Giant Gecko
With large bulging eyes to spot prey from afar, this oversized, smooth-scaled lizard has splayed, padded feet and a toothy maw.
These lizards are mostly docile and shy away from attacking creatures larger than a cat or dog. Despite their shyness, they are ultimately curious creatures, and often approach bigger creatures simply to investigate. Of course, a giant gecko is more than capable of defending itself, biting creatures that react violently to the lizard when fleeing is not an option. Some humanoids train giant geckos as bestial guardians. Smaller humanoids (in particular, goblins) can even use the creatures as mounts, taking advantage of their superior climbing skills to attack from seemingly impossible positions and angles. A giant gecko measures 8 feet from nose to tail and weighs 120 pounds. Coloration among giant geckos can vary wildly, though most are some shade of green.
N Medium
Init +6; Senses ; Perception +6
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +2
OFFENSE
Speed 40 ft., 40 ft.
Melee bite +2 (2d4+1)
STATISTICS
Str 13, Dex 15, Con 12, Int 2, Wis 14, Cha 7
Base Atk +1; +2; CMD 14 (18 vs. trip)
Feats Improved Initiative
Skills Climb +21, Perception +6
Racial Modifiers +8 Climb
SQ expert climber
ECOLOGY
Environment warm forests or mountains
Organization solitary, pair, or nest (3–6)
Treasure none
SPECIAL ABILITIES
Expert Climber (Ex) A gecko’s feet allow it to climb virtually any surface, no matter how slick or sheer. In effect, geckos are treated as constantly being under a natural version of the spell spider climb.
Chuspiki
This tiny creature, covered in a thick coat of fluffy fur, glides through the air, riding invisible currents on its fanlike tail.
Chuspikis are intelligent, mouselike creatures covered in a coat of downy tan fur which makes them appear much larger than they actually are. A chuspiki’s tail is substantially longer than the rest of its body, fanning out into a sail-like structure. The base of its tail is strong and flexible, allowing the chuspiki to whip around the fan at the tip with surprising speed. It can use this motion to create concussive blasts of air, or to scratch opponents with barbs on the underside of its tail bones. Like the wind itself, chuspikis are always moving. Chuspikis soar through the air, riding their fans like gliders and summoning minor gusts to steer their flight. They rest in short bursts, napping for just an hour at a time. Whenever they can, chuspikis seek out new experiences. They are social creatures that prefer to travel with others of their kind, or with members of other species. Chuspikis feel an especially strong connection with other creatures who share their bond with the skies, such as air elementals and sylphs. Chuspikis enjoy exploring unique locations, and when they find a particularly fascinating site, they announce their find on the winds to encourage others to share in their discovery. A mysterious disembodied voice promising glorious adventure may very well be a chuspiki; however, the playful creatures are just as likely to play pranks on hapless passersby as they are to provide legitimate guidance. A typical chuspiki is 1 foot long, with its tail extending out an additional 5 feet, and weighs 1 pound. Its bones are hollow, like a bird’s. A chuspiki will sometimes ally with a spellcaster as a familiar. A chaotic spellcaster can gain a chuspiki as a familiar at 7th level by taking the Improved Familiar feat.
CN Tiny (air)
Init +3; Senses 60 ft., , ; Perception +3
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +0
Defensive Abilities wind blessed, wind form
OFFENSE
Speed 30 ft., 60 ft. (perfect)
Melee tail fan +8 (1d4–2/×3)
Ranged air blast +8 (2d6+3)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail fan)
(CL 3rd; concentration +4)
5 PE—alter winds (1 PE, DC 12), gust of wind (2 PE, DC 13), whispering wind (2 PE)
(CL 3rd; concentration +4)
Constant—feather fall
STATISTICS
Str 6, Dex 17, Con 12, Int 12, Wis 9, Cha 13
Base Atk +3; +4; CMD 12 (16 vs. trip)
Feats Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Acrobatics +9, Fly +13, Perception +3, Stealth +16
Languages Auran, Common
SQ basic aerokinesis
ECOLOGY
Environment warm hills or mountains
Organization solitary, pair, or flock (6–10)
Treasure standard
SPECIAL ABILITIES
Air Blast (Sp) A chuspiki can make a ranged attack with an intense air blast, as the kineticist wild talent of the same name, using its Hit Dice as its kineticist level.
Basic Aerokinesis (Sp) A chuspiki can use basic aerokinesis, as the kineticist wild talent of the same name.
Wind Blessed (Su) A chuspiki is treated as a Large creature for the purposes of determining the effects wind has upon it.
Wind Form (Su) Three times per day as an immediate action, a chuspiki can become insubstantial for 1 round. It gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can’t attack or use any of its spell-like abilities while in wind form, with the exception of basic aerokinesis.
Derhii
Powerful black wings beat from the back of this large ape, which carries a wickedly curved sword in its simian hands.
The derhii, or flying ape, is a carnivorous and dangerous form of the gentler earthbound ape. Derhii resemble gorillas with the enormous black-and-gray wings of buzzards or vultures. They stand 9 feet tall and weigh 400 pounds. Derhii form relatively small groupings known as troops, which usually consist of a single adult male, several adult females, and their offspring. Occasionally, multiple males or females band together in single-gender troops with no young, but such groupings are usually formed for a specific purpose, such as hunting, raiding, or war, and break up when they have fulfilled that purpose. Multiple troops of derhii form large primitive tribes, usually under the rule of a single powerful chieftain. Derhii often roost in jungle canopies and in cliff dwellings, preferring nests woven in tall trees or cliffside caves high above ground level. From these roosts, derhii sometimes demand tribute from lesser apes, while allying themselves with even more powerful flying creatures, such as dragons or dragonnes. Occasionally, derhii can be found inhabiting crumbling and overgrown ruins hidden deep in the jungle. Derhii are carnivorous by nature and hunters by preference, attacking prey from high above with javelins thrown from their powerful arms before descending to finish things off with their blades, but when meat is scarce, they eat fruits and roots or whatever else they can forage.
N Large
Init +3; Senses 60 ft., ; Perception +14
DEFENSE
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 59 (7d10+21)
Fort +5, Ref +8, Will +8
OFFENSE
Speed 30 ft., 30 ft., 60 ft. (poor)
Melee mwk falchion +12/+7 (2d6+7/18–20) or 2 slams +11 (1d6+5)
Ranged javelin +9 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks aerial charge, knockdown
STATISTICS
Str 21, Dex 16, Con 17, Int 9, Wis 12, Cha 10
Base Atk +7; +13; CMD 26
Feats Acrobatic, Combat Reflexes, Iron Will, Skill Focus (Perception)
Skills Acrobatics +12, Climb +13, Fly +9, Perception +14
Languages Auran, Common
SQ booming voice
ECOLOGY
Environment warm forests and mountains
Organization solitary, pair, troop (3–5), or tribe (8–48)
Treasure standard (masterwork falchion, 4 javelins, other treasure)
SPECIAL ABILITIES
Aerial Charge (Ex) When airborne, a derhii can dive at twice its normal flying speed. This is the equivalent of a charge, granting a +2 bonus on the attack roll and a –2 penalty to AC.
Booming Voice (Ex) A derhii can use its own booming voice as a signal. The sound can be heard up to 12 miles away as a thrumming in the air that conveys 20 words of information in 5 minutes.
Knockdown (Ex) When a derhii confirms a critical hit with a two-handed weapon, it has a chance to knock an opponent prone in addition to the damage dealt by the critical hit. If the derhii’s confirmation roll exceeds its opponent’s CMD, the opponent is knocked prone as if from the trip combat maneuver. This does not provoke an attack of opportunity, nor can the derhii be tripped if the confirmation roll fails to exceed the CMD.
Maftet
Broad hawk wings support this creature with the torso of a bronze-skinned human and the lower body of a tawny, bipedal lion.
Dwelling in crumbling ruins and lost cities, maftets are a race of winged feline humanoids. Accomplished hunters and stalkers, maftets are highly skilled in fighting with dual scimitars. A typical maftet is 7 feet tall and weighs 270 pounds. The fur on their leonine bodies ranges in coloration from a light buff to goldenrod or rust red. In some climates, maftets have the spotted lower bodies of leopards, and in rare circumstances they may possess white fur and pale skin or black fur and grayish-purple skin. Such individuals frequently rise to positions of power among their kind. At home in dry deserts and mountains, maftets prefer to lair in abandoned ruins, mysteriously drawn to such desolate places. They also make do with dens in cliffside caves or mountaintop eyries, but only if no suitable abandoned edifices can be found. When a young maftet comes of age, it receives its runic tattoos from a shaman, usually the eldest female in the pride. The art and magic of creating these tattoos has been passed down from mother to daughter for thousands of years, along with the race’s oral history and legends. Their origins now lost to history, these tattoos are always the same (with minor cosmetic variations between the sexes and between different prides) and always have the same effects. Under no circumstances are these tattoos ever given to non-maftets.
