Shulsaga

Jagged scales cover this lean humanoid’s sculpted skin, glinting as it soars upon a disk of radiant energy.

Natives of the Astral Plane, shulsagas wish only to be left in peace to ride and hunt the wild voids. Life is rarely so easy, though, as predatory outsiders, mortal travelers, and souls making their passage to the Outer Planes constantly trespass upon the shulsagas’ home plane. Proud and territorial, the disk-riders use their intimate understanding of astral forces to drive interlopers from their territory. Shulsagas live in a simple but far from primitive hunter society, based around drifting villages that float upon stray chunks of elemental detritus and astral protomatter. They often train the massive beasts of their native plane (such as astral leviathans) to pull and defend their unfettered homes. Because shulsagas endlessly face the deadly beings that travel the Astral Plane, most communities attack strangers rather than risking their lives trying to distinguish friends from foes. Shulsagas speak a raspy dialect of Auran. A shulsaga is born genderless. It reaches maturity when it’s a century old, and can then will its body toward a gender it will have for the rest of its life. Shulsagas can live to be over 500 years old, but most die earlier in hunts or planar upheavals. They average 7 feet in height and weigh about 240 pounds. Many have levels in ranger or summoner.

CR 3 XP 800
N
Medium outsider (extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC
16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 22 (4d10)
Fort +1, Ref +8, Will +7
OFFENSE
Speed
30 ft., fly 60 ft. (perfect)
Melee mwk trident +6 (1d8+1)
Ranged mwk longbow +9 (1d8/×3)
Special Attacks astral recoil
Spell-Like Abilities (CL 3rd; concentration +1)
3/day—floating disk (see below), shield, spiritual weapon
STATISTICS
Str
12, Dex 19, Con 10, Int 13, Wis 16, Cha 13
Base Atk +4; CMB +5; CMD 19
Feats Improved Initiative, Point Blank Shot
Skills Acrobatics +11, Fly +19, Knowledge (planes) +8, Perception +10, Ride +11, Stealth +11, Survival +10
Languages Auran
SQ disk rider, sense rift
ECOLOGY
Environment
any (Astral Plane)
Organization solitary, pair, hunting party (3−6), warband (7−22)
Treasure standard (mwk longbow, mwk trident, other treasure)
SPECIAL ABILITIES
Astral Recoil (Su)
As a full-round action, a shulsaga that touches a silver cord (such as that created by the spell astral projection) can cause the cord to recoil. The astral projecting creature must succeed at a DC 15 Will saving throw or be snapped back to its body, ending the spell effect but not harming the spellcaster. The save DC is Wisdom-based.
Disk Rider (Su) A shulsaga can only use its fly speed in tandem with its floating disk spell-like ability. A shulsaga that casts floating disk can use the spell to its normal effect, or step upon it and use it to fly for the duration of the spell. The disk can support its creator and the creator’s equipment (even if this exceeds the load a floating disk can normally bear), but nothing else. Only the disk’s caster can ride it in this way. A floating disk cast by a shulsaga is dismissible.
Sense Rift (Su) As a standard action, a shulsaga can detect any planar rift within 20 miles, automatically learning its direction and distance. This includes natural portals, non-instantaneous planar spells such as gate, and other tears in reality.
 

Mercane

The tall, blue-skinned humanoid is clad in loose, flowing robes. Its alien face has too many eyes and its hands have too few fingers.

