Grioth

This silent batlike humanoid has a long, ratlike tail and four narrow eyes.

Grioths inhabit rogue planets cast away from their stars—often, they travel to other worlds via powerful magic portals during eclipses to pillage resources rare on their frozen homeworlds. Many of these evil creatures are known for their devotion to the Outer God Nyarlathotep (whom they worship in his guise as the Haunter of the Dark), and it isn’t uncommon for colonies of grioths to be led by clerics.  Grioths speak a language composed of squeaks, clicks, and other nonsensical animal noises—they are capable of speaking other languages, but do so in raspy, dry voices. They favor weaponry crafted from metals that synergize with their psychic powers.  The grioth race is prone to mutations, their forms twisted by eldritch forces into lumbering giants or deformed horrors. The most powerful of their kind often possess great physical prowess, as well as unique psychic magic or spell-like abilities that aid them in ruling their dark spire cities and in their constant wars against entities even more alien than themselves.

CR 1 XP 400
CE
Medium monstrous humanoid
Init +4; Senses blindsight 20 ft., see in darkness; Perception +6 (+10 in darkness)
DEFENSE
AC
14, touch 14, flat-footed 10 (+4 Dex)
hp 13 (2d10+2)
Fort +1, Ref +7, Will +6
Immune cold
Weaknesses light sensitivity
OFFENSE
Speed
30 ft., fly 40 ft. (average)
Melee mwk kukri +3 (1d4+1/18–20 plus 1d4 nonlethal), bite –3 (1d6 plus poison)
Special Attacks mindshock, psychic weapons 
Psychic Magic (Sp) (CL 1st; concentration +2)
6 PE—daze monster (2 PE, DC 13), detect magic (0 PE), id insinuation I (2 PE, DC 13), mage hand (0 PE), open/close (0 PE)
STATISTICS
Str
10, Dex 18, Con 12, Int 13, Wis 13, Cha 11
Base Atk +2; CMB +2; CMD 16
Feats Iron Will
Skills Fly +9, Knowledge (geography) +3, Perception +6 (+10 in darkness), Sense Motive +3, Stealth +9
Racial Modifiers +4 Perception in darkness
Languages Aklo, Grioth; telepathy 30 ft.
SQ no breath
ECOLOGY
Environment
any
Organization solitary, pair, gathering (3–6 plus 1 cleric of 3rd level), or cult (7–20 plus 2–6 clerics of 3rd level, 2–4 barbarians of 3rd level, and 1 cleric of 7th level)
Treasure NPC gear (masterwork kukri, other treasure)
SPECIAL ABILITIES
Mindshock (Su)
Whenever a grioth damages a creature with a psychic weapon, a surge of violent psychic energy pulses into the victim’s body, causing an additional 1d4 points of nonlethal damage. On a confirmed critical hit, this additional nonlethal damage does not increase, but the creature struck must succeed at a DC 13 Will save or become confused for 1d2 rounds. This is a mind-affecting effect. The save DC is Charisma-based and includes a +2 racial bonus. 
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect shaken for 1 round; cure 1 save. 
Psychic Weapons (Ex) A grioth’s weapons are made from a strange metal that causes slashing and piercing weapons to deal 1 additional point of damage and allow the grioth to use its mindshock ability.
 

Ogrekin

Its body twisted and deformed, this lumbering giant has tiny eyes and a mouth of jagged teeth presented in a furious roar.

The result of an unfortunate union between an ogre and a humanoid, the ogrekin (or half-ogre) is cursed with horrific malformations due to its tragic ancestry. Shunned by both parents, ogrekin tend to form unstable clans of their own, often resorting to inbreeding to sustain the collective. While good-natured ogrekin are not entirely unheard of, they are far and few between.

CR 2 XP 600
Male human ogrekin fighter 2
CE Medium humanoid (giant)
Init +5; Senses low-light vision; Perception +1
DEFENSE
AC
14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 25 (2d10+10)
Fort +7, Ref +1, Will +1
Defensive Abilities bravery +1
OFFENSE
Speed
30 ft.
Melee shortspear +7 (1d6+5), bite +2 (1d4+2)
STATISTICS
Str
21, Dex 13, Con 18, Int 8, Wis 12, Cha 6
Base Atk +2; CMB +7; CMD 18
Feats Cleave, Improved Initiative, Iron Will, Power Attack
Skills Climb +10, Swim +10
Languages Giant
SQ deformities (oversized maw, weak mind)
ECOLOGY
Environment
any land
Organization solitary or family (2–6)
Treasure NPC gear (spear, other treasure)
CREATING AN OGREKIN
 

Werespider

This hideous, spider-headed man is covered with bristly black hair, and his elongated mandibles drip with glistening poison.

In humanoid form, werespiders are squat, compact, and usually have short, dark brown or black hair. Their eyes tend to be large and dark, and their fingers almost constantly twitch. Their faces are often shiny with natural oils, and the chins of male werespiders are commonly covered in prickly black stubble.  Werespiders enjoy the company of kin, having large families and even larger networks of friends and acquaintances. They like to pass information through these communities, creating a web of contacts that can sometimes stretch over several towns. Werespiders that like to sit at the centers of large organizations often employ non-entothrope informants and spies to be on the lookout for the information they desire, slipping feelers into all aspects of their communities.  Werespiders prefer not to fight by themselves. They are most comfortable when outnumbering their foes. When threatened, a lone werespider attempts to scuttle off to a safer location, usually one full of his allies. Such places are often filled with traps designed to immobilize or poison targets— sometimes both. When werespiders catch victims in these devices, they are quick to move the corpses out of the way and reset the traps, leaving the looting of the bodies for when they feel secure once again.

CR 2 XP 600
Human natural werespider rogue 2 (augmented humanoid)
NE Medium humanoid (human, shapechanger)
Init +6; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC
15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 18 (2d8+6)
Fort +2, Ref +5, Will +4; +4 vs. mind-affecting effects
Defensive Abilities evasion, insect mind
OFFENSE
Speed
30 ft.
Melee short sword +3 (1d6+2/19–20)
Special Attacks sneak attack +1d6
STATISTICS
Str
14, Dex 15, Con 15, Int 8, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Improved Initiative, Iron Will
Skills Acrobatics +6, Bluff +4, Climb +6, Disable Device +6, Escape Artist +6, Knowledge (local) +4, Perception +7, Stealth +6
Languages Common
SQ change shape (giant spider, human, and hybrid; vermin shape II), entothropic empathy, trapfinding +1
ECOLOGY
Environment
any
Organization solitary, pair, or colony (3–10)
Treasure NPC gear (studded leather armor, short sword, 2 doses of Medium spider venom, other treasure)
WERESPIDER (HYBRID FORM)
NE
Medium humanoid (human, shapechanger)
Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
DEFENSE
AC
19, touch 14, flat-footed 15 (+3 armor, +4 Dex, +2 natural)
hp 20 (2d8+8)
Fort +3, Ref +7, Will +4; +4 vs. mind-affecting effects
Defensive Abilities evasion, insect mind; DR 10/silver
OFFENSE
Speed
30 ft.
Melee short sword +3 (1d6+2/19–20), bite –2 (1d6+1 plus curse of entothropy and poison)
Special Attacks sneak attack +1d6, web (+5 ranged, DC 13, 2 hp)
STATISTICS
Str
14, Dex 19, Con 17, Int 8, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 17
Feats Improved Initiative, Iron Will
Skills Acrobatics +8, Bluff +4, Climb +6, Disable Device +8, Escape Artist +8, Knowledge (local) +4, Perception +7, Stealth +8
Languages Common
SQ change shape (giant spider, human, and hybrid; vermin shape II), entothropic empathy, trapfinding +1
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
 

Werewolf

This muscular creature has a man’s body but the snarling head and fur coat of a wolf.

In their humanoid form, werewolves look like normal people, though some tend to look a bit feral and have wild hair. Eyebrows that grow together, index fingers longer than the middle fingers, and strange birthmarks on the palm of the hand are all commonly accepted indications that a person is in fact a werewolf. Of course, such telltale signs are not always accurate, for such physical traits exist in normal people as well, but in areas where werewolves are a common problem, the traits can be damning regardless. Of all the various types of lycanthropes, it is the werewolf that is the most widespread and the most feared. Stories of werewolves haunting lonely forest roads, prowling misty moors on the outskirts of rural societies, or dwelling in the shadows of the largest cities are widespread as well. In most societies, werewolves are feared and despised—and with good reason, as the typical werewolf personifies all that is savage and bestial in a lycanthrope. This isn’t to say that good-aligned werewolves are unknown, but they’re certainly a minority among their kind, and most werewolves are evil murderers who delight in the hunt and the succulent taste of raw meat. Just as wolves are pack animals, werewolves have been known to gather in colonies and live among their own kind, humanoid by day and beast at night. Visitors to werewolf villages are generally rushed out of town before nightfall so as not to discover the citizenry’s dark secret—unless, of course, the pack decides that the unlucky visitor won’t be missed by friends back home.

