fly 60 ft. (poor)
Melee sting +10 melee (1d6+4 plus poison), bite +10 melee (2d6+4 plus grab), 2 wings +5 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attack rake (2 talons +10, 1d6+4)
STATISTICS
Str
19, Dex 12, Con 18, Int 7, Wis 12, Cha 9
Base Atk +7; CMB +12 (+16 grapple); CMD 23
Feats Flyby Attack, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Fly +5, Perception +18, Sense Motive +11, Stealth +7
Racial Modifier +4 Perception
Languages Draconic
ECOLOGY
Environment
temperate or warm hills
Organization solitary, pair, or flight (3–6)
Treasure standard
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save DC 17; frequency 1/ round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
 

Behir

This slithering, multi-legged blue reptile has a fearsome head crowned with two large, curling horns.

Temperamental and avaricious, the behir spends most of its time slithering through the sandy hills and desert cliffs that make up its territory, preying upon all creatures who dare to enter its hunting grounds. The creature’s six pairs of powerful, clawed legs remain folded against its sides most of the time, only extending in combat to grapple foes or carry the behir forward in a terrifying, low-slung gallop, or else when climbing the sheer cliff faces common to behir lairs. The average behir is 40 feet long and weighs 4,000 pounds. In addition to the two prominent horns on its head, many have additional decorative spines at regular intervals along the central ridges of their backs. While territorial and bestial in its fury, the behir is neither stupid nor necessarily evil, though its selfcenteredness and tendency to lay claim to everything visible from its high lairs frequently bring it into conf lict with other races. As such, a behir can often be bought off or reasoned with by those brave negotiators willing to get close enough to make their pitch. In these cases, a behir’s tendency to attack first and ask questions later (or not at all) means that anyone seeking to strike a deal must bring powerful incentives and impress the behir immediately with his offer. It’s often been speculated that behirs are somehow related to blue dragons, but the exact nature of this link remains unknown. Most dragons deny any such association and look down on the behir for its relative lack of intelligence—a snubbing that infuriates the already short-tempered behir. Thanks to this casual disparagement, many behirs carry deep grudges against dragons, and attack without pause any who cross into their territories.

CR 8 XP 4,800
N
Huge magical beast
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC
21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
hp 105 (10d10+50)
Fort +12, Ref +8, Will +5
Immune electricity
OFFENSE
Speed
40 ft., climb 20 ft.
Melee bite +15 (2d6+9 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (20-foot line, 7d6 electricity damage, Reflex DC 20 for half, usable every 1d4 rounds), constrict (2d6+9), rake (6 claws +14, 1d4+6), swallow whole (2d8+9 bludgeoning damage, AC 16, 10 hp)
STATISTICS
Str
23, Dex 12, Con 21, Int 7, Wis 14, Cha 12
Base Atk +10; CMB +18 (+22 grapple); CMD 29 (can’t be tripped)
Feats Alertness, Cleave, Great Cleave, Power Attack, Weapon Focus (bite)
Skills Climb +14, Perception +8, Stealth +5
Languages Common
ECOLOGY
Environment
warm hills and deserts
Organization solitary or pair
Treasure double
SPECIAL ABILITIES
Grab (Ex)
A behir’s grab attack works against creatures of any size category. It can constrict the same round it establishes a hold. On any round thereafter that it maintains its hold, the behir can choose to rake the grappled target or swallow it whole.
 

Megaprimatus

This titanic ape has great patches of coarse gray and brown fur, and its skin is thick and leathery.

The apex predators known as megaprimatuses rule virtually unchallenged among prehistoric beasts in lost, forgotten realms. Highly territorial, a megaprimatus attempts to intimidate any other large, threatening creatures out of its chosen domain, and fights them if they don’t retreat. Once a megaprimatus resorts to violence, it shows no mercy, and its enemy must either escape or die.  A megaprimatus’s diet consists of plants—especially large bunches of fruits or melons—and meat. Larger dinosaurs and megafauna are favored prey for the beast, and the megaprimatus enjoys the fight just as much as the meal.  Creatures that clearly don’t pose any danger to a megaprimatus, such as smaller dinosaurs or even humanoids, can usually coexist in its domain. A population of herd dinosaurs or a humanoid settlement can thrive in its territory as the megaprimatus chases off giant predators. People living in this sort of situation might collect large quantities of fruit and deliver it to the ape to prevent it from getting so hungry it goes on a rampage and inadvertently crashes through their homes.  Its tendency to overlook smaller creatures can lead to a megaprimatus’s downfall, because it is woefully underprepared to deal with the ingenuity of humanoids, whose implements of war are powerful enough to bring down a creature even as mighty as a megaprimatus.

