Fleshdreg

Composed of half-formed body parts, this creature stands on two bizarre legs. Its mouth is full of jagged teeth and a slavering tongue.

Fleshdregs are misshapen lumps of tissue, appendages, and biting mouths. These incomplete sinspawn are practically immortal, require little food to sustain their unnatural physiology, and don’t seem to mature past the point of creation. Fleshdregs follow true sinspawn around like pets or curious children. Sinspawn use these weaker creatures as slaves, troops, and hunting companions. Despite this treatment, fleshdregs still seek out the company of their larger, more advanced cousins. Fleshdregs vary in appearance from one another depending on factors such as the sins that powered their creation. Wrathful fleshdregs develop a more predatory form than lustful fleshdregs do, and slothful fleshdregs are little more than bloated piles of flesh atop stubby legs. Most fleshdregs stand between 3 and 4 feet tall, and weigh about 60 pounds. Greed fleshdregs are the tallest of their kind, and sloth fleshdregs the heaviest.

CR 1 XP 400
NE
Small aberration
Init +1; Senses darkvision 60 ft., sin-scent; Perception +4
DEFENSE
AC
14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 13 (2d8+4)
Fort +2, Ref +3, Will +3
Immune mind-affecting effects; SR 12
OFFENSE
Speed
30 ft.
Melee bite +3 (1d6+1 plus sinful bite)
STATISTICS
Str
12, Dex 13, Con 15, Int 6, Wis 11, Cha 12
Base Atk +1; CMB +1; CMD 12
Feats Lightning Reflexes
Skills Acrobatics +5, Escape Artist +5, Perception +4, Stealth +9
Languages Aklo
ECOLOGY
Environment
any ruins
Organization solitary, pair, or batch (3–8)
Treasure none
SPECIAL ABILITIES
Sinful Bite (Su)
Each fleshdreg possesses an additional attack depending on its sin type. The save DCs are Charisma-based.
Envy: An envy fleshdreg’s bite attack can temporarily interfere with magic. If an envy fleshdreg deals damage with its bite attack to any creature under a magic effect, the fleshdreg attempts a dispel check as if it were caster level 3rd against the spell effect with the highest caster level. If the dispel check is successful, the effect is suppressed for 1d4 rounds.
Gluttony: A gluttony fleshdreg’s bite attack can wither and weaken the body of the creature it attacks. Any creature that takes damage from a gluttony fleshdreg’s bite attack must succeed at a DC 12 Fortitude save or become fatigued. Subsequent uses of this ability do not cause a bitten creature to become exhausted.
Greed: A greed fleshdreg’s bite can twist and warp the body of a creature it attacks. Any creature that takes damage from a greed fleshdreg’s bite attack must succeed at a DC 12 Fortitude save or have its speed reduced by half and take a –2 penalty to Strength and Dexterity for 1d6 rounds.
Lust: A lust fleshdreg’s bite can addle the mind of the creature it attacks. Any creature that takes damage from a lust fleshdreg’s bite attack must succeed at a DC 12 Will save or become confused for 1 round.
Pride: A pride fleshdreg’s bite floods the senses of the creature it attacks. Any creature that takes damage from a pride fleshdreg’s bite attack must succeed at a DC 12 Will save or be blinded for 1 round and dazzled for the next 1d4 rounds.
Sloth: A sloth fleshdreg’s bite conjures an amber crust that covers the target and restricts the target’s movements. Any creature that takes damage from a sloth fleshdreg’s bite attack must succeed at a DC 12 Reflex save or take a –2 penalty on attack rolls and Reflex saves for 1d4 rounds.
Wrath: A wrath fleshdreg’s bite delivers energy damage to creatures it attacks. Any creature that takes damage from a wrath fleshdreg’s bite attack takes an additional 1d4 points of energy damage (fleshdreg’s choice).
Sin-Scent (Su) Fleshdregs have scent against creatures whose nature reflects the fleshdreg’s related sin. For example, a wrathful fleshdreg can scent creatures using rage effects. The GM should adjudicate what creatures a particular fleshdreg can scent.
 

Gravebound

This humanoid figure has two impossibly deep pits where its eyes should be, and long claws that stretch toward the ground.

Gravebound are hateful creatures formed when the souls of people who were buried alive return, animating grave dirt to form new bodies. Obsessed with their own deaths, gravebound can’t travel far from their resting places, but they seethe with the need to inflict their fate upon others. A gravebound digs graves and attempts to bury victims alive in them, and wounds taken at its hands can cause a victim to appear to be dead. Each gravebound arises with a shovel attached to its back—a mark of its obsession— and those who slay a gravebound can take the shovel to assist buried allies before they suffocate.

CR 4 XP 1,200
NE
Medium undead (earth)
Init +5; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC
17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 37 (5d8+15)
Fort +4, Ref +2, Will +5
Defensive Abilities amorphous; Immune undead traits
Weaknesses tied to the grave, vulnerability to consecration
OFFENSE
Speed
30 ft., burrow 30 ft.
Melee 2 claws +8 (1d6+4 plus disease)
Special Attacks bury alive, gravedigger
STATISTICS
Str
18, Dex 13, Con —, Int 11, Wis 12, Cha 17
Base Atk +3; CMB +7; CMD 18
Feats Ability Focus (gravedigger), Improved Initiative, Weapon Focus (claw)
Skills Acrobatics +5, Intimidate +10, Knowledge (religion) +7, Perception +8, Stealth +8
Languages Common
ECOLOGY
Environment
any land (graveyards)
Organization solitary, pair, or tomb (3–6)
Treasure standard (shovel, other treasure)
SPECIAL ABILITIES
Bury Alive (Su)
As a full-round action, a gravebound can manipulate the ground to fill in a pit that it created with its gravedigger ability. Any creature the gravedigger buries alive is trapped and can’t move, and begins to suffocate. Creatures outside of the pit can dig out the buried creature. Each 5-foot cube of dirt weighs 3,000 pounds, and a creature can move 5 times her maximum load worth of dirt per minute, or 10 times her maximum load if she has a shovel or other appropriate tool. Once all squares of dirt above a creature’s head have been removed, the creature can breathe, and can escape with a DC 15 Strength or Escape Artist check. A standing Medium creature typically has its head buried under 5 feet of earth (3,000 pounds). For a Small creature, this is increased to roughly 7 feet of earth (4,200 pounds). If the creature was prone when it was buried, its head is buried under the full 10 feet of earth (6,000 pounds). 
Disease (Su) False Death: Injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d4 Cha damage; cure 2 consecutive saves. The save DC is Charisma-based. A creature whose Charisma score is reduced to 0 by false death falls into a deep coma and appears to be dead to anyone who doesn’t succeed at a DC 25 Heal check. After one week, the affected creature wakes up with all of its Charisma restored. 
Gravedigger (Su) As a standard action, a gravebound can open up a 10-foot-deep pit in the earth underneath a single creature. The creature can avoid falling into the pit with a successful DC 17 Reflex save. Because the pit is made of soft earth, the falling damage the creature takes is nonlethal damage. The save DC is Charisma-based. 
Tied to the Grave (Ex) A gravebound can’t venture more than 1,000 feet from the spot where its body is buried. 
Vulnerable to Consecration (Ex) Whenever a gravebound is within the area of a consecrate effect, it must succeed at a DC 15 Fortitude save at the beginning of each of its turns or be staggered for 1 round.
 