Mysterious merchants of all things magical, mercanes are relatively weak and noncombative for creatures of their size. They prefer to bargain and haggle rather than to fight, but because they wander the planes seeking and trading magical goods, they typically travel with an entourage of hired bodyguards. Mercanes are capable of defending themselves, and often carry masterwork Large falchions. Yet these weapons are primarily for show, as mercanes prefer to let their bodyguards deal with violent opponents. If a situation turns ugly, mercanes typically use their magical abilities to flee, abandoning their hirelings if necessary. Mercanes are known throughout the planes as traders in magical items. Each has a secret chest filled with wares stashed away, ready to be pulled out when it’s time to haggle and close a deal (or to bribe a potential obstacle). Mercanes are therefore not easily robbed, and they only surrender the contents of a secret chest when they have no other choice. Mercanes have no interest in mundane goods, no matter how fine or rare. Only magical objects earn their attention and their coin. Theyre known for driving hard, but fair, bargains, and for hiring adventurers from time to time to recover certain goods of interest for a fair price. Although they are not particularly brave, they hold contracts sacrosanct and keep their agreements. Rumors and legends abound as to the origins of the mercanes and their reasons for seeking out and buying magical items. Their home plane is unknown, and they have wandered between the worlds for as long as any can recall. Stories claim the mercanes feed on the magic items they acquire, or even need them in order to reproduce. There are also tales of a war in a far corner of the planes, with the mercanes serving the roles of arms merchants, aggressors, or defenders, depending on who tells the story. Mercanes are 10 feet tall and weigh 500 pounds.

CR 5 XP 1,600
LN
Large outsider (extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC
16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 natural, –1 size)
hp 51 (6d10+18)
Fort +8, Ref +4, Will +8 SR 20
OFFENSE
Speed
30 ft.
Melee mwk Large falchion +8/+3 (2d6+3/18–20)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 9th; concentration +11)
3/day—dimension door, invisibility (self only)
1/day—plane shift (DC 17)
STATISTICS
Str
15, Dex 14, Con 16, Int 20, Wis 17, Cha 15
Base Atk +6; CMB +9; CMD 22
Feats Combat Casting, Combat Expertise, Dodge
Skills Appraise +14, Bluff +11, Diplomacy +8, Intimidate +8, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +12, Profession (merchant) +9, Sense Motive +12, Sleight of Hand +11, Spellcraft +14
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ secret chest
ECOLOGY
Environment
any land or underground
Organization solitary or company (1–4 and 3–12 bodyguards of various races)
Treasure double (masterwork Large falchion, other treasure)
SPECIAL ABILITIES
Secret Chest (Sp)
A mercane can retrieve or hide an extradimensional storage chest, as the secret chest spell (caster level 5th). The mercane does not need an expensive replica chest to use this ability; any chest will do. It can only use this ability on one chest at a time.
 

Caulborn

This creature has a split-jawed mouth, a hoodlike growth on its head, and two hideously elongated fingers on each hand.

Caulborn are a race of telepathic prophets and historians who subsist on the psychic energy of others. They wander the planes in search of new facts and concepts to add to the pulsating brain-sacks that serve as their collective memories. When a band of caulborn find a particularly interesting site, they settle down to dwell there for many years until they feel that they have learned all there is to know about the location. A caulborn is literally a creature of the mind. Its body is self-sustaining, and it exists solely to record and catalogue new thoughts. While they are not evil, caulborn have little interest in alliances or friendship with other races.

