Porcupine

This small-eyed rodent has a rounded body with numerous quills running all over its back.

Porcupines are omnivorous mammals that often climb trees in search of food. The spines on their back provide camouflage as well as protection from natural predators— typically other small mammals. Though primarily nocturnal, porcupines do occasionally graze during the day, eating the twigs, roots, and stems of bushes, coniferous trees, and other flora. Porcupine quills normally lie flat against the creature’s body, but stand stiffly on end when the porcupine feels threatened.

CR 1/4 XP 100
N
Tiny animal
Init +1; Senses low-light vision; Perception –1
DEFENSE
AC
13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +5, Will –1
Defensive Abilities quills
OFFENSE
Speed
30 ft.
Melee tail slap +2 (1d3)
STATISTICS
Str
11, Dex 12, Con 12, Int 2, Wis 9, Cha 5
Base Atk +0; CMB –1; CMD 9 (13 vs. trip)
Feats Lightning Reflexes
Skills Climb +5, Stealth +9 (+13 in grass)
Racial Modifiers +4 Stealth in grass
ECOLOGY
Environment
temperate forests or plains
Organization solitary, pair, or prickle (3–6)
Treasure none
SPECIAL ABILITIES
Quills (Ex)
Any creature attacking a porcupine with natural weapons or an unarmed strike takes 1 point of piercing damage. A creature that grapples a porcupine takes 1d3 points of piercing damage each round it does so.
 

Pony

This squat equine plods forward with large, curious eyes. As it nears, it extends its muzzle, clearly expecting a treat.

Ponies are smaller breeds of horses better suited to halflings, gnomes, and dwarves, but they also make fond pets for humans as well. They stand 3 to 4 feet tall and weigh about 600 pounds. A light load for a pony is up to 100lbs, a medium load is 101–200lbs, and a heavy load is 201–300lbs. A pony can drag 1,500lbs. The statistics presented above are for a typical pony. Tougher ponies with the advanced simple template exist, but are relatively uncommon and, unlike horses, these creatures are not generally called “heavy ponies.” Like horses, ponies can be trained for combat with the Handle Animal skill, and such mounts often serve halflings, gnomes, and other small races as steeds in combat.

CR 1/2 XP 200
N
Medium animal
Init +1; Senses low-light vision, scent; Perception +5
DEFENSE
AC
11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
OFFENSE
Speed
40 ft.
Melee 2 hooves –3 (1d3)
STATISTICS
Str
13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
Skills Perception +5
SQ docile
ECOLOGY
Environment
temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none
SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat a pony’s hooves are treated as secondary attacks.
 

Horse

This proud horse thunders across the grassy plain with fluid grace, wind tugging at its loose-fitting barding.

Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds. The statistics above are for a typical riding horse, called by some a “light horse.” A light load for a light horse is up to 228lbs, a medium load is 229–458lbs, and a heavy load is 459–690lbs. A light horse can drag 3,450lbs.

Some horses are larger and heartier, bred for labor such as pulling plows or carriages. These horses are called “heavy horses”. A light load for a heavy horse is up to 400lbs, a medium load is 401–800lbs, and a heavy load is 801–1200lbs. A heavy horse can drag up to 6,000lbs or three tons.

LIGHT HORSE
CR 1 XP 400
N
Large animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC
11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
OFFENSE
Speed
50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
SQ docile
ECOLOGY
Environment
temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none
SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat a horse’s hooves are treated as secondary attacks.
HEAVY HORSE
CR 2 XP 800
N
Large animal
Init +4; Senses low-light vision, scent; Perception +6
DEFENSE
AC
15, touch 13, flat-footed 11 (+4 Dex, +2 natural, –1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
OFFENSE
Speed
50 ft.
Melee bite +5 (1d4+4), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Skills Perception +8
SQ docile
ECOLOGY
Environment
temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none
SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat a horse’s hooves are treated as secondary attacks.
 

Brain Mole

This hairless, wrinkly rodent is blue-black in color. Its teeth protrude at all angles from its circular mouth.

Unlike regular moles, which survive on earthworms and other mundane fare, brain moles feed on the psychic energy of other creatures, seeking it out with an addict’s fervor. Whenever a brain mole encounters a likely victim— preferably a spellcaster—it latches on via its toothy, circular mouth, then magically siphons mental energy until the prey either escapes or falls comatose. After draining energy from a foe, a brain mole usually flees rather than staying to fight, and uses its psychic ability to cast expeditious retreat to aid its escape.  Spellcasters of 5th level or higher with an alignment within one step of neutral can gain a brain mole as a familiar by taking the Improved Familiar feat.

CR 1 XP 400
N
Tiny magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent, second sight 60 ft., tremorsense 15 ft.; Perception +2
DEFENSE
AC
14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +2
Defensive Abilities shrouded mind
OFFENSE
Speed
20 ft., burrow 20 ft.
Melee bite +6 (1d3–3 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Psychic Magic (CL 2nd; concentration +2)
12 PE—expeditious retreat (1 PE), mind thrust I (1 PE, DC 11), silent image (1 PE, DC 11)
Special Attacks brain drain
STATISTICS
Str
4, Dex 14, Con 13, Int 2, Wis 15, Cha 11
Base Atk +2; CMB +2 (+10 grapple); CMD 9 (17 vs. grapple, 13 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Stealth +18
ECOLOGY
Environment
temperate forests, hills, or plains
Organization solitary, pair, or nest (3–5)
Treasure none
SPECIAL ABILITIES
Brain Drain (Su)
When a brain mole maintains a grapple against a creature to which it is attached, it automatically deals an amount of damage equal to its bite damage. Whenever a brain mole successfully deals damage to a creature to which it is attached, it drains some of that creature’s mental energy. If the creature is a spellcaster, the spellcaster loses a single spell he has prepared, or a single unused spell slot if he is a spontaneous spellcaster. The creature chooses which spell or spell slot is lost, but can’t lose a 0-level spell in this way. If the creature is not a spellcaster or has no prepared spells or unused spell slots of 1st-level or higher, this ability instead deals 1 point of Intelligence, Wisdom, and Charisma damage. Either way, the brain mole gains 1 point each of psychic energy each time it uses this ability as long as it drains at least one spell or deals at least 1 point of ability damage.
Second Sight (Su) Brain moles can sense the presence of creatures whose minds have been opened to the world of magic. Brain moles can notice and locate any creature within 60 feet that is capable of casting spells (whether they are arcane, divine, or psychic spells). This functions identically to blindsight, except that it applies only to creatures that can cast spells.
Shrouded Mind (Su) Brain moles are able to psychically shield their minds, allowing them to go undetected by predators that hunt psychically. Brain moles are immune to detect spells as well as spells that read or examine auras.
 