Living Wall

This gruesome wall is made stacked corpses mortared together into an unyielding mass of grasping limbs, topped with a dragon skull.

A living wall is a construct built out of the bodies of many creatures and mortared together with liquefied flesh. Like a gelatinous cube, it fills an entire 10-foot square, allowing it to completely block a hallway. Several living walls placed next to one another can obstruct an entire room. Its normal method of attack is to creep into range to make slam attacks, then push opponents against other walls and crush them to death. Living walls follow basic orders and are normally used to block access to certain parts of their creator’s lair—to get through a living wall, it must be killed and hacked apart to create a space other creatures can pass through. Living walls can be ordered to stack themselves on top of each other to reach higher ceilings, but this requires a ramp to allow one to climb onto the other. A living wall rises 8 to 10 feet high and weighs 4,000 pounds. The appearance of each one varies wildly depending on the creatures used to make up its constituent parts.

CR 4 XP 1,200
N
Large construct
Init –4; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC
12, touch 5, flat-footed 12 (–4 Dex, +7 natural, –1 size)
hp 46 (3d10+30); fast healing 1
Fort +1, Ref –3, Will +1
DR 5/slashing; Immune construct traits; Resist acid 5, cold 5, fire 5
OFFENSE
Speed
10 ft.
Melee 2 slams +6 (1d8+4 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks crushing push, push (slam, 5 ft.)
STATISTICS
Str
18, Dex 3, Con —, Int —, Wis 11, Cha 1
Base Atk +3; CMB +8 (+10 bull rush, +12 grapple); CMD 14 (16 vs. bull rush)
Feats Improved Bull Rush
SQ fleshy link
ECOLOGY
Environment
any ruins or underground
Organization solitary or pack (2–8)
Treasure incidental
SPECIAL ABILITIES
Crushing Push (Ex)
A living wall adjacent to a creature that is also adjacent to a barrier (such as a dungeon wall, gate, or another living wall) can spend a standard action to crush that creature against the barrier, dealing 1d8+6 points of damage. If the living wall is grappling the target, as part of this attack it can attempt a free combat maneuver check to pin the target.
Fleshy Link (Ex) A living wall that is adjacent to another living wall automatically links with it, forming an impassible solid barrier. Linked living walls coordinate their attacks and move as one creature. Any linked wall can unlink itself as a free action. Any damage to one linked living wall is divided evenly among all linked living walls (for example, if three walls are linked and one takes 15 points of damage, each wall instead takes 5 points of damage). Two or three linked living walls count as a Huge creature for the purpose of effects affected or limited by size (such as bull rush), four or five count as Gargantuan, and six or more count as Colossal.
 

Divine Guardian Hydra

This regal hydra has one larger head and four smaller ones, and projects an aura of authority and menace.

A divine guardian is a creature chosen by the gods to guard a sacred site of the faith. Blessed with eternal life (or damned, some might say), a divine guardian spends untold centuries in the service of its deity, tirelessly and deathlessly defending its charge from any who would seek to desecrate it. Typically such a creature is transformed into a form more regal than its mortal one, setting it apart from a typical member of its race or species. A divine guardian is spiritually connected to the one site that it must guard for eternity. As long as a divine guardian remains within that site, it does not hunger, thirst, get sick, or even age. Within the bounds of its sacred site, a divine guardian possesses numerous defensive powers to ward it from intruders, but it can never leave the area or the long years of its service will finally catch up to it. A divine guardian must weigh the power and prestige of its endless responsibility against the freedom death might inevitably bring. Most divine guardians are chosen servants who agree to willingly serve their gods for all eternity, but some have been cursed with their duty in response for some harm to the god’s faithful or as atonement for some great sin. Whatever the nature of its creation, a divine guardian is still beholden to the god that granted it its powers, and to the followers of that god as well. A cleric or paladin of the deity that created a divine guardian can issue the guardian commands. This does not give the cleric or paladin complete control over the creature, but the guardian does respond favorably to those requests. For example, a cleric could ask it to not attack her companions, or to help her defend the guardian’s sacred site from attackers. A cleric or paladin of the same faith must win an opposed Charisma check to convince a divine guardian to do anything it wouldn’t ordinarily do. A divine guardian can never be ordered to leave its sacred site or to go against the tenets of its deity’s faith. This divine guardian hydra is a divine guardian of the god of nature and the weather, thus giving it the air and water subtypes.

CR 5 XP 1,600
N
Huge magical beast (air, water)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +16
DEFENSE
AC
15, touch 9, flat-footed 14 (+1 Dex, +6 natural, –2 size)
hp 47 (5d10+20); fast healing 5
Fort +8, Ref +5, Will +5
Defensive Abilities ability healing; Immune disease, mind-affecting effects, poison
OFFENSE
Speed
40 ft., fly 40 ft. (perfect), swim 40 ft.
Melee 5 bites +7 (1d8+3)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce
Spell-Like Abilities (CL 5th; concentration +6)
At will—dimension door (within sacred site only)
3/day—alarm, knock
1/day—arcane lock, augury, clairvoyance/clairaudience, hold portal
STATISTICS
Str
17, Dex 12, Con 18, Int 6, Wis 15, Cha 13
Base Atk +5; CMB +10; CMD 21 (can’t be tripped)
Feats Combat Reflexes, Iron Will, Weapon Focus (bite)
Skills Fly +9, Perception +16, Sense Motive +7, Swim +11
Racial Modifiers +7 Perception, +5 Sense Motive
Languages Draconic
SQ blessed life, divine swiftness, hydra traits, regenerate head, sacred site
ECOLOGY
Environment
temperate ruins
Organization solitary
Treasure standard
SPECIAL ABILTIES
Ability Healing (Ex)
A divine guardian heals 1 point of ability damage per round in each damaged ability score.
Blessed Life (Ex) A divine guardian does not age or breathe. It does not require food, drink, or sleep.
Fast Healing (Ex) A divine guardian hydra’s fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra’s body.
Divine Swiftness (Ex) A divine guardian is gifted with incredible speed, granting it a +4 bonus on initiative rolls. In addition, each of the base creature’s speeds is doubled. If the base creature has a fly speed, the divine guardian’s maneuverability becomes perfect if it was not already. If the divine guardian acquires the air, earth, or water subtype, it gains a fly, burrow, or swim speed equal to its highest speed.
Hydra Traits (Ex) A divine guardian hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra’s HD. To sever a head, an opponent must inflict enough damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the hydra’s body equal to the hydra’s current HD. A hydra can’t attack with a severed head, but takes no other penalties.
Regenerate Head (Ex) When a divine guardian hydra’s head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn’t die from losing its heads until all are cut off and the stumps seared by acid or fire.
Sacred Site (Ex) Each divine guardian is assigned to guard a specific site sacred to the deity that invested it with power. This area may be a structure, a series of structures, or a natural site with clearly defined borders. It can be as large as a city, but in most cases it’s a single temple or a sacred grove. Gods don’t waste their powers on places that their worshipers can protect, so most divine guardians keep watch over abandoned burial grounds or lost temples. The divine guardian of such a site is charged with protecting it from harm and preventing incursions by those not of the faith. It must keep its vigil until the god deems the guardian’s task done. If the divine guardian ever moves out of the area defined as the sacred site, it immediately loses the divine guardian template and any spellcasting ability the deity might have granted from class levels. It cannot regain the template unless it atones for its failure (usually by completing some quest or via an atonement spell) and reenters the site within 1 week. Otherwise, it loses the template permanently, taking 6d6 points of Constitution drain as the years of lost food, drink, and sleep return to it tenfold. A creature that lacks a Constitution score takes 2d6 points of damage per Hit Die from this process. Even if it survives the Constitution drain, the creature can never regain the template.
CREATING A DIVINE GUARDIAN
 

Fungal Nymph

Mushroom caps and mold sprout from the pallid skin of this lithe female figure, and spores waft from her fungal gills.