CR 8 XP 4,800
N
Gargantuan animal
Init +2; Senses low-light vision, scent; Perception +11
DEFENSE
AC
21, touch 8, flat-footed 19 (+2 Dex, +13 natural, –4 size)
hp 105 (10d8+60)
Fort +13, Ref +9, Will +6
OFFENSE
Speed
30 ft., climb 30 ft.
Melee 2 slams +13 (1d8+9), bite +12 (2d6+9)
Space 20 ft.; Reach 20 ft.
Special Attacks crash through, mangling rend, rend (2 slams, 1d8+13)
STATISTICS
Str
29, Dex 15, Con 22, Int 2, Wis 12, Cha 15
Base Atk +7; CMB +20; CMD 32
Feats Combat Reflexes, Iron Will, Skill Focus (Perception), Snatch, Weapon Focus (slam)
Skills Acrobatics +10, Climb +21, Perception +11
ECOLOGY
Environment
warm forests, hills, or mountains
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Crash Through (Ex)
A megaprimatus’s movement is not impeded by undergrowth, trees, rubble, and similar difficult terrain; by Medium or smaller creatures; or by allies of any size. A megaprimatus can attempt a combat maneuver to overrun a Gargantuan or smaller opponent as a swift action that does not provoke attacks of opportunity.
Mangling Rend (Ex) When a megaprimatus rends a creature or successfully uses its Snatch feat to grapple a creature, the target also takes 1d6 points of bleed damage and reduces its movement by half for 1 minute. The ape can forgo this effect to disable one of the target’s natural weapons for 1 minute, causing attacks with that weapon to take a –4 penalty on attack rolls and to deal half damage.
 

Nephilim

The strength and stature of this giant-sized human is matched only by the nobility of its bearing.

The nephilim are the offspring of demigods who bred with humans. This joining resulted in a race of giant-sized beings possessed of a shard of divine power and the mortal consciousness of humans. A nephilim stands 11 feet tall and weighs 1,100 pounds. Its divine heritage grants it a lifespan of almost 600 years. Nephilim are a nomadic, secretive race. This isolationism has only heightened the wild tales surrounding them, making it even harder for other races to trust them. While the ancient animosity humans once had against them has been largely forgotten, zealots occasionally try to mount pogroms and crusades to wipe the nephilim out forever. The nephilim have proven strikingly resistant to these efforts.

CR 8 XP 4,800
N
Large outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC
22, touch 11, flat-footed 20 (+6 armor, +2 Dex, +5 natural, –1 size)
hp 104 (11d10+44)
Fort +13, Ref +7, Will +10; +2 vs. fear and sorrow effects
Defensive Abilities soul of sorrow; DR 10/magic; Resist cold 10, fire 10; SR 19
OFFENSE
Speed
40 ft. (30 ft. in armor)
Melee +1 longsword +18/+13/+8 (2d6+11/17–20) or 2 slams +17 (1d6+7)
Ranged mwk spear +13/+8/+3 (2d6+7/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks crushing blow, mortal challenge
STATISTICS
Str
25, Dex 15, Con 18, Int 14, Wis 16, Cha 17
Base Atk +11; CMB +19 (+23 sunder); CMD 31 (33 vs. sunder)
Feats Endurance, Great Fortitude, Greater Sunder, Improved Critical (longsword), Improved Lightning Reflexes, Improved Sunder, Power Attack, Quick Draw
Skills Bluff +12, Climb +13, Diplomacy +17, Intimidate +17, Knowledge (geography, planes) +11, Perception +17, Sense Motive +17, Stealth +9, Survival +12
Languages Celestial
ECOLOGY
Environment
warm hills
Organization solitary, pair, or tribe (3–8)
Treasure double (masterwork breastplate, +1 longsword, 4 masterwork spears, other treasure)
SPECIAL ABILITIES
Crushing Blow (Ex)
When a nephilim makes a successful critical hit with a melee attack, the target must make a DC 22 Fortitude save or take an additional 3d6 points of nonlethal damage and be staggered for 1 round. The save DC is Strength-based.
Mortal Challenge (Su) When a nephilim spends a standard action to roar a battle challenge, all humanoids and monstrous humanoids within 100 feet of the nephilim must make a DC 18 Will save to avoid becoming frightened for 5d6 rounds. On a successful save, the creatures only become shaken for that time. Creatures with more HD than the nephilim become shaken if they fail their save, and suffer no effect if they succeed. A creature that succeeds at the save is immune to that nephilim’s mortal challenge for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Soul of Sorrow (Ex) A nephilim gains a +2 bonus on Will saves against fear effects and any effect that causes sorrow.
 