CR 2 XP 600
CE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4
DEFENSE
AC
17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 19 (2d10+4)
Fort +5, Ref +1, Will +2 (+3 vs. fear)
Defensive Abilities bravery +1
OFFENSE
Speed
30 ft. (20 ft. in armor)
Melee longsword +5 (1d8+4/19–20)
Ranged light crossbow +3 (1d8/19–20)
STATISTICS
Str
17, Dex 13, Con 14, Int 8, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Cleave, Combat Reflexes, Improved Initiative, Power Attack
Skills Climb +3, Intimidate +4, Perception +4
Languages Common
SQ change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves)
ECOLOGY
Environment
any land
Organization solitary, pair, or pack (3–6)
Treasure NPC gear (chainmail, longsword, light crossbow with 20 bolts, other treasure)
WEREWOLF (HYBRID FORM)
CE
Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4
DEFENSE
AC
22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +4 natural)
hp 21 (2d10+6)
Fort +6, Ref +2, Will +2 (+3 vs. fear)
Defensive Abilities bravery +1; DR 10/silver
OFFENSE
Speed
30 ft. (20 ft. in armor)
Melee longsword +6 (1d8+6/19–20), bite +1 (1d6+1 plus trip and curse of lycanthropy)
Ranged light crossbow +4 (1d8/19–20)
STATISTICS
Str
19, Dex 15, Con 17, Int 8, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Cleave, Combat Reflexes, Improved Initiative, Power Attack
Skills Climb +4, Intimidate +4, Perception +4
Languages Common
SQ change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves)
 

Gargoyle

Seemingly carved from a dark gray stone, this sinister crouching humanoid resembles a horned, winged demon.

Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving, allowing them to surprise their foes. Gargoyles tend toward obsessive-compulsive behaviors that are as varied as their kind is plentiful. Books, stolen trinkets, weapons, and grisly trophies harvested from fallen foes are just a few examples of the types of things a gargoyle might collect to decorate its lair and territory. Gargoyles tend toward a solitary lifestyle, though they sometimes form fearsome groups called “wings” for protection and sport. In certain conditions, a tribe of gargoyles might even ally with other creatures, but even the most stable alliances with a gargoyle tribe can collapse for the smallest of reasons—gargoyles are nothing if not treacherous, petty, and vindictive. Gargoyles have been known to dwell in the heart of the largest of cities, crouching amid the decorations of stone cathedrals and buildings where they hide in plain sight . by day and swoop down to feed on vagabonds, beggars, and other unfortunates at night. The longer a tribe of gargoyles abides in a region of ruins or buildings, the more its members come to resemble that region’s architectural styles. The changes a gargoyle’s appearance undergoes are slow and subtle, but over the course of years, it can shift radically.

One unusual variant of gargoyle dwells not amid buildings and ruins but under the waves of the sea. These creatures are known as kapoacinths—they have the same basic statistics as normal gargoyles, save that they have the aquatic subtype and their wings grant them a swim speed of 60 feet (but are useless for actual flight). Kapoacinths dwell in shallow, coastal regions where they can shamble up from the surf to prey on those that reside there. They are more likely to form wings, as kapoacinths prefer group living to a solitary lifestyle.

CR 4 XP 1,200
CE
Medium monstrous humanoid (earth)
Init +6; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC
16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 42 (5d10+15)
Fort +4, Ref +6, Will +4
DR 10/magic
OFFENSE
Speed
40 ft., fly 60 ft. (average)
Melee 2 claws +7 (1d6+2), bite +7 (1d4+2), gore +7 (1d4+2)
STATISTICS
Str
15, Dex 14, Con 16, Int 6, Wis 11, Cha 7
Base Atk +5; CMB +7; CMD 19
Feats Hover, Improved Initiative, Skill Focus (Fly)
Skills Fly +12, Perception +5, Stealth +11 (+17 in stony areas)
Racial Modifiers +2 Stealth (+6 in stony environs)
Languages Common, Terran
SQ freeze
ECOLOGY
Environment
any
Organization solitary, pair, or wing (3–12)
Treasure standard
SPECIAL ABILITIES
Freeze (Ex)
A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.
 

Minotaur

With the body of a powerfully built man and the head of a snarling bull, this creature stomps its hooves as if preparing to charge.

Nothing holds a grudge like a minotaur. Scorned by the civilized races centuries ago and born from a deific curse, minotaurs have hunted, slain, and devoured lesser humanoids in retribution for real or imagined slights for as long as anyone can remember. Many cultures have legends of how the first minotaurs were created by vengeful or slighted gods who punished humans by twisting their forms, robbing them of their intellects and beauty, and giving them the heads of bulls. Yet most modern minotaurs hold these legends in contempt and believe that they are not divine mockeries but divine paragons created by a potent and cruel demon lord named Baphomet. The traditional minotaur’s lair is a maze, be it a legitimate labyrinth constructed to baff le and confuse, an accidental one such as a city sewer system, or a naturally occurring one such as a tangle of caverns and other underground passageways. Employing their innate cunning, minotaurs use their maze lairs to vex unwary foes who seek them out or who simply stumble into the lairs and become lost, slowly hunting the intruders as they try in vain to find a way out. Only when despair has truly set in does the minotaur move in to strike at its lost victims. When dealing with a group, minotaurs often let one creature escape, to spread the tale of horror and lure others to their mazes in hope of slaying the beasts. Of course, to minotaurs, these would-be heroes make for delicious meals. Minotaurs might also be found in the employ of a more powerful monster or evil creature, serving it so long as they can still hunt and dine as they please. Usually this means guarding some powerful object or valuable location, but it can also be a sort of mercenary work, hunting down the foes of its master. Minotaurs are relatively straightforward combatants, using their horns to horribly gore the nearest living creature when combat begins.

CR 4 XP 1,200
CE
Large monstrous humanoid
Init +0; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC
14, touch 9, flat-footed 14 (+5 natural, –1 size)
hp 45 (6d10+12)
Fort +6, Ref +5, Will +5
Defensive Abilities natural cunning
OFFENSE
Speed
30 ft.
Melee greataxe +9/+4 (3d6+6/×3) and gore +4 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks powerful charge (gore +11, 2d6+6)
STATISTICS
Str
19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Base Atk +6; CMB +11; CMD 21
Feats Great Fortitude, Improved Bull Rush, Power Attack
Skills Intimidate +5, Perception +10, Stealth +2, Survival +10
Racial Modifiers +4 Perception, +4 Survival
Languages Giant
ECOLOGY
Environment
temperate ruins or underground
Organization solitary, pair, or gang (3–4)
Treasure standard (greataxe, other treasure)
SPECIAL ABILITIES
Natural Cunning (Ex)
Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
 

Thriae Soldier

This creature has the upper body of a woman and the lower body of a bee. She wields a longbow with uncanny skill.

The guardians of the thriae colony and its treasures, thriae soldiers make up the backbone of a hive’s defenses. Whether patrolling the perimeter of the hive or protecting its queen and seers from attackers, soldiers are a crucial asset ensuring a colony’s survival, and so it makes sense that they compose the majority of thriae populations. While not as spiritually powerful as their seer and queen kin, soldiers possess remarkable agility and skill with the bow. Guards remain stationed in pairs outside doors to important areas, such as the meditation chambers of seers and the enormous private quarters of the queen, and when their duties take them outside the walls of the hive, they travel in large convoys. A thriae soldier’s stinger carries within it especially potent venom similar to that of giant bees, and the soldier can easily apply this poison to her weapons. While most soldiers carry bows, they are also trained at an early age with a multitude of both melee and ranged weapons, and some prefer the feel of a sword or hammer. Regardless of the type, all thriae weapons and armors are expertly crafted, made of steel and gilded with intricate decorations of gold and amber-hued gems. Thriae soldiers are often talented artisans as well as warriors, and most create their own weapons to bear in combat. Since there are exponentially more soldiers than seers in any given colony, thriae queens ration merope sparingly to soldiers, whose use of it doesn’t provoke the divine insight cherished by thriae culture, but rather inspires courage and brute strength on the battlefield. When a thriae soldier consumes merope, her ref lexes quicken, her wits sharpen, and she gains a second wind, so most individuals save their rationed doses for times of dire need. When circumstances are especially grim, commanders of thriae militias will order all of their troops to consume their merope at once, giving the company the final burst of strength it needs to turn the tide of battle. Thriae soldiers are heavier-set than most of their slender thriae sisters, and average individuals weigh about 200 pounds and measure 6 feet from head to toe.

