Goblin

This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.

Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races. Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs). Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn’t require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate. Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won’t turn down any food—except, perhaps, vegetables.

CR 1/3 XP 135
Goblin warrior 1
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception –1
DEFENSE
AC
16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +2, Will –1
OFFENSE
Speed
30 ft.
Melee short sword +2 (1d4/19–20)
Ranged short bow +4 (1d4/×3)
STATISTICS
Str
11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4
Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
ECOLOGY
Environment
temperate forest and plains (usually coastal regions)
Organization gang (4–9), warband (10–16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th–8th level; and 10–40 goblin dogs, wolves, or worgs)
Treasure NPC gear (leather armor, light wooden shield, short sword, short bow with 20 arrows, other treasure)

The Nature of Goblinoid Evil
Goblins, hobgoblins, and bugbears, despite having superficial similarities, each represent a different face of evil. Hobgoblins are ordered and methodical in their evil, forming vast armies, warbands, and despotic nations. Goblins are the primal evil, seeking only cruelty and petty victimization as they can find it, be that among their own kind or against their neighbors. Yet the evil personified by the bugbear may be the most terrifying, for they actively seek to inflict pain and suffering in the most destructive ways possible. When a hobgoblin kills, it’s because of tradition and order. When a goblin kills, it’s for fun. But when a bugbear holds its blade, it kills only when it can be assured that the murder will cause maximum pain and suffering to those its weapon does not touch; to a bugbear, the true goal of murder is to strike not at the victim, but at those who held the victim dear.

 

Atomie

This miniscule, green-skinned humanoid wields a needle-thin rapier. A pair of dragonfly wings holds the wee creature aloft.

Atomies perceive themselves as larger than they actually are. Like pups standing up to a full-grown cur, atomies never back down from aggression, and take tremendous pride in defeating and humiliating foes larger than themselves. Atomies find great pleasure in shoring up the odds in a fight against larger foes. They make use of their reduce person spell-like ability as an offensive measure, hoping to shock and humiliate humanoid opponents, giving them a chance to make a killing jab. Atomies employ their invisibility spell-like ability to get in close and make sneak attacks before darting back out of reach. In lands thick with fey, atomies often serve as border sentries or bodyguards to nymphs, dryads, or other more powerful fey creatures. While atomies prove only passable in their ability to defend such creatures, other fey accept their fealty out of respect and perhaps with a bit of mirth as well. Atomies enjoy their time as honor guards, but often grow bored and leave their posts in search of adventure. These nimble creatures adore swordplay and practice with their blades endlessly. Atomies often travel their lands seeking adventure tinged with mischief. Sensitive to bullying and oppression, atomies revel in turning the tables on a cruel mayor or tormenting dishonorable mercenary bands. Atomies, enamored with tales of epic duels and the defeat of great evils, sometimes follow adventuring parties and eavesdrop on their nightly tales by the campfire. If a warrior in the group tends to boast of his swordplay, an atomie rarely resists the urge to humble him by sabotaging his equipment or invisibly reducing him and challenging him to a duel. Atomies get along well with grigs, and it is not uncommon to see the two types of creatures banding together for defense or companionship. Some sages claim the two creatures share a past link, pointing out their similar insectile wings. Anyone questioning an atomie or grig about this theory is greeted with bouts of shrill tiny laughter. An atomie stands just under a foot tall and weighs 2 pounds.

CR 1 XP 400
CN
Diminutive fey
Init +7; Senses low-light vision; Perception +7
DEFENSE
AC
17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 9 (2d6+2)
Fort +1, Ref +6, Will +5
DR 2/cold iron
OFFENSE
Speed
20 ft., fly 50 ft. (good)
Melee rapier +8 (1d2–2/18–20)
Space 1 ft.; Reach 0 ft.
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 6th; concentration +10)
Constant—speak with animals
At will—dancing lights, reduce person (DC 15)
3/day—invisibility (self only)
1/day—shrink item
STATISTICS
Str
6, Dex 17, Con 13, Int 11, Wis 14, Cha 18
Base Atk +1; CMB +0; CMD 8
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8 (+4 when jumping), Bluff +9, Escape Artist +7, Fly +18, Perception +7, Sense Motive +6, Stealth +20
Languages Common, Sylvan; speak with animals
ECOLOGY
Environment
any temperate
Organization solitary, pair, gang (3–6), or band (7–14)
Treasure standard (rapier, other treasure)
 

Giant Raven

This glossy, jet-black bird stands as tall as a dwarf. Its eerily intelligent black eyes are quick to take in everything around it.