N Medium
Init +3; Senses 60 ft., ; Perception +13
DEFENSE
AC 20, touch 13, flat-footed 17 (+4 armor, +3 Dex, +3 natural)
hp 68 (8d10+24)
Fort +5, Ref +9, Will +8
OFFENSE
Speed 40 ft., 60 ft. (poor)
Melee mwk scimitar +11/+11/+6/+6 (1d6+3/18–20)
Special Attacks paired weapons, raptor dive
(CL 8th; concentration +8)
Constant—mage armor
3/day—magic weapon
1/day—cat’s grace, protection from evil
STATISTICS
Str 16, Dex 17, Con 16, Int 10, Wis 15, Cha 11
Base Atk +8; +11; CMD 24
Feats Combat Reflexes, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (scimitar)
Skills Fly +10, Knowledge (history) +8, Perception +13, Stealth +18
Racial Modifiers +4 Stealth
Languages Common, Sphinx
SQ runic tattoos
ECOLOGY
Environment temperate and warm deserts and mountains
Organization solitary, pair, or pride (6–10)
Treasure standard (2 masterwork scimitars, other treasure)
SPECIAL ABILITIES
Paired Weapons (Ex) Because of its intense training wielding a scimitar in each hand, a maftet’s off-hand scimitar is treated as a light weapon.
Raptor Dive (Ex) When airborne, a maftet can swoop down and strike at lightning speed. This is equivalent to an aerial charge, but it must move downward at least 10 feet and may dive at twice its normal flying speed. Doing so grants the maftet a +2 bonus on its attack rolls and allows it to make a full attack at the end of the raptor dive.
Runic Tattoos (Su) The tattoos scribed on a maftet’s body power its spell-like abilities and glow when those abilities are used. A maftet can activate up to two of its spell-like abilities as a standard action. It may make a Fortitude save to resist the effects of an erase spell cast on its tattoos, but if it fails, it loses access to its spell-like abilities for 24 hours.
Magma Ooze
This seething mass of bubbling molten rock churns and moves of its own hungry accord.
Magma oozes are living pools of molten rock. They roam the borders of the Plane of Earth and Plane of Fire, and on the Material Plane they sometimes arise spontaneously from strange magic, usually in the vicinity of volcanoes. Magma oozes avoid water, and if forced into enough of it, they become encased in a cooled stony shell, unharmed but immobilized, waiting indefinitely until the water retreats. A typical magma ooze grows to 10 feet across and is about 6 inches thick.
VARIANT MAGMA OOZES
Differing types of molten stone and the nature of the magic that created them can influence what types of magma ooze form.
Brimstone: Influenced by fiendish energy, brimstone magma oozes stink of evil, and the patterns of cooled stone and hot lava on their surfaces resemble tortured or demonic faces. They have the fiendish creature simple template.
Crystalline: Formed from rock densely laced with rare minerals, crystalline magma oozes have hot gases trapped within their bodies. Striking a crystalline magma ooze with a non-reach melee weapon causes this gas to erupt, dealing 1d6 points of fire damage to the attacking creature.
Poisonous: Whether from toxic metals or magical contamination, these oozes are deadly poison in addition to mobile burning death. A poisonous ooze is +1 CR.
Magma Ooze Poison: Slam—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves.
N Large (fire)
Init –5; Senses 60 ft.; Perception –5
DEFENSE
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
hp 85 (9d8+45)
Fort +8, Ref –2, Will –2
Defensive Abilities (cold and slashing, 8 hp); fire,
Weaknesses vulnerability to cold, to water
OFFENSE
Speed 10 ft., 10 ft.
Melee slam +14 (2d6+13 plus burn and )
Space 10 ft.; Reach 5 ft.
Special Attacks burn (2d6, DC 19), (2d6+13 plus )
STATISTICS
Str 28, Dex 1, Con 21, Int —, Wis 1, Cha 1
Base Atk +6; +16 (+20 grapple); CMD 21 (can’t be tripped)
Skills Climb +17
SQ lava body
ECOLOGY
Environment any volcano or underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Lava Body (Ex) The magma ooze is formed of molten rock. Whenever a creature strikes a magma ooze with a weapon, that weapon takes 4d6 points of fire damage unless the attacker makes a DC 19 Fortitude save. Damage caused to weapons in this manner is not halved, but hardness does help prevent some of the damage dealt. The save DC is Constitution-based.
Vulnerability to Water (Ex) A significant amount of water, such as that created by a create water spell, the contents of a large bucket, or a blow from a water elemental, that strikes a magma ooze forces the creature to make a DC 20 Fortitude save to avoid being staggered for 2d4 rounds. A magma ooze that is immersed in water must make a DC 20 Fortitude save each round (this DC increases by +1 each subsequent round) or become petrified, reverting once the water is gone.
Slag Giant
Soot, ash, and coal dust streak this giant’s rust-colored skin. Her eyes hold a look of both determination and detachment.
Magically crafted and crossbred from fire giants and stone giants by ancient wizards, slag giants are among the foremost artisans and crafters of giantkind. Proportioned more like stone giants than fire giants, slag giants have long limbs with lean muscles; they stand 14 feet tall and weigh 3,000 pounds. Slag giants’ skin color ranges from a deep and ruddy hue to a rusty orange. Their hair is black, gray, or white, though males and females both tend to keep their hair cropped close or shaved off. Slag giants can live to be 400 years old. Slag giants usually evince a cold, detached attitude about everything other than their work. Their inherent understanding of metalworking and resistance to fire allow them to craft arms and armor from inside their huge forges, sometimes working the metal with their bare hands. Small families of slag giants often ally with clans of other giants, providing masterwork armor and weapons in exchange for ore and the freedom to practice their crafting skills in peace. Even militaristic fire giants (who pride themselves on their strength and martial prowess) respect the fine work of the weaker slag giants, and usually attempt to ally with the artisans rather than enslaving them. Slag giant settlements usually consist of several stone homes (built from or surrounded by forge slag) with built-in forges and large, smoking chimneys. Most are in hills or mountains, but they can be found anywhere there is a ready supply of iron ore. Although they prefer creation to combat, slag giants are brutal and efficient fighters, capable of destroying an enemy’s weapons or armor in a few precise blows. They often let opponents retreat if it gives the giants the opportunity to collect any broken weapons and armor as salvage. If approached peacefully, they are willing to barter or sell their goods, though they usually don’t have human-sized items on hand. Trespassers who carelessly or wantonly destroy a slag giant’s work or foul its forge usually end up in the fire. Most settlements have several giant sized breastplates the residents can don if they expect a serious fight.
LN Large (giant)
Init +1; Senses ; Perception +9
DEFENSE
AC 20, touch 10, flat-footed 19 (+3 armor, +1 Dex, +7 natural, –1 size)
hp 85 (10d8+40)
Fort +11, Ref +6, Will +4
Defensive Abilities ; fire 30
OFFENSE
Speed 40 ft.
Melee warhammer +15/+10 (2d6+12/×3) or 2 slams +14 (1d8+8)
Ranged rock +8 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks (120 ft.)
STATISTICS
Str 27, Dex 12, Con 19, Int 10, Wis 12, Cha 10
Base Atk +7; +16 (+18 sunder); CMD 29 (31 vs. sunder)
Feats Improved Sunder, Lightning Reflexes, Martial Weapon Proficiency (warhammer), Power Attack, Weapon Focus (warhammer)
Skills Craft (armor) +12, Craft (weapons) +12, Intimidate +8, Perception +9
Racial Modifiers +4 Craft (armor), +4 Craft (weapons)
Languages Common, Giant
SQ shattering blow
ECOLOGY
Environment warm mountains or underground
Organization solitary, pair, mining expedition (3–7), or tribe (5–20 plus 25% noncombatants and 1 cleric, or 1 fighter of 4th to 6th level plus 1–3 giant frilled lizards)
Treasure standard (warhammer, studded leather, other treasure)
SPECIAL ABILITIES
Shattering Blow (Ex) A slag giant who makes a full attack against a metal or stone object or structure deals double damage.
Garuda
This winged creature has clawed hands and bird’s talons. Large, glinting eyes and a serrated beak dominate its avian face.
Garudas are noble, birdlike creatures that inhabit rugged hills. While they remain detached from humanoid societies, they are impetuous and gallant, often serving as protectors of nearby communities. Most garudas stand around 6 feet tall with a wingspan of 15 feet and weigh approximately 150 pounds.
