Dire Corby

This creature looks like a humanoid crow with oily black feathers, glittering eyes, and a sharp beak.

Dire corbies are subterranean predators that resemble humanoid crows with muscular arms and fearsome claws. Though they make their cliff-side homes on the walls of underground chasms, where they climb and leap with death-defying agility, they are most frequently encountered in the tunnels where they wait to ambush prey, leaping down from the ceiling to rend and tear. Dire corbies are intelligent, but have little use for society outside of the rough, squabbling pecking order of their rookeries, where their social order is little better than that of the mundane birds they resemble. Along with the near-suicidal savagery with which they launch themselves into combat, dire corbies are known for their terrifying screeches, songs of doom capable of unsettling even experienced explorers. In addition to being savage predators, dire corbies are also notorious cannibals when it comes to their young, and a mother dire corby must carefully defend her eggs lest a flock of males from the same rookery descend on her nest and devour the unborn children in a flurry of yolk and blood. This ultimately counterproductive tendency only further supports the impression most races have of dire corbies as dangerously unbalanced beings, and may explain why the creatures remain relatively rare. A typical dire corby stands 5 feet tall and weighs between 125 and 150 pounds.

CR 1 XP 400
NE
Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 15 (2d10+4)
Fort +2, Ref +4, Will +3
Defensive Abilities ferocity
OFFENSE
Speed
30 ft., climb 30 ft.
Melee 2 claws +3 (1d4+1)
Special Attacks leap, rend (2 claws, 1d4+1)
STATISTICS
Str
13, Dex 12, Con 15, Int 7, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 14
Feats Blind-Fight, Skill Focus (Stealth)
Skills Acrobatics +10, Climb +13, Perception +6, Stealth +8
Racial Modifiers +8 Acrobatics, +2 Perception
Languages Undercommon
ECOLOGY
Environment
any underground
Organization gang (2–5), hunting flock (1–3 dread corbies and 5–10 dire corbies), or rookery (1–10 dread corbies and 10–50 dire corbies plus 1 barbarian or fighter of 3rd–5th level per 10 adults)
Treasure standard
SPECIAL ABILITIES
Leap (Ex)
A dire corby can perform a special kind of pounce attack by jumping into combat. When a dire corby charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it succeeds at this Acrobatics check, it can make a full attack (two claw attacks, plus a rend attack if both claws hit) against foes in reach. If it fails, it can still make its one attack as normal for a charge.

DREAD CORBY
These powerful dire corbies are the offspring of dire corbies and harpies. They have the advanced template and gain the following special attack.
Screech of Doom (Su) Once per day, a dread corby can shriek at a target within 30 feet. The target must make a DC 12 Will save or become frightened for 1d4 rounds. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.

 

Mongrelman

Ivory tusks, insect chitin, matted fur, scaly flesh, and more combine to form a hideous humanoid shape.

Despite their monstrous appearances, mongrelmen are generally hardworking and peaceful creatures. A mongrelman can produce offspring with any humanoid, mixing bloodlines in strange ways to create hardier crossbreeds. No two mongrelmen look the same. One may have a face that is half hobgoblin, half lizardfolk, with one human-like foot and one cloven hoof, while his sister may have elven ears, a dwarven beard, orc tusks, and clawed hands. Each mongrelman usually has characteristics from at least a half-dozen different races. This strange mixture enforces mongrelmens place in the edges of the world, for they are shunned by all who fear their twisted appearance. Mistaken as enemies by all, mongrelmen prefer to be left alone. Most mongrelmen live deep below the surface of the world in hidden caves far from civilization. These creatures pride themselves on their survival skills, for the bowels of the earth are no place for weaklings. Other foul and intelligent races who claim dominion in the underworld take mongrelmen as slaves (particularly morlocks), finding this deformed races docile nature and hardworking attitude makes them extremely useful as tools of labor. In this role, mongrelmen still fall back on their pride of survival, slow to rebel and patiently waiting for the overthrow of their masters. Mongrelmen dwelling on the surface sometimes live amid the hustle and bustle of cities, sequestering themselves in ghettos and sewers to avoid notice. Urban mongrelmen may rely on begging and pickpocketing to get by, but most form rural communities near trading routes. Despite their varied physical forms, most mongrelmen average 5–6 feet tall and weigh between 150 and 250 pounds on average. A tragically short lifespan limits the creatures’ population growth— mongrelmen rarely live past 35 years.