CR 7 XP 3,200
N
Medium outsider (extraplanar)
Init +4; Senses blindsense 60 ft., darkvision 60 ft., thoughtsense; Perception +15
DEFENSE
AC
19, touch 18, flat-footed 15 (+4 deflection, +4 Dex, +1 natural)
hp 76 (9d10+27)
Fort +6, Ref +8, Will +13
Defensive Abilities premonition, psychic deflection; Immune visual effects
OFFENSE
Speed
30 ft.
Melee bite +13 (2d6+3), 2 claws +12 (1d6+3)
Special Attacks consume thoughts
Spell-Like Abilities (CL 7th; concentration +11)
Constant—detect magic, detect thoughts (DC 16), read magic
3/day—charm monster (DC 18), daze monster (DC 16), hold monster (DC 19), hypnotic pattern (DC 16), vampiric touch (DC 17)
1/week—plane shift (willing targets only)
STATISTICS
Str
16, Dex 19, Con 16, Int 25, Wis 20, Cha 19
Base Atk +9; CMB +12; CMD 30
Feats Combat Casting, Combat Expertise, Combat Reflexes, Iron Will, Weapon Focus (bite)
Skills Acrobatics +12, Appraise +12, Bluff +14, Intimidate +14, Knowledge (all) +14, Perception +15, Sense Motive +12, Stealth +11, Use Magic Device +9
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Giant, Infernal; telepathy 100 ft.
SQ cooperative scrying, hive mind
ECOLOGY
Environment
any
Organization solitary, pair, or colony (3–12)
Treasure double
SPECIAL ABILITIES
Consume Thoughts (Ex)
A caulborn can consume the thoughts of a willing, helpless, or fascinated creature with a touch attack. If the target fails a DC 18 Will save, the caulborn can alter the victim’s memory as if using modify memory. This process deals 1d4 points of Intelligence and Wisdom damage to the target. The save DC is Charisma-based.
Cooperative Scrying (Sp) Three or more caulborn joining hands can scry on a place or creature as if using the scrying spell (DC 20), but with no limit to the spell’s duration so long as at least three of the caulborn involved continue to join hands and concentrate. This ability functions at CL 7th (or at the highest CL available to the most powerful caulborn in the group). The save DC is Charisma-based, adjusted by the modifier of the caulborn with the highest Charisma score.
Hive Mind (Ex) As long as there are at least two caulborn within 300 feet of each other, if one caulborn in the group is aware of a particular danger, they all are. No caulborn in a group is considered flanked or flat-footed unless all of them are.
Psychic Deflection (Su) A caulborn adds its Charisma modifier as a deflection bonus to its AC. The caulborn loses this bonus when unconscious.
Thoughtsense (Su) A caulborn notices and locates living, conscious creatures within 60 feet, just as if it possessed the blindsight ability. Spells such as nondetection or mind blank make an affected creature undetectable by this sense.
 

Psychemental

This incorporeal field shimmers with a constant flux of colors and shapes that coalesce into distorted, ephemeral images and reflections.  

As part of the fallout of a major supernatural phenomenon or mentally disturbing event, the collective unconscious of a population of psychic beings can give rise to a self-aware intellect that’s known as a psychemental. These emergent phenomena form on the Astral Plane, where they appear in the form of amorphous fields made up of fluctuating colors, shapes, and even faces that reflect their evolving thoughts and new perceptions as they attempt to come to terms with their new state of being.  While these inquisitive, unpredictable creatures are not inherently evil, they do temporarily absorb fragments of others’ minds in order to heal themselves. And though psychementals seek out interactions with intelligent creatures for the pleasures of learning about the world and socializing, an encounter with one can be a dangerous affair if it feels threatened or provoked. Unfortunately, this occurs fairly often, as the upsetting stimuli that prompted a psychemental’s creation leave it more easily startled than other creatures. A psychemental’s attacks are never lethal on their own—the stolen mental fragments eventually reform themselves within the victim’s mind over time—but the potential to leave a victim comatose for an extended period of time can be quite dangerous in its own right. Yet sentient beings who approach a psychemental calmly and without any ill intent find the creatures to be extremely engaging conversationalists, and psychementals’ very natures guarantee that they are experts in a variety of esoteric topics. A creature that manages to make a psychemental feel safe may have just earned a highly unusual friend for life.