CG Medium (native)
Init +5; Senses 60 ft., ; Perception +20
DEFENSE
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 115 (11d10+55)
Fort +8, Ref +12, Will +9
10/evil or magic; 21
OFFENSE
Speed 30 ft., 80 ft. (good)
Melee bite +16 (1d6+3), 2 claws +16 (1d4+3), 2 talons +16 (1d4+3), 2 wings +11 (1d4+1)
Ranged +1 shock longbow +17/+12/+7 (1d8+4/×3 plus 1d6 electricity)
Special Attacks hatred, swooping , talon or wing
Spells Known (CL 7th; concentration +10)
3rd (5/day)—displacement, haste
2nd (7/day)—alter self, protection from arrows, see invisibility
1st (7/day)—grease (DC 14), mage armor, shield, shocking grasp, true strike
0 (at will)—detect magic, detect poison, light, mage hand, mending, message, prestidigitation
STATISTICS
Str 16, Dex 21, Con 20, Int 15, Wis 14, Cha 17
Base Atk +11; +14; CMD 29
Feats Deadly Aim, Manyshot, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Weapon Finesse
Skills Acrobatics +19, Fly +23, Intimidate +21, Perception +20, Sense Motive +20, Spellcraft +13, Stealth +19, Survival +13
Racial Modifiers +4 Intimidate, +4 Perception, +4 Sense Motive
Languages Common, Garuda
ECOLOGY
Environment tropical hills and mountains
Organization solitary, pair, or aerie (3–6)
Treasure double (+1 shock composite longbow [+3 Str], other treasure)
SPECIAL ABILITIES
Hatred (Ex) Garudas receive a +1 racial bonus on attack and damage rolls against nagas and other serpentine monsters of the aberration type.
Spells Garudas cast spells as 7th-level sorcerers.
Swooping Pounce (Ex) When a garuda makes a diving aerial charge, it can make a full attack with its natural weapons.
Talon or Wing (Ex) A garuda cannot use its wing attacks while flying, and cannot use its talon attacks while not flying.
Lava Drake
This muscular two-legged dragon is covered with scales of thick volcanic stone.
The deviant and destructive cousins of primal magma dragons, lava drakes rise from smoldering volcanic crevasses to terrorize and devour those creatures weaker than themselves. While far less intelligent that their draconic kin, they are equally arrogant and seek out the adoration of humanoids. They can and often do submerge themselves in molten rock, burrowing through the lava to sneak up on prey, or to provide a dramatic display of power to those who worship them. Thick, black-crusted scales cover a lava drake’s body. Stockier than other drakes, adults can grow up to 18 feet in length and weigh over 3,000 pounds.
NE Large (fire)
Init +7; Senses 60 ft., ; Perception +15
DEFENSE
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp 115 (11d12+44)
Fort +11, Ref +10, Will +8 fire, paralysis, sleep
Weaknesses to cold
OFFENSE
Speed 20 ft., (lava only) 30 ft., 60 ft. (average)
Melee bite +17 (1d8+7), 2 claws +17 (1d6+7), tail slap +15 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks magma shake, pyroclastic vomit
STATISTICS
Str 25, Dex 16, Con 18, Int 9, Wis 12, Cha 11
Base Atk +11; +19 (+21 bull rush); CMD 32 (34 vs. bull rush)
Feats Awesome Blow, Flyby Attack, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack
Skills Climb +21, Fly +15, Intimidate +14, Perception +15, Stealth +13 (+21 submerged in molten rock or metal)
Racial Modifiers +8 Stealth submerged in molten rock or metal
Languages Draconic
SQ , speed surge
ECOLOGY
Environment warm forests, hills, or mountains
Organization solitary, pair, or rampage (3–12)
Treasure standard
SPECIAL ABILITIES
Magma Shake (Ex) Whenever a lava drake exits from being submerged in molten rock (either magma or lava), on the next round as a full-round action, it can shake its body, flicking a fine spray of scalding molten rock in every direction. All creatures within a 30-foot radius of the lava drake take 5d6 points of fire damage from the shower of scalding rock; a successful DC 18 Reflex save halves the damage. Performing a magma shake clears the drake’s scales of all excess molten rock and it must resubmerge itself in order to use this attack again. The save DC is Dexterity-based.
Pyroclastic Vomit (Ex) As a standard action, a lava drake can vomit forth a ball of molten rock that explodes upon striking a target, showering the target and adjacent creatures in magma. This attack has a range of 100 feet, and deals 6d6 points of fire damage (Reflex DC 19 half) to the primary target and 3d6 points of fire damage to any creatures within 20 feet of the primary target. The magma continues to burn for 1d3 rounds, dealing an additional 3d6 points of fire damage per round to the primary target and 1d6 points of fire damage per round to any secondary targets. After the magma cools, it crumbles to dust. Once a lava drake has used its pyroclastic vomit, it cannot do so again for 1d6 rounds. The save DC is Constitution-based.
Speed Surge (Ex) Three times per day as a swift action, a lava drake can draw on its draconic heritage for a boost of strength and speed that allows it to take an addition move action that round.
Rift Drake
Horns jut from this muscular dragon’s beaked head, and spikes cover the dragon’s hide even in places on its winged arms.
Creatures of the badlands and regions scarred by the gods, rift drakes are as savage and brutal as the lands they hunt. Their strength and savagery often make them seem like mere deadly beasts, but rift drakes simply delight in battle more than most drakes, frequently clashing even with other members of their own kind. They rarely deign to talk with other creatures, often doing so only as a cruel game in which they make more and more outrageous demands until their victims realize the drakes are toying with them or the manipulative drakes grow bored. A rift drake rarely stays on land for long, preferring to circle high above near ominous peaks or spires and roosting in the crevices of the same. When a rift drake spies prey from such heights, it breaks from its flight to dive onto victims, scattering groups and sowing terror with its sudden emergence. With particularly agile foes, a rift drake will use its breath to slow victims first, then pick them off one by one. Rift drakes enjoy the taste of blood, and focus their attacks on the fleshiest-looking creatures. A rift drake is around 14 feet long, end to end. Its burly, spiky body weighs about 2,500 pounds.
CE Large (earth)
Init +7; Senses 60 ft., , ; Perception +14
DEFENSE
AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, –1 size)
hp 126 (11d12+55)
Fort +12, Ref +10, Will +8
paralysis, sleep; acid 30
OFFENSE
Speed 30 ft., 20 ft., 60 ft. (average)
Melee bite +18 (2d8+10/19–20 plus bleed), tail slap +12 (1d10+3 plus trip)
Space 10 ft.; Reach 10 ft.
Special Attacks (1d6), clinging corrosion, , savage bite
STATISTICS
Str 25, Dex 17, Con 20, Int 8, Wis 12, Cha 11
Base Atk +11; +19; CMD 32
Feats Bleeding Critical, Critical Focus, Flyby Attack, Improved Initiative, Power Attack, Weapon Focus (bite)
Skills Climb +15, Fly +14, Intimidate +12, Perception +14, Sense Motive +11, Stealth +12, Survival +13
Languages Draconic
SQ speed surge
ECOLOGY
Environment warm hills or mountains
Organization solitary, pair, or rampage (3–12)
Treasure standard
SPECIAL ABILITIES
Clinging Corrosion (Su) As a standard action, a rift drake can spit a ball of caustic gas that bursts into a cloud upon impact. This attack has a range of 60 feet and deals 5d10 points of acid damage to all creatures within the resulting 15-foot-radius spread. Additionally, any creature damaged by this attack is affected as though by the spell slow for 1d4 rounds. A successful DC 20 Reflex save halves the damage and negates the slowing effect. Once a rift drake uses its breath weapon, it cannot do so again for 1d6 rounds. The save DC is Constitution-based.
Savage Bite (Ex) A rift drake applies 1-1/2 times its Strength bonus to damage dealt with its bite attack, and it threatens a critical hit on a 19–20.
Speed Surge (Ex) Three times per day as a swift action, a rift drake can draw on its draconic heritage for a boost of strength and speed that allows it to take an additional move action that round.
Roc
This immense raptor unleashes a shrill cry as it bares its talons, each large enough to carry off a horse.