CR 1 XP 400
LN
Medium monstrous humanoid
Init +1; Senses darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 15 (2d10+4)
Fort +2, Ref +4, Will +4
OFFENSE
Speed
30 ft.
Melee club +4 (1d6+3) or slam +4 (1d4+3)
STATISTICS
Str
14, Dex 13, Con 15, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +4; CMD 15
Feats Skill Focus (Stealth)
Skills Climb +6, Perception +6, Sleight of Hand +7, Stealth +13, Survival +5
Racial Modifiers +4 Sleight of Hand, +4 Stealth
Languages Common, Undercommon
SQ sound mimicry (voices)
ECOLOGY
Environment
any ruins or underground
Organization solitary, pair, gang (3–6), band (7–12), or tribe (21–30 plus 30% noncombatants, 2–4 rogues of 1st–3rd level, 1–2 oracles or witches of 2nd–4th level, 1 fighter or ranger chieftain of 3rd–6th level, 4–6 dire bats, and 3–20 dire rats)
Treasure standard (club, other treasure)
 

Morlock

Skin pale as a slug’s belly, eyes huge and bulging, this thing crawls down the wall like a spider, but its shape is hideously humanoid.

Degenerate humans long lost from the world of light, morlocks have regressed through years of subterranean dwelling into ravenous, barely thinking beasts of the endless night. They no longer remember the civilized lives their ancestors led, although many morlock tribes still dwell in the shattered ruins of their ancient homes. Ironically, in many cases morlocks worship the statues left behind by these ancestors as their gods. Morlock priests of such ancestor worship have access to the domains of Darkness, Earth, Madness, and Strength. A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds. Morlocks move about on two legs at times, but often drop down to a creepy four-limbed shuff le when speed or stealth is necessary. Their wiry, often emaciated frames mask the strength of their limbs and their swift reactions. Morlocks typically give birth to broods of three to four babies at a time, ravenous creatures born with a full set of teeth and a cannibalistic predisposition. The first few weeks of a brood’s life must be carefully mothered to prevent attrition—it usually takes that long for the morlock young to overcome their natural inclination to feed on whatever is closest. Morlocks mature quickly, achieving adulthood after only 5 years of life. A typical morlock can live to a ripe old age of 60—although the majority of their kind die far sooner than that due to violence.

CR 2 XP 600
CE
Medium monstrous humanoid
Init +8; Senses darkvision 120 ft., scent; Perception +2
DEFENSE
AC
15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 22 (3d10+6)
Fort +3, Ref +9, Will +5
Immune disease, poison
Weaknesses light blindness
OFFENSE
Speed
40 ft., climb 30 ft.
Melee club +5 (1d6+2), bite +0 (1d4+1)
Special Attacks leap attack, sneak attack +1d6, swarming
STATISTICS
Str
14, Dex 19, Con 15, Int 5, Wis 14, Cha 6
Base Atk +3; CMB +5; CMD 19
Feats Improved Initiative, Lightning Reflexes
Skills Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns)
Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb
Languages Undercommon
SQ expert climber
ECOLOGY
Environment
any underground
Organization solitary, pair, band (3–6), or tribe (7–18)
Treasure standard
SPECIAL ABILITIES
Expert Climber (Ex)
A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap—the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
 

Albino Cave Solifugid

This spider-like creature’s front legs end in immense, grasping claws. Its mouth sports a pair of huge vertical mandibles.

The six-legged albino cave solifugid is well known for its aggressive hunting patterns. It has a legspan of 5 feet, and weighs 100 pounds.

CR 4 XP 1,200
N
Medium vermin
Init +1; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC
17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 45 (6d8+18)
Fort +8, Ref +3, Will +2
Immune mind-affecting effects
OFFENSE
Speed
50 ft., climb 30 ft.
Melee bite +7 (1d8+3), 2 claws +7 (1d4+3)
Special Attacks pounce, rend (2 claws, 1d6+4)
STATISTICS
Str
16, Dex 13, Con 17, Int —, Wis 11, Cha 2
Base Atk +4; CMB +7; CMD 18 (26 vs. trip)
Skills Climb +11, Perception +4, Stealth +5
Racial Modifiers +4 Perception, +4 Stealth
ECOLOGY
Environment
any underground
Organization solitary, pair, or colony (3–6)
Treasure none
 

Serpentfolk

This serpentine humanoid has bright scaly skin, a long sinuous tail, and a fanged serpent’s head.