CR 8 XP 4,800
N
Small outsider (extraplanar, incorporeal)
Init +8; Senses darkvision 60 ft., thoughtsense 60 ft.; Perception +18
Aura mental static (30 ft., DC 18)
DEFENSE
AC
19, touch 19, flat-footed 14 (+3 deflection, +4 Dex, +1 dodge, +1 size)
hp 82 (11d10+22)
Fort +7, Ref +11, Will +11
Defensive Abilities incorporeal; SR 19
OFFENSE
Speed
fly 60 ft. (perfect)
Melee incorporeal touch +16 (mindwipe)
Special Attacks mass erasure (DC 19), mindwipe (DC 18)
Psychic Magic (CL 8th; concentration +11)
20 PE—cognitive block (3 PE, DC 16), ego whip I (3 PE, DC 16), mind probe (4 PE, DC 17), mind thrust III (3 PE, DC 16), possession (5 PE, DC 18), synaptic pulse (3 PE, DC 16), thought shield III (4 PE, DC 17)
STATISTICS
Str
—, Dex 19, Con 14, Int 15, Wis 18, Cha 17
Base Atk +11; CMB +14; CMD 28
Feats Combat Casting, Dodge, Great Fortitude, Improved Initiative, Mobility, Spring Attack
Skills Bluff +17, Diplomacy +17, Fly +14, Intimidate +17, Knowledge (arcana, planes, religion) +16, Perception +18, Sense Motive +18, Stealth +8
Languages telepathy 100 ft.
ECOLOGY
Environment
any (Astral Plane)
Organization solitary, pair, or quorum (3–6)
Treasure none
SPECIAL ABILITIES
Mass Erasure (Su)
As a full-round action, a psychemental can move up to its speed and attack each creature whose space it passes through with its mindwipe ability. A target can make an attack of opportunity against the psychemental or forgo its attack of opportunity to instead attempt a DC 19 Reflex save to evade the psychemental. A psychemental can affect each target only once per round, no matter how many times its movement takes it through a target creature’s space, and it can’t end its move inside a creature. The save DC is Dexterity-based.
Mindwipe (Su) A psychemental can erase a portion of the mind and experiences of a creature it touches, affecting the creature as mindwipe (CL 11th, Will DC 18 negates). Each successful mindwipe heals the psychemental of 10 points of damage. It gains any healing in excess of its maximum hit points as temporary hit points for 1 hour, though such temporary hit points do not stack. The save DC is Charisma-based.
 

Dragon Horse

The glossy alabaster coat of this noble horse ripples with muscles, while its hooves shimmer with pale blue energy.

Despite their name, dragon horses are not related to dragons. These noble creatures gain their name from their ability to fly through the air without wings and to create different effects with their misty breath. Dragon horses are solitary creatures, spending most of their time up among the clouds and rarely setting hoof to solid ground. A mated pair of dragon horses remains together to raise its young, but otherwise individuals prefer to be on their own. They are fierce and reclusive, but peaceful and even playful under the right circumstances. Dragon horses sometimes offer aid and assistance to decent folk in need, taking care to use their ability to know alignment to avoid accidentally providing aid to evil creatures, whom they despise. Dragon horse foals are highly prized as potential steeds, but as dragon horses are highly intelligent creatures, they cannot be trained as if they were animals. Instead, one who seeks a dragon horse mount must use diplomacy to secure the creature’s aid. Peaceful creatures by nature, dragon horses prefer to avoid combat by flying away. When they are forced to fight (often in response to an evil creature’s mayhem), they attempt to deal nonlethal damage to all but evil-aligned foes, leaving any unconscious opponents unharmed. Those who have chosen evil ways may sometimes receive the same mercy, in the hope that it helps them see the light, but innately evil foes are dispatched as quickly and cleanly as possible.

