Tooth Fairy

This gaunt fairy has tattered ears, black eyes, and a huge mouth filled with mismatched teeth. It carries an oversized pair of pliers.

Tooth fairies are fey created when a willful child’s tooth (or, rarely, a whole child) is buried in a place with strong connections to the mysterious realm of the fey. Wicked and capricious, tooth fairies delight in spreading fear and pain, and have a perverse need to steal the teeth of humanoid creatures. Each night, gangs of tooth fairies stalk humanoid settlements, using their magic to confuse and distract their victims, and reveling in the looks of horror on their victims’ faces as the fey suddenly appear out of the darkness with their dirty, bloody pliers. The fairies then lull their targets to sleep and get to work at claiming their prizes. Some cautious fairies bite their targets to paralyze them and ensure the victims can’t wriggle away from the fairy’s grasping pliers; others enjoy the sounds of creatures awakening to their own screams as the fairy torments them with harsh pinches and painful tugs on fingers, teeth, or eyelids. Tooth fairies use stolen teeth either to replace their own lost teeth (if the stolen teeth are small) or to decorate their dwellings, which usually lie inside abandoned buildings or knotholes in trees. Used as stools, carved into minuscule sculptures, or worn as crowns, the prized teeth serves as trophies of their successful raids.

CR 1/4 XP 100
CE
Diminutive fey (extraplanar)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
DEFENSE
AC
16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 5 (2d6–2)
Fort –1, Ref +5, Will +5
DR 2/cold iron
OFFENSE
Speed
15 ft., fly 60 ft. (perfect)
Melee +1 pliers +8 (1d4–2/ 19–20/×2), bite +7 (1d4–3 plus paralysis)
Space 1 ft.; Reach 0 ft. (5 ft. with pliers)
Special Attacks death throes, paralysis (1d3 rounds, DC 11), pliers, tricky thief
Spell-Like Abilities (CL 5th; concentration +7)
At will—mage hand, open/close
1/day—invisibility (self only), sleep (DC 13)
STATISTICS
Str
5, Dex 14, Con 9, Int 8, Wis 15, Cha 14
Base Atk +1; CMB –1 (+3 dirty trick, +7 steal); CMD 6 (8 vs. steal)
Feats Weapon Finesse, Improved Steal, Greater Steal
Skills Acrobatics +7 (+3 when jumping), Escape Artist +7, Fly +16, Perception +7, Sense Motive +7, Stealth +19
Racial Modifiers –4 Acrobatics when jumping
Languages Sylvan
ECOLOGY
Environment
any urban or plains
Organization solitary, pair, or gang (3–12)
Treasure standard
SPECIAL ABILITIES
Death Throes (Su)
When killed, a tooth fairy explodes into a cloud of sparkling white fairy dust that clings to creatures within 5 feet. This glittery substance has a stench so foul that it sickens any creature coated by it for 1d4 rounds (Fortitude DC 10 negates). This is a poison effect. The save DC is Constitution-based.
Pliers (Su) Each tooth fairy owns a pair of pliers it uses to torment its victims. In the hands of a tooth fairy, the pliers deal damage as a +1 dagger wielded by a Medium creature. The pliers have hardness 10 and 3 hit points. If its pliers are destroyed, a tooth fairy is stunned for 1 round. If the tooth fairy is killed, the pliers rust away into worthless splinters 1d4 rounds later. A tooth fairy can create a new pair of pliers by spending one hour crafting (no materials required), which destroys the previous pair. The pliers grant the tooth fairy the Greater Dirty Trick feat and a +4 bonus on dirty trick and steal combat maneuvers.
Tricky Thief (Su) A tooth fairy can use a dirty trick combat maneuver with its pliers to pinch an opponent’s fingers, or a steal combat maneuver to steal an opponent’s tooth. A finger pinch deals 1 point of Dexterity damage. Stealing a tooth deals 1 point of Charisma damage and 1 point of bleed damage. If the stolen tooth is reattached within 10 minutes and the character receives any amount of magical healing, the tooth reattaches, the bleed damage ends, and the Charisma damage is cured.
 

Dire Rat

This filthy rat is the size of a small dog. It has a coat of coarse fur, a long and scabby tail, and two glittering eyes.

Dire rats grow up to 2 feet long and weigh up to 25 pounds. They are common menaces in dungeons and city sewers alike.

CR 1/3 XP 135
N
Small animal
Init +3; Senses low-light vision, scent; Perception +4
DEFENSE
AC
14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +5, Will +1
OFFENSE
Speed
40 ft., climb 20 ft., swim 20 ft.
Melee bite +1 (1d4 plus disease)
Special Attacks disease
STATISTICS
Str
10, Dex 17, Con 13, Int 2, Wis 13, Cha 4
Base Atk +0; CMB –1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Climb +11, Perception +4, Stealth +11, Swim +11
Racial Modifiers uses Dex to modify Climb and Swim
ECOLOGY
Environment
any urban
Organization solitary or pack (2–20)
Treasure none
SPECIAL ABILITIES
Disease (Ex)
Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
 

Grimple

This putrid-looking humanoid bears a disquieting resemblance to a half-starved, mange-ridden opossum.

