Hobkins

This small, blue-gray humanoid has glowing eyes and huge ears on its round, oversized head.

Like many gremlins, hobkins enjoy destroying things that others cherish, but unlike their jinkin cousins, hobkins delight in manipulating people into destroying their own belongings. Their favorite strategy is to use their spell-like abilities and their Intimidate skill to frighten a family. A hobkins may wait at a child’s window during a storm so that it appears pressed up against the glass when the lightning flashes, only to hide away when they check again. Once its victims work themselves into a frenzy, the gremlin gives them time to arm themselves, then reveals itself, leaping and floating out of reach to force panicked victims to throw anything at hand.  A hobkins stands 3 feet tall and weighs 15 pounds.  

HOBKINS MALEFACTOR
Ordinary hobkins are threats to common folk or careless adventurers with more offense than defense, but hobkins malefactors can mold a group of hobkins into something much more terrifying. Possessed of eerie psychic powers, hobkins malefactors can command countless hobkins telepathically to ensure perfect coordination.  Hobkins malefactors possesses the psychic magic ability, with a variety of psychic spells at their command, different for each malefactor. Malefactors are usually advanced by hit dice, but sometimes have levels in psychic or mesmerist.  Hobkins malefactors are rarely content with the destruction of prized possessions; instead, they seek nothing less than the massacre of innocents at the hands of their own protectors. To accomplish these goals, they calculate each of their moves carefully, with an endgame of an entire small settlement gathered together and prime for redirected attacks from the hobkins’ collateral damage ability.

CR 1/2 XP 200
NE
Small fey
Init +2; Senses low-light vision; Perception +6
DEFENSE
AC
13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 9 (2d6+2)
Fort +1, Ref +5, Will +4
Defensive Abilities out of phase; DR 5/cold iron
OFFENSE
Speed
30 ft.; minor levitation
Melee 2 claws +4 (1d4–1)
Special Attacks collateral damage
Spell-Like Abilities (CL 2nd, concentration +4)
At will—dancing lights, ghost sound (DC 12), silent image (DC 13)
STATISTICS
Str
8, Dex 15, Con 12, Int 13, Wis 12, Cha 15
Base Atk +1; CMB –1; CMD 11
Feats Weapon Finesse
Skills Acrobatics +7, Bluff +7, Intimidate +11, Knowledge (local) +6, Perception +6, Sense Motive +6, Stealth +11
Racial Modifiers +4 Intimidate
Languages Aklo, Common
SQ frightener
ECOLOGY
Environment
any
Organization solitary, gang (2–5), or infestation (6–30 plus 1 hobkins malefactor)
Treasure standard
SPECIAL ABILITIES
Collateral Damage (Su)
Whenever an attack fails to damage a hobkins, whether due to the attack result being too low, a miss chance, or a failure to penetrate DR, the hobkins can redirect the attack to any target that was in range of the original attack (if any). The attack can’t be redirected against the original attacker. The attacker rolls a new attack and damage roll against the new target, and is considered to possess the Improved Critical feat for the redirected attack. Hobkins delight in using this ability to force creatures to destroy their own prized possessions.
Frightener (Ex) Intimidate is always a class skill for a hobkins, and it never takes a penalty on Intimidate checks due to being smaller than its target.
Minor Levitation (Su) Hobkins generally float 1 inch above the ground. A hobkins can levitate up to 20 feet straight up as a move action, but at the end of the movement, unless it’s found something to cling to, it returns to 1 inch above the nearest flat surface below.
Out of Phase (Su) Hobkins are slightly out of phase with the Material Plane, causing all ranged attacks against them to suffer a 75% miss chance, including spells that require ranged touch attack rolls. Anything that prevents the blink spell also prevents this ability from functioning.
 

Ovinnik

Covered in sleek black fur, this vaguely feline humanoid holds flickering flames in its clawed hand.

Ovinniks make their homes in granaries and drying houses. These thin, sleek, black-furred humanoids stand only a foot high. Their eyes and features seem catlike, but they bark like dogs to scare away thieves. No one knows why an ovinnik chooses to take up residence in a particular farm’s threshing house, and few would call on them willingly. A wise farmer placates resident ovinniks with frequent gifts of warm milk, pancakes, or dead roosters. By tradition, before the new year, farmers and their families go to the granary to learn their fates for the future. The ovinnik touches each of them in turn. If the ovinnik’s touch is warm, the person will have good luck; if cold, she will suffer terrible misfortune in the days ahead.

CR 2 XP 600
CN
Tiny fey
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE
AC
17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 22 (4d6+8)
Fort +3, Ref +7, Will +6
DR 2/cold iron; Resist fire 5
OFFENSE
Speed
30 ft., climb 20 ft.
Melee 2 claws +7 (1d3+1)
Special Attacks luck touch, sneak attack +1d6
Spell-Like Abilities (CL 4th; concentration +7)
At will—daze (DC 13), produce flame
1/month—divination
STATISTICS
Str
12, Dex 17, Con 15, Int 9, Wis 14, Cha 16
Base Atk +2; CMB +3; CMD 14
Feats Go Unnoticed, Weapon Finesse
Skills Acrobatics +8, Climb +11, Escape Artist +10, Intimidate +5, Knowledge (local) +4, Knowledge (nature) +4, Perception +9, Stealth +18
Languages Common, Sylvan
SQ compression
ECOLOGY
Environment
any land
Organization solitary
Treasure none
SPECIAL ABILITIES
Luck Touch (Su)
With a claw attack or touch attack, an ovinnik can alter a creature’s luck. If the target fails a DC 14 Will save, it either gains a +4 bonus or takes a –4 penalty (the ovinnik’s choice) on its next three d20 rolls. The target can choose to automatically fail the saving throw, but must choose before it knows whether the touch will be beneficial or harmful. The save DC is Charisma-based.
 

Pooka

This creature combines the features of a sprightly girl and a black rabbit. A wicked, whimsical grin gleams on her face.

Capricious in nature, pookas are always in search of fun, though they don’t often care who they inconvenience with their antics—they’re just in it for the whimsy. Always chaotic in nature, some pookas are cruel, some are good-natured, and others are slightly unhinged. There’s no way to tell which kind one is just by looking at it; only by interacting with a pooka does its nature become clear. However, having a conversation with a pooka isn’t easy. Though they’re intelligent, pookas speak in choppy, simple sentences filled with obscure metaphors and nonsensical references. Most creatures who converse with a pooka usually misunderstand it the first time and have to ask the creature to repeat itself. Even their telepathy is filled with strange images and references, such as representing the word “elf ” with the face of an elf it knew long ago, colloquialisms that only make sense to native speakers of Sylvan, and so on. Pookas thrive when in the company of others, and they frequently find companionship in a particular individual whether the camaraderie is wanted or not. Pookas prefer creatures of chaotic alignments, don’t trust those with lawful alignments, and find most people with neutral alignments boring. Pookas pull pranks to get to know a person and stay near them to observe the results, invisibly perched on a shoulder or clinging to an article of clothing. As they usually communicate with their unlucky target (whom they call “friend”) using telepathy, the person’s erratic reactions to the unseen pooka’s pranks and mental “voice” can make the target appear insane. The pooka doesn’t mind a little rough retaliation, but flees any attempts to kill it. Some pookas can be helpful, and farmers often leave a portion of their harvest behind as a tribute for any resident pookas. A pooka who is satisfied with such a gift may leave that farmer alone for an entire year, while a pooka who feels slighted by the offering may relentlessly mock the farmer and cause minor accidents on the farm. A pooka measures 1 to 2 feet from eartips to tail and weighs up to 15 pounds. A non-lawful spellcaster of at least 7th level who takes the Improved Familiar feat can select a pooka as a familiar.

CR 2 XP 600
CN
Tiny fey
Init +7; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC
16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 18 (4d6+4); fast healing 2
Fort +2, Ref +7, Will +5
DR 5/cold iron or silver; SR 13
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee dagger +7 (1d2/19–20)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 6th; concentration +7)
At will—detect magic, invisibility (self only)
3/day—minor image (DC 13), sleep (DC 12)
1/day—suggestion (DC 13)
STATISTICS
Str
10, Dex 16, Con 13, Int 11, Wis 12, Cha 13
Base Atk +2; CMB +3; CMD 13
Feats Improved Initiative, Weapon Finesse
Skills Bluff +8, Diplomacy +8, Fly +18, Perception +8, Sense Motive +6, Stealth +18, Use Magic Device +6
Languages Common, Sylvan; telepathy (by touch only)
SQ change shape (2 of the following forms: cat, goat, rabbit [use stats for raccoon], or raven; polymorph)
ECOLOGY
Environment
any
Organization solitary, pair, or ruse (3–9)
Treasure standard
SPECIAL ABILITIES
Poison (Su)
As a standard action, a pooka can blow across her palm and create a 5-foot-diameter cloud of intoxicating dust. The pooka decides when she uses this ability whether the dust acts as an inhaled poison or a mild intoxicant (equivalent to 1–2 glasses of beer).
Pooka Dust (Su): Inhaled; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Wis and 1d2 Cha (or intoxication); cure 2 consecutive saves.
 

Domovoi

Barely knee-high, this small creature looks like a hairy old man with more beard than flesh.

The work never ends for those who live on farms or in small villages, and the wise often seek the aid of the fey folk while pursuing their daily chores. A family might leave a piece of bread under the stove or an old boot in the closet to attract a domovoi to their home. Domovoi help with small tasks like churning butter and mending clothes, but mostly protect the home from intruders and misfortune. These helpful fey can also tell the fate of the family they protect, but grow annoyed when asked to do so too often. A domovoi appears as small, old man no more than 2 feet tall, covered in hair and with a long, shaggy beard.  

CR 3 XP 800
CG
Tiny fey
Init +6; Senses low-light vision; Perception +7
DEFENSE
AC
17, touch 15, flat-footed 14 (+2 Dex, +1 dodge, +2 natural, +2 size)
hp 27 (5d6+10)
Fort +3, Ref +6, Will +5
DR 5/cold iron; SR 14
OFFENSE
Speed
20 ft.
Melee club +4 (1d3)
Special Attacks telekinesis
Spell-Like Abilities (CL 5th; concentration +7)
At will—invisibility, lullaby (DC 12), mage hand, mending, prestidigitation
3/day—reduce person (DC 13), sleep (DC 13)
1/week—augury
STATISTICS
Str
10, Dex 15, Con 14, Int 9, Wis 13, Cha 15
Base Atk +2; CMB +2; CMD 13
Feats Dodge, Improved Initiative, Mobility
Skills Acrobatics +7, Bluff +8, Diplomacy +8, Handle Animal +7, Knowledge (local) +4, Perception +7, Sense Motive +7, Stealth +17
Languages Common, Sylvan
SQ change shape (cat or dog; beast shape I), compression
ECOLOGY
Environment
any land
Organization solitary or gathering (2–6)
Treasure none
SPECIAL ABILITIES
Telekinesis (Su)
A domovoi defends itself and its home through telekinesis. This ability functions as the spell telekinesis, usable at will, with a caster level equal to the domovoi’s Hit Dice (CL 5 for most domovoi). A typical domovoi has a ranged attack roll of +5 when using telekinesis to hurl objects or creatures, and can use the ability on objects weighing up to 50 pounds. If a domovoi attempts to hurl a creature with this ability, that creature can resist the effect with a successful DC 14 Will save. The save DC is Charisma-based.
 

Spring-Heeled Jack

With jet-black skin and a small but menacing pair of horns, this goateed, impish creature wields a bloody knife and a wicked grin.