Some ravens can reach astonishing sizes, making them a threat to foxes, raccoons, and on occasion even larger animals. Like their smaller cousins, giant ravens are omnivorous, able to subsist on nearly anything, though they favor large insects, small mammals, and other birds. They are also consummate scavengers, often feeding on the remains of creatures left behind by larger predators. These large corvids share the keen and vengeful intellect of smaller ravens.  Giant ravens grow to be nearly 5 feet in height and weigh 45 pounds.

CR 1 XP 400
N
Medium animal
Init +2; Senses low-light vision; Perception +9
DEFENSE
AC
13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +2; +4 vs. ingested disease
OFFENSE
Speed
20 ft., fly 50 ft. (average)
Melee bite +3 (1d6+3)
STATISTICS
Str
14, Dex 15, Con 14, Int 2, Wis 15, Cha 9
Base Atk +1; CMB +3; CMD 15
Feats Skill Focus (Perception)
Skills Fly +6, Perception +9
SQ scavenger
ECOLOGY
Environment
any temperate
Organization solitary, pair, or conspiracy (3–12)
Treasure incidental
SPECIAL ABILITIES
Scavenger (Ex)
Giant ravens are hardy birds that often feed on carrion or even undead flesh. As a direct result of this unusual dietary habit, they gain a +4 bonus on saves to resist ingested diseases.
 

Venomous Snake

This brightly colored snake assumes an aggressive posture, its hissing mouth open to display its fangs.

Countless species of poisonous snakes dwell in the wild, their bites capable of bringing down creatures much larger than themselves. Snakes of the size presented here are thankfully rarer than their smaller kin, but many species of rattlesnake, cobra, and similar reptiles can grow to this size. Venomous snakes are generally far more aggressive than constrictor snakes, and even larger variants do exist: you can create stats for a king cobra, for example, by applying the advanced and giant simple templates to the stats given above.

CR 1 XP 400
N
Medium animal
Init +5; Senses low-light vision, scent; Perception +9
DEFENSE
AC
14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +1
OFFENSE
Speed
20 ft., climb 20 ft., swim 20 ft.
Melee bite +2 (1d4–1 plus poison)
STATISTICS
Str
8, Dex 13, Con 14, Int 1, Wis 13, Cha 2
Base Atk +1; CMB +0; CMD 11 (can’t be tripped)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +9, Climb +9, Perception +9, Stealth +9, Swim +9
Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics; modifies Climb and Swim with Dexterity
ECOLOGY
Environment
any temperate or warm
Organization solitary, pair, or nest (3–8)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. The save DC is Constitution-based.
 

Apallie

This small, green ooze shifts form constantly, often taking on a two-legged, vaguely humanoid appearance.

Most oozes are mindless, existing only to consume. Even those rare oozes that do possess intelligence still tend to prefer the consumption of other creatures over their company. Occasionally, however, an ooze in the presence of a powerful psychic spellcaster becomes infused with some measure of both sentience and personhood, and yearns to join the company of civilized beings. When a spellcaster completes a particularly stressful ritual or powerful mental feat in close proximity to the right mixture of primordial slimes that make up a nascent ooze, a piece of the spellcaster’s mind breaks off and infuses the ooze, creating a being called an apallie.  A newly formed apallie is typically convinced that it is a member of its creator’s race. Its greatest desire is to join the society of its progenitor, and it alters its form to insinuate itself into humanoid settlements. Such impostors are easily discovered, however, as an apallie’s true nature reasserts itself as soon as the sun begins to rise. An ooze discovered in this way often finds itself run out of town, forced to try its luck in the next settlement, though some particularly stubborn apallies simply assume a new form and return the next night under a different guise.  Apallies are nocturnal creatures, for any contact with the rays of the sun forces them to return to their true, amorphous forms. Even when its form is forcibly reverted, an apallie insists it is truly a member of its creator’s race, and that it has somehow been subjected to a terrible curse. Despite the ooze’s relatively high intelligence, this unreasonable attachment to its self-image persists even in extreme circumstances. If the apallie’s creator was a different size from the apallie, the apallie still tries to imitate that creator, attempting to pass as a small elf, human, or member of another race to which its progenitor belonged, and refuses to acknowledge the size difference. Apallies are more common in large cities that provide sewers and other enclosed venues to hide in during the day and a healthy nightlife scene in which they can pose as humanoids when it’s dark. Some apallies find acceptance, and even success, in such environments, though the small oozes never stop trying to prove themselves to be humanoids, and any relationships in which they engage (whether platonic or romantic) nearly always end in a predictable disaster.  In its true form, an apallie weighs about 40 pounds and stands about 3 feet tall.