A fungal creature is an animate plant with the appearance of a living creature. It grows from spores implanted in the dead body of a host creature, and takes on the host creature’s basic form and many of that creature’s abilities. It retains none of the memories of the creature it grew from, yet it instinctively knows how to use the abilities it inherited from its host. How exactly this is possible is a question that continues to befuddle scholars. The leading theory is that the spores’ precise modeling of their host succeeds in capturing some of the creature’s physiology—essentially copying its mind—but that for some reason the departure of the creature’s spirit or soul upon death prevents the spores from copying the memories as well. Fungal creatures are often content to sit in quiet contemplation, absorbing the nutrients they require from the life-giving earth. But when faced with living creatures, the overwhelming biological need to reproduce takes over, and the fungal creatures try to seed their spores into new hosts to spawn the next generation of fungal creatures. Fungal creatures have the general appearance of the base creatures from which they spawned, but their skin is pale fungus rather than flesh and blood. Mushroom caps and shelf fungi sprout from a fungal creature’s body, along with fungal gills to deliver the fungal creature’s spores. As with many types of fungi, a fungal creature’s flesh is poisonous, and any creature that ingests any part of a fungal creature’s body risks infection by its spores.

CR 8 XP 4,800
CG
Medium plant (augmented fey)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +14
Aura blinding beauty (30 ft., DC 21)
DEFENSE
AC
23, touch 21, flat-footed 19 (+7 deflection, +4 Dex, +2 natural)
hp 84 (8d8+48)
Fort +15, Ref +17, Will +16
Defensive Abilities poisonous blood (DC 20); DR 10/cold iron; Immune disease, plant traits
OFFENSE
Speed
20 ft., swim 10 ft.
Melee slam +8 (1d4+3)
Special Attacks create spawn, poison spore cloud (DC 20), stunning glance (DC 21)
Spell-Like Abilities (CL 8th; concentration +15)
1/day—dimension door
Druid Spells Prepared (CL 7th; concentration +10)
4th—command plants (DC 17)
3rd—call lightning (DC 16), speak with plants, spike growth (DC 16)
2nd—chill metal (DC 15), flame blade, resist energy, summon swarm
1st—entangle
(DC 14), faerie fire, obscuring mist, pass without trace, produce flame
0 (at will)—detect magic, guidance, resistance, virtue
STATISTICS
Str
14, Dex 19, Con 22, Int 16, Wis 17, Cha 25
Base Atk +4; CMB +8; CMD 27
Feats Agile Maneuvers, Combat Casting, Self-Sufficient, Weapon Finesse
Skills Craft (alchemy) +14, Diplomacy +18, Escape Artist +15, Heal +13, Knowledge (dungeoneering) +11, Knowledge (nature) +14, Perception +14, Sense Motive +14, Stealth +15, Survival +5, Swim +10
Languages Common, Sylvan, Undercommon
SQ fungal metabolism, inspiration, rejuvenation, unearthly grace, wild empathy +21
ECOLOGY
Environment
any ruins or underground
Organization solitary
Treasure standard
SPECIAL ABILITIES
Blinding Beauty (Su)
This ability affects all humanoids within 30 feet of a fungal nymph. Those who look directly at a fungal nymph must succeed on a DC 21 Fortitude save or be blinded permanently. A fungal nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Create Spawn (Ex) A creature killed by Constitution damage from a fungal nymph’s poison spore cloud transform into a fungal spawn over a period of 24 hours. A plant growth spell halves the transformation time, and a diminish plants spell doubles it. A blight spell destroys the fungal spores and prevents the corpse’s transformation, but spells that remove disease are ineffective against the growing spores. Once a creature fully transforms into a fungal spawn, the corpse from which it grew is destroyed. A fungal spawn gains the fungal creature template, but it loses all class levels and memories of the base creature from which it was spawned. If the base creature has 1 or fewer racial Hit Dice and normally has class levels, use a 1st-level warrior version of it as the base creature. The fungal spawn awakens as a free-willed being that knows all it needs to know (including language) in order to use its abilities and survive. Although it bears no allegiance to the fungal nymph that created it, the new fungal creature immediately recognizes other fungal creatures as its own kind.
Fungal Metabolism (Ex) Fungal nymphs breathe, but they do not eat or sleep in the typical manner.
Inspiration (Su) A fungal nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the fungal nymph retains her favor for this creature and as long as the creature carries the fungal nymph’s token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a fungal nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his fungal nymph muse’s Charisma modifier. The fungal nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The fungal nymph can end this effect at any time as a free action. A single fungal nymph may only inspire one creature at a time in this manner.
Poison Spore Cloud (Ex) Once per day, a fungal nymph can release a choking cloud of spores in a 15-foot-radius spread that lingers in the air for 10 rounds. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects. Multiple spore clouds from multiple fungal creatures require multiple saves from any creature in an area where the clouds overlap.
Fungal Spores: Poison—inhaled; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Con damage and fatigued for 1 minute; cure 2 saves. The save DC is Constitution-based.
Poisonous Blood (Ex) A fungal nymph’s blood and flesh are ingested poisons. Any creature that makes a bite attack against a fungal nymph, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison. A fungal nymph can drain its own blood to procure an ingested poison that functions as described above. However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC 15 Profession [cook] check). The fungal nymph must deal at least 1 point of damage to itself to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
Fungal Blood and Flesh: Poison—ingested; save Fort DC 20; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves. The save DC is Constitution-based.
Rejuvenation (Ex) A fungal nymph gains all the sustenance it requires from contact with moist natural earth, but it must rejuvenate itself as often and for as long as humans need sleep. As long as it is in contact with moist natural earth, a resting fungal nymph regains hit points as though it were undergoing complete bed rest and long term care (4 hit points per Hit Die for each day of rest). The fungal nymph can engage in light activity during rejuvenation, but any strenuous activity (like fighting, running, or casting a spell) prevents it from regaining hit points for that day. Complete bed rest doesn’t increase the amount of healing a fungal nymph gains from rejuvenation.
Spells A fungal nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells.
Stunning Glance (Su) As a standard action, a fungal nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 21 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su) A fungal nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy (Su) This works like the druid’s wild empathy class feature, except the fungal nymph has a +6 racial bonus on the check. The fungal nymph’s effective druid level is equal to her HD for determining her total modifer to the check.
CREATING A FUNGAL CREATURE
 

Ahool

This hideous creature blends features of both bat and ape, with fleshy wings and hind legs ending in sharp claws.

