Carbuncle

This small, awkward reptile with a fist-sized gem jutting from between its two bulging eyes seems both surprised and perplexed.

Never have legend and misinformation met upon a more inauspicious brow than that of the lowly carbuncle. Even the creature’s name summons ideas that range from the grandiose to the grotesque. Carbuncles appear to be little more than ungainly reptiles. What sets them apart, however, is their strange magical abilities and the fist-sized gemstone horn jutting from above their bulging eyes. Although tales differ regarding the type and value of the stone, many claim it is a ruby or garnet. In truth, however, a carbuncle’s gem is merely a highly reflective growth, not unlike a fingernail. Carbuncles exhibit a peculiar attraction to magic-users, especially sorcerers with the fey bloodline and any who pack supplies of fresh fruit. Many enchanters laud the extraordinary mind-control powers of these intense creatures and extol the aid they can offer mages of their field—though others consider such tales something of an academic in-joke. A neutral spellcaster with the Improved Familiar feat can gain a carbuncle as a familiar at 5th level.

CR 1 XP 400
N
Tiny magical beast
Init –2; Senses darkvision 60 ft., low-light vision; Perception +1
DEFENSE
AC
12, touch 10, flat-footed 12 (–2 Dex, +2 natural, +2 size)
hp 13 (2d10+2)
Fort +4, Ref +1, Will +3
Weaknesses vulnerability to suggestion
OFFENSE
Speed
20 ft.
Melee bite +1 (1d3–3)
Special Attacks fatal faker, specious suggestion
Spell-Like Abilities (CL 3rd; concentration +3)
3/day—daze (DC 10), jump, levitate (self only, up to 10 feet)
STATISTICS
Str
5, Dex 7, Con 12, Int 6, Wis 13, Cha 10
Base Atk +2; CMB –2; CMD 5 (9 vs. trip)
Feats Iron Will
Skills Acrobatics –2 (–6 when jumping), Stealth +10 (+14 in grass or brush), Survival +2
Racial Modifiers +4 Stealth in grass or brush
Languages empath 30 ft.
ECOLOGY
Environment
any forests or swamps
Organization solitary or group (2–8)
Treasure standard
SPECIAL ABILITIES
Empath (Su)
Carbuncles possess a crude form of telepathy, allowing them to transmit mild impressions and remembered sensations to other creatures. This form of telepathy cannot convey language or hinder a target in any way (such as by transmitting pain). Thus, a carbuncle can relate a feeling of fear or the faint smell of leaves, but cannot directly warn an ally of a monster or tell of a treasure under a dirt mound.
Fatal Faker (Su) As a standard action three times per day, a carbuncle can teleport as per the spell dimension door, but only within a range of 30 feet. Upon teleporting, the carbuncle leaves behind a perfect replica of itself amid a colored flash and the sound of a reptilian choke. This replica duplicates the carbuncle in all ways, though it is obviously dead and the colorless stone in its head is reduced to worthless dust.
Specious Suggestion (Su) As a standard action three times per day, a carbuncle can concentrate intently on one creature within its line of sight and attempt to impose its will upon the target. A DC 11 Will save is enough to resist this compulsion. If the target fails to resist, roll 1d6. On a result of 1–2, the target gains a flash of insight and a +2 insight bonus to its Armor Class for 1 minute. On a result of 3–4, the victim is affected as if by suggestion for 1 minute, and must follow a single (usually embarrassing, always harmless) suggestion from the carbuncle. On a result of 5–6, the victim’s thoughts are garbled with those of the carbuncle, imposing a –2 penalty to the victim’s Will saving throws for 1 minute. This is a mind-affecting effect. The save DC is Charisma-based.
Vulnerability to Suggestion (Ex) Any mind-affecting spell can affect a carbuncle regardless of creature type limitations. A spell like charm person, for example, which typically only affects humanoid creatures, can also affect carbuncles.
 

Goblin Snake

A gray, lipless goblin head with serpent’s fangs sits atop the sinuous black body of this greasy-scaled snake.

Tenacious predators and bullies, goblin snakes are shrill, impulsive, and endlessly hungry. When their instinctual cunning takes hold, however, these maniacal creatures exhibit all the stealth and deadly cunning of serpents coupled with the capricious destructiveness of goblins. Cruel and selfish, goblin snakes care for little more than their next meals and indulging their unfounded arrogance. Like goblins, they can easily eat their body weight in food daily, but goblin snakes are also lazy, and are more likely to settle for easy meals rather than ones they must work to find. As a result, goblins snakes eat almost anything within reach and readily available, from carrion to rubbish (the source of their horrendous and nauseating breath). Goblin snakes delight in fresh meat, but strongly prefer having others bring it to them over hunting and killing it themselves. Enjoying the company of snakes, goblin snakes are often accompanied by several smaller venomous serpents, which the goblin snakes use to protect their lairs and supplement their food supply. Goblin snakes are exceedingly jealous of nagas, however, envying their serpentine majesty and mastery of magic. Enterprising and cunning goblin snakes have been known to impersonate nagas, demanding tribute and food from gullible creatures in awe of the “naga’s” supposed magical abilities. Some scholars have noted the superficial similarities between goblin snakes and nagas, and have gone as far as to theorize that the goblin snake might be a particularly weak breed of naga—a theory that most nagas do not appreciate at all. Although goblin snakes are not as smart as goblins, their terrifying shape allows them to take positions of inf lated prominence within goblin society. Fearful goblins typically defer to the beasts, which well suits the goblin snakes’ innate arrogance and sense of superiority. Goblin snakes affiliated with goblin tribes usually treat their goblin associates as servants at best and slaves at worst. Goblin snakes share goblins’ fear of horses (who could easily step on and crush an unwary goblin snake) and love of fire (though their lack of arms gives them little opportunity to indulge in arson), but they are not as superstitious as goblins. Goblin snakes eagerly embrace magic if given the opportunity, and it is not uncommon for a goblin snake with adept, cleric, oracle, or sorcerer class levels to serve as a goblin tribe’s shaman or high priest.