To the serpentfolk, the pursuit of knowledge and magic is the highest goal. Their legends speak of how humanity rose to power only through the theft of serpent magic, a legend that may form the basis of the hatred toward humanity most serpentfolk harbor. They view themselves as the undisputed masters of magic, be it arcane or divine. Yet despite this, the majority of serpentfolk today are degenerates who have devolved to the point of primeval savagery and have lost much of their magical legacy— more civilized serpentfolk generally regard these degenerates with shame and disdain. Serpentfolk are 6 feet tall and weigh 120 pounds. Degenerates are only 5 feet tall but weigh 200 pounds. All serpentfolk are quite long-lived, and generally live to the age of 500.

CR 4 XP 1,200
NE
Medium monstrous humanoid
Init +9; Senses darkvision 60 ft., scent; Perception +10
DEFENSE
AC
18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp 42 (5d10+15)
Fort +6, Ref +9, Will +6
Immune mind-affecting effects, paralysis, poison; SR 15
OFFENSE
Speed
30 ft.
Melee mwk dagger +11 (1d4–1/19–20), bite +5 (1d6–1 plus poison)
Spell-Like Abilities (CL 4th; concentration +7)
At will—disguise self (humanoid form only, DC 14), ventriloquism
1/day—blur, mirror image, suggestion (DC 16)
STATISTICS
Str
8, Dex 21, Con 17, Int 18, Wis 15, Cha 16
Base Atk +5; CMB +4; CMD 19
Feats Great Fortitude, Improved Initiative, Weapon Finesse
Skills Acrobatics +10, Disguise +8, Escape Artist +18, Knowledge (arcana) +9, Perception +10, Sense Motive +7, Spellcraft +9, Use Magic Device +12
Racial Modifiers +4 Use Magic Device, +8 Escape Artist
Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft.
ECOLOGY
Environment
any land (usually jungles or underground)
Organization solitary, pair, or cult (3–12)
Treasure NPC gear (masterwork dagger, other treasure)
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based.

ADVANCED SERPENTFOLK
When a serpentfolk gains class levels, several of its abilities increase as well, as detailed below.
• Spell Resistance equals total Hit Dice + 10.
• Poison bite save DC equals 10 + Con modifier + 1/2 total Hit Dice.
• When it is 4th level in any class combination, it gains two spell-like abilities usable once per day each: dominate person and major image. When it reaches 9th level in any combination, it gains two more usable once per day each: mass suggestion and teleport.
• A serpentfolk’s racial ability score modifiers are as follows: Str –2, Dex +10, Con +6, Int +8, Wis +4, Cha +6.

DEGENERATE SERPENTFOLK
Degenerate serpentfolk possess the same statistics as normal serpentfolk, save for the following adjustments.
• They have no spell-like abilities.
• They lose the +4 racial bonus on Use Magic Device checks, but gain a +4 racial bonus on Perception checks.
• Their natural armor bonus increases from +3 to +7.
• They have the following ability score modifiers: Str +10, Dex +2, Con +8, Int –6 (minimum 3), Wis +2, Cha –4. A typical degenerate serpentfolk’s ability scores are Str 20, Dex 13, Con 19, Int 4, Wis 13, Cha 6.

 

Buggane

This hairless, hunchbacked giant has cruel tusks and two enormous, blunt-clawed fists that look strong enough to shatter stone.

Bugganes are a race of blind, hairless giants that dwell deep underground. Distantly related to ogres, bugganes share their surface-dwelling cousins’ appetite for the flesh of sentient beings, and are coldly efficient killers who tenaciously stalk their prey in absolute silence. Bugganes pursue and slay those who trespass into their well-marked territories, carrying their victims back to their lairs where they are unceremoniously consumed by the entire clan. Dull-witted and savage, bugganes disdain the use of even the most primitive weapons and tools. They rely on their tusks and claws, all of which are capable of shredding flesh, bone, and solid rock with equal ease. Their useless, mole-like eyes react painfully to bright light. A typical buggane stands between 8 and 9 feet tall and weighs 900 pounds.