Copper Dragon

Bright, shining copper scales run from the horn-crowned head to the ridged tail of this long-winged dragon.

This whimsical dragon spends most of its time in combat trying to annoy and frustrate its enemies.

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

hp
Fort +, Ref +, Will +
Immune acid, paralysis, sleep
OFFENSE
Speed 40 ft., fly , climb stone
Melee
Space ft.; Reach
Special Attacks breath weapon
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk +; CMB +; CMD
Feats
Skills
Languages
ECOLOGY
Environment
warm hills
Organization solitary
Treasure triple
SPECIAL ABILITIES
Climb Stone (Ex) A copper dragon can climb on stone surfaces as though using spider climb.
Slow Breath (Su) Instead of a line of acid, a copper dragon can breathe a cone of slowing gas. Those in the cone must make a Fortitude save or be slowed (as per slow) for 1d6 rounds plus 1 round per age category of the dragon.
 

Moon Giant

This giant’s gray skin sparkles as if with ref lected light and is pocked with what look like impact craters on its rocklike surface.

Moon giants dwell in rocky badlands and other scarred, deserted places. They revere the moon, stars, and comets and seek wisdom in these celestial bodies’ movements. Though they are normally placid scholars, more likely to enter a lively philosophical debate with other creatures than a brawl, moon giants can become violent when disturbed or when under the influence of a bad moon.  Most moon giants stand about 24 feet tall and weigh almost 18,000 pounds.

CR 15 XP 51,200
LN
Huge humanoid (giant)
Init +8; Senses low-light vision, true seeing; Perception +28
Aura lunar (60 ft., DC 23)
DEFENSE
AC
32, touch 12, flat-footed 28 (+4 Dex, +20 natural, –2 size)
hp 220 (21d8+126)
Fort +15, Ref +13, Will +18
Defensive Abilities improved rock catching; Resist cold 30, fire 30
OFFENSE
Speed
50 ft.
Melee 2 slams +29 (3d6+16)
Ranged rock +19/+14/+9 (2d6+24 plus impact crater)
Space 15 ft.; Reach 15 ft.
Special Attacks impact crater, rock throwing (180 ft.)
Spell-Like Abilities (CL 20th; concentration +23)
Constant—true seeing
At will—dancing lights, detect magic, message
3/day—clairaudience/ clairvoyance, control water, divination
1/day—commune, dream, scrying (DC 18)
STATISTICS
Str
42, Dex 19, Con 22, Int 16, Wis 19, Cha 17
Base Atk +15; CMB +33; CMD 47
Feats Combat Reflexes, Far Shot, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (rock)
Skills Knowledge (arcana, nature) +24, Perception +28, Sense Motive +25, Stealth +17 (+25 in rocky terrain)
Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant, Terran
ECOLOGY
Environment
warm hills or mountains
Organization solitary, pair, or cult (2–5 plus 35% noncombatants and one oracleAPG of 4th–7th level)
Treasure standard
SPECIAL ABILITIES
Lunar Aura (Su)
Creatures within 60 feet of a moon giant are affected by its lunar aura as long as they remain with range (Will DC 23 negates). The giant can choose one of the following effects.
     Waning Affected creatures are calmed as per calm emotions. Aggressive action against a calmed creature breaks the effect for that creature only. A lycanthrope that fails its save is also affected by the true form spell.
     Waxing Affected creatures are enraged as per rage. A lycanthrope that fails its save is also affected by the true form spell, except it is forced to revert to its hybrid form instead of its human form.  A creature that succeeds at its save against the aura is immune to that particular moon giant’s lunar aura for 24 hours. A moon giant can activate, suppress, or change the effect of the aura as a free action, and the giant can choose whether to include itself as part of the same free action. The save DC is Charisma-based.
Impact Crater (Ex) When a moon giant throws a rock, it creates an area of difficult terrain in a 10-foot radius around the spot where the rock landed. If the rock was thrown at a creature, the giant can choose the point of origin for this radius anywhere within the target’s space. If the moon giant misses with a rock attack, roll to determine where the rock lands as if it were a splash weapon.
Improved Rock Catching (Ex) A moon giant gains rock catching, and it additionally receives a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.
 

Titanic Whip Spider

Two of this spiderlike creature’s spindly legs are whiplike feelers, and it has two hooked appendages lined with spines.

Whip spiders have eight legs, but walk on only the rear six. The remaining legs are longer and used as antennae-like feelers, the “whips” that give the creature its name.  A whip spider’s pedipalps are long, spined appendages highly adapted to striking and grasping prey. The titanic whip spider is also referred to as the “mancatcher” whip spider, so named for its extremely long pedipalps that end in slender, spiked claws resembling the weapon. The pedipalps vary in size and function in other species, such as the obsidian whip spider’s stout, spiked pedipalps, or the saber whip spider’s long blades in place of claws.  While the titanic whip spider is the largest known of the species, other species exist in different sizes and with various special abilities. The following table lists the most common variants.

Whip Spider Species CR Size Hit Dice
Jungle whip spider 1 Small 2
Giant whip spider 4 Medium 6
Saber whip spider 7 Large 9
Chain whip spider 11 Huge 12
Obsidian whip spider 14 Gargantuan 16
CR 16 XP 76,800
N
Colossal vermin
Init +7; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC
31, touch 9, flat-footed 24 (+7 Dex, +22 natural, –8 size)
hp 250 (20d8+160)
Fort +20, Ref +13, Will +6
Immune mind-affecting effects
OFFENSE
Speed
60 ft., climb 30 ft.
Melee bite +24 (4d6+17 plus poison), 2 claws +24 (2d8+17 plus grab), 2 whip legs +19 touch (1d4, see below)
Space 30 ft.; Reach 30 ft. (50 ft. with claws and whip legs)
Special Attacks constrict (2d8+17), poison, poison cloud
STATISTICS
Str
44, Dex 24, Con 27, Int —, Wis 11, Cha 3
Base Atk +15; CMB +40; CMD 57 (65 vs. trip)
Skills Climb +25, Perception +16
Racial Modifiers +16 Perception
ECOLOGY
Environment
temperate or warm hills
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 28; frequency 1/round for 6 rounds; effect 1d4 Con drain and nauseated for 1 round; cure 2 consecutive saves.
Poison Cloud (Ex) As a standard action up to twice per day, a titanic whip spider can release a cloud of poisonous gas in a 30-foot-radius spread, centered on any point within its space. Any creature in the area must succeed at a DC 28 Fortitude save or be nauseated for 1d6 rounds and sickened for 1d4 hours afterward. The poison cloud does not obscure vision and persists for 1d4 rounds, but a strong or stronger wind disperses it immediately. This is a poison effect that does not affect whip spiders of any type. The save DC is Constitution-based.
Whip Legs (Ex) The whip spider’s two front legs are extremely long, antennae-like “whips” that give the whip spider the ability to locate potential prey and give it additional information about the target. These whip legs are secondary natural attacks that resolve as touch attacks and deal 1d4 points of slashing damage on a hit. If a whip leg hits a target, the whip spider gains additional sensory information about the target, gaining a +2 insight bonus on any further attacks against that target in the same round. If both whip legs hit, then any additional attacks the whip spider makes that round against that target gain a +4 insight bonus instead. As long as a whip spider benefits from this insight bonus against a foe, that foe can’t gain concealment against the whip spider.