Poison Frog
This small frog is bright green and red, with electric-blue stripes on its hind legs.
Poisonous frogs are a bright green color, with additional bright yellow, red, or blue markings. They are just over a foot long and weigh 10 pounds. The poison of poisonous frogs is often gathered by primitive tribes and used to coat darts and arrows for hunting. You can make a larger poison frog either by applying the giant simple template or by giving a normal giant frog a poison frog’s venomous bite.
N Tiny
Init +1; Senses ; Perception +3
DEFENSE
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will –1
OFFENSE
Speed 10 ft., 20 ft.
Melee bite +3 (1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 12, Con 11, Int 1, Wis 9, Cha 10
Base Atk +0; –1; CMD 5 (9 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +5 (+1 jumping), Perception +3, Stealth +13, Swim + 9
Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth; uses Dex to swim
ECOLOGY
Environment warm marshes and aquatic
Organization solitary, pair, or army (3–12)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Shocker Lizard
This dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning.
A shocker lizard has a pale yellow underside, with bright green scales elsewhere on its 3-foot-long body, and weighs about 25 pounds. Shocker lizards tend toward group living, as their electrical abilities grow in power when they are close to another lizard. A shocker lizard colony is usually located near a source of water. Once the colony has settled on a location, the lizards become very territorial and attack anything that intrudes on them. A solitary shocker lizard is a timid and hesitant creature—but when several of them gather they become formidable and fearsome opponents capable of killing creatures several times their own size. A shocker lizard relies on its electricity abilities in combat, and a lizard tends to bite only after its shock has rendered an opponent unconscious, or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all hone in on their comrade’s discharges and attempt to administer lethal shocks to their foe. Many have attempted to capture and tame shocker lizards, but this often proves a difficult and painful task. Alone and in captivity, shocker lizards tend to wither and die swiftly unless their keepers spend a lot of time grooming and playing with the lizards to keep them company. Kept in pairs or larger numbers, captive shocker lizards thrive, but their increasing electrical ability makes them more difficult to manage for keepers who aren’t themselves immune to electricity.
N Small
Init +6; Senses 60 ft., electricity sense, ; Perception +8
DEFENSE
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +5, Will +2
electricity
OFFENSE
Speed 40 ft., 20 ft., 20 ft.
Melee bite +4 (1d4)
Special Attacks shock
STATISTICS
Str 10, Dex 15, Con 13, Int 2, Wis 13, Cha 6
Base Atk +3; +2; CMD 14 (18 vs. trip)
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +8, Perception +8, Stealth +17, Swim +8
Racial Modifiers +2 Perception, +4 Stealth
ECOLOGY
Environment warm marshes
Organization solitary, pair, clutch (3–6), or colony (7–12)
Treasure incidental
SPECIAL ABILITIES
Electricity Sense (Ex) Shocker lizards automatically detect any electrical discharges within 100 feet.
Shock (Su) Shocker lizards can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents (Reflex DC 12 half ). This save DC is Constitution-based. Additionally, if two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing lizard. All creatures within that radius take 2d8 points of lethal electricity damage for each lizard contributing to the shock, to a maximum of 12d8. A Reflex save (DC 10 + the number of lizards contributing) halves the damage.
Goliath Frog
This massive, mottled amphibian glistens with slime, and its tongue drips with saliva.
These hulking frogs haunt warm marshlands and river shallows where thick undergrowth can conceal them. They are dangerous, aggressive predators that gorge themselves on smaller creatures or team up to bring down larger prey. They often climb to the low branches of ancient, mossy trees, picking off prey from the wetland’s floor before their existence is even suspected.
N Large
Init +1; Senses , ; Perception +8
DEFENSE
AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, –1 size)
hp 34 (4d8+16)
Fort +8, Ref +7, Will +1
OFFENSE
Speed 30 ft., 20 ft., 30 ft.
Melee bite +6 (2d6+6 plus grab) or tongue +6 ()
Space 10 ft.; Reach 5 ft. (15 ft. with tongue)
Special Attacks , (tongue, 5 ft.), (1d6 bludgeoning damage, AC 12, 3 hp), tongue
STATISTICS
Str 19, Dex 13, Con 18, Int 1, Wis 10, Cha 6
Base Atk +3; +8 (+12 grapple); CMD 19 (23 vs. trip)
Feats Lightning Reflexes, Skill Focus (Acrobatics)
Skills Acrobatics +12 (+20 when jumping), Climb +16, Perception +8, Stealth +5, Swim +12
Racial Modifiers +4 Acrobatics (+12 when jumping), +4 Perception, +4 Stealth
Environment warm marshes or water
Organization solitary, pair, or army (3–6)
Treasure none
SPECIAL ABILITIES
Tongue (Ex) A goliath frog’s tongue is a primary attack with three times the reach of its bite. Its tongue deals no damage but can be used to grab. The frog does not gain the grappled condition when grappling with its tongue.