CR 4 XP 1,200
LN
Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC
17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 42 (5d10+15)
Fort +4, Ref +7, Will +5
Immune poison, sonic
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee sting +10 (1d8+7 plus poison)
Ranged composite longbow +8 (1d8+5/×3 plus poison) or Rapid Shot +6/+6 (1d8+5/×3 plus poison)
Special Attacks merope consumption
STATISTICS
Str
20, Dex 17, Con 16, Int 12, Wis 13, Cha 15
Base Atk +5; CMB +10; CMD 23
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Skills Fly +13, Intimidate +10, Perception +9, Stealth +9, Survival +9
Languages Common, Sylvan, Thriae
ECOLOGY
Environment
any
Organization pair, troop (3–8), or company (9–20 soldiers, 2–4 rangers of 3–5th level, 1–2 rogues of 4–6th level, and 1 fighter commander of 5–8th level)
Treasure standard (chain shirt, composite longbow [+5 Str] with 20 arrows, 1 dose of merope, other treasure)
SPECIAL ABILITIES
Merope Consumption (Su)
Once per day as a standard action, a thriae soldier can consume a dose of merope in order to enhance her combat abilities for 1d6+3 rounds. Starting on the round after the merope is consumed, the thriae soldier gains a +2 insight bonus on attack rolls and saving throws, and gains fast healing 3.
Poison (Ex) Sting or arrow—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. As a free action, a thriae soldier can apply her venom to an arrow as she fires the shot. The save DC is Constitution-based.
 

Weremantis

This woman has the triangular head and spiked, segmented arms of a praying mantis.

In humanoid form, natural weremantises are often tall and long-limbed. Many have pointy chins and brilliant green eyes that seem slightly too large for their faces. They tend to be solitary individuals, explaining their distant attitudes as a form of spirituality or piety. However, when they do make friends or take lovers, the relationships burn brightly for a short time. Eventually, though, the weremantises grow bored with the associations and end them in an equally dramatic manner, often through violent murders.

CR 4 XP 1,200
Human natural weremantis monk 3 (augmented humanoid)
LE Medium humanoid (human, shapechanger)
Init +2; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC
15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 Wis)
hp 29 (3d8+12)
Fort +6, Ref +5, Will +5; +2 vs. enchantments, +4 vs. mind-affecting
Defensive Abilities evasion, insect mind
OFFENSE
Speed
40 ft.
Melee unarmed strike +4 (1d6+1) or flurry of blows +3/+3 (1d6+1)
Special Attacks flurry of blows, stunning fist (3/day, DC 13)
STATISTICS
Str
12, Dex 14, Con 17, Int 8, Wis 15, Cha 8
Base Atk +2; CMB +4; CMD 18
Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Skills Acrobatics +8, Climb +7, Perception +8, Stealth +8
Languages Common
SQ change shape (giant mantis, human, and hybrid; vermin shape II), entothropic empathy, fast movement, maneuver training
ECOLOGY
Environment
any land
Organization solitary, pair, or gathering (3–10)
Treasure NPC gear
WEREMANTIS (HYBRID FORM)
LE
Large humanoid (human, shapechanger)
Init +3; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC
21, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +3 Wis, +5 natural, –1 size)
hp 35 (3d8+18)
Fort +8, Ref +6, Will +6; +2 vs. enchantments, +4 vs. mind-affecting
Defensive Abilities evasion, insect mind; DR 10/silver
OFFENSE
Speed
40 ft.
Melee unarmed strike +4 (1d8+3), 2 claws –1 (1d6+1 plus grab) or flurry of blows +3/+3 (1d8+3), 2 claws –1 (1d6+1 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks curse of entothropy, flurry of blows, lunge, mandibles, stunning fist (3/day, DC 14), sudden strike
STATISTICS
Str
16, Dex 16, Con 20, Int 8, Wis 16, Cha 11
Base Atk +2; CMB +7; CMD 23
Feats same as human form
Skills Acrobatics +9, Climb +9, Perception +9, Stealth +5
Languages Common
SQ change shape (giant mantis, human, and hybrid; vermin shape II), entothropic empathy, fast movement, maneuver training
SPECIAL ABILITIES
Lunge (Ex)
As a full-round action, a weremantis in hybrid form can make a single attack with both claws at double its normal reach. When a weremantis attacks in this manner, it gains a +4 bonus on attack rolls. A weremantis can’t make attacks of opportunities with its lunge. 
Mandibles (Ex) A weremantis in hybrid form that grabs a foe can make a bite attack against that foe as a secondary attack. The weremantis’s bite has an attack bonus of –1, deals 1d6+1 points of piercing damage on a hit , and carries the curse of entothropy. 
Sudden Strike (Ex) During a surprise round, a weremantis in hybrid form can act as if it had a full round to act, rather than just one standard action.
 

Graeae

Haggard and hunched, this blind and snaggletoothed crone guides herself by a gruesomely bloated eyeball she clutches in her claws.

A graeae is a haglike creature, though more human in appearance. Some describe them as emissaries of the gods, while others believe graeaes to be physical manifestations of fate.

GRAEAE COVEN
Whenever three or more graeaes of the same coven are within 10 feet of one another, they can work together to use any of the following spell-like abilities: clairaudience/clairvoyance, commune, contact other plane, speak with dead, and tongues. All three graeaes must spend a full-round action to take part in this form of cooperative magic. All coven spell-like abilities are CL 9th (or at the highest caster level available to the most powerful graeaes in the coven).

CR 5/MR 2 XP 1,600
NE
Medium monstrous humanoid (evil, mythic)
Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +10
DEFENSE
AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 65 (6d10+32)
Fort +3, Ref +8, Will +8
DR 5/epic; SR 16
Weaknesses eye of the graeae
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee 2 claw +8 (1d6+2)
Special Attacks luck ripple, mythic power (2/day, surge +1d6)
Spell-Like Abilities (CL 6th; concentration +12)
At will—arcane sight, fly, undetectable alignment
5/day—ill omen (DC 17)
3/day—augury, enthrall (DC 18), feast of ashes (DC 18)
1/day—ray of exhaustion (DC 19)
STATISTICS
Str
14, Dex 17, Con 12, Int 23, Wis 13, Cha 8
Base Atk +6; CMB +8; CMD 21
Feats Combat Casting, Iron WillM, Toughness
Skills Bluff +5, Craft (alchemy) +15, Fly +15, Intimidate +8, Knowledge (arcana) +12, Perception +10, Spellcraft +12, Stealth +12, Survival +10, Use Magic Device +5
Languages Aklo, Common, Giant, Goblin, Sylvan
SQ coven, fate casting
ECOLOGY
Environment
any
Organization solitary, a pair, or coven (3–12)
Treasure standard
SPECIAL ABILITIES
Coven (Ex)
Like hags, graeaes also form covens. A graeae coven can be composed entirely of graeaes, or could or include hags or witches with the coven hex. A hag or witch with the coven hex counts as a graeae for purposes of joining a graeae’s coven. Likewise, a graeae counts as a hag for purposes of joining a hag’s coven.
Eye of the Graeae (Su) Each graeae possesses a mystic eyeball. A graeae can sense the location of her eyeball from anywhere on the same plane. She must remain within 30 feet of her eyeball or she becomes completely blind and cannot use any of her spell-like or supernatural abilities. The eyeball only works for its graeae. If a graeae is slain, her mystic eye instantly turns to dust.
Fate Casting (Su) A graeae has the ability to predict future events. On a creature’s request, a graeae can expend a use of mythic power as a full-round action to answer a single question as if by the divination spell.
Luck Ripple (Su) A graeae can use her mystic eye to alter the circumstances of any creature within 30 feet. As a swift action, she can cast her eye on a single creature, causing the target to take a –2 penalty or gain a +2 bonus to one of the following (graeae’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. A successful DC 19 Will save negates the effect, which otherwise lasts for 1d6 rounds. This is a mind-affecting gaze effect. The DC of the save is Intelligence-based.
 

Werewasp

With a stinger-tipped abdomen, large wings, compound eyes, and a pair of mandibles, this woman is more wasp than elf.

Werewasps in humanoid form often have two-toned hair color and a faint, humming timbre in their voices.