CR 9 XP 6,400
NG
Large magical beast (air)
Init +7; Senses darkvision 120 ft., know alignment, low-light vision; Perception +17
DEFENSE
AC
23, touch 13, flat-footed 19 (+3 Dex, +1 dodge, +10 natural, –1 size)
hp 105 (10d10+50)
Fort +12, Ref +10, Will +9
OFFENSE
Speed
60 ft., fly 120 ft. (good)
Melee 2 hooves +16 (2d6+7 plus 1d6 electricity)
Special Attacks breath weapons, flying charge
Space 10 ft.; Reach 10 ft.
STATISTICS
Str
24, Dex 17, Con 21, Int 16, Wis 18, Cha 21
Base Atk +10; CMB +18; CMD 32 (36 vs. trip)
Feats Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility
Skills Fly +18, Knowledge (planes) +13, Perception +17, Sense Motive +14, Survival +14
Languages Auran, Common, Draconic; telepathy 100 ft.
SQ shift planes
ECOLOGY
Environment
any
Organization solitary
Treasure none
SPECIAL ABILITIES
Breath Weapons (Su)
As a standard action, a dragon horse can breathe out a 30-foot cone of mist. This mist either deals 10d6 points of cold damage (DC 20 Reflex half), creates a region of fog in the area that lasts for 1 minute (similar to that created by a fog cloud spell), or creates a blast of severe wind in the area. The dragon horse may use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Flying Charge (Ex) A dragon horse gains a +4 bonus on damage rolls if it charges while flying.
Know Alignment (Su) Dragon horses automatically know the alignment of any creature they can see.
Shift Planes (Su) A dragon horse can enter the Ethereal Plane, Astral Plane, Plane of Air, or Material Plane once per day as a standard action. This functions as plane shift, but the dragon horse can only bring up to two other willing creatures with it, and only if they are on its back.
 

Astral Dragon

This majestic dragon seems to shimmer as if surrounded by thousands of eddies of astral thought.

Reserved and haughty, these dragons roam the Astral Plane, seeking to expand their knowledge of its esoteric secrets. They hunt to eat, and use psychic magic to fight one another.

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WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
CE
dragon
Init ; Senses dragon senses; Perception
DEFENSE
AC

hp
Fort , Ref , Will
Immune paralysis, poison, sleep
OFFENSE
Speed 40 ft., burrow 20 ft., climb 30 ft., fly
Melee
Space ft.; Reach
Special Attacks breath weapon
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; CMB ; CMD
Feats
Skills
Languages
SQ woodland stride
ECOLOGY
Environment
any (Astral Plane)
Organization solitary
Treasure triple
SPECIAL ABILITIES
 

Astral Leviathan

Above this brobdingnagian, whalelike creature’s cavernous maw of freakish teeth, multiple eyes peer out in different directions.

An astral leviathan is an immense predator that patrols the silvery void of the Astral Plane in search of food and new experiences. Dangerous if provoked, it is intelligent enough to be reasoned with, though most visitors to that plane mistakenly believe it is just a beast. It requires only a minimal amount of physical food, as it primarily sustains itself on planar energies (particularly those radiating from natural portals to other planes) and invisible streamers of astral dust. Astral leviathans are curious about types of creatures they’ve never met before and places they haven’t visited. Civilized inhabitants of the Astral Plane might befriend, bribe, or tame leviathans, using them as cargo vessels or navigators on journeys to remote locations. More savage races enslave them with enchantments and hooked barbs and use them for the same purpose. An astral leviathan is approximately 70 feet long and weighs 60 tons.

CR 18 XP 153,600
N
Colossal outsider (extraplanar)
Init +6; Senses astral locating, blindsight 180 ft., darkvision 60 ft., low-light vision; Perception +31
DEFENSE
AC
34, touch 4, flat-footed 32 (+2 Dex, +30 natural, –8 size)
hp 310 (20d10+200); regeneration 5 (acid and fire)
Fort +24, Ref +8, Will +16
DR 10/adamantine; Immune cold; Resist electricity 30, fire 30
OFFENSE
Speed
fly 90 ft. (average)
Melee bite +24 (4d6+12/19–20 plus grab), 2 slams +24 (2d8+12), tail slap +19 (4d6+6)
Space 30 ft.; Reach 30 ft.
Special Attacks fast swallow, gulping tide, swallow whole (4d6+18 damage, AC 25, 31 hp)
Spell-Like Abilities (CL 20th; concentration +22)
3/day—dimension door
STATISTICS
Str
35, Dex 14, Con 31, Int 6, Wis 15, Cha 14
Base Atk +20; CMB +40 (+42 bull rush, +44 grapple); CMD 52 (54 vs. bull rush, can’t be tripped)
Feats Blind-Fight, Cleave, Combat Reflexes, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills Fly –6, Intimidate +22, Knowledge (planes) +21, Perception +31, Survival +22
Languages telepathy 30 ft.
ECOLOGY
Environment
any (Astral Plane)
Organization solitary or pod (2–5 plus 1–2 young)
Treasure standard
SPECIAL ABILITIES
Astral Locating (Su)
An astral leviathan automatically knows the distance and direction to any place on the Astral Plane it has ever visited. Once per day it can use this ability to determine the location of a creature on the Astral Plane (as if using locate creature with unlimited range).
Gulping Tide (Ex) An astral leviathan can create a 60-foot cone of roiling astral material, pulling all Large or smaller creatures and objects into its mouth so it can swallow them. Any creature in the area that succeeds at a DC 30 Fortitude save moves up to 60 feet toward the cone’s origin; creatures that fail are swallowed. The leviathan can use this ability only once per minute. The save DC is Constitution-based.
 

