Giant Maggot

This enormous maggot has greasy, pale flesh and a dripping, circular mouth filled with tiny, sharp teeth.

Voracious scavengers, giant maggots feed constantly, gorging themselves on the dead in preparation for their transformation into giant flies. Their pallid, corpulent bodies are the size of human children, and their rasping teeth are capable of eating even the bones of a corpse. Giant maggots have no legs, and move with a disturbing undulation as they crawl over their meals. Giant maggots feed for 2 weeks (often moving from one corpse to another) before entering a pupal stage, after which they emerge as giant flies.

CR 1/2 XP 200
N
Medium vermin
Init –1; Senses darkvision 60 ft.; Perception –3
DEFENSE
AC
9, touch 9, flat-footed 9 (–1 Dex)
hp 7 (1d8+3)
Fort +5, Ref –1, Will –3
Immune disease, mind-affecting effects
OFFENSE
Speed
10 ft., burrow 5 ft.
Melee bite +0 (1d6)
Special Attacks regurgitate
STATISTICS
Str
10, Dex 8, Con 16, Int —, Wis 5, Cha 1
Base Atk +0; CMB +0; CMD 9 (can’t be tripped)
ECOLOGY
Environment
any temperate or tropical
Organization solitary or swarm (2–12)
Treasure none
SPECIAL ABILITIES
Regurgitate (Ex)
Once per day, a giant maggot can empty its putrid stomach upon one creature within 5 feet. The target must make a DC 13 Fortitude save or be sickened for 1 minute (or until the target spends a full-round action with at least a gallon of water to wash off the filth). The save DC is Constitution-based.
 

Grippli

Its slick skin a mottled pattern of bright colors, this agile, frog-like humanoid carries a bow and wears leather armor.

These small, intelligent, humanoid tree frogs live in primitive societies deep in the forests and marshes of the world. They hunt giant insects and eat fruits and flowers from their tree homes. They often barter with more advanced creatures for metal and gemstone ornaments. Grippli hatchlings develop into adults in less than a year. Unless they meet a savage end from a forest threat, they can live 60 years, their skin graying and losing its luster as they age. A grippli stands just over 2 feet in height and weighs 30 pounds.

CR 1/2 XP 200
Grippli ranger 1
N Small humanoid (grippli)
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC
16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +1
OFFENSE
Speed
30 ft., climb 20 ft.
Melee short sword +3 (1d4+1/19–20)
Ranged dart +5 (1d3+1) or net +5 (special)
Special Attacks favored enemy (vermin +2)
STATISTICS
Str
12, Dex 17, Con 13, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Self-Sufficient
Skills Acrobatics +4, Climb +13, Handle Animal +3, Heal +7, Perception +5, Stealth +11 (+15 in forests or marshes), Survival +7
Racial Modifiers +4 Stealth in forests or marshes
Languages Common, Grippli
SQ swamp stride, track, wild empathy
ECOLOGY
Environment
warm forests or marshes
Organization solitary, gang (2–5), pack (6–11), or tribe (21–30 plus 1 cleric leader of 3rd level)
Treasure NPC gear (leather armor, 4 darts, net, short sword, other treasure)
SPECIAL ABILITIES
Swamp Stride (Ex)
A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
 

Stirge

This insectoid creature has two pairs of bat wings, a tangle of thin legs, and a needle-sharp proboscis.

Stirges are vicious, blood-drinking swamp pests that prey on wild animals, livestock, and unwary travelers. While weak individually, swarms of the creatures are capable of draining a man dry in minutes, leaving only a desiccated husk in their wake. Closer to mammals than insects, stirges carry their bodies through the air on four fleshy wings, searching out warm-blooded prey. They are fond of hiding near watering holes and waiting for travelers to drop their guard, then swooping out to attach and drink their fill by thrusting their long feeding tubes into unprotected veins. After feeding they f lap heavily off into the mud and reeds to lay their eggs and rest until hunger drives them to hunt again. Stirges are usually 1 foot long, with a wingspan of twice that, and weigh just under a pound. Their coloration is rust-red or reddish-brown with a dirty yellow underbelly, though stirges that have not fed in some time are often pale pink, their color deepening as they gorge.