Mosquito Swarm
The droning and spastic movements of this cloud of hungry mosquitoes promise a painful ordeal.
Swarming in dense, frenzied clouds, mosquito swarms are a relentless parasite, working in terrifying unison with their brethren. The very air seems to thicken and hum with their collective presence, as they descend upon unsuspecting creatures with a voracious hunger. While a single giant mosquito can rapidly exsanguinate a grown human, these swarms pose similar threat by overwhelming and incapacitating their prey with innumerable bites.
N Diminutive ()
Init +1; Senses 60 ft.; Perception +9
DEFENSE
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 31 (7d8)
Fort +5, Ref +3, Will +3
Defensive Abilities ; mind-affecting effects, weapon damage
OFFENSE
Speed 5 ft., 40 ft. (good)
Melee (2d6 plus bleed, disease, and distraction)
Space 10 ft.; Reach 5 ft.
Special Attacks (1d6), disease (malaria, DC 13), (DC 13)
STATISTICS
Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9
Base Atk +5; —; CMD —
Skills Fly +11, Perception +9
Racial Modifiers Perception +8
ECOLOGY
Environment tropical swamps
Organization solitary, pair, fury (3–6 swarms), or scourge (7–12 swarms)
Treasure none
Flytrap Leshy
This cluster of flytraps has a vaguely humanoid shape. The beady eyes atop the largest flytrap glare menacingly.
Most leshys are peaceful creatures that focus their efforts on tending the natural region around them. While flytrap leshys do not leave their homes to pick fights, they relish the opportunity to attack intruders. These carnivorous plants tend to attack before asking questions. While they rarely work together with other creatures, the aggressive creatures eagerly collaborate with others of their kind. They fight best in teams, and coordinate with each other so seamlessly that a group of flytrap leshys is nearly indistinguishable from a single creature—an illusion that the similarity between a flytrap leshy’s head and hands only compounds. While a typical flytrap leshy has one head and two hands, more powerful flytrap leshys exist with greater numbers of heads and hands. Cantankerous flytrap leshys represent the harsh and seemingly cruel aspects of the natural cycle that are ultimately needed for the greater well-being of all creatures. When necessary to protect their homes, flytrap leshys start controlled fires, relying on their fire resistance to wade through the flames. Unlike most of their kind, flytrap leshys eat flesh and are not picky about the kind of meat that they consume. They particularly savor insects, and one of the few ways to placate a flytrap leshy is to offer it a rare or unusual insect to consume. A typical flytrap leshy is 2 feet tall and weighs 20 pounds.
N Small (leshy, shapechanger)
Init +6; Senses 60 ft., ; Perception +11
DEFENSE
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 39 (6d8+12)
Fort +7, Ref +4, Will +4
electricity, , sonic; fire 5
OFFENSE
Speed 20 ft.
Melee bite +7 (1d4+1 plus 1d4 acid and digest), 2 flytrap hands +7 (1d3+1 plus 1d3 acid and digest)
Ranged acidic spittle +7 (1d4 acid and digest)
Special Attacks digest, sneak attack +1d6
(CL 10th; concentration +12)
Constant—pass without trace (CL 12th)
STATISTICS
Str 12, Dex 15, Con 14, Int 10, Wis 15, Cha 15
Base Atk +4; +4; CMD 16
Feats Combat Reflexes, Improved Initiative, Weapon Focus (bite)
Skills Intimidate +8, Perception +11, Stealth +6 (+10 in wetlands), Survival +0 (+4 in wetlands)
Racial Modifiers +4 Stealth in wetlands, +4 Survival in wetlands
Languages Druidic, Sylvan; plantspeech (flytraps)
SQ amalgam, (small flytrap; tree shape), verdant burst
ECOLOGY
Environment warm marshes or wetlands
Organization solitary or cluster (4–8)
Treasure standard
SPECIAL ABILITIES
Amalgam (Ex) Multiple flytrap leshys can combine themselves temporarily into a single creature, to a maximum of 25 leshys. Each leshy beyond the first grants the amalgam 1 Hit Die, and it gains a size category at 9, 12, 18, and 30 Hit Dice. The amalgam has a number of bite attacks equal to the number of bites of all component leshys combined, but only two flytrap hands attacks. If the amalgam drops below 0 hit points, it dissolves, and the damage is divided among the component leshys.