Grimples are filthy urban scavengers that lurk beneath the eaves of abandoned buildings, clock towers, belfries, and steeples. Sickly-looking and ragged, they shed constantly as a result of the small parasites they host. Quick climbers, grimples also have loose flaps of skin that stretch between their arms and allow them to glide short distances. Grimples despise humans and show it by attacking drunks, unlocking stables, torturing guard dogs, and loosening hanging storefront signs so that they fall on people. This does not stop them from sometimes allying with humans and other humanoids, but such collaborations are always temporary, as a grimple is ever plotting betrayal. Although a grimple is often arrogant and overbearing, its ability to vomit at will (and propensity for doing so constantly) remains its most unappealing quality. Voracious omnivores, grimples feast off garbage. They frequently target inns, restaurants, and other places where they can scavenge a steady supply of food.

CR 1/3 XP 135
CN
Tiny fey
Init +1; Senses low-light vision; Perception +4
DEFENSE
AC
13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 4 (1d6+1)
Fort +1, Ref +3, Will +2
DR 2/cold iron
OFFENSE
Speed
20 ft., climb 20 ft., fly 20 ft. (clumsy)
Melee bite +3 (1d3–4)
Ranged rock +3 (1d2–4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks putrid vomit
Spell-Like Abilities (CL 1st; concentration –1)
At will—prestidigitation
3/day—grease (DC 9), mage hand, open/close
STATISTICS
Str
3, Dex 13, Con 12, Int 10, Wis 11, Cha 6
Base Atk +0; CMB –1; CMD 5
Feats Skill Focus (Stealth), Weapon Finesse
Skills Climb +13, Fly +1, Perception +4, Sleight of Hand +5, Stealth +16, Swim +5
Languages Undercommon
SQ gremlin lice
ECOLOGY
Environment
any urban
Organization solitary, pair, mob (3–8), or infestation (9–16 plus 2–6 trained dire rats and 1–4 spider swarms)
Treasure standard
SPECIAL ABILITIES
Gremlin Lice (Ex)
All grimples are infested with gremlin lice. Whenever a warm-blooded creature comes in physical contact with a grimple, there is a 25% chance it contracts gremlin lice. 1d4 rounds later, the creature begins to itch. The itch proves so distracting that for the duration of the infestation, the individual takes a –1 penalty on all concentration and initiative checks. Fortunately, these annoying parasites cannot live long on non-gremlins, and only survive for 24 hours. Submersion in water or exposure to freezing temperatures also kills a gremlin lice infestation.
Putrid Vomit (Ex) Every 1d4 rounds, a grimple can spew a 30-foot line of vomit as a standard action. Treat this as a ranged touch attack with no range increment. Anyone struck must succeed at a DC 11 Fortitude save or be nauseated for 1d4 rounds. The save DC is Constitution-based.
 

Ratfolk

This small, ratlike humanoid has a twitching, whiskered snout, pointed ears, and a long, leathery tail.

Ratfolk are small, rodentlike humanoids often found traveling in nomadic trading caravans or perhaps dwelling in colonies in slums, sewers, and other normally undesirable urban sectors. Tinkerers and hoarders by nature, many ratfolk are shrewd merchants, carefully navigating the shifting alliances of black markets and bazaars. They love their stockpiles of interesting items far more than money, and would rather trade for more baubles to add to their hoards than for mere coins. Ratfolk are extremely communal, and live in large warrens with plenty of hidden crannies in which to stash their hoards or flee in times of danger, gravitating toward subterranean tunnels or tightly packed tenements in city ghettos. They feel an intense bond with their large families and kin networks, as well as with ordinary rodents of all sorts, living in chaotic harmony and fighting fiercely to defend each other when threatened. Ratfolk are generally 4 feet tall and weigh 80 pounds. They often wear robes to conceal their forms in cities, as they know other humanoids find their rodent features distasteful.

CR 1/3 XP 135
Ratfolk expert 1
N Small humanoid (ratfolk)
Init +2; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC
15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
OFFENSE
Speed
20 ft.
Melee dagger –1 (1d3–2/19–20)
Ranged light crossbow +3 (1d6/19–20)
Special Attacks swarming
STATISTICS
Str
6, Dex 15, Con 11, Int 14, Wis 10, Cha 9
Base Atk +0; CMB –3; CMD 9
Feats Skill Focus (Perception)
Skills Appraise +6, Craft (alchemy) +8, Diplomacy +3, Handle Animal +3 (+7 with rodents), Perception +9, Sense Motive +4, Survival +4, Use Magic Device +5
Racial Modifiers +2 Craft (alchemy), +4 Handle Animal to influence rodents, +2 Perception, +2 Use Magic Device
Languages Common
ECOLOGY
Environment
warm deserts or urban
Organization solitary, pair, pack (3–12), or colony (13–100)
Treasure NPC gear (leather armor, light crossbow with 20 bolts, dagger, other treasure)
SPECIAL ABILITIES
Swarming (Ex)
Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

RATFOLK CHARACTERS
Ratfolk are defined by their class levels—they do not possess racial Hit Dice. All ratfolk have the following racial traits.
–2 Strength, +2 Dexterity, +2 Intelligence: Ratfolk are agile and clever, yet physically weak.
Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on CMB and to CMD, and a +4 size bonus on Stealth checks.
Darkvision: Ratfolk can see in the dark up to 60 feet.
Tinker: Ratfolk gain a +2 bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Rodent Empathy: Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
Swarming: See above.
Languages: Ratfolk begin play speaking Common. Ratfolk with high intelligence can choose from any of the following bonus languages: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Half ling, Orc, and Undercommon.