This cruel-eyed night terror is infamous for his love of trickery and spontaneous bursts of violence. Spring-Heeled Jack stands about 4 feet tall and weighs about 80 pounds. Spring-Heeled Jack keeps up a reputation for gruesome killing sprees and tends to flee the crime scene by leaping onto buildings. He subsists on raw animal meat, from deer to house rat to beetle. His knife is often his only company, and after years of self-inf licted solitude Spring-Heeled Jack considers it his best and only friend, and has taken to calling it “Love.” The finely wrought knife has no special properties, but is clearly of otherworldly origin and leaves strange scars that are impossible to reproduce. Chaotic and spontaneous, Spring-Heeled Jack at times lets his prey live to spread his legend. Though he doesn’t commit his heinous crimes for notoriety alone, he revels in the reputation he has earned and the fear that registers in people’s eyes as he pounces upon them. It is widely thought that Spring-Heeled Jack was at one point human, but lost his humanity in exchange for fiendish powers. The truth is that “he” is a fey creature— the best known of a race of fey creatures related to quicklings. These fey are fond of traveling to the Material Plane, where their mayhem is more feared and appreciated. To add to the mystery, they all use the same name among mortals and pretend to be the same individual.

CR 3 XP 800
CE
Small fey
Init +5; Senses low-light vision; Perception +7
DEFENSE
AC
16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 26 (4d6+12)
Fort +3, Ref +9, Will +4
OFFENSE
Speed
40 ft.
Melee mwk dagger +9 (1d3+2/19–20)
Special Attacks breath weapon (15-ft. cone, 2d6 fire damage, Reflex DC 14 half, usable every 2d4 rounds), frightening gaze, vault, sneak attack +1d6
Spell-Like Abilities (CL 4th; concentration +5)
Constant—feather fall, pass without trace
1/day—passwall
STATISTICS
Str
15, Dex 21, Con 14, Int 10, Wis 10, Cha 13
Base Atk +2; CMB +3; CMD 18
Feats Toughness, Weapon Finesse
Skills Acrobatics +12 (+16 when jumping), Bluff +6, Climb +9, Escape Artist +12, Perception +7, Sleight of Hand +10, Stealth +16
Racial Modifiers +4 Acrobatics when jumping
Languages Common, Sylvan
ECOLOGY
Environment
any land
Organization solitary
Treasure double (mwk dagger, other treasure)
SPECIAL ABILITIES
Frightening Gaze (Su)
Any creature within a 10-ft. radius upon whom Spring-Heeled Jack’s gaze falls is panicked for 1d6 rounds. A successful DC 13 Will save negates. The save DC is Charisma-based.
Vault (Su) Spring-Heeled Jack can jump up to 20 feet (vertically or horizontally in any combination) as a move action without provoking attacks of opportunity.
 

Dvorovoi

A wild mop of hair tops this small humanoid creature’s head. It has prominent gleaming eyes and a toothy grin.

Just as domovoi protect the home, dvorovoi protect villagers’ yards and pastures. Intrigued by tales of the creatures’ guardianship, some farmers lure dvorovoi to their fields by leaving offerings of bread, sheep’s wool, or shiny trinkets. When the owner of a farmstead with a dvorovoi purchases a new animal, he leads it through the yard to introduce it to the dvorovoi, hoping to gain the fey creature’s approval of the new livestock.  Though undeniably useful to have around for feeding the cattle and keeping predators away from flocks, dvorovoi can be capricious. Dvorovoi despise any white animal, and will never tolerate a white-furred horse or cow in their presence. For unknown reasons, dvorovoi don’t hold this same grudge toward white chickens.

CR 4 XP 1,200
CN
Small fey
Init +3; Senses low-light vision, scent; Perception +9
DEFENSE
AC
17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 38 (7d6+14)
Fort +4, Ref +8, Will +6
DR 5/cold iron; SR 15
OFFENSE
Speed
30 ft.
Melee pitchfork +8 (1d8+6)
Ranged pitchfork +7 (1d8+6)
Spell-Like Abilities (CL 6th; concentration +9)
Constant—speak with animals
At will—charm animal (DC 14), hide from animals, invisibility
3/day—break (DC 14), reduce person (DC 14)
1/day—entangle (DC 14)
STATISTICS
Str
19, Dex 16, Con 14, Int 9, Wis 13, Cha 16
Base Atk +3; CMB +4; CMD 17
Feats Catch Off-Guard, Combat Reflexes, Throw Anything, Two- Handed ThrowerUC
Skills Acrobatics +10, Bluff +10, Diplomacy +9, Handle Animal +13, Knowledge (nature) +5, Perception +9, Sense Motive +6, Stealth +16, Survival +3
Racial Modifiers +4 Handle Animal
Languages Common, Sylvan; speak with animals
SQ compression, oversized weapons, wild empathy +18
ECOLOGY
Environment
any land
Organization solitary or gathering (2–6)
Treasure none
SPECIAL ABILITIES
Oversized Weapons (Ex)
A dvorovoi can wield weapons sized for Medium creatures without penalty.
Wild Empathy (Ex) This ability works like the druid ability of the same name. The dvorovoi’s total bonus includes a +8 racial bonus.
 

Lurker in Light

This large-eyed humanoid looks like a glowing, emaciated elven child save for its small, transparent wings.

Malicious and alien fey, lurkers in light venture to the Material Plane to perpetrate strangely targeted mischief, stealing and killing according to a logic or system of justice only they understand. Gnomes in particular seem to incur these unexplained attacks, leading some to believe that lurkers may be agents of ancient and vengeful forces. Creatures of the light, lurkers are visible only in dim illumination, with anything brighter than a flickering torch making them completely invisible, even as they savage their enemies—a prospect terrifying to those civilized races that equate light with safety. A lurker in light turns conventional wisdom on its head, for they detest darkness and the creatures that dwell in it, yet they themselves are sadistic and evil. They particularly hate darkmantles, dwarves, and creatures from the Plane of Shadow, and given the time, they enjoy torturing such creatures to death if they can capture them alive. If killed, a lurker in light disintegrates over the course of several minutes into 2d6 pounds of dust that radiates faint evocation magic and glows for 1d6 days with a cold light equal to that provided by a candle. This dust damages shadows as if it were holy water, with a pound of dust equal to one flask of holy water. A lurker in light is 3 feet tall, but weighs only 20 pounds.

CR 5 XP 1,600
NE
Small fey (extraplanar)
Init +8; Senses low-light vision; Perception +16
DEFENSE
AC
18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
hp 44 (8d6+16)
Fort +4, Ref +10, Will +9
Defensive Abilities blend with light; DR 5/cold iron; Immune blindness
OFFENSE
Speed
30 ft., fly 30 ft. (average)
Melee 2 claws +9 (1d3+1) or dagger +9 (1d3+1/19–20 plus poison)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 8th; concentration +11)
At will—dancing lights, flare (DC 13), ghost sound (DC 13), light, mage hand
3/day—daylight, blindness/deafness (DC 16)
STATISTICS
Str
13, Dex 18, Con 15, Int 14, Wis 16, Cha 17
Base Atk +4; CMB +4; CMD 18
Feats Alertness, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +15, Escape Artist +15, Fly +17, Knowledge (arcana) +10, Knowledge (planes) +10, Perception +16, Stealth +19, Survival +11
Languages Aklo, Common, Sylvan
SQ daylight door, poison use, ritual gate
ECOLOGY
Environment
any land (extraplanar)
Organization solitary, pair, or gang (3–8)
Treasure standard (dagger, other treasure)
SPECIAL ABILITIES
Blend With Light (Su)
In areas of bright light, lurkers are invisible. As with greater invisibility, they may attack and still remain invisible. In shadowy illumination, a lurker loses this invisibility, though like all creatures in shadows, they have concealment unless the viewer has darkvision. If the lurker is flying, its fluttering wings partially negate this effect, giving it only partial concealment (20%) rather than total concealment.
Daylight Door (Sp) Once per day, a lurker can use dimension door, transporting only itself and up to 50 pounds of material. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the teleport fails but does not expend the ability for the day.
Poison (Ex) Lurkers typically coat their daggers with shadow essence poison.
Shadow essence poison: Injury; save Fortitude DC 17; frequency 1/round for 6 rounds; initial effect 1 Str drain; secondary effect 1d3 Str damage; cure 1 save.
Ritual Gate (Su) By sacrificing one or more humanoid victims, a lurker or group of lurkers can create a gate to the Material Plane, one of the Elemental Planes, or the realm of the fey, either to return home or to conjure allies. Creating a gate for travel requires the sacrifice of five victims—the gate created remains open for 1 minute. Creating a gate to bring allies to the Material Plane requires one sacrifice for every HD of the creature intended to pass through the gate (so five sacrifices can bring a lurker or a Medium air elemental, eight can bring a Large earth elemental, and so on). The sacrifices do not need to be simultaneous; as long all sacrifices occur at some point during the hour-long ritual, the magic continues to build until it reaches the required total.
 

Boggle

This small, goatlike man has curved horns, hoofed feet, and a ratlike tail.  

Boggles are frenetic and capricious fey who love to run and cavort through the woods, pulling pranks on animals, people, monsters, and their fellow fey. What these country cousins to bogeymen love more than anything, though, is the humor and laughter of mortals. When bored, a boggle randomly selects a person or family to befriend and begins a campaign of pranks and teasing; the boggle usually neglects to introduce itself to these new friends, remaining hidden to heighten the growing panic and make the game more hilarious. Its innate magic creates strange lights and sounds and causes erratic behavior, adding to the mortals’ dread.  A boggle stands 3 feet tall and weighs 55 pounds.

CR 8 XP 4,800
CN
Small fey (shapechanger)
Init +6; Senses low-light vision; Perception +14
Aura mindboggle (30 ft., DC 19)
DEFENSE
AC
21, touch 18, flat-footed 14 (+6 Dex, +1 dodge, +3 natural, +1 size)
hp 102 (12d6+60)
Fort +9, Ref +14, Will +9
DR 10/cold iron; SR 19
OFFENSE
Speed
40 ft., climb 20 ft.
Melee bite +15 (1d4+5), gore +15 (1d6+5), 2 claws +15 (1d4+5)
Ranged thrown object +13 (1d3+3)
Spell-Like Abilities (CL 8th; concentration +11)
Constant—greater magic fang (self only)
At will—dancing lights, ghost sound (DC 13), lesser confusion (DC 14), scarecrow form
3/day—charm person (DC 14), confusion (DC 17), dimension door, hideous laughter (DC 15), invisibility
1/day—baleful polymorph (DC 18), fear (DC 17)
STATISTICS
Str
16, Dex 23, Con 21, Int 12, Wis 8, Cha 17
Base Atk +6; CMB +8; CMD 25
Feats Combat Casting, Dodge, Iron Will, Mobility, Throw Anything, Weapon Finesse
Skills Acrobatics +21, Bluff +18, Climb +20, Escape Artist +15, Perception +14, Perform (comedy) +18, Sense Motive +14, Sleight of Hand +21
Languages Common, Gnome, Sylvan
SQ change shape (calf, goat, and goose; beast shape II)
ECOLOGY
Environment
any land
Organization solitary, pair, or gang (3–6)
Treasure standard
SPECIAL ABILITIES
Mindboggle Aura (Su)
A boggle is swathed in a 30-foot aura of supernatural mirth. The first time a creature ends its turn within this area, it must succeed at a DC 19 Will save or be overcome by a sense of absurdity, taking a –10 penalty on Sense Motive and Perception checks and a –2 penalty on initiative checks. Spellcasters must succeed at a concentration check (DC = 15 + spell level) to cast spells while affected due to the extreme distraction. This effect persists for 13 minutes, even if a creature leaves the aura. A creature that successfully saves against the aura can’t be affected by the same boggle’s mindboggle aura for 24 hours. This is an emotion-based, mind-affecting effect. The save DC is Charisma-based.
Scarecrow Form (Sp) This spell-like ability functions as per tree shape, except the form assumed is that of a Medium humanoid scarecrow instead of a tree.
 