Ouroboros

This serpentine creature chews at its own tail. Its body consists of a multitude of entangled serpents with countless hissing jaws.

The ouroboros—the serpent that eternally consumes itself— occupies a place in the mythology of many civilizations, yet few suspect that these legends are inspired by a real and terrifying race of creatures. Living ouroboroses dwell on the Astral Plane, where they are content to drift aimlessly through the silvery void. Ouroboroses are capable of tremendous devastation, yet they have little reason to seek out such violence. They are each a world unto themselves, autonomous and reliant on no other creature for their sustenance or livelihood. An ouroboros can exist forever, constantly eating itself and replenishing its body with its own infinity. Barely sentient, an ouroboros has a powerful, almost pathological will to survive, which drives it to destroy any and all creatures that pose even the slightest threat to its well-being. This propensity to attack without clear provocation or warning has given ouroboroses a reputation for being engines of mindless destruction.  An ouroboros might appear to be a single creature, but closer inspection reveals the truth: its body is formed from a myriad of smaller entwined serpents, which are not independent creatures and become lifeless once separated from the main body. Those who have examined serpents detached from an ouroboros report that these creatures too are formed from smaller serpents that, when inspected under magnification, prove to be composed of tinier serpents still.  An ouroboros’s most striking feature is its ability to almost instantly grow new flesh and heal from nearly any wound. This profound regenerative ability comes in part from an ouroboros’s magical blood, which has many miraculous properties. Many have tried to harness the healing powers of the ouroboros’s blood to restore life to the dead or regenerate grievous wounds. While such treatments can be successful, given the application of the correct but obscure occult rituals, ouroboros blood is uniquely suited to the generation of ouroboros flesh and no other. Patients treated in this way typically suffer the fate of those exposed directly to the ouroboros’s blood and transform into serpents.  While ouroboroses seem mindless, they have crude intellects and can understand speech. Yet whatever motives the ouroboroses have for hiding away on the Material Plane are unclear. Most find their way to this reality by accident, tumbling through rents in reality from the Astral Plane or perhaps conjured here by powerful magic wielded by mad spellcasters eager to unleash devastation upon the world.  An ouroboros is usually coiled into a circle roughly 50 feet in diameter. It weighs 260 tons.