Jack-o’-Lantern

A carved pumpkin sits atop a writhing mass of thick ropey vines. Sinister flames dance within its leering, crudely carved face.

Jack-o’-lanterns are semi-intelligent plant creatures spawned by fell magic and driven to burn and consume living flesh. Though they are mobile, jack-o’- lanterns prefer to remain in one spot until their food supplies run out. They typically lair within pumpkin patches, where they lie in wait and use their pumpkin form ability to ambush unsuspecting prey. Jack-o’-lanterns have been known to grow where the corpse of a powerful evil witch or wicked fey was buried, though this form of reproduction sometimes takes decades. Jack-o’-lanterns can also reproduce on their own. Immediately after killing and devouring an intelligent being, a jack-o’-lantern excretes its victim’s remains as a smoldering, paste-like slurry that quickly sinks into the ground. One day later, 1d3 fully mature—and ravenous—jack-o’- lanterns emerge from the tainted soil.

CR 1 XP 400
NE
Medium plant
Init –2; Senses low-light vision, tremorsense 30 ft.; Perception +7
Aura fear (20 ft., DC 13)
DEFENSE
AC
11, touch 8, flat-footed 11 (–2 Dex, +3 natural)
hp 11 (2d8+2)
Fort +4, Ref –2, Will +2
Immune plant traits; Resist fire 15
OFFENSE
Speed
15 ft.
Melee bite +3 (1d6+2), slam +3 (1d4+2 plus strangling entangle)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
Special Attacks breath weapon (20-ft. cone, 1d10 fire, Reflex DC 12 half, usable every 1d4 rounds), explode, strangling ensnare (DC 14)
STATISTICS
Str
15, Dex 7, Con 12, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +3; CMD 11 (can’t be tripped)
Feats Ability Focus (strangling ensnare)
Skills Perception +7
SQ pumpkin form
ECOLOGY
Environment
temperate forests, hills, or plains (pumpkin patches)
Organization solitary or patch (2–12)
Treasure none
SPECIAL ABILITIES
Explode (Ex)
One round after a jack-o’-lantern is reduced to 0 or fewer hit points, it explodes in a burst of flaming spores. Creatures within 10 feet of an exploding jack-o’-lantern must succeed at a DC 12 Reflex save or take 2d6 points of fire damage and be stunned for 1 round. A successful save halves the damage and negates the stun. The save DC is Constitution-based.
Fear Aura (Su) Any creature within 30 feet of a jack-o’- lantern must succeed at a DC 13 Will save or be shaken for 2d6 minutes. If the Will save is successful, the creature is immune to that jack-o’-lantern’s fear aura for 24 hours. This is a vision-based mind-affecting fear effect. The save DC is Charisma-based and includes a +4 racial bonus.
Pumpkin Form (Su) A jack-o’-lantern can shrink in size and douse its sinister fiery radiance, allowing it to blend in almost perfectly with normal pumpkins and take 20 on its Stealth checks to hide in plain sight as a normal pumpkin. While using this ability, a jack-o’-lantern loses its fear aura. A jack-o’-lantern can use this ability as a full-round action and end it as a free action.
Strangling Ensnare (Ex) A jack-o’-lantern’s slam attack entangles the target in its vines for 2d4 rounds unless the target succeeds at a DC 14 Reflex save. The target can attempt to burst these entangling vines before the duration expires with a successful DC 12 Strength check as a full-round action. While the target is entangled, its vines also grasp at the target’s mouth. The target cannot speak or cast spells with verbal components while it is entangled by the jack-o’- lantern. When a creature is entangled by this ability, the jack-o’-lantern loses its slam attack, but it can end this ability as a free action. The save and the burst DCs are Constitution-based.
 

Krenshar

This earless, panther-like beast snarls as the skin of its face twitches, then peels back to reveal the bone and flesh beneath.

The krenshar is a strange creature that resembles a large but earless hunting cat, save that it can retract the fur and skin on its face to reveal the glistening skull and musculature underneath. Combined with its strange, keening wail, this horrifying display is enough to paralyze prey and send formidable opponents running. Krenshar’s retractable skin allows it to dine on carrion with a lower risk of picking up disease-carrying vermin, much like a vulture’s bare head and neck. When the creature finishes eating, restoring the facial skin to its normal position scrapes off gore and clinging bugs. The ability to retract their skin is demonstrated in other contexts as well—male krenshars bare their skulls at rivals as a challenge over mates, females use this ability to ward off undesired suitors, and hunting adults use it to scare prey into ambushes. Though krenshars generally prefer to stalk herd animals like deer or cattle, they have no qualms about taking on humanoids when food is scarce. They average 4 to 5 feet in length and weigh approximately 175 pounds. Scholars have long debated the confusing nature of krenshar intelligence. While clearly more intelligent than mere animals, the creatures seem to lack all but the most rudimentary language of snarls and yowls, and aside from the scare tactics that make them notorious, tend to behave much like mundane cats or wolves, even going so far as to occasionally be befriended by rangers or druids. Those who deny krenshars’ intelligence, however, need only look into their strange violet eyes or observe the ease with which they manipulate and outmaneuver their prey to realize their folly—an error few make twice.

CR 1 XP 400
N
Medium magical beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +5
DEFENSE
AC
15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +1
OFFENSE
Speed
40 ft.
Melee bite +2 (1d6), 2 claws +2 (1d4)
Special Attacks skullface
STATISTICS
Str
11, Dex 14, Con 13, Int 6, Wis 12, Cha 13
Base Atk +2; CMB +2; CMD 14 (18 vs. trip)
Feats Improved Initiative
Skills Intimidate +1 (+5 to demoralize), Perception +5, Stealth +10
Racial Modifiers +4 Intimidate to demoralize, +4 Stealth
Languages Sylvan (can’t speak)
ECOLOGY
Environment
temperate forests or plains
Organization solitary, pair, or pride (6–10)
Treasure none
SPECIAL ABILITIES
Skullface (Su)
As a standard action, a krenshar can pull the skin back from its face, revealing the musculature and bony structures of its skull. This counts as using Intimidate to demoralize an opponent, and is an extraordinary ability. The krenshar can emit a loud screech while peeling back its skin, causing potent fear in a single creature within 100 feet that can see the krenshar. The targeted creature must make a DC 12 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 Hit Dice) for 1d4 rounds. A creature that successfully saves cannot be affected again by the same krenshar’s skullface ability for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
 

Aurochs

This large, horned bull has a dirty black hide and an aggressive temper. Its horns are wide and sharp.