Rocs are terrifying, legendary birds renowned for their ability to carry off elephants and other big animals. A typical roc is 30 feet long from beak to tail, with an 80- foot wingspan and weight of up to 8,000 pounds. While their beaks are hooked like an eagle’s and designed for slashing and tearing, most rocs prefer to seize prey in their massive, clawed talons and drop them from great heights before feasting on the shattered remains. For this reason, they are often followed by flocks of scavengers like rooks, buzzards, and eagles hoping to steal portions of the roc’s messy meals. The roc generally ignores such opportunists, but if the scavengers don’t take care, they nevertheless may find themselves accidentally consumed by the feeding roc. Rocs are equally comfortable over land and sea. While they are capable of sleeping in the air as they soar solo across great ranges in search of food, they generally return home to the mountains to roost and procreate. They prefer rocky crags that are completely inaccessible by terrestrial means, building vast nests of tree trunks and ruined masonry. Once a decade, a mated pair lays a clutch of 3–5 eggs and raises its young. Outside of mating, rocs are extremely antisocial, and may attack others of their kind in vicious aerial battles in order to establish their territorial boundaries. When a nest contains eggs or chicks, parents trade off in their long-ranging flights, with one restricting its wanderings to within a 10-mile radius of the nest. Rocs are most commonly white but can be a number of different colors, from dark brown or gold to black or blood red. Their massive feathers are highly prized, and their eggs even more so. Due to their scarcity and the high risk involved in harvesting them, a single man-sized roc egg can net 4,000gp if transported to market undamaged. A roc can be trained as well as any other animal, but its great size makes this a daunting task for most would-be trainers of human size. The same isn’t true for giants—particularly cloud and storm giants, who often use trained rocs as guardians for their lairs. Rocs are even large enough to serve as mounts for the most prestigious of giants. Rocs taken as animal companions by druids or rangers are typically newly hatched birds—a baby roc is the size of a person and ready for flight and hunting within minutes of hatching. Unfortunately for druids seeking animal companions of legendary size, an animal companion roc is limited to Large size—still large enough for a Medium druid or ranger to use the flying beast as a mount.
N Gargantuan
Init +6; Senses ; Perception +15
DEFENSE
AC 22, touch 8, flat-footed 20 (+2 Dex, +14 natural, –4 size)
hp 120 (16d8+48)
Fort +13, Ref +14, Will +8
OFFENSE
Speed 20 ft., 80 ft. (average)
Melee 2 talons +18 (2d6+9/19–20 plus grab), bite +17 (2d8+9)
Space 20 ft.; Reach 15 ft.
STATISTICS
Str 28, Dex 15, Con 17, Int 2, Wis 12, Cha 11
Base Atk +12; +25 (+29 grapple); CMD 37
Feats Flyby Attack, Improved Critical (talons), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Weapon Focus (talons)
Skills Fly +7, Perception +15
ECOLOGY
Environment warm mountains
Organization solitary or mated pair
Treasure none
Fire Giant
This lumbering giant has short stumpy legs and powerful, muscular arms. Flame seems to careen from inside its body, like barely restrained fury.
Fire giants are the most rigid and militaristic of all the giant races. They constantly train for war and practice brutal tactics on anyone and everyone that gets in their way. Their rigid command structure is complete with soldiers, officers, and even generals, and they obey orders from their kings unquestioningly. Fire giants have bright orange hair that flickers and glows almost as if it were aflame. An adult male is 12 to 16 feet tall, has a chest that measures 9 feet around, and weighs about 7,000 pounds. Females are slightly shorter and lighter. Fire giants can live to be 350 years old. Fire giants wear sturdy cloth or leather garments colored red, orange, yellow, or black. Warriors wear helmets and half-plate armor of blackened steel and wield large greatswords that they use to cut swaths across the battlefield. In large groups, fire giants fight with brutal and efficient group tactics, and aren’t afraid to sacrifice one or two of their members to draw an enemy into an ambush. Fire giants prefer hot locations—the hotter, the better. They’ve been found in deserts, volcanoes, hot springs, and deep beneath the earth near lava vents. They live in castles, walled settlements, or large caverns, and the design of these locations reflects their rigid, militaristic lifestyle, with officers living in better quarters than the rank-and-file.
LE Large (fire, giant)
Init –1; Senses ; Perception +14
DEFENSE
AC 24, touch 8, flat-footed 24 (+8 armor, –1 Dex, +8 natural, –1 size)
hp 142 (15d8+75)
Fort +14, Ref +4, Will +9
Defensive Abilities ; fire
Weaknesses to cold
OFFENSE
Speed 40 ft. (30 ft. in armor)
Melee greatsword +21/+16/+11 (3d6+15) or 2 slams +20 (1d8+10)
Ranged rock +10 (1d8+15 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks ed rock, (120 ft.)
STATISTICS
Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 10
Base Atk +11; +22; CMD 31
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Weapon Focus (greatsword)
Skills Climb +14, Craft (any one) +8, Intimidate +11, Perception +14
Languages Common, Giant
ECOLOGY
Environment warm mountains
Organization solitary, gang (2–5), band (6–12 plus 35% noncombatants and 1 adept or cleric of 1st–2nd level), raiding party (6–12 plus 1 adept or sorcerer of 3rd–5th level, 2–5 hell hounds, and 2–3 trolls or ettins), or tribe (20–30 plus 1 adept, cleric, or sorcerer of 6th–7th level; 1 fighter or ranger of 8th–9th level as king; and 17–38 hell hounds, 12–22 trolls, 7–12 ettins, and 1–2 young red dragons)
Treasure standard (half-plate, greatsword, other treasure)
SPECIAL ABILITIES
Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 points of additional fire damage on a hit.
Rukh
This gigantic two-headed vulture has greasy, night-black wings and sharp talons.
Rukhs are foul-tempered creatures related to rocs, except they resemble two-headed vultures instead of raptors. They hunt live prey and carrion, typically gliding high above the desert in search of things to eat. They avoid creatures of their size or larger, preferring easier prey—horses, camels, and humanoids for adult rukhs, or Medium and Small creatures for juveniles. They nest on mountains and in cliffside caves, as they are too large to roost in trees. Few young rukhs reach adulthood, as many tribes and caravans hunt them for meat, often using a lone, weak-looking scout to lure a hungry juvenile into striking distance for an ambush. A typical adult rukh stands nearly 35 feet tall and has a wingspan of more than 60 feet. Most are scrawny due to hunger. Coupled with their lightweight bones for easier flying, they rarely top 800 pounds. Juvenile rukhs usually stand about 10 feet tall, with a relatively small wingspan of nearly 18 feet, and weigh about 200 pounds.
N Gargantuan
Init +2; Senses ; Perception +32
DEFENSE
AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size)
hp 147 (14d10+70)
Fort +14, Ref +11, Will +7
OFFENSE
Speed 40 ft., 80 ft. (average)
Melee 2 bites +23 (2d8+12 plus ), 2 talons +23 (2d6+12)
Space 20 ft.; Reach 15 ft.
Special Attacks (2d8+12 bludgeoning and 1d6 acid damage, AC 17, 14 hp)
STATISTICS
Str 34, Dex 15, Con 20, Int 2, Wis 13, Cha 11
Base Atk +14; +30 (+34 grapple); CMD 38
Feats Flyby Attack, Iron Will, Skill Focus (Perception), Snatch, Weapon Focus (bite), Weapon Focus (talon), Wingover
Skills Fly –4, Perception +32
Racial Modifiers +8 Perception
ECOLOGY
Environment warm deserts or mountains
Organization solitary, pair, or nest (2 adults and 1d4 juveniles)
Treasure incidental
CR 3 XP 800
N Large
Init +2; Senses ; Perception +17
DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 37 (5d10+10)
Fort +6, Ref +6, Will +2
OFFENSE
Speed 20 ft., 40 ft. (poor)
Melee 2 bites +7 (1d8+2), 2 talons +6 (1d6+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 14, Dex 15, Con 14, Int 2, Wis 13, Cha 11
Base Atk +5; +8; CMD 20
Feats Flyby Attack, Snatch, Weapon Focus (bite)
Skills Fly –4, Perception +17
Racial Modifiers +8 Perception
ECOLOGY
Environment warm mountains or deserts
Organization pair or flock (3d4)
Treasure incidental
Razormouth
This creature has a hairless body and a black-striped abdomen. It prominently displays a pair of large, serrated, bright red fangs.
Razormouths most often reside in mountainous areas or large canyons with steep cliffs. While most creatures would find such areas difficult to traverse, razormouths are especially mobile, being choice climbers that are able to leap from cliff faces to outcrops with singular alacrity. This exceptional mobility, along with a devastating pair of long, serrated fangs, make the fearsome razormouths unparalleled hunters, and few survive getting too close to their fangs.