Ahools are an ancient, primitive species resembling a cross between giant bats and apes. These savage predators make their homes in jungle regions, typically near the sites of ancient ruins. Some believe these ruins once belonged to whatever society created ahools, while others hold that the flying beasts caused the collapses of those civilizations. Though an ahool cannot speak, it understands the dominant language in whatever region it inhabits. Ahools bully other indigenous intelligent creatures into placating them with offerings of food and treasure, particularly gems, which the creatures covet. Ahools prefer hunting at night, when they can take prey by surprise. They favor the flesh of intelligent creatures but will eat just about anything if food is scarce. Ahools’ large, fanged mouths are their most dangerous weapons, allowing the beasts to quickly incapacitate victims by crushing their spines before carrying them off. Ahools also attack with their clawed hind legs and barbed tails, and pay little regards to their own wounds, leading many to believe that ahools do not feel pain the way normal creatures do.  Ahools have very little in the way of organized society, and are mostly solitary hunters. They can live for centuries, but rarely breed. Fights are common between the fiercely territorial female ahools, particularly when it comes to attracting wandering males as mates, though such confrontations rarely result in the death of either participant. Mated pairs stay together for as long as a female ahool is pregnant. After the birth, young ahools are left to fend for themselves, and the mated pair immediately disbands.  A typical adult ahool stands 12 feet tall with a 20-foot wingspan, and weighs 750 pounds. Its barbed tail can reach up to 6 feet in length. Ahools’ fur ranges from a deep black to gray, with a few rare cases of completely white or golden coloring.

CR 9 XP 6,400
NE
Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE
AC
22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp 114 (12d10+48)
Fort +12, Ref +11, Will +8
Defensive Abilities ferocity
OFFENSE
Speed
20 ft., fly 60 ft. (average)
Melee bite +18 (2d6+7/19–20 plus grab), 2 claws +18 (1d6+7), tail +13 (1d8+3)
Special Attacks rend (2 claws, 1d6+10), snapping bite
Space 10 ft.; Reach 5 ft. (10 ft. with claws)
STATISTICS
Str
24, Dex 17, Con 18, Int 7, Wis 14, Cha 11
Base Atk +12; CMB +20 (+24 grapple); CMD 33
Feats Flyby Attack, Hover, Improved Critical (bite), Iron Will, Power Attack, Skill Focus (Perception)
Skills Fly +7, Perception +11, Stealth +9, Survival +9
Racial Modifiers +4 Stealth, +4 Survival
Languages Common (can’t speak)
ECOLOGY
Environment
warm forests or warm ruins
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Snapping Bite (Ex)
When the ahool successfully grabs with its bite or deals damage with its bite attack to a creature it has grappled, the creature takes an additional 1d4 points of Dexterity damage. This damage is precision damage.
 

Geist

This disembodied phantom wears black robes that swirl around a maw of sharp teeth.

A geist is formed when an exceptionally evil humanoid is killed by a haunt and proves too tenacious to submit to death’s call.

CR 9 XP 6,400
CE
Medium undead (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC
20, touch 20, flat-footed 15 (+5 deflection, +5 Dex)
hp 114 (12d8+60)
Fort +9, Ref +9, Will +10
Defensive Abilities channel resistance +4, incorporeal; Immune undead traits
Weaknesses sunlight powerlessness
OFFENSE
Speed
fly 40 ft. (perfect)
Melee incorporeal bite +14 (1d6 negative energy plus 1d4 Con)
Special Attacks spiritual manipulation, terrifying laughter (30 ft.; DC 21)
STATISTICS
Str
—, Dex 20, Con —, Int 15, Wis 15, Cha 21
Base Atk +9; CMB +14; CMD 29
Feats Blind-Fight, Combat Reflexes, Flyby Attack, Improved Initiative, Skill Focus (Stealth), Weapon Finesse
Skills Bluff +17, Fly +18, Intimidate +20, Knowledge (religion) +15, Perception +17, Sense Motive +17, Stealth +26
Languages Abyssal, Common
ECOLOGY
Environment
any (haunted sites or ruins)
Organization solitary or haunting (2–7)
Treasure incidental
SPECIAL ABILITIES
Spiritual Manipulation (Su)
Geists have the ability to take control of haunts . When a geist enters a haunt’s area of effect, the geist can immediately attempt to take over the haunt by making a Charisma check. If the result of the Charisma check is equal to or greater than the haunt’s CR, the geist takes over the haunt and maintains control as long as the geist remains within 1 mile. If the geist’s attempt to take control of a haunt fails, the geist must retreat from the haunt’s area of effect and cannot attempt to take control of the haunt again for 24 hours. When a geist controls a haunt, it can activate or suppress the haunt’s effects as a free action and the haunt automatically resets in half its normal time. A haunt under a geist’s control can still be neutralized when reduced to 0 hit points, but it cannot be permanently put to rest until the geist that controls it is destroyed. A geist can control a number of haunts up to its Charisma modifier at one time (usually five).
Terrifying Laugh (Su) Once per minute, a geist can unleash a terrifying laugh as a standard action. The laughter lasts until the beginning of the geist’s next turn. All creatures within 30 feet of the geist when it begins to laugh, as well as all creatures that end their turn within that radius, must succeed at a DC 21 Will save or be panicked. The save is required only once per laugh. Those who succeed at their saving throws need not save against the same geist’s terrifying laughter for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
 

Mummified Creature

Wrapped in strips of linen, this creature with tattered wings looks like it used to have the hindquarters of a lion and a woman’s face.

Many ancient cultures mummify their dead, preserving the bodies of the deceased through lengthy and complex funerary and embalming processes. While the vast majority of these corpses are mummified simply to preserve the bodies in the tombs where they are interred, some are mummified with the help of magic to live on after death as mummified creatures. A mummified creature appears much as other mummies do—a dusty corpse, desiccated and withered, swathed in a funeral shroud of linen wrappings adorned with hieroglyphs—but a spark of malign intelligence gleams in its unliving eyes. Mummified creatures differ from the standard mummy with regard to how and why they are created. Most standard mummies are created as simple tomb guardians; they gain abilities such as an aura of despair and mummy rot, but they usually lose their free will, much of their intelligence, and the abilities they possessed in life. A mummified creature, on the other hand, retains its intelligence, memories, and many of its other abilities. A mummified creature does not spread the curse of mummy rot, nor does the sight of it paralyze the living with fear, but its touch can reduce a living creature to dust and its very presence is frightening. Though slow and clumsy in undeath, a mummified creature is nonetheless capable of surprising bursts of speed and ferocity. Because of its creation process, however, a mummified creature is susceptible to energy damage, though determining an individual mummified creature’s vulnerability is not always easy. Many mummified creatures are created to guard the tombs of important figures, but some powerful beings—rulers, high priests, mighty wizards, or even wealthy aristocrats—arrange to be transformed into mummified creatures upon their deaths. Unwilling to give up their lives and knowledge to the whims of fate, these people bind their souls to the dried husks of their dead bodies, trading oblivion for endless centuries of unlife. The truly wealthy sometimes arrange for their most favored spouses, concubines, servants, or guards to be mummified with them, enabling them to hold court in dusty tombs in an undead mockery of their old lives centuries after they perished. To create a mummified creature, a corpse must be prepared through embalming, with its internal organs replaced with dried herbs and flowers and its dead skin preserved through the application of sacred oils. Unlike with standard mummies, a mummified creature’s brain is not removed from its skull after death. Injected with strange chemicals and tattooed with mystical hieroglyphs, a mummified creature’s brain retains the base creature’s mind and abilities, though the process does result in the loss of some mental faculties. Once this process is complete, the body is wrapped in special purified linens marked with hieroglyphs that grant the mummified creature its new abilities (as well as its weakness). Finally, the creator must cast a create greater undead spell to give the mummified creature its unlife.