CR 1 XP 400
CE
Small aberration
Init +2; Senses darkvision 60 ft., scent; Perception +5
DEFENSE
AC
14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 13 (2d8+4)
Fort +2, Ref +2, Will +4
OFFENSE
Speed
30 ft., burrow 5 ft., swim 20 ft.
Melee bite +4 (1d4+3)
Special Attacks goblin breath
STATISTICS
Str
14, Dex 15, Con 14, Int 9, Wis 12, Cha 13
Base Atk +1; CMB +2; CMD 14 (can’t be tripped)
Feats LungeB, Skill Focus (Bluff)
Skills Bluff +6, Intimidate +5, Knowledge (local) +3, Perception +5, Stealth +10
Languages Common, Goblin
SQ snake empathy +7
ECOLOGY
Environment
any underground or swamps
Organization solitary, pair, or nest (3–12 plus 1–6 venomous snakes)
Treasure standard
SPECIAL ABILITIES
Goblin Breath (Ex)
Once every 1d4 rounds, a goblin snake can release a disgusting belch as a standard action. Any creature within 5 feet of the goblin snake must succeed at a DC 13 Fortitude save or be sickened for 1d6 rounds by the stench. Creatures that successfully save cannot be affected by the same goblin snake’s goblin breath for 24 hours. Goblin snakes and goblins are immune to this effect. This is a poison effect. The save DC is Constitution-based.
Snake Empathy (Ex) This ability functions similarly to a druid’s wild empathy ability, but allows a goblin snake to verbally communicate with and be understood by snakes and similar serpentine reptiles. The bonus equals the goblin snake’s racial Hit Dice plus its Charisma modifier and a +4 racial bonus.
 

Fungus Leshy

Mismatched eyes dot this plant creature’s thick mushroom cap, while below works an overlarge maw set with pale fungal teeth.

Keepers of cavernous mushroom forests and rotting compost pits deep within the swamp, fungus leshys preside over subterranean growth and the rot that fertilizes new life. Among the most alien and monstrous-looking of all leshys, these tiny rot farmers’ frightening appearance has more to do with the asymmetrical eeriness intrinsic to molds and fungi than an outward expression of evil. Like all their kin, fungus leshys vary widely in form, often adopting the colors and shapes of the mushrooms and other large fungi common to the areas they tend. Fungus leshys are spawned from realms of underground wonder or the rotting places of the natural world. They perform an important service in the lands they keep, encouraging the growth of fungi, transporting rotting material to fertilize other plants, and making the most use of growth that has died off. Fungus leshys are most active at night and spend the day in the forms of plump fungi amid their ripest compost heaps or fungal glens. Fungus leshys are 2 feet tall and weigh 25 pounds, their spongy interiors full of hollows and fluffy spores.

CR 2 XP 600
N
Small plant (leshy, shapechanger)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC
13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 15 (2d8+6)
Fort +6, Ref +2, Will +2
Immune electricity, sonic, plant traits
OFFENSE
Speed
20 ft.
Melee bite +2 (1d6), 2 claws +2 (1d3)
Ranged puffball +4 (1 plus spores)
Special Attacks spores
Spell-Like Abilities (CL 4th; concentration +6)
Constant—pass without trace
STATISTICS
Str
10, Dex 15, Con 16, Int 7, Wis 14, Cha 15
Base Atk +1; CMB +0; CMD 12
Feats Blind-Fight
Skills Stealth +10 (+14 in swamps and underground), Survival +3 (+7 in swamps and underground)
Racial Modifiers +4 Stealth and Survival in swamps and underground
Languages Druidic, Sylvan; plantspeech (fungi)
SQ change shape (Small fungus; tree shape), verdant burst
ECOLOGY
Environment
any swamp or underground
Organization solitary or cluster (2–16)
Treasure standard
SPECIAL ABILITIES
Puffball (Ex)
A fungus leshy can spit a puffball as a standard action. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target struck (but not adjacent targets) with the fungus leshy’s spores. The puffball has a range increment of 20 feet.
Spores (Ex) A fungus leshy is riddled with molds and spores. Anytime a fungus leshy takes damage, a cloud of spores bursts from its body, forcing all adjacent creatures to make a DC 14 Fortitude save or have their vision reduced to 10 feet for 1 minute. Spending a full-round action to wash one’s eyes with water ends this effect. The save DC is Constitution-based.
 

Water Leaper

This vicious monster has webbed wings, a mouth full of sharp teeth, and a long tail ending a black stinger.

Water leapers are ornery hunters that thrive in lakes, swamps, and other marshy bodies of water. They eagerly ambush much larger targets. Against challenging prey, they make their namesake leap from the water, use their jagged sting to open a wound, and then wait for their victim to bleed out. Although fishermen tell tales of marauding water leapers, in reality, the creatures prefer attacking animals and other less canny prey, since intelligent creatures are both more likely to be able to halt the bleeding from the water leaper’s sting and hold a grudge afterward.  The average water leaper is a little over 3 feet long, not counting its wings or the length of its tail, and weighs between 8 and 16 pounds.

CR 2 XP 600
CN
Small magical beast (aquatic)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC
14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 22 (3d10+6)
Fort +5, Ref +6, Will +3
OFFENSE
Speed
20 ft., fly 20 ft. (clumsy), swim 30 ft.
Melee bite +5 (1d4+1), sting +5 (1d4+1 plus 1 bleed and jagged sting)
Special Attacks bleed (1), jagged sting, water leap
STATISTICS
Str
12, Dex 16, Con 15, Int 7, Wis 14, Cha 13
Base Atk +3; CMB +4; CMD 17
Feats Flyby Attack, Improved Initiative
Skills Acrobatics +11 (+15 when jumping), Fly –3, Perception +6, Stealth +11, Swim +9
Racial Modifiers +4 Acrobatics (+8 when jumping)
Languages Aquan
SQ amphibious
ECOLOGY
Environment
any lakes or swamps
Organization solitary
Treasure standard
SPECIAL ABILITIES
Jagged Sting (Ex)
A water leaper’s sting causes dangerous shards too tiny for the eye to see to break off into the target’s flesh and cause bleeding. A successful DC 15 Heal check stops the bleeding and removes the fragments. However, magical and supernatural healing of any kind doesn’t stop the bleeding and instead seals the fragments within the wound, increasing the bleed damage to 1d4 points and the Heal DC to stop the bleeding to 20. Further such healing still doesn’t stop the bleed effect, but also doesn’t increase the damage or Heal DC further. 
Water Leap (Ex) Water leapers get their name from their uncanny ability to ambush prey by leaping out of the water. A water leaper that begins its turn in the water can make a special leaping charge attack. This special charge doesn’t need to be in a straight line with respect to altitude, allowing the water leaper to leap out, up and over the rim of a boat, and down onto its prey. At the end of a water leap, the water leaper can make both a bite and a sting attack.