Shadow Collector

Shadows drip from the hands of this small, humanoid figure. Massive ears and elaborate eyebrows frame her youthful features.

Shadow collectors feed on memories and regrets sifted from shadows. They often weave mortal shadows into certain magic items such as cloaks and gloves. Some shadow collectors con mortals into selling their shadows or resort to blatant theft; others prowl the Plane of Shadow and the Ethereal Plane for shadows that are already lost.  Shadow collectors favor spaces like the edges of forests and foothills for the varied lighting and for the numerous places where they can flank marks from hiding or surprise them with pits created by shadow conjuration.  A typical shadow collector stands over 3 feet tall and weighs 40 pounds.

CR 8 XP 4,800
CN
Small fey
Init +7; Senses low-light vision; Perception +18
DEFENSE
AC
21, touch 19, flat-footed 13 (+7 Dex, +1 dodge, +2 natural, +1 size)
hp 90 (12d6+48)
Fort +8, Ref +15, Will +11
DR 10/cold iron; SR 19
OFFENSE
Speed
40 ft.
Melee 2 claws +15 (1d6+2)
Special Attacks sneak attack +3d6, steal shadow, tear shadow
Spell-Like Abilities (CL 12th; concentration +16)
At will—dancing lights, disguise self, major image (DC 17), shadow evocation (simulating leashed shackles only; DC 19), shadow step
3/day—shadow conjuration (DC 18)
1/day—shadow evocation (DC 19), shadow walk
STATISTICS
Str
14, Dex 24, Con 19, Int 15, Wis 17, Cha 18
Base Atk +6; CMB +12 (+14 steal); CMD 25 (27 vs. steal)
Feats Agile Maneuvers, Combat Expertise, Dodge, Improved Steal, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (claw)
Skills Bluff +19, Climb +11, Diplomacy +19, Escape Artist +22, Knowledge (arcana, planes) +8, Perception +18, Sense Motive +12, Sleight of Hand +22, Stealth +26
Languages Aklo, Common, Sylvan
SQ no shadow
ECOLOGY
Environment
any land
Organization solitary, pair, or gang (3–8)
Treasure standard
SPECIAL ABILITIES
No Shadow (Ex)
A shadow collector casts no shadow of its own, but instead casts any one of the stolen shadows it possesses.
Steal Shadow (Su) A shadow collector automatically steals the shadow of any incorporeal or living creature destroyed, incapacitated, or killed by its claw attack. A shadow collector can also steal a living corporeal creature’s shadow with the steal combat maneuver ; the shadow doesn’t count as fastened to its owner. Until the shadow is returned, the victim has no shadow or reflection and gains 2 permanent negative levels. These negative levels can’t be removed otherwise, even with magic that usually removes negative levels. When a shadow collector steals a shadow, it gains 2 shadow points. A shadow collector must expend 1 shadow point to use any of its spell-like abilities. A shadow collector generally begins an encounter with 1d3+1 shadow points. A shadow collector can release a stolen shadow as a standard action. A creature can touch the shadow collector to regain its stolen shadow, as long as the shadow collector is helpless or dead. A successful break enchantment (DC 23) can also restore a target’s shadow.
Tear Shadow (Su) A shadow collector’s claws strike as ghost touch weapons and, in addition to their normal damage, deal 1d6 points of Charisma damage to incorporeal creatures. This damage destroys a creature if it equals or exceeds the creature’s actual Charisma score.
 

Leanan Sidhe

This serene woman has pointed ears and flowing crimson hair, and wears an elegant dress and a crown of twigs.

Leanan sidhe are regal fey who pride themselves as patrons of the arts. By establishing a magical link with a talented mortal performer or artist, the leanan sidhe enhances her target’s skill, but slowly feeds on his life energy. Many tragic stories of talented artists who have a creative burst and then fall into obscurity or suddenly die can be attributed to the influence of these creatures. A leanan sidhe prefers to avoid direct combat and relies on her minions and devotees to protect her—all of whom hope to become her next special project, despite the cost of this arrangement.

CR 9/MR 3 XP 6,400
CN
Medium fey (mythic)
Init +7M; Senses low-light vision; Perception +19
DEFENSE
AC
25, touch 19, flat-footed 21 (+5 deflection, +3 Dex, +1 dodge, +6 natural)
hp 100 (11d6+62)
Fort +12, Ref +15, Will +13
DR 10/cold iron and epic
OFFENSE
Speed
30 ft., fly 30 ft. (good)
Melee dagger +5 (1d4/19–20) or touch +5 (1d4 Cha damage)
Special Attacks life drain, mythic power (3/day, surge +1d6)
Spell-Like Abilities (CL 10th; concentration +12)
At will—calm emotions (DC 18), crushing despair (DC 20), dimension door (self plus 50 lbs. of objects only)
3/day—animal trance (DC 18), quickened charm person (DC 17)
STATISTICS
Str
10, Dex 17, Con 18, Int 13, Wis 12, Cha 21
Base Atk +5; CMB +5; CMD 24
Feats Alertness, Combat Casting, Dodge, Improved InitiativeM, PersuasiveM, Quicken Spell-Like Ability (charm person), Spell Focus (enchantment)
Skills Bluff +19, Diplomacy +25, Fly +7, Intimidate +22, Knowledge (arcana) +12, Knowledge (nobility) +7, Perception +19, Sense Motive +19, Spellcraft +6
Languages Sylvan; tongues
SQ change shape (any female humanoid), skill blessing, spell blessing, unearthly grace
ECOLOGY
Environment
any land
Organization solitary or retinue (1 plus 3–7 guards and sycophants of 1st–3rd level)
Treasure double (dagger, other treasure)
SPECIAL ABILITIES
Life Drain (Ex)
A leanan sidhe immediately knows if a creature uses her skill blessing or spell blessing. As a standard action at any range, she can expend one use of mythic power to drain 1 point of Constitution from that creature. The leanan sidhe heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to her full normal hit points) each time she uses this ability.
Skill Blessing (Su) As a standard action, a leanan sidhe can create a special token that takes the form of a masterwork artisan’s tool for one Craft or Perform skill. The intended recipient of this tool gains a +4 bonus on skill checks made with the token. Like with a cursed item, the recipient prefers to use the token, refuses to get rid of it, and finds that it returns if stolen or discarded. The leanan sidhe can destroy the token as a standard action at any range. She can have a number of tokens in existence equal to her mythic rank.
Spell Blessing (Su) A leanan sidhe may enhance the magic of a willing humanoid spellcaster by touching him for 1 full round. The blessing allows the target to recall a number of spell levels each day equal to twice the leanan sidhe’s mythic rank. This recalling works like a pearl of power, except it works for spellcasters of any class (spontaneous casters recover spent spell slots). The leanan sidhe can end this blessing as a standard action at any range. The number of blessed creatures she can have at the same time is equal to her mythic rank.
Unearthly Grace (Su) A leanan sidhe adds her Charisma modifier as a racial bonus on all her saving throws and as a deflection bonus to her AC.
 

Alp

This hoofed creature’s large yellow eyes are set in a noseless face above a grinning, fang-filled mouth.

Alps are troublesome fey who disturb the dreams and drink the blood of sleeping victims. Unlike other dream-haunting monsters, alps are driven more by their capricious whims than any desire to do harm; when an alp drinks a victim’s blood, it always takes care to leave him alive—if only so it can return at a later date to feed again. Alps despise bright light and avoid well-lit rooms, if they can. They enjoy playing pranks and causing minor mishaps. A typical alp stands about 5 feet tall and weighs about 90 pounds.

CR 10 XP 9,600
CN
Medium fey
Init +12; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC
24, touch 19, flat-footed 15 (+8 Dex, +1 dodge, +5 natural)
hp 123 (13d6+78)
Fort +10, Ref +16, Will +9
DR 10/cold iron; Immune sleep effects; SR 21
Weaknesses light sensitivity
OFFENSE
Speed
30 ft.
Melee bite +17 (1d6+5), 2 claws +17 (1d4+5)
Special Attacks blood drain (1d2 Constitution), crushing leap, nightmare rider, sneak attack +2d6
Spell-Like Abilities (CL 10th; concentration +13th)
Constant—greater magic fang
At will—deep slumber (DC 16), prestidigitation
3/day—nightmare (DC 18), putrefy food and drink
1/day—greater invisibility (self only)
STATISTICS
Str
14, Dex 27, Con 23, Int 10, Wis 8, Cha 17
Base Atk +6; CMB +14; CMD 27
Feats Agile Maneuvers, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +24, Climb +18, Escape Artist +24, Intimidate +16, Perception +15, Stealth +24
Languages Aklo, Common; telepathy 30 ft.
SQ change shape (cat, dog, pig, snake, or butterfly; shapechange)
ECOLOGY
Environment
any land
Organization solitary, pair, or visitation (3–8)
Treasure standard
SPECIAL ABILITIES
Crushing Leap (Su)
An alp can perform a special leaping attack by jumping on top of an adjacent target of its size category or smaller. The target must succeed at a DC 22 Reflex save or take 2d6+3 points of damage and be knocked prone. The alp can immediately attempt to grapple this foe without provoking an attack of opportunity. The save DC is Constitution-based.
Nightmare Rider (Su) An alp controls the dreams of a sleeping target by sitting atop its torso. Once it does so, the alp becomes heavier and heavier, restricting the victim’s breathing while inducing terrible nightmares and draining its blood. The victim can attempt a Perception check to waken, opposed by the alp’s Stealth check (the Perception check modifier for the character being asleep is only +5, due to the alp’s weight). If the sleeper fails to waken, the alp can use its blood drain ability against the victim and gains a +4 circumstance bonus to the save DC of its nightmare spell-like ability against that creature. If the creature fails the saving throw, it takes 1d6 points of Charisma damage in addition to the normal effects of nightmare.
 

Bogeyman

Dressed in a long dark coat and a tall hat, this lanky, fanged humanoid exudes an almost palpable aura of horror.

Many believe that the most cruel and mischievous fey become bogeymen as a punishment or a reward for their actions. Others see bogeymen as supernatural manifestations of society’s willingness to do itself harm. Bogeymen use their powers to haunt houses or secluded natural places where they can hunt prey unobserved. They relish using their ghost sound ability to hint at their presence long before they fully reveal themselves. It is not uncommon for a bogeyman to hide under a bed, or in a closet left slightly ajar, for days or even weeks, all the while feeding on its victims’ growing realization that they are not alone. The most evil bogeymen are those who abandon the tactic of feeding on one person’s fears at a time and take up roles of mass murderers or serial killers, or other pursuits designed to drive fear into the hearts of an entire city of victims. True to their name, all bogeymen are male. Sometimes, children whom they steal away to secret lairs emerge years later, transformed into new bogeymen, and return home to continue their supernatural father’s work.