CR 5 XP 1,600
Elf natural werewasp cleric of Calistria 5 (augmented humanoid)
CN Medium humanoid (elf, shapechanger)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC
19, touch 13, flat-footed 16 (+6 armor, +2 Dex, +1 dodge)
hp 36 (5d8+10)
Fort +5, Ref +3, Will +8; +4 vs. mind-affecting, +2 vs. enchantments
Defensive Abilities insect mind; Immune sleep
OFFENSE
Speed
20 ft. (30 ft. without armor)
Melee whip +3 (1d3 nonlethal)
Special Attacks channel positive energy 4/day (DC 13, 3d6) 
Cleric Spell-Like Abilities (CL 5th; concentration +9)
7/day—copycat (5 rounds), dazing touch 
Cleric Spells Prepared (CL 5th; concentration +9)
3rd—bestow curse (DC 17), dispel magic, suggestion (DC 17)
2nd—hold person (2, DC 16), invisibility, spiritual weapon
1st—bless (2), charm person (DC 15), command (2, DC 15)
0 (at will)—detect magic, detect poison, guidance, resistance
Domains Charm, Trickery
STATISTICS
Str
10, Dex 14, Con 12, Int 8, Wis 18, Cha 13
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Combat Casting, Selective Channeling
Skills Knowledge (religion) +3, Perception +8, Stealth +2
Languages Common, Elven
SQ change shape (elf, giant wasp, and hybrid; vermin shape II), entothropic empathy, elven magic
ECOLOGY
Environment
any land
Organization solitary, pair, or cult (3–12)
Treasure NPC gear (chainmail, whip, other treasure)
WEREWASP (HYBRID FORM)
CN
Large humanoid (elf, shapechanger)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC
22, touch 12, flat-footed 19 (+6 armor, +2 Dex, +1 dodge, +4 natural, –1 size)
hp 51 (5d8+25)
Fort +8, Ref +4, Will +8; +4 vs. mind-affecting, +2 vs. ench. 
Def. Abilities insect mind; DR 10/silver; Immune sleep
OFFENSE
Speed
20 ft., fly 60 ft. (good)
Melee whip +4 (1d3+4 nonlethal), sting +1 (1d8+2 plus curse of entothropy and poison)
Special Attacks channel positive energy 4/day (DC 13, 3d6), poison (DC 18, 1/round for 6 rounds, 1d2 Dex, cure 1 save) 
Cleric Spell-Like Abilities (CL 5th; concentration +9)
7/day—copycat (5 rounds), dazing touch 
Cleric Spells Prepared (CL 5th; concentration +9)
3rd—bestow curse (DC 17), dispel magic, suggestion (DC 17)
2nd—hold person (2, DC 16), invisibility, spiritual weapon
1st—bless (2), charm person (DC 15), command (2, DC 15)
0 (at will)—detect magic, detect poison, guidance, resistance
Domains Charm, Trickery
STATISTICS
Str
18, Dex 16, Con 18, Int 8, Wis 18, Cha 13
Base Atk +3; CMB +8; CMD 22
Feats Combat Casting, Dodge, Selective Channeling
Skills Fly +0, Knowledge (religion) +3, Perception +8, Stealth –1
Languages Common, Elven
SQ change shape (elf, giant wasp, and hybrid; vermin shape II), entothropic empathy, elven magic
 

Half-Fiend

This fiendish figure, complete with bat wings, claws, a fanged bull’s head, and cloven feet, bellows a roar of challenge.

Half-fiends are creatures heavily tainted with demonic, infernal, or other evil power.

HALF-FIEND MINOTAUR
CR 6 XP 2,400
CE
Large outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC
17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 57 (6d10+24)
Fort +8, Ref +7, Will +6
Defensive Abilities natural cunning; DR 5/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 17
OFFENSE
Speed
30 ft., fly 60 ft. (average)
Melee greataxe +11/+6 (3d6+9/×3), bite +6 (1d8+3), gore +6 (1d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks smite good 1/day, powerful charge (gore +13, 2d6+9)
Spell-Like Abilities (CL 6th)
3/day—darkness (DC 14)
1/day—desecrate, unholy blight
STATISTICS
Str
23, Dex 14, Con 19, Int 9, Wis 12, Cha 10
Base Atk +6; CMB +13; CMD 25
Feats Great Fortitude, Improved Bull Rush, Power Attack
Skills Fly +0, Intimidate +9, Knowledge (religion) +5, Perception +14, Stealth +7, Survival +14
Racial Modifiers +4 Perception, +4 Survival
Languages Giant
ECOLOGY
Environment
temperate ruins or underground
Organization solitary, pair, or gang (3–4)
Treasure standard (greataxe, other treasure)
SPECIAL ABILITIES
Natural Cunning (Ex)
Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
CREATING A HALF-FIEND
 

Mothman

A shroud of dark wings cloaks this thin, humanoid shape. Two monstrous red eyes glare malevolently from its narrow face.

Little is known of these strange creatures, save that when they appear, calamity follows. Mothmen see themselves as agents of fate, exhibiting extraordinary powers to guide the hands of destiny. More often than not, citizens encounter a mothman and never recall the meeting, yet fall right into the creature’s obscure plans. Mothmen stand almost 7 feet tall and weigh 100 pounds.

CR 6 XP 2,400
CN
Medium monstrous humanoid
Init +8; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC
20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 76 (9d10+27)
Fort +6, Ref +10, Will +10
SR 17
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee 2 claw +13 (1d6+1)
Special Attacks mind-warping gaze
Spell-Like Abilities (CL 12th; concentration +16)
Constant—blur
At will—detect thoughts (DC 16), ghost sound (DC 14), misdirection (DC 16)
3/day—greater invisibility, major image (DC 17), modify memory (DC 18), nightmare (DC 19), phantasmal killer (DC 18), shadow walk (DC 20), suggestion (DC 17)
1/day—agent of fate, false vision, mind fog (DC 19), mislead (DC 20), project image (DC 21)
STATISTICS
Str
12, Dex 19, Con 16, Int 17, Wis 19, Cha 18
Base Atk +9; CMB +13; CMD 24
Feats Agile Maneuvers, Blind-Fight, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Fly +20, Knowledge (any two) +12, Perception +16, Sense Motive +13, Spellcraft +12, Stealth +16
Languages Common, Sylvan, Undercommon (can’t speak); telepathy 100 ft.
ECOLOGY
Environment
any land
Organization solitary
Treasure standard
SPECIAL ABILITIES
Agent of Fate (Sp)
A mothman may recreate the effects of any spell of 5th level or lower once per day as a spell-like ability, but only if doing so steers the flow of fate in its proper course. What the proper flow of fate entails is determined by the GM. Typical uses of this ability include casting major image to coax someone to a portentous location, casting raise dead to return someone with an important fate to life, or using rusting grasp to weaken a structure and cause some necessary calamity.
Mind-Warping Gaze (Su) Fear, 30 feet, Will DC 18 negates. A creature that fails a save against this attack becomes shaken for 1d6 rounds. A creature currently suffering from a fear effect that fails this save instead takes 1d4 points of Wisdom damage. This is a mind-affecting fear effect. The save DC is Charisma-based.
 

Thriae Dancer

This elegant half-woman, half-bee wields a glaive and is clad in flowing, gauzy garments. A veil covers most of her face.

While most thriae possess alien grace and charm, thriae dancers are among the most beautiful of their kind. They are usually 6 feet tall and weigh 180 pounds. Only terpsichoreans, the most talented and coveted thriae dancers, are permitted to perform alone. Terpsichoreans typically have levels in bard, are at least CR 9, and have access to the following spell-like abilities.
3/day—heroism, suggestion  
1/ day—zone of silence  

CR 6 XP 2,400
LN
Medium monstrous humanoid
Init +7; Senses darkvision 60 ft., detect secret doors; Perception +10
DEFENSE
AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 60 (8d10+16)
Fort +6, Ref +9, Will +7; +4 vs. mind–affecting effects 
Immune poison, sonic; Resist acid 10
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee mwk glaive +13/+8 (1d10+6/×3), sting +10 (1d8+2 plus poison)
Special Attacks inspiring dance, poison
Spell-Like Abilities (CL 8th; concentration +11)
Constant—detect secret doors
At will—lullaby (DC 13)
3/day—calm emotions (DC 15), charm person (DC 14), hypnotism (DC 14)
1/day—deep slumber (DC 16), suggestion (DC 15)
STATISTICS
Str
19, Dex 16, Con 15, Int 12, Wis 13, Cha 16
Base Atk +8; CMB +12; CMD 25
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Multiattack
Skills Acrobatics +11, Diplomacy +11, Fly +11, Perception +10, Perform (dance) +11, Sleight of Hand +6, Stealth +12
Languages Common, Thriae
ECOLOGY
Environment
any
Organization solitary, duet, trio, or troupe (4–8)
Treasure standard (mwk glaive, 3 doses of merope, other treasure)
SPECIAL ABILITIES
Inspiring Dance (Su)
Three times per day as a standard action, a thriae dancer can consume a dose of merope and dance to create one of three effects. The thriae dancer may maintain her dance as a free action, and the effects persist as long as the thriae performs her dance. A thriae dancer can dance for a number of rounds equal to her Hit Dice before becoming fatigued. After that, if she continues dancing for that same number of rounds, she becomes exhausted. A thriae dancer may switch between performances as a swift action. All dances have a range of 60 feet. This is a mind-affecting effect.
Dance of Fervor: All non-thriae are affected by confusion and rage (Will DC 17 negates). When this effect ends, affected creatures are fatigued for a number of rounds equal to the time they were affected and are immune to that thriae dancer’s dance of fervor effect for 24 hours. The save DC is Charisma-based.
Dance of Grace: All thriae gain a +1 insight bonus to AC and on Reflex saves. This bonus increases to +2 if three or more thriae dancers are performing a dance of grace within range.
Dance of Passion: All thriae gain a +1 insight bonus on attack and damage rolls. This bonus increases to +2 if three or more thriae dancers are performing a dance of passion within range.
Poison (Ex) Sting—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d3 Str; cure 1 save.
 

Thriae Seer

Lithe and beautiful, this half-bee, half-woman creature wears elaborate makeup and wields an ornate staff.