CR 21 XP 409,600
N
Colossal magical beast (extraplanar)
Init +12; Senses blindsense 120 ft., darkvision 60 ft., low-light vision; Perception +23
Aura hypnotic coils (100 ft., DC 27)
DEFENSE
AC
38, touch 11, flat-footed 29 (+8 Dex, +1 dodge, +27 natural, –8 size)
hp 396 (24d10+264); regeneration 50 (mythic weapons or spells)
Fort +25, Ref +22, Will +18
Defensive Abilities perpetual renewal; DR 15/magic and slashing; Immune acid, aging, mind-affecting effects, negative energy, paralysis; SR 32
OFFENSE
Speed
60 ft., fly 60 ft. (perfect)
Melee 8 bites +30 (1d6+14/19–20) or 8 bites +25 (1d6+7/19–20), maw +30 (4d8+21 plus grab)
Space 30 ft.; Reach 30 ft. (60 ft. with maw)
Special Attacks body of serpents, fast swallow, ruinous blood, swallow whole (6d8 bludgeoning plus 6d8 acid damage, AC 23, 39 hp)
STATISTICS
Str
38, Dex 27, Con 32, Int 3, Wis 27, Cha 20
Base Atk +24; CMB +46 (+48 bull rush); CMD 65 (67 vs. bull rush, can’t be tripped)
Feats Awesome Blow, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Mobility, Power Attack, Staggering Critical
Skills Fly +23, Perception +23
Languages Aklo (cannot speak)
SQ no breath, self consumption
ECOLOGY
Environment
any (Astral Plane)
Organization solitary or knot (2–4)
Treasure standard
SPECIAL ABILITIES
Body of Serpents (Su)
An ouroboros is simultaneously one enormous serpent and a collection of smaller, entwined serpents. These smaller serpents can split from the whole and lash out at the ouroboros’s enemies. An ouroboros can make up to 8 bite attacks each round. As the ouroboros is uniformly composed of serpents, it can even target creatures it has swallowed whole with these bite attacks, the serpents lining its stomach lashing out at the swallowed creature.
Hypnotic Coils (Su) The mere sight of an ouroboros overwhelms the minds of lesser creatures. Any creature within 100 feet that can see an ouroboros must succeed at a DC 27 Will save or be paralyzed for 1d4+1 rounds, watching its endless consumption and churning coils. Any creature that begins its turn paralyzed by this ability must succeed at a DC 27 Will save or take 1d8 points of Wisdom damage as it slowly loses its grip on reality. Every time a creature takes Wisdom damage from this ability, it can immediately attempt a new DC 27 Will save; on a success, the paralysis effect from the hypnotic coils ends. Once a creature recovers from the hypnotic coils’ paralysis effect, it is immune to further paralysis from that particular ouroboros’s coils for 24 hours. This is a vision-based mind-affecting effect. The save DCs are Charisma-based.
Maw (Ex) An ouroboros gains a powerful bite attack while not engaged in self-consumption. This is a primary attack that always applies 1-1/2 times the ouroboros’s Strength modifier to the damage roll. When it bites with its maw, its regular bite attacks become secondary attacks.
Perpetual Renewal (Su) An ouroboros continually consumes and regrows itself. The duration of any spell or effect that causes an ouroboros to be dazed, deafened, diseased, exhausted, fatigued, nauseated, poisoned, sickened, or stunned can never have a duration of longer than 1 round. Any ability damage or drain an ouroboros receives is automatically healed at a rate of 1d4 points per round per ability. Perpetual renewal functions only while the ouroboros consumes itself.
Ruinous Blood (Su) The blood that sprays from the ragged stump of an ouroboros’s tail is so potent with positive energy that it warps the flesh of those exposed to it, transforming them into fractured pieces of the ouroboros itself. Once every 1d4 rounds as a move action, an ouroboros can spray a 60-foot line of blood from the stump of its tail. Creatures caught in this area must succeed at a DC 27 Fortitude save or be permanently transformed into a venomous snake swarm that retains no memories of its previous life, as per baleful polymorph when the target fails its Will save to resist the spell’s secondary effect. This is a curse effect. The save DC is Charisma-based.
Self-Consumption (Su) An ouroboros continuously eats its own tail. So long as the ouroboros continues its self-consumption, its regeneration cannot be suppressed by any form of attack and it benefits from the effects of perpetual renewal, but it cannot use its maw attack or its ruinous blood ability. Any effect that would kill the ouroboros outright merely halves the ouroboros’s remaining hit points. Once an ouroboros’s hit points are reduced to less than half its normal maximum (198 hit points for a typical ouroboros), the monster ceases its self-consumption, loses its perpetual renewal ability, and gains its maw and ruinous blood abilities. All its movement speeds are doubled when the ouroboros is in this state, but its regeneration can now be suppressed via damage caused by mythic weapons or spells. An ouroboros can resume self-consumption as a standard action as long as it has more than half its hit points. An ouroboros need not eat or drink to survive—its own body is all the sustenance it needs.
 