CR 2 XP 600
N
Small ooze
Init +2; Senses Perception +5
DEFENSE
AC
15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 22 (4d8+4)
Fort +2, Ref +5, Will +2
Defensive Abilities amorphous; Immune ooze traits
Weaknesses sun allergy
OFFENSE
Speed
20 ft., climb 20 ft.
Melee 2 slams +6 (1d3+2 plus 1d4 acid)
Spell-Like Abilities (CL 4th; concentration +4)
At will—alter self (Small humanoids only)
STATISTICS
Str
14, Dex 15, Con 12, Int 13, Wis 12, Cha 11
Base Atk +3; CMB +4; CMD 16
Feats Deceitful, Lightning Reflexes
Skills Bluff +2, Climb +10, Disguise +6, Perception +5, Stealth +10
Languages Sylvan
ECOLOGY
Environment
any temperate
Organization solitary, pair, or colony (4–12)
Treasure incidental
SPECIAL ABILITIES
Sun Allergy (Su)
The sun’s light automatically dispels an apallie’s alter self spell-like ability.
 

Worg

This unusually large wolf has an evil, almost intelligent light shining in its deep red eyes.

Worgs are oversized, evil, intelligent wolves often found dwelling amid goblins or other savage races. A typical worg has gray or black fur, stands 3 feet tall at the shoulder, and weighs 300 pounds. Worgs hunt in packs, running down and surrounding their prey like common wolves, but their intelligence and ability to speak make them better at coordinating their attacks. They sometimes use one packmate as a decoy, pretending to be a humanoid calling for help in order to lure intelligent prey into an ambush. Worgs that travel with goblins often allow them to ride on their backs, but in such situations it is usually the worg that is the master, not the rider.

CR 2 XP 600
NE
Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE
AC
14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 26 (4d10+4)
Fort +5, Ref +6, Will +3
OFFENSE
Speed
50 ft.
Melee bite +7 (1d6+4 plus trip)
STATISTICS
Str
17, Dex 15, Con 13, Int 6, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Feats Run, Skill Focus (Perception)
Skills Perception +11, Stealth +9, Survival +5
Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Goblin
ECOLOGY
Environment
temperate forests and plains
Organization solitary, pair, or pack (3–11)
Treasure incidental
 

Adherer

This pallid humanoid creature is wrapped in wispy strips of skin, with bits of detritus and a sour stink clinging to it.

Adherers look vaguely like embalmed and mummified corpses wrapped in dirty linen, but they are in fact otherworldly beings of an entirely different nature. Transformed by hideous processes on the Ethereal Plane, their bodies are riddled with tiny, adhesive strands that can stick to anything, allowing adherers to bind their enemies’ weapons and capture living creatures for their depraved rituals. Though once human, adherers have forgotten all traces of humanity, and now hunt their former kindred with gleeful abandon. Adherers digest food unusually slowly, and as such can feed on a single creature (humans are their favorite meal) for days or even weeks, taking only one or two bites a day and forcing their living captives to endure a hellish, drawn-out death.

CR 3 XP 800
LE
Medium monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC
17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 30 (4d10+8)
Fort +3, Ref +7, Will +5
DR 5/—; SR 14
OFFENSE
Speed
30 ft., climb 10 ft.
Melee 2 slams +6 (1d6+2 plus grab)
Special Attacks grab (Large)
STATISTICS
Str
14, Dex 16, Con 15, Int 4, Wis 13, Cha 11
Base Atk +4; CMB +7 (+19 grapple); CMD 19
Feats Agile Maneuvers, Combat Reflexes
Skills Climb +10, Craft (cloth) +3, Craft (traps) +1, Perception +5, Stealth +11
Racial Modifiers +2 Craft (cloth), +4 Stealth
Languages Aklo
SQ adhesive
ECOLOGY
Environment
any temperate or underground
Organization solitary, gang (2–5), or nest (6–12)
Treasure standard
SPECIAL ABILITIES
Adhesive (Su)
A weapon that strikes an adherer becomes stuck fast to the creature’s adhesive flesh unless the wielder succeeds at a DC 14 Reflex save. A creature adjacent to the adherer can attempt to pry off a stuck weapon with a DC 17 Strength check, but doing so provokes an attack of opportunity from the adherer. The adherer’s adhesive flesh gives it a +8 racial bonus on grapple checks. It can attempt to grapple a foe without spending an action whenever a creature successfully hits it with a natural attack or an unarmed strike. An adherer does not gain the grappled condition when it grapples a foe, nor does it provoke attacks of opportunity when it attempts to do so. Fire can temporarily burn away an adherer’s adhesive coating—whenever an adherer takes at least 10 points of fire damage, it loses its adhesive special quality for 1d4 rounds. Universal solvent, alchemical solvent, or a similar fluid removes an adherer’s adhesive quality for 1 hour if it fails a DC 15 Reflex save, or for 1d4 rounds if it makes the save. The adherer’s skin loses its adhesive quality 1 hour after the adherer dies. An adherer can release anything stuck to it as a free action. The save DCs are Constitution-based.
 