WATER MAULER  
Much like many other amphibious animals, water leapers grow through several stages before reaching the their adult form. What most don’t realize is that water leapers’ small winged stage isn’t the species’s final form. Most water leapers don’t live long enough to undergo their final metamorphosis, which occurs at an inconsistent age, but those that do transform into water maulers (considered by most scholars to be a rare separate-but-related species). A water mauler is a Large water leaper advanced by adding HD. It gains two claw attacks, rend (2 claws), and pounce (replacing water leap).  Water maulers, unlike their brethren, are more likely to interact with creatures of other species—particularly natives of the swamp such as boggards— to create mutually beneficial alliances. They can even serve as reluctant mounts, capable of carrying their riders both into the air and beneath the waves. Such water maulers mainly enter into these collaborations to procure themselves steady sources of food, but they occasionally desire something more unusual—typically colorful items they have seen in passing.

 

Faceless Stalker

This hairless, leathery biped has a face dominated by grotesque and unsettling whorls and slits instead of actual features.

Ugothols (as faceless stalkers call themselves) are one of the many tools created and then discarded by the aboleths in their long war against the surface dwellers. Scorned by their former masters when the scheme for which they were designed unraveled, the faceless stalkers fled into swamps, marshes, or any other dark, wet places they could find—the closest they could come to the aquatic cities they once considered home. Originally designed to serve as spies that could walk uncontested among the air-breathing races, faceless stalkers adopt new forms by reshaping their skin and contorting their rubbery bodies. This painful process takes approximately 10 uninterrupted minutes—an ugothol typically seeks a private place to do it, avoiding even others of its own kind. The sensation of returning to its true form is quite exhilarating and results in a momentary burst of euphoria. Faceless stalkers cannot digest solid food even when in the form of a creature with a mouth. Instead, they subsist on liquids, including blood. In their natural forms, they have three hollow tongues which they use to penetrate and lap blood from their victims. Since they have no particular skill at grappling foes, most ugothols wait until a victim is helpless or asleep before attempting to drink its blood—although the best is when a victim is helpless but conscious during the process, so that the faceless stalker can “play with its food” by having grisly and cruel conversations with it.

CR 4 XP 1,200
CE
Medium aberration (shapechanger)
Init +7; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC
17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 42 (5d8+20)
Fort +5, Ref +4, Will +6
DR 5/piercing or slashing
OFFENSE
Speed
30 ft.
Melee mwk longsword +8 (1d8+4/19–20), slam +2 (1d6+2 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks blood drain (1 Constitution), sneak attack +2d6
Spell-Like Abilities (CL 5th; concentration +8)
Constant—tongues
STATISTICS
Str
18, Dex 17, Con 18, Int 13, Wis 15, Cha 16
Base Atk +3; CMB +7 (+11 grapple); CMD 20
Feats Combat Reflexes, Deceitful, Improved Initiative
Skills Bluff +10, Disguise +14 (+24 when using change shape), Escape Artist +19, Sleight of Hand +8, Stealth +11
Racial Modifier +4 Disguise, +8 Escape Artist
Languages Aquan, Common; tongues
SQ
change shape (Medium humanoid, alter self), compression, faceless
ECOLOGY
Environment
any swamps or underground
Organization solitary, pair, or gang (3–9)
Treasure standard (masterwork longsword, other treasure)
SPECIAL ABILITIES
Change Shape (Su)
A faceless stalker can assume the form of a Medium humanoid at will but requires 10 uninterrupted minutes to alter its body. Performing this transformation is somewhat painful, but the faceless stalker can maintain its new form indefinitely once it has achieved it. It can change back to its true form as a swift action and gains a +2 morale bonus on attack rolls, damage rolls, skill checks, and saving throws for 1 round after it does so. Faceless stalkers retain their own innate abilities when they assume their new form and do not gain any of those belonging to the creature they mimic. A faceless stalker gains a +10 bonus on Disguise checks when they are used in conjunction with this ability.
Faceless (Su) In its natural form, a faceless stalker has no discernible facial features. It gains a +4 bonus on saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based attacks, sonic attacks and similar attacks. This bonus does not apply to illusions.
 

Lovelorn

Eight legs of shattered bone emerge from this sickly, pulsating heart, holding it aloft like a spider. Blood oozes from the glistening organ.

Vicious creatures driven by misery and suffering, lovelorns arise from the souls of those who die when love takes a tragic turn—star-crossed lovers who committed suicide and victims of abusive relationships and violent family confrontations. In death, the stubborn spirit fixates solely on its heart, animating the dead organ and bursting free from its body, dedicated to unmaking everything it cared for in life.  Although these distressing undead monsters enjoy the sensation of using their fangs on living tissue, lovelorns thrive on feelings of misery rather than flesh, and their mere presence corrupts an area into a maze of despair and deadly traps. They may stalk and murder ex-lovers, but they just as often lurk in a home or community to seed misfortune and contempt, and feast upon the resulting anger and sadness. Their small size and ability to meddle with the memories and emotions of the living allow them to remain hidden for years, or even haunt a single family for generations. A lovelorn’s central body is almost twice the size of a healthy human heart, with 7 to 10 bone legs that stretch up to 2 feet long and resemble those of a spider.

