Witchcrow

Unnatural intelligence glows in the bright green eyes of this large, jet-black crow.

The dread witchcrow, renowned as a harbinger of ill deeds and misfortune, preys on the weak and spies on the unwary. Clever, manipulative, and avaricious in the extreme, these birds have no conscience and know no fear. Witchcrows strive to steal not only victims’ most cherished possessions, but their hopes and dreams as well. They delight in bringing anguish and sowing doubt even as they offer falsely friendly advice designed to tear down alliances, dupe the gullible, and compromise the virtuous. Despite their deceptive nature, witchcrows can also hold valuable information—or come by such if paid to retrieve it.  Witchcrows value arcane magic above all else, not simply as practitioners, but also as collectors. In exchange for their services or information, witchcrows trade for scrolls, potions, and other lesser magic items. Even if such items go unoffered, an intense covetous streak drives witchcrows to pilfer these things if they sense them among a bargainer’s possessions. Often, they single out arcane casters as targets for thievery, closing on casters from a distance with their vanish ability and executing flyby attacks to snatch away any baubles they desire. They carry such loot back to their nests to preen and proudly share stories of their daring raids under the adulation of their peers. Regular, prolonged spellcasting (casting spells with a casting time greater than 1 round) often attracts witchcrows to the area. They stalk spellcasters in groups, watching for opportunities to steal from them.

CR 3 XP 800
CE
Small magical beast
Init +3; Senses darkvision 60 ft., detect magic, low-light vision; Perception +9
DEFENSE
AC
15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
hp 32 (5d10+5)
Fort +5, Ref +7, Will +4
Resist cold 5
OFFENSE
Speed
20 ft., fly 60 ft. (good)
Melee 2 talons +7 (1d6+1)
Special Attacks hexes (cackle, evil eye, misfortune)
Spell-Like Abilities (CL 5th; concentration +8; Intelligence-based)
Constant—detect magic, speak with animals (birds only)
3/day—perceive cues, vanish, ventriloquism (DC 14)
1/day—ill omen, mirror image
STATISTICS
Str
12, Dex 17, Con 12, Int 17, Wis 16, Cha 13
Base Atk +5; CMB +5 (+7 steal); CMD 19 (21 vs. steal)
Feats Combat Expertise, Dodge, Flyby Attack, Improved Steal
Skills Bluff +5, Fly +15, Knowledge (arcana) +6, Perception +9, Sense Motive +6, Sleight of Hand +12, Spellcraft +6, Stealth +15
Racial Modifiers +8 Sleight of Hand
Languages Abyssal, Aklo, Auran, Common; speak with animals (birds only)
SQ apportation
ECOLOGY
Environment
cold or temperate forests or plains
Organization solitary, pair, covey (3–12), or murder (13–30)
Treasure standard
SPECIAL ABILITIES
Apportation (Su)
Once per day, in large enough groupings (such as a murder), witchcrows can perform cooperative magic to open a glowing ring that leads to somewhere else. This entails a raucous aerial ritual centered on those that wish to make use of this ability. The ritual functions like a teleportation circle (CL 17th), except it requires 1 minute of uninterrupted casting time. The circle doesn’t need to be placed on a horizontal surface, and is both visible and easily detected. The effect stays in place for 1 minute. Most witchcrows loathe using this power, but some offer it as a service, demanding a high price—usually something cherished, extremely valuable, and magical. 
Hexes (Su) A witchcrows can use the hexes listed in its special attacks entry as a 5th-level witch. The save DC to resist a witchcrow’s hex is 15.
 

Bison

This creature has small, upward-pointing horns, a shaggy coat of fur, and a large hump on its shoulders.

Bison are large herd animals. They can grow as long as 12 feet and as tall as 7 feet at the shoulder. Average bison weigh 2,200 pounds. The bison’s statistics can be used for almost any larger herd animal, such as the buffalo. Bison frighten far less easily than their domesticated cousins and are much more aggressive when protecting the herd or their young. Adult bulls are extremely confrontational in mating season, and even kill one another in pursuit of particular females. After mating season, herds of bison tend to separate into smaller herds in preparation for the arrival of new calves. Bison companions are identical to aurochs animal companions.