N Huge
Init +5; Senses 60 ft.; Perception +12
DEFENSE
AC 25, touch 13, flat-footed 20 (+5 Dex, +12 natural, –2 size)
hp 149 (13d8+91)
Fort +15, Ref +9, Will +4
mind-affecting effects
OFFENSE
Speed 50 ft., 30 ft.
Melee bite +17 (2d6+10/19–20/×3), 2 claws +17 (1d8+10)
Space 15 ft.; Reach 15 ft.
Special Attacks (1d6), , (2 claws, 1d8+15)
STATISTICS
Str 31, Dex 20, Con 25, Int —, Wis 11, Cha 2
Base Atk +9; +21; CMD 36 (48 vs. trip)
Skills Acrobatics +13, Climb +22, Perception +12
Racial Modifiers +8 Acrobatics, +4 Climb, +12 Perception
SQ savage bite
ECOLOGY
Environment temperate mountains
Organization solitary, pair, or colony (3–6)
Treasure none
SPECIAL ABILITIES
Savage Bite (Ex) A razormouth’s bite threatens a critical hit on a 19–20, and on a confirmed critical hit deals ×3 damage and 2d6 points of bleed damage.
Red Dragon
A crown of cruel horns surrounds the head of this mighty dragon. Thick scales the color of molten rock cover its long body.
Few creatures are more cruel and fearsome than the mighty red dragon. King of the chromatics, this terrible beast brings ruin and death to the lands that fall under its shadow.
CR
CE (fire)
Init + ; Senses , smoke vision; Perception +
DEFENSE
AC
hp
Fort + , Ref + , Will +
fire, paralysis, sleep
Weaknesses to cold
OFFENSE
Speed 40 ft.,
Melee
Space ft.; Reach
Special Attacks
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk + ; + ; CMD
Feats
Skills
Languages
ECOLOGY
Environment warm mountains
Organization solitary
Treasure triple
Fire Yai
This fanged, three-eyed giant rages in its finely crafted armor, its skin as red as a smoldering ember.
Fire yai prefer to live in luxury—an orderly and well-built abode is essential. Even a lone fire yai prefers to build or inhabit a fortified stone dwelling in its territory, and surrounds itself with as many luxuries as it can acquire. Vain, greedy, and brutal, fire yai are the most impulsive of their kind—several tales tell of clever heroes taunting fire yai to act rashly. They rarely let challenges pass uncontested and react quickly to squelch any threat to their rule. While many fire yai seek out tribes of fire giants to infiltrate and rule, not all follow this compulsion. Capable of assuming the form of many types of humanoid, some fire yai seek to subtly invade and eventually rule entire nations of humanoids from within. A fire yai is 16 feet tall and weighs 7,000 pounds.
NE Large (fire, giant, native, oni, shapechanger)
Init +7; Senses 60 ft., ; Perception +23
DEFENSE
AC 29, touch 10, flat-footed 28 (+8 armor, +1 Dex, +11 natural, –1 size)
hp 229 (17d10+136); 5 (acid or cold)
Fort +18, Ref +10, Will +15
fire; 26
Weaknesses to cold
OFFENSE
Speed 40 ft., fly 60 ft. (good); 30 ft., 40 ft. (good) in armor
Melee +1 katana +27/+22/+17/+12 (2d6+16/18–20) or 2 slams +26 (1d10+10)
Ranged fiery missile +19 touch (4d6 fire plus burn)
Space 10 ft.; Reach 10 ft.
Special Attacks (2d6, DC 26), smoke form
(CL 15th; concentration +17)
Constant—fly
At will—darkness, invisibility (self only), scorching ray
3/day—charm monster (DC 16), deep slumber (DC 15), fireball (DC 15), fire shield (warm shield only), wall of fire
1/day—incendiary cloud (DC 20)
STATISTICS
Str 31, Dex 16, Con 26, Int 14, Wis 17, Cha 15
Base Atk +17; +28 (+30 vs. overrun); CMD 41 (43 vs. overrun)
Feats Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Improved Overrun, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
Skills Bluff +22, Craft (weapons) +12, Craft (armor) +12, Diplomacy +11, Disguise +11, Fly +19, Intimidate +22, Knowledge (arcana) +14, Perception +23, Sense Motive +23, Spellcraft +11, Use Magic Device +14
Languages Common, Giant
SQ (Medium or Large humanoid; alter self or giant form I)
ECOLOGY
Environment temperate or warm hills or mountains
Organization solitary, band (1 plus 4–8 fire giants), tribe (1 plus 20–30 fire giants), or dynasty (1 plus 2–20 other oni)
Treasure standard (+1 banded mail, +1 katana, other treasure)
SPECIAL ABILITIES
Fiery Missile (Su) As a swift action, a fire yai can launch a bolt of fire from its third eye. This attack has a range of 180 feet with no range increment.
Smoke Form (Sp) As a standard action, a fire yai can turn into a cloud of smoke. This functions like gaseous form, except the cloud has the properties of the smoke cloud from a pyrotechnics spell (Fort DC 26 negates the effects of the smoke cloud). The fire yai can end this ability as a standard action.
Saurian
This creature has the head, legs, and tail of a tyrannosaurus, but humanoid chest and arms.
Saurians make their homes on the sides of tropical volcanoes or tropical mountains. Though they respect all life, saurians consider themselves the protectors of primordial creatures and defend them violently when the need arises. Saurians stand 20 feet tall and weigh 8,000 pounds.
N Huge
Init +8; Senses 60 ft., ; Perception +31
DEFENSE
AC 32, touch 13, flat-footed 27 (+5 armor, +4 Dex, +1 dodge, +11 natural, +3 shield, –2 size)
hp 241 (21d10+126)
Fort +15, Ref +16, Will +19
Defensive Abilities death ward; fire 20
OFFENSE
Speed 30 ft. (40 ft. without armor); air walk
Melee +1 returning shortspear +25/+20/+15/+10 (2d6+10/19–20), heavy spiked shield +24 (2d6+4), bite +23 (2d6+4/19–20) or bite +28 (2d6+9), 2 claws +28 (1d8+9)
Ranged +1 returning shortspear +24 (2d6+10/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks roar
(CL 16th; concentration +21)
Constant—air walk, death ward, speak with animals
3/day—animal growth, volcanic storm
1/day—commune with nature, heal, meteor swarm (DC 24), summon nature’s ally VIII (dinosaurs only)
STATISTICS
Str 28, Dex 18, Con 23, Int 16, Wis 25, Cha 21
Base Atk +21; +32; CMD 47
Feats Blind-Fight, Diehard, Dodge, Endurance, Great Fortitude, Improved Critical (bite), Improved Critical (shortspear), Improved Initiative, Improved Shield Bash, Intimidating Prowess, Two- Weapon Fighting
Skills Craft (weapons) +27, Intimidate +38, Knowledge (geography, nature) +24, Perception +31, Sense Motive +28, Survival +31
Languages Common, Ignan, Sylvan; speak with animals
SQ dinosaur empathy +26
ECOLOGY
Environment warm mountains
Organization solitary, pair, or clan (3–12 plus 2–8 tyrannosauruses)
Treasure NPC gear (+1 hide armor, +1 spiked heavy shield, +1 returning shortspear, other treasure)
SPECIAL ABILITIES
Dinosaur Empathy (Ex) This ability functions as a druid’s wild empathy ability, save that it works only on dinosaurs. A saurian gains a bonus on this check equal to its Hit Dice + its Charisma modifier (+26 for most saurians).
Roar (Su) As a standard action once every 1d4 rounds, a saurian can unleash a terrible roar, affecting all creatures in a 60-foot cone. Creatures in the area must succeed at a DC 25 Will save or be stunned for 1d4 rounds. A creature that successfully saves is instead staggered for 1d4 rounds. This ability is a sonic mind-affecting effect. The save DC is Charisma-based.
Deathsnatcher
This bipedal jackal has vulture wings and a rat tail ending in a scorpion’s stinger. Each of its four arms ends in a clawed hand.
Deathsnatchers dwell amid the ruins of fallen civilizations, where they play at being godlings worshiped by undead slaves. Though self-aggrandizing, deathsnatchers are known to give homage to (and claim descent from) the various demon lords of darkness, the desert, and undeath. A deathsnatcher is 6 feet tall and weighs 280 pounds.
CE Medium
Init +9; Senses deathwatch, , ; Perception +27
DEFENSE
AC 33, touch 21, flat-footed 27 (+5 deflection, +5 Dex, +1 dodge, +12 natural)
hp 313 (19d10+209); 10 (positive energy)
Fort +19, Ref +16, Will +18
Defensive Abilities ; death effects; cold 30, fire 30; 29
OFFENSE
Speed 30 ft., 50 ft. (average)
Melee bite +29 (2d6+10), 4 claws +29 (1d8+10/19–20), sting +29 (1d6+10 plus poison)
Special Attacks , soul , swift spawning
(CL 18th; concentration +25)
Constant—deathwatch, greater magic weapon, shield of faith
At will—animate dead, command undead (DC 19), death knell (DC 19), deeper darkness
3/day—control undead (DC 24), quickened death knell (DC 19)
1/day—create greater undead, create undead, finger of death (DC 24)
STATISTICS
Str 23, Dex 21, Con 32, Int 16, Wis 21, Cha 24
Base Atk +19; +25; CMD 46
Feats Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (claw), Improved Initiative, Iron Will, Mobility, Power Attack, Quicken Spell-Like Ability (death knell)
Skills Fly +27, Intimidate +29, Knowledge (planes, religion) +22, Perception +27, Stealth +27, Survival +27
Languages Abyssal, Common
ECOLOGY
Environment warm deserts or mountains
Organization solitary
Treasure standard
SPECIAL ABILITIES
Poison (Su) Sting—injury; save Fort DC 28, frequency 1/round for 6 rounds, effect 1d4 Con drain, cure 2 consecutive saves.
Soul Rend (Su) If a deathsnatcher hits a single creature with two or more claw attacks in 1 round, it deals an additional 1d8+13 points of damage to the creature. For every claw attack that hits beyond the first, the soul rend inflicts 1 negative level. The deathsnatcher regains 5 hit points per negative level inflicted. After 24 hours have passed, a negative level can be removed with a successful DC 26 Fortitude save.
Swift Spawning (Su) When a deathsnatcher kills via negative levels, negative energy damage, or a death effect, the body immediately rises as an advanced bodak under the deathsnatcher’s control.
Simurgh
This massive creature has the body of a resplendent bird but the head of a regal canine.
Regarded as living legends, simurghs are held in high regard by desert dwellers. Those who live in the desert lands where these benevolent creatures sometimes reside consider it a lifetime’s worth of luck even to spot one soaring through the sky. Simurghs prefer to keep to themselves, well out of the way of lesser creatures and their often dubious morals, though they can be relied upon for aid when called by those in true need and with a pure heart. A simurgh can live for thousands of years, and frequent mentions of these giant avian beings throughout a region’s historical record are more often than not sightings of the same creature.
NG Gargantuan
Init +7; Senses 60 ft., detect evil, detect magic, lowlight vision; Perception +27
Aura peace (50 ft.)
DEFENSE
AC 34, touch 10, flat-footed 30 (+3 Dex, +1 dodge, +24 natural, –4 size)
hp 324 (24d10+192)
Fort +22, Ref +17, Will +14
ability damage, ability drain, disease, fire, negative energy, petrification, poison, sleep; acid 10, cold 10, electricity 10; 29
OFFENSE
Speed 40 ft., 120 ft. (good)
Melee bite +32 (2d8+12 plus 2d6 fire), 2 claws +32 (2d8+12 plus 2d6 fire), tail slap +30 (1d4+6 plus banishing swipe)
Ranged glaring ray +23 touch (20d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks banishing swipe, glaring ray, radiant feathers
(CL 16th; concentration +22)
Constant—detect evil, detect magic, tongues
At will—daylight, zone of truth (DC 18)
3/day—flame strike (DC 21), mass cure critical wounds
STATISTICS
Str 34, Dex 16, Con 27, Int 16, Wis 19, Cha 23
Base Atk +24; +40 (+42 disarm); CMD 54 (56 vs. disarm)
Feats Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Hover, Improved Disarm, Improved Initiative, Iron Will, Mobility, Multiattack, Snatch, Wingover
Skills Diplomacy +26, Fly +7, Heal +14, Knowledge (arcana) +33, Knowledge (dungeoneering) +21, Knowledge (all others) +15, Perception +27, Perform (sing) +19, Survival +14
Racial Modifiers +10 on all Knowledge skills
Languages Celestial, Common, Draconic; tongues
ECOLOGY
Environment warm deserts or mountains
Organization solitary
Treasure standard
SPECIAL ABILITIES
Aura of Peace (Su) Creatures within a 50-foot spread from a simurgh feel a sensation of peace wash over them, as if affected by calm emotions, except the simurgh can choose which creatures are affected. A DC 28 Will save negates the effects of this aura for 1 round, but a new save must be made each round to continue to resist the effects. The saving throw is Charisma-based.
Banishing Swipe (Su) A simurgh can use its radiant tail to return creatures to their native planes. In addition to taking damage, any extraplanar creature touched by a simurgh’s tail must succeed at a DC 28 Will save or be affected as if by banishment. A creature that makes this save cannot be affected by the same simurgh’s banishing swipe for the next 24 hours. The save DC is Charisma-based.
Glaring Ray (Su) A simurgh can blast a fiery ray of brilliant light from its eyes as a standard action to a range of 100 feet.
Radiant Feathers (Su) Once per day as a standard action, a simurgh can fan out its glimmering tail feathers and blast its foes with a 100-foot cone of radiant light from its tail. Aside from its size, this attack is identical to a prismatic spray (DC 28). The save is Charisma-based.
Ravener
This immense skeletal dragon rears up to its full, towering height, bones glowing and shimmering with vile green energy.
Most evil dragons spend their lifetimes coveting and amassing wealth, but when the end draws near, some come to realize that all the wealth in the world cannot forestall death. Faced with this truth, most dragons vent their frustration on the countryside, ravaging the world before their passing. Yet some seek a greater solution to the problem and decide instead to linger on, hoarding life as they once hoarded gold. These foul wyrms attract the attention of dark powers, and through the blackest of necromantic rituals are transformed into undead dragons known as raveners. Although its body quickly rots away, a ravener does not care for the needs of the flesh. It seeks only to consume life, be it from wild animals, would-be dragonslayers, or even other dragons. A ravener is often on the move, changing lairs frequently as its territories become devoid of life. The ravener presented here is built from a red dragon wyrm.
CR 22 XP 614,400
CE Gargantuan (fire)
Init +3; Senses 120 ft., 240 ft., smoke vision; Perception +45
Aura cowering fear, fire, (330 ft., DC 31)
DEFENSE
AC 45, touch 9, flat-footed 45 (+4 deflection, –1 Dex, +36 natural, –4 size)
hp 337 (27d8+216)
Fort +23, Ref +14, Will +23
Defensive Abilities +4, soul ward (27 hp); 20/good; fire, ; 33
Weaknesses to cold
OFFENSE
Speed 40 ft., 250 ft. (clumsy)
Melee bite +40 (4d6+24/17–20), 2 claws +40 (2d8+16/19–20), tail slap +38 (2d8+24/19–20), 2 wings +38 (2d6+8/19–20)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks (60-ft. cone, DC 31, 22d10 fire and 2 negative levels), crush, manipulate flames, melt stone, soul consumption, soul magic, tail sweep
(CL 27th, concentration +35)
At will—detect magic, find the path, pyrotechnics (DC 20), suggestion (DC 21), wall of fire
Sorcerer Spells Known (CL 20th, concentration +28)
9th—energy drain, time stop, wish
8th—dimensional lock, horrid wilting (DC 26), maze
7th—forcecage (DC 25), greater teleport, spell turning
6th—chain lightning (DC 24), greater dispel magic, true seeing
5th—cone of cold (DC 23), dominate person (DC 23), feeblemind (DC 23), wall of force
4th—charm monster (DC 22), confusion (DC 22), greater invisibility, solid fog
3rd—displacement, haste, slow (DC 21), vampiric touch
2nd—detect thoughts (DC 20), false life, mirror image, see invisibility, web (DC 20)
1st—mage armor, magic missile, ray of enfeeblement (DC 19), shield, true strike
0 (at will)—arcane mark, detect magic, mage hand, mending, message, prestidigitation, ray of frost, read magic, touch of fatigue
STATISTICS
Str 45, Dex 8, Con —, Int 24, Wis 25, Cha 26
Base Atk +27; +48; CMD 57 (61 vs. trip)
Feats Cleave, Critical Focus, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell, Staggering Critical, Stunning Critical, Vital Strike
Skills Appraise +37, Bluff +37, Diplomacy +37, Fly +13, Intimidate +45, Knowledge (arcana) +37, Knowledge (history) +37, Knowledge (religion) +34, Perception +45, Sense Motive +37, Spellcraft +37, Stealth +25
Languages Abyssal, Aklo, Common, Draconic, Elven, Giant, Infernal
ECOLOGY
Environment warm mountains
Organization solitary
Treasure triple
SPECIAL ABILITIES
Breath Weapon (Su) A ravener keeps the breath weapon of the base creature— the save DC for this breath weapon is now Charisma-based. In addition, a ravener’s breath weapon bestows 2 negative levels on all creatures in the area. A successful Ref lex save halves the damage and reduces the energy drain to 1 negative level. The save DC to remove these negative levels is equal to the ravener’s breath weapon DC. The ravener adds 1 hit point to its soul ward ability for each negative level bestowed in this way.
Cowering Fear (Su) Any creature shaken by the ravener’s frightful presence is cowering instead of shaken for the first round of the effect, and shaken for the rest of the duration. Any creature that is panicked by its frightful presence is instead cowering for the duration.
Fire Aura (Su) This ravener is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon’s turn. An old dragon’s aura extends to 10 feet. An ancient dragon’s damage increases to 2d6.
Manipulate Flames (Su) This ravener can control any fire spell within 10 feet per age category of the dragon as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.
Melt Stone (Su) This ravener can use its breath weapon to melt rock at a range of 100 feet, affecting a 5-foot-radius area per age category. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.
Smoke Vision (Ex) This ravener can see perfectly in smoky conditions (such as those created by pyrotechnics).
Soul Consumption (Su) When a living creature within 30 feet of a ravener dies, that creature’s soul is torn from its body and pulled into the ravener’s maw if the dying creature fails a Will save (DC equals the save DC of the ravener’s breath weapon). This adds a number of hit points to the ravener’s soul ward equal to the dead creature’s Hit Dice. Creatures that have their souls consumed in this way can only be brought back to life through miracle, true resurrection, or wish.
Soul Magic (Sp) A ravener retains the base creature’s spellcasting capability, adding three levels to the base creature’s caster level. This increases the number of spells known by the ravener, but the ravener loses all spell slots. Instead, whenever the ravener wishes to cast any one of its spells known, it consumes a number of hit points from its soul ward equal to the spell slot level necessary to cast the spell (including increased levels for metamagic feats and so on). If the soul ward has insufficient hit points, the ravener cannot cast that spell. Casting a spell that reduces its soul ward to exactly 0 hit points does not harm the ravener (though most are not comfortable without this buffer of soul-energy and try to replenish it quickly).
Agyra
This two-headed monstrosity has vast wings and a long tail covered in a forest of blades.
Agyra, the Forever Storm, is believed by many cultures to be the cause of seasonal typhoons or other great storms— such tempests being a manifestation of Agyra’s monstrous breaths as she exhales during her long slumber every season. While this kaiju is not in fact responsible for the world’s storms, her powers over wind and lightning are significant, and when she is vexed to rampage, the effects of her hurricanes can be as devastating to a region as her more direct attacks. Agyra has the appearance of a primeval, two-headed flying reptile with a wingspan of over 150 feet. Her tail is perhaps the most fearsome of her aspects. This lengthy and flailing appendage is covered with razor-sharp blades and wickedly barbed spines capable of slashing through buildings and tearing through armor with great force and from great distances. Agyra dwells on the upper slopes of a long-dormant volcano that sits on a remote tropical island beyond the main shipping lanes and the scope of most explorers’ travels. As with many kaiju, she spends the bulk of her time in deep and peaceful slumber. She is ferociously protective of the strange peoples who dwell on the shores of this island, and has been known to rouse herself to come to their defense against slavers, pirates, or other external threats to their way of life. Despite this strange protective streak, Agyra is not a kindly creature—and none know this more plainly than those who share her island. Her responses to intrusions to the island may simply be defenses of her perceived territories, for certainly the villages of the locals suffer significant damage during her local rampages. She’s been known to take wing to travel to distant cities as well, often as a result of some of her island’s inhabitants being taken from the shores as slaves. Yet the devastation she wreaks upon the slavers’ destination cities pays no regard to the safety of the slaves themselves—they are in as much danger as anyone else from the kaiju’s vengeful wrath in this situation. There are rumors that certain shamans on the isle conceal sacred words or some ancient ritual to waken and command Agyra, and that many of her rampages are not the result of the kaiju being territorial or protective, but simply due to an ancient bargain the natives’ ancestors forged with the mighty beast in some forgotten era. Some speculate that such rituals require the sacrifice of trespassers, but this may be nothing more than fearful superstition or rumors spread by shamans to persuade foreigners to stay clear of their island. Agyra has a particular hatred of the kaiju Mogaru, and often leaves her volcanic lair to fly west to the remote jungle lake that serves as Mogaru’s home to clash with her nemesis. Mogaru’s penchant for attacking coastal cities often results in a devastating escalation when Agyra arrives to do battle with the land-bound kaiju. Sometimes, methods of conjuring Agyra are used to deliberately lure the kaiju to a city besieged by Mogaru, but just as often her arrival seems to be driven by self-interest. Agyra typically manages to weaken Mogaru enough to drive him off, but is often slain herself in these battles, resurrecting and returning to her home at the same time Mogaru returns to his. The nature of this rivalry is unclear, but kaiju scholars believe that the two monsters have been enemies for longer than humanity has existed.
CN Colossal (air, kaiju)
Init +11; Senses 30 ft., 600 ft., ; Perception +38
DEFENSE
AC 45, touch 9, flat-footed 38 (+7 Dex, +36 natural, –8 size)
hp 656 (32d10+480); 30
Fort +33, Ref +25, Will +21
Defensive Abilities electrified corpse, , rebirth, recovery; 20/epic; ability damage, ability drain, death effects, disease, electricity, energy drain, fear; acid 30, cold 30, fire 30, negative energy 30, sonic 30
OFFENSE
Speed 80 ft., 200 ft. (average), swift flight
Melee 2 bites +41 (6d6+17/19–20), 2 talons +41 (3d8+17), tail slap +36 (10d6+8/19–20 plus bleed)
Space 50 ft.; Reach 50 ft. (75 ft. with tail)
Special Attacks (5d6), blinding flash, , hurl foe, hurricane, thunderous blast
STATISTICS
Str 44, Dex 25, Con 41, Int 3, Wis 29, Cha 25
Base Atk +32; +57 (+61 bull rush); CMD 74 (76 vs. bull rush)
Feats Combat Reflexes, Critical Focus, Greater Bull Rush, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (tail slap), Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Power Attack, Staggering Critical, Vital Strike, Wingover
Skills Fly +24, Perception +38
Racial Modifiers +16 Perception
Languages Auran (can’t speak)
SQ massive, storm flier
ECOLOGY
Environment warm mountains
Organization solitary (unique)
Treasure incidental
SPECIAL ABILITIES
Blinding Flash (Su) By spreading her wings as a full-round action while she stands upon the ground, Agyra can create a blinding flash of light that targets all creatures within 100 feet. Affected creatures must succeed at a DC 41 Fortitude save or be permanently blinded and staggered for 1d6 rounds by the blast of light. A successful saving throw reduces the blindness to 1 round and negates the staggered effect. The save DC is Constitution-based.
Breath Weapon (Su) Once every 4 rounds as a standard action, each of Agyra’s twin heads can breathe out a line of electricity to a range of 1,200 feet. Agyra can breathe each line in a different direction. Each creature caught in a line of electricity must succeed at a DC 41 Reflex save or take 20d6 points of electricity damage and be staggered for 1d4 rounds. A successful saving throw halves the damage and negates the staggered effect. A creature struck by both breath weapons simultaneously must attempt separate saving throws against each breath weapon, but takes a –4 penalty on both—the damage and staggered condition duration stack with each other. A creature wearing medium or heavy metal armor or a creature composed mostly of metal that fails its saving throw is also stunned for 1 round. A creature slain by Agyra’s breath weapon remains electrified for 2d4 rounds after death—any creature that touches the body automatically takes 3d6 points of electricity damage. The save DC is Constitution-based.
Electrified Corpse (Su) If Agyra is slain, her corpse crackles and flashes with pulses of electrical light if she has not used her rebirth ability that year. Any creature that touches her corpse takes 3d6 points of electricity damage. Even if Agyra’s body is destroyed, the site of her death continues to carry this electrical charge for 1 minute, or until Agyra is reborn, whichever comes first.
Hurricane (Sp) Once per day, Agyra can create a supernatural hurricane surrounding herself. This effect functions as control weather, save that it affects an area with a 4-mile radius, lasts for 24 hours, and can only be used to create hurricane-force winds. The hurricane created is static, and features a calm eye at the center with a 500-foot radius.
Rebirth (Su) Agyra remains dead for only 1 minute before she come back to life, as if via a true resurrection spell. Agyra rises from the exact same position she occupied when she died, and typically takes advantage of this second chance to use her swift flight to escape as soon as possible. Agyra can only be reborn in this manner once per year; if she is slain a second time before a year has passed, her death is permanent and her corpse does not become electrified. This ability replaces Agyra’s ability to immediately heal damage that would normally kill her, granted by her recovery ability, but does not replace the other defenses granted by recovery.
Storm Flier (Ex) Agyra does not take penalties on Fly checks when flying in strong or more powerful winds.
Swift Flight (Su) As a standard action once per hour, Agyra can fly in a straight line at an incredible speed. She may travel up to 1 mile in this manner—doing so does not provoke attacks of opportunity. When Agyra activates this ability, her thunderous blast ability is automatically triggered from the swift flight’s point of origin.
Thunderous Blast (Su) When Agyra uses her swift flight, she creates a thunderous sonic boom. This devastating explosion of sound occurs at her location when she activates swift flight, filling an area equal to her space and her reach combined—resulting in a 100-foot-diameter burst of sonic energy. All creatures in this area of effect take 20d10 points of sonic damage, are permanently deafened, are knocked prone, and are stunned for 1 round. A successful DC 41 Reflex save halves the damage, reduces the deafened condition to 1d4 rounds, and negates the knocked prone and stun effects entirely. The save DC is Constitution-based.
Varklops
This immense, fiery-orange serpent has three horned heads, a pair of draconic wings, and a long tail tipped with four bony spikes.
Lord Varklops is indisputably the most powerful of the known kaiju, a tremendously destructive force of devastation that dwells in the heart of an active volcano in a tropical mountain range when not hunting his favorite prey—other kaiju. Although the fact that Lord Varklops so eagerly hunts and slays kaiju might seem to make him an ally of all civilizations threatened by such creatures, in truth Varklops is also one of the few kaiju to be actively evil in his predations upon the world. When no other kaiju present themselves as victims and the urge to destroy seizes Varklops, the so-called Thrice-Headed Fiend thinks nothing of razing entire cities for his pleasure. This eagerness to destroy appeals to apocalypse-minded cultists and to deranged exiles who seek revenge against the cities they were forced to flee. Varklops is known to look favorably upon those who approach him with requests for targeted devastation—particularly if the offer includes the opportunity to attack another kaiju. Varklops has little interest in assaulting civilizations in polar regions, but his greatest weakness is his inflated, if rudimentary, ego. When facing multiple kaiju, Varklops often gets distracted and frustrated—a condition that several societies have risked using to their advantage by luring other kaiju to their defense. Of course, the devastation a city might suffer when three or more kaiju fight may well exceed that wrought by Varklops alone, so such desperate actions are not taken lightly. Varklops has a particularly strong hatred of King Mogaru, as this kaiju alone can resist Varklops’s rage. The reasons for this immunity are unknown, but certainly Mogaru matches Varklops’s hatred, and battles between the two kaiju are the stuff of legend. Varklops is 200 feet long and weighs 16,000 tons.
CE Colossal (fire, kaiju)
Init +17; Senses 600 ft., , , 300 ft.; Perception +34
DEFENSE
AC 48, touch 16, flat-footed 34 (+13 Dex, +1 dodge, +32 natural, –8 size)
hp 752 (35d10+560); 30
Fort +35, Ref +32, Will +23
Defensive Abilities deflect cold, , recovery; 20/epic; ability damage, ability drain, death effects, disease, energy drain, fear, fire; acid 30, cold 30, electricity 30, negative energy 30, sonic 30
Weaknesses distracted when outnumbered, to cold
OFFENSE
Speed 80 ft., 60 ft., 150 ft. (poor)
Melee 3 bites +46 (6d6+26/19–20 plus burn), 2 wings +44 (3d8+16/19–20 plus burn), tail slap +46 (4d8+35/19–20/×3 plus burn)
Space 60 ft.; Reach 60 ft.
Special Attacks , (2d6 fire, DC 43), eruption, fire monsoon, improved hurl foe, kaijuslayer, (2 bites, 6d6+28; or 3 bites, 12d6+28)
STATISTICS
Str 48, Dex 37, Con 42, Int 3, Wis 30, Cha 29
Base Atk +35; +62 (+66 bull rush); CMD 86 (88 vs. bull rush, can’t be tripped)
Feats Combat Reflexes, Critical Focus, Dodge, Greater Bull Rush, Greater Vital Strike, Improved Bull Rush, Improved Critical (bite, tail slap, wing), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Lunge, Multiattack, Power Attack, Staggering Critical, Vital Strike
Skills Fly +34, Perception +34
Racial Modifiers +16 Perception
Languages Ignan (can’t speak)
SQ devastating, massive, powerful blows (tail slap)
ECOLOGY
Environment warm mountains
Organization solitary (unique)
Treasure incidental
SPECIAL ABILITIES
Breath Weapon (Su) Each of Varklops’s three heads can exhale a blast of searing fire and billowing ash in a 1,200-foot line once every 4 rounds. Each head’s breath weapon is a separate attack with its own 4-round recharge period. The kaiju can exhale one line of fire as a move action, two lines as a standard action, or three lines as a full-round action. Each breath weapon deals 20d6 points of fire damage and 20d6 points of bludgeoning damage to all creatures in the area of effect as they are barraged with semisolid chunks of superheated rock and magma expelled in the torrent of fire; targets are also stunned for 1 round by the overwhelming force. With a successful DC 43 Reflex save, a creature takes half damage and negates the stun effect. If Varklops exhales more than one breath weapon, he can use them in different directions. If a creature is subjected to more than one breath weapon in a round in this manner, it takes damage from and must attempt separate saves against each breath weapon. The save DCs are Constitution-based.
Deflect Cold (Ex) Although Varklops is vulnerable to cold damage, he can shield himself from a cold attack by reflexively curling his wings around himself as an immediate action when he would otherwise take cold damage. He must choose to use this ability before any cold damage from the attack is applied and before he attempts any applicable saving throws to resist the cold damage, but he can wait until after the attack hits to choose to deflect cold. When he uses this ability, all cold damage from that particular attack is ignored. At Varklops’s discretion, he can deflect the cold damage to any single adjacent creature, which is then instead treated as the target of the cold attack. If the cold attack was an area effect that also affected the adjacent creature, that creature does not take the cold damage twice, but does need to attempt two saving throws (if applicable) against the effect, taking the worse of the two results as the actual result.
Devastating (Ex) Varklops is particularly devastating, and any attack or special ability he uses to deal damage to an object ignores hardness less than 20. Objects take full damage from his fire-based attacks.
Distracted When Outnumbered (Ex) While Varklops is furiously focused on slaying kaiju, his rudimentary intellect supports a surprisingly powerful and inflated sense of self-worth that crumbles when he faces overwhelming odds. In any combat round that involves two allied kaiju focusing their efforts against him, Varklops loses his kaijuslayer ability and becomes so distracted by which target to focus on that he must succeed at a DC 30 Wil l save or become staggered for that round. Non-kaiju cannot distract Varklops in this manner, even if the non-kaiju is similar in siz e to a kaiju.
Eruption (Su) Up to three times per day (but no more than once every 4 rounds) as Varklops emerges onto the surface of terrain after burrowing, he does so with an explosion of ash and magma. All creatures within 150 feet of Varklops when he bursts out of the ground in this manner take 20d6 points of fire damage. Huge or smaller creatures in this area are knocked prone. With a successful DC 43 Reflex save, creatures take half the damage and negate being knocked prone, but a creature that takes any damage from this eruption is subjected to Varklops’s burn ability. In addition, the eruption creates a cloud of ash in the area of effect; this cloud of ash lingers in the area for 1 minute, obscuring vision as per obscuring mist. The save DC is Constitution-based.
Fire Monsoon (Su) Once per day as Varklops moves at full speed while flying, he can rain down a torrential storm of fire, burning any target up to 300 feet below him. All targets Varklops passes over in flight take 20d6 points of fire damage (Reflex DC 43 half); any creature that takes any damage from this attack is subjected to Varklops’s burn ability. The area affected by the fire monsoon continues to burn for 1 minute—any creature that begins its turn in this area takes 4d6 points of fire damage. The save DC is Constitution-based.
Improved Hurl Foe (Ex) When Varklops hits a creature with his tail slap and uses his hurl foe kaiju ability the distance the foe is knocked back doubles.
Kaijuslayer (Su) Varklops takes particular delight in the slaying of other kaiju, and his aggression causes all kaiju to take a –4 penalty on saving throws against Varklops’s special attacks. Another kaiju cannot use recovery to prevent itself from being killed by one of Varklops’s attacks. This ability does not function against the kaiju known as King Mogaru.