CR 10 XP 9,600
NE
Medium fey
Init +9; Senses low-light vision; Perception +23
Aura deepest fear (30 ft., DC 25)
DEFENSE
AC
23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
hp 93 (17d6+34); terrible rejuvenation 5
Fort +9, Ref +15, Will +13
DR 15/cold iron; SR 21
OFFENSE
Speed
30 ft.
Melee 2 claws +13 (1d8+1/19–20)
Special Attacks sneak attack +6d6, striking fear
Spell-Like Abilities (CL 16th; concentration +17)
Constant—detect thoughts, tongues
At will—darkness, gaseous form, ghost sound (DC 17), invisibility, suggestion (DC 20)
3/day—crushing despair (DC 21), hold person (DC 20), quickened phantasmal killer (DC 21)
1/day—nightmare (DC 22)
STATISTICS
Str
12, Dex 21, Con 14, Int 15, Wis 16, Cha 25
Base Atk +8; CMB +9; CMD 32
Feats Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Mobility, Quicken Spell-Like Ability (phantasmal killer), Skill Focus (Stealth), Spring Attack, Weapon Finesse
Skills Bluff +27, Diplomacy +20, Disable Device +15, Escape Artist +18, Intimidate +28, Knowledge (local) +16, Perception +23, Sense Motive +23, Spellcraft +12, Stealth +35
Racial Modifiers +4 Intimidate, +4 Stealth
Languages Aklo, Common; tongues
ECOLOGY
Environment
any
Organization solitary
Treasure double
SPECIAL ABILITIES
Deepest Fear (Su)
A bogeyman is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer’s deepest fears. The first time it ends its turn within the aura, a creature must make a DC 25 Will save or become shaken for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is Charisma-based.
Striking Fear (Su) If a bogeyman confirms a critical hit or a sneak attack with one of its claws on a target currently suffering a fear effect, that effect automatically becomes one step more severe (shaken creatures become frightened, frightened creatures become panicked, and panicked creatures cower in fear). A DC 25 Will save negates this increase. In addition, a critical hit from the bogeyman’s claw forces any target that has successfully saved against the creature’s fear aura to make another Will save against its effects, even if 24 hours have not yet passed. This is a fear effect. The DC is Charisma-based.
Terrible Rejuvenation (Su) A bogeyman gains fast healing 5 while any creature within its deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself.
 

Wild Hunt Hound

Green smoke billows from the bared teeth and flared nostrils of this muscular, sharp-eared hound.

Wild hunt hounds are expert trackers that take the lead against elusive prey. When left to their own devices, they seek out creatures that are notoriously difficult to track, collecting minor trinkets as trophies of their achievements (using their mage hand ability to carry their prizes home or to adorn themselves if possible). While they can be competitive when engaged in separate tasks, wild hunt hounds working together on a hunt never allow these rivalries to become a distraction.  These fey hounds are never truly alone, as they are always surrounded with green mist composed of fragments of the spirits of the wild hunt’s victims. Stripped of all thoughts beyond a desire to chase and hunt, this fog eagerly answers the hound’s baying call and forms into dogs that loyally fight at the hound’s side.  Although the hounds of the wild hunt may seem outwardly to be mere animals, they are quite intelligent. Wild hunt hounds are fond of taking advantage of their bestial appearance, and when left as guardians or allowed to wander freely, make excellent spies among those who don’t recognize the creatures’ ability to understand language. When not tracking a quarry, wild hunt hounds enjoy relaxing and capering in any natural environment—but even in their play they engage in complex pursuits, testing each other’s ability to track and evade simultaneously.

CR 10 XP 9,600
CN
Medium fey (wild hunt)
Init +4; Senses blindsense 60 ft., blindsight 30 ft., greater arcane sight, greensight 60 ft., low-light vision, scent, see in darkness, see invisibility; Perception +22
DEFENSE
AC
24, touch 17, flat-footed 20 (+3 deflection, +4 Dex, +7 natural)
hp 133 (14d6+84)
Fort +12, Ref +13, Will +14
Defensive Abilities instinctive cooperation, wild grace; DR 10/cold iron; Immune cold; Resist electricity 10, fire 10
OFFENSE
Speed
60 ft.
Melee bite +17 (2d6+9 plus trip), 2 claws +17 (1d8+9)
Special Attacks summon pack, wild gaze (DC 20)
Spell-Like Abilities (CL 10th; concentration +13)
Constant—greater arcane sight, greater magic fang, know direction, mage hand, see invisibility, speak with animals, speak with plants
At will—locate creature, locate object, residual tracking
3/day—discern location, dispel magic, stone tell
STATISTICS
Str
24, Dex 19, Con 22, Int 13, Wis 20, Cha 17
Base Atk +7; CMB +14 (+18 trip); CMD 31 (37 vs. trip)
Feats Combat Expertise, Combat Reflexes, Great Fortitude, Greater Trip, Improved Trip, Weapon Focus (bite, claw)
Skills Acrobatics +21, Intimidate +17, Perception +22, Sense Motive +22, Stealth +21, Survival +19 (+26 when following tracks), Swim +24
Racial Modifiers +7 Survival when following tracks
Languages Common, Sylvan; speak with animals, speak with plants
SQ planar acclimation, track, wild hunt link
ECOLOGY
Environment
any land
Organization solitary, pack (2–10), or wild hunt
Treasure standard
SPECIAL ABILITIES
Planar Acclimation (Ex)
This creature is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Summon Pack (Su) Once per day as a standard action, a wild hunt hound can let forth a mighty howl, summoning a fog that coalesces into spectral dogs. The fog surrounds the wild hound in a 20-foot radius, traveling with the hound as it moves for 10 minutes. The spectral hounds provide concealment as per the spell fog cloud and grant the wild hunt hound a +4 circumstance bonus on its combat maneuver checks to trip opponents. They also harry their foes with a relentless assault of bite and claw attacks. Any enemy that ends its turn within the fog takes 2d6 points of slashing damage (Reflex DC 20 half). The save DC is Charisma-based.
Track (Ex) A wild hunt hound adds a bonus equal to half its Hit Dice on Survival checks to follow tracks (+7 for a typical wild hunt hound).
Wild Hunt Link (Su) All creatures in a wild hunt hound’s wild hunt link share some if its sensory abilities, gaining blindsense 60 feet, greater arcane sight, and see invisibility.
 

Wild Hunt Horse

This powerful steed stands upon wispy puffs of air, its grassy mane and tail swishing majestically in the wind.

When they are not participating in a hunt, wild hunt horses enjoy constructing complicated courses through land and sky and racing each other for ever-changing stakes.

CR 11 XP 12,800
CN
Large fey (wild hunt)
Init +4; Senses greensight 60 ft., low-light vision, scent, see in darkness; Perception +23
DEFENSE
AC
25, touch 17, flat-footed 20 (+3 deflection, +4 Dex, +1 dodge, +8 natural, –1 size)
hp 142 (19d6+76)
Fort +12, Ref +15, Will +12
Defensive Abilities freedom of movement, instinctive cooperation, wild grace; DR 10/cold iron; Immune cold; Resist electricity 10, fire 10
OFFENSE
Speed
100 ft.; air walk
Melee bite +21 (2d6+12), 2 hooves +19 (1d10+6 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks bewildering hoofbeats, bleed 1d6, deafening cry, wild gaze (DC 22)
Spell-Like Abilities (CL 13th; concentration +16)
Constant—air walk, freedom of movement, know direction, speak with animals, speak with plants
At will—transport via plants (self and rider only)
3/day—stone tell
STATISTICS
Str
34, Dex 19, Con 18, Int 9, Wis 12, Cha 17
Base Atk +9; CMB +22 (+26 overrun); CMD 40 (42 vs. overrun, 44 vs. trip)
Feats Dodge, Endurance, Great Fortitude, Greater Overrun, Improved Overrun, Multiattack, Power Attack, Run, Weapon Focus (bite, hoof)
Skills Acrobatics +26, Perception +23, Sense Motive +23, Stealth +22, Survival +20
Languages Common, Sylvan; speak with animals, speak with plants
SQ planar acclimation, rider synergy, wild hunt link
ECOLOGY
Environment
any land
Organization solitary, herd (2–10), or wild hunt
Treasure none
SPECIAL ABILITIES
Bewildering Hoofbeats (Su)
As a standard action, a wild hunt horse can make it seem as though hundreds of horses are approaching from all directions. All creatures within 60 feet must succeed at a DC 22 Will save or become confused for 1d4 rounds. A creature that succeeds at this save is immune to the bewildering hoofbeats ability of all wild hunt horses for 24 hours. The save DC is Charisma-based.
Deafening Cry (Su) As a standard action up to three times per day (but no more than once every 1d4 rounds), a wild hunt horse can emit a thundering cry. All creatures in a 30-foot cone emanating from the horse take 10d6 points of sonic damage and are deafened for 1 minute. Creatures that succeed at a DC 23 Fortitude save take half damage and are not deafened. The save DC is Constitution-based.
Planar Acclimation (Ex) This creature is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Rider Synergy (Su) When a wild hunt horse carries a rider with the wild hunt subtype, the two act as one. If either the rider or the mount would take damage, the rider and mount decide how to divide the damage (typically splitting it equally). Additionally, the rider’s movement as a part of the horse’s overrun combat maneuver does not provoke attacks of opportunity, unless that movement would also cause the horse to provoke attacks of opportunity.
Wild Hunt Link (Su) A wild hunt horse increases the speed of all creatures in its wild hunt link by 30 feet. This increase is an enhancement bonus. It also grants the members of its link the effects of freedom of movement.
 

Banelight

This creature has a dragonfly’s body and a woman’s head and arms. A glowing red vortex gathers between her hands.

Banelights are cruel fey who stalk mortals in the darkness and loathe the increasing ubiquity of mortal-made light. Banelights are strangely social creatures, and they conduct bizarre courtship dances among themselves or with will-o’-wisps. In the absence of other fey to keep them company, banelights sometimes capture mortals to keep them entertained. While a good conversationalist can survive as a banelight’s “guest” for years, banelights are quick to dispatch companions who bore them.

CR 12 XP 19,200
NE
Medium fey
Init +15; Senses blindsight 60 ft., low-light vision; Perception +25
Aura banelight (60 ft.)
DEFENSE
AC
27, touch 21, flat-footed 16 (+11 Dex, +6 natural)
hp 168 (16d6+112); fast healing 10
Fort +14, Ref +21, Will +16
DR 10/cold iron; Immune magic
Weaknesses susceptible to darkness
OFFENSE
Speed
20 ft., fly 100 ft. (perfect)
Melee 2 light vortices +19 touch (5d8)
Ranged 2 light vortices +19 touch (5d8)
Special Attacks create will-o’-wisp
Spell-Like Abilities (CL 12th; concentration +18)
Constant—daylight (centered on self)
At will—wandering star motes (DC 20)
3/day—quickened wandering star motes (DC 20)
STATISTICS
Str
12, Dex 32, Con 25, Int 21, Wis 22, Cha 23
Base Atk +8; CMB +9; CMD 38 (42 vs. trip)
Feats Combat Reflexes, Defensive Combat Training, Great Fortitude, Improved Great Fortitude, Improved Initiative, Quicken Spell-Like Ability (wandering star motes), Vital Strike, Weapon Finesse
Skills Acrobatics +30, Bluff +25, Escape Artist +30, Fly +38, Intimidate +22, Knowledge (nature) +24, Perception +25, Sense Motive +25, Spellcraft +21, Stealth +30, Use Magic Device +25
Languages Aklo, Auran, Common, Draconic, Sylvan
ECOLOGY
Environment
any
Organization solitary, pair, or witchlight (3–10 plus 4–6 will-o’-wisps or lurkers in light)
Treasure standard
SPECIAL ABILITIES
Banelight Aura (Su)
Creatures within a banelight’s aura and also in an area of bright light (generally the case because of the creature’s constant daylight) are dazzled and affected as by the spell bane, with no saving throw. All magical light sources that come within a banelight’s aura turn bright red except those from her own spell-like abilities.
Create Will-o’-Wisp (Su) Up to three times per day as a swift action, a banelight can cause a single nonliving source of light (other than one she created) within the area of her banelight aura to spawn an advanced will-o’-wisp under her control. Will-o’-wisps created in this manner exist for up to 1 minute before vanishing. A single banelight can maintain up to three will-o’-wisps at a time in this manner.
Immune to Magic (Ex) Banelights are immune to all spells and spell-like abilities that allow spell resistance except magic missile, maze, and their personal daylight (which constantly affects them even though they aren’t an object).
Light Vortex (Su) A banelight can use its light vortices as melee touch attacks or ranged touch attacks with a 60-foot range. Each vortex deals 5d8 points of damage to most targets, but deals 5d6 points of damage to constructs and inanimate objects, 10d6 points of damage to undead, and 10d8 points of damage to creatures specifically vulnerable to sunlight or bright light. This damage bypasses all damage reduction and energy resistance.
Susceptible to Darkness (Ex) A banelight gains much of its power from light. It can reactivate its daylight on its turn if the effect is dispelled, but a banelight in an area of darkness does not have a banelight aura, loses its fast healing, and is staggered.
 