Digest (Ex) A creature that takes acid damage from a flytrap leshy’s bites or spittle must succeed at a DC 15 Fortitude save or become sickened for 1d4 rounds. The save DC is Constitution-based.
Flytrap Hands (Ex) In addition to the central flytrap that serves as its head, a flytrap leshy has two additional, smaller flytraps that serve as its hands. These hands function as the bite of a Tiny creature.
Frog Father
This elephantine amphibian has a grotesquely long tongue and beady eyes.
Frog fathers devour entire hives of monstrous vermin and any livestock that stray too close to their marshes, but happily gulp down any prey that crosses their paths. Their long, sticky tongues allow them to capture and restrain prey while they determine whether they want to consume it. A frog father’s chosen prey has little chance of escaping, as the frog’s powerful throat muscles allow it to swallow even large creatures rapidly.
N Huge
Init +1; Senses , ; Perception +10
DEFENSE
AC 18, touch 9, flat-footed 17 (+1 Dex, +9 natural, –2 size)
hp 57 (6d8+30)
Fort +10, Ref +8, Will +4
OFFENSE
Speed 30 ft., 30 ft.
Melee bite +8 (3d6+9 plus grab), tongue +8 ()
Space 15 ft.; Reach 10 ft. (30 ft. with tongue)
Special Attacks , (tongue, 10 ft.), (2d6 bludgeoning damage, AC 14, 5 hp), tongue
STATISTICS
Str 23, Dex 13, Con 20, Int 1, Wis 10, Cha 6
Base Atk +4; +12; CMD 23 (27 vs. trip)
Feats Iron Will, Lightning Reflexes, Skill Focus (Acrobatics)
Skills Acrobatics +12 (+20 jumping), Perception +10, Stealth +2, Swim +14
Racial Modifiers +4 Acrobatics (+12 jumping), +4 Perception, +4 Stealth
ECOLOGY
Environment warm marshes or water
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Tongue (Ex) A frog father’s tongue is a primary attack with three times the reach of its bite. Its tongue deals no damage but can be used to grab. The frog does not gain the grappled condition when grappling with its tongue.
Ahuizotl
This bear-sized beast has a body like a squat simian, a dog’s face, and a long tail that ends in a clawed hand.
A carnage-hungry denizen of swamps, the ahuizotl is a ferocious-looking predator, even before one takes into consideration its most distinctive feature—a long tail that ends in a clawed but alltoo- humanoid hand. Whether from the entrance of its aquatic home (typically a sunken mass of trees or a flooded cavern) or the thick reeds and flora that grow at the water’s edge, an ahuizotl remains watchful for any intruder that might trespass into its territory. Upon sighting such prey, the beast uses its uncanny ability to mimic the sound of a humanoid in distress to lure victims near, so it can snatch them with its tail claw. Ahuizotls are particularly fond of feasting upon a victim’s eyes, and their tail claws are particularly adept at swiping away such organs for the beasts to feed upon. Teeth and fingernails are another of the creature’s favorite meals, and the appearance of mutilated bodies missing eyes, teeth, and nails along a river’s banks is sure evidence of an ahuizotl attack. Despite its preference for cruelty, an ahuizotl might come to mutually advantageous arrangements with other pernicious denizens of the swamps. Will-o’-wisps and ahuizotls often find themselves in such cooperative relationships, with the will-o’-wisp coaxing creatures near the ahuizotl’s lair and then lingering to feed upon the victims’ fear as the ahuizotl drags them into the depths. Some wily humanoids who fall into an ahuizotl’s clutches—typically lizardfolk, boggards, or swampdwelling humans—have successfully managed to bargain away the lives of others in exchange for their own. Such arrangements always lead to a series of vicarious murders, as the aquatic predator’s proxy coaxes new victims into the swamp for its fearsome partner to dine upon. Ahuizotls are exceptionally long-lived, and a single individual might live and feed in a particular area for several human generations. An ahuizotl is 9 feet long and weighs 1,200 pounds.
NE Large (aquatic)
Init +7; Senses 60 ft., ; Perception +2
DEFENSE
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +9, Will +4
OFFENSE
Speed 30 ft., 50 ft.