CR 1/2 XP 200
N
Tiny magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +1
DEFENSE
AC
16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 5 (1d10)
Fort +2, Ref +6, Will +1
OFFENSE
Speed
10 ft., fly 40 ft. (average)
Melee touch +7 (attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks blood drain
STATISTICS
Str
3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Base Atk +1; CMB +3 (+11 grapple when attached); CMD 9 (17 vs. trip)
Feats Weapon Finesse
Skills Fly +8, Stealth +16
SQ diseased
ECOLOGY
Environment
temperate and warm swamps
Organization solitary, colony (2–4), flock (5–8), storm (9–14), or swarm (15–40)
Treasure none
SPECIAL ABILITIES
Attach (Ex)
When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target’s flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed.
Blood Drain (Ex) A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.
Diseased (Ex) Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a stirge’s blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease. Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses.
 

Giant Fly

Bristling with coarse hairs, this enormous fly’s legs twitch just before it launches into the air on buzzing wings.

Much like their tiny cousins, giant flies feed upon carrion. Wholly monstrous, these disgusting creatures have been known to sometimes attack still-living foes, particularly when they are hungry or living creatures disturb their meals. Some species of giant fly bear their larva live, ejecting piles of undulating giant maggots from their engorged abdomens rather than laying eggs in decaying corpses.

CR 1 XP 400
N
Medium vermin
Init +3; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC
13, touch 13, flat-footed 10 (+3 Dex)
hp 15 (2d8+6)
Fort +6, Ref +3, Will –2
Immune disease, mind-affecting effects
OFFENSE
Speed
20 ft., climb 20 ft., fly 60 ft. (good)
Melee bite +2 (1d6+1 plus disease)
STATISTICS
Str
12, Dex 17, Con 16, Int —, Wis 7, Cha 2
Base Atk +1; CMB +2; CMD 15 (21 vs. trip)
Skills Climb +9, Fly +7, Perception +2
Racial Modifiers +4 Perception
ECOLOGY
Environment
any temperate or tropical
Organization solitary, pair, or swarm (3–12)
Treasure none
SPECIAL ABILITIES
Disease (Ex)
Filth Fever: Bite—injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. Some flies might carry other diseases, at the GM’s discretion. The save DC is Constitution-based.
 

Giant Frog

This creature looks like a normal frog, with moist, mottled, blackish-green skin, but grown to truly monstrous size.

Giant frogs have razor-sharp teeth lining their mouths. They are 6 feet long and weigh 200 pounds.

CR 1 XP 400
N
Medium Animal
Init +1; Senses low-light vision, scent; Perception +3
DEFENSE
AC
12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 15 (2d8+6)
Fort +6, Ref +6, Will –1
OFFENSE
Speed
30 ft., swim 30 ft.
Melee bite +3 (1d6+2 plus grab) or tongue +3 touch (grab)
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Special Attacks pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue
STATISTICS
Str
15, Dex 13, Con 16, Int 1, Wis 8, Cha 6
Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs. trip)
Feats Lightning Reflexes
Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim +10
Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth
ECOLOGY
Environment
temperate or warm marshes and aquatic
Organization solitary, pair, or army (3–8)
Treasure none
SPECIAL ABILITIES
Tongue (Ex)
A giant frog’s tongue is a primary attack with reach equal to three times the frog’s normal reach (15 feet for a Medium giant frog). A giant frog’s tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.
 

Giant Leech

A parasite ballooned to monstrous proportions undulates in the muck, its circular maw a spiral of teeth.

These invertebrate parasitic relatives of the worm lurk in stagnant or slow-moving water, waiting for a suitable host.