Sought after for their wisdom and guidance as well as their enchanting beauty, thriae seers are among the most spiritually gifted members of their colony. Their prowess for foretelling the future and deciding upon the soundest courses of action in dire situations earns them respect from other thriae as well as outsiders from other societies, and seers wield their gift with a stoic humbleness. Nonetheless, most seers expect an offering before they will grant an audience a divination. These offerings usually consist of ornate jewelry and sums of gold, though some seers desire the company of humanoid male or female consorts, many of whom gladly oblige the captivating seer with their presence. While their combative abilities mainly comprise their magical powers and they appear at first glance to be thin and frail, seers still possess the trademark strength and resilience of all thriae. Thriae seers spend most of their time meditating in one of the many chambers in the colony’s hive dedicated to such activities. Consuming large amounts of their queen’s merope to enhance their powers of divination, seers ponder the best solutions to their colony’s problems, and often act as a sort of spiritual political council for the queen. If a particularly wealthy group of outsiders has sought the counsel of several thriae seers, this council of prophetesses will combine their powers in order to read a difficult divination. Thriae seers are 6 feet from head to toe and weigh 150 pounds. The thriae seer presented here represents the least of her kind. Many thriae seers take levels of monk or rogue so as to be even more adept at protecting their queen. Thriae oracles and sorcerers are also relatively common—such thriae are particularly valued by their hive for their magical abilities.

CR 11 XP 12,800
LN
Medium monstrous humanoid
Init +5; Senses darkvision 60 ft., detect secret doors, low-light vision; Perception +27
DEFENSE
AC
25, touch 15, flat-footed 20 (+5 Dex, +10 natural)
hp 133 (14d10+56)
Fort +8, Ref +16, Will +15
Immune poison, sonic; Resist acid 10; SR 22
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee +2 quarterstaff +16/+11/+6 (1d6+4), +2 quarterstaff +16/+11 (1d6+3), sting +11 (1d8+1 plus mind sting)
Special Attacks merope consumption
Spell-Like Abilities (CL 14th; concentration +22)
Constant—detect secret doors
At will—calm emotions (DC 20), detect thoughts (DC 20), sound burst (DC 20)
3/day—divination, invisibility purge, locate object, misdirection (DC 20), symbol of sleep (DC 23)
1/day—summon bees (level 5, 1d3 giant queen bees or 1d4 wasp swarms), true seeing
STATISTICS
Str
14, Dex 20, Con 19, Int 19, Wis 22, Cha 27
Base Atk +14; CMB +19; CMD 31
Feats Agile Maneuvers, Alertness, Combat Casting, Combat Reflexes, Improved Two-Weapon Fighting, Lightning Reflexes, Two-Weapon Fighting
Skills Bluff +22, Diplomacy +22, Fly +26, Knowledge (arcana) +18, Perception +27, Sense Motive +24, Spellcraft +18, Use Magic Device +22
Languages Common, Sylvan, Thriae
ECOLOGY
Environment
any
Organization solitary, pair, or triad
Treasure double (+2 quarterstaff, 3 doses of merope, other treasure)
SPECIAL ABILITIES
Merope Consumption (Su)
Three times per day as a standard action, a thriae seer can consume a dose of merope in order to further tap into her spiritual powers for 1d6+3 rounds. Starting on the round after she consumes the merope, the thriae seer gains an insight bonus to her AC and on damage done with melee attacks equal to her Wisdom modifier (+6 for most thriae seers).
Mind Sting (Su) A target stung by a thriae seer becomes confused for 1d4 rounds unless it makes a successful DC 21 Will save. This is a mind-affecting effect. The save DC is Constitution-based.
 

Ghole

The hulking form has a long, vulturelike neck ending in a head with a disgusting, one-eyed visage.

Gholes are foul denizens of the wilderness that feed upon rotten meat. Their ability to restore flesh to even the most ancient of skeletal remains allows them to harvest flesh from ruins long forgotten by the living. Many gholes keep their favorite skeletons handy to repeat beloved meals, while others hoard ancient skeletons and savor the flavor of restored flesh in a grisly mockery of a gourmand’s appreciation of well-aged wine or cheese. Many attempt to capture sick victims alive only to imprison them—sepulchers or crypts make for favorite prisons—so they perish of their sickness and thus provide the most delicious meal possible for the foul creature.  A typical ghole is 6 feet tall and weighs 250 pounds.

CR 12 XP 19,200
NE
Medium monstrous humanoid
Init +8; Senses darkvision 60 ft., scent sickness; Perception +22
DEFENSE
AC
26, touch 14, flat-footed 22 (+4 Dex, +12 natural)
hp 168 (16d10+80)
Fort +12, Ref +14, Will +13 
Immune disease
OFFENSE
Speed
40 ft., burrow 10 ft.
Melee bite +23 (2d6+10/17–20 plus disease), 2 claws +23 (1d8+7/19–20 plus disease)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks bolster disease, powerful bite, savage the sick, sneak attack +2d6
Spell-Like Abilities (CL 10th; concentration +13)
At will—gentle repose, restore corpse
3/day—ghoul touch (DC 15), hide from undead
1/day—haste
STATISTICS
Str
25, Dex 18, Con 21, Int 10, Wis 17, Cha 16
Base Atk +16; CMB +23; CMD 37
Feats Cleave, Combat Reflexes, Great Cleave, Great Fortitude, Improved Critical (bite, claw), Improved Initiative, Power Attack
Skills Perception +22, Sense Motive +19, Stealth +23, Survival +22
Languages Common
SQ change shape (Medium humanoid; alter self)
ECOLOGY
Environment
any land
Organization solitary, pair, or gang (3–6)
Treasure standard
SPECIAL ABILITIES
Bolster Disease (Su)
A creature bitten by a ghole must succeed at a DC 23 Fortitude save or any disease it currently suffers from is bolstered. A disease bolstered in this way has its frequency doubled (so a disease that normally has a frequency of 1/day has its effects applied once every 12 hours) and can be cured only by magic. The bubonic plague carried by a ghole automatically gains these advantages. The save DC is Constitution-based. 
Disease (Ex) Bubonic Plague: Bite or claw—injury; save Fort DC 23; frequency 2/day; effect 1d4 Con damage and 1 Cha damage and target is fatigued; cure —. 
Powerful Bite (Ex) A ghole’s bite attack always applies 1-1/2 times its Strength modifier to damage rolls and threatens a critical hit on a roll of 19–20. When a ghole bites an object, its bite treats the object as having a hardness of 5 less than the object’s actual hardness rating. 
Savage the Sick (Ex) Gholes are vicious when attacking a diseased foe. Against diseased targets, a ghole gains a +2 morale bonus on attack rolls and automatically adds its sneak attack damage to any damage it deals. 
Scent Sickness (Ex) A ghole has the scent ability against diseased creatures.
 

Plague Giant

This oversized humanoid is dressed in tattered rags that don’t quite cover its diseased body.

Plague giants resemble enormous lepers or plague sufferers, yet they are not so much victims of disease as they are servants of sickness. Most plague giants worship the Horseman of Pestilence or other deities associated with disease, and they have no fear of sickness themselves. Pestilence spreads wherever the plague giants dwell, and thus they are shunned by most humanoids. Sometimes, however, plague giants lead daemon cults consisting of diseased humanoids who were ostracized by their own kind. It seems likely that plague giants were once some other form of giant before they turned to daemon worship, though no other race of giant will claim them as wayward children. Plague giants themselves find such rumors particularly distasteful, and point out that they are much more than this, reasoning that when a “lesser giant” gets sick, it doesn’t suddenly transform into a plague giant.  The average plague giant is 24 feet tall and weigh 15,000 pounds.

CR 14 XP 38,400
NE
Huge humanoid (giant)
Init +9; Senses low-light vision; Perception +26
DEFENSE
AC
29, touch 13, flat-footed 24 (+5 Dex, +16 natural, –2 size)
hp 207 (18d8+126)
Fort +15, Ref +11, Will +18
Defensive Abilities rock catching; Immune disease
OFFENSE
Speed
50 ft.
Melee mwk flail +23/+18/+13 (3d6+11 plus disease), slam +17 (1d8+5 plus disease) or  2 slams +22 (1d8+11 plus disease)
Ranged rock +17 (2d8+16) or  corpse +17 (2d6+16 plus disease)
Space 15 ft.; Reach 15 ft.
Special Attacks hurl corpse, rock throwing (140 ft.)
Spell-Like Abilities (CL 15th; concentration +18)
At will—contagion (DC 17), death knell (DC 15)
3/day—plague carrier (DC 18), plague storm (DC 20), wither limb (DC 19)
1/day—summon (level 6, 1 tick swarm 100%)
STATISTICS
Str
32, Dex 20, Con 25, Int 15, Wis 20, Cha 17
Base Atk +13; CMB +26 (+30 disarm and trip); CMD 41 (43 vs. disarm and trip)
Feats Combat Casting, Combat Expertise, Great Fortitude, Greater Disarm, Greater Trip, Improved Disarm, Improved Initiative, Improved Trip, Iron Will
Skills Heal +26, Knowledge (religion) +20, Perception +26, Survival +26
Languages Common, Giant
ECOLOGY
Environment
any land
Organization solitary, pair, or colony (3–16 plus 1–3 oraclesAPG or witches of 5th–9th level, 2–5 rogues of 5th–9th level, and one high priest clericGMG of 7th–10th level along with 2–5 leukodaemons and 1–4 gholes)
Treasure standard (mwk light flail, 4 rocks or corpses, other treasure)
SPECIAL ABILITIES
Disease (Ex)
Although plague giants are immune to disease, they carry a highly contagious plague that causes flesh to rot and limbs to wither over time in those damaged with the giants’ weaponry.
Atrophic Plague: Injury; save Fort DC 26; onset immediate; frequency 1/day; effect 1d4 Dex drain and 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution-based. 
Hurl Corpse (Su) A plague giant can throw a Small or Medium corpse as if it were hurling a rock. Hurled corpses deal damage as per a plague giant’s thrown rocks but as if the giant were one size category smaller (2d6 points of damage + 1-1/2 times its Strength modifier for most plague giants). In addition, the hurled corpse is infused with the plague giant’s pestilence, exposing the creature struck to the giant’s atrophic plague. Upon impact, a hurled corpse explodes into a cloud of thick gray vapor that fills a 10-foot-radius area with thick mist that obscures vision as per fog cloud. Any creature that begins its turn within this cloud must succeed at a DC 26 Fortitude save or be nauseated for 1 round. The cloud persists for 1d4 rounds before dissipating naturally (if not dissipated earlier via a moderate or stronger wind). The save DC is Constitution-based.
 