CR 5 XP 1,600
CE
Large monstrous humanoid
Init +3; Senses tremorsense 60 ft., scent; Perception +9
DEFENSE
AC
18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 51 (6d10+18)
Fort +7, Ref +4, Will +6
Weaknesses light blindness
OFFENSE
Speed
30 ft., burrow 30 ft.
Melee 2 claws +11 (1d8+6), gore +11 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d8+9), smash and bash
STATISTICS
Str
22, Dex 9, Con 17, Int 6, Wis 13, Cha 6
Base Atk +6; CMB +13; CMD 22
Feats Great Fortitude, Improved Initiative, Skill Focus (Stealth)
Skills Climb +10, Perception +9, Stealth +7 (+15 when underground)
Racial Modifiers +8 Stealth when underground
Languages Giant
SQ blind, earth distortion
ECOLOGY
Environment
any underground
Organization solitary, pair, hunting party (3–5), or clan (6–30)
Treasure standard
SPECIAL ABILITIES
Blind (Ex)
Bugganes are blind. They are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Earth Distortion (Su) Once per minute as a swift action, a buggane can empower itself to completely ignore the physicality of stone and metal, enabling it to pass through stone and metal barriers as easily as air. Until the beginning of the buggane’s next turn, the buggane has earth glide and takes no damage from stone or metal weapons, or from the natural attacks of creatures of the earth subtype or stone or metal constructs. Additionally, a buggane’s melee attacks ignore any AC bonus (including enhancement bonuses) from metal or stone armor and shields. While using earth distortion, the buggane cannot damage stone or metal constructs or creatures of the earth subtype with its natural attacks.
Smash and Bash (Ex) As a free action, a buggane can attempt to trip an opponent it damages with its rend attack without provoking an attack of opportunity. If the trip attempt fails, the buggane cannot be tripped in return. If the trip attempt is successful, the target must succeed at a DC 19 Fortitude save or be stunned for 1 round. The save DC is Strength-based.
 

Lampad

Tears stream from this beautiful but sullen creature’s eyes, forming a puddle beneath her delicate feet.

Dark and moody cousins to nymphs, lampads sulk along natural caverns and dank tunnels, their weeping cries echoing through the darkness. These creatures are often found carrying light in caverns and dungeons, drawing creatures to them like moths to flame. Though they prefer the darkness, they know that exposing their forms under bright conditions gives them an edge over creatures viewing them. Just as nymphs guard nature’s purest places and dryads protect their sacred trees, lampads watch over the dark places of the world. They speak to the stone that forms their murky world, and their forlorn cries ring out through the belly of the earth.

CR 5 XP 1,600
CN
Medium fey
Init +5; Senses darkvision 90 ft., low-light vision; Perception +15
Aura insane beauty (30 ft.)
DEFENSE
AC
20, touch 20, flat-footed 15 (+5 deflection, +5 Dex)
hp 52 (7d6+28)
Fort +6, Ref +10, Will +8
DR 5/cold iron
OFFENSE
Speed
30 ft.
Melee mwk dagger +9 (1d4/19–20)
Ranged mwk sling +9 (1d4)
Special Attacks weep
Spell-Like Abilities (CL 7th; concentration +12)
At will—meld into stone, stone tell
Druid Spells Prepared (CL 5th; concentration +8)
3rd—stone shape
2nd—spider climb
, stone call
1st—cure light wounds, faerie fire, magic stone
0 (at will)—detect magic, detect poison, light, mending
STATISTICS
Str
10, Dex 21, Con 18, Int 14, Wis 17, Cha 21
Base Atk +3; CMB +3; CMD 23
Feats Alertness, Combat Casting, Point-Blank Shot, Weapon Finesse
Skills Diplomacy +13, Knowledge (dungeoneering) +9, Knowledge (nature) +12, Linguistics +3, Perception +15, Perform (sing) +9, Sense Motive +15, Spellcraft +9, Stealth +15, Use Magic Device +15
Languages Aklo, Common, Undercommon
SQ guarded
ECOLOGY
Environment
any underground
Organization solitary
Treasure standard (masterwork dagger, masterwork sling, other treasure)
SPECIAL ABILITIES
Guarded (Su)
A lampad adds her Charisma modifier as a deflection bonus to her Armor Class.
Insane Beauty (Su) This ability affects all humanoids within 30 feet who are viewing a lampad in conditions brighter than dim light. Those who look directly upon the lampad must succeed at a DC 18 Will save or gain the confused condition for 1d6 rounds. A creature that succeeds at the save is immune to the same lampad’s insane beauty for 24 hours. A lampad can suppress or resume this ability as a free action. The save DC is Charisma-based.
Spells A lampad casts spells as a 5th-level druid, but can’t swap out prepared spells to cast summon spells.
Weep (Su) As a standard action, a lampad can unsettle those near her when she cries. Any creature within 30 feet who can hear a lampad weeping becomes shaken unless it succeeds at a DC 18 Will saving throw. This ability can’t cause a creature to become frightened or panicked. This is a mind-affecting fear effect that relies on audible components. The save DC is Charisma-based.
 

Cave Giant

Bestial tusks jut from the jaw of this hunched-over giant. It is clad in armor patched together from the bones of past victims.