CR 4 XP 1,200
CE
Tiny undead
Init +8; Senses blindsense 30 ft., darkvision 60 ft.; Perception +8
DEFENSE
AC
18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
hp 37 (5d8+15)
Fort +4, Ref +7, Will +6
Defensive Abilities channel resistance +2; Immune undead traits
OFFENSE
Speed
30 ft., climb 30 ft.
Melee bite +9 (1d6+6/19–20 plus bleed and curse)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks bleed (1d6), cynic’s bite, jagged maw
Spell-Like Abilities (CL 4th; concentration +7)
At will—ghost sound (DC 13), open/close, silent image (DC 14)
3/day—crushing despair (DC 16), entangle (DC 14), memory lapse (DC 14), vanish
1/day—animate dead
STATISTICS
Str
19, Dex 18, Con —, Int 7, Wis 15, Cha 16
Base Atk +3; CMB +5; CMD 19 (31 vs. trip)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Stealth)
Skills Climb +12, Perception +8, Sense Motive +14, Stealth +20
Racial Modifiers +4 Sense Motive
Languages Common (can’t speak)
SQ gloom
ECOLOGY
Environment
any
Organization solitary, pair, or tragedy (3–6 plus 2–12 zombies)
Treasure standard
SPECIAL ABILITIES
Cynic’s Bite (Su)
A lovelorn’s bite curses its victim with apathy unless the victim succeeds at a DC 15 Will save. The victim is constantly fatigued and cannot benefit from morale bonuses. In addition to the normal methods of removing curses, this curse can be removed with the spell calm emotions or by consuming an elixir of love. This is a mind-affecting emotion curse effect. The save DC is Charisma-based. 
Gloom (Su) A lovelorn’s presence causes unnatural, thorny vines to grow. After 5 days, an area claimed by a lovelorn grows cold, dark, and stale. This acts as a constant mirage arcana (DC 18) with a caster level equal to the lovelorn’s Hit Dice. Lovelorns typically use this ability to conceal entrances to their lairs, but also to make their domains appear depressing and grim. A lovelorn can maintain only one gloom at a time, and while within an area of gloom, the lovelorn’s spell-like ability save DCs increase by 1.  
Jagged Maw (Su) A lovelorn’s bite threatens a critical hit on a roll of 19–20. If a lovelorn confirms a critical hit with its bite, it also inflicts a negative level. This negative level can be removed with a successful DC 15 Fortitude save. The save DC is Charisma-based.
 

Swamp Mummy

Clad in the shreds of its original garments, this withered and leathery corpse has dark, empty eye sockets.

Strangled into unlife in the filth and muck of the deep mire, swamp mummies haunt the festering depths of isolated, desolate fenlands.  Some swamp mummies are cursed by dark powers to return to unlife, while others are the victims of sacrifices or criminal executions in which the bodies were thrown into a peat bog. The nature of the death and the emotional power of the victim are both contributing factors as to whether or not the victim crawls from its swampy grave as a swamp mummy.  Swamp mummies—also often called bog or peat mummies—rarely, if ever, leave their marshy realms. Those that do most often venture forth from the swamp to take revenge on their slayers. While most swamp mummies are motivated by vengeance, many fulfill these dark yearnings in a more general sense. Filled with wrath and hatred for the living, they mercilessly attack any living creatures that dare to venture into their dismal domains. Their agonized moans echo over their putrid homes, driving away the natural animals dwelling therein and often alerting travelers to the relentless danger.  Swamp mummies delight in infecting living foes with bog rot, believing that adding their victims’ essence to their gloomy domains expands their power. After battle, they carry away the bodies of their fallen victims to sink them in deep, isolated pools. Thus, even enemies that escape the bog rot become one with the swamp mummy’s home.  Most swamp mummies are Medium humanoids, typically arising from the submerged corpses of human, lizardfolk, or elven victims—though instances of swamp mummies arising from the corpses of other races is not unknown.

CR 4 XP 1,200
LE
Medium undead
Init +5; Senses darkvision 60 ft.; Perception +12
Aura drowning (30 ft., DC 15), unnatural aura (30 ft.)
DEFENSE
AC
17 touch 10, flat-footed 16 (+6 natural)
hp 52 (7d8+21 HD)
Fort +6, Ref +3, Will +7
DR 5/—; Immune undead traits
OFFENSE
Speed
20 ft.
Melee 2 slams +10 (1d8+5 plus bog rot)
STATISTICS
Str
20, Dex 12, Con —, Int 6, Wis 15, Cha 15
Base Atk +5; CMB +10; CMD 21
Feats Great Fortitude, Improved Initiative, Power Attack, Toughness
Skills Perception +12, Stealth +11
Languages Common
ECOLOGY
Environment
any swamps
Organization solitary, warden squad (2–6), or guardian detail (7–12)
Treasure standard
SPECIAL ABILITIES
Bog Rot (Su)
Curse and disease—slam; save Fort DC 15; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Dex; cure —. Bog rot is both a curse and disease, and can be cured only if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of bog rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check or the spell is wasted and the healing has no effect. Anyone who dies from bog rot melts into a noisome sludge and cannot be raised without a resurrection spell or greater magic. The save DC is Charisma-based. 
Drowning Aura (Su) All creatures within a 30-foot radius of a swamp mummy must succeed at a DC 15 Will save or be unable to speak or breathe. A creature can still hold its breath, and creatures that don’t breathe air are unaffected. Whether or not the save is successful, that creature cannot be affected again by the same swamp mummy’s drowning ability for 24 hours. This is a mind-affecting affect. The save DC is Charisma-based.
 

Blightspawn

This human-sized, mosquito-like creature has a long, flexible proboscis that ends in a murderous stinger.

Blightspawn must gestate in the body of a true believer until they’re released at the host’s death or during a ritual, and so are most often found in places where cults that worship parasitic demons or devils are strong. To the faithful, being host to an immature blightspawn is a great honor, for they believe that when the monster bursts from the host’s body, the host’s consciousness lives on in some way in the blightspawn’s mind, almost as if the host had reincarnated into the monster. The fact that cultists who die giving hideous birth to a blightspawn can’t be resurrected lends a bit of weight to this notion, even if the blightspawn themselves have nothing to say on the topic.  A host carrying an immature blightspawn functions normally in all ways until the creature emerges—except that the host can pass on new blightspawn to his or her children. A blightspawn’s gestation can last for decades, and a child separated from infected parents might live her entire life without knowing what awaits her upon death. When a blightspawn emerges from its host, it is fully grown, although its gore-soaked wings can’t be used for flight for 1d4 rounds after emerging.