Kamaitachi

This weasel-like creature has sickles in place of feet. It moves incredibly swiftly, swirling in the air astride a vortex of dust.

Kamaitachis revel in causing pain. A kamaitachi might, for example, hold someone hostage with its delayed doom ability and force that person (or one of the victim’s loved ones) to commit horrible or demeaning acts in exchange for the hostage’s life. Of course, depending on its fickle mood, the kamaitachi is just as likely to kill a hostage who meets its demands.

CR 13 XP 25,600
CE
Medium fey (air)
Init +12; Senses blindsight 60 ft., low-light vision, scent; Perception +24
DEFENSE
AC
29, touch 25, flat-footed 20 (+6 deflection, +8 Dex, +1 dodge, +4 natural)
hp 175 (14d6+126)
Fort +13, Ref +17, Will +16
Defensive Abilities dust devil; DR 10/cold iron; SR 24
OFFENSE
Speed
30 ft., fly 120 ft. (perfect)
Melee 4 claws +19 (1d6+12/19–20/×3 plus bleed and pain)
Special Attacks bleed (1d6), deadly claws, delayed doom, pain
Spell-Like Abilities (CL 12th; concentration +18)
Constant—greater magic fang
At will—status (DC 18), wind wall
3/day—control winds
STATISTICS
Str
12, Dex 27, Con 28, Int 15, Wis 24, Cha 23
Base Atk +7; CMB +8; CMD 33 (37 vs. trip)
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse, Weapon Focus (claw)
Skills Acrobatics +25, Bluff +23, Disable Device +22, Fly +33, Knowledge (nature) +19, Perception +24, Sense Motive +24, Stealth +25
Languages Auran, Common, Sylvan
ECOLOGY
Environment
any
Organization solitary, pair, or storm (3–6)
Treasure standard
SPECIAL ABILITIES
Deadly Claws (Ex)
A kamaitachi’s claws threaten a critical hit on a roll of 19–20 and deal ×3 damage on a confirmed critical hit.
Delayed Doom (Su) When a kamaitachi deals damage with a claw, it can delay the damage (including the bleed and pain effect). If it does, the damage doesn’t take effect immediately. Instead, at any time in the next 2 weeks, the kamaitachi can cause the damage, bleed, and pain effects to instantly manifest as a free action. It can activate as many delayed doom effects on a single target as it wishes with the same free action, potentially cutting a victim who seemed unharmed into ribbons. The victim must remain within 1 mile of the kamaitachi between the time it incurs the damage and its manifestation—a victim who moves beyond this limit causes the delayed doom effect to immediately end without harm. Most kamaitachi try to keep track of their delayed doom victims via status.
Dust Devil (Su) A kamaitachi’s trusty dust devil deflects arrows, bolts, bullets, and other small projectiles automatically and thrown weapons 30% of the time (like a personal wind wall effect). The dust devil also grants the kamaitachi a deflection bonus to its AC equal to its Charisma bonus (+6 for the typical kamaitachi). Whenever a kamaitachi is caught within the area of effect of a spell or supernatural effect that alters or controls winds (including control weather and control winds), it must succeed at a Fortitude save to avoid losing control of its dust devil. The save DC is equal to the spell’s save DC, or DC 20 if the effect isn’t a spell or spell-like ability. If the kamaitachi loses control of its dust devil, it immediately loses its fly speed. It also loses the benefits of its dust devil ability and must succeed at a concentration check (DC = 15 + double the spell level) in order to use any of its spell-like abilities. A kamaitachi can reactivate its dust devil by casting control winds (but not wind wall); as such, a kamaitachi is hesitant to use its last control winds spell in a day in case it needs it to regain its dust devil.
Pain (Ex) A creature damaged by a kamaitachi’s claw attack becomes sickened for 1 round (Fortitude DC 23 negates). This is a pain effect. The save DC is Charisma-based.
 

Wild Hunt Archer

This lithe, androgynous humanoid has pointed ears, glowing green eyes, and six fingers on each slender hand.

Wild hunt archers are methodical hunters who fire their bows with uncanny accuracy. Since wild hunt archers tend to be slower on foot than most of their companions, they will often rely on wild hunt horses to provide increased mobility. Rather than carrying normal arrows, they can produce arrows from magical quivers—these quivers do not function in this manner for anyone other than wild hunt archers. Rarely, they carry specific slaying arrows to augment particularly dangerous hunts.

CR 13 XP 25,600
CN
Medium fey (wild hunt)
Init +13; Senses greensight 60 ft., low-light vision, scent, see in darkness; Perception +31
DEFENSE
AC
28, touch 24, flat-footed 19 (+5 deflection, +9 Dex, +4 natural)
hp 187 (22d6+110)
Fort +12, Ref +22, Will +19
Defensive Abilities instinctive cooperation, wild grace; DR 10/cold iron; Immune cold; Resist electricity 10, fire 10
OFFENSE
Speed
30 ft.
Melee gore +16 (1d6+7)
Ranged +5 icy burst seeking composite longbow +26/+21/+16 (1d8+10/19–20/×3 plus 1d6 cold)
Special Attacks infuse arrow, wild gaze (DC 26)
Spell-Like Abilities (CL 13th; concentration +18)
Constant—know direction, speak with animals, speak with plants
At will—vampiric touch
3/day—black tentacles, haste, slay living (DC 20), sleet storm, stone tell
1/day—cloudkill (DC 20), disintegrate (DC 21), freezing sphere (DC 21)
STATISTICS
Str
20, Dex 28, Con 21, Int 16, Wis 23, Cha 21
Base Atk +11; CMB +16; CMD 40
Feats Deadly Aim, Far Shot, Improved Critical (composite longbow), Improved Initiative, Improved Precise Shot, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow)
Skills Acrobatics +34, Handle Animal +27, Intimidate +27, Knowledge (nature) +28, Perception +31, Ride +31, Sense Motive +31, Stealth +34, Survival +28
Languages Aklo, Common, Sylvan; speak with animals, speak with plants
SQ living bow, planar acclimation, wild hunt link
ECOLOGY
Environment
any land
Organization solitary, squad (2–6), ride (1–4 wild hunt archers mounted on wild hunt horses), or wild hunt
Treasure standard (mwk composite longbow, other treasure)
SPECIAL ABILITIES
Infuse Arrow (Su)
A wild hunt archer can cast a single spell-like ability with the range of touch as a part of a full attack. If he does so, the spell infuses his bow and travels with the next arrow he fires. If he hits a creature with that arrow, the target is also subject to the effects of the spell. If he misses, the spell vanishes from the arrow. Alternatively, he can infuse his bow with a spell-like ability that affects an area as a standard action. The spell’s area of effect centers around wherever the arrow lands. If he hits a creature with such an arrow, that creature takes a –4 penalty on saves and checks it attempts against the effects of the spell, and also to its CMD against the spell effects (if applicable).
Living Bow (Su) Any nonmagical bow that a wild hunt archer picks up gains a spark of life, sprouting small leaves and becoming a +5 icy burst seeking composite longbow for as long as the archer holds it. The archer’s quiver produces arrows automatically as the archer draws them; these arrows vanish after 1 round.
Planar Acclimation (Ex) This creature is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Wild Hunt Link (Su) The weapon attacks and natural attacks of all creatures in a wild hunt archer’s wild hunt link ignore miss chances from concealment, as long as they target the correct square.
 

Ankou

Cloaked by wings of darkness, this horrific, skeletal creature appears to burn from within.

Ankous are assassins for powerful fey nobles, sent to kill, terrify, and torture. They never speak, only telepathically whisper their lord’s verdict to victims. A typical ankou is 10 feet tall and has an 8-foot wingspan, but weighs less than 100 pounds.

CR 14 XP 38,400
LE
Large fey (extraplanar)
Init +13; Senses blindsense 120 ft., low-light vision; Perception +21
DEFENSE
AC
31, touch 19, flat-footed 21 (+9 Dex, +1 dodge, +12 natural, –1 size)
hp 133 (14d6+84)
Fort +10, Ref +18, Will +13
DR 10/cold iron
OFFENSE
Speed
fly 90 ft. (perfect)
Melee 2 claws +14 (1d6+8), tail slap +9 (1d8+4 plus bleed), 2 wings +9 (1d8+4 plus bleed)
Space 10 ft.; Reach 5 ft.
Special Attacks bleed (2d6), cold iron killer, shadow doubles, sneak attack +3d6
Spell-Like Abilities (CL 15th; concentration +22)
At will—deeper darkness, ray of exhaustion (DC 20), silence (self only)
3/day—dimensional anchor, greater teleport, true seeing
1/day—circle of death (DC 23), discern location, prismatic spray (DC 24)
STATISTICS
Str
26, Dex 28, Con 22, Int 17, Wis 19, Cha 25
Base Atk +7; CMB +16; CMD 36
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Lightning Stance, Wind Stance
Skills Bluff +24, Escape Artist +26, Fly +32, Intimidate +21, Knowledge (nature) +20, Knowledge (planes) +17, Perception +21, Sense Motive +21, Stealth +22
Languages Common, Sylvan (can’t speak any language); telepathy 100 ft.
ECOLOGY
Environment
any (primal land of fey)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Cold Iron Killer (Su)
All of an ankou’s natural weapons are treated as cold iron for the purpose of overcoming damage reduction.
Shadow Doubles (Su) Once per day as a free action, an ankou can conjure up to four shadowy duplicates, which appear anywhere within 60 feet of the ankou and last a number of rounds equal to the ankou’s Charisma modifier (typically 7 rounds). These shadow doubles are identical to the original in all respects except that when conjured they have a number of hit points equal to 20% of the true ankou’s total hit points (26 hit points if conjured by an ankou with full hit points). The doubles have all of the true ankou’s melee attacks and abilities, except they can’t create more shadow doubles or use the ankou’s spell-like abilities except for deeper darkness. Any creature that interacts with a shadow double can attempt a Will save to disbelieve the duplicate (DC 10 + 1/2 the ankou’s Hit Dice + the ankou’s Charisma modifier, typically DC 24). Against a creature that recognizes a shadow double for what it is, the double functions as a shadow conjuration. Shadow doubles take double damage from spells with the light descriptor. If the true ankou is slain, is rendered unconscious, or is ever more than 120 feet from a shadow double, the duplicates instantly vanish.
 

Wild Hunt Scout

This lithe humanoid has pointed ears, glowing green eyes, and a ram’s horns.

Wild hunt scouts relish the chance to seek revenge upon those who have wronged or insulted the wild hunt. They grow bored quickly when the stakes are not lethal, yet they rarely let their bloodlust cloud their tactical choices.