CR 4 XP 1,200
N
Large animal
Init +0; Senses low-light vision, scent; Perception +8
DEFENSE
AC
17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1
OFFENSE
Speed
40 ft.
Melee gore +10 (2d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+12, DC 20)
STATISTICS
Str
27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +8
ECOLOGY
Environment
cold or temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none
SPECIAL ABILITIES
Stampede (Ex) A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC increases by +2.
 

Woolly Rhinoceros

This large rhinoceros has a shaggy pelt of long, brown fur and a row of immense horns on its snout and brow.

The woolly rhinoceros is an herbivore, though unlike its non-woolly cousin it grazes for food rather than browsing on larger plants. The woolly rhino is legendary for its foul temper, and its size and huge horn give it a ferocious bravery. Any threat (real or perceived) to the rhino or its herd is met with loud bellows and the stomping of feet. Often, those who unwittingly anger a woolly rhino have no time to amend the intrusion before the beast attacks.

CR 6 XP 2,400
N
Large animal
Init +0; Senses scent; Perception +15
DEFENSE
AC
19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 76 (8d8+40)
Fort +13, Ref +6, Will +3
OFFENSE
Speed
30 ft.
Melee gore +14 (2d8+13)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 4d8+18), trample (2d6+13, DC 23)
STATISTICS
Str
28, Dex 10, Con 21, Int 2, Wis 13, Cha 3
Base Atk +6; CMB +16; CMD 26 (30 vs. trip)
Feats Diehard, Endurance, Great Fortitude, Skill Focus (Perception)
Skills Perception +15
ECOLOGY
Environment
cold plains
Organization solitary, pair, or herd (3–12)
Treasure none
 

Winter Hag

This woman has black, frostbitten skin, white hair, and a black ice staff decorated with bones and gems.

Winter hags are sadistic crones who haunt winter-blasted plains and rime-covered forests. They’re exceptionally arrogant, and often use their magic to subjugate entire tribes of evil humanoids so they can rule over them as queens. These arrangements rarely last more than a few seasons, because no creature is truly safe from a winter hag’s irrepressible appetite for warm, raw flesh. An ambitious winter hag might extort a village by causing constant snowfall until they give her children to eat or adults to become her slaves. A typical winter hag stands between 5 and 6 feet tall and weighs 100 pounds. When a winter hag joins a coven, the coven adds sculpt simulacrum and simulacrum to its spell-like abilities, and any member within 1 mile of the winter hag gains icewalking and snow vision.

CR 7 XP 3,200
CE
Medium monstrous humanoid (cold)
Init +1; Senses darkvision 60 ft., see invisibility, snow vision; Perception +18
DEFENSE
AC
20, touch 11, flat-footed 19 (+1 Dex, +9 natural)
hp 85 (10d10+30)
Fort +8, Ref +8, Will +8
DR 10/magic; Immune cold; SR 18
Weaknesses vulnerability to fire
OFFENSE
Speed
30 ft.
Melee +2 frost quarterstaff +15/+10 (1d6+6 plus 1d6 cold) or 2 claws +13 (1d4+3)
Special Attacks breath weapon (30-ft. cone, 4d6 cold and blinded for 1d6 rounds, Reflex DC 18 partial, usable every 1d4 round)
Spell-Like Abilities (CL 10th; concentration +14)
Constant—pass without trace, see invisibility
At will—chill metal (DC 16), detect magic, fog cloud, frostbiteUM, whispering wind
3/day—alter self, charm monster (DC 18), invisibility (self only), major image (DC 17)
1/day—cone of cold (DC 19; see ice staff), control weather (windy or cold weather only), wall of ice (DC 18), waves of fatigue
STATISTICS
Str
17, Dex 13, Con 16, Int 16, Wis 13, Cha 18
Base Atk +10; CMB +13; CMD 24
Feats Alertness, Blind-Fight, Combat Casting, Deceitful, Great Fortitude
Skills Bluff +18, Craft (alchemy) +11, Diplomacy +9, Disguise +11, Intimidate +17, Knowledge (arcana) +8, Perception +18, Ride +9, Sense Motive +8, Spellcraft +8, Stealth +9 (+13 in snow)
Racial Modifiers +4 Stealth in snow
Languages Aklo, Common, Giant
SQ ice staff, icewalking
ECOLOGY
Environment
cold forests or plains
Organization solitary, patrol (1 plus 1 winter wolf), or coven (3 hags of any type)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su)
A creature that successfully saves against the hag’s breath weapon takes half damage and is not blinded.
Ice Staff (Su) Once per week, a winter hag can perform an hour-long ritual to create a staff made of black ice that is as hard as steel and functions as a +2 frost quarterstaff. A winter hag holding her ice staff can use cone of cold once per day as a spell-like ability. The staff melts after 1 week.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the hag climbs must be icy. The hag can move across icy surfaces without penalty and doesn’t need to make Acrobatics checks to run or charge on ice.
Snow Vision (Ex) A winter hag can see perfectly well in snowy conditions and doesn’t take any penalties on Perception checks while in snow.
 