Stooped over in a perpetual crouch, cave giants move as if they had never mastered walking erect. Their faces mix the worst features of ogre and feral orc. The largest would measure 10 feet in height if they ever stood straight. The typical cave giant weighs 1,000 pounds. Though few survive past 60 years, cave giants can live as long as 150 years. While they prove remarkably adept with axes of all varieties, cave giants lack the patience to work metal. What metal a cave giant possesses was likely stolen from other giants or worked by enslaved subterranean smiths. Slaves such as dwarves, orcs, and troglodytes do most of the labor in cave giant settlements. Poor treatment and the need for meat keep slave populations small and ever-rotating. New slaves are brought in whenever raiding parties remember to reign in their blood lust. Any prisoners who fail to submit to their new masters find themselves served on the dinner table or tossed screaming into the giant’s cave lizard pens. Giant lizards of all types serve as both guard beasts and sport for the cave giants. Giant frilled lizards are rarely pets, as most cave giants opt to keep less dangerous monitor lizards instead. Kept in check only by fear and brutal beatings, such pets turn on their handlers at the first sign of weakness. At feeding time, live captives are tossed into the pens, a festive event filled with boisterous cheers and spirited betting.

CR 6 XP 2,400
CE
Large humanoid (giant)
Init +0; Senses darkvision 120 ft., low-light vision; Perception +5
DEFENSE
AC
19, touch 9, flat-footed 19 (+4 armor, +6 natural, –1 size)
hp 67 (9d8+27)
Fort +9, Ref +3, Will +3
Defensive Abilities ferocity, rock catching
Weaknesses light sensitivity
OFFENSE
Speed
40 ft. (30 ft. in armor)
Melee battleaxe +12/+7 (2d6+9/×3) or 2 slams +11 (1d8+6)
Ranged rock +6 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (100 ft.)
STATISTICS
Str
23, Dex 10, Con 17, Int 6, Wis 10, Cha 7
Base Atk +6; CMB +13 (+15 sunder); CMD 23 (25 vs. sunder)
Feats Cleave, Improved Sunder, Power Attack, Vital Strike, Weapon Focus (battleaxe)
Skills Climb +7, Intimidate +7, Perception +5
Languages Giant
SQ axe wielder
ECOLOGY
Environment
any underground
Organization solitary, gang (2–5), band (6–8 plus 1–2 monitor lizards), raiding party (9–12 plus 1–4 monitor lizards), or tribe (13–20 plus 30% noncombatants, plus 1 barbarian, fighter, or ranger chief of 3rd–5th level; 2–9 monitor lizards; 1–4 giant frilled lizards; and 10–15 dwarf, orc, or troglodyte slaves)
Treasure standard (battleaxe, hide armor, other treasure)
SPECIAL ABILITIES
Axe Wielder (Ex)
All cave giants are proficient with handaxes, battleaxes, and greataxes.
 

Rock Troll

This bulky creature has beady eyes, and rocky skin studded with small crystals. Its jutting underbite holds large, crystalline teeth.

Rock trolls are relatives of normal trolls and ice trolls, but make their lairs far beneath the earth in underground caverns. They rarely venture forth from their subterranean lairs, for they have a weakness unknown in other troll subspecies—the light of the sun turns them to solid stone. Rock trolls have stony skin studded with crystals, but otherwise display typical troll characteristics— hunched posture, long arms, a large underbite, and powerful regenerative abilities. Because of the crystalline nature of their skin, however, rock trolls prove more susceptible to sonic damage than other trolls, but they are able to regenerate even wounds dealt by fire. Rock trolls are larger and stronger than normal trolls, typically standing 15 to 16 feet tall in height, and weighing upward of 1,200 pounds. Rock trolls are fond of humanoid flesh, but eat whatever food they can get their claws on. Most underground creatures go out of their way to avoid rock trolls, as the ravenous creatures will eat anything that passes through their territory, as long as it is at least marginally edible. Rock trolls also occasionally eat rocks and minerals, though such fare seems to do little to soothe their voracious hungers. Instead, these minerals supplement the trolls’ diet, strengthening their skin, teeth, and claws. Deposits of certain crystals seem especially tasty to rock trolls, and a rock troll who finds such a collection will often gorge himself on the crystalline delicacies.