CR 2 XP 600
N
Medium vermin (aquatic)
Init +1; Senses blindsight 30 ft., scent; Perception +0
DEFENSE
AC
11, touch 11, flat-footed 10 (+1 Dex)
hp 19 (3d8+6)
Fort +5, Ref +2, Will +1
Immune mind-affecting effects
Weaknesses susceptible to salt
OFFENSE
Speed
5 ft., swim 20 ft.
Melee bite +2 (1d6 plus attach)
Special Attacks blood drain
STATISTICS
Str
11, Dex 12, Con 14, Int —, Wis 10, Cha 1
Base Atk +2; CMB +2 (+10 when attached); CMD 13 (can’t be tripped)
Skills Stealth +1 (+9 in swamps), Swim +8
Racial Modifiers +8 Stealth in swamps
SQ amphibious
ECOLOGY
Environment
temperate or warm marshes
Organization cluster, pair, or brood (3–6)
Treasure none
SPECIAL ABILITIES
Attach (Ex)
When a giant leech hits with a bite attack, it latches onto its target and automatically grapples. The giant leech loses its Dexterity bonus to AC and has an AC of 10, but holds on with great tenacity and automatically inflicts bite damage each round. A giant leech has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached giant leech can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the giant leech is removed.
Blood Drain (Ex) A giant leech drains blood at the end of each turn it is attached, inflicting 1 point of Strength and Constitution damage.
Susceptible to Salt (Ex) A handful of salt burns a giant leech as if it were a flask of acid, causing 1d6 points of damage per use.
 

Plesiosaurus

This streamlined reptile has a long, serpentine neck, at the end of which glares a many-fanged head.

While not technically a dinosaur, the plesiosaurus is often found in waterways and swamps where dinosaurs and other megafauna are common. Long-necked and swift, these ambush predators prefer to dart in, bite a foe, and then swim away to hide while they wait for their victim to bleed out before swimming back to feed. Numerous species of this creature exist, from marsh-dwelling varieties to creatures that spend their entire lives at sea.  A plesiosaurus measures 11 feet long, though nearly half of this length is neck, and weighs 1,000 pounds.

CR 2 XP 600
N
Large animal
Init +7; Senses keen scent, low-light vision, scent; Perception +6
DEFENSE
AC
14, touch 13, flat-footed 10 (+3 Dex, +1 dodge, +1 natural, –1 size)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +3
OFFENSE
Speed
5 ft., swim 60 ft.
Melee bite +5 (2d6+6 plus 1 bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks ambush attack +1d6, bleed (1)
STATISTICS
Str
18, Dex 17, Con 14, Int 2, Wis 15, Cha 9
Base Atk +2; CMB +7; CMD 21
Feats Dodge, Improved Initiative
Skills Perception +6, Stealth +7, Swim +16
Racial Modifiers +4 Stealth
ECOLOGY
Environment
temperate or warm swamps or water
Organization solitary, pair, or school (3–7)
Treasure none
SPECIAL ABILITIES
Ambush Attack (Ex)
If a plesiosaurus successfully hits a foe with its bite attack in the surprise round, it inflicts an additional 1d6 points of damage and threatens a critical hit on an 18–20. The additional damage from the ambush attack itself is precision damage and is not multiplied on a successful critical hit.
 

Bog Nixie

This russet-skinned fey has webbed hands and feet. Its hair is the color of decaying leaves, and is decorated with bones and swamp detritus.

In some lands, nixies are evil creatures who lead folk to drown in their waters, either by captivating their targets with song or by assuming the form of an animal or humanoid and tricking a hunter or explorer into dangerous waters. These evil nixies prefer dwelling in festering swamps or blighted fens, and are typically known as bog nixies. The fact that a bog nixie can grant minor wishes, ironically, only increases their opportunities for evil, as brave or foolish explorers deliberately seek them out.