CR 5 XP 1,600
CE
Medium aberration
Init +8; Senses darkvision 60 ft., scent; Perception +13
Aura stagnation (20 ft., DC 16)
DEFENSE
AC
18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 52 (7d8+21); fast healing 3
Fort +5, Ref +8, Will +8
DR 5/magic; Immune acid, cold, poison
OFFENSE
Speed
30 ft., climb 30 ft., fly 50 ft. (average)
Melee sting +11 (2d6+9/19–20 plus attach and poison)
Space 5 ft.; Reach 10 ft.
Special Attacks blood drain (1d2 Constitution)
Spell-Like Abilities (CL 5th; concentration +7)
Constant—freedom of movement, pass without trace
1/day—bestow curse (DC 16), blur, contagion (DC 16), diminish plants, gust of wind, hold monster (DC 17)
STATISTICS
Str
23, Dex 18, Con 16, Int 7, Wis 16, Cha 15
Base Atk +5; CMB +11 (+15 to maintain a grapple); CMD 25 (33 vs. trip)
Feats Flyby Attack, Improved Initiative, Lightning Reflexes, Power Attack
Skills Climb +14, Fly +14, Perception +13
Languages Aklo (can’t speak)
SQ no breath
ECOLOGY
Environment
any swamps
Organization solitary
Treasure standard
SPECIAL ABILITIES
Poison (Su)
Sting—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d4 Wisdom damage and confusion for 1 round; cure 2 saves. The save DC is Constitution-based. 
Stagnation Aura (Su) A blightspawn’s stagnation aura causes lethargy and torpor in those who approach it, sapping their energy and speed. When a creature comes within 20 feet of a blightspawn, it must succeed at a DC 16 Will save or be affected as per the slow spell for as long as the creature remains within the blightspawn’s aura and for an additional 1d3 rounds after leaving it. Once a creature successfully saves against the aura, it is immune to that particular blightspawn’s aura for 24 hours; otherwise, reentering the aura forces a creature to save again. In addition, this aura fouls liquids of all types within the area. A creature that drinks anything in a blightspawn’s aura (including potions and alchemical elixirs) must succeed at a DC 16 Fortitude save or be nauseated for 1d3 rounds. The save DCs are Constitution-based.
 

Will-o’-Wisp

This faintly glowing ball of light bobs gently in the air, the nebulous image of what might be a skull visible somewhere in its depths.

Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light—jack o’ the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights—but all recognize them as dangerous predators and false guides in the darkness. Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o’-wisps delight in tempting gullible travelers into dangerous situations. In the wild lands where they’re most common, will-o’-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken for lanterns (especially if they can set their traps near actual signal lanterns), allowing them to lure unwary travelers into perilous situations. On rare occasions, will-o’- wisps seeking easier pickings will move into a city and take up residence near gallows or follow along invisibly behind an army in order to harvest the fear of the dying men; why the vast majority choose to remain in the swamps where victims are scarce remains a mystery. Will-o’- wisps only use their electric shock ability under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast. Will-o’-wisps can glow any color they choose, but are most frequently yellow, white, green, or blue. They can even vary their luminosity to create patterns—many will-o’- wisps are fond of creating vague skull-like shapes in their glow to further terrify their victims. Their actual bodies are barely visible globes of translucent spongy material 1 foot across and weighing 3 pounds, capable of emitting light from every surface. A will-o’-wisp’s light is approximately as bright as a torch, and though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech. While vilified by most other sentient creatures, will-o’-wisps are actually quite intelligent, if utterly alien in their reasoning. Sometimes organized into groups called “strings,” their society and goals remain complete unknowns to outsiders, as do their origins, though they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o’-wisps do not age, and are effectively immortal unless killed by violence, particularly ancient will-o’-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself.

CR 6 XP 2,400
CE
Small aberration (air)
Init +13; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC
26, touch 26, flat-footed 16; (+5 deflection, +9 Dex, +1 dodge, +1 size)
hp 40 (9d8)
Fort +3, Ref +12, Will +9
Defensive Abilities natural invisibility; Immune magic
OFFENSE
Speed
fly 50 ft. (perfect)
Melee shock +16 touch (2d8 electricity)
STATISTICS
Str
1, Dex 29, Con 10, Int 15, Wis 16, Cha 14
Base Atk +6; CMB +0; CMD 24
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31, Perception +17, Stealth +25
Languages Aklo, Common
SQ feed on fear
ECOLOGY
Environment
any swamp
Organization solitary, pair, or string (3–4)
Treasure incidental
SPECIAL ABILITIES
Feed on Fear (Su)
Any time a will-o’-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Immunity to Magic (Ex) Will-o’-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) Will-o’-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
 

Moldwretch

This deformed mold creature has long, dragging arms and an even longer tentacle growing out of its back that spews clouds of spores.

While they are usually reclusive and aren’t actively malevolent, moldwretches often come into conflict with adventurers who clear away patches of mold during dungeon exploration. They get along well with vegepygmies, but loathe and fear fungus queens. A moldwretch is only 3 feet tall but is very dense and weighs 120 pounds.

CR 7 XP 3,200
N
Small plant
Init +10; Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +18
DEFENSE
AC
20, touch 17, flat-footed 14 (+6 Dex, +3 natural, +1 size)
hp 85 (10d8+40); fast healing 5
Fort +11, Ref +9, Will +8 
Immune plant traits
OFFENSE
Speed
40 ft., burrow 20 ft., climb 20 ft.
Melee 2 slams +13 (1d8+5), tentacle +12 (1d8+2 plus spores)
Ranged spores +14 touch (spores)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacle)
STATISTICS
Str
20, Dex 22, Con 19, Int 14, Wis 21, Cha 15
Base Atk +7; CMB +11; CMD 27
Feats Improved Initiative, Multiattack, Power Attack, Skill Focus (Stealth), Weapon Focus (tentacle)
Skills Climb +23, Knowledge (dungeoneering) +12, Perception +18, Stealth +29
Languages Undercommon
SQ mold symbiosis
ECOLOGY
Environment
any swamps or underground
Organization solitary, cluster (2–3), or growth (4–9)
Treasure standard
SPECIAL ABILITIES
Mold Symbiosis (Ex)
A moldwretch forms bonds with mold hazards by spending time within their areas of effect. A moldwretch can bond with only one mold at a time, and the symbiotic bond forms only after the moldwretch spends 8 hours in contact with the hazard. A moldwretch is immune to fungal hazards. Three example mold symbiosis effects are detailed below. 
Brown Mold: The moldwretch is immune to fire, and fire-based attacks restore a number of hit points to it equal to half the damage the attacks would normally deal. Its spores deal 2d6 points of cold damage. 
Russet Mold: The moldwretch’s spores expose targets to the effects of russet mold. 
Yellow Mold: The moldwretch’s spores expose targets to the effects of yellow mold. 
Spores (Ex) A moldwretch’s tentacle and spore launch attacks expose their targets to the creature’s spores, which have an effect linked to the moldwretch’s mold symbiosis. A successful DC 19 Fortitude save negates the additional effect of a moldwretch’s spores. The save DC is Constitution-based.
 