CR 6 XP 2,400
CE
Large humanoid (earth, giant)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +6
DEFENSE
AC
19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 80 (7d8+49); regeneration 5 (acid or sonic)
Fort +12, Ref +3, Will +3
Weaknesses sunlight petrification
OFFENSE
Speed
30 ft.
Melee bite +11 (1d8+7), 2 claw +12 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+9)
STATISTICS
Str
25, Dex 12, Con 24, Int 5, Wis 9, Cha 6
Base Atk +5; CMB +13; CMD 24
Feats Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (claw)
Skills Climb +11, Intimidate +10, Perception +6
Languages Giant
ECOLOGY
Environment
any underground
Organization solitary or gang (2–5)
Treasure standard
SPECIAL ABILITIES
Sunlight Petrification (Ex)
A rock troll that is exposed to natural sunlight is staggered and must make a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) restores a petrified rock troll, but if it remains exposed to sunlight, it must immediately start making new Fortitude saves to avoid petrification. Spells like sunray or sunburst that create powerful natural sunlight cannot petrify a rock troll, but the troll is staggered for 1d4 rounds after being exposed to such an effect.
 

Mongrel Giant

This stooped giant has large tusks and gray-green skin that carries the texture of weather-smoothed stone.

While most giants have the physical features of the type of giant of their immediate ancestors, occasionally a giant gives birth to a child who has physical traits associated with one of the other types of giants. Hill giants are the one type of giant whose traits don’t arise in other giants.

MONGREL CAVE GIANT
CR 7 XP 3,200
CE
Large humanoid (giant)
Init +0; Senses darkvision 120 ft., low-light vision; Perception +5
DEFENSE
AC
21, touch 9, flat-footed 21 (+4 armor, +8 natural, –1 size)
hp 76 (9d8+36)
Fort +10, Ref +3, Will +3
Defensive Abilities ferocity, improved rock catching
Weaknesses light sensitivity
OFFENSE
Speed
30 ft.
Melee battleaxe +12/+7 (2d6+9/×3) or  2 slams +11 (1d8+6)
Ranged rock +6 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks improved rock throwing (140 ft.)
STATISTICS
Str
23, Dex 10, Con 19, Int 6, Wis 10, Cha 7
Base Atk +6; CMB +13 (+15 sunder); CMD 23 (25 vs. sunder)
Feats Cleave, Improved Sunder, Power Attack, Vital Strike, Weapon Focus (battleaxe)
Skills Climb +7, Intimidate +7, Perception +5
Languages Giant
SQ axe wielder, stone giant ancestry
ECOLOGY
Environment
any underground
Organization solitary, pair, or tribe (3–12)
Treasure standard
CREATING A MONGREL GIANT
 
 

Kabandha Cyclops

This tall giant has no head; instead, its one-eyed face rests in the center of its broad chest.

In the distant past, the ancestors of the reclusive kabandha made a bargain with some unknown entity or power to grant their people long lives in exchange for agreeing to serve as wardens of the hidden places of the world, such as the conf luences of ley lines and other sites of mysterious power. Kabandhas have kept this pact through the millennia, and today they serve as tactically minded guardians with great longevity.  The strangest aspect of a muscular kabandha’s appearance is the large face and expressive eye that reside in its barrel-like chest, as the creature lacks a head atop its shoulders. Kabandhas have a variety of complexions, and sometimes grow magnificent moustaches. They tend to dress in open shirts, robes, or armored coats worn with loincloths, trousers, or skirts, and they love to wear numerous bracelets, bracers, and other ornaments on their arms.  Because their lives revolve around stewardship, kabandhas defend their domains violently. Kabandhas live at of very close to their guarded sites, and a family or clan of vigilant kabandhas guards the same area for many generations.  Kabandhas are known for their insatiable appetites, preferring to eat rare but heavily seasoned roasted cuts of meat throughout long, music-f illed feasts. They approach singing as a sort of competition, and prize volume over pitch or melody. Many adventurers who have witnessed a kabandha’s lair report that it smells strongly of cinnamon—a spice that the giants prize above all others.  To reproduce, these giants lay single, rock-like eggs that require great heat to mature. The eggs hatch quickly, releasing young that reach full size within a year. Though a cold environment doesn’t harm their eggs, it does cause the eggs to enter stasis until properly tended.