 

Animate Hair

What looks like a pile of shorn hair twitches almost imperceptibly, as if the locks were moving in an nonexistent wind.

According to legend, when exceedingly vain individuals die prematurely, their spirits may live on in the hair cut from their heads shortly before or after their deaths. Such stories might explain the existence of animate hair, a living creature composed entirely of hair. The collected strands interact like an ooze, allowing the creature to shape itself and move across surfaces. It can also form pseudopods to grab or pull itself along. Animate hair possesses an uncanny ability to make itself more appealing, and can shape itself into an attractive, and often quite complex, wig. Animate hair is carnivorous, and can survive by hunting the small animals that inhabit urban environments. Animate hair’s preferred prey, however, is humanoids. By disguising itself as a wig, animate hair is able to subtly influence the creature that wears it. At first, the hair merely makes its host more vain, but when the opportunity presents itself, the animate hair compels its host to murder. Though not particularly intelligent, animate hair possesses lingering instincts that cause it to urge these murders cautiously, and usually only when its host is unobserved.  Each animate hair has a preferred type of victim, perhaps influenced by its former life. The hair of an executed criminal might target judges, while that of a murdered debutante might target young women.

CR 1/2 XP 200
NE
Tiny ooze
Init +4; Senses blindsight 60 ft.; Perception +1
DEFENSE
AC
13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 11 (2d8+2)
Fort +1, Ref +1, Will +1
Defensive Abilities ooze traits; DR 5/slashing
Weaknesses vulnerability to fire
OFFENSE
Speed
20 ft., climb 20 ft.
Melee 2 slams +3 (1d2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks infestation, murderous whispers
STATISTICS
Str
10, Dex 13, Con 12, Int 6, Wis 13, Cha 15
Base Atk +1; CMB –1 (+1 grapple); CMD 10 (12 vs. grapple, can’t be tripped)
Feats Improved Grapple, Improved Initiative
Skills Climb +8, Disguise +4 (+8 as wig)
Racial Modifiers +4 Disguise as wig
Languages Common (can’t speak); empathy
SQ compression, no breath
ECOLOGY
Environment
any urban
Organization solitary or clog (2–6)
Treasure incidental
SPECIAL ABILITIES
Empathy (Su)
Animate hair can communicate empathically with a host it is attached to. This empathy allows the animate hair to encourage or discourage certain actions by communicating emotions and urges. It does not allow verbal communication.
Infestation (Su) Animate hair can climb onto and attach itself to a willing or helpless Medium or Small humanoid as a standard action. The animate hair shares the same 5-foot square as its host’s space. This doesn’t negatively impact the host or the animate hair. Attacks that hit an attached animate hair deal half their damage to the animate hair and half to the host. The animate hair can be removed from its host with a successful grapple combat maneuver check against the animate hair’s CMD.
Murderous Whispers (Sp) Animate hair can use the murderous command spell (DC 13) on its host at will with a caster level equal to its Hit Dice. A creature that successfully saves against this effect is immune to the animate hair’s murderous command for 24 hours. The DC is Charisma-based.
 

Akaname

This short, spindly creature has warty, brown-red skin and large black eyes. Its long, muscular tongue drags on the ground beneath it.

Akanames, or filth lickers, are grotesque beings that live in sewers and dank caves. At night, they creep into humanoid settlements in search of their favorite food: the grime that accumulates in abandoned or unwashed houses. They are especially fond of the filth in unsanitary baths and toilets. Akanames are shy and avoid humanoids, but dislike being disturbed while they feed, and are known to attack individuals who get up to relieve themselves in the dark of night.  Most akanames are solitary scavengers, claiming a single town or city borough as their territory. Akanames hold an almost religious reverence for otyughs, and the presence of one of the massive aberrations can attract several akanames to a single location. During their nightly feedings, zealous akanames gather filth to bring back as offerings to their otyugh. In addition to serving as an object of worship, the otyugh also provides protection for the akanames’ communal lair.  Akanames resemble goblins with warty, reddish-brown skin and greasy, often patchy black hair. Their fingers and toes are broad like those of a house gecko, allowing them to cling to nearly any surface. Their joints bend in multiple directions, enabling them to wriggle through tight spaces. Akanames stand 3 feet tall when erect, but they most often move about on all fours.  An akaname’s most distinctive feature is its grotesque tongue, which is as long as the creature is tall. Akanames drag their tongues along the ground to lick up filth, but they can also use them to manipulate objects or bludgeon their opponents. The filth an akaname eats collects in the folds and grooves of its tongue, making it an effective carrier of disease.  A rare few akanames grow to be human size. These creatures gain the giant simple template and their tongue attack has a reach of 10 feet.