Thriae Constructor

A droning hum surrounds this gargantuan half-bee, half-woman with insectile wings.

Thriae blend the physical features of graceful humanoid women with those of giant bees. For the most part, they are a wise, knowledgeable, and spiritual race. But unlike others of their kind, thriae constructors are not philosophers or seers; they are mindless laborers that react by pure instinct. Despite their lack of intelligence, however, these enormous creatures possess an even more complex sense of architecture and structure than bees, and in some ways, their architectural instincts surpass even the greatest designs a human mind could imagine. Other thriae, particularly those of high rank, are adept at directing thriae constructors to focus on those jobs that will most benefit the community and herding them to their work. In times of peace, thriae constructors labor to build, expand, and renovate hives and enhance its fortifications. When a thriae hive is threatened, the constructors quickly descend upon their foes, encasing these enemies in the same secretion of adhesive wax they normally use as a material to build the hive, and assailing resilient enemies with numerous attacks and a vicious poison.  A typical thriae constructor is 18 feet tall with a wingspan of 30 feet, and weighs about 5,500 pounds.

CR 14 XP 38,400
N
Gargantuan monstrous humanoid
Init +0; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC
30, touch 6, flat-footed 30 (+24 natural, –4 size)
hp 218 (19d10+114)
Fort +12, Ref +11, Will +14 
Immune mind-affecting effects, poison, sonic; Resist acid 20; SR 25
OFFENSE
Speed
20 ft., fly 50 ft. (good)
Melee bite +25 (2d8+10), 2 slams +25 (2d6+10), sting +25 (2d6+10 plus poison)
Ranged sticky wax +15 touch (encase)
Space 20 ft.; Reach 20 ft.
Special Attacks encase, merope consumption, poison
STATISTICS
Str
30, Dex 11, Con 22, Int —, Wis 17, Cha 13
Base Atk +19; CMB +33; CMD 43
Skills Fly +2
Racial Modifiers +4 Fly
ECOLOGY
Environment
any
Organization solitary, pair, or troop (1 plus 6–15 thriae soldiers)
Treasure none
SPECIAL ABILITIES
Encase (Ex)
A thriae constructor produces vast amounts of fast-drying, adhesive wax. A creature hit by a thriae constructor’s sticky wax must succeed at a DC 25 Reflex save or be encased in a ball of wax. A creature that succeeds at its saving throw gains the entangled condition, but can otherwise act normally. An encased creature is pinned and can’t use spells with verbal components. On the first round, an encased creature can attempt to break out by succeeding at a DC 25 Strength check. If it fails to escape, on all future rounds the encased creature is helpless and can’t attempt to escape. A creature that hits a ball of sticky wax with a natural attack must succeed at a DC 25 Reflex save or become stuck. A stuck creature can’t move away from the ball of wax or use the stuck limb until it escapes, but can otherwise act normally. If a creature strikes the ball of wax with a manufactured weapon, it must succeed at a DC 25 Reflex save or the weapon becomes stuck. Sticky wax has hardness 5, has 100 hit points, and is vulnerable to fire. The save DCs are Constitution-based. 
Merope Consumption (Su) Three times per day as a standard action, a thriae constructor can consume a dose of merope  to gain the ability to launch its wax with crushing force for 1d4 rounds. Starting on the round after the constructor consumes the merope, its sticky wax attack deals 6d6+8 points damage on a successful hit, in addition to the encase effect. 
Poison (Ex) Sting—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d6 Str plus sickened; cure 2 consecutive saves. The save DC is Constitution-based.
 

Thriae Queen

This towering, shapely, purple-skinned woman has an insectile lower body, antennae on her brow, and the wings of a bee.

The most powerful individual within any given thriae colony, the queen is a divine soothsayer, a provider of life, and a destroyer of those would seek to disrupt the order of the colony. Viewed by her children as a benevolent matriarch rather than a mother, the thriae queen is the only fertile member of the colony, and thus the sole reproducer should the colony’s population meet a devastating blow, whether through plague, famine, or war. A queen is revered by soldiers and seers alike, both for her physical might and her divine power, and she exemplifies the very best of thriae society in terms of strength, insight, and magnetism. While a queen is often too busy to entertain guests of a thriae hive, those intruders who do catch a glimpse of her are captured by her beauty and grace, and many would follow her if only to be by her side. But those who are allowed to enjoy the queen’s company are few, and those few are carefully selected from among the hive’s greatest warriors and priestesses, soldiers and seers whose powers have shown them to be skillful as well as loyal. Most thriae colonies only have one queen, though particularly large or far-reaching hives have been known to have as many as three at any given time. Thriae queens are the ultimate authority within a hive, and make most of the major decisions regarding the colony’s growth. Only the wealthiest and most respected outsiders are granted an audience with the ever-busy queen, whose numerous duties around the hive are analogous to those of any other ruler of a small kingdom. They grant only audiences regarding matters of the utmost concern, matters that stimulate the curiosity of a thriae queen and require not merely the cryptic readings of seers but a true divination as only a queen can provide. When not divining or performing governmental tasks, a thriae queen can often be found in her private chamber, where she lies with male consorts, lays eggs, cares for her larvae, and creates the vast stores of merope used every day within the hive. Consorts are chosen carefully, as they are constantly within extremely close proximity to the queen, who is far from vulnerable in her own right but nonetheless often prefers to avoid conflicts with would-be assassins or burglars. A thriae queen lays fertilized eggs in one of the waxy, golden cells of her chamber walls. Thriae eggs go through several stages of growth before becoming fully formed thriae—the longest stage of development is the larval stage, which is a crucial point in determining the formation of a thriae. Most larvae are fed merope while they grow, but in the height of her power, a thriae queen selects a single larva to be her successor, and she feeds that individual a special substance secreted from her merope gland called royal merope. This thick, jellylike substance strengthens the larva and causes it to grow greatly in size, and when it pupates and hatches, it does so as a fully grown thriae queen. The mother queen teaches its successor in the ways of divining as well as ruling a colony. The successor then faces a choice—either remaining in the colony she was born into and furthering the growth of the hive, or setting out on her own to establish an allied colony. If she does the latter, the remaining queen must birth another successor, which is not considered so much a bother as it is an unavoidable circumstance. Queens do not look upon successors who leave as deserting daughters, instead viewing them as future allies for the colony down the road.