CR 9 XP 6,400
LN
Large humanoid (giant)
Init +7; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +20
DEFENSE
AC
25, touch 12, flat-footed 22 (+6 armor, +3 Dex, +7 natural, –1 size)
hp 119 (14d8+56)
Fort +13, Ref +9, Will +8
Defensive Abilities ferocity
OFFENSE
Speed
30 ft.
Melee 2 slams +19 (1d6+10), bite +19 (1d8+10)
Ranged rock +13 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks bounding stone, rock throwing (60 ft.)
Spell-Like Abilities (CL 14th; concentration +15)
Constant—see invisibility
3/day—alarm
STATISTICS
Str
31, Dex 17, Con 18, Int 10, Wis 14, Cha 13
Base Atk +10; CMB +21; CMD 34
Feats Alertness, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
Skills Intimidate +9, Perception +20, Profession (soldier) +8, Sense Motive +9, Stealth +1, Survival +10
Racial Modifiers +8 Perception
Languages Common, Cyclops, Giant
ECOLOGY
Environment
any land or underground
Organization solitary, patrol (2–5), company (6–20)
Treasure standard (greatclub, mwk breastplate, other treasure)
SPECIAL ABILITIES
Bounding Stone (Ex)
A kabandha can throw a stone in a bouncing, deadly arc, dealing 1d8+10 points of damage to all creatures on the ground in a 50-foot line (Reflex DC 27 half). At the end of this line, if the stone strikes a barrier, it shatters, dealing 2d6+10 points of damage to all creatures in a 10-foot radius (Reflex DC 27 half). A creature that is both in the line and near the barrier can take damage twice from this ability. The save DC is Strength-based.
 

Underworld Dragon

This serpentine dragon has skin the color of deep volcanic rock, enormous claws, and jagged, stonelike horns and scales.

Underworld dragons, also called futsanglungs, are calculating, greedy creatures that carve great labyrinthine tunnels beneath the world, defending their hidden treasures. Preferring the earth to the heavens, they channel the fires of the world’s core within their twisting, stonelike bodies and through flaming breath hot enough to turn granite into slag.

FULL INTERACTIVE CODE COMING SOON

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
LE
dragon
Init ; Senses dragon senses; Perception
DEFENSE
AC

hp
Fort , Ref , Will
Immune paralysis, poison, sleep
OFFENSE
Speed 40 ft., burrow 20 ft., climb 30 ft., fly
Melee
Space ft.; Reach
Special Attacks breath weapon
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; CMB ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment

Organization solitary
Treasure triple
SPECIAL ABILITIES
 

Tomb Giant

This towering, lean figure is hairless and has smooth, milky white skin. A scythe gleams in the giant’s hands.

Tomb giants are an entire race of humanoids who have given themselves over to necromancy, and in so doing have gained sinister powers. These giants are born as the living agents of undeath, and they show great skill in creating all manner of undead creatures—even from their own kind. They prefer enclosed spaces and caverns as lairs and often choose to live in crypts among the bodies of the dead. These giants have no compunction about living among undead, but are circumspect about their own safety and well aware that many undead horrors are hostile to the living. They are a secretive race and go to extraordinary lengths to pursue and capture anyone they catch spying on them; such intruders often end up as raw material for the giants’ creation of further undead. Tomb giants often seek to continue their existence after death by becoming undead themselves, usually seeking transformations into sentient and corporeal monsters like liches, mummies, or vampires.  A tomb giant is 13 feet tall and weighs 1,300 pounds.

CR 12 XP 19,200
NE
Large humanoid (giant)
Init +3; Senses darkvision 60 ft., deathwatch, detect undead, low-light vision; Perception +15
DEFENSE
AC
28, touch 12, flat-footed 25 (+6 armor, +3 Dex, +10 natural, –1 size)
hp 162 (13d8+104)
Fort +16, Ref +9, Will +10
Defensive Abilities negative energy affinity, rock catching; Immune death effects, paralysis
OFFENSE
Speed
40 ft. (30 ft. in armor)
Melee mwk scythe +20/+15 (2d6+16/19– 20/×4 plus energy drain) or 2 slams +19 (1d6+11 plus energy drain)
Ranged rock +12 (1d8+11)
Space 10 ft.; Reach 10 ft.
Special Attacks energy drain (1 level, DC 18), rock throwing (120 ft.)
Spell-Like Abilities (CL 12th; concentration +14)
Constant—deathwatch, detect undead
3/day—corpse stitcher, sculpt corpse
1/day—animate dead, control undead (DC 19)
STATISTICS
Str
32, Dex 17, Con 26, Int 13, Wis 19, Cha 14
Base Atk +9; CMB +21 (+23 trip); CMD 34 (36 vs. trip)
Feats Combat Expertise, Improved Critical (scythe), Improved Iron Will, Improved Trip, Iron Will, Lightning Reflexes, Power Attack
Skills Climb +12, Heal +12, Knowledge (religion) +12, Perception +15, Stealth +7, Survival +10
Languages Common, Giant
SQ sinister synergy
ECOLOGY
Environment
any land or underground
Organization solitary, pair, or cabal (3–13, 1–4 necromancers of 3rd–5th level, 1–4 clerics or oraclesAPG of 3rd–5th level, 1 monarch of 5th– 9th level [typically cleric or necromancer], plus numerous giant skeletons, zombie giants, and other undead minions)
Treasure standard (mwk breastplate, mwk scythe, other treasure)
SPECIAL ABILITIES
Corpse Stitcher (Sp)
Tomb giants can cast make whole as a spell-like ability, but only for the purpose of creating undead creatures. For example, a tomb giant can use this ability to aid in the creation of a necrocraft, to restore armor to be used for the creation of a phantom armor, or even to repair the armor of a graveknight .
Energy Drain (Su) A tomb giant inflicts its energy drain attack no more than once per round via its first successful melee attack (with its slam attack or with any melee weapon it wields).
Sinister Synergy (Su) Multiple tomb giants can combine their efforts to gain the ability to create undead. When two or more tomb giants are within 30 feet of each other, they can work together to use create undead as a spell-like ability (caster level 13th). Three or more tomb giants working in unison in this way can use greater create undead as a spell-like ability (caster level 15th). Every additional tomb giant beyond the third who participates in this synergy increases the caster level of this effect by 1.
 