MUMMIFIED GYNOSPHINX
CR 9 XP 6,400
NE
Large undead (augmented magical beast)
Init +5; Senses darkvision 60 ft., detect magic, low-light vision, see invisibility; Perception +21
Aura frightful presence (30 ft., DC 20, 1d6 rounds)
DEFENSE
AC
25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size)
hp 114 (12d8+60)
Fort +12, Ref +9, Will +10
DR 5/—; Immune undead traits
Weaknesses vulnerability to fire
OFFENSE
Speed
30 ft., fly 50 ft. (clumsy)
Melee 2 claws +19 (3d6+8/19–20)
Space 10 ft.; Reach 5 ft.
Special Attacks burst of vengeance, dust stroke, pounce, rake (2 claws +19, 3d6+8/19–20)
Spell-Like Abilities (CL 12th; concentration +16)
Constant—comprehend languages, detect magic, read magic, see invisibility
3/day—clairaudience/clairvoyance
1/day—dispel magic, legend lore, locate object, remove curse
1/week—any one of the following, with a maximum duration of 1 week: symbol of fear (DC 20), symbol of pain (DC 19), symbol of persuasion (DC 20), symbol of sleep (DC 19), symbol of stunning (DC 21)
STATISTICS
Str
26, Dex 13, Con —, Int 16, Wis 19, Cha 19
Base Atk +12; CMB +21; CMD 32 (36 vs. trip)
Feats Alertness, Combat Casting, Hover, Improved Critical (claw), Improved Initiative, Improved Natural Attack (claw), Iron Will, Toughness
Skills Bluff +12, Diplomacy +12, Fly +2, Intimidate +12, Knowledge (history) +5, Knowledge (religion) +5, Perception +21, Sense Motive +18, Spellcraft +11, Stealth +12
Racial Modifiers +4 Stealth
Languages Common, Draconic, Sphinx; comprehend languages
ECOLOGY
Environment
warm ruins
Organization solitary
Treasure double
SPECIAL ABILITIES
Burst of Vengeance (Su)
 Despite its slow, lumbering nature, a mummified creature is capable of lurching forward to attack with a short but surprising explosion of speed. Twice per day as a swift action, a mummified creature may act as if affected by a haste spell for 1 round.
Dust Stroke (Su) A creature killed by a mummified creature’s natural attack or slam attack is disintegrated into a cloud of dust and ash, completely destroying the victim’s body (as disintegrate).
Fire Vulnerability (Ex) The mummification process left this mummified gynosphinx vulnerable to fire. A subtle hieroglyph appears inconspicuously on its body or wrappings that can identify this vulnerability. A successful DC 20 Perception check is needed to find the mark, but a successful DC 25 Linguistics check is still required to decipher the hieroglyph’s meaning.
CREATING A MUMMIFIED CREATURE
 
 

Cursed King

This desiccated figure wears linen wrappings and tarnished jewelry. Its humanoid body is topped with a withered crocodile head.

Pharaohs punish disloyal subjects in horrific ways, especially usurpers, rebel leaders, and false prophets who attempt to subvert the order of the nation and the loyalty of the ruler’s other followers. After torture and decapitation, the rebels’ souls are bound back into their mutilated bodies, transforming them into mummified mockeries of ambition and authority that exist for eternity in unliving agony.

CR 10 XP 9,600
CE
Medium undead
Init +4; Senses darkvision 60 ft.; Perception +12
Aura demanding aura (30 ft., DC 20, 1d4 rounds)
DEFENSE
AC
24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
hp 119 (14d8+56)
Fort +9, Ref +8, Will +13
DR 10/—; Immune undead traits
Weaknesses vulnerability to fire
OFFENSE
Speed
30 ft.
Melee bite +20 (1d8+10/19–20), 2 slams +20 (1d6+10)
Special Attacks berserk, bestial curse
STATISTICS
Str
30, Dex 19, Con —, Int 3, Wis 19, Cha 16
Base Atk +10; CMB +20; CMD 34
Feats Combat Reflexes, Following Step, Great Fortitude, Improved Critical (bite), Power Attack, Step Up, Step Up and Strike, Toughness
Skills Perception +12, Stealth +16
Languages Abyssal (can’t speak)
ECOLOGY
Environment
warm ruins
Organization solitary or court (2–8)
Treasure standard
SPECIAL ABILITIES
Berserk (Ex)
When a cursed king enters combat, there is a cumulative 1% chance each round that its tortured spirit breaks free and the creature goes berserk. This chance resets to 0% after 1 minute of inactivity. A berserk cursed king attacks the nearest living creature (or smashes some object smaller than itself if no creature is within reach). The undead’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the creature with a successful DC 20 Charisma check. 
Bestial Curse (Su) When a cursed king is destroyed, it unleashes a final curse on all creatures within a 30-foot radius. This curse slowly robs the targets of their minds and bodies, eventually transforming them into animals of the same type as the animal head sewn to the cursed king’s body. All creatures in the area must succeed at a DC 21 Will save or take 1d6 points of Wisdom damage and 1d6 points of Charisma damage. The accursed creature doesn’t benefit from effects that remove ability damage. Once cursed, the target must succeed at a Will save every 24 hours or take ability damage again. Once the target’s Charisma or Wisdom score is reduced to 0, the victim is transformed into a mundane animal as per baleful polymorph, and is automatically treated as if it failed the second Will save to retain its mind. At this point, the creature receives the typical Wisdom and Charisma of that animal and stops taking ability damage. This is a curse effect, and the save DC is Charisma-based. 
Demanding Aura (Su) All creatures within a 30-foot radius that can see a cursed king must succeed at a DC 20 Will save or be terrified into subservience. A creature that fails its saving throw gains the cowering condition for 1d4 rounds. A creature that successfully saves is not subject to the same cursed king’s demanding aura for 24 hours. This is a mind-affecting fear effect, and the save DC is Charisma-based.
 

Nosferatu

This somberly dressed but feral-looking gaunt man has yellowed, rat-like fangs and ragged, clawed fingers.

Nosferatu are savage undead who may be the progenitors of the common, more refined vampires. The curse of the nosferatu lacks the elegance and romance of its modern form, harkening to a forgotten age of verminous hunger and eerie powers. Granted immortal life but not immortal youth, nosferatu are withered, embittered creatures unable to create others of their kind, as they somehow lost that ability long ago. Their ancient sensibilities still reflect the cruelty of epochs past, and their age-spanning plots are untethered by the modern affliction of morality. Nosferatu resent common vampires (which they call “moroi,” an ancient term from a lost language) for their beauty, whereas those vampires scorn the nosferatu as bestial relics of an earlier age, best hidden away in remote ruins so as not to sully the charismatic reputation of “true” vampires. Because nosferatu can’t create spawn, any nosferatu in existence are very old—created long ago in a time before they lost the ability to infect others with their undead curse. Most nosferatu live in isolated places with few visitors, and a nosferatu could be a thousand years old and yet have fewer than a dozen character levels because it lacks sufficient foes to challenge it or the initiative to train itself.