THRIAE LARVAE
CR 18 XP 153,600
LN
Huge monstrous humanoid
Init +4; Senses darkvision 60 ft., detect secret doors, low-light vision, true seeing; Perception +37
DEFENSE
AC
33, touch 8, flat-footed 33 (+25 natural, –2 size)
hp 312 (25d10+175); fast healing 10
Fort +15, Ref +14, Will +21
Defensive Abilities merope coat; Immune poison, sonic; Resist acid 20; SR 29
OFFENSE
Speed
30 ft., fly 50 ft. (good)
Melee +2 axiomatic light mace +35/+30/+25/+20 (2d6+11/19–20), sting +27 (2d8+4/19–20 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks launch merope, spawn soldiers
Spell-Like Abilities (CL 20th; concentration +29)
Constant—detect secret doors, true seeing
At will—daylight, detect thoughts (DC 21), greater scrying (DC 26), neutralize poison, remove disease, speak with dead (DC 22)
3/day—charm monster (DC 23), find the path, giant vermin (8 bees or 6 wasps), mass cure critical wounds, poison (DC 23), restoration, quickened slow (DC 22)
1/day—foresight, mass heal, regenerate
STATISTICS
Str
28, Dex 11, Con 25, Int 20, Wis 21, Cha 28
Base Atk +25; CMB +36; CMD 46
Feats Alertness, Combat Casting, Combat Expertise, Critical Focus, Greater Spell Penetration, Improved Critical (sting), Improved Critical (light mace), Improved Initiative, Improved Iron Will, Iron Will, Quicken Spell-Like Ability (slow), Spell Penetration, Weapon Focus (light mace)
Skills Bluff +34, Diplomacy +34, Fly +28, Knowledge (arcana) +30, Knowledge (religion) +30, Perception +37, Sense Motive +34, Spellcraft +30, Use Magic Device +34
Languages Common, Sylvan, Thriae; telepathy 300 ft.
ECOLOGY
Environment
any
Organization solitary or colony (1 queen, 3 seers, 11–20 soldiers, and 3–30 giant bees)
Treasure double (+2 axiomatic light mace, other treasure)
SPECIAL ABILITIES
Launch Merope (Su)
A thriae queen can launch a stream of merope from a gland in her lower body in a 60-foot line as a standard action. A thriae queen using this ability can control the purity of the merope she launches, which makes it either harm those it touches or heal them. If a thriae queen chooses to make her merope harmful, all creatures in the area of effect take 20d8 points of acid damage (Reflex DC 29 half). In addition, any creature in the area of effect is also staggered for 1d4 rounds (or 1 round if it succeeds at its Reflex save). If she uses it to heal, the merope heals all living creatures in the area of effect for 10d8 points of damage. A thriae queen can use this ability once every 1d4 rounds. The save DC is Constitution-based.
Merope Coat (Su) A thriae queen is covered in a thin layer of merope. This coating acts as a magical barrier between spells cast at the thriae queen, as though she were constantly under the effects of spell turning. The coat affects a maximum of eight spell levels—when a spell effect is turned, this coating is depleted by a number of spell levels equal to the level of the spell reflected. The queen regenerates this coating at a rate of one spell level per round. A spell in excess of what the merope coat can currently reflect is not reflected, and reduces the merope coat to a score of 0. Spells that fail to penetrate the queen’s spell resistance do not reduce the merope coat’s efficiency in this manner.
Spawn Soldiers (Su) Three times per day as a standard action, a thriae queen can spawn a large swarm of wasps. This functions as four separate wasp swarms that occupy all of the squares adjacent to the thriae queen. These swarms do not harm any thriae, and while they move with the queen as she moves, the swarms cannot leave her side. The swarms last until they are destroyed or 1 hour passes, at which point the swarms die on their own.
Poison (Ex) Sting—injury; save Fort DC 29; frequency 1/round for 6 rounds; effect 1d6 Con plus staggered for 1 round; cure 2 consecutive saves.
 

Euryale

This creature has the upper body of a woman, the lower body of a snake, and a mass of undulating cobras for hair.

Euryales are powerful medusa matriarchs and among the most favored agents of Lamashtu, the Mother of Monsters. Long ago, Lamashtu tricked these medusa forebears with a gift that tainted and empowered them into becoming beings of madness and evil, twisting them into forms even more monstrous than their medusa sisters. Euryales delight in destroying their foes in ways they find particularly cruel, such as transforming one of a pair of lovers into a statue and then commanding the statue to destroy the still-living lover. Because of the oracular powers of these creatures, there are tales of desperate folk who seek out euryales for answers, but these tales invariably end poorly—those few petitioners who receive the answers they seek find they would have been better off never knowing. In most cases, an encounter with a euryale is destined for disaster. However, they are endlessly fascinated by poisons, so a creature that can satisfy a euryale’s curiosity by teaching it new poison lore (a daunting task in its own right) can likely avoid destruction in a chance meeting. Euryales find themselves distant from medusa society, unless they hold together a cult of fawning medusas by force. While they occasionally form triumvirates among themselves, they are more likely to find companionship among like-minded zealots of other races, particularly lamia matriarchs or mariliths.  Most euryales willingly embrace the taint of madness and lovingly serve the Mother of Monsters, but there are some who seek to eschew it, whether simply to be free of Lamashtu’s influence and live an evil life more like that of a normal medusa, or to follow a path of redemption. These rare heretical euryales have alignments other than chaotic evil as well as additional powers gained through their struggle to control their own destinies. Typically they advance by Hit Dice, although it’s also fairly common for them to take up to 2 oracle levels to improve their oracle spellcasting and to represent the curse the Mother of Monsters inflicted upon them for daring to cross her.  A euryale is 7 feet tall and weighs 460 pounds.

CR 20 XP 307,200
CE
Medium monstrous humanoid
Init +15; Senses blindsight 60 ft., darkvision 120 ft., true seeing; Perception +38
DEFENSE
AC
37, touch 32, flat-footed 25 (+11 Dex, +1 dodge, +5 natural, +10 profane)
hp 367 (21d10+252)
Fort +19, Ref +23, Will +20; +4 vs. death effects, +8 vs. mind-affecting effects
Defensive Abilities absorb essence, all-around vision, death ward, mind blank, profane visions; DR 15/good and slashing; Immune blindness, daze, petrification, poison, sonic
OFFENSE
Speed
60 ft., burrow 30 ft.; earth glide
Melee viper rod +35/+30/+25/+20 (1d8+14 plus poison), 6 snake bites +28 (1d6+4 plus poison)
Ranged viper fangs +37/+32/+27/+22 (1d8+5/×3 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with snake bites)
Special Attacks gaze, irresistible poison, poison, shattering shriek, snake independence, statue control, viper rod
Spell-Like Abilities (CL 20th; concentration +30)
Constant—death ward, mind blank, true seeing
At will—divination, flesh to stone (DC 26), greater shout (DC 28), stone shape
3/day—delayed blast fireball (sonic damage) (DC 27), quickened flesh to stone (DC 26), sonic thrust (DC 25)
1/day—commune, wail of the banshee (DC 29) 
Oracle Spells Known (CL 18th; concentration +28)
9th (4)—clashing rocks (DC 29)
8th (6)—greater spell immunity, unholy aura (DC 28)
7th (7)—ethereal jaunt, greater scrying (DC 27), statue
6th (8)—greater dispel magic, heal, stone tell
5th (8)—life bubble, plane shift (DC 25), righteous might, slay living (DC 25)
4th (8)—air walk, cure serious wounds, divine power, freedom of movement
3rd (8)—dispel magic, invisibility purge, magic vestment, meld into stone
2nd (9)—cure moderate wounds, eagle’s splendor, resist energy, sound burst (DC 22), stone call
1st (9)—command (DC 21), cure light wounds, endure elements, sanctuary (DC 21), shield of faith
0 (at will)—bleed (DC 20), create water, detect magic, guidance, light, purify food and drink, resistance, stabilize, virtue
STATISTICS
Str
28, Dex 32, Con 35, Int 29, Wis 26, Cha 31
Base Atk +21; CMB +30; CMD 62 (can’t be tripped)
Feats Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Extend Spell, Improved Initiative, Multiattack, Power Attack, Quicken Spell, Quicken Spell-Like Ability (flesh to stone), Skill Focus (Perception)
Skills Bluff +31, Diplomacy +31, Disguise +31, Intimidate +34, Knowledge (arcana, history, religion) +30, Perception +38, Perform (sing) +31, Sense Motive +29, Spellcraft +30, Stealth +35, Use Magic Device +31
Languages Abyssal, Celestial, Common, Draconic, Infernal, Terran, Undercommon
SQ change shape (Medium humanoid; alter self)
ECOLOGY
Environment
any
Organization solitary, pair, triumvirate (3), or cult (1 plus 4–17 medusas)
Treasure standard
SPECIAL ABILITIES
Absorb Essence (Ex)
Whenever a creature that has been petrified is destroyed within 60 feet of a euryale, the euryale gains the effects of a cure serious wounds spell and a restoration spell (both at CL 20th). 
Gaze (Su) The euryale’s gaze attack has a range of 30 feet and turns the target to stone permanently (Fortitude DC 32 negates). The save DC is Constitution-based. 
Irresistible Poison (Ex) A creature must roll twice and take the lower result on all saving throws against a euryale’s poison effects. If the creature would normally be immune to poison, the immunity doesn’t apply, but it only needs to roll its save once. Delay poison doesn’t delay her poison effects; they still occur immediately. A euryale gains a +4 bonus on saving throws against neutralize poison cast against her to negate her venomous attacks. 
Poison (Ex) Snake bite, viper fangs, or viper rod—injury; save Fort DC 32; frequency 1/round for 6 rounds; effect 1d4 Dex damage, 1d4 Con damage, and vulnerable to sonic for 1 minute; cure 3 consecutive saves. The save DC is Constitution-based. 
Profane Visions (Ex) A euryale’s prophetic visions allow her to avoid misfortune. She gains a profane bonus to Armor Class equal to her Charisma bonus, and whenever she would be forced to reroll a d20 or to roll a d20 twice and take the lower result, she takes the higher result of the two rolls instead. 
Shattering Shriek (Su) Whenever a euryale uses one of her sonic spell-like abilities, any sonic damage dealt by the spell increases by 1 point per die. In addition, sonic damage from her spell-like abilities bypasses the hardness of a petrified creature, and the damage is not halved when applied to petrified creatures. (A typical Medium petrified creature has 30 hit points.) A petrified creature that is destroyed by the effects of a euryale’s shattering shriek explodes into a 20-foot burst of jagged stone shards, dealing 4d6 points of slashing damage to any creatures in that area (Reflex DC 30 half); this explosion heals the euryale as detailed in absorb essence above. The save DC is Charisma-based. 
Snake Independence (Ex) A euryale’s snakes are independently intelligent and can attack even when she doesn’t. No matter what action the euryale takes, she can still always make all six snake bite attacks on her turn. Even when she doesn’t attack with any other weapons that round, her snake bites always count as secondary attacks.
Spells A euryale casts spells as an 18th-level oracle. 
Statue Control (Su) A euryale can control the statues of any creatures she petrifies via her spells or special abilities as long as they remain within 120 feet of her. Petrified creatures are treated as animated stone objects . While the typical Medium animated object is almost insignificant in a CR 20 encounter, the euryale often commands these statues to move so as to provide her cover or to place them in areas where she can shatter them to deal the most damage to foes. The euryale’s control over these statues is a purely mental act that takes no action. A euryale can control a number of statues at once equal to her Charisma modifier (10 for the typical euryale). 
Viper Rod (Su) Any blunt weapon or object a euryale holds becomes a rod of the viper with a +5 enhancement bonus that uses her poison instead of its usual poison. She can flick the snake head of her viper rod to fire poisoned fangs as a ranged attack. Treat these attacks as if she fired arrows from a +5 longbow; fangs launched in this manner deliver her poison.
 