CR 1 XP 400
N
Small aberration
Init +2; Senses darkvision 60 ft., scent; Perception +6
DEFENSE
AC
13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 13 (2d8+4)
Fort +2, Ref +2, Will +4
Immune disease
Weaknesses light sensitivity
OFFENSE
Speed
30 ft., climb 30 ft.
Melee tongue +4 (1d4+3 plus disease and distraction)
Special Attacks distraction (DC 13)
STATISTICS
Str
15, Dex 15, Con 15, Int 10, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Power Attack
Skills Climb +10, Escape Artist +11, Knowledge (dungeoneering) +5, Perception +6, Stealth +11
Racial Modifiers +4 Escape Artist
Languages Common
SQ expert climber
ECOLOGY
Environment
any urban or underground
Organization solitary, pair, or cult (3–6 plus 1 otyugh)
Treasure standard
SPECIAL ABILITIES
Disease (Ex)
Filth fever: Tongue—injury; save Fortitude DC 13; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Expert Climber (Ex) An akaname can climb virtually any surface, no matter how slick or sheer. In effect, akaname are treated as constantly being under a natural version of the spell spider climb with a climb speed of 30 feet.
 

Etiainen

This vaguely humanoid-shaped roil of mist appears to be improbably solid.

CR 1 XP 400
CN
Medium outsider (incorporeal, native)
Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC
14, touch 14, flat-footed 12 (+2 deflection, +2 Dex)
hp 13 (2d10+2)
Fort +4, Ref +2, Will +3
Defensive Abilities incorporeal
OFFENSE
Speed
30 ft.
Melee incorporeal touch +4 (1d6 plus memory drain)
Special Attacks memory drain
Psychic Magic (CL 2nd; concentration +4) 
15 PE—deja vu (1 PE), ghost sound (0 PE), disguise self (1 PE), mage hand (0 PE), mindlinkOA (1 PE, DC 13), open/ close (0 PE), teleport (self only, 5 PE)
STATISTICS
Str
—, Dex 14, Con 12, Int 5, Wis 11, Cha 14
Base Atk +2; CMB +6; CMD 18
Feats Skill Focus (Stealth), Weapon Finesse
Skills Disguise +7, Perception +5, Stealth +14
Racial Modifiers +4 Stealth
Languages Common (can’t speak)
SQ assume visage, ephemeral existence
ECOLOGY
Environment
any urban
Organization solitary
Treasure none
SPECIAL ABILITIES
Assume Visage (Su)
When using disguise self, an etiainen can appear as only a Medium or Small creature that it can currently see. When it does, it is still incorporeal, though it can appear corporeal.
Ephemeral Existence (Su) An etiainen is a spirit of psychic energy, and manifests only when it has at least 1 PE. Once it spends its final PE, it phases out of existence for 24 hours. When it reappears, it can do so anywhere within 100 feet of where it phased out of existence.
Memory Drain (Su) When a creature is hit by a etiainen’s incorporeal touch attack, it must succeed at a DC 13 Will saving throw or the etiainen can eliminate 1 minute of the creature’s memory as if the target were affected by the modify memory spell. A creature that succeeds at this saving throw cannot be affected by memory drain from the same etiainen for 24 hours. This ability is a mind-affecting effect. The saving throw DC is Charisma-based.
 

Jinkin

Grimacing like a maniac, this lean little bat-eared horror displays a mouth full of needle-like teeth and glowing, orange eyes.

Sneaky and sadistic, jinkins are hideous gremlins that inhabit the dark places underground. Well acclimated to the shadows, they hide in cramped quarters and attack larger creatures when they’re strategically positioned. Jinkins commonly work with or near larger or more powerful creatures; these larger creatures provide cover for the jinkins’ trickery. They use dimension door to exit any battle that goes badly, taking any stolen goods with them. Jinkins delight in leading larger creatures into dangerous caves or pits, usually by lunging out of the shadows to make a single sneak attack against a creature and then running away, taking care while “f leeing” to remain visible to their target so that they can lure the victim into a trap. Jinkins also hold dangerous grudges, and one might follow a creature that supposedly slighted it for weeks, looking for an opportunity to take revenge. This revenge can take many forms, from leading horses astray to contaminating food supplies to directing larger monsters toward the begrudged creature. One of the most direct and unwelcome revenges of the jinkins is the destruction or cursing of magical items. Many times they’ll observe camped enemies from a distance and either steal an item to tinker with it or just use their tinkering magic at a distance to annoy the item’s owner. Once a jinkin has worked its sabotage on a stolen item, the jinkin either grows bored with the item or may attempt to return it to its owner. Jinkin lairs are often cluttered with stolen items that bear curses the jinkins themselves have forgotten all about. Dwarves in particular hate jinkins, with numerous tales in their folklore telling of tragedy at the hands of the gremlins. The loathing is largely mutual. The average jinkin stands almost 2 feet tall and weighs about 13 pounds.