CR 3 XP 900
NE
Small fey (aquatic)
Init +5; Senses low-light vision; Perception +8
DEFENSE
AC
18, touch 16, flat-footed 13 (+5 Dex, +2 natural, +1 size)
hp 13 (2d6+6)
Fort +3, Ref +8, Will +6
DR 5/cold iron; SR 12
OFFENSE
Speed
20 ft., swim 30 ft.
Melee short sword +7 (1d4/19–20)
Ranged light crossbow +7 (1d6/19–20)
Spell-Like Abilities (CL 6th; concentration +12)
3/day—charm person (DC 17)
1/day—water breathing (CL 12th)
STATISTICS
Str
11, Dex 20, Con 17, Int 16, Wis 17, Cha 22
Base Atk +1; CMB 0; CMD 15
Feats Weapon Finesse
Skills Bluff +11, Craft (any one) +8, Escape Artist +10, Handle Animal +8, Perception +8, Perform (sing) +11, Sense Motive +8, Stealth +14, Swim +13
Languages Aquan, Sylvan
SQ amphibious, change shape, minor wish, wild empathy +16
ECOLOGY
Environment
temperate water
Organization gang (2–4), band (6–11), or tribe (20–80)
Treasure standard (light crossbow with 20 bolts, short sword, other treasure)
SPECIAL ABILITIES
Captivating Song (Su)
A bog nixie’s song has the power to infect the minds of those that hear it, calling them to the nixie’s side. When a bog nixie sings, all creatures aside from other bog nixies within a 300-foot spread must succeed on a DC 17 Will saving throw or become captivated. A creature that successfully saves is not subject to the same nixie’s song for 24 hours. A victim under the effects of the captivating song moves toward the nixie using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the bog nixie simply stands and offers no resistance to the harpy’s attacks. This effect continues for as long as the nixie sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Change Shape (Su) This works as polymorph, and allows the bog nixie to assume the form of any Small or Medium aquatic animal or humanoid.
Minor Wish (Sp) Once per day, a bog nixie can create a magical effect in exchange for a gift or service from a humanoid. The power of this “wish” is no greater than what can be done with a 3rd-level spell.
Wild Empathy (Ex) This ability works like the druid ability of the same name. The bog nixie’s total includes a +8 racial bonus on wild empathy checks.
 

Giant Dragonfly

This glittering blue dragonfly is about the size of a horse and is large enough to carry off small farm animals or people.

Giant dragonflies are rare compared to other varieties of giant insects, and fortunately so, since they are voracious hunters of warm-blooded prey, including humanoids. The creatures typically lair in overgrown or lightly wooded areas, using foliage as cover. When they spot potential prey out in the open, the dragonflies swoop to the attack, using their superior flight speed and maneuverability to run most prey to ground or carrying off smaller foes to eat them somewhere safe. Giant dragonflies feed on carrion when fresh prey is not available, and the scent of a fresh kill often attracts them. Many swamp-dwelling cultures attach religious significance to brightly colored and ravenous giant dragonflies, particularly boggards. The frog-men attach particular significance to a giant dragonfly’s color, and their priest-kings often refuse to eat anything but specific colors of giant dragonflies. Giant dragonflies lay clutches of eggs in swampy terrain or areas of standing water. Their young, called nymphs, voraciously eat carrion and small prey, growing and maturing rapidly until they sprout fully functional wings and become adult dragonflies.

CR 4 XP 1,200
N
Medium vermin
Init +2; Senses darkvision 60 ft.; Perception +1
DEFENSE
AC
17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (7d8+14)
Fort +7, Ref +4, Will +3
Immune mind-affecting effects
OFFENSE
Speed
20 ft., fly 80 ft. (perfect)
Melee bite +9 (2d8+6 plus grab)
Special Attack darting charge
STATISTICS
Str
19, Dex 15, Con 14, Int —, Wis 12, Cha 9
Base Atk +5; CMB +9 (+13 grappling, or +17 grappling on a charge); CMD 21 (29 vs. trip)
Feats Flyby Attack
Skills Fly +10
ECOLOGY
Environment
temperate or warm land
Organization solitary or flight (2–5)
Treasure incidental
SPECIAL ABILITIES
Darting Charge (Ex)
A giant dragonfly is adept at swooping in to attack prey with a powerful bite and then, just as quickly, swooping back up out of reach. As a result, a giant dragonfly gains Flyby Attack as a bonus feat. In addition, if a giant dragonfly charges while flying, it receives a +4 bonus on CMB checks made to grapple foes.
 