CR 15 XP 51,200
CN
Medium fey (wild hunt)
Init +13; Senses greensight 60 ft., low-light vision, scent, see in darkness; Perception +34
DEFENSE
AC
31, touch 25, flat-footed 21 (+5 deflection, +9 Dex, +1 dodge, +6 natural)
hp 228 (24d6+144)
Fort +16, Ref +23, Will +21
Defensive Abilities instinctive cooperation, wild grace; DR 15/ cold iron; Immune cold, blindness; Resist electricity 10, fire 10
OFFENSE
Speed
50 ft.
Melee force scimitar +18/+13/+8 touch (1d6+5 force/15–20)
Ranged crystal +21 touch (3d6 force plus blindness)
Special Attacks sneak attack +4d6, wild gaze (DC 27)
Spell-Like Abilities (CL 15th; concentration +20)
Constant—know direction, pass without trace, speak with animals, speak with plants
3/day—clairaudience/clairvoyance, dimension door, stone tell
1/day—true seeing
STATISTICS
Str
20, Dex 29, Con 22, Int 17, Wis 24, Cha 21
Base Atk +12; CMB +17; CMD 42
Feats Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Greater Feint, Improved Critical (scimitar), Improved Feint, Improved Initiative, Mobility, Skill Focus (Bluff), Spring Attack, Weapon Focus (scimitar)
Skills Acrobatics +36, Bluff +38, Intimidate +29, Knowledge (nature) +30, Perception +34, Ride +33, Sense Motive +34, Stealth +36, Survival +31
Languages Aklo, Common, Sylvan; speak with animals; speak with plants
SQ planar acclimation, wild hunt link
ECOLOGY
Environment
any land
Organization solitary, invasion (2–6), or wild hunt
Treasure standard
SPECIAL ABILITIES
Crystal (Su)
A wild hunt scout can manifest a green crystal in her free hand as a swift action; this crystal vanishes as soon as it leaves her possession. As a swift action, a wild hunt scout can fire a beam of green energy from her crystal. This is a ranged touch attack with a range increment of 40 feet that deals 3d6 points of force damage on a hit. A creature struck by this beam must succeed at a DC 27 Fortitude save or be permanently blinded. The save DC is Charisma-based.
Force Scimitar (Su) As a swift action, a wild hunt scout can summon a crystalline scimitar. Attacks with this scimitar resolve as if they were touch attacks and deal force damage. Outside of its creator’s hands, a force scimitar vanishes.
Planar Acclimation (Ex) This creature is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Wild Hunt Link (Su) All creatures in a wild hunt scout’s wild hunt link share each other’s senses. As long as a creature benefits from this link, it gains a +4 insight bonus on initiative and Perception checks. If at least one creature in the link disbelieves an illusion, all creatures in the link are considered to disbelieve the illusion. Wild hunt fey in this link are never considered flat-footed against a foe unless all of them are considered flat-footed against that foe.
 

Muse

This beautiful, woman moves with impossible grace, a knowing smile on her lips.

Muses are the fey incarnation of inspiration, rousing poets, musicians, and artists to greater works of beauty.

CR 16 XP 76,800
CG
Medium fey
Init +12; Senses blindsight 120 ft., low-light vision; Perception +22
DEFENSE
AC
32, touch 28, flat-footed 23 (+4 armor, +9 deflection, +8 Dex)
hp 229 (17d6+170)
Fort +19, Ref +27, Will +21
Defensive Abilities muse’s ward, unearthly grace; DR 15/cold iron; Immune sonic
OFFENSE
Speed
60 ft.
Melee slam +16 (1d4+3 plus 1d6 sonic)
Ranged 5 sound strikes +16 ranged touch (4d6 sonic)
Special Attacks bardic performance 49 rounds/day (swift action; as a 16th-level bard)
Bard Spells Known (CL 16th; concentration +25)
6th (2)—brilliant inspiration, irresistible dance (DC 25)
5th (5)—greater dispel magic, greater heroism, frozen note (DC 25), shadowbard
4th (6)—break enchantment, heroic finale, legend lore, modify memory (DC 23), virtuoso performance
3rd (7)—exquisite accompaniment, glibness, good hope, haste, purging finale
2nd (7)—calm emotions (DC 21), eagle’s splendor, gallant inspiration, honeyed tongue, share memory (DC 21), tactical acumen
1st (8)—hideous laughter (DC 20), identify, liberating command, saving finale, solid note, timely inspiration
0 (at will)—detect magic, ghost sound (DC 19), lullaby (DC 19), message, prestidigitation, summon instrument
STATISTICS
Str
14, Dex 27, Con 20, Int 23, Wis 14, Cha 29
Base Atk +8; CMB +10; CMD 46
Feats Defensive Combat Training, Discordant Voice, Extra Performance, Improved Initiative, Lingering Performance, Skill Focus (Perform [all] and Craft [all]), Toughness, Weapon Finesse
Skills Craft (all) +34, Escape Artist +28, Knowledge (all) +17, Linguistics +13, Perception +22, Perform (all) +37, Spellcraft +23, Stealth +28, Use Magic Device +27
Languages Celestial, Common, Dwarven, Elven, Gnome, Halfling, Sylvan; telepathy 100 ft.; truespeech
SQ art is life, change shape (Small or Medium humanoid; alter self), inspiration
ECOLOGY
Environment
any
Organization solitary or gathering (2–9)
Treasure triple
SPECIAL ABILITIES
Art is Life (Ex)
A muse is the master of all forms of art; she counts Craft and Perform as single skills and all Knowledge skills as class skills. She can use versatile performance as a bard for all categories of Perform. A muse’s blindsight is sound-based.
Inspiration (Su) A muse can inspire art and passion in her targets, as per a nymph’s inspiration. The muse has a constant status spell cast on the creatures she is inspiring, and can project her senses to one of them, or teleport to a location within 100 feet of one of them, as a standard action. She can inspire a number of creatures equal to her Charisma bonus.
Muse’s Ward (Su) A muse incorporates solid music into her jewelry and clothing, granting her (but not others) a +4 armor bonus to AC and allowing her to add half her Charisma bonus to her Constitution bonus when calculating hit points. The notes also act as masterwork instruments for all types of Perform.
Unearthly Grace (Su) A muse adds her Charisma modifier as a racial bonus on saves, and as a deflection bonus to AC.
 

Vilderavn

This knight wears armor patterned like raven feathers with a helmet shaped like a raven’s head and gauntlets fit for oversized talons.

A vilderavn is a malicious shapechanging spirit whose typical form is that of an oversized raven with a wingspan of 6 to 8 feet that stands 2 to 3 feet tall. Vilderavns sometimes roam in the shape of wolves or dire wolves, and are known to appear as monstrous raven-wolf hybrids akin to black-feathered perytons. They can also walk in humanoid guise when they wish, often assassinating victims of rank and assuming their victims’ places. They have an unusual affection for their swords, often granting them threatening names.  Vilderavns are drawn to war and suffering, often haunting battlefields—especially during protracted sieges. They are particularly drawn toward rulers and commanders, and might insinuate themselves into the confidence of leaders with their clever tongues and deft rumor-mongering. They are deceivers and heralds of woe, seeking to lure the rulers of mortal kingdoms into jealous feuds and fruitless wars with one another. To do this, they often cultivate reputations as master duelists, brilliant mercenary leaders, or unjustly banished nobility from distant lands. Regardless of their guises, vilderavns’ advice usually seems wise and perceptive, steeped in an expansive knowledge of history, political rivalries, and cultural clashes, along with insights into the ways of war. Yet while their counsel might lead to early victories, their ultimate purpose is to bring doom to all sides. At the height of the battle, when victory seems nigh, a vilderavn often instigates a wave of betrayal, crippling erstwhile allies and bringing devastation. Only when a ruler’s kingdom or a commander’s army lies in ruins does a vilderavn administer the coup de grace.  It is said that the first vilderavns were created by a vicious fey lord as a check and counter to the hubris of mortal rulers, especially those who put their trust in armies and steel to drive back the wild lands. The boasting and braggadocio of those mortals who believed they had achieved mastery over the followers of the old ways offended the fey lord, who sent vilderavns to infiltrate their ranks. The vilderavns watched from the shadows and learned the ways of mortals, the better to use their own weapons and strategies against them. In torment and blood, they peeled away the secrets of mortals, laying the last truths of their hearts bare before bestowing the gift of death on them. Even in death, however, a vilderavn’s victims languish, stretched across the threshold of the afterlife yet tethered to the fey spirit’s merciless heart. Their minds are open books for this fey to unravel and use in cruel and hurtful ways.  Vilderavns sometimes amuse themselves by offering false oracular advice or tempting bargains to mortals, promising power in exchange for the blood of innocents. A vilderavn typically claims to be cursed into its animal form, insisting that only innocent blood will release it. If its mark is foolish enough to accept its bargain, the vilderavn often returns wearing the innocent’s flesh to torment its supposed ally and drive her to insanity. A vilderavn might even offer an irony-laced limited wish to sweeten its bargains and truly test a mortal’s resolve.

CR 16 XP 76,800
NE
Medium fey (shapechanger)
Init +11; Senses deathwatch, low-light vision, see in darkness, true seeing; Perception +29
Aura frightful presence (30 ft., DC 26), shatter loyalties
DEFENSE
AC
34, touch 24, flat-footed 26 (+7 Dex, +2 dodge, +5 insight, +10 natural)
hp 253 (22d6+176)
Fort +17, Ref +21, Will +18
Defensive Abilities fate warden; DR 15/cold iron and good; Immune curses, death effects, energy drain, fear; SR 27
OFFENSE
Speed
60 ft., fly 110 ft. (average)
Melee 2 claws +23 (1d6+11 plus 1d6 bleed), bite +23 (1d8+11/15–20 plus 1d6 bleed) or +5 cruel keen falchion +29/+29/+24/+19 (2d4+21/15–20 plus 1d6 bleed)
Special Attacks bleed (1d6), bloodbird, raven hexes (agony, cackle, charm, dire prophecy, disguise, evil eye, misfortune, retribution, speak in dreams), soul eater
Spell-Like Abilities (CL 18th; concentration +24)
Constant—deathwatch, freedom of movement, haste, tongues, true seeing
At will—bestow curse (DC 20), crushing despair (DC 19), detect thoughts (DC 18), dispel magic, fear (DC 20), scrying (DC 20), suggestion (DC 19)
1/day—circle of death (DC 22), ethereal jaunt, geas/quest, mass suggestion (DC 22), modify memory (DC 20)
1/month—limited wish (to non-fey only)
STATISTICS
Str
32, Dex 25, Con 26, Int 19, Wis 20, Cha 23
Base Atk +11; CMB +22; CMD 46
Feats Critical Focus, Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative, Lunge, Mobility, Power Attack, Weapon Focus (falchion), Wind Stance
Skills Acrobatics +31, Bluff +30, Diplomacy +21, Disguise +30, Fly +20, Intimidate +27, Knowledge (history, nobility) +20, Knowledge (local) +15, Perception +29, Profession (soldier) +15, Sense Motive +25, Stealth +25, Use Magic Device +20
Languages Aklo, Common, Infernal, Sylvan; tongues
SQ change shape (Small or Medium humanoid, peryton, wolf, or dire wolf, alter self or beast shape III), raven knight
ECOLOGY
Environment
any
Organization solitary, pair, or unkindness (3–5)
Treasure standard
SPECIAL ABILITIES
Bloodbird (Su)
Bleed damage dealt by a vilderavn’s natural and manufactured weapons stacks with itself and other sources of bleed damage. In addition, the bleeding it causes is difficult to stanch—a successful DC 26 Heal check or a DC 26 caster level check (if using a magical healing effect) is required to stop the bleed damage. This is a curseUM effect. The DC is Charisma-based.
Fate Warden (Su) A vilderavn gains an insight bonus to its AC equal to its Wisdom bonus, and as an immediate action it can add its Wisdom bonus as an insight bonus on a saving throw or opposed skill check.
Raven Hexes (Sp, Su) A vilderavn can use the hexes listed in its special attacks entry as an 18th-level witch . The save DC to resist a vilderavn’s hex is 25, and is Charisma-based. A vilderavn also uses its Charisma modifier, instead of its Intelligence modifier, to determine the other variables of its hexes.
Raven Knight (Sp) When a vilderavn assumes humanoid form with its change shape ability, it loses its natural armor bonus but becomes fully garbed in black +5 full plate that is almost part of its body. This armor has no movement speed penalty, maximum Dexterity bonus, or armor check penalty. (For a typical vilderavn, this changes its AC to 38 and its flat-footed AC to 30.) Also as part of the transformation, it gains a +5 cruel keen falchion formed from its vicious talons. These items are part of the vilderavn’s being and disappear when it is slain. A vilderavn in humanoid form is considered to be proficient in all types of armor, shields (except tower shields), and martial weapons.
Shatter Loyalties (Su) A vilderavn’s frightful presence creates disloyalty, doubt, and dissension in addition to fear. Creatures that fail their saves are no longer treated as allies to other creatures and can’t provide flanking, use or benefit from teamwork feats or aid another actions, or allow other creatures to move through their space. Any spell or effect that requires a willing target fails if used on an affected creature, and even harmless effects require an attack roll (if applicable) and require affected creatures to attempt a saving throw to resist their effects (if a save is allowed). Creatures that are immune to fear can still be affected by the shatter loyalties component of a vilderavn’s frightful presence; they ignore the shaken condition but are otherwise affected as described above. This is a mind-affecting effect, and the save DC is Charisma-based.
Soul Eater (Ex) A vilderavn’s bite attack threatens a critical hit on an 18–20. If a vilderavn kills a humanoid foe with a critical hit from its bite attack (including a coup de grace), it can tear out the victim’s heart and consume its soul. Creatures that witness this savagery are frightened for 1d4 rounds, or shaken for 1 round if they succeed at a DC 27 Will save. Also, the vilderavn gains the benefits of death knell, and the slain creature is affected as per rest eternal (caster level 18th). While the target remains dead, the vilderavn gains access to that creature’s memories and can use its change shape ability to assume a perfect likeness of the slain creature, gaining a +10 bonus on Bluff and Disguise checks made to impersonate it. The vilderavn can store any number of souls. Slaying the vilderavn ends all its ongoing rest eternal effects. The save DC is Charisma-based.
 