CR 1 XP 400
CE
Tiny fey
Init +4; Senses darkvision 120 ft., low-light vision; Perception +6
DEFENSE
AC
18, touch 17, flat-footed 13 (+4 Dex, +1 dodge, +1 natural, +2 size)
hp 6 (1d6+3)
Fort +0, Ref +6, Will +4
DR 5/cold iron; SR 12
OFFENSE
Speed
40 ft.
Melee short sword +6 (1d3–4/19–20), bite +1 (1d2–4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sneak attack +1d6, tinker
Spell-Like Abilities (CL 1st; concentration +3)
At will—prestidigitation
1/hour—dimension door (self plus 5 lbs. only)
STATISTICS
Str
3, Dex 19, Con 11, Int 14, Wis 14, Cha 15
Base Atk +0; CMB +2; CMD 9
Feats Dodge, Toughness, Weapon Finesse
Skills Bluff +6, Craft (traps) +10, Disable Device +9, Escape Artist +8, Perception +6, Sleight of Hand +8, Stealth +16, Use Magic Device +6
Racial Modifiers +4 Craft (traps), +4 Disable Device
Languages Undercommon
ECOLOGY
Environment
any underground or urban
Organization solitary, pair, mob (3–12), or infestation (13–20 with 1–3 sorcerers of 1st–3rd level, 1 rogue leader of 2nd–4th level, 2–8 trained stirges, 2–5 trained darkmantles, and 1–2 trained dire bats)
Treasure standard (short sword, other treasure)
SPECIAL ABILITIES
Tinker (Sp)
A group of six jinkins working together over the course of an hour can create an effect identical to bestow curse on any living creature. This effect functions at CL 6th and has a range of 60 ft., and the target creature must be either willing or helpless (but still gets a saving throw to resist). The save is DC 14 + the Charisma modifier of the jinkin with the highest Charisma score (DC 16 for most groups of jinkins). Alternatively, the group of jinkins can attempt to infuse a magic item with a curse. The nature of this curse is determined randomly; half of these curses make the magic item unreliable (each time the item is used, there is a 20% chance it does not function), while the other half give the item a random requirement (see the ). A jinkin can take part in a tinkering only once per day, and may only tinker with a creature or object that isn’t already cursed. Once a tinkering curse is in place, it is permanent until removed via an effect like remove curse. All jinkin tinkerings function as a curse created by a 6th-level caster.
 

Monaciello

Dressed in red robes like those of a monk, this little monster displays a sharp-toothed smile and flips a gold coin in its hand.

Most often found in urban environments, this gremlin lives among humanity, taunting religious and scholarly organizations with its pranks. Monaciello gremlins are most commonly found in monasteries and cathedrals where they wriggle their way up from the sewers and catacombs to play tricks on the devout. These tricksters pull blankets off sleeping clergy members, harass servants, spoil food, and hide valuables from their owners. Enamored with gold, they often overinf late the value of things with illusions, and even throw handfuls of gold coins (or illusions of gold coins if they are feeling especially stingy) to distract creatures on their trail. They pull these coins from their ever-present magical bags, confident they can always pilfer more. A monaciello stands 2-1/2 feet tall and weighs approximately 20 pounds.

CR 1 XP 400
CE
Small fey
Init +2; Senses low-light vision; Perception +6
Aura stymie channeling (20 ft.; DC 12)
DEFENSE
AC
13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 14 (2d6+7)
Fort +2, Ref +5, Will +4; +4 vs. divine magic
DR 5/cold iron; SR 12
OFFENSE
Speed
30 ft.
Melee bite +4 (1d4–2), dagger +4 (1d3–2/19–20)
Spell-Like Abilities (CL 3rd; concentration +4)
At will—prestidigitation, putrefy food and drink (DC 11), ghost sound (DC 12), silent image (DC 12)
1/day—glitterdust
STATISTICS
Str
6, Dex 15, Con 14, Int 11, Wis 12, Cha 13
Base Atk +1; CMB –2; CMD 10
Feats Skill Focus (Stealth), Toughness, Weapon FinesseB
Skills Bluff +6, Disable Device +8, Escape Artist +7, Perception +6, Sense Motive +6, Stealth +18 (+14 when moving)
Racial Modifiers +4 Disable Device, +4 Stealth (+0 when moving)
Languages Aklo
SQ compression, magic bag
ECOLOGY
Environment
any urban
Organization solitary, pair, congregation (3–12), or infestation (13–20 plus 1–3 sorcerers of 1st–3rd level, 1 rogue leader of 2nd–4th level, 2–14 trained dire rats, 2–5 trained venomous snakes, and 1–3 rat swarms)
Treasure double (always gold coins)
SPECIAL ABILITIES
Magic Bag (Su)
A monaciello always carries its pouch with it. This pouch contains an extradimensional space and operates like a bag of holding (type I). If this pouch is separated from the monaciello, all of its former contents are lost, and it becomes a normal bag that contains a number of coins equal to double the treasure value of a creature of the gremlin’s CR. A monaciello that loses its pouch must create a new one, a process that takes 1d4 days. Until the new pouch is finished, it remains a non-magical bag, only becoming a fully functional extradimensional space once completed.
Stymie Channeling (Su) A monaciello gremlin is surrounded by an aura of blasphemy. Any creatures channeling energy within 20 feet of a monaciello must succeed at a DC 12 Will save or be unable to channel for that round. The use is not lost, but the action is wasted.
 