Raven Swarm

The pitch-black birds that make up this torrent of claws and feathers glare ominously from hundreds of beady eyes.

This abnormally aggressive flock of ravens forgoes scavenging in favor of more active hunting for food. Multiple swarms of ravens make uncanny use of strategy, with one swarm flushing out prey and driving it directly into the onslaught of an allied swarm. The statistics for a raven swarm can also be used to represent any large, aggressive flock of flying birds.

CR 3 XP 800
N
Tiny animal (swarm)
Init +6; Senses low-light vision; Perception +11
DEFENSE
AC
14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 27 (5d8+5)
Fort +5, Ref +8, Will +3
Defensive Abilities swarm traits
OFFENSE
Speed
10 ft., fly 40 ft. (average)
Melee swarm (1d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks blindness, distraction (DC 13)
STATISTICS
Str
3, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +3; CMB —; CMD
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception)
Skills Fly +11, Perception +11
ECOLOGY
Environment
any temperate
Organization solitary or unkindness (2–6 swarms)
Treasure none
SPECIAL ABILITIES
Blindness (Ex)
Raven swarms target their opponents’ vulnerable faces. Whenever a creature becomes distracted by a raven swarm, it must succeed at a DC 13 Reflex save to avoid being blinded for 1 round from the swarm. A raven swarm deals 2 additional points of damage to creatures it blinded in the previous round.
 

Cyclops

A single huge eye stares from the forehead of this nine-foot-tall giant. Below this sole orb, an even larger mouth gapes like a cave.

Many thousands of years ago, the solemn cyclopes ruled vast kingdoms, yet today their glories are long forgotten. What few cyclopes survive seldom aspire higher than protecting their lairs and seeking out their next meals. This latter task occupies a great deal of their focus, for the monstrous appetites and vacuous hunger of the cyclopes control the race’s destiny and may have led to their original downfall so long ago. The average cyclops stands 9 feet tall and weighs 600 pounds. Both males and females are almost completely bald, with stringy patches of dark hair occasionally hanging down from above the ears. A bushy, expressive brow couples with a cyclops’s massive eye to make the creature’s attitude easily known. Cyclopean history is a vanishing thing inscribed on the crumbling walls of vine-choked lost cities that fell long before even the rise of the elves, when dragons and giants ruled a landscape unspoiled by the petty ephemeral races that rule today. Because things have fallen so far, a given cyclops is less likely to know the near-mythic triumphs of lost ages than even a semi-educated human. Ancient records, the oral traditions of other giantish races, and the scattered accounts of tribal natives of the southern jungles speak of much larger, more primal “great cyclopes,” imposing titans with shaggy legs and a massive horn above an inquisitive eye. These creatures are thought to have been either the leaders or the war beasts of the ancient race, and modern cyclopes honor them as elusive, destructive living gods.

CR 5 XP 1,600
NE
Large humanoid (giant)
Init –1; Senses low-light vision; Perception +11
DEFENSE
AC
19, touch 8, flat-footed 19 (+4 armor, –1 Dex, +7 natural, –1 size)
hp 65 (10d8+20)
Fort +9, Ref +2, Will +4
Defensive Abilities ferocity
OFFENSE
Speed
30 ft.
Melee greataxe +11/+6 (3d6+7/×3)
Ranged heavy crossbow +5 (2d8/19–20)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str
21, Dex 8, Con 15, Int 10, Wis 13, Cha 8
Base Atk +7; CMB +13; CMD 22
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack
Skills Intimidate +9, Perception +11, Profession (soothsayer) +10 Sense Motive +5, Survival +6
Racial Modifiers +8 Perception
Languages Common, Cyclops, Giant
SQ flash of insight
ECOLOGY
Environment
any temperate or tropical
Organization solitary or conclave (2–6) or tribe (7–18)
Treasure standard (hide armor, Large greataxe, Large heavy crossbow, other treasure)
SPECIAL ABILITIES
Flash of Insight (Su)
Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.
 

Hungry Fog

Horrid shapes form within this cloying green mist, which pulses sporadically and with seeming voracity.