Aurochs (both singular and plural) are large herd animals similar to domesticated cattle.

CR 2 XP 600
N
Large animal
Init +0; Senses low-light vision, scent; Perception +9
DEFENSE
AC
13, touch 9, flat-footed 13 (+4 natural, –1 size)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
OFFENSE
Speed
40 ft.
Melee gore +7 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+9, DC 17)
STATISTICS
Str
23, Dex 10, Con 17, Int 2, Wis 11, Cha 4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Endurance, Skill Focus (Perception)
Skills Perception +9
ECOLOGY
Environment
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.
 

Axe Beak

This stout flightless bird stands upon two long, taloned legs, but it is its axe-shaped beak that looks the most ferocious.

Keen-witted and powerful avian predators, axe beaks compete with wolves and hunting cats for prey upon vast, open steppes and prairies. Although feared for their boldness and territorial natures, these giant birds prove eminently tamable, making useful guardians, hunters, and even steeds when kept well fed. Axe beaks are relatively social creatures, forming small groups in which both males and females hunt together. They nest in immense mounds made of sticks, branches, leaves, and whatever else they can scavenge (including the bones and equipment of previous meals), with each nest used by a large group of axe beaks. Females typically lay clutches of 1d4+1 eggs once per year, which the parents take turns keeping warm for 2 months before they hatch. Mature axe beaks stand 9 feet tall and weigh as much as 500 pounds. Their plumage varies widely, from gray to brown to black in temperate climes, but taking on exotic shades of gold, red, blue, and other vibrant hues in more tropical environs. Axe beaks have lifespans of up to 50 years. An axe beak requires training before it will bear a rider. Taming an axe beak requires 6 weeks of work and a DC 25 Handle Animal check, after which it can be taught tricks as normal. Riding an axe beak requires an exotic saddle. Axe beak eggs are worth 1,000 gp apiece on the open market, while young are worth 1,500 gp each. A light load for an axe beak is up to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600 pounds.

CR 2 XP 600
N
Large animal
Init +3; Senses low-light vision; Perception +9
DEFENSE
AC
14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 size)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +1
OFFENSE
Speed
50 ft.
Melee bite +5 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks sudden charge
STATISTICS
Str
18, Dex 17, Con 16, Int 2, Wis 11, Cha 10
Base Atk +2; CMB +7; CMD 20
Feats Run, Skill Focus (Perception)
Skills Perception +9
ECOLOGY
Environment
temperate plains
Organization solitary, pair, or flock (3–6)
Treasure incidental
SPECIAL ABILITIES
Sudden Charge (Ex)
When making a charge attack, an axe beak makes a single bite attack. If successful, it may also attempt to trip its opponent as a free action without provoking an attack of opportunity. If the attempt fails, the axe beak cannot be tripped in return.

Other types of large, predatory flightless birds exist— the axe beak is but the most commonly encountered and well known of this breed of predator. Two less common variants of the axe beak are summarized below.
Diatryma: While the dark-feathered, orange-beaked diatrymas are smaller than the average axe-beak, standing at a mere 6 to 7 feet in height, they are no less ferocious. Diatrymas are axe beaks reduced to Medium size; they have 2 Hit Dice and are CR 1.
Terror Bird: Terror birds stand a full foot taller than the average axe beak, and their powerful talons serve as additional weapons. Terror birds are axe beaks advanced to 5 HD that gain Improved Critical (bite) as a bonus feat. They also have two additional natural attacks, a pair of talons that do a base damage of 1d4 damage each. Terror birds are CR 4.

 

Blink Dog

This sleek canine has a coarse, tawny coat, pointed ears, and pale eyes. A faint blue nimbus seems to dance upon its fur.

Though they resemble sleek, long-eared canines, blink dogs are as smart as humans. As social creatures, blink dogs travel in large packs, roaming forests and plains, running off evil creatures, and hunting for phase spiders— one of their natural enemies. Despite their intelligence and friendly natures, blink dogs tend to avoid humanoids, keeping their packs either hidden or frequently on the move. This shyness doesn’t keep the blink dogs from helping out when needed, however, and they have been known to come to the rescue of a prairie village in their territory. Packs are typically led by an older, experienced male or female, called an alpha. Blink dogs are fiercely loyal, defending their own pack or creatures they befriend to the death, and maintaining oaths handed down from litter to litter. Honor is paramount to blink dogs, and different packs often have unique traditions (such as whether a pack’s alpha is male or female, or an oath to always protect and aid a particular humanoid race like elves or half lings) in addition to those shared by most blink dogs. Blink dogs have a great interest in the stars and movements of celestial bodies. Through their myths and folklore, blink dogs have names for constellations, and through this zodiac they note the seasons, births under auspicious stars, and omens from unusual stellar conjunctions. Blink dog names often contain a reference to a specific constellation under which the dog was born. Blink dogs stand nearly 3 feet at the shoulder and weigh upward of 180 pounds. They can live up to 75 years. They use their abilities to quickly surround prey, and make use of flanking to deal with especially dangerous opponents—particularly creatures like phase spiders.

CR 2 XP 600
LG
Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +7
DEFENSE
AC
14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d10+6)
Fort +5, Ref +5, Will +4
OFFENSE
Speed
40 ft.
Melee bite +4 (1d6+1)
Spell-Like Abilities (CL 7th; concentration +7)
Constant—blink
At will—quickened dimension door (self only)
STATISTICS
Str
12, Dex 15, Con 14, Int 10, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 16 (20 vs. trip)
Feats Combat Reflexes, Iron Will
Skills Perception +7, Stealth +7, Survival +2 (+6 scent tracking)
Languages Sylvan
ECOLOGY
Environment
temperate plains or forests
Organization solitary, pair, or pack (3–14)
Treasure incidental

Blink Dog Sages
A pack’s alpha selects the wisest and most intelligent member of the pack to serve as its sage. This blink dog often has sorcerer levels (typically with the celestial or destined bloodline) and is charged with maintaining the long-running oral histories of the pack, which extend back for centuries and link the packs together. A blink dog sage also decides when a pup is old enough to join his first hunt, performs birth and burial rites, and counsels the alpha on the meaning of omens or upon tactical matters involving interactions with neighboring races and creatures. In some packs, the sage is the alpha’s mate, while in others the sage is always a gray-muzzled elder hound beyond breeding age.

 

Forlarren

This humanoid creature has the legs of a bald goat, a completely hairless body, and a horned head with a sinister expression.