Melee bite +12 (2d6+5), claw +12 (1d8+5/19–20 plus )
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks (2 claws +12, 1d4+5)
STATISTICS
Str 20, Dex 17, Con 17, Int 9, Wis 14, Cha 16
Base Atk +8; +14 (+18 grapple); CMD 27 (31 vs. trip)
Feats Blinding Critical, Combat Reflexes, Improved Critical (claw), Improved Initiative, Skill Focus (Stealth), Stand Still
Skills Bluff +9, Stealth +9, Swim +20
Racial Modifiers +6 Bluff
Languages Common
SQ , tenacious grapple, voice mimicry
ECOLOGY
Environment warm lakes, rivers, or swamps
Organization solitary
Treasure standard
SPECIAL ABILITIES
Tenacious Grapple (Ex) An ahuizotl does not gain the grappled condition when it grapples a foe.
Voice Mimicry (Ex) An ahuizotl can perfectly mimic the sound of humanoid sobbing and can even attempt to mimic voices it has heard. When mimicking a voice, an ahuizotl must make a Bluff check opposed by its listener’s Sense Motive check. If the listener has never heard the voice the ahuizotl is attempting to mimic, the listener takes a –8 penalty on the Sense Motive check.
Iguanodon
This dinosaur seems comfortable on two legs or four. Its front limbs are each adorned with a cruel-looking, thumblike spike.
Iguanodons are large, herbivorous dinosaurs that inhabit swamps and forests where they can take advantage of abundant vegetation. The iguanodon is capable of moving on two feet or on four, quickly switching from one stance to the other, depending on whether it needs to move through dense foliage or to reach delectable morsels hanging up in the canopy. Although iguanodons are herbivores, they are notoriously quick to anger. Their thumb spikes make their claws particularly devastating weapons—a well-placed blow from one of these claws can turn a hungry predator into a cowering beast with one swift strike. Iguanodons are 30 feet long and weigh 6,000 pounds. found dwelling in regions inhabited by such creatures. A fully grown adult dimetrodon can reach a length of up to 15 feet and weigh upward of 2,000 pounds.
N Huge
Init +2; Senses , ; Perception +12
DEFENSE
AC 19, touch 10, flat-footed 17 (+2 Dex, +9 natural, –2 size)
hp 76 (9d8+36)
Fort +10, Ref +8, Will +4
OFFENSE
Speed 30 ft.
Melee 2 claws +13 (1d8+8/×3)
Space 15 ft.; Reach 15 ft.
Special Attacks thumb spikes
STATISTICS
Str 27, Dex 14, Con 19, Int 2, Wis 12, Cha 7
Base Atk +6; +16; CMD 28 (32 vs. trip)
Feats Power Attack, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (claw)
Skills Perception +12, Stealth +4
ECOLOGY
Environment warm forests or swamps
Organization solitary, pair, or pack (3–6)
Treasure none
SPECIAL ABILITIES
Thumb Spikes (Ex) An iguanodon’s thumb spikes can inflict grievous wounds—they deal triple damage on a successful critical hit.
Giant Anaconda
An enormous coil of muscle and scales, this giant snake flicks its arm-length tongue in the air as it scans the area for prey.
Of the multitude of slithering predators that infest jungles, forests, and swamps, few inspire such terror as the giant anaconda. Incredibly strong, fearless hunters, these creatures are capable of taking down and eating elephants, dinosaurs, and giants. Their olive green and black mottled scales afford them exceptional camouflage in the murky waters they call home. A giant anaconda can grow to a length of 60 feet.
N Gargantuan
Init +6; Senses , ; Perception +22
DEFENSE
AC 25, touch 9, flat-footed 22 (+2 Dex, +1 dodge, +16 natural, –4 size)
hp 126 (12d8+72)
Fort +14, Ref +10, Will +5
OFFENSE
Speed 20 ft., 20 ft., 20 ft.
Melee bite +19 (4d6+19/19–20 plus )
Space 20 ft.; Reach 20 ft.
Special Attacks (4d6+19)
STATISTICS
Str 36, Dex 14, Con 23, Int 1, Wis 13, Cha 2
Base Atk +9; +26 (+30 grapple); CMD 39 (can’t be tripped)
Feats Dodge, Improved Critical (bite), Improved Initiative, Power Attack, Skill Focus (Perception), Weapon Focus (bite)
Skills Climb +21, Perception +22, Swim +21
ECOLOGY
Environment warm swamps
Organization solitary or pair
Treasure none
Peluda
This long-necked dragon has steamy breath, a lashing tail, and a back covered in hundreds of quills.