This eerie, vaporous ooze slips silently through the air, a roiling cloud of green fog within which dance the indistinct shapes of twisted, spooky ghosts. Despite its haunting appearance, and despite the fact that hungry fogs often dwell in old graveyards or hunt battlefields, a hungry fog is not an undead creature. Rather, it is a form of gaseous ooze infused with negative energy. Thus, while a hungry fog is not an undead creature, undead gain considerable boons by fighting within a hungry fog, for its mists heal them as surely as they drain vitality from the living creatures caught within. Within a hungry fog, the ooze’s mists interact strangely with fragments of those it has consumed, creating eerie phantasms of its past victims. Periodically, one of these shapes might flash with light as if momentarily holding a lantern aloft, but as soon as the figure is approached, it fades away into the surrounding mists, often giving the observer a quick and unsettling glimpse of a skull-like countenance. These shapes, like the fog itself, are not truly undead, but the fact that a hungry fog is hurt by positive energy as surely as if it were helps to blur the distinction and spread even more confusion about its actual nature. A hungry fog is instinctively drawn to areas where negative energy is strong. These nocturnal creatures are particularly fond of sites that are haunted, such as old houses, abandoned graveyards, or shipwrecks along shorelines—although their vulnerability to high winds means that they are rarely encountered in areas where storms are common.

CR 6 XP 2,400
N
Huge ooze
Init –3; Senses blindsight 60 ft.; Perception –5
Aura bewitching brume (10 ft., DC 8)
DEFENSE
AC
5, touch 5, flat-footed 5 (–3 Dex, –2 size)
hp 59 (7d8+28)
Fort +6, Ref –1, Will –3
Defensive Abilities gaseous, negative energy affinity; DR 10/magic; Immune acid, electricity, ooze traits, sonic; Resist cold 10
Weaknesses vulnerability to wind
OFFENSE
Speed
fly 15 ft. (perfect)
Melee +5 touch (6d6 negative energy)
Space 15 ft.; Reach 15 ft.
Special Attacks enveloping mists (DC 17, 3d6 negative energy and staggered)
STATISTICS
Str
—, Dex 4, Con 18, Int —, Wis 1, Cha 1
Base Atk +5; CMB +5; CMD 12 (can’t be tripped)
ECOLOGY
Environment
any temperate
Organization solitary, pair, or bank (3–10)
Treasure none
SPECIAL ABILITIES
Bewitching Brume (Su)
Any creature within 10 feet of a hungry fog or currently being affected by its enveloping mists must succeed on a DC 8 Will save at the start of that creature’s turn or become shaken for 1 round at the half-glimpsed shapes of phantoms floating within the fog. This is a mind-affecting fear effect. The save DC is Charisma-based.
Enveloping Mists (Ex) A hungry fog can engulf foes. A creature engulfed by a hungry fog does not gain the pinned condition and may move normally—such a creature is not in danger of suffocating, but as long as it begins its turn engulfed, it is staggered in addition to the damage the attack causes. The save DC to avoid the enveloping mists is Constitution-based.
Gaseous (Ex) A hungry fog has a body composed of eerie mist. It can pass through small holes or narrow openings, even mere cracks, but cannot enter water or other liquid. It has no Strength score, and cannot manipulate objects as a result.
Vulnerable to Wind (Ex) A hungry fog is treated as a Tiny creature for the purposes of determining the effects high wind has upon it.
 

Storm Hag

This hag’s hair, claws, and teeth crackle with sparks of electricity. Her windswept hair billows up from her brow like a thunderhead.

When the clouds turn gray and the winds pick up into a howl, wise travelers pray that the cause is only a natural tempest and not a storm hag. A storm hag resembles an old woman with a thundercloud of hair. Her mouth hangs open, revealing thin pointed teeth with small arcs of electricity jumping across them. Black talons sprout from her fingertips, likewise crackling with electricity. A storm hag weighs 70 pounds and stands around 4 feet tall, though if she stood up straight she could easily reach 5 feet.

STORM HAG COVENS
A storm hag is haughty and views her way of doing things as the only proper approach, forcing coven members to ride a fine line between flattery and submission. Coven members gain the child-scent ability as long as they are within 100 feet of the storm hag. In addition, a coven with a storm hag as a member has access to the following additional spell-like abilities: call lightning storm (DC 18), plague storm (DC 19), quench (DC 16), whirlwind (DC 21), and wind wall.  