Ijiraq

Its head the skull of a caribou, this humanoid has wicked claws, and wears wrappings of ragged fur adorned with scrimshaw talismans.

Wardens of the north, ijiraqs protect the frigid beauty and placidity of their arctic homes against all who would trespass, regardless of race or intentions. They are creatures of icy resolution, merciless and unflinching as the arctic winds, bringing doom to both vicious and innocent interlopers equally. Aloof and mysterious, they prefer not to be seen in their natural form, instead cloaking themselves in the fur and shape of swift elk or caribou. Yet even then they’re usually only glimpsed as fleeting shadows. Those who lock gazes with ijiraqs see the world around them begin to swim, seeming unreal to the extent that even a skilled forester might be unable to determine which way is north, and a life-long native of a place might become lost within sight of home. Few can honestly claim to have ever seen an ijiraq’s true face, as the creatures wear skulls taken from impressive specimens of their alternate forms as masks. Ijiraqs typically stand about 5 feet tall—though that height reaches over 6 feet including their impressive horns— and weigh approximately 175 pounds.

CR 9 XP 6,400
CN
Medium fey (shapechanger)
Init +2; Senses low-light vision; Perception +21
DEFENSE
AC
25, touch 13, flat-footed 22 (+2 Dex, +1 dodge, +12 natural)
hp 105 (14d6+56)
Fort +8, Ref +13, Will +13
OFFENSE
Speed
30 ft.
Melee 2 claws +10 (2d4+3), bite +10 (2d6+3), gore +10 (2d6+3)
Ranged javelin +9 (1d6+3)
Special Attacks disorienting gaze
Spell-Like Abilities (CL 14th; concentration +20)
At will—dimension door, fly, hallucinatory terrain (DC 20)
3/day—baleful polymorph (DC 21), control winds, cure critical wounds (DC 20), ice storm (DC 20), sleet storm (DC 19), summon nature’s ally IV
STATISTICS
Str
16, Dex 15, Con 18, Int 15, Wis 19, Cha 22
Base Atk +7; CMB +10; CMD 23
Feats Acrobatic Steps, Blind-Fight, Combat Reflexes, Dodge, Lightning Reflexes, Mobility, Nimble Moves
Skills Escape Artist +19, Handle Animal +20, Intimidate +20, Knowledge (arcana) +16, Knowledge (nature) +19, Perception +21, Stealth +19, Survival +18
SQ change shape (elk, beast shape II), hide in plain sight
ECOLOGY
Environment
cold forests or plains
Organization solitary
Treasure standard (mostly valuable scrimshaw carvings)
SPECIAL ABILITIES
Disorienting Gaze (Su)
An ijiraq can level an icy stare at a creature within 30 feet. That creature takes a –20 penalty on Perception checks and Survival checks for 24 hours (Fortitude DC 23 negates). The save DC is Charisma-based. An ijiraq can use this ability while in the shape of an elk.
Hide in Plain Sight (Su) An ijiraq can use the Stealth skill even while being observed. As long as it’s standing in terrain covered in ice or snow, an ijiraq can hide itself from view in the open without actually hiding behind anything. An ijiraq can’t use this ability while flying, and the ability has no effect when the ijiraq isn’t in icy terrain.
 

Akhlut

A dorsal fin rises up from the back of this immense black and white furred, wolf-like beast.

Resembling nothing so much as a killer whale mixed with a wolf, the rarely seen akhlut stalks frigid seas and the frozen lands nearby, shrouded by perpetual blizzards. Legend holds that the first akhlut was born fully-formed in the eye of a polar hurricane, the merciless anger of the elements made flesh. Whether or not the tale is true, the akhlut’s ferocity is certainly as memorable as that of any storm. While the akhlut appears as a wolf-orca hybrid on land, when it enters the water, its legs and fur vanish and it transforms fully into the form of an orca. Akhluts are particularly skilled at charging into and out of water, their transformation between shapes occurring in the blink of an eye. Each akhlut fiercely defends its hunting grounds from other predators, and especially against other akhluts. While this does reduce the number of dangerous predators in a region, it’s unclear whether replacing lesser predators with something as dangerous as an akhlut is actually preferable. Typically, an akhlut considers its territory to be the boundaries of the storm created by its control weather spell-like ability, and rarely travels far from this storm’s borders. An akhlut is 22 feet long and weighs 8,000 pounds.

CR 13 XP 25,600
N
Huge magical beast (cold, shapechanger)
Init +6; Senses darkvision 60 ft., low-light vision, scent, snow vision; Perception +14
DEFENSE
AC
30, touch 11, flat-footed 27 (+2 Dex, +1 dodge, +19 natural, –2 size)
hp 189 (18d10+90)
Fort +16, Ref +13, Will +10
DR 15/magic; Immune cold
Weaknesses vulnerability to fire
OFFENSE
Speed
40 ft., swim 60 ft.
Melee bite +27 (4d8+15/15–20 plus 4d6 cold and grab)
Space 15 ft.; Reach 10 ft.
Special Attacks savage bite, shore storming, swallow whole (2d8+15 bludgeoning damage plus 4d6 cold, AC 19, 18 hp)
Spell-Like Abilities (CL 18th; concentration +16)
1/day—control weather (windy or cold weather only)
STATISTICS
Str
31, Dex 15, Con 20, Int 4, Wis 15, Cha 6
Base Atk +18; CMB +30 (+34 grapple); CMD 43 (47 vs. trip)
Feats Dodge, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Acrobatics +2 (+6 when jumping), Perception +14, Stealth +16 (+28 in snow), Swim +18
Racial Modifiers +4 Perception, +12 Stealth in snow
SQ change shape (orca; beast shape III), hold breath, snow walking
Languages Aquan (cannot speak)
ECOLOGY
Environment
cold lakes, plains, or oceans
Organization solitary
Treasure none
SPECIAL ABILITIES
Savage Bite (Ex)
An akhlut’s bite threatens a critical hit on a roll of 18–20.
Shore Storming (Ex) An akhlut automatically transforms into an orca whenever it is fully immersed in water, losing its legs and fur. Likewise, when an akhlut emerges from the water, it automatically transforms into its wolf-orca hybrid form. If an akhlut moves from water to land (or vice versa) on the round before initiating combat, it gains a +8 bonus on its initiative check. This initial attack resolves as a charge. An akhlut has the same statistics in both forms.
Snow Vision (Ex) An akhlut can see perfectly well in snowy conditions, and does not take any penalties on Perception checks while in snowy weather.
Snow Walking (Su) An akhlut can walk on snow or thin sheets of ice as though affected by water walk. It only leaves a trail on such surfaces when it wants to.