Peludas loathe all weak, fragile creatures smaller than themselves, especially humanoids. Some hunt in nearby farmlands before returning to their own lairs. Some are worshipped as gods by lizardfolk or other swamp creatures, though a peluda’s short temper means it may eat its devotees if affronted. A typical peluda is 15 feet long and weighs 300 pounds.
NE Large
Init +5; Senses 60 ft., ; Perception +16
DEFENSE
AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
hp 126 (11d12+55)
Fort +14, Ref +8, Will +11
Defensive Abilities , quills
5/magic; fire, paralysis, sleep; 21
Weaknesses tail
OFFENSE
Speed 30 ft., 30 ft.
Melee bite +18 (2d6+8), 2 claws +18 (1d6+8), tail slap +13 (3d6+4 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks (50-ft. line, 6d6 fire damage, Reflex DC 20 half, usable every 1d4 rounds), poison, quill barrage
STATISTICS
Str 27, Dex 12, Con 21, Int 6, Wis 15, Cha 12
Base Atk +11; +20 (+22 bull rush); CMD 31 (33 vs. bull rush, 35 vs. trip)
Feats Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack
Skills Climb +12, Intimidate +15, Perception +16, Stealth +10, Swim +30
Languages Draconic
ECOLOGY
Environment temperate marshes or plains
Organization solitary or pair
Treasure double
SPECIAL ABILITIES
Poison (Ex) Quill—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Quill Barrage (Ex) Three times per day, a peluda can fire dozens of spearlike barbs in all directions. All creatures within 15 feet take 6d6 points of piercing damage (Reflex DC 20 half) and are subject to its poison quills. The save DC is Constitution-based.
Quills (Ex) A peluda’s back and tail are covered in sharp black quills. A creature that strikes a peluda with a melee weapon, an unarmed attack, or a natural weapon takes 1d6 points of piercing damage from the peluda’s quills and risks being poisoned. Weapons with reach do not endanger an attacker in this way. Any creature that grapples a peluda takes 3d6 points of piercing damage and risks being poisoned on its turn each round.
Vulnerable Tail (Su) A peluda is vulnerable to attacks against its tail. Any attack that is not an attempt to sever the peluda’s tail (including area attacks or attacks that cause piercing or bludgeoning damage) affects its body. To sever the tail, an opponent must target the tail and attempt a sunder combat maneuver with a slashing weapon. The tail is considered a separate weapon with hardness 5 and hit points equal to the peluda’s HD. The opponent must deal enough damage on a single blow to reduce the tail’s hit points to 0 or fewer. If the tail is severed, the peluda can no longer attack with it and takes 2d6 points of bleed damage each round.
Black Dragon
Hissing green acid drips from the fanged maw of this black-scaled, horned dragon.
Lording over the darkest swamps and marshes, black dragons are the undisputed masters of their domain, ruling through cruelty and intimidation. Those who dwell within a black dragon’s reach live in fear. Black dragons tend to make their lairs in remote parts of the swamp, preferably in caves at the bottom of dark and fetid pools. Inside, they pile up their filthy treasure and sleep amid the roots and muck. Black dragons prefer their food a bit rotten and will often allow a meal to sit in a pool for days before consuming it. Black dragons prefer treasures that do not rot or decay, making their hoard, full of coins, gemstones, jewelry, and other objects made from stone or metal.
CR
CE (water)
Init + ; Senses ; Perception +
DEFENSE
AC
hp
Fort + , Ref + , Will +
acid, paralysis, sleep
OFFENSE
Speed 60 ft., , 60 ft.
Melee
Space ft.; Reach
Special Attacks
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk + ; + ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment warm marshes
Organization solitary
Treasure triple
Spinosaurus
This titanic saurian has a crocodilian snout, powerful front claws, and a colorful sail-like ridge that runs down its back.
A towering presence among the vast creatures of the wetlands, the creature's elongated, crocodilian snout speaks of its mastery as a predator. Especially adept at securing aquatic prey along coastal and river shorelines, it isn't solely its colossal size or predatory might that mesmerizes onlookers. The most enchanting feature of the Spinosaurus is the vibrant sail-like ridge that elegantly adorns its back—be it for thermoregulation, display, or some other mysterious function unique to this magnificent beast. A spinosaurus is 60 feet in length and over 25,000 pounds.
N Gargantuan
Init +6; Senses , ; Perception +25
DEFENSE
AC 24, touch 8, flat-footed 22 (+2 Dex, +16 natural, –4 size)
hp 170 (20d8+80)
Fort +16, Ref +16, Will +9
OFFENSE
Speed 40 ft., 30 ft.