Psoglav

This one-eyed, wolf-headed creature walks upright on two hoofed feet. It bares metal fangs while a thin, ratlike tail twitches behind it.

Horrific, ravenous creatures that dwell underground but are all too eager to venture forth to the world above, psoglavs terrorize the living and desecrate the dead, all to sate their hunger for flesh. The creatures are a horrible amalgam of different animal and humanoid parts—a one-eyed wolf ’s head with teeth made of iron, a human’s torso with vicious, clawed hands, and elongated horselike legs upon which it walks upright.  These foul monsters have the fearsome reputation for annihilating small villages and clearing out graveyards as they hunt for food. Though they feed on any humanoids they can find, they prefer to hunt humans, whose flesh grants them a dark boon when they eat it. Victims of a psoglav attack may survive the ordeal, but they can suffer the effects of the creature’s cursed bite for months or even years.  Psoglavs prefer to make their lairs in the upper reaches of deep caverns near trade routes or clusters of villages to ensure a steady supply of victims. They prefer lairing in caverns that hold large numbers of gemstones. Whether they are actually attracted to the gems or simply use such treasures as bait is unclear, but psoglavs often collect gems and jewelry from the bodies they dig up, so their lairs may house a great deal of wealth. Some psoglavs even carry valuable trinkets with them; magical rings and jewelry are popular prizes for these creatures, even when the monsters don’t fully comprehend the use of the items in question.  A typical psoglav stands 6 feet tall and weighs 200 pounds.

CR 13 XP 25,600
CE
Medium monstrous humanoid
Init +8; Senses scent, see in darkness; Perception +20
DEFENSE
AC
28, touch 19, flat-footed 19 (+8 Dex, +1 dodge, +9 natural)
hp 187 (15d10+105)
Fort +12, Ref +17, Will +11
DR 10/cold iron and piercing
OFFENSE
Speed
40 ft.
Melee bite +24 (1d8+13/17–20 plus curse), 2 claws +24 (1d6+9)
Special Attacks consume prey, cursed bite, rend (2 claws, 1d6+13)
Spell-Like Abilities (CL 12th; concentration +11)
3/day—quickened blur, darkness, slow (DC 13)
1/day—air walk, fear (DC 14), haste
STATISTICS
Str
29, Dex 26, Con 25, Int 10, Wis 15, Cha 10
Base Atk +15; CMB +24 (+28 sunder); CMD 43 (45 vs. sunder)
Feats Combat Reflexes, Dodge, Greater Sunder, Improved Critical (bite), Improved Sunder, Mobility, Power Attack, Quicken Spell-Like Ability (blur)
Skills Acrobatics +23, Perception +20, Stealth +26, Survival +20
Languages Common, Undercommon
ECOLOGY
Environment
any underground
Organization solitary, pair, or pack (3–6)
Treasure double (mostly gems)
SPECIAL ABILITIES
Consume Prey (Su)
A psoglav gains power from eating human flesh. When a psoglav bites a human (or a half-human creature such as a half-elf or a half-orc), it regains a number of hit points equal to half the damage dealt by the bite and gains a +4 profane bonus to its AC and on attack and damage rolls for the following round.
Cursed Bite (Ex) A psoglav’s bite attack always adds 1-1/2 times its Strength modifier to damage rolls, threatens a critical hit on a roll of 19–20, and is considered to be magic and cold iron for the purpose of overcoming damage reduction. The damage from a psoglav’s bite doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature bitten by a psoglav must succeed at a DC 24 caster level check or the healing has no effect on the injured creature. When a psoglav bites an object, its bite treats the object as having a hardness of 5 less than the object’s actual hardness rating.