Witchfire

Bathed in sickly green flames, this insubstantial specter of a beautiful young woman floats just off the ground.

When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as “witchflame” in local legends. Strings of will-o’-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire’s flames and fury.

WITCHFIRE COVENS
Witchfires occasionally join or subjugate existing hag covens. A hag coven that includes a witchfire gains the following additional coven spell-like abilities:
3/day—blight, create undead, fire storm (DC 21), nightmare (DC 18), waves of exhaustion (DC 20). All abilities function at CL 9th, and save DCs are based on a Charisma score of 16. The use of these abilities functions identically to other coven abilities.
Such covens must have at least one living hag, as covens of three witchfires gain no coven-related abilities.

CR 9 XP 6,400
CE
Medium undead (incorporeal)
Init +10; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC
24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1 dodge)
hp 115 (10d8+70)
Fort +10, Ref +11, Will +10
Defensive Abilities incorporeal, witchflame; Immune fire, undead traits
OFFENSE
Speed
fly 50 ft. (perfect)
Melee incorporeal touch +13 (8d6 fire plus witchflame)
Ranged witchflame bolt +13 (8d6 fire plus witchflame)
Spell-Like Abilities (CL 9th; concentration +16)
At will—dancing lights, disguise self, ghost sound (DC 17), invisibility, pyrotechnics (DC 19), ray of enfeeblement (DC 18)
1/day—summon (level 4, 2 will-o’- wisps 50%)
STATISTICS
Str
—, Dex 22, Con —, Int 17, Wis 16, Cha 25
Base Atk +7; CMB +13; CMD 31
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Skills Bluff +17, Fly +14, Intimidate +20, Knowledge (any two) +13, Perception +16, Sense Motive +16, Stealth +19
Languages Auran, Common, Giant
SQ sound mimicry (animal noises)
ECOLOGY
Environment
any swamps or woodlands
Organization solitary or coven (3 witchfires and hags; see below)
Treasure standard
SPECIAL ABILITIES
Witchflame (Su)
Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell—the effective caster level of the witchflame is equal to the witchfire’s HD (CL 10th for most witchfires). Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. A bolt of witchflame has a range of 60 feet with no range increment. The save DCs are Charisma-based.
Force Bolt (Su) A witchwyrd can “throw” a magic missile (1d4+1 damage) from each free hand as a free action (maximum of two per round). If it has absorbed a magic missile, it can throw an additional force bolt that round, expending the absorbed energy (maximum of two additional bolts per round).
 

Goliath Spider

This massive brown-and-green tarantula is the size of a large house and has huge, razor-sharp fangs.

Goliath spiders are giant hunting spiders that most often prey on large creatures such as giant scorpions, snakes, and younger dragons, but sometimes catch and paralyze smaller prey to eat later. Camouflaged by their hairs and coloration, they prowl atop the forest canopy, dropping upon unsuspecting creatures. Females often cannibalize their mates.

CR 11 XP 12,800
N
Colossal vermin
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC
25, touch 3, flat-footed 24 (+1 Dex, +22 natural, –8 size)
hp 147 (14d8+84)
Fort +15, Ref +5, Will +4
Immune mind-affecting effects
OFFENSE
Speed
40 ft., climb 20 ft.
Melee bite +17 (6d8+22 plus poison)
Space 30 ft.; Reach 30 ft.
Special Attacks poison, poisoned web (+13 ranged, DC 23, 14 hp), trample (4d8+22, DC 32)
STATISTICS
Str
41, Dex 13, Con 22, Int —, Wis 10, Cha 2
Base Atk +10; CMB +33; CMD 44 (56 vs. trip)
Skills Climb +23, Perception +4, Stealth –7 (+1 in forests)
Racial Modifiers +8 Climb, +4 Perception, +8 Stealth (+16 in forests)
ECOLOGY
Environment
any forests or swamps
Organization solitary, pair, or colony (3–6)
Treasure incidental
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Str and paralysis 1 round; cure 2 consecutive saves.
Poisoned Web (Ex) This ability works like the web ability, but affects all creatures in a 10-foot-radius burst. In addition, any creature hit by the web must save against the spider’s poison.
 

Llorona

Weeping and wearing a damp funeral dress, this ghostly woman carries an air of menace and overwhelming despair about her.

Lloronas are vengeful spirits that roam riversides, shorelines, and swamps in search of victims. They form as the result of shame and sorrow paired with a tragic drowning of a child, whether it be accidental or murderously intentional, and they want others to share in their pain and misery. Most encounters with a llorona begin as the victim hears mournful sobbing cries in the distance. Some victims she simply fills with sorrow, hoping that the experience will scar their minds or cause them to correct their ways, but others she marks for death. If a victim isn’t compelled to drown himself upon hearing the llorona’s wails, she snatches him up and drags him into the water so she can plunge him beneath the surface until death brings them both sweet silence.