Leech Swarm

A mass of wriggling black creatures each the size of a man’s finger stirs the stagnant water before enveloping its victim.

This horrifying cloud of ravenous, blood-draining parasites eschews the stealth of a lone leech’s methods in favor of swift and merciless feeding.

CR 4 XP 1,200
N
Diminutive vermin (aquatic, swarm)
Init +4; Senses blindsight 30 ft.; Perception +0
DEFENSE
AC
18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 39 (6d8+12)
Fort +7, Ref +6, Will +2
Immune mind-affecting effects, swarm traits, weapon damage
Weaknesses susceptible to salt
OFFENSE
Speed
5 ft., swim 30 ft.
Melee swarm (2d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks blood drain, distraction (DC 15)
STATISTICS
Str
1, Dex 18, Con 15, Int —, Wis 10, Cha 2
Base Atk +4; CMB —; CMD
Skills Stealth +16 (+24 in swamps), Swim +12
Racial Modifiers +8 Stealth in swamps, uses Dexterity to modify Swim checks
ECOLOGY
Environment
temperate or warm marshes
Organization solitary, pair, or infestation (3–6 swarms)
Treasure none
SPECIAL ABILITIES
Blood Drain (Ex)
Any living creature that begins its turn with a leech swarm in its space is drained of its blood and takes 1d3 points of Str and Con damage.
Poison (Ex) Swarm—injury; save Fort DC 15; frequency 1/round for 2 rounds; effect 1d4 Dexterity drain; cure 1 save. The save DC is Constitution-based.
Susceptible to Salt (Ex) A handful of salt burns a leech swarm as if it were a flask of acid, causing 1d6 points of damage per use.
 

Tentamort

This dark blue creature has a conical body covered in angry red eyes and numerous tentacles, two of which are longer than the rest.

Tentamorts are eerie ambush predators, preferring to let prey come to them rather than seeking food out, and relying on their excellent senses to warn them of approaching meals. A tentamort possesses several tentacles, most of which are used for locomotion but two of which have evolved for singular purposes in securing food. One of these longer tentacles is covered with tiny, sticky nodules and is capable of constricting prey, while the other ends in a long, thin stinger. The tentamort’s method of attack is to grab its prey with its constricting tentacle and sting the grappled target with the other. Tentamort poison is particularly horrific, as it swiftly liquefies the creature’s internal organs into a rancid slurry the monster can then drink with the same stinger, siphoning out the fluid with foul sucking sounds. Larger creatures often require multiple stings (and multiple failed saving throws against the venom) before they can be fully absorbed by a tentamort. Tentamorts are almost mindless, possessing just enough intellect to make crude animal judgments about peril and food. Once a tentamort has grabbed prey, it tends to focus entirely on that creature, ignoring attacks upon it from other sources as long as its current victim remains a source of nutrition. After a tentamort finishes consuming a creature, all that typically remains are the bones and skin. A well-fed tentamort uses the hollow corpse of its meal as a sort of incubator for its eggs, injecting the body with a caviar-like mass of black eggs that mature in the rotting carcass for several weeks until a dozen or so hand-sized tentamorts hatch and crawl out of their host’s orifices. Depending upon the availability of other prey, anywhere from one to six of these may survive, feeding on rats and Tiny vermin, until they eventually grow to adulthood. Tentamort young look like dark blue starfish with a single red eye in the center—they do not possess their longer, specialized tentacles until they mature. A young tentamort often attaches itself to a larger predator, clinging to it much the same way a remora clings to a shark, dropping off to feed innocuously on its host’s kills while the creature sleeps. Some tentamorts grow much larger than their human-sized kin. Known as greater tentamorts, these ogre-sized creatures have at least 10 Hit Dice and are Large sized. Their two specialized tentacles grow to 20 feet long, providing the creature with greater reach than a Large monster normally possesses. Greater tentamorts are never found in groups, for these creatures can only achieve such monstrous size through cannibalism, as if there were some key nutrient in another tentamort’s body that allows them to exceed their typical physical limitations. Some of these creatures have mutations giving them two tentacles and two stingers. Yet the most disturbing quality possessed by these monsters is their unexpected intellect—greater tentamorts are often as intelligent as humans, or more so. They cannot speak, but possess an eerie form of telepathy that works only upon creatures they are in physical contact with—a feature they often use to “chat” with their food as they eat.