CR 7 XP 3,200
CE
Medium monstrous humanoid
Init +2; Senses child-scent, darkvision 60 ft.; Perception +14
DEFENSE
AC
21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)
hp 85 (10d10+30)
Fort +6, Ref +9, Will +8 
Immune electricity; SR 18
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee bite +13 (1d6+3 plus 1d6 electricity), 2 claws +13 (1d4+3 plus 1d6 electricity)
Special Attacks storm strike, whipping winds
Spell-Like Abilities (CL 10th; concentration +13)
At will—bleed, gust of wind (DC 15), whispering wind
3/day—invisibility, lightning bolt (DC 16), river of wind (DC 17), sleet storm
1/day—control winds (DC 18)
STATISTICS
Str
17, Dex 14, Con 16, Int 13, Wis 13, Cha 16
Base Atk +10; CMB +13; CMD 26
Feats Combat Casting, Dodge, Flyby Attack, Mobility, Vital Strike
Skills Bluff +10, Fly +17, Intimidate +15, Perception +14, Spellcraft +7, Stealth +15
Languages Common, Giant
SQ storm rider
ECOLOGY
Environment
any temperate
Organization solitary or coven (3 hags of any kind)
Treasure standard
SPECIAL ABILITIES
Child-Scent (Ex)
A storm hag has the scent ability, but only with respect to humanoid children and immature animals. Thus, she could sniff out a child’s hiding place or a den of wolf pups, but not the child’s parents or the den mother. 
Storm Rider (Su) A storm hag is considered two size categories larger for the purpose of wind effects. 
Storm Strike (Su) Each time a storm hag makes a successful attack with her bite, claws, or a weapon that is predominantly made of metal, the attack deals an additional 1d6 points of electricity damage. 
Whipping Winds (Su) As a standard action, a storm hag can use gust of wind to trip her foes. This ability can only affect one target within 30 feet, and the storm hag uses her normal CMB. The gust of wind doesn’t create its normal effects. The trip attempt does not provoke an attack of opportunity, but casting the spell-like ability does as normal.
 

Fastachee

This gaunt, two-foot-tall humanoid figure appears made of corn husks, and carries an oversized basket filled with corn.

Fastachees are mysterious, wise, and generous fey who foster the growth of nearby plants. Many communities who interact with them revere them as bringers of food and medicine, as well as protectors of crops. These fey have a particularly strong connection to corn; they regularly project their senses through corn plants to monitor the health of the field and search the local area for threats. They prefer to avoid direct confrontation if possible, using their ability to originate their spells from corn plants to harass those they wish to chase away.

CR 11 XP 12,800
NG
Tiny fey
Init +10; Senses low-light vision, plant projection; Perception +27
DEFENSE
AC
26, touch 18, flat-footed 20 (+6 Dex, +8 natural, +2 size)
hp 153 (18d6+90)
Fort +12, Ref +17, Will +17
DR 10/cold iron
OFFENSE
Speed
30 ft.
Melee 2 vines +18 (1d8–2)
Space 2-1/2 ft.; Reach 0 ft. (30 ft. with vines)
Domain Spell-Like Abilities (CL 11th; concentration +17)
9/day—rebuke death (1d4+5)
Spell-Like Abilities (CL 11th; concentration +15)
At will—plant growth, speak with plants, thorny entanglement (DC 16), transport via plants
Druid Spells Prepared (CL 11th; concentration +17)
6th—greater dispel magic, heal, mass bear’s endurance
5th—baleful polymorph (DC 21), breath of life, commune with nature, wall of thorns
4th—command plants (DC 20), cure critical wounds, flame strike (DC 20), freedom of movement, spike stones (DC 20)
3rd—aqueous orb (DC 20), call lightning (DC 19), cure serious wounds, protection from energy, remove disease, spike growth (DC 19)
2nd—barkskin, cat’s grace, cure moderate wounds, flaming sphere (DC 18), lesser restoration, soften earth and stone, tree shape
1st—ant haul, cure light wounds, endure elements, faerie fire, goodberry, longstrider, obscuring mist
0 (at will)—create water, detect magic, purify food and drink, stabilize
Domain Healing
STATISTICS
Str
6, Dex 23, Con 18, Int 19, Wis 22, Cha 17
Base Atk +9; CMB +13; CMD 21
Feats Augment Summoning, Combat Casting, Great Fortitude, Improved Initiative, Skill Focus (Heal), Spell Focus (conjuration), Toughness, Weapon Finesse, Weapon Focus (vines)
Skills Acrobatics +27, Craft (alchemy) +25, Escape Artist +27, Heal +30, Knowledge (arcana) +22, Knowledge (nature) +25, Perception +27, Sense Motive +27, Spellcraft +22, Survival +24
Languages Common, Sylvan
SQ bountiful basket, healer’s blessing, sow corn
ECOLOGY
Environment
any temperate land
Organization solitary or court (1 plus 2–26 other good–aligned fey)
Treasure double
SPECIAL ABILITIES
Bountiful Basket (Su)
A fastachee carries a basket full of corn. Once per minute as a standard action, a fastachee can refill its basket with 2d6+12 ears of corn. 
Plant Projection (Su) At will as a full-round action, a fastachee can project its senses through every non-creature plant within a radius of 1 mile per HD simultaneously. While projecting its senses in this way, the fastachee is flat-footed and can take no other actions. Alternatively, a fastachee can project its senses through a single ear of corn within 1 mile per HD as a free action. It continues projecting in this way for 1 round. The fastachee can treat either the corn plant it’s projecting through or its own body as the origin point for any of its spells or spell-like abilities. 
Sow Corn (Su) As a standard action, a fastachee can plant an ear of corn in the ground to cause a stand of 1d6 corn stalks to grow to full height and maturity in the span of 1 minute. 
Spells A fastachee can cast spells as an 11th-level druid, and can spontaneously swap out any prepared druid spell for the summon nature’s ally spell of the same level. A fastachee also gains access to all spells and powers of the healing domain as an 11th-level cleric.
 