CR 11 XP 12,800
NE
Medium undead (incorporeal)
Init +11; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC
25, touch 25, flat-footed 17 (+7 deflection, +7 Dex, +1 dodge)
hp 138 (12d8+84)
Fort +11, Ref +13, Will +9
Defensive Abilities channel resistance +2, incorporeal, rejuvenation; Immune undead traits
OFFENSE
Speed
fly 60 ft. (perfect)
Melee 2 incorporeal touches +16 (4d6 plus Con drain)
Special Attacks grasping hands, wail
STATISTICS
Str
—, Dex 25, Con —, Int 11, Wis 13, Cha 24
Base Atk +9; CMB +16 (+23 grapple); CMD 34
Feats Dodge, Flyby Attack, Improved Initiative, Lightning Reflexes, Lunge, Mobility
Skills Fly +30, Intimidate +22, Perception +16, Stealth +22
Languages Common
ECOLOGY
Environment
any shorelines or swamps
Organization solitary
Treasure none
SPECIAL ABILITIES
Constitution Drain (Su)
A llorona causes 1d4 points of Constitution drain on a hit. A successful DC 23 Fortitude save negates this drain. The save DC is Charisma-based. 
Grasping Hands (Su) Despite being incorporeal, a llorona can perform grapple combat maneuvers against Medium or smaller creatures. She adds her Charisma modifier to her grapple combat maneuver checks. Using this ability doesn’t provoke attacks of opportunity. If a llorona successfully maintains a grapple, she automatically deals 4d6 points of negative energy damage and 2d4 points of Constitution drain upon her victim. A creature can reduce the Constitution drain to 1d4 points with a successful DC 23 Fortitude save. When a llorona causes Constitution drain in this manner, she has 5 hit points restored. The save DC is Charisma-based. 
Rejuvenation (Su) A llorona reforms at the site of her death 1d6 days after being destroyed. A llorona can be put to rest only if the injustices leading to her demise are resolved or if the site of her death is affected via a hallow spell. 
Wail (Su) As a standard action, a llorona can unleash a somber wail. Any creature within 120 feet that can hear this wail must succeed at a DC 23 Will save or be compelled to enter the nearest body of water and attempt to drown itself. This effect automatically fails if there isn’t a body of water large enough to drown in within 120 feet. At the end of any round an affected creature is completely submerged in water, it can attempt a new DC 23 Will save to end the effect and cease its attempt to drown itself. This is a sonic mind-affecting compulsion effect. The save DC is Charisma-based.
 

Catoblepas

This ugly creature has a boar-like head with short antlers, a thick bullish body covered in spines, and cloven hooves on its stumpy legs.

The catoblepas is an aggressive beast at the best of times, willing to knock down trees, fences, even small houses to eat whatever it finds interesting, be that meal plant or animal or human being. Though it prefers swamps, the catoblepas has been known to forage in plains and forests for short periods before returning to the buoyant support of water and mud. Few creatures linger near a catoblepas’s feeding ground because of the monster’s bad temper and poisonous breath, and only rot-loving predators such as oozes or exceptionally large otyughs have any interest in hunting them. A catoblepas’ primary motivation is hunting and exerting its dominance over lesser creatures in its territory. Easily detected by its foul odor, the creature tolerates the presence of wild animals, humanoid tribes, and even predators that it can bully as long as these things flee or act submissive when the poisonous brute lumbers into view. The catoblepas is known to engage in physical battles with other Large swamp creatures such as crocodiles or even froghemoths. Some humanoid tribes claim to know techniques to domesticate a catoblepas for use as a guard animal, but the monster’s intractable nature and not insignificant intelligence almost certainly means magic is involved, as the creature has little need for alliances and can wipe out entire villages with its breath. Some have been known to use their breath underwater, creating a churning cloud of bubbles that kills fish in the area and starves out other creatures. A catoblepas’s sense of smell is blunted by its own ungodly stench, and it can’t easily recognize rival odors such as skunk musk (though this provides the beast no immunity to odor-based effects from other creatures). A catoblepas is 15 feet long and weighs 2,200 pounds.

CR 12 XP 19,200
N
Large magical beast
Init –1; Senses darkvision 60 ft., low-light vision; Perception +25
Aura stench (30 ft., DC 23, 10 rounds)
DEFENSE
AC
27, touch 8, flat-footed 27 (–1 Dex, +19 natural, –1 size)
hp 161 (14d10+84)
Fort +15, Ref +8, Will +8 SR 23
OFFENSE
Speed
40 ft., swim 20 ft.
Melee bite +18 (3d6+5), gore +18 (2d8+5/19–20), 2 hooves +16 (1d8+2)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (60-ft. cone, poison, Fortitude DC 23, usable every 1d4 rounds), trample (4d6+7, DC 22)
STATISTICS
Str
20, Dex 8, Con 22, Int 5, Wis 15, Cha 10
Base Atk +14; CMB +20; CMD 29 (33 vs. trip)
Feats Diehard, Endurance, Improved Critical (gore), Improved Iron Will, Iron Will, Multiattack, Skill Focus (Perception)
Skills Perception +25, Swim +13
Languages Aklo
ECOLOGY
Environment
any swamps
Organization solitary, pair, or herd (3–6)
Treasure incidental
SPECIAL ABILITIES
Poison Breath (Ex)
A catoblepas’s horrid, stinking breath is 60-foot cone of poison gas.
Breath—contact; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based.
 

Targotha

This eyeless serpentine beast has a menacing mouth and sharp fins running down its long, deep-purple body.

Targothas are unusual creatures that thrive in the thick, inky fluids of naturally occurring tar seeps or pits of oil, although they are equally at home in swampy waters or muddy bogs. They depend upon their blindsense when lurking within opaque fluids like tar or ooze, and will even lurch out of their lairs and flop along the ground if necessary to pursue a meal. A targotha is a patient ambush predator, and without the need to breathe, it can lie in wait for weeks for food.  A typical targotha measures 30 feet in length and weighs 7,000 pounds. Larger specimens are known to exist, but they prefer to dwell far from areas inhabited by civilized folk in the largest and deepest of tar pits or fens. Truly enormous targothas have multiple sets of razor fins and are capable of making two, three, or even four devastating attacks with their fins in a round.