A nymph’s charm and beauty are such that she can seduce nearly any creature that she sets her attentions on—and often, unfortunately, creatures she would rather not consort with. When a nymph catches the attention of a fiend and the fiend takes advantage of the creature, the resulting offspring is not always a half-fiend. Roughly one in 20 such incidents results instead in a strange creature known as a forlarren—a unique creature that possesses its own unusual abilities and qualities. Few nymphs survive the ordeal of giving birth to a forlarren— those who do might attempt to raise their children in loving environments, but the evil that lurks in a forlarren’s soul is powerful. In most cases where a nymph attempts to raise a forlarren child, it’s only a matter of time before the forlarren grows resentful and its evil nature compels it to murder its mother. Most forlarrens are female, and few are capable of conceiving children of their own. A forlarren grows to adulthood with astonishing speed, reaching full growth in only a year—even those who come into the world as orphans are capable of defending themselves and seeking out food. Yet despite the rapidity with which they reach maturity, few forlarrens survive to adulthood. Cast out from both sylvan and fiendish society, the typical forlarren is a lonely creature, cursed by its own existence. It detests itself and everything it sees, and soon becomes consumed by hatred of life itself. The forlarren vents its rage on good and evil alike, lashing out at anything that approaches it. The forlarren attacks with its clawed hands, typically focusing on a single opponent at a time and attacking until it or its opponent is slain. Yet curiously, when a forlarren succeeds in killing an opponent, the kindly traits of its fey mother sometimes surface, and it shows profound remorse for its cruelty. With such a pendulum of erratic behavior, it is no wonder that forlarrens are all but incapable of forming lasting friendships—even with others of their own kind. The majority of forlarrens inherit little in the way of the magical abilities possessed by their fey mothers, but they do gain a small measure of the powers of their fiendish fathers. In most cases, this manifests as the ability to use heat metal three times per day, but some forlarren instead gain a different spell-like ability chosen from the following list: chill metal, flame blade, flaming sphere, gust of wind, summon swarm, or warp wood. A forlarren stands 6 feet tall and weighs about 160 pounds. In theory, these creatures can live for hundreds of years, but most perish through violence before they turn 10.

CR 2 XP 600
NE
Medium fey
Init +2; Senses low-light vision; Perception +11
DEFENSE
AC
15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 18 (4d6+4)
Fort +2, Ref +6, Will +5
DR 5/cold iron
Weaknesses remorse
OFFENSE
Speed
30 ft.
Melee 2 claws +4 (1d6+1)
Spell-Like Abilities (CL 4th; concentration +3)
3/day—heat metal (DC 11)
STATISTICS
Str
12, Dex 15, Con 12, Int 4, Wis 13, Cha 9
Base Atk +2; CMB +3; CMD 15
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +9, Perception +11, Stealth +9
Languages Common, Sylvan
ECOLOGY
Environment
temperate plains or forests
Organization solitary
Treasure standard
SPECIAL ABILITIES
Remorse (Ex)
Whenever a forlarren kills a living creature, it must make a DC 15 Will save to avoid becoming overwhelmed with remorse. If it fails this save, the forlarren becomes nauseated for 1d6 rounds. This is a mind-affecting effect.
 

Giant Porcupine

This gray, human-sized porcupine’s round body is covered in sharp, striped quills.

More so than its smaller kin, the human-sized giant porcupine is a foul-tempered creature that is just as content chewing on carrion as on living creatures. Worse, giant porcupines are notorious in their almost foolhardy bravery, and have been known to attack creatures much larger than their own size. This unexpected aggression, when combined with their tangle of spearlike quills, makes the giant porcupine a dangerous foe.

CR 2 XP 600
N
Medium animal
Init +1; Senses low-light vision; Perception +6
DEFENSE
AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +2
Defensive Abilities quills
OFFENSE
Speed
40 ft.
Melee tail slap +6 (2d6+4)
STATISTICS
Str
17, Dex 12, Con 16, Int 2, Wis 13, Cha 5
Base Atk +2; CMB +5; CMD 16 (20 vs. trip)
Feats Lightning Reflexes, Weapon Focus (tail slap)
Skills Climb +7, Perception +6
ECOLOGY
Environment
temperate forests or plains
Organization solitary, pair, or prickle (3–6)
Treasure none
SPECIAL ABILITIES
Quills (Ex)
Any creature attacking a giant porcupine with light or one-handed melee weapons, natural weapons, or an unarmed strike takes 1d3 points of piercing damage. A creature that grapples a giant porcupine takes 2d4 points of piercing damage each round it does so.
 

Centaur

This creature has the sun-bronzed upper body of a seasoned warrior and the lower body of a sleek warhorse.

Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies borrow the colorations of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble. Thus, while an average centaur stands over 7 feet tall and weights upward of 2,000 pounds, there are vast regional variations—from lean plains-runners to burly mountain hunters. Centaurs typically live to be about 60 years old. Aloof with other races and at odds even with their own kind, the centaurs are an old race only slowly coming to accept the modern world. While the majority of centaurs still live in tribes roaming vast plains or the fringes of eldritch forests, many have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of the world. Often such free-spirited centaurs are considered outcasts and are shunned by their own tribes, making the decision to leave a heavy one. In some rare cases, however, whole tribes under progressive leaders have come to trade or make alliances with other humanoid communities—typically elves, but sometimes gnomes, and rarely humans or dwarves. Many races remain wary of centaurs, though, largely due to legends of territorial beastmen and the regular, violent encounters the centaurs have with stubborn settlers and expansionist countries.

CR 3 XP 800
N
Large monstrous humanoid
Init +6; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC
20, touch 11, flat-footed 18 (+6 armor, +2 Dex, +1 natural, +2 shield, –1 size)
hp 30 (4d10+8)
Fort +3, Ref +6, Will +6
OFFENSE
Speed
50 ft. (35 ft. in armor)
Melee longsword +5 (1d8+2/19–20), 2 hooves +0 (1d6+1)
Ranged spear +5 (1d8+2/×3)
Space 10 ft., Reach 5 ft.
STATISTICS
Str
15, Dex 14, Con 15, Int 11, Wis 14, Cha 12
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Feats Improved Initiative, Run
Skills Diplomacy +5, Intimidate +6, Knowledge (nature) +4, Perception +7, Survival +9
Languages Common, Elven, Sylvan
SQ undersized weapons
ECOLOGY
Environment
temperate forests and plains
Organization solitary, pair, band (3–10), tribe (11–30 plus 3 hunters of 3rd level and 1 leader of 6th level)
Treasure standard (breastplate, heavy steel shield, longsword, spear, other treasure)
SPECIAL ABILITIES
Undersized Weapons (Ex)
Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).
 