Elohim

This one-eyed being is a strange mix of insects, fungi, and other living things shaped into a single winged entity.

An elohim is a strange being obsessed with creating miniature worlds populated with creatures of its choosing. It creates new permanent demiplanes or alters remote environments in pre-existing planes, seeds them with new life, then eventually abandons them. An elohim might return to its creation decades or centuries later to observe how its progeny have fared, and might allow them to continue or eradicate them completely. Elohim communicate with other beings only rarely, and always in a cryptic fashion.

CR 23/MR 6 XP 819,200
N
Huge outsider (extraplanar, mythic)
Init +16M/–4, dual initiative; Senses blindsight 60 ft., darkvision 60 ft., deathwatch, low-light vision, scent; Perception +34
DEFENSE
AC
39, touch 20, flat-footed 32 (+6 Dex, +1 dodge, +5 insight, +19 natural, –2 size)
hp 423 (22d10+302); regeneration 15 (epic weapons)
Fort +26, Ref +13, Will +24
Defensive Abilities fortification (50%); DR 15/epic, Immune electricity; Resist acid 30, cold 30, fire 30; SR 34
OFFENSE
Speed
60 ft., fly 60 ft. (good), swim 30 ft.
Melee 2 claws +27 (2d8+7), 8 tentacles +22 (2d8+3 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (60-ft. cone, 20d8 electricity, Reflex DC 32 half, usable every 1d4 rounds), constrict (2d8+10), mythic magic, mythic power (6/day, surge +1d8)
Spell-Like Abilities (CL 23rd; concentration +30)
Constant—deathwatch, mind blank, speak with animals
At will—baleful polymorph (DC 22), charm monster (DC 21), etherealness, rest eternal, shapechange, stone shape, greater teleport (self plus 50 lbs. of objects only)
5/day—control weather, greater dispel magic, greater polymorph, heal, plane shift (DC 24), terraform
3/day—circle of death (DC 23), disintegrate (DC 23), power word stun
1/day—create demiplane, mage’s disjunction
STATISTICS
Str
24, Dex 22, Con 32, Int 25, Wis 29, Cha 25
Base Atk +22; CMB +31 (+35 grapple); CMD 53 (can’t be tripped)
Feats Combat Casting, Combat Reflexes, Dodge, Great FortitudeM, Greater Vital Strike, Improved Great Fortitude, Improved InitiativeM, Improved Iron Will, Improved Vital Strike, Iron WillM, Vital Strike
Skills Bluff +32, Heal +31, Intimidate +29, Knowledge (arcana, dungeoneering, geography, nature, planes) +32, Perception +34, Sense Motive +34, Spellcraft +29, Stealth +23, Swim +15, Use Magic Device +29
Languages speak with animals, telepathy 100 ft.
SQ compression, create life, natural spellcasting, no breath, plantbringer
ECOLOGY
Environment
any (extraplanar)
Organization solitary or horde (1 plus 5–20 animals, magical beasts, and plants of CR 8–10)
Treasure double
SPECIAL ABILITIES
Create Life (Su)
At will, an elohim can create any one plant or living creature. A creature created can have no more than 4 Hit Dice and be no larger than Large size, and is not under the elohim’s control.
Natural Spellcasting (Su) An elohim can cast spells in any shape, similar to the Natural Spell feat.
Plantbringer (Su): All plants within a 1-mile radius of an elohim grow at double their normal rate and don’t suffer from any diseases or maladies. Allied plant creatures within 30 feet gain fast healing equal to the elohim’s Mythic Rank. If the elohim uses plant shape or wild shape to take the form of a plant, it gains this fast healing in plant form.