CR 4 XP 1,200
N
Medium aberration
Init +5; Senses all-around vision, blindsense 30 ft., darkvision 60 ft.; Perception +11
DEFENSE
AC
17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 39 (6d8+12)
Fort +4, Ref +5, Will +7
OFFENSE
Speed
20 ft., climb 20 ft.
Melee sting +6 (1d6+2 plus poison), tentacle +2 (1d6+1 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks constrict (1d6+1)
STATISTICS
Str
15, Dex 13, Con 14, Int 1, Wis 14, Cha 6
Base Atk +4; CMB +6 (+10 grapple); CMD 17 (can’t be tripped)
Feats Improved Initiative, Lightning Reflexes, Weapon Focus (tentacle)
Skills Climb +10, Perception +11
ECOLOGY
Environment
any marshes or underground
Organization solitary, pair, or brood (3–6)
Treasure incidental
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 15; frequency 2 rounds; effect 1d4 Con plus nausea; cure 1 save. The save DC is Constitution-based.
 

Emperor Cobra

This massive green cobra rears its head upward aggressively, its brightly colored, scaly hood flaring in an unmistakable warning.

Infamous among travelers for its deadly poisonous bite, the emperor cobra is a foul-tempered snake typically encountered in bogs. The snake’s scales are generally a dark green, with a pale green or even ivory underbelly. Its eyes are bright red and lack the distinctive serpentine slit most snake eyes possess. Emperor cobras are often trained to serve as guardians in temples. They are 16 feet long and weigh 200 pounds.

CR 5 XP 1,600
N
Large animal
Init +6; Senses low-light vision, scent; Perception +13
DEFENSE
AC
18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 51 (6d8+24)
Fort +9, Ref +7, Will +5
OFFENSE
Speed
30 ft., climb 30 ft., swim 30 ft.
Melee bite +10 (2d6+9 plus poison)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str
22, Dex 15, Con 18, Int 1, Wis 17, Cha 2
Base Atk +4; CMB +11; CMD 23 (can’t be tripped)
Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite)
Skills Acrobatics +10, Climb +14, Perception +13, Stealth +11, Swim +14
Racial Modifiers +8 Acrobatics, +4 Perception, +4 Stealth
ECOLOGY
Environment
temperate or warm swamps
Organization solitary, pair, or nest (3–8)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Con; cure 2 consecutive saves. The save DC is Constitution-based.
 

Giant Mosquito

A bloated, red belly dangles beneath the furiously beating wings of this massive mosquito.

Horrifically enlarged versions of the common mosquito, giant mosquitoes bring death on swift wings. A single specimen can drain the blood from a human adult with shocking speed, while swarms of fist-sized mosquitoes can lay waste to herds of livestock or entire villages. In the wild, giant mosquitoes prey upon megafauna like dinosaurs and other huge creatures. Giant mosquitoes grow to 6 feet in length, and weigh up to 150 pounds. Variant species of giant mosquitoes exist, although not in the great diversity seen in many other giant vermin. The most common variant is the smaller goblin mosquito (a giant mosquito with the young creature template), but stories of Large jungle mosquitoes (giant mosquitoes with the advanced and giant simple templates) are not unheard of.

CR 6 XP 2,400
N
Medium vermin
Init +7; Senses darkvision 60 ft., scent; Perception +9
DEFENSE
AC
19, touch 17, flat-footed 12 (+7 Dex, +2 natural)
hp 60 (8d8+24)
Fort +9, Ref +9, Will +3
Immune mind-affecting effects
OFFENSE
Speed
20 ft., fly 60 ft. (good)
Melee bite +10 (1d8+6 plus bleed, disease, and grab)
Special Attacks bleed (2d4), blood drain (1d2 Constitution)
STATISTICS
Str
18, Dex 25, Con 17, Int —, Wis 13, Cha 6
Base Atk +6; CMB +10 (+14 grapple); CMD 27 (35 vs. trip)
Skills Fly +11, Perception +9
Racial Modifiers Perception +8
ECOLOGY
Environment
temperate or tropical swamps
Organization solitary, pair, or swarm (3–12)
Treasure none
SPECIAL ABILITIES
Disease (Ex)
Malaria: Bite—injury; save Fortitude DC 17; onset 1d3 days; frequency 1 day; effect 1d3 Con damage and 1d3 Wis Damage; cure 2 consecutive saves. The save DC is Constitution-based.
 

Mudlord

This fluid creature’s roughly humanoid form is composed entirely of thick gobbets of soggy, brown mud.

Mudlords are agile creatures made of living mud. Some are natural elemental creatures, and others were created by long-term mixing of earth and magical water, such as by an enchanted fountain or pool leaking into the surrounding soil. Regardless of their origin, mudlords are xenophobic and highly territorial. They avoid contact with humanoid creatures, and go to great lengths to ensure their mud filled lairs are far from any humanoid settlements. If a group of humanoids settles too close to a mudlord enclave, the mudlords aggressively attempt to eradicate the humanoid infestation from their lands. Because its natural form is a loose pile of mud and it can flatten itself even further, a common mudlord tactic is to blend in with a swamp, quicksand, or other depression in the earth (using its freeze ability to resemble a mud puddle) and wait for intruders to approach. Among their own kind, mudlords are rambunctious and playful, engaging in wrestling matches, mud throwing contests, and races. They have been known to ally with earth, mud, and water elementals, but consider themselves the superiors in these alliances because of their greater intelligence. Exceptional mudlords often become druids, oracles, or rangers, and are more tolerant of humanoids, often accepting tribute from tribes of boggards, goblins, or lizardfolk in exchange for truces. Some arise from contaminated sources (such as a demon imprisoned in water) and these might ally themselves with fiends, slimes, or other strange creatures. A typical mudlord stands 7 feet tall and weighs 250 pounds.

CR 6 XP 2,400
N
Medium outsider (earth, elemental, water)
Init +7; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +13
DEFENSE
AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 67 (9d10+18)
Fort +8, Ref +9, Will +4
Defensive Abilities amorphous, DR 10/magic; Immune elemental traits; SR 17
Weaknesses vulnerability to magic
OFFENSE
Speed
30 ft., swim 40 ft.
Melee 2 slams +13 (2d6+3 plus grab)
Ranged mudball +12 touch (blindness)
Special Attacks engulf (DC 17, 1d6+3 bludgeoning and smother), smother
STATISTICS
Str
17, Dex 16, Con 14, Int 10, Wis 13, Cha 7
Base Atk +9; CMB +12; CMD 25 (can’t be tripped)
Feats Combat Reflexes, Improved Initiative, Lunge, Skill Focus (Stealth), Weapon Focus (slam)
Skills Acrobatics +15, Climb +9, Escape Artist +15, Intimidate +10, Knowledge (planes) +6, Perception +13, Stealth +18, Swim +17
Languages Terran
SQ compression, freeze (mud puddle)
ECOLOGY
Environment
temperate or warm marshes or underground
Organization solitary, pair, or gang (3–12)
Treasure standard
SPECIAL ABILITIES
Engulf (Su)
A mudlord can engulf no more than one Medium or two Small or smaller creatures at a time.
Mudball (Ex) A mudlord can throw a ball of sticky mud up to 30 feet at an opponent’s face as a ranged touch attack. It if hits, the target is blinded. Each round on its turn, the target can attempt a DC 16 Reflex save as a free action; if successful, the target shakes off the mud. The target or an adjacent creature can wipe off the mud as a standard action. The save DC is Constitution-based.
Vulnerable to Magic (Ex) A transmute mud to rock spell deals 1d6 points of damage per caster level to any mudlord in the area and automatically staggers it for 2d6 rounds.
 