Melee bite +23 (2d8+12/19–20 plus ), 2 claws +23 (2d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks , (2d8+12, AC 18, 17 hp)
STATISTICS
Str 34, Dex 15, Con 18, Int 2, Wis 13, Cha 13
Base Atk +15; +31 (+35 grapple); CMD 43
Feats Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Run, Skill Focus (Perception), Staggering Critical
Skills Perception +25, Swim +28
SQ
ECOLOGY
Environment warm forests or swamps
Organization solitary, pair, or pack (3–6)
Treasure none
Titanoboa
This immense serpent moves in deliberate, slithering undulations, its forked tongue tasting the air eagerly for the scent of prey.
Titanoboas are deadly ambush predators, striking quickly from beneath the surface of the swamps and jungle waters they call home. Titanoboas vary in their coloration to camouflage effectively in their homes, typically patterned gray-brown and green to match the coloration of local foliage, water, and ground. A titanoboa is 45 feet long and weighs 2,500 pounds.
N Colossal
Init +6; Senses , ; Perception +17
DEFENSE
AC 28, touch 4, flat-footed 26 (+2 Dex, +24 natural, –8 size)
hp 184 (16d8+112)
Fort +17, Ref +12, Will +10
OFFENSE
Speed 30 ft., 30 ft., 30 ft.
Melee bite +22 (6d6+25/19–20 plus )
Space 30 ft.; Reach 30 ft.
Special Attacks (6d6+25), , (6d6+25 bludgeoning, AC 22, 18 hp)
STATISTICS
Str 44, Dex 14, Con 25, Int 2, Wis 17, Cha 8
Base Atk +12; +37; CMD 49 (can’t be tripped)
Feats Combat Reflexes, Improved Critical (bite), Improved Initiative, Improved Iron Will, Iron Will, Lunge, Skill Focus (Perception), Weapon Focus (bite)
Skills Climb +25, Perception +17, Stealth –7 (+17 in swamps), Swim +32
Racial Modifiers +24 Stealth in swamps
ECOLOGY
Environment warm swamps
Organization solitary or pair
Treasure none
Ophiotaurus
This enormous russet serpent has the head and forequarters of a ruddy bull with bronze horns and hooves.
An ophiotaurus is a strange beast tied to apocalyptic prophecies, yet imbued with the power to alter destiny and bend fate. They typically measure about 20 feet long and weigh over 4 tons.
N Gargantuan (mythic)
Init +15/–5M, ; Senses 60 ft., , ; Perception +24
DEFENSE
AC 36, touch 10, flat-footed 32 (+4 Dex, +26 natural, –4 size)
hp 302 (16d10+214); 10 (cursed weapons)
Fort +19, Ref +14, Will +15; +8 vs. mind-affecting effects
Defensive Abilities apocalyptic wound, (50%), (nightmare vapor), second save; 15/epic; divination, fear; 28
OFFENSE
Speed 30 ft., 30 ft.
Melee gore +27 (2d8+15), 2 hooves +25 (2d6+7), tail slap +25 (2d8+7 plus )
Space 20 ft.; Reach 20 ft.
Special Attacks confounding coils, (2d6+22), drag along, (7/day, +1d10), (4d6+15, DC 27)
(CL 15th; concentration +19; Wisdom-based)
Constant—mind blank
3/day—restore mythic power, share glory, steal power (DC 19)
1/day—ascension
STATISTICS
Str 40, Dex 19, Con 28, Int 5, Wis 26, Cha 13
Base Atk +16; +35; CMD 49
Feats Combat ReflexesM, Greater Vital Strike, Improved InitiativeM, Improved Vital Strike, Iron Will, Multiattack, Power AttackM, Vital StrikeM
Skills Climb +20, Perception +24, Swim +27
Languages Common
SQ questing beast
ECOLOGY
Environment warm hills, plains, or swamps
Organization solitary
Treasure standard
SPECIAL ABILITIES
Apocalyptic Wound (Su) When an ophiotaurus takes damage, it can expend one use of its mythic power as an immediate action to inundate its attacker’s mind with dire prophetic visions for 2d6 rounds (DC 27 Will negates). These visions cause the attacker to become dazzled and to take a 20% miss chance on all its attacks. An affected creature must successfully save again each round or become confused, dazed, or frightened (equal chance of each) for 1 round. This is a mind-affecting divination effect. The save DC is Constitution-based.