CR 10 XP 9,600
Male human nosferatu rogue 9
NE Medium undead (augmented humanoid, human)
Init +11; Senses darkvision 60 ft., low-light vision, scent; Perception +28
DEFENSE
AC
30, touch 18, flat-footed 23 (+4 armor, +1 deflection, +6 Dex, +1 dodge, +8 natural)
hp 71 (9d8+27); fast healing 5
Fort +7, Ref +16, Will +7; +3 vs. traps
Defensive Abilities channel resistance +4, evasion, Improved Uncanny Dodge, trap sense +3;
DR 5/wood and piercing; Immune undead traits; Resist cold 10, electricity 10, sonic 10
Weaknesses vampire weaknesses
OFFENSE
Speed
30 ft.
Melee 2 claws +14 (1d6+3)
Special Attacks blood drain (1d4 Con and 1d4 Wis), dominate (DC 17), sneak attack +5d6, telekinesis (DC 17)
STATISTICS
Str
16, Dex 24, Con —, Int 16, Wis 16, Cha 16
Base Atk +6; CMB +9; CMD 28
Feats Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Spring Attack, Weapon Finesse, Weapon Focus (claw)
Skills Acrobatics +19, Bluff +15, Climb +15, Intimidate +15, Knowledge (dungeoneering) +15, Knowledge (history) +12, Knowledge (local) +15, Knowledge (religion) +12, Perception +28, Sense Motive +13, Stealth +30, Survival +12, Swim +15, Use Magic Device +15
Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Aklo, Common; telepathy 60 ft.
SQ rogue talents (bleeding attack +5, fast stealth, stand up, surprise attack), spider climb, swarm form, trapfinding +4
ECOLOGY
Environment
any urban or ruins
Organization solitary
Treasure NPC gear (wand of scorching ray [10 charges], +2 leather armor, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, other treasure)
SPECIAL ABILITIES
Blood Drain (Ex)
 A nosferatu can suck blood from a helpless, willing, or grappled living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, draining 1d4 points of Constitution and Wisdom each round the pin is maintained. On each round it drains blood, the nosferatu gains 5 temporary hit points that last for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points).
Dominate (Su) A nosferatu can crush a humanoid opponent’s will as a standard action. Anyone the nosferatu targets must succeed at a Will save DC 17 or fall instantly under the nosferatu’s influence, as though by a dominate person spell (caster level 12th). This ability has a range of 30 feet. The save DC is Charisma-based.
Spider Climb (Ex) A nosferatu can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su) As a standard action, a nosferatu can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The nosferatu gains the natural weapons and extraordinary special attacks of the swarm it has transformed into. The swarm has the same number of hit points as the nosferatu. While in swarm form, a nosferatu can’t use its claw attacks or any of its special attacks. It retains the defensive abilities, weaknesses, and special qualities it gains from being a nosferatu, counts as an undead creature, and can use any of the swarm’s abilities and defenses. It can remain in swarm form until it assumes another form or until the next sunrise. If reduced to 0 hit points in combat, a nosferatu assumes its swarm form automatically and attempts to escape. It must reach its coffin within 1 hour or be utterly destroyed. (In swarm form, it can normally travel up to 5 miles in 1 hour.) Additional damage dealt to a nosferatu forced into swarm form has no effect. Once at rest, the nosferatu is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Telekinesis (Su) As a standard action, a nosferatu can use telekinesis (caster level 12th). A targetted creature it can resist with a Will save DC 17. The save DC is Charisma-based.
Telepathy (Su) A nosferatu can communicate telepathically with any creature within 60 feet that speaks the same language it does. In addition, a nosferatu can use this ability to communicate with any animal, magical beast, or vermin.
Vampire Weaknesses A nosferatu can’t tolerate the strong odor of garlic, and won’t enter an area laced with it. Similarly, it recoils from mirrors or strongly presented holy symbols. These things don’t harm the nosferatu—they merely keep it at bay. A recoiling nosferatu must stay at least 5 feet away from the mirror or holy symbol and can’t touch or make melee attacks against that creature. Holding a nosferatu at bay takes a standard action. After 1 round, a nosferatu can overcome its revulsion of the object and function normally each round it succeeds at a DC 25 Will save. A nosferatu cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Reducing a nosferatu’s hit points to 0 incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay nosferatu. Exposing any nosferatu to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water deals an amount of damage to a nosferatu equal to one-third of its full normal hit points—a nosferatu reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless nosferatu’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless its head is also severed and anointed with holy water.
CREATING A NOSFERATU
 
 

Pharaonic Guardian

This translucent humanoid figure has an animal’s head. Rising from its back are wings of chilling white light.

Created only by the most evil and egotistical pharaohs, pharaonic guardians are elite protectors of tombs and other monuments. Much like the grand buildings they inhabit, pharaonic guardians are the product of fear and sweat wrung from slaves and other servants. To make one, a pharaoh uses rare arcane processes to draw out the souls of obedient servants, capturing both their fear of death and fear of eternal damnation should they disobey their god-rulers. The pharaoh then blends these essences together into towering, animal-headed warriors whose only purpose is guarding a royal location for eternity.

CR 11 XP 12,800
LE
Large undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +21
DEFENSE
AC
25, touch 21, flat-footed 18 (+5 deflection, +7 Dex, +4 shield, –1 size)
hp 142 (15d8+75)
Fort +10, Ref +12, Will +12
Defensive Abilities channel resistance +4, incorporeal; Immune undead traits
OFFENSE
Speed
fly 30 ft. (perfect)
Melee +3 ghost touch speed longsword +19/+19/+14/+9 (2d6+8/17–20)
Space 10 ft.; Reach 10 ft.
Special Attacks insightful strike, judging gaze, soul-rending wings
Spell-Like Abilities (CL 15th; concentration +20)
3/day—suggestion (DC 18)
1/day—greater command (DC 20)
STATISTICS
Str
—, Dex 25, Con —, Int 13, Wis 16, Cha 21
Base Atk +11; CMB +19; CMD 34
Feats Combat Expertise, Combat Reflexes, Improved Critical (longsword), Improved Vital Strike, Stand Still, Step Up, Vital Strike, Weapon Focus (longsword)
Skills Fly +13, Intimidate +23, Knowledge (history) +16, Knowledge (religion) +19, Perception +21, Sense Motive +21
Languages Aklo, Auran, Celestial, Infernal; telepathy 100 ft.
SQ guardian sword and shield
ECOLOGY
Environment
warm ruins
Organization solitary, pair, or patrol (3–6)
Treasure standard (mwk light steel shield, mwk longsword, other treasure)
SPECIAL ABILITIES
Guardian Sword and Shield (Su)
The pharaonic guardian can imbue any Large sword and shield with the ghost touch and speed special abilities and a +3 enhancement bonus. This effect lasts for as long as the guardian wields them and for 1 minute thereafter. The guardian uses these items as if it had a Strength score equal to its Charisma score. 
Insightful Strike (Ex) The pharaonic guardian gains a +4 insight bonus on attack rolls against foes whose thoughts it has read via its judging gaze ability. 
Judging Gaze (Su) The pharaonic guardian’s gaze attack allows it to read the minds of those within 30 feet, as per the detect thoughts spell with 3 rounds of concentration (Will DC 22 negates). This is a mind-affecting divination effect, and the save DC is Charisma-based. 
Soul-Rending Wings (Su) As a standard action every 1d4 rounds, the pharaonic guardian can flare its wings to fire rays of soul-cutting light in two 30-foot lines extending away from it. Living creatures in the lines take 1d4 negative levels (Reflex DC 22 negates). A creature whose thoughts the pharaonic guardian has read via its judging gaze ability takes a –2 penalty on this save. The Fortitude save to remove these negative levels is also DC 22, though without the –2 penalty from judging gaze. The save DCs are Charisma-based.
 