Cockatrice

This hideous avian creature has the body of an emaciated rooster, the wings of a bat, and a long, scaly tail.

Stupid, vicious, and repulsive, cockatrices are avoided by other creatures due to their magical ability to turn flesh to stone. Legends say that the first cockatrice emerged from an egg laid by a cockerel and incubated by a toad. Whether or not the story is true, today’s cockatrices breed true in terrifying and filthy dens haphazardly excavated by as many as a dozen of the squawking creatures. Males greatly outnumber females in these flocks, and are distinguished only by their wattles and combs. The typical cockatrice stands just over 2 feet high and weighs 5 pounds. While their diet consists primarily of seeds and petrified insects (which conveniently double in the creature’s gizzard as both gastroliths and nutrition as they grind away), cockatrices fiercely defend their territories from anything they deem a threat, and the wanderings of rogue males seeking new spots to build dens sometimes bring them into unintentional contact with humanoids, with devastating results. The cockatrice’s strange ability to turn other creatures to stone is the creature’s greatest defense, and a cockatrice lair is invariably littered with petrified remnants of foes. In an ironic twist of fate, however, weasels and ferrets— the creatures most likely to slip into cockatrices’ nests and consume their eggs—appear to be completely immune to the effect. For unknown reasons, cockatrices are both terrified of and enraged by conventional roosters, and are equally likely to flee or attack when confronted by one.

CR 3 XP 800
N
Small magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC
15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
hp 27 (5d10)
Fort +4, Ref +7, Will +2
OFFENSE
Speed
20 ft., fly 60 ft. (poor)
Melee bite +9 (1d4–2 plus petrification)
STATISTICS
Str
6, Dex 17, Con 11, Int 2, Wis 13, Cha 8
Base Atk +5; CMB +2; CMD 16
Feats Dodge, Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +10
ECOLOGY
Environment
temperate plains
Organization solitary, pair, flight (3–5), or flock (6–12)
Treasure none
SPECIAL ABILITIES
Petrification (Su)
A cockatrice’s bite causes flesh to calcify and harden—multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by a cockatrice’s bite attack, it must succeed on a DC 12 Fortitude save or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden. (This slow petrification does not alter a bitten creature’s natural armor.) A creature that is reduced to 0 Dexterity by a cockatrice’s bites immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified by a cockatrice in this manner can attempt a new DC 12 Fortitude save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to full Dexterity by natural healing or magic as normal)—but after a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has its Dexterity damage caused by cockatrice bites removed, but not any existing Dexterity damage from other sources. A cockatrice is immune to the petrification ability of itself and of other cockatrices, but other petrification attacks affect them normally. The save DC is Constitution-based.
 

Brain Mole Monarch

Tumorous bulges crisscross this six-limbed rodent, lending its hairless body a bloated, brain-like appearance.

Brain moles who gorge themselves on psychic energy occasionally find their bodies wracked by magically infused tumors that vastly enhance their intellects and psychic spellcasting but condemn the moles to slow deaths. These individuals, called brain mole monarchs, connect to their fellow brain moles in a psychic hive mind. Most use their newfound mental abilities to attempt to secure a legacy or to provide for their nests once they pass on, and their mad plots become increasingly eccentric and aggressive as the end nears.

CR 5 XP 1,600
N
Tiny magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent, second sight 60 ft., tremorsense 30 ft.; Perception +8
DEFENSE
AC
16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 45 (6d10+12)
Fort +7, Ref +7, Will +7
Defensive Abilities shrouded mind
OFFENSE
Speed
10 ft., burrow 20 ft., fly 20 ft. (perfect)
Melee bite +10 (1d3–2 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks brain exchange, monarch bite
Psychic Magic (CL 6th; concentration +8)
16 PE—aversion (2 PE, DC 14), fly (3 PE), major image (3 PE, DC 15), mental barrier I (2 PE), mind thrust II (2 PE, DC 14), silent image (1 PE, DC 13)
STATISTICS
Str
6, Dex 14, Con 15, Int 8, Wis 17, Cha 15
Base Atk +6; CMB +6; CMD 14 (18 vs. trip)
Feats Iron Will, Lookout, Paired Opportunists, Weapon Finesse
Skills Climb +7, Fly +14, Perception +8, Stealth +15
Languages Common (can’t speak)
SQ psychic gestalt
ECOLOGY
Environment
temperate forests, hills, or plains
Organization solitary or nest (1 monarch and 4–10 brain moles)
Treasure standard
SPECIAL ABILITIES
Brain Exchange (Su)
Whenever a brain mole monarch successfully deals damage to a creature to which it is attached, it can switch that creature’s mind with one of its minions’, using its psychic gestalt as a conduit. This ability functions as the mind swap spell (Will DC 17 negates), except the brain mole monarch exchanges the creature’s mind with one of the other brain moles in its psychic gestalt, not its own.
Monarch Bite (Ex) Whenever a brain mole monarch hits with its bite attack, it automatically grapples its foe. It automatically succeeds at any checks to maintain the grapple in future rounds, and inflicts its bite damage each time it does so. A brain mole monarch treats its CMD as 8 higher for the purposes of determining how hard it is to break free of the grapple while it is attached.
Psychic Gestalt (Su) As a full-round action, a brain mole monarch can form a psychic link with other brain moles within 100 feet, sharing its intellect and gaining the ability to telepathically communicate with and command them. Once the bond is established, members can move further than 100 feet from the brain mole monarch without breaking it, but it ends if they travel to different planes. Brain moles within a psychic gestalt gain a +2 enhancement bonus to Intelligence and gain access to the brain mole monarch’s teamwork feats. Brain mole monarchs gain a cumulative +1 enhancement bonus to Intelligence and 2 PE for each brain mole in the gestalt, to a maximum of +6 to Intelligence and 20 additional PE. If any member of the gestalt is aware of a particular danger, they are all aware of that danger. If one member of the gestalt is not flat-footed, none of them are. No member of the gestalt is considered flanked unless all its members are flanked. A brain mole can be in only one psychic gestalt, and a brain mole monarch can’t be in a gestalt with another brain mole monarch.
Second Sight (Su) Brain mole monarchs can notice and locate any creature capable of casting spells (whether arcane, divine, or psychic) within 60 feet. This functions identically to thoughtsense, except that it applies only to spellcasting creatures.
Shrouded Mind (Su) Brain mole monarchs psychically shield their minds to protect them from psychic predators. Brain mole monarchs and all members of their gestalts are immune to detect spells as well as spells that read or examine auras.
 