Zomok

At first glance, this creature resembles a dragon, but its body is entirely made of plants and soil, and it exhales clouds of dirt.

Zomoks are dragonlike creatures made out of animate plant matter. Native to the realm of the fey, they are guardians of mystic forests. Some travel to the Material Plane and adapt to its woodlands, defending them against massive destruction—forest fires, logging, undead armies, and so on—and use their abilities to heal and regrow damaged areas. Rather than having a distinct physical body, a zomok is more like a spirit animating a collective mass of vegetation, and over time it sheds and acquires new material from its environment, changing its appearance to match its current location. Zomoks do not need to eat, and any creature they swallow is usually left behind as a mashed corpse to decay and provide nutrition for plants. A typical zomok is about 18 feet tall and 30 feet long, and weighs 30 tons.

CR 16 XP 76,800
N
Gargantuan plant (extraplanar)
Init +4; Senses darkvision 120 ft., low-light vision, tremorsense 60 ft.; Perception +26
DEFENSE
AC
33, touch 6, flat-footed 33 (+27 natural, –4 size)
hp 246 (17d8+170)
Fort +20, Ref +7, Will +13
Immune sonic, plant traits
Weaknesses vulnerability to fire
OFFENSE
Speed
40 ft., fly 100 ft. (poor); forest step
Melee bite +20 (2d8+12), 2 claws +20 (2d6+12), tail slap +15 (2d8+6), 2 wings +15 (2d6+6)
Space 20 ft.; Reach 15 ft. (20 ft. with tail)
Special Attacks breath weapon (60-ft. cone, 18d6 bludgeoning plus entangle, Reflex DC 28 partial, usable every 1d4 rounds), swallow whole (6d6 bludgeoning damage, AC 23, 24 hp), trample (2d8+18, DC 30)
Spell-Like Abilities (CL 16th; concentration +24)
Constant—pass without trace
At will—command plants (DC 22), plant growth, quench (DC 21)
3/day—entangle (DC 19), liveoak, transmute mud to rock, transmute rock to mud, wall of thorns
1/day—shambler
STATISTICS
Str
35, Dex 11, Con 30, Int 16, Wis 22, Cha 26
Base Atk +12; CMB +28 (+30 sunder); CMD 40 (42 vs. sunder, 44 vs. trip)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Snatch
Skills Fly +10, Knowledge (nature) +20, Perception +26, Stealth +8, Survival +23
Languages Common, Sylvan, Terran
ECOLOGY
Environment
any forests (primal land of fey)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su)
A zomok’s breath weapon is a cone of flying dirt, bark, stones, and moss, which takes root as soon as it touches the ground. Creatures may attempt a saving throw for half damage. Any creature that fails its save and is touching the ground is entangled for 1d6 rounds by this material. A creature can break free with a DC 28 Strength or Escape Artist check. The save DC is Constitution-based.
Forest Step (Su) A zomok in a forest area may teleport up to 120 feet by moving the essence of its being to another forested area. The zomok is cured of 60 points of damage when it does this. It may use this ability once every 1d6+1 rounds but no more than three times per day. If the zomok has swallowed a foe, the foe is left behind when the zomok teleports.
 

Irminsul

A split in the trunk of this strange tree reveals a swirling magical portal to an unknown destination.

According to legend, primordial gods seeded the multiverse with the irminsuls, powerful and intelligent tree-like beings that bind all their worlds together by their roots. At one time, these beings were plentiful, and prized for their knowledge and mystic properties. But powerful creatures hacked them to the ground because they believed irminsuls’ wood had special qualities or sought to protect themselves from whatever lay beyond the strange portals. Every irminsul is bound to a specific plane. The bound plane determines the creature’s alignment, the nature of its regeneration, and the languages it knows. Sometimes irminsuls have special abilities based on the planes they are linked to. The sample irminsul is bound to the primal land of fey.

CR 17/MR 7 XP 102,400
CN
Gargantuan plant (extraplanar, mythic)
Init –2; Senses blindsight 120 ft., tremorsense 100 ft.; Perception +32
DEFENSE
AC
33, touch 4, flat-footed 33 (–2 Dex, +29 natural, –4 size)
hp 301 (14d8+238); regeneration 10 (cold iron)
Fort +22, Ref +2, Will +15
DR 10/epic; Immune cold, sonic, plant traits; SR 25
OFFENSE
Speed
10 ft.
Melee 4 slams +14 (5d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks mythic power (7/day, surge +1d10)
Spell-Like Abilities (CL 20th; concentration +26)
Constant—see alignment (its own alignment only)
At will—telekinesis (DC 21)
STATISTICS
Str
27, Dex 6, Con 32, Int 23, Wis 28, Cha 23
Base Atk +10; CMB +22; CMD 30 (can’t be tripped)
Feats AlertnessM, Combat Casting, Empower Spell-Like Ability (telekinesis), Great FortitudeM, Iron WillM, Quicken Spell-Like Ability (telekinesis), ToughnessM
Skills Bluff +12, Diplomacy +14, Intimidate +18, Knowledge (arcana, history) +9, Knowledge (nature) +14, Knowledge (planes) +18, Knowledge (religion) +16, Perception +32, Sense Motive +29, Spellcraft +20, Survival +17
Languages Common, Druidic, Elven, Sylvan (can’t speak any language); telepathy 100 ft.
SQ planar portal
ECOLOGY
Environment
any
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Planar Portal (Su)
Within the split of an irminsul’s trunk swirls a large planar portal, a permanent gate that links one plane to another. An irminsul controls whether or not specific creatures can pass through its portal, which grants entrance to a specific location on the linked plane. Those attempting to breach a barred portal must succeed at a DC 26 Fortitude save or be ejected and teleported to a random location on the current plane. If the trespasser successfully saves, it takes 6d6 points of damage and is sickened for 1 minute. The DC for this save is Wisdom-based. Mythic characters can expend uses of mythic power to forcefully pass through the gate, lowering the DC of the saving throw by 5 for each use of mythic power expended in this fashion.
 

Wild Hunt Monarch

This limber and regal humanoid has an elk’s antlers, long pointed ears, flowing white hair, and luminescent green eyes.

Wild hunt monarchs command dozens of other wild hunt fey. While their followers can travel on personal missions, these majestic leaders (who can be female or male, and are referred to as wild hunt queens or wild hunt kings as appropriate) can rally the hunt to follow them anywhere without question. Wild hunt monarchs set the terms of each specific hunt, depending upon the prey and their own whims. The easier the prey, the more likely a monarch is to impose rules to make the hunt more entertaining, such as forbidding anyone but his hounds from injuring the quarry, or holding back his forces to give the target creature time to rest and recover.  Many members of a wild hunt monarch’s following join as soon as they are born from the fey realm, but others are born out of his own prey, or come to serve him after the demise of their previous leader. Monarchs do not typically interact with their own kind, but they occasionally collaborate on an exceptionally challenging hunt, testing their wits against nascent demigods or beasts of legend.  