Vexgit

With a head like an angry crustacean, this fierce little insectoid creature clacks and rattles with a tiny but solid-looking hammer.

Maniacally destructive little brutes, vexgits delight in scrapping and sabotaging the works of larger races. The larger and more complicated the target, the better. While one of these spiteful gremlins might delight in trapping someone behind a door with a jammed lock, loosening the wheels on a carriage, or sneakily removing all the nails from a small boat, it’s when groups of vexgits get together that they’re truly dangerous. In such instances, the portcullis of a vexgit-infested gatehouse turns into a deadly weapon, while a clock tower becomes an avalanche of gears waiting to topple. Engineers warn apprentices of masterful constructions destroyed by these unruly gremlins, with many blaming their greatest failures on such tiny saboteurs. Like most gremlins, vexgits prefer to live underground, but cities and the devices they find there fascinate them, often drawing mobs of the dangerous fey to sewer tunnels and abandoned warehouses. Vexgits stand 1-1/2 feet tall and weigh approximately 16 pounds.

CR 1 XP 400
LE
Tiny fey
Init +1; Senses darkvision 120 ft., low-light vision; Perception +5
DEFENSE
AC
15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
hp 8 (1d6+5)
Fort +2, Ref +3, Will +3
DR 5/cold iron; SR 12
OFFENSE
Speed
20 ft., climb 20 ft.
Melee warhammer +0 (1d4–2/×3), bite –2 (1d3–2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks speedy sabotage, wrecking crew
Spell-Like Abilities (CL 1st; concentration +1)
At will—prestidigitation
1/hour—rusting grasp, snare
STATISTICS
Str
6, Dex 13, Con 14, Int 12, Wis 13, Cha 11
Base Atk +0; CMB –1; CMD 7
Feats Skill Focus (Disable Device), Toughness, Weapon Finesse
Skills Appraise +2, Climb +13, Craft (traps) +5, Disable Device +9, Knowledge (engineering) +2, Perception +5, Stealth +13 (+17 in metal or stony areas, +9 when moving)
Racial Modifiers +4 Disable Device, +4 Stealth in metal or stony areas, –4 Stealth when moving
Languages Undercommon
ECOLOGY
Environment
any underground or urban
Organization solitary, pair, mob (3–12), or infestation (13–20 with 1–3 sorcerers of 1st–3rd level, 1 rogue leader of 2nd–4th level, 2–14 trained dire rats, 2–5 trained venomous snakes, and 1–3 rat swarms)
Treasure standard (warhammer, other treasure)
SPECIAL ABILITIES
Speedy Sabotage (Su)
Vexgits are adept at disassembling machinery, reducing even complex devices to trash with shocking speed. When using the Disable Device skill, these gremlins treat all devices as being one category simpler for the purposes of determining how long it takes to use the skill. Thus, difficult devices count as tricky, tricky devices count as simple, and simple devices can be dismantled as a free action.
Wrecking Crew (Su) A group of up to six vexgits can work together to dismantle a device. This ability functions like the aid another action, but a single vexgit can receive help from up to five other vexgits, granting it up to a +10 bonus on its Disable Device check.
 

Cockroach Swarm

Like a pestilent black tide, a ravenous horde of thousands of tiny, clacking cockroaches washes over everything in its path.

Swarms of flesh-eating cockroaches are extremely virulent pests. Normally carnivorous scavengers, these vermin quickly transform into aggressive hunters when amassed in great numbers, actively seeking out territory and food and gravitating to locations that readily provide both, such as dumps, graveyards, sewers, swamps, and other foul areas filled with rotting waste. Although a flesh-eating cockroach swarm prefers to feed on rot and carrion, these ravenous creatures do not balk at attacking living creatures as large as an elephant if given a chance.

CR 2 XP 600
N
Diminutive vermin (swarm)
Init +2; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4
DEFENSE
AC
16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 26 (4d8+8)
Fort +6, Ref +3, Will +1
Defensive Abilities swarm traits; Immune weapon damage
Weaknesses light sensitivity, swarm traits
OFFENSE
Speed
20 ft., climb 20 ft., fly 30 ft. (poor)
Melee swarm (1d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 14)
STATISTICS
Str
1, Dex 15, Con 14, Int —, Wis 10, Cha 2
Base Atk +3; CMB —; CMD
Skills Climb +10, Fly +4, Perception +4, Stealth +14
Racial Modifiers +4 Perception
SQ hold breath
ECOLOGY
Environment
any temperate, warm, or urban
Organization solitary, pair, or intrusion (3–20 swarms)
Treasure none
 

Contemplative

This floating creature is mostly pulsating brain-sac, with an atrophied manikin body hanging under it.