CR 15 XP 51,200
N
Huge aberration
Init +1; Senses blindsense 120 ft., darkvision 60 ft.; Perception +16
DEFENSE
AC
28, touch 10, flat-footed 26 (+1 Dex, +1 dodge, +18 natural, –2 size)
hp 253 (22d8+154)
Fort +16, Ref +10, Will +15
Defensive Abilities all-around vision, slippery; Immune electricity, fire, poison; Resist acid 20, cold 20
OFFENSE
Speed
10 ft., swim 50 ft.
Melee bite +25 (3d6+11), razor fins +25 (2d6+11/17–20), tail slap +20 (2d8+16 plus bull rush)
Ranged jolt +15 touch (12d6 plus stun)
Space 15 ft.; Reach 15 ft.
Special Attacks volatile breath
STATISTICS
Str
33, Dex 13, Con Int 2, Wis 14, Cha 13
Base Atk +16; CMB +29; CMD 41 (can’t be grappled)
Feats Blind-Fight, Critical Focus, Dodge, Great Fortitude, Improved Critical (razor fins), Improved Vital Strike, Lightning Reflexes, Mobility, Spring Attack, Staggering Critical, Vital Strike
Skills Perception +16, Swim +33
SQ no breath
ECOLOGY
Environment
any swamps (tar seeps)
Organization solitary, pair, or pack (3–6)
Treasure incidental
SPECIAL ABILITIES
Jolt (Ex)
A targotha stores electrical potential that it can expend as a ranged touch attack with a range of 240 feet. Using this ability within oil or tar reduces its range to 30 feet. A targotha can’t use this ability in water. A jolt deals 12d6 points of electricity damage, and the target is stunned for 1d4 rounds (Fortitude DC 28 negates the stun effect). It can use this ability once every 1d4+1 rounds. The save DC is Constitution-based. 
Razor Fins (Ex) A targotha’s razor fins are a primary attack that deal slashing damage and threaten a critical hit on a 19 or 20, augmented to 17–20 by its Improved Critical feat. 
Slippery (Ex) A targotha secretes a thick mucus that allows it to move gracefully through viscous fluids like tar and oil. This mucus dissolves away adhesives (such as sovereign glue, tanglefoot bags, and webs) in 1d4 rounds. Additionally, all combat maneuver checks to grapple a targotha automatically fail, and the targotha automatically succeeds at any combat maneuver checks and Escape Artist checks to escape a grapple or a pin. 
Tail Slap (Ex) A targotha adds 1-1/2 × its Strength modifier to damage rolls for its tail slap. A targotha can attempt a bull rush combat maneuver check against a creature struck by its tail slap as a free action without provoking attacks of opportunity. The targotha can’t move as part of this bull rush. 
Volatile Breath (Ex) A targotha can breathe a 60-foot cone of flammable gas as a breath weapon. As a swift action, it can ignite the gas by using its jolt ability. When ignited, the gas explodes, dealing 15d6 points of fire damage to all creatures in the area (Reflex DC 23 half). If not ignited, the gas lingers in the area until dissipating at the start of the targotha’s next turn. All creatures that breathe this gas in are confused for 1d4 rounds (Fortitude DC 23 negates). The save DCs are Constitution-based and have a –5 racial penalty.
 

Swamp Blight

A cloud of mosquitoes churns around this quivering blob, its body studded with red eyes and its five tentacles tipped with stingers.

Swamp blights rule over large swaths of boggy land, populating their realms with the mummified forms of those they have slaughtered or who have fallen prey to their domains’ denizens. These mummies are the swamp blights’ preferred weapon against nearby settlements, and the mummies typically seek to drag the unconscious bodies of their victims back to be killed within their masters’ cursed swamplands so the bodies rise as new mummies to bolster the sodden, undead army. Yet even these undead eventually fall prey to the blights’ unwillingness to share their realms.  A swamp blight is 7 feet across and weighs 540 pounds.

CR 17 XP 102,400
LE
Medium ooze (aquatic, blight)
Init +14; Senses blindsight 120 ft.; Perception +25
Aura mosquitoes (10 ft., DC 26)
DEFENSE
AC
32, touch 20, flat-footed 22 (+10 Dex, +12 natural)
hp 275 (19d8+190); fast healing 15
Fort +18, Ref +18, Will +14
Defensive Abilities rejuvenation; Immune acid, ooze traits
OFFENSE
Speed
30 ft., swim 40 ft.
Melee 5 stings +26 (1d8+12/19–20 plus toxic acid)
Space 5 ft.; Reach 15 ft.
Special Attacks unquiet bog
Spell-Like Abilities (CL 17th; concentration +24)
1/day—blight (DC 22), command plants (DC 21), dominate monster (animals and magical beasts only, DC 26), greater curse terrain, hallucinatory terrain (DC 21), insect plague
STATISTICS
Str
34, Dex 30, Con 31, Int 17, Wis 23, Cha 24
Base Atk +14; CMB +26 (+30 trip); CMD 46 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Great Fortitude, Greater Trip, Improved Critical (sting), Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, Power Attack
Skills Intimidate +26, Knowledge (geography) +22, Perception +25, Stealth +29 (+37 in swamps), Swim +42
Racial Modifiers +8 Stealth in swamps
Languages Aklo, Aquan; domain telepathy
SQ amphibious, cursed domain, favored terrain (swamp)
ECOLOGY
Environment
any swamps
Organization solitary
Treasure standard
SPECIAL ABILITIES
Mosquitoes Aura (Su)
An infestation of mosquitoes with a radius of 10 feet constantly surrounds a swamp blight. Any creature within this area takes 2d6 points of damage at the end of each round it remains in the area. A creature that takes this damage also takes 1d6 points of bleed damage and must succeed at a DC 27 Fortitude save or be nauseated for 1 round. Any area effect attack that deals 20 or more points of damage to a swamp blight destroys the mosquitoes, removing the mosqueto aura for 1 minute, after which a new batch of mosquitoes swarms out of the ooze’s body to replenish the infestation. The save DC is Constitution-based. 
Toxic Acid (Ex) Sting—injury; save Fort DC 29; frequency 1/round for 6 rounds; effect 2d6 acid plus 1 Str drain plus staggered for 1 round; cure 2 saves. 
Unquiet Bog (Su) All humanoid creatures that die within a swamp blight’s cursed domain rise from death as mummies. Creatures with 7 or fewer Hit Dice rise as swamp mummies , while creatures with 8 or more Hit Dice rise as mummy lords. A swamp blight can control a number of Hit Dice of mummies equal to double its own Hit Dice (up to 38 Hit Dice of mummies for most swamp blights); additional mummies created beyond this limit are free-willed but still regard the swamp blight as an ally.