Glyptodon

This armored creature has a bony, turtle-like shell from which protrude short limbs, a blunt head, and a short spiky tail.

The glyptodon is often hunted for the value of its outer armor, made up of bony plates in turn composed of many smaller, knobby “scales.” The creature is quite capable of defending itself with swipes from its deadly claws, as its ill-tempered nature often urges it to do.

CR 6 XP 2,400
N
Large animal
Init +0; Senses low-light vision, scent; Perception +16
DEFENSE
AC
21, touch 9, flat-footed 21 (+12 natural, –1 size)
hp 67 (9d8+27)
Fort +11, Ref +6, Will +4
OFFENSE
Speed
20 ft.
Melee 2 claws +12 (1d10+7)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
25, Dex 10, Con 17, Int 2, Wis 13, Cha 6
Base Atk +6; CMB +14; CMD 24 (28 vs. trip)
Feats Endurance, Great Fortitude, Improved Bull Rush, Power Attack, Skill Focus (Perception)
Skills Perception +16
ECOLOGY
Environment
temperate plains
Organization solitary or pair
Treasure none
 

Arsinoitherium

This creature is much like a rhino, some six feet tall and ten feet long, with a pair of massive, knife-like horns curving up from its nose.

The arsinoitherium is a herbivore, but it displays a fierce and threatening behavior when it perceives danger: bellowing, stamping, and tossing its head. Threats that do not recede from such warnings are met with a fierce bellow and a charge.

CR 7 XP 3,200
N
Large animal
Init +0; Senses low-light vision, scent; Perception +13
DEFENSE
AC
20, touch 9, flat-footed 20 (+11 natural, –1 size)
hp 85 (9d8+45)
Fort +13, Ref +6, Will +4
OFFENSE
Speed
30 ft.
Melee gore +14 (4d8+13)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (4d8+13), trample (2d8+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, Improved Overrun, Power Attack
Skills Perception +13
ECOLOGY
Environment
temperate plains
Organization solitary, pair, or herd (3–12)
Treasure none
 

Capramace

This twisted amalgamation of human and goat is covered in matted fur, its teeth sharp and eyes eerily blank.

While the capramaces’ exact origins are unknown, many legends hold them to be abominations resulting from some magical combination of goat and human. Certainly their humanoid shape suggests such a melding, although they show no signs of humanoid intelligence. Farmers who find their fields beset by capramaches must be careful not to startle them, lest their terrible, deafening screams call more of these monstrosities to their aid. Brave inhabitants of remote settlements sometimes entice capramaces into service as work animals, but most people regard this a foolish endeavor at best. While these creatures are both strong and hardy, they are difficult to control, and even the slightest mistreatment can cause them to turn on their would-be masters with little warning.

CR 7 XP 3,200
N
Large aberration
Init +1; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC
18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 85 (9d8+45)
Fort +9, Ref +6, Will +8
OFFENSE
Speed
50 ft.
Melee bite +13 (2d6+8 plus disease), 2 hooves +8 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks disease, rage call
STATISTICS
Str
26, Dex 13, Con 18, Int 1, Wis 14, Cha 5
Base Atk +6; CMB +15 (+17 bull rush); CMD 26 (28 vs. bull rush)
Feats Great Fortitude, Improved Bull Rush, Lightning Reflexes, Power Attack, Toughness
Skills Climb +15, Perception +10
ECOLOGY
Environment
temperate plains
Organization solitary, pack (2–11), or herd (12–25)
Treasure none
SPECIAL ABILITIES
Disease (Su)
Waste Trembles: Bite—injury; save Fort DC 18; onset 1d3 days; frequency 1/day; effect 1d3 Str and 1d3 Dex damage, target must succeed at a second Fortitude save or 1 point of each type of ability damage is drain instead; cure 2 consecutive saves—the secondary save to keep damage from becoming drain does not count toward this requirement. The save DC is Constitution-based.
Rage Call (Su) Once per day as a standard action, a capramace can open its mouth and emit a horrible, ear-piercing scream to call for its herd. Maintaining a rage call on any round after the first round is a free action, and there is no limit to the duration of a sustained rage call. Non-capramaces within 120 feet that fail a DC 18 Fortitude saving throw are deafened as long as the capramace maintains its call and for 1d4 minutes afterward.  Any other capramaces within 1 mile can hear this high-pitched cry regardless of external noise conditions, and instinctively react by sprinting to the capramace in need, continuing to move as fast as possible to the capramace as long as it maintains its rage call. A capramace moving toward the source of a rage call is treated as though it possesses the Run feat. Any capramace that comes within 60 feet of another capramace’s rage call goes wild with fear and anger, attacking the nearest non-capramace creature in sight for as long as the rage call lasts.  Sound-mitigating effects such as silence can prevent a capramace from performing its rage call, as can effects that suffocate a capramace. Similarly, a capramace with the deafened condition cannot be affected by the rage call of another capramace. The save DC is Constitution-based.
 

Maenad

This wild-looking woman is covered in spattered blood. Her wicked smile reveals sharp teeth and her eyes suggest insanity.

Creatures of unbridled violence and decadence, maenads roam the world inviting others to join in on their debased revels. Though they can otherwise pass for humans, maenads appear bestial when raging or engaging in a bloody revel. They consume massive amounts of wine and food, cause fights, and tear their foes limb from limb. They control people’s minds, subconsciously inviting them to engage in their bloody festivities and fostering urges that lead to excesses of hunger, lust, anger, and violence. Maenads can live for thousands of years. They insinuate themselves into normal society before attempting to inf luence the community. They travel their entire lives in search of creatures to inf luence into debauchery, cannibalism, and gluttony.