Rokurokubi

This peasant woman sprouts a grotesquely long neck that coils about like a snake, with razor-sharp teeth filling her gaping maw.

A rokurokubi is an evil hag-like creature who seeks to spread as much mayhem and despair as possible. Her skin ranges in hue from pale blue to muted green, so to disguise herself she must cover up her flesh with makeup and clothing, and retract her neck so it is no longer than a human’s. A rokurokubi can mate with almost any male humanoid, monstrous humanoid, or humanoid-shaped creature. Her offspring is always a rokurokubi. The mate is usually devoured once the rokurokubi tires of his presence.

CR 14 XP 38,400
LE
Medium monstrous humanoid
Init +10; Senses darkvision 60 ft.; Perception +21
Aura nightfall (15 ft.)
DEFENSE
AC
28, touch 16, flat-footed 22 (+6 Dex, +12 natural)
hp 195 (17d10+102)
Fort +11, Ref +16, Will +13
DR 5/cold iron; Immune sleep; SR 25
OFFENSE
Speed
30 ft.
Melee bite +24 (2d6+4/19–20 plus rokurokubi’s curse), 2 claws +23 (1d6+4)
Space 5 ft.; Reach 5 ft. (20 ft. with bite)
Special Attacks elongate neck, rokurokubi’s curse
Sorcerer Spells Known (CL 12th; concentration +17)
6th (3)—permanent image (DC 21)
5th (6)—feeblemind (DC 20), nightmare (DC 20)
4th (7)—charm monster (DC 19), confusion (DC 19), locate creature
3rd (7)—dispel magic, fly, keen edge, wind wall
2nd (7)—ghoul touch (DC 17), invisibility, knock, touch of idiocy
1st (8)—charm person (DC 16), disguise self, obscuring mist, shocking grasp, sleep (DC 16)
0 (at will)—arcane mark, detect magic, detect poison, ghost sound (DC 15), mage hand, message, open/close, prestidigitation, read magic
STATISTICS
Str
18, Dex 23, Con 22, Int 15, Wis 12, Cha 21
Base Atk +17; CMB +21; CMD 37
Feats Combat Casting, Combat Expertise, Combat Reflexes, Deceitful, Improved Critical (bite), Improved Initiative, Iron Will, Weapon Finesse, Weapon Focus (bite)
Skills Bluff +26, Climb +24, Disguise +26, Intimidate +25, Perception +21, Stealth +26
Languages Aklo, Common
SQ no sleep
ECOLOGY
Environment
any ruins
Organization solitary, pair, or harem (3–6)
Treasure standard
SPECIAL ABILITIES
Elongate Neck (Ex)
A rokurokubi can stretch her neck from a normal human length up to 20 feet, giving her reach with her bite attack and threatening all squares within that range.
Nightfall Aura (Su) A rokurokubi can create an aura of darkness and silence (CL 12th) with a radius of 15 feet. The rokurokubi is immune to the effects of her aura, and can activate or suppress this ability as a free action. These aura effects can be dispelled as if they were spells.
No Sleep (Ex) A rokurokubi does not need to sleep and is immune to all sleep effects.
Rokurokubi’s Curse (Su) Bite—injury; save Will DC 23; frequency 1 day; effect 1 Cha damage and permanently silenced after 4 Cha damage. Fully healing the Cha damage cures the silence. The save DC is Charisma-based.
Spells A rokurokubi casts spells as a 12th-level sorcerer.
 

Crone Queen

A cold, hateful light burns in the eye sockets of this corpse-like creature, whose withered skin is stretched over its icy bones.

Crone queens are unique and deadly creatures formed from the frozen remains of Baba Yaga’s daughters.

CR 15 XP 51,200
NE
Medium undead (cold)
Init +9; Senses darkvision 60 ft., lifesense; Perception +32
Aura fear aura (30 ft., DC 25)
DEFENSE
AC
30, touch 16, flat-footed 24 (+4 armor, +5 Dex, +1 dodge, +10 natural)
hp 209 (22d8+110); fast healing 10
Fort +13, Ref +14, Will +18
Defensive Abilities channel resistance +4; DR 10/cold iron and slashing; Immune cold, undead traits; SR 26
Weaknesses vulnerability to fire
OFFENSE
Speed
30 ft.
Melee ice staff +27/+22/+17/+12 (1d6+14 plus 1d6 cold and energy drain) or  2 claws +22 (1d6+6 plus 1d6 cold and energy drain)
Special Attacks cold, energy drain (2 levels, DC 25), hexes (blight, evil eye, hoarfrost, ice tomb, misfortune), ice staff, unearthly cold
Spell-Like Abilities (CL 19th; concentration +23)
Constant—mage armor
At will—frost fall (DC 16), ice missile (as magic missile, but deals cold damage), obscuring mist, screech (DC 17)
3/day—bestow curse (DC 17), crushing despair (DC 18), ice storm, unshakable chill (DC 16), wall of ice (DC 18)
1/day—cone of cold (DC 19), freezing sphere (DC 20), polar ray
STATISTICS
Str
23, Dex 20, Con —, Int 19, Wis 17, Cha 18
Base Atk +16; CMB +22; CMD 38
Feats Alertness, Combat Casting, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Mobility, Power Attack, Toughness
Skills Intimidate +29, Knowledge (arcana, history, nobility) +27, Perception +32, Sense Motive +32, Spellcraft +29, Stealth +30
Languages Aklo, Common, Draconic, Giant, Sylvan
ECOLOGY
Environment
cold ruins
Organization solitary, coven (3–6), or court (12–14)
Treasure double
SPECIAL ABILITIES
Cold (Ex)
A crone queen’s body generates intense cold, dealing 1d6 points of cold damage with its touch or when creatures attack it with unarmed strikes and natural attacks. 
Hexes (Su) A crone queen can use the hexes listed in its special attacks entry as a 20th-level witch. The save DC to resist a crone queen’s hex is 24. 
Ice Staff (Su) As a free action, a crone queen can create a magic staff out of supernaturally hard ice that functions as a +5 frost quarterstaff. The crone queen can use her energy drain attack with this staff. The ice staff melts away instantly if it leaves the crone queen’s hands. 
Unearthly Cold (Su) Half the cold damage caused by cold spells and spell-like abilities cast by the crone queen is not subject to cold resistance or immunity.
 