Krampus

This hairy humanoid has the face of a demonic goat with legs to match. A long tongue hangs out of its fanged mouth.

In frigid northern climes, celebrations and festivals are important to maintain a community’s morale, especially in the winter months when food is scarce and the days are short. Many of these holidays involve lighting cheery fires, forgiving grudges, decorating trees, and exchanging gifts. Unfortunately, in some areas, these times of merriment are tarnished by the looming specter of Krampus, a terrifying creature that hunts those it considers to be acting against the spirit of the times. However, thanks to Krampus’s twisted morality, it sees selfishness and incivility everywhere it goes.  Krampus is a tall, goatlike humanoid with large horns and a long tongue that constantly lolls out of one side of its mouth or the other. Though its natural attacks are powerful enough to break bones, Krampus also carries a set of iron chains that it uses to thrash and grapple its foes. The oversized bag it carries is often stained with the blood of its captured victims. Krampus stands 14 feet tall and weighs 1,000 pounds.  The origins of Krampus are shrouded in mystery, with stories of the creature seeming to stretch back hundreds or even thousands of years, if not more. To the beleaguered regions under Krampus’s tyranny, the creature has simply always been around.  The most popular legend regarding Krampus’s beginnings starts with a handful of mountain towns under the protection of a circle of druids. After several harsh winters that the townsfolk almost didn’t survive, they came to doubt the rituals that the druids believed appeased the local nature spirits. As the villagers grew more and more resentful, the druids took drastic action. They attempted to create a central figure for the important winter rituals that would make people want to celebrate them. Under the light of a blue moon, one of the druids opened an imperfect portal to the primal realm of the fey and brought forth the essence of a spirit of revenge, and a new creature was born—Krampus.  For a while, Krampus was everything the druids wanted. It brought together the villagers in revelry during the day and left small gifts of fruit for them in the night. However, unknown to the druids, the portal had been corrupted by the villagers’ hateful emotions and bitter resentment, which began to stain the creature’s soul. Krampus began punishing those who behaved selfishly during these lean times, first simply striking them with bundles of birch, but then escalating to using magic to transform them into the petulant children it saw them as. Eventually, it came to see everyone as wicked and terrorized the villages for weeks.  The remainder of the druidic circle managed to locate the creature as it slept and shackled it in cold iron chains, believing it still retained a part of its fey nature. They were wrong. When Krampus awoke, the creature tore free from its restraints and used those same chains to beat the druids to death. It then retreated into the snow-blanketed forest for the remainder of the season.  Krampus returned year after year, growing stronger and more hideous with each winter solstice and gaining a taste for humanoid flesh. Even its periodic “death” at the hands of heroes did nothing to stop this cycle. Fortunately, while it could ravage the countryside all year long, for some reason it chooses to limit its predations to the winter months. Where it goes the rest of the year, no one has been able to discover.

CR 21 XP 409,600
NE
Large monstrous humanoid
Init +13; Senses scent, see in darkness, see invisibility, storm sight; Perception +33
Aura frightful presence (120 ft., DC 32)
DEFENSE
AC
37, touch 19, flat-footed 27 (+9 Dex, +1 dodge, +18 natural, –1 size)
hp 396 (24d10+264); fast healing 15
Fort +19, Ref +23, Will +20
Defensive Abilities limited immortality; DR 15/epic and good; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, fear effects, paralysis; SR 32
OFFENSE
Speed
60 ft., air walk
Melee +3 spiked chain +39/+34/+29/+24 (2d6+16/19–20 plus grab), claw +31 (1d10+6 plus grab), gore +31 (2d8+6) or  2 claws +36 (1d10+13), gore +36 (2d8+13)
Space 10 ft.; Reach 10 ft. (20 ft. with chain)
Special Attacks capture, punish the naughty, regression
Spell-Like Abilities (CL 20th; concentration +30)
Constant—air walk, see invisibility, tongues
At will—bestow curse (DC 24), control weather, dimension door, discern location, ice storm, sleet storm
3/day—animate objects, baleful polymorph (DC 25), phantasmal killer (DC 24)
1/day—polymorph any object (DC 28), sympathy (DC 28), weird (DC 29), wish (to other creatures only)
STATISTICS
Str
36, Dex 28, Con 33, Int 21, Wis 23, Cha 30
Base Atk +24; CMB +38 (+42 drag or grapple); CMD 58 (60 vs. drag)
Feats Combat Expertise, Combat Reflexes, Dodge, Greater Drag, Greater Vital Strike, Improved Critical (chain), Improved Drag, Improved Initiative, Improved Vital Strike, Mobility, Power Attack, Vital Strike
Skills Acrobatics +33, Intimidate +37, Knowledge (geography, nobility) +17, Knowledge (local) +29, Perception +33, Sense Motive +30, Stealth +32, Survival +33, Use Magic Device +34
Languages Common; tongues
SQ mystical chains, snowstep
ECOLOGY
Environment
any
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Capture (Su)
If Krampus begins its turn grappling a Medium or smaller creature, it can stuff the target into its bag as a swift action that doesn’t provoke attacks of opportunity. A creature stuffed into this bag is subjected to Krampus’s regression ability (see below). A creature in the bag can try to cut its way free with any light slashing weapon. The bag has AC 25, hardness 20, and 30 hit points. If a creature cuts its way out of the bag, Krampus can repair the bag as a full-round action that provokes attacks of opportunity. Until then, any creature stuffed into the bag is still subjected to the regression ability but can escape with a move action that provokes an attack of opportunity from Krampus. The bag has other special qualities while in Krampus’s possession. The weight of creatures in the bag doesn’t count against Krampus’s carrying capacity. Up to four Small creatures or two Medium creatures can fit in the bag at a time.  If used by any creature other than Krampus, the container functions as a mundane sack. If Krampus’s bag is lost or destroyed, it can create a new bag with 1 hour of work. 
Limited Immortality (Su) Though Krampus still needs to eat, drink, and sleep, it doesn’t age and can’t die of old age. If Krampus is killed, a new Krampus forms elsewhere in the world after a year’s time—this new Krampus retains the memories of the previous Krampus and likely holds a grudge against the person who killed it the year before. If a method to disrupt this cycle exists, it has yet to be discovered by mortals. 
Mystical Chains (Su) Krampus’s chains function as a +3 spiked chain and also count as an evil weapon for the purpose of overcoming damage reduction. These chains become nonmagical if Krampus does not carry or wield them, and if a chain is disarmed or destroyed, Krampus can create a new set of chains as a standard action. The chains react almost as a living extension of Krampus’s will and have the grab ability. 
Punish the Naughty (Su) As a swift action, Krampus can designate a single target it can see as being “naughty.” The target must be a child, a creature with the young template, or a victim of Krampus’s regression ability. Against that target, Krampus gains a +5 bonus on weapon attack and damage rolls and Perception, Sense Motive, and Survival checks. These bonuses remain in effect until the target is dead or Krampus designates another target as naughty. 
Regression (Su) Each round a creature begins its turn stuffed into Krampus’s bag, it must succeed at a DC 32 Fortitude saving throw or be regressed back to its childhood. The creature is affected in size as if via reduce person, but none of the target’s gear changes size. This effect persists for 24 hours, after which the target regains its original size. A creature currently under the effects of regression cannot be further affected by this ability. This is a curse effect. The save DC is Charisma-based. 
Snowstep (Su) Krampus is constantly under the effects of a pass without trace spell, but only in snowy environments. 
Storm Sight (Ex) Krampus can see perfectly well in stormy conditions, including in blizzards; it does not take any penalties on Perception checks while in snow.