CR 8 XP 4,800
CE
Medium monstrous humanoid
Init +8; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC
20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 94 (9d10+45)
Fort +8, Ref +10, Will +9; +4 vs. mind-affecting effects
Immune calm emotions; Resist fire 10; SR 19
OFFENSE
Speed
30 ft.
Melee bite +13 (1d6+4 plus poison), 2 claws +13 (1d4+4/19–20 plus poison)
Special Attacks infectious dance, poison
Spell-Like Abilities (CL 12th; concentration +17)
At will—murderous command (DC 16), polypurpose panacea, rage
3/day—bull’s strength, charm monster (DC 19), mad hallucination (DC 17), vampiric touch
STATISTICS
Str
19, Dex 18, Con 20, Int 13, Wis 16, Cha 21
Base Atk +9; CMB +13; CMD 28
Feats Dodge, Improved Critical (claw), Improved Initiative, Persuasive, Power Attack
Skills Bluff +14, Diplomacy +13, Disguise +11, Intimidate +19, Perception +15, Sense Motive +9
Languages Common, Sylvan
SQ mad feast
ECOLOGY
Environment
temperate forests or plains
Organization solitary, pair, or revel (3–12)
Treasure standard
SPECIAL ABILITIES
Infectious Dance (Su)
Any creature viewing a dancing maenad from within 60 feet of her must succeed at a DC 19 Will save or be affected as if by confusion for 1 hour. For every four creatures affected by this ability, the maenad gains 1d10 temporary hit points and her Charisma score increases by 1; these benefits end if the affected creatures break free of the dance.
Mad Feast (Su) As a full-round action, a maenad can conjure a supernatural feast. Creatures eating from this feast gain a +2 bonus to Strength and Constitution, 1d8 temporary hit points, and a +4 morale bonus on fear saves for 12 hours. Creatures affected also take a –4 penalty on Will saving throws (this penalty does not apply on saves against fear), and find it more compelling to engage in debauchery, excess, and violence.
Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Con; cure 2 consecutive saves.
 

Elasmotherium

This lumbering, four-legged, rhino-like beast has thick hide and a single immense horn protruding from the top of its head.

The elasmotherium is an enormous rhinoceros with an equally enormous temper—while it is an herbivore, the elasmotherium is incredibly aggressive and often attacks without provocation.  An elasmotherium is 20 feet long and weighs 8,500 pounds.

CR 9 XP 6,400
N
Huge animal
Init +4; Senses low-light vision, scent; Perception +17
DEFENSE
AC
23, touch 8, flat-footed 23 (+15 natural, –2 size)
hp 115 (11d8+66)
Fort +15, Ref +7, Will +8
OFFENSE
Speed
40 ft.
Melee gore +18 (6d6+18/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks impaling horn, powerful charge (gore, 6d8+24), trample (3d6+18, DC 27)
STATISTICS
Str
34, Dex 10, Con 23, Int 2, Wis 17, Cha 3
Base Atk +8; CMB +22; CMD 32 (36 vs. trip)
Feats Diehard, Endurance, Great Fortitude, Improved Critical (gore), Improved Initiative, Iron Will
Skills Perception +17
ECOLOGY
Environment
temperate forests or plains
Organization solitary, pair, or herd (3–9)
Treasure none
SPECIAL ABILITIES
Impaling Horn (Ex)
An elasmotherium’s immense horn can fully impale a creature that is two or more size categories smaller than the elasmotherium (a Medium or smaller creature for the typical elasmotherium). This ability effectively adds the grab universal monster ability to the elasmotherium’s gore attack against such a creature, but if the elasmotherium successfully “grabs” a foe in this manner by impaling it on the horn, the elasmotherium does not gain the grappled condition. An elasmotherium’s options while grappling a foe in this way are limited—it can either move while grappling the foe, or it can whip its head and attempt to fling the foe as if using the Awesome Blow feat (the damage dealt by this is equal to its gore damage). An elasmotherium can impale only one creature at a time with its horn, but can continue to attack normally with its gore.
 

Guardian Naga

A contemplative humanoid face framed by a cobra-like hood adorns the body of this long, brightly colored serpent.

Although ferocious in shape, with radiant scales, cobralike hoods, and powerful serpentine bodies, guardian nagas serve as dutiful protectors of places of fundamental power and sanctity. Their scales often bear elaborate patterns similar to those of exotic jungle snakes. A typical guardian naga stretches 14 feet long and weighs approximately 350 pounds. While many guardian nagas adhere to the exotic practices of ancient or forgotten faiths, others are merely drawn to sites of innate wonder—towering waterfalls, natural spires, mountaintop temples—minding them out of their own senses of duty and reverence. Often these nagas join a living faith, serving as protectors of sanctuaries or ancient treasures. A pair of nagas might take up residence near a site they deem worthy of protection, hatching a brood and raising their offspring there. When the young grow to adulthood, they have the choice of departing to seek their own homes or staying to protect their elder’s charge. Sometimes, a guardian naga protecting a ruin or temple is but the current protector in a line of sentinels stretching back centuries. Such sentinels often take the same name as their forebears to appear as a single, exceptionally long-lived figure.

CR 10 XP 9,600
LG
Large aberration
Init +6; Senses darkvision 60 ft.; Perception +23
DEFENSE
AC
24, touch 15, flat-footed 18 (+6 Dex, +9 natural, –1 size)
hp 114 (12d8+60)
Fort +9, Ref +12, Will +12
OFFENSE
Speed
40 ft.
Melee bite +13 (2d6+7 plus poison)
Ranged spit +14 touch (poison)
Space 10 ft.; Reach 5 ft.
Spells Known (CL 9th)
4th (5/day)—divine power, greater invisibility
3rd (7/day)—cure serious wounds, dispel magic, lightning bolt (DC 17)
2nd (7/day)—detect thoughts (DC 16), lesser restoration, see invisibility, scorching ray
1st (7/day)—cure light wounds, divine favor, expeditious retreat, mage armor, magic missile
0 (at will)—daze (DC 14), detect magic, light, mage hand, open/close, ray of frost, read magic, stabilize
STATISTICS
Str
21, Dex 23, Con 20, Int 16, Wis 19, Cha 18
Base Atk +9; CMB +15; CMD 31 (can’t be tripped)
Feats Alertness, Blind-Fight, Combat Casting, Combat Expertise, Eschew MaterialsB, Improved Trip, Lightning Reflexes
Skills Bluff +16, Diplomacy +16, Knowledge (arcana) +18, Perception +23, Sense Motive +20, Spellcraft +18, Stealth +17
Languages Celestial, Common
ECOLOGY
Environment
temperate plains
Organization solitary, pair, or nest (3–6)
Treasure standard
SPECIAL ABILITIES
Poison (Ex)
Bite—injury or spit—contact; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Spells A guardian naga casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a guardian naga.
Spit (Ex) A guardian naga can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.
 

Myrmecoleon

This towering beetle-like horror has thick carapace segments and massive mandibles that leak sizzling acid.

This monstrous, insectlike beast resembles a huge beetle with gleaming black armored plates. Around its head and neck the chitin forms a great mane of jagged spikes. Its insides swirl with acidic juices. Myrmecoleons live in remote areas where they claim large territories of wilderness as their hunting grounds. They’re often drawn to far-f lung ancient ruins and sites of mythic power, and sometimes act as guardians of such places. This has led some sages to theorize that some myrmecoleons aren’t born but are spontaneously created by sites thrumming with mythic power. These creatures only rarely interact with others of their kind—and these interactions usually end in brutal and destructive death matches. Myrmecoleons are cannibals and readily eat those they defeat. When fighting, these insects put on great displays to intimidate rivals or other threats. Myrmecoleons are known to roll in the corpses of their prey, impaling the bodies upon their carapaces and leaving them there to rot. Why they perform this gruesome act remains unknown. Those who have studied the creature to understand its rudimentary intelligence hypothesize that it might be some sort of a display to showcase its strength to others of its kind, or even be one part of an elaborate mating ritual.

CR 10/MR 3 XP 9,600
N
Huge magical beast (mythic)
Init –2; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC
24, touch 6, flat-footed 24 (–2 Dex, +18 natural, –2 size)
hp 135 (10d10+80)
Fort +12, Ref +7, Will +4
Defensive Abilities ferocity; DR 5/epic; Immune acid
OFFENSE
Speed
30 ft., burrow 20 ft., climb 20 ft.
Melee mandibles +14 (4d8+9/19–20 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks blood drain (1d2 Con), constrict (4d8+9), death throes, mythic power (3/day, surge +1d6), scalding spray, trample (2d8+9, DC 21)
STATISTICS
Str
23, Dex 6, Con 20, Int 2, Wis 13, Cha 5
Base Atk +10; CMB +18 (+22 grapple); CMD 24 (28 vs. grapple, 32 vs. trip)
Feats Improved Critical (mandibles), Lightning Reflexes, Power AttackM, Shatter Defenses, Weapon FocusM (mandibles)
Skills Climb +22, Perception +9
ECOLOGY
Environment
temperate plains or hills
Organization solitary
Treasure none
SPECIAL ABILITIES
Death Throes (Ex)
When a myrmecoleon is slain, its body explodes, releasing the acids that churn within it. All creatures within a 20-foot-radius burst take 4d8 acid damage (Reflex DC 20 half). The save DC is Constitution-based.
Scalding Spray (Ex) Once every 1d4 rounds, a myrmecoleon can eject a 60-foot cone of acidic chemicals from its mouth. Creatures caught in the blast take 8d6 points of acid damage and are blinded for 10 minutes (Reflex DC 20 half damage and negates blindness). Following the initial blast, the chemicals vaporize into a thick and noxious cloud 20 feet high with a 40-foot radius. Within the cloud, all sight is obscured beyond 5 feet. Furthermore, any living creature within the area of effect must succeed at a DC 20 Fortitude save or become nauseated for as long as it remains in the cloud and for 1d4+1 rounds after it leaves the cloud. Any creature that succeeds at its save but remains in the cloud must continue to save each round on the myrmecoleon’s turn. This is a poison effect. The save DCs for this ability are Constitution-based.
 

Eclipse Giant

Symbolic representations of the occultation of heavenly bodies decorate the dark gray skin of this massive giant.

While these massive giants might appear brutish, they are actually esoteric wanderers and thinkers who take very little notice of the world around them. Instead, their attention is fixated on the heavenly bodies, as they search for the empowering presence of solar or lunar eclipses. While in their search for such cosmological events, eclipse giants are uncaring and may be obliviously destructive, as they are quite large, and they don’t watch where they step. While in the presence of an eclipse, however, an eclipse giant becomes truly active, unlocking an inspired inner self that varies from giant to giant. While one eclipse giant might enter a violent frenzy and rage against the world and other creatures, another might produce a fragment of writing that will one day become one of the greatest plays of her generation, and another might solve a complex formula that predicts the celestial movements of the planets.  Eclipse giants stand 40 feet tall and weigh 30,000 pounds.

CR 19 XP 204,800
N
Gargantuan humanoid (giant)
Init +0; Senses low-light vision, see in darkness; Perception +41
DEFENSE
AC
32, touch 6, flat-footed 32 (+26 natural, –4 size)
hp 312 (25d8+200)
Fort +16, Ref +15, Will +21
Defensive Abilities rock catching; Immune death effects
OFFENSE
Speed
50 ft.
Melee mwk longsword +34/+29/+24/+19 (4d6+27/19–20)
Ranged rock +15 (3d6+27 plus imbue rock)
Space 20 ft.; Reach 20 ft.
Special Attacks imbue rock, rock throwing
Spell-Like Abilities (CL 20th; concentration +24)
At will—daylight, deeper darkness, harm (DC 20), heal
3/day—quickened harm (DC 20), quickened heal
1/day—lunar veil, polar midnight
STATISTICS
Str
46, Dex 11, Con 27, Int 13, Wis 24, Cha 18
Base Atk +18; CMB +40 (+44 bull rush); CMD 50 (52 vs. bull rush)
Feats Awesome Blow, Combat Casting, Greater Bull Rush, Greater Vital Strike, Improved Bull Rush, Improved Vital Strike, Martial Weapon Proficiency (longsword), Power Attack, Quicken Spell-Like Ability (harm, heal), Skill Focus (Perception), Vital Strike, Weapon Focus (longsword)
Skills Intimidate +32, Knowledge (arcana) +16, Knowledge (geography) +11, Perception +41
Languages Aklo, Common, Giant
SQ eclipse empowered
ECOLOGY
Environment
temperate plains
Organization solitary, pair, or family (3–5 plus 2–3 noncombatants)
Treasure standard (mwk longsword, other treasure)
SPECIAL ABILITIES
Eclipse Empowered (Su)
When an eclipse giant is in the presence of, and can see, either a solar or a lunar eclipse, it is affected as if subjected to a greater heroism spell (CL 20th) for as long as the eclipse lasts. As eclipse giants rarely watch where they’re going, they learn to avoid obstacles by instinct; an eclipse giant adds its Wisdom modifier on Reflex saves, even when there is no eclipse.
Imbue Rock (Su) An eclipse giant can imbue a thrown rock, casting either its heal or harm spell-like ability just before it throws the rock. If it imbues the rock with harm, the rock targets touch AC, and a creature hit by the rock attack is also affected as if it were the target of the harm spell. If the giant imbues the rock with heal, any creature that catches the rock with the rock catching special ability is affected as if it were the target of the heal spell. If rocks so imbued either miss the target (in the case of a harm-imbued rock) or are not caught (in the case of a heal-imbued rock) they lose the spell effect.

ECLIPSE SEER
Eclipse seers are able to predict the coming of eclipses. While some believe this knowledge is divinely inspired, in truth most such giants are able to derive the eclipses using mathematical formulas. A typical eclipse seer has the advanced simple template or a few levels in bard, investigator, or wizard (specializing in divination).