Confounding Coils (Su) Mythic creatures grappled by an ophiotaurus must succeed at a DC 21 Will save each round or be affected as if by mythic severance. The save DC is Wisdom-based.
Drag Along (Ex) An ophiotaurus grappling Medium or smaller creatures does not gain the grappled condition, it can maintain its grapple as a free action (though if it does, it can’t attempt any additional checks to maintain the grapple that round), and it can move itself and its target at full speed without making additional grapple checks.
Questing Beast (Su) Up to five creatures can feast upon a slain ophiotaurus’s entrails. Each such creature is exposed to nightmare vapor poison (DC 27), but also gains one of the following spell effects of her choice: discern location, divination, find the path, greater scrying (DC 21), moment of prescience, or vision (CL 15th). In addition, she may choose to accept a geas/quest to slay a specific mythic creature or creature of CR 20 or greater, gaining the effect of vengeful outrage when in combat with that opponent. Eating the entrails of a living ophiotaurus exposes the eater to the poison without any benefit. The save DC against the poison is Constitution-based, and the save DC against the spell effects is Wisdom-based.
Thundering Trample (Ex) An ophiotaurus can expend one use of its mythic power when using its trample attack to make a single combat maneuver check and apply the result as a bull rush maneuver against the CMD of each creature that fails to save against its trample. These combat maneuvers do not provoke attacks of opportunity.
Vorgozen
This mountain of filthy green sludge heaps up on itself, extending six tentacles and unfolding its core to reveal a single red eye.
Most kaiju are ancient creatures that have dwelled in hidden lairs since the dawn of civilization, prehistoric monsters woken from eons-long slumbers, or alien entities who visit the world only rarely. But Vorgozen (referred to as the Shapeless Feeder by some, and as Queen Vorgozen by those who wish to see all magic abolished from the world) is a relatively recent addition to the world’s kaiju. This accidental but overwhelmingly powerful creation was forged from the unfortunate combination of hubris and arrogance. The absolute destruction of the remote academy in an immense fen that gave rise to the Shapeless Feeder left few clues as to the nature of the potent magic the wizards there were toying with. What hints remain suggest it involved reverse-engineering an artifact in an attempt to distill the potent powers held within the core of a once-flying city. Born as she was out of the abuse of magical power, Vorgozen is very much a personification of the arrogant wizard who values the study and mastery of magic and the pursuit of arcane power over all else. The Shapeless Feeder was not content to remain at the epicenter of her accidental creation, and has instead seeped through the world, drawn by powerful magical auras or supernatural foci. Fortunately for civilization, after emerging to destroy, the Shapeless Feeder invariably retreats to vast swamplands such as the site of her genesis to hibernate for decades before rousing once again from her slumber. The powerful magic of other kaiju’s supernatural abilities is particularly coveted by Vorgozen, and she enjoys polluting these effects more than any other. She is often drawn to places where other kaiju rampage as a result. Queen Vorgozen is an immense mound of protoplasm nearly 80 feet in diameter. She weighs 24,000 tons.
CN Colossal (kaiju, water)
Init +14; Senses 600 ft., 600 ft.; Perception +32
Aura polluted magic (300 ft.)
DEFENSE
AC 47, touch 13, flat-footed 36 (+10 Dex, +1 dodge, +34 natural, –8 size)
hp 717 (35d8+560); 30
Fort +27, Ref +23, Will +24
Defensive Abilities absorb magic, , recovery; 20/epic; ability damage, ability drain, acid, death effects, disease, energy drain, fear, poison, ; acid 30, cold 30, electricity 30, fire 30, sonic 30, negative energy 30; 40
OFFENSE
Speed 50 ft., 50 ft., 100 ft.
Melee 6 tentacles +40 (4d6+21/19–20 plus 2d6 acid and )
Space 80 ft.; Reach 60 ft.