CR 19 XP 204,800
CN
Medium fey (wild hunt)
Init +11; Senses greensight 60 ft., low-light vision, mistsight, scent, see in darkness; Perception +37
DEFENSE
AC
34, touch 26, flat-footed 26 (+8 deflection, +7 Dex, +1 dodge, +8 natural)
hp 325 (26d6+234)
Fort +19, Ref +22, Will +23
Defensive Abilities instinctive cooperation, wild grace; DR 15/cold iron; Immune cold; Resist electricity 10, fire 10
OFFENSE
Speed
50 ft.
Melee monarch’s glaive +30/+25/+20 (1d10+21/19–20/×3 plus 2d6), gore +19 (1d8+5)
Ranged monarch’s glaive +26 (1d10+21/19–20/×3 plus 2d6)
Special Attacks call to the hunt, monarch’s glaive, staggering gore, wild gaze (DC 31), wild reincarnation
Spell-Like Abilities (CL 17th; concentration +25)
Constant—know direction, speak with animals, speak with plants
At will—charm monster (DC 22), command (DC 19), dominate person (DC 23), ghost sound (DC 18), major image (DC 21)
3/day—quickened charm monster (DC 22), greater command (DC 23), hallucinatory terrain (DC 22), mass suggestion (DC 24), plane shift (DC 25), stone tell, veil
1/day—dominate monster (DC 27), summon (level 9, 1 wild hunt horse 100%), wind walk
Druid Spells Prepared (CL 17th; concentration +25)
9th—foresight
8th—finger of death (DC 26), mass cure serious wounds, word of recall
7th—control weather, fire storm (DC 25), heal, sunbeam (DC 25)
6th—greater dispel magic (2), move earth, transport via plants (2)
5th—baleful polymorph (DC 23), call lightning storm (DC 23), death ward, tree stride, wall of thorns
4th—air walk, cure serious wounds (2), dispel magic, flame strike (DC 22), freedom of movement
3rd—cure moderate wounds (2), daylight, snare, spike growth, wind wall
2nd—barkskin, hold animal (DC 20), lesser restoration, resist energy, stone call, tree shape
1st—cure light wounds (2), entangle (DC 19), faerie fire, obscuring mist, produce flame
0 (at will)—detect magic, guidance, mending, stabilize
STATISTICS
Str
33, Dex 25, Con 28, Int 22, Wis 26, Cha 27
Base Atk +13; CMB +24; CMD 50
Feats Blind-Fight, Combat Reflexes, Critical Focus, Dodge, Furious Focus, Great Fortitude, Improved Critical (glaive), Improved Initiative, Power Attack, Quicken Spell-Like Ability (charm monster), Step Up, Tiring Critical, Weapon Focus (glaive)
Skills Acrobatics +36, Diplomacy +37, Intimidate +34, Knowledge (geography, nature) +35, Perception +37, Perform (wind) +37, Ride +33, Sense Motive +37, Stealth +36, Survival +34, Use Magic Device +37
Languages Aklo, Common, Draconic, Sylvan; speak with animals, speak with plants
SQ planar acclimation, wild hunt link
ECOLOGY
Environment
any land
Organization solitary or wild hunt
Treasure double (+3 glaive, other treasure)
SPECIAL ABILITIES
Call to the Hunt (Su)
Once per day as a full-round action, a wild hunt monarch can blow his hunt monarch’s horn to summon a number of other wild hunt fey up to a CR 18 encounter. For example, he may summon one wild hunt scout, two wild hunt archers, two wild hunt horses, and two wild hunt hounds. These fey appear within 100 feet of him at locations of his choosing, and they remain on the Material Plane for 1 hour or until reduced to 0 hit points. In the hands of any other creature, the hunt monarch’s horn functions as an ornate masterwork horn.
Monarch’s Glaive (Su) A wild hunt monarch wields a +3 thundering glaive that functions as a bane weapon against any creature (thus effectively functioning as a +5 thundering glaive that deals an additional 2d6 points of damage on a hit to all targets). A wild hunt monarch can summon his glaive to his hand across any distance as a free action. He can make attacks with the glaive in any square between himself and the end of his reach, even if a glaive would not normally threaten that square. Additionally, he can hurl his glaive at opponents. When he uses his glaive in this way, it counts as a thrown weapon with a range increment of 100 feet. If the wild hunt monarch dies, the glaive reverts to a +3 glaive.
Planar Acclimation (Ex) This creature is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Spells A wild hunt monarch casts spells as a 17th-level druid.
Staggering Gore (Ex) A wild hunt monarch’s gore attack knocks the breath out of his foes. A target that takes damage from this attack must succeed at a DC 32 Fortitude save or be staggered for 3 rounds. The save DC is Constitution-based.
Wild Gaze (Su) A wild hunt monarch has increased control over his gaze. Each round as a free action, he can select any number of visible creatures to exclude from his gaze. Humanoids and monstrous humanoids that fail the save are dazed as well as paralyzed, and animals and magical beasts are panicked. All other creatures are confused and can never receive the result of “act normally”; on such a result, they instead move in a random direction at full speed, as if pursuing an imaginary target. Succeeding at a save against any wild hunt fey’s wild gaze attack (whether it is that of the monarch or any other   member of the hunt) does not grant the normal 24 hour period of immunity to the monarch’s wild gaze attack.
Wild Hunt Link (Su) The monarch can maintain a wild hunt link to a range of 1 mile. He expands the range of the wild hunt link ability for all members of the wild hunt within his range to 1 mile as well, allowing the hunters to spread out with almost a mile between them without breaking the connection. All members of a monarch’s wild hunt link gain regeneration 10; this regeneration cannot be suppressed as long as the wild hunt monarch lives. A wild hunt monarch’s plane shift spell-like ability can transport any number of creatures in his link, as long as they all join hands or are similarly in contact with one another.
Wild Reincarnation (Su) Once per day as a free action when a wild hunt monarch slays an adjacent creature by any means, he can attempt to reincarnate it as a wild hunt fey, even if the creature would not normally wish to be restored to life. The slain creature can resist this reincarnation if it succeeds at a DC 31 Fortitude save, but creatures slain while under the effects of any of the wild hunt monarch’s charm or compulsion spell-like abilities take a –4 penalty on this saving throw. The wild hunt monarch can reincarnate the creature into his choice of wild hunt creature whose CR is equal to or less than the target’s CR in its previous life. Alternatively, if the target was a humanoid or fey creature, the monarch can use the creature’s own natural abilities to create a unique member of the wild hunt. Such a creature maintains all of its abilities. Its type changes to fey (do not recalculate any statistics), and it gains the wild hunt subtype. Its appearance changes to blend in with the wild hunt, granting it features such as long ears and glowing green eyes. Once reincarnated, the creature retains only faint memories of its previous life, but is now chaotic neutral and loyal to the wild hunt. A creature reincarnated in this way can be restored to its original life only via a miracle or wish—slaying the creature and raising it from the dead merely restores it to its latest incarnation as a member of the wild hunt, unless the effect of the wild reincarnation is first removed from the body via a successful break enchantment spell against a DC of 31. The save DC is Charisma-based.
 

Whisperer

This luminous shape stands twice the height of a human. A pale light shines where its face should be.

Civilization spreads like an invasive species, destroying and consuming, transforming and dominating. There are some realms, though—primeval and pristine tracts of wilderness—that civilization will never claim. These are the whisperers’ domains.  The whisperers are fey in the most otherworldly and alien way possible. They resent those who trespass on their primeval landscapes, the lone exceptions being the undead that rise from the spirits of their victims or those fey who, by their natures or through cruel fate, have fallen to evil. These fey seek out the whisperer’s realm, both for the protection it provides and because they find its alien presence strangely euphoric; they often delight in leading intruders into the whisperer’s grasp.  A whisperer’s domain is nearly as hostile to intruders as the whisperer itself is. Lethal hazards, unexplainable occurrences, and eerie happenings are common in a primeval landscape, as are haunts formed from previous trespassers. Plant creatures and animals attack viciously, and even “ordinary” plants seem hostile to intruders.  A whisperer is 15 feet tall and, being incorporeal, is completely weightless.

CR 20 XP 307,200
NE
Large fey (extraplanar, incorporeal)
Init +20; Senses blindsight 360 ft., low-light vision, see in darkness; Perception +37
Aura whispers (120 ft., DC 30)
DEFENSE
AC
35, touch 35, flat-footed 24 (+9 deflection, +10 Dex, +1 dodge, +6 insight, –1 size)
hp 363 (22d6+286)
Fort +20, Ref +23, Will +21
Defensive Abilities anticipation, incorporeal, rejuvenate; DR 15/cold iron; Immune cold, disease, mind-affecting effects, poison, sonic; SR 31
OFFENSE
Speed
fly 100 ft. (perfect)
Melee 6 mist tendrils +20 touch (3d10/19–20 plus cursed wound)
Space 10 ft.; Reach 20 ft.
Special Attacks compel sacrifice, inescapable curse
Spell-Like Abilities (CL 20th; concentration +29)
At will—animate plants, arboreal hammer, control water, control weather, dominate animal (DC 22), dream, etherealness, greater dispel magic, nightmare (DC 24), telekinesis (DC 24), transport via plants, triggered suggestion (DC 23), wind walk
3/day—commune with nature, quickened confusion (DC 23), quickened greater dispel magic, green caress (DC 25)
1/day—earthquake, reverse gravity, whirlwind (DC 27), wish (to duplicate druid spells of 7th or lower level only)
STATISTICS
Str
—, Dex 31, Con 36, Int 24, Wis 23, Cha 29
Base Atk +11; CMB +22; CMD 48 (can’t be tripped)
Feats Combat Casting, Combat Reflexes, Dodge, Flyby Attack, Improved Critical (touch), Improved Initiative, Iron Will, Mobility, Quicken Spell-Like Ability (confusion, greater dispel magic), Skill Focus (Perception)
Skills Bluff +34, Disable Device +32, Fly +41, Knowledge (arcana, planes, religion) +29, Knowledge (geography, nature) +32, Perception +37, Sense Motive +31, Spellcraft +29, Stealth +31, Survival +28
Languages Aklo, Sylvan; telepathy 300 ft.
SQ primeval landscape, unsuspected
ECOLOGY
Environment
any wilderness
Organization solitary
Treasure double
SPECIAL ABILITIES
Anticipation (Ex)
A whisperer applies its Wisdom modifier to initiative checks and as an insight bonus to its Armor Class.
Aura of Whispers (Su) Within 120 feet of a whisperer, the effects of its primeval landscape are significantly quickened. Creatures in the primeval landscape must attempt Will saves once per round to avoid its effects, rather than once per day.
Compel Sacrifice (Su) When a whisperer uses its triggered suggestion spell-like ability on a creature currently under the influence of its primeval landscape, it can implant a suggestion to perform an act of self-destruction, such as “The next time you speak to someone you love, you will instead tell them you have found something better to love and then walk into the nearest body of water and drown yourself.”
Cursed Wound (Su) Damage caused by a whisperer’s mist tendrils overcomes all damage reduction and ignores all hardness, but damage the tendrils deal to objects is halved. Mist tendril damage does not heal naturally. A character attempting to use magical healing on a creature damaged in this way must succeed at a DC 31 caster level check or the healing has no effect on the injured creature. Mist tendrils are primary natural touch attacks that create deep, bloodless, crater-shaped wounds.
Inescapable Curse (Su) Once per day, a whisperer can focus its attention on a single sentient creature (any living creature with an Intelligence score of 3 or higher) within 120 feet to plant a potent curse on the target. The victim can resist this curse with a successful DC 30 Will save. If successful, that creature is immune to that whisperer’s inescapable curse for 24 hours. If the victim fails the save, she grows increasingly obsessed with the whisperer’s primeval landscape and will not voluntarily leave this region. If forced to exit this area, the victim becomes sickened, and the next time the victim falls asleep, she vanishes and returns to the exact point where the whisperer first placed the inescapable curse upon her, as per greater teleport. This is a curse effect. The save DC is Charisma-based.
Primeval Landscape (Su) When a whisperer arrives on the Material Plane, it can spend 24 hours in a wilderness area to lay claim to a region of up to 10 miles in diameter as its territory, which then becomes its primeval landscape. While in a whisperer’s primeval landscape, the DCs of Survival checks to navigate or avoid becoming lost are increased by 20. A divination that offers guidance, such as find the path, requires a successful DC 31 caster level check as it is cast or the result is corrupted and it instead leads explorers into the whisperer’s embrace. A whisperer’s primeval landscape is always under the effects of a grand perilous demesne curse, as if the whisperer had cast supreme curse terrain. The total CR of hazards encountered simultaneously must be 18 or lower, rather than 15, and each individual hazard is CR 17 or lower, rather than 14. If any of the hazards are defeated, the whisperer automatically replaces them 24 hours later. A primeval landscape can be removed via remove curse or similar methods (against DC 30), as detailed for cursed lands. Any creature that enters a primeval landscape begins to suffer increasingly vivid and maddening hallucinations. After spending 24 hours in the region, and again every 24 hours thereafter as long as it remains in the area, a creature can attempt a DC 30 Will save to resist being increasingly affected by the primeval landscape. Upon each failed saving throw, the creature moves one step down the following track. Casting greater restoration or psychic surgery on an affected creature moves it one step up the track. Miracle or wish removes all cumulative effects. Every full 24 hours spent outside of the primeval landscape, the victim moves one step up along this track. At the GM’s discretion, the whisperer can choose to not to affect specific creatures or to stop their progression at a specific step. While the effects of a primeval landscape are not mind-affecting, mindless creatures and creatures with an Intelligence score of 2 or lower are immune to the effects. The save DC is Charisma-based.
First Failed Save: Things seem strange, and otherwise normal events or objects become ominous and unsettling. The victim gains the sickened condition.
Second Failed Save: The terrain seems to shift and warp while sounds are twisted into atonal parodies or blocked out by eerie whispering. In addition to being sickened, an affected creature moves at half speed and treats all other creatures as if they had concealment.
Third Failed Save: The subject’s hallucinations crowd out actual events, and her perception bears little relationship to reality. In addition to the effects of earlier failed saves, an affected creature is staggered.
Fourth Failed Save: The subject’s autonomic processes begin to fail as pain and paranoia take hold. The subject is nauseated.
Fifth Failed Save: The victim is slain.
Rejuvenate (Su) A whisperer that is killed reappears in its primeval landscape at the next new moon. The only way to prevent a whisperer from rejuvenating is to remove the primeval landscape effect before the whisperer’s rejuvenation.
Unsuspected (Su) A creature that attempts a save against any of a whisperer’s abilities is unaware that it has done so unless obvious visual evidence is present. Under such circumstances, the GM should roll saving throws for player characters in secret.