Giant Slug

This massive, gray-brown slug leaves a viscous trail of slime in its wake as a long rasping tongue tastes the air for prey.

No simple garden pests, giant slugs pose a serious threat to those caught in their path. Folk who dwell near swamps and other regions that support giant slugs risk losing livestock and even their homes to these enormous beasts. Giant slugs constantly wander in search of food, their preference being fleshy organic material, which they slice into smaller, easily gulped chunks with their rasp-like tongues. What strange inf luence might have caused the first giant slugs to grow to such monstrous proportions is unknown, but today, giant slugs breed true and birth their oversized offspring after a fleshy, squirming courtship ritual. After mating, a female giant slug lays just over a hundred eggs, each approximately a foot in diameter. The mother slug guards this clutch fiercely and aggressively attacks any creatures that wander too close. Giant slugs inhabiting swamps aboveground mate once a year, and those who live in the area know better than to go into the swamps during this month. Deep below ground, some subterranean races use giant slugs as mounts or guardians. Creatures like mites, who have a strange empathy with vermin, can be used to keep giant slugs docile, but in most cases, those who would use giant slugs must do so with great care, keeping them well fed until they are needed for battle. Frightened whispers report armies of troglodytes using giant slugs as siege mounts. One particularly disturbing tale mentions a vast underground cavern inhabited by scores of skum and aboleth-controlled aquatic giant slugs with strange, mind-numbing abilities infused into their acidic saliva.

CR 8 XP 4,800
N
Huge vermin
Init –4; Senses blindsight 60 ft.; Perception +0
DEFENSE
AC
20, touch 4, flat-footed 20; (–4 Dex, +16 natural, –2 size)
hp 102 (12d8+48)
Fort +12, Ref +0, Will +4
DR 10/slashing or piercing; Immune acid, mind-affecting effects
Weaknesses susceptible to salt
OFFENSE
Speed
20 ft.
Melee tongue +15 (2d10+12 plus 2d8 acid)
Ranged spit acid +3 (10d6 acid)
Space 15 ft.; Reach 15 ft.
STATISTICS
Str
27, Dex 2, Con 18, Int —, Wis 10, Cha 1
Base Atk +9; CMB +19; CMD 25 (can’t be tripped)
SQ malleable
ECOLOGY
Environment
temperate and warm marshes and underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Spit Acid (Ex)
A giant slug can spit acid at an opponent within 60 feet (no range increment). With a successful ranged touch attack, the target takes 10d6 points of acid damage (no save).
Malleable (Ex) A giant slug’s body is very malleable, allowing it to fit into narrow areas with ease. A giant slug takes no penalty to its speed or checks when squeezing in an area that is one size category smaller than its actual size (10 feet wide for most giant slugs). A giant slug can squeeze normally through an area two size categories smaller than its actual size (5 feet wide for most giant slugs).
Susceptible to Salt (Ex) A handful of salt burns a giant slug as if it were a flask of acid, causing 1d6 points of damage per use.