Siabrae

This petrified skeleton is clad in rotting furs. Stone antlers grow from the crown of its skull, and its eyes are polished white orbs.

When druids are faced with threats to the natural world, they are steadfast and, at times, relentless in their defense of the land. Even in the face of overwhelming odds—an incursion of demons from the Abyss, a creeping plague of necromantic corruption, an unstoppable blight of magical radiation, or a similar supernatural threat to the natural world—some sects of druids refuse to give up or abandon their duties. In these tragic cases, the desperate druids adopt the blasphemous tactic of accepting the corruption into themselves and becoming powerful undead guardians. They fight on not only against the original source of the corruption, but against all living creatures, for these druids become siabraes, and are filled with bitterness and hatred for all others—particularly other druids, whom they regard as cowards. Siabraes do not form spontaneously; they arise only as the result of a horrific ritual.

CR 15 XP 51,200
Female old human siabrae druid 14
NE Medium undead (augmented humanoid, earth)
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +32
DEFENSE
AC
27, touch 11, flat-footed 27 (+6 armor, +2 deflection, –1 Dex, +10 natural)
hp 178 (14d8+112)
Fort +15, Ref +5, Will +16; +4 vs. fey and plant-targeted effects
Defensive Abilities blighted rebirth, channel resistance +4; DR 10/adamantine and bludgeoning; Immune fire, poison, undead traits; Resist acid 20
OFFENSE
Speed
30 ft. (20 ft. in armor), burrow 30 ft.; earth glide
Melee +2 defending quarterstaff +13/+8 (1d6+3), gore +11 (1d8+1 plus petrification [DC 23])
Special Attacks blight mastery, wild shape 6/day 
Druid Spell-Like Abilities (CL 14th; concentration +21)
10/day—acid dart (1d6+7 acid)
Druid Spells Prepared (CL 14th; concentration +21)
7th—quickened contagion (DC 20), creeping doom (DC 24), elemental body IV (earth only), fire storm (DC 24)
6th—antilife shell, quickened barkskin, greater dispel magic, stone tell, stoneskin
5th—animal growth (DC 22), baleful polymorph (DC 22), quickened entangle (DC 18), transmute rock to mud, wall of stone
4th—blight (DC 21), dispel magic, freedom of movement, extended greater magic fang, rusting grasp, spike stones (DC 21)
3rd—extended bull’s strength, call lightning (DC 20), contagion (DC 20), meld into stone, poison (DC 20), extended spider climb, stone shape
2nd—flaming sphere (2, DC 19), fog cloud, heat metal (DC 19), extended longstrider, soften earth and stone, tree shape
1st—entangle (2, DC 18), faerie fire, magic stone, obscuring mist, produce flame (2) 
0 (at will)—detect magic, flare (DC 17), guidance, light
Domain Earth
STATISTICS
Str
12, Dex 9, Con —, Int 12, Wis 24, Cha 22
Base Atk +10; CMB +11; CMD 26
Feats Craft Magic Arms and Armor, Craft Wondrous Item, Defensive Combat Training, Extend Spell, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Quicken Spell, ToughnessB
Skills Intimidate +16, Knowledge (nature) +20, Knowledge (planes) +11, Knowledge (religion) +18, Perception +32, Sense Motive +32, Stealth +22, Survival +9
Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Druidic, Sylvan
SQ blightbond (Earth domain), nature sense, a thousand faces, trackless step, wild empathy +20, woodland stride
ECOLOGY
Environment
any blighted land
Organization solitary or circle (2–8 plus 3–12 undead minions or undead-friendly monsters)
Treasure NPC gear (+2 wild hide armor, +2 defending quarterstaff, headband of mental prowess +2 [Wis, Cha], ring of protection +2)
SPECIAL ABILITIES
Blight Mastery (Su)
 Any of the siabrae’s spells or effects that would normally be restricted to affecting animals can also affect undead animals.
Blightbond (Ex) This siabrae has an unholy bond with the blighted earth. It loses any animal companion or access to domains it had from its druidic nature bond ability. In place of nature bond, this siabrae’s close ties to the blighted landscape grant it the Earth cleric domain. The blightbond ability otherwise functions the same as nature bond.
Blighted Rebirth (Su) When a siabrae is destroyed, it can attempt a DC 20 Fortitude save in order to avoid this end. The siabrae automatically succeeds at this saving throw if it is in contact with blighted or diseased terrain. On a successful save, the siabrae’s body crumbles to dust as the blighted earth absorbs its essence. Its enduring essence begins forming a new body in a random location within 1d10 miles (this new location must contain a mass of unworked stone large enough for the siabrae’s body to form within). This process takes 1d10 days, after which the siabrae emerges from the stone with a peal of thunder, though without any of its gear.
CREATING A SIABRAE
 
 

Immortal Ichor

This strange—almost beautiful—purple ooze thrums with powerful energy and glows with an eerie light.

An immortal ichor is an intelligent mass of blood from a dead evil deity. Blessed with profane powers and the will to dominate other creatures, these oozes are a threat to all living things. The rare few that exist are banished underground or sealed away in chambers that block their magical abilities. Over time these seals break or erode, allowing a trickle of an ooze’s substance to escape and giving it a narrow aperture to exert its power through. Retaining vague memories of the god it was taken from, an immortal ichor uses its minions to find a body to possess, and either sets itself up as a godling or tries to find a way to revive its divine source.

CR 17 XP 102,400
NE
Medium ooze (extraplanar)
Init +7; Senses blindsense 60 ft.; Perception +25
DEFENSE
AC
32, touch 32, flat-footed 28 (+3 Dex, +1 dodge, +28 profane)
hp 270 (20d8+180); regeneration 10 (good spells, good weapons)
Fort +16, Ref +9, Will +11
Defensive Abilities amorphous, DR 15/—; Immune acid, bludgeoning damage, electricity, mind-affecting effects, ooze traits, piercing damage; Resist cold 30
OFFENSE
Speed
20 ft., fly 20 ft. (average)
Melee slam +21 (6d6+7 plus 1d3 Wis drain)
Spell-Like Abilities (CL 17th; concentration +22)
At will—charm person (DC 18), detect thoughts (DC 17), summon swarm, telekinesis (DC 20)
3/day—charm monster (DC 19), quickened charm person (DC 18), control undead (DC 22), creeping doom (DC 22), insect plague, mind fog (DC 20), nightmare (DC 20)
STATISTICS
Str
20, Dex 17, Con 26, Int 21, Wis 20, Cha 21
Base Atk +15; CMB +20 (+24 grapple); CMD 34 (can’t be tripped)
Feats Ability Focus (charm person), Combat Casting, Dodge, Great Fortitude, Hover, Improved Great Fortitude, Improved Initiative, Quicken Spell-Like Ability (charm person), Toughness, Weapon Focus (slam)
Skills Fly +3, Intimidate +25, Knowledge (arcana, history, planes) +25, Perception +25, Sense Motive +25, Spellcraft +25
Languages Abyssal, Aklo, Infernal, Undercommon (can’t speak any language); telepathy 100 ft.
SQ compression, corrupt ally, no breath
ECOLOGY
Environment
any ruins or underground
Organization solitary or cult (1 plus 3–12 worshipers or juju zombies)
Treasure standard
SPECIAL ABILITIES
Corrupt Ally (Su)
Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed.