Gluttongrass
These tall, bloodstained blades of bright green grass sway and bend regardless of the presence of wind.
Scholars are unsure of the origins of this strange, deadly plant life. The typical suspicions persist that it is the result of a mad wizard’s experiments or the deliberate cultivations of druidic sects that have adopted anti-civilization philosophies, yet those who have taken the time to truly examine these blood-drinking growths have noted disturbing elements that suggest a darker genesis. These botanists theorize that gluttongrass is seeded by the remnants of a creature that has died from starvation, whether in the wilds or in more urban territories. Indeed, patches of gluttongrass have been discovered flourishing in areas devastated by famine and around settlements whose populations have perished due to food supplies being cut off (such as in times of siege or after raiders have burned local crops). However, it has also been identified growing seemingly at random throughout forested areas and plains, blending in with normal grasses and other foliage, so certainly famine and starvation are not requirements for this plant’s growth. Whatever its origin, one thing is certain: while a mindless plant, gluttongrass is far from harmless. Well-fed patches of this carnivorous grass average a height of 5 feet, with razor-sharp stalks able to pierce exposed skin with ease. Wary travelers should avoid rushing blindly through tall fields, as smaller patches of gluttongrass have been known to extend their roots toward one another, merging and slowly increasing their collective size, reach, and hunger. Some of the largest gluttongrass fields are suspected to have claimed hundreds of victims over the years.
N Medium
Init +1; Senses ; Perception +0
DEFENSE
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 9 (2d8)
Fort +3, Ref +1, Will +0
Defensive Abilities blood healing; 5/slashing;
OFFENSE
Speed 10 ft.
Melee 3 fronds +1 (1d4 plus bleed)
Special Attacks 1
STATISTICS Str 11, Dex 12, Con 10, Int —, Wis 11, Cha 1
Base Atk +1; +1; CMD 12 (can’t be tripped)
Skills Stealth +1 (+9 among vegetation)
Racial Modifiers +8 Stealth among vegetation
SQ take root
ECOLOGY
Environment any plains
Organization solitary, pair, swath (3–11), or field (see below)
Treasure incidental
SPECIAL ABILITIES
Blood Healing (Ex) A patch of gluttongrass attacks with three fronds—these are primary natural attacks that deals slashing damage. When gluttongrass damages a creature that can be affected by its bleed attack, the gluttongrass has 1 hit point restored. If a creature is already suffering from a bleed effect, the gluttongrass instead has 2 hit points restored for each successful frond attack.
Take Root (Ex) Gluttongrass can embed its roots in soil as a full-round action or uproot itself as a standard action. While gluttongrass is rooted, it cannot move, but it can take 20 on its Stealth check to hide in plain sight as if it had the freeze ability. Gluttongrass gains a +8 circumstance bonus to CMD against bull rush and other combat maneuvers that attempt to shift its location while it has taken root.
GLUTTONGRASS FIELD
The thing that makes gluttongrass so dangerous when encountered as a field is the simple fact that the plants merge and link their root systems once enough of the plant monsters take root in close proximity. If at least 12 gluttongrasses take root in a single contiguous area, their roots begin to commingle. As long as the gluttongrasses do not move from their locations for at least 24 hours, this process completes and the carnivorous plants merge into a gluttongrass field. Once a gluttongrass field has formed, all of the individual gluttongrasses pool their hit points into one shared pool—thus, a patch of 12 gluttongrasses (the minimum required to make a field) has a total of 108 hit points. No single gluttongrass in the field dies until all of these pooled hit points are depleted, but a gluttongrass field forever loses its mobility and cannot uproot. Any area effect that deals damage to multiple gluttongrasses within a gluttongrass field treats the field as a single creature for the purpose of determining points of damage dealt to the field as a whole.
Weretiger
This humanoid tiger has striped fur and a muscular, lanky frame. Its feline face has sharp fangs and slitted eyes.
Weretigers in humanoid form have large eyes, long noses, and sharp cheekbones. Most have brown or red hair, though a few have white, black, or even blue-gray. Their movements appear careful yet casual, and a person observing one could easily assume he’s watching a skilled pickpocket, graceful dancer, or sultry courtesan. Weretigers tend to be solitary creatures, only spending time with others of their kind when they feel the urge to breed. Evil weretigers enjoy the thrill of hunting intelligent prey.
Human natural weretiger rogue 4
NE Medium (human, shapechanger)
Init +7; Senses , ; Perception +10
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 29 (4d8+8)
Fort +2, Ref +7, Will +4
Defensive Abilities evasion, trap sense +1,
OFFENSE
Speed 30 ft.
Melee mwk short sword +5 (1d6+1/19–20)
Ranged mwk dagger +6 (1d4+1/19–20)
Special Attacks sneak attack +2d6
STATISTICS
Str 13, Dex 16, Con 12, Int 10, Wis 16, Cha 8
Base Atk +3; +4; CMD 17
Feats Improved Initiative, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +9, Climb +7, Handle Animal +3, Intimidate +6, Perception +10, Sense Motive +10, Stealth +12, Survival +7, Swim +7
Languages Common
SQ (human, hybrid, and tiger; polymorph), (tigers and dire tigers), rogue talents (bleeding attack +2, fast stealth), trapfinding +2
ECOLOGY
Environment any plains or swamps
Organization solitary or pair
Treasure NPC gear (studded leather, masterwork short sword, 2 masterwork daggers, other treasure)
NE Large (human, shapechanger)
Init +7; Senses , ; Perception +10
DEFENSE
AC 20, touch 12, flat-footed 17 (+3 armor, +3 Dex, +5 natural, –1 size)
hp 37 (4d8+16)
Fort +4, Ref +7, Will +4
Defensive Abilities evasion, trap sense +1, ; 10/silver
OFFENSE
Speed 30 ft.
Melee bite +8 (2d6+6 plus grab and ), 2 claws +8 (1d8+6 plus )
Ranged mwk dagger +6 (1d6+6/19–20)
Special Attacks , (2 claws +8, 1d8+6), sneak attack +2d6
STATISTICS
Str 23, Dex 16, Con 17, Int 10, Wis 16, Cha 8
Base Atk +3; +10 (+14 grapple); CMD 23
Feats Improved Initiative, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +9, Climb +12, Handle Animal +3, Intimidate +6, Perception +10, Sense Motive +10, Stealth +8, Survival +7, Swim +2
Languages Common
SQ (human, hybrid, and tiger; polymorph), (tigers and dire tigers), rogue talents (bleeding attack +2, fast stealth), trapfinding +2
Cerynitis
This sleek and graceful doe possesses long, metallic antlers and a shiny, golden pelt.
Cerynitises are rare golden does with magnificent metallic horns and hooves. These solitary creatures are born to ordinary deer with the blessings of a deity, typically a deity of nature or the hunt. Cerynitises are wise and placid creatures, but humanoids hunt them nonetheless for their valuable horns and pelts (worth 1,000gp together), or for the sheer challenge of catching the uncatchable. Though heroes of nature occasionally dream of having a cerynitis mount, none have yet succeeded at gaining the service of such a prized steed. Though she is likely to run away before a conversation can begin, a cerynitis is willing to share her wisdom with those who prove they do not mean her harm. A typical cerynitis measures 10 feet long from head to tail and weighs 350 pounds.
N Large
Init +18; Senses 60 ft., , , see invisibility; Perception +17
DEFENSE
AC 25, touch 24, flat-footed 14 (+10 Dex, +1 dodge, +1 natural, +4 sacred, –1 size)
hp 76 (9d10+27); 5
Fort +9, Ref +16, Will +8
Defensive Abilities freedom, sacred grace, , unearthly speed
OFFENSE
Speed 180 ft.
Melee gore +12 (1d8+6)
Space 10 ft.; Reach 10 ft.
(CL 9th; concentration +13)
Constant—see invisibility, speak with animals
STATISTICS
Str 18, Dex 31, Con 16, Int 11, Wis 20, Cha 19
Base Atk +9; +14; CMD 39 (43 vs. trip)
Feats Dodge, Improved Initiative, Lightning Stance, Mobility, Run, Wind Stance
Skills Acrobatics +16 (+76 when jumping), Escape Artist +21, Knowledge (religion) +5, Perception +17, Stealth +10, Survival +8
Racial Modifiers +60 Acrobatics when jumping, +10 Escape Artist, +4 Knowledge (religion)
Languages Sylvan; speak with animals
ECOLOGY
Environment any plains, hills, or forests
Organization solitary
Treasure incidental (horns and pelt)
SPECIAL ABILITIES
Freedom (Sp) Whenever a cerynitis is affected by a spell or effect that would be removed by freedom, she is instantly affected by freedom.
Sacred Grace (Ex) A cerynitis is blessed by her patron deity, allowing her to always act on the surprise round and granting her a sacred bonus to AC and initiative equal to her Charisma bonus.
Uncanny Dodge (Ex) This ability functions as the rogue class feature of the same name.
Unearthly Speed (Ex) When a creature makes a ranged or melee attack against a cerynitis, targets her with an ability, or includes her in the area of effect of an ability, the cerynitis can move up to half her speed as if she had readied an action to move. If she moves at all, this foils ranged and melee attacks; if she moves out of the area of effect, she avoids an area of effect ability; if she moves out of range of the targeted effect, she avoids a targeted ability. Once she uses this ability, a cerynitis can’t use it again for 1 round. Each use of this ability counts as a move action for the purpose of triggering Lightning Stance. A cerynitis can’t use unearthly speed to avoid an attack or ability if she is not aware of the attack or ability, and she cannot use this ability at all if she is rendered immobile or if she bears a rider.
Deinotherium
This creature resembles an elephant, though it has a shorter, thicker trunk and sharp, downward-curving tusks.
Deinotheriums are in the same evolutionary family as the elephant, though these regal beasts have a far shorter temper than their more docile cousins. They are known to attack with very little provocation, charging targets and sweeping these foes under their gigantic feet to trample to death. While deinotheriums are herbivores, their quick tempers have given them a false reputation as man-eaters. They generally group into small family packs consisting of a calf and its parents. A deinotherium stands 12 feet tall at the shoulder, measures 25 feet from trunk to tail, and weighs 30,000 pounds.
N Huge
Init –1; Senses , ; Perception +11
DEFENSE
AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
hp 84 (8d8+48)
Fort +12, Ref +5, Will +5
OFFENSE
Speed 30 ft.
Melee gore +13 (2d6+9), slam +13 (1d8+9)
Space 15 ft.; Reach 15 ft.
Special Attacks sweep, (2d8+13, DC 23)
STATISTICS
Str 29, Dex 9, Con 22, Int 2, Wis 13, Cha 4
Base Atk +6; +17; CMD 26 (30 vs. trip)
Feats Diehard, Endurance, Iron Will, Power Attack
Skills Perception +11, Swim +13
ECOLOGY
Environment any forests or plains
Organization solitary, pair, or family (2 adults and 1 calf)
Treasure none
SPECIAL ABILITIES
Sweep (Ex) A deinotherium can sweep a target with its tusks and knock the victim to the ground. As part of a charge, a deinotherium can move up to twice its base speed in a straight line and make a gore attack at any point during its movement. If this attack is successful, the target is knocked prone and the deinotherium can deal damage with its trample attack before continuing its movement.
Brontotherium
This stocky quadruped’s lowered head puts its intimidating Y-shaped horn on full display.
Also known as megacerops, this enormous herbivore has a Y-shaped horn protruding from its snout. An average brontotherium stands 8 feet tall and 16 feet long, weighing around 7,000 pounds.
N Huge
Init +4; Senses , ; Perception +16
DEFENSE
AC 21, touch 8, flat-footed 21 (+13 natural, –2 size)
hp 105 (10d8+60)
Fort +13, Ref +7, Will +8
OFFENSE
Speed 40 ft.
Melee slam +17 (3d6+18)
Space 15 ft.; Reach 15 ft.
Special Attacks (slam, 6d6+18), (3d6+18, DC 27)
STATISTICS
Str 34, Dex 11, Con 22, Int 2, Wis 17, Cha 7
Base Atk +7; +21; CMD 31 (35 vs. trip)
Feats Diehard, Endurance, Improved Initiative, Iron Will, Power Attack
Skills Perception +16
ECOLOGY
Environment any plains
Organization solitary, pair, or herd (3–9)
Treasure none