Special Attacks acid beam, (4d6+31 plus 2d6 acid), , hurl foe, infuse terrain, (10d6 acid and 10d6 bludgeoning damage, AC 27, 71 hp)
STATISTICS
Str 52, Dex 31, Con 42, Int 3, Wis 32, Cha 27
Base Atk +26; +55 (+59 bull rush); CMD 76 (78 vs. bull rush, can’t be tripped)
Feats Blinding Critical, Combat Reflexes, Critical Focus, Dodge, Greater Bull Rush, Greater Vital Strike, Improved Bull Rush, Improved Critical (tentacle), Improved Initiative, Improved Lightning Reflexes, Improved Vital Strike, Iron Will, Lightning Reflexes, Lunge, Mobility, Power Attack, Vital Strike, Weapon Focus (tentacle)
Skills Climb +44, Perception +32, Swim +47
Racial Modifiers +16 Perception
Languages Aquan (can’t speak)
SQ massive
ECOLOGY
Environment warm swamps
Organization solitary (unique)
Treasure incidental
SPECIAL ABILITIES
Absorb Magic (Ex) When a spell or spell-like ability fails to overcome Vorgozen’s spell resistance, it is wholly or partially absorbed by the kaiju. If the spell was an area-effect spell or targeted more than just Vorgozen, it functions normally against other targets and Vorgozen regains a number of hit points equal to double the spell’s level. If the spell targeted only Vorgozen, she absorbs the entire spell and regains a number of hit points equal to 10 × the spell’s level. Whenever Vorgozen absorbs magic in this way, her polluted magic Aura grows more powerful (whether or not the absorbed magic healed her of damage); all rolls to determine the effect of polluted magic are modified by +20 for the remainder of the round.
Acid Beam (Su) Once every 4 rounds, Vorgozen can unleash a beam of foul acid. This creates a 1,200-foot line of high-pressure caustic fluid. All creatures caught in the area of effect take 20d6 points of acid damage and 20d6 points of bludgeoning damage, and are knocked prone. A creature that succeeds at a DC 43 Reflex save takes half damage and avoids being knocked prone. A Huge or smaller creature that is knocked prone is also pushed away from Vorgozen. A Huge creature is pushed back 10 feet, a Large creature 20 feet, a Medium creature 40 feet, and Small or smaller creatures 80 feet. Creatures that are pushed take 1d6 additional points of bludgeoning damage per 10 feet they are pushed, but can attempt a DC 43 Reflex save to halve this additional damage. The save DC is Constitution-based.
Infuse Terrain (Su) Once per day as a standard action, Vorgozen can dematerialize and seep into the terrain, infusing it with her polluted nature. The kaiju appears to simply melt into the surrounding terrain when she uses this ability, vanishing from view. The terrain in a 1-mile radius becomes infused with the kaiju’s essence—if the terrain is swamp or other wetland, the radius increases to 10 miles. While infusing terrain, Vorgozen cannot be harmed, and all magical effects generated in the region can trigger polluted effects (see Polluted Magic below). Vorgozen remains aware of what takes place in the region of infused terrain, and she can remain infused in the terrain indefinitely, during which time she does not need to breathe, eat, or sleep. She can emerge from the terrain at any point within the infused region as a swift action, gaining the benefit of a heal spell (CL 20th) when she does so. Alternatively, she can suppress all effects of her presence on the terrain for up to 24 hours to move at a speed of 50 miles per hour, as per shadow walk. When she ceases moving (typically upon arriving at a region with powerful magic that has drawn her attention), her presence remains suppressed and she cannot move for the remainder of the 24 hours, at which point the suppression ends and her presence again infuses the surrounding terrain.
Polluted Magic (Su) Vorgozen’s presence pollutes magic, causing magical abilities to become unreliable when used within 300 feet of the kaiju. When a creature within this area generates a spell, spell-like ability, or supernatural effect, roll on the table below to see how Vorgozen’s polluting presence hampers or transforms the effect. Effects created by creatures outside of this 300-foot aura are unaffected by Vorgozen’s polluted magic, even if the effect of the spell or supernatural ability enters the area of polluted magic or targets Vorgozen. Likewise, ongoing spell effects or supernatural effects are not polluted when Vorgozen’s Aura envelops them. Vorgozen’s own supernatural abilities never trigger polluted magic effects.
d% | Result |
---|---|
1–30 | The spell or supernatural effect functions normally. |
31–50 | The spell or supernatural effect is diluted, functioning at half capacity (caster level, all damage and other randomly determined elements, and durations and areas of effect not determined by caster level are halved); the DCs of saving throws to resist the effect are decreased by 10. |
51–70 | The spell or supernatural effect is cancelled and its use for that activation is wasted. |
71–90 | The spell or supernatural effect is canceled and its use for that activation is wasted. The creator of the spell or supernatural effect must succeed at a DC 35 Fortitude save or be nauseated for 1d4 rounds. The nausea is a mind-affecting effect. The save DC is Charisma-based. |
91 or higher | The spell or supernatural effect is canceled and its use for that activation is wasted. The creator of the spell or supernatural effect must succeed at a DC 35 Will save or suffer the effects of feeblemind (CL 20th). The feeblemind effect is a mind-affecting effect. The save DC is Charisma-based. |