Zygomind

This enormous fungus looks like a cage, and a strange glow emanates from within.

Civilizations across the Material Plane fear many disasters—hurricanes, earthquakes, plagues, and more— but few things spell doom for a settlement with such insidious certainty as a flourishing zygomind. These massive fungi float through space as ethereal spores, spreading their cloying mycelia wherever creatures of intelligence thrive. The presence of a young zygomind is at first innocuous and difficult to detect, as animals and other creatures of low intelligence begin to disappear. Eventually, more intelligent creatures track their prey to the site and become lost themselves, wandering back toward civilization days or even weeks later as infected undead, dominated with the instinct to bring ever-greater intellects into the zygomind’s power. Over the course of only a few months, a growing zygomind can decimate a small city, rapidly accelerating its growth into a 500-foot monstrosity.  By the time a zygomind becomes visible above the treeline, it is likely too late for the intelligent life of the region; the zygomind’s insidious psychic trap defeats any resistance that most such creatures can mount. Frequently, those investigating the zygomind slip seamlessly into an alternate reality without realizing that they’ve fallen under the power of the very thing they sought to destroy. A zygomind’s mindscape only becomes more convincing as it subtly enslaves more and more minds—the fungus can reconstruct whole cities, even as the real-world inhabitants of those settlements proceed somnambulistically into the zygomind. Entire armies have marched upon mature zygominds, intent on ridding the region of the scourge, only to halt their assault mid-charge and plod calmly, rank by rank, into the zygomind’s physical and psychic grasp. The cruel irony of the plant’s trap is that these soldiers likely live the rest of their lives believing themselves victorious, forming memories of defeating the insidious fungus, returning home to their loving families, and eventually dying after a long and productive life, while in the real world the zygomind’s mycelium sucks the nutrients from their helpless bodies and transforms them into undead minions.  The wide-ranging habits of a zygomind’s minions make the fungi relatively easy to track for those who know of the obscure creatures. Stories of zombies or other virulent undead can sometimes point toward a zygomind’s inf luence, especially if the undead’s victims tend to wander off in a certain direction after infection. A particularly dedicated adventurer could follow one of these enthralled creatures for the entire journey back to the fungus, though the pace the victim sets often proves excruciatingly slow to all but the most patient individuals. Subtler clues could hint at a zygomind’s inf luence as well, such as a sudden rash of sleepwalking in a nearby town or whispered rumors about a logging camp whose workers all disappeared into the forest together without a word.  Those with the wherewithal to follow the clues to the zygomind invariably encounter a horde of slowly shuff ling, mindscape-bound victims on their way to offer themselves to the fungus. Attempting to shake these victims out of their torpor produces no effect, and forcibly restraining them is a temporary solution at best. Occasionally, certain brave or foolhardy adventurers submit themselves willingly to a zygomind’s mindscape, hoping to free the minds of those trapped within. This is a path fraught with peril, though, for the adventurers’ bodies approach the zygomind at the same rate, and the adventurers’ consciousnesses face the monumental challenge of trying to prove to a city of people that their world is a false construction. Powerful psychic spellcasters have had some luck helping victims escape by using spells such as mindscape door, but such forcible egress from the zygomind’s mindscape draws the attention of the zygomind itself, and it lashes out instinctively at these psychic invaders. Depending on how long a zygomind has infested an area, a creature who is able to avoid being trapped in the mindscape could find a veritable hoard of weapons, armor, and magic items within the cage of its body, discarded as the bodies that brought them withered away, then rose as undead. Of course, a canny adventurer must always be aware that the discovery of such a trove within the fungus could simply be one more illusion imposed by the zygomind’s mindscape. Once a creature has had contact with a zygomind, it can never again truly be certain that the world it inhabits is the real one without the aid of powerful psychic magic or of those familiar with the logic and perils of mindscapes—yet even then, the zygomind smoothly creates the illusions of such individuals and abilities to reassure victims that they are indeed free.  When fully grown, a zygomind can reach a height of 500 feet, and its mycelium can stretch for 10 miles in all directions, comprising hundreds of tons of biomass. The main cage is usually 25–40 feet in diameter and weighs around 40,000 pounds.