Once, the entities that would become known as contemplatives were relatively normal humanoids, notable only for their extreme intelligence. At some point in the distant past, however, their race discovered a great secret within itself, unlocking the mind’s potential for such sought-after mental powers as telekinesis. Evolution— whether natural or forced by the contemplatives themselves—made their incredible brains the sole focus of their advancement, and as the contemplatives grew to rely more and more on their psychic abilities, their limbs withered and shrank. Today, a contemplative’s massive brain makes up roughly 80 percent of its body weight. Below the pulsating and partially translucent sac that protects the vital organ, the rest of its body hangs almost vestigially, used for little more than breathing and processing food. Movement, speech, and the manipulation of objects are handled by the creatures’ psychic abilities, resulting in a collection of eerily quiet figures that float slowly and precisely along the halls of their fortresses, mulling over ideas that only their advanced brains are capable of understanding. Though alien in appearance and demeanor, contemplatives are rarely malicious; instead, when their unexplainable goals bring them into conf lict with other races, it can generally be assumed that they have good reasons for their actions, though this may be of little comfort to those inconvenienced by the far-seeing brain-people’s schemes. Perhaps the most disturbing thing about the contemplatives, however, is the chance that their abhorrent, brain-centric form may in fact be the ultimate destination of all humanoid evolution. A typical contemplative weighs roughly 100 pounds and measures 4 feet in diameter, though it prefers to float at the eye level of whomever it’s talking to. When it speaks inside another creature’s head, its voice is monotone and seems to come from everywhere at once, and when multiple contemplatives are encountered, they almost always use the pronoun “we” rather than the individual “I.”

CR 2 XP 600
N
Medium monstrous humanoid
Init +1; Senses blindsight 60 ft., darkvision 60 ft.; Perception +10
DEFENSE
AC
12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
hp 18 (4d10–4)
Fort +0, Ref +5, Will +7
Immune mind-affecting effects
OFFENSE
Speed
5 ft., fly 30 ft. (perfect)
Melee 2 claws +2 (1d4–2)
Spell-Like Abilities (CL 4th; concentration +9)
Constant—detect magic, mage hand, read magic, tongues
At will—daze (DC 15), detect thoughts (DC 17), ghost sound (DC 15), magic missile
1/day—telekinesis (DC 20)
STATISTICS
Str
6, Dex 13, Con 8, Int 24, Wis 17, Cha 21
Base Atk +4; CMB +2; CMD 14
Feats Combat Casting, Dodge
Skills Bluff +9, Diplomacy +9, Fly +9, Handle Animal +9, Knowledge (arcana, history, planes) +11, Linguistics +11, Perception +10, Sense Motive +7, Spellcraft +11, Use Magic Device +9
Languages telepathy 100 ft.; tongues
ECOLOGY
Environment
any urban
Organization solitary, trio, or band (4–7)
Treasure standard
 

Garden Ooze

What seems to be a mass of diseased fibers growing on a plant suddenly moves and slithers independently from its sickly host.

A garden ooze is an animate, acidic mass of protoplasmic goo that dwells among foliage and scavenges proteins in the form of carrion or small animals that blunder into its vicinity. Although garden oozes are occasionally found in underground regions near the surface—such as sewers, sinkholes, and shallow caves—these oozes prefer the outdoors. One reason for this is that garden oozes are attracted to large collections of organic material where other tiny creatures might come to scavenge. Quick and cunning hunters when compared to most oozes, garden oozes are particularly dangerous because they readily attack creatures that wander nearby regardless of the creatures’ size. Oozes that sense prey moving closer are likely to wait to attack until the potential meal is within reach. The oozes also give chase when prey flees. Garden oozes innately change hue to match the ground underneath them, so they can be hard to spot. When a garden ooze attacks, it lashes out with a whiplike appendage coated with a potent flesh-eating acid. If injured, the ooze releases a disgusting stench that makes it harder to fight off. Further, when one garden ooze attacks, any other garden oozes nearby join in, piling on and making escape all but impossible. Fortunately for larger potential prey, most garden oozes are quite small, the largest among them reaching 3 feet in diameter before they split into smaller oozes. These oozes are also known as rat-catcher oozes or compost oozes, and some brave gardeners actually encourage the growth of such oozes in their gardens as a way to combat pests. Once the pests are under control, however, the oozes themselves must be hunted and slain before the garden is safe to tend.

CR 2 XP 600
N
Small ooze
Init +3; Senses blindsight 60 ft.; Perception –5
DEFENSE
AC
14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 19 (3d8+6)
Fort +3, Ref +4, Will –4
Defensive Abilities ooze traits; Immune acid
OFFENSE
Speed
20 ft., climb 20 ft.
Melee slam +3 (1d4 plus 1d8 acid)
Special Attacks acid, stink
STATISTICS
Str
11, Dex 16, Con 15, Int —, Wis 1, Cha 2
Base Atk +2; CMB +1; CMD 14 (can’t be tripped)
Skills Climb +8
SQ camouflage
ECOLOGY
Environment
temperate forests, marshes, and urban
Organization solitary, pair, or patch (3–5)
Treasure none
SPECIAL ABILITIES
Acid (Ex)
A garden ooze excretes digestive acid that can dissolve flesh. Creatures made of harder materials or plant matter are immune to the ooze’s acid.
Camouflage (Ex) A garden ooze is difficult to spot when it is at rest among plant growth of any type. A DC 15 Perception check is required to notice the ooze is a separate entity and not a diseased portion of the plant it rests upon. The ooze automatically hits with a slam against any creature that fails to notice the ooze and enters its square.
Stink (Ex) Once every 24 hours, a garden ooze can release foul-smelling gases in a 5-foot-radius spread centered on the ooze. The ooze usually does so after it is first injured. The stench of these vapors is overpowering during the first round it exists, causing living creatures within it to become sickened for 1d3 rounds (Fort DC 13 negates). This is a poison effect. The save DC is Constitution-based.
 