CR 18 XP 153,600
N
Colossal plant
Init +7; Senses blindsight 100 ft., low-light vision; Perception +7 
Auras fascinating aura (300 ft., DC 36, 10 rounds), stench (100 ft., DC 29, 2d4 rounds)
DEFENSE
AC
24, touch 9, flat-footed 17 (+7 Dex, +15 natural, –8 size)
hp 266 (28d8+140); fast healing 20
Fort +21, Ref +16, Will +16
Defensive Abilities all-around vision, DR 20/magic and slashing; Immune plant traits; SR 29
OFFENSE
Speed
5 ft., climb 5 ft.
Melee 4 tentacles +23 (2d8+10 plus grab and soporific spores)
Space 30 ft.; Reach 30 ft. (50 ft. with tentacles)
Special Attacks constrict (2d8+10), create undead, entrap (DC 29 plus soporific spores, 1d10 rounds, hardness 5, hp 10), seamless reality, soporific spores
Spell-Like Abilities (CL 18th; concentration +30)
At will—greater create mindscape
STATISTICS
Str
31, Dex 25, Con 20, Int —, Wis 24, Cha 35
Base Atk +21; CMB +39 (+43 grapple); CMD 56 (can’t be tripped)
Skills Climb +18
SQ spore explosion
ECOLOGY
Environment
any temperate
Organization solitary
Treasure none or incidental
SPECIAL ABILITIES
Create Undead (Su)
A helpless body lying prone in a zygomind’s space takes 1 point of Constitution drain each day. A body that dies in this way rises as a mindless, corporeal undead (typically a skeleton or a zombie). Undead created by the zygomind wander forth from the plant, carrying its insidious mindscape within them. Their slam, claw, and bite attacks gain the zygomind’s soporific spores ability, and any creature that falls prey to the mindscape is compelled to walk toward the zygomind, regardless of its distance away. Undead retain this connection as long as they remain within 10 miles of the zygomind. Undead beyond 10 miles of the zygomind become free-willed undead, losing their connection to the mindscape and the soporific spores ability. 
Fascinating Aura (Su) Creatures within 300 feet of a zygomind must succeed at a DC 36 Will save each round or become fascinated by the plant’s soothing mental commands. Since in most cases a known zygomind is an obvious threat (thus breaking the fascinated effect), this ability mainly assists an undetected zygomind, though even creatures who know of the zygomind’s threat are still exposed to the zygomind’s seamless reality ability if they fail the saving throw. The save DC is Charisma-based. 
Seamless Reality (Su) Any creature that enters a zygomind’s space, fails its save against the zygomind’s fascinating aura, or is subjected to the zygomind’s soporific spores must succeed at a DC 29 Will save or be sucked into the zygomind’s mindscape. The zygomind’s mindscape is veiled and harmful, and time moves quickly for creatures inside it. It otherwise acts in all ways as the plane from which the affected creature entered the mindscape. Unlike the bodies of creatures whose consciousnesses are stuck in other mindscapes, the bodies of creatures whose minds are stuck in a zygomind’s mindscape are able to move; they invariably approach the zygomind at rate of 5 feet per round. Once within the zygomind’s space, the victims lie prone, allowing the zygomind to slowly absorb the bodies’ nutrients as their minds wander a false reality. A creature caught in the zygomind’s fascinating aura must succeed at a saving throw to avoid entering the mindscape each round it remains fascinated. A creature is not aware that it has entered the mindscape. The save DC is Constitution-based. 
Soporific Spores (Ex) A creature that comes into physical contact with a zygomind must succeed at a DC 29 Will save or fall asleep for 1d4 days. Such creatures take a –5 penalty on saves and checks to realize they are in the zygomind’s mindscape. Creatures that succeed at their saves are immune to the zygomind’s soporific spores for 24 hours. The save DC is Constitution-based. 
Spore Explosion (Su) When a zygomind is destroyed, it explodes in a cloud of ethereal spores that typically find their way back into space, sometimes floating along the solar winds for thousands of years before gravitating back toward a new bastion of intelligent life.