Liminal Sprite

This creature resembles an elven courtier in miniature, dressed in the latest fashion and mothlike wings on its back.

An ancestral curse hangs over liminal sprites that prevents them from sleeping either inside a building or outside in the open. Fortunately for these sprites, a loophole exists that allows them to find rest within the external features of a building. As a result, liminal sprites make their homes under eaves, porches, and staircases.  Liminal sprites are fascinated by the arts, philosophy, and social intrigues of humanoids, which they experience vicariously from their hiding places, and with which they are often moved to interfere. They use their magic to bind the tongues of the witty and steal thoughts from the wise, returning them only after the moment in which they would have been useful has passed, thus adding insult to injury.  The sprites must be subtle, however, lest their unwitting hosts turn against them. They especially fear domestic animals turned loose near their hideaways. On the other hand, a homeowner who appeases the sprite with flattery and gifts finds his own eloquence improved. A 7th-level chaotic spellcaster can gain a liminal sprite as a familiar with the Improved Familiar feat, though she must take pains to find her familiar a suitable place to rest each night.  Liminal sprites stand 1 to 1-1/2 feet tall, and their mothlike wings stretch to a similar distance. Liminal sprites follow the local fashions of their city, modeling their clothes after those worn by nobles and celebrities.

CR 2 XP 600
CN
Tiny fey
Init +7; Senses low-light vision; Perception +7
DEFENSE
AC
16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 16 (3d6+6)
Fort +3, Ref +6, Will +4
DR 5/cold iron; immune sleep; SR 13
OFFENSE
Speed
20 ft., fly 60 ft. (good)
Melee rapier +6 (1d3–1/18–20)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks repartee
Spell-Like Abilities (CL 6th; concentration +8)
At will—daze (DC 12), prestidigitation
3/day—fumbletongue (DC 13), invisibility (self only), memory lapse (DC 13)
STATISTICS
Str
8, Dex 17, Con 14, Int 15, Wis 12, Cha 15
Base Atk +1; CMB +0; CMD 11
Feats Improved Initiative, Weapon Finesse
Skills Diplomacy +8, Escape Artist +9, Fly +17, Knowledge (local) +8, Perception +7, Perform (comedy) +8, Sense Motive +7, Stealth +17
Languages Elven, Common, Sylvan
SQ versatile performance
ECOLOGY
Environment
any urban
Organization solitary, pair, or court (3–6)
Treasure standard (rapier, other treasure)
SPECIAL ABILITIES
Repartee (Su)
Three times per day, when a liminal sprite successfully aids another creature’s Charisma-based skill check, the creature gains a +2d4 bonus on the skill check instead of the normal +2 bonus. A creature can receive this bonus from only one liminal sprite per skill check.
Versatile Performance (Ex) A liminal sprite can use its bonus for Perform (comedy) in place of its bonus for Bluff and Intimidate. When substituting in this way, the liminal sprite uses its total bonus for Perform (comedy), including any class skill bonus, in place of the associated skill’s total bonus, whether or not it has ranks in Perform (comedy) or Perform (comedy) is a class skill for the sprite.
 

Nuglub

This hideous, hunchbacked creature has three glowing blue eyes. Oily hair grows from its head and back, covering it like a cloak.

Nuglub gremlins are deranged; they enjoy combat with a manic glee that other gremlins reserve for destroying devices or creating complex traps. Indeed, they spend long hours sharpening their claws, filing their teeth, and looking for the perfect ledge from which to leap into the fray. If combat doesn’t come to them, they seek it out, entering villages and killing innocents by night. Their idea of a good time is murder so silent that the victim never wakes up, so the family members find the remains the next morning and accuse one another of the atrocity. Nuglubs jealously attack armored foes, as the gremlins’ hunchbacked forms make it diff icult to wear armor made for other humanoids. A group may use its heat metal and shocking grasp abilities to weaken an opponent before mobbing it and trying to knock the foe prone. As soon as an enemy falls to the ground, all nuglubs descend on that target in a frenzy of bloodlust, grappling and biting, holding on like perverse leeches until nothing remains. Though less technically inclined than some of their kin, nuglubs like using traps. Unlike most gremlins, who prefer to sabotage existing machines, nuglubs delight in the stealthy construction of traps in areas their victims consider familiar, rigging these painful and often deadly surprises on front doors, around the floor of beds, or near cribs in nurseries. Nuglubs are the brutes of gremlin-kind. Groups of nuglubs remain small, as they tend to quarrel with each other and cannibalize those on the wrong side of an angry argument. Lone nuglubs often work with other gremlins, as they like proving they’re the strongest, and aren’t likely to kill and eat their smaller allies (though those slain by other enemies are fair game for a little snacking). Nuglubs typically stand 2-1/2 feet tall and weigh approximately 25 pounds.

CR 2 XP 600
CE
Small fey
Init +4; Senses darkvision 120 ft., low-light vision; Perception +9
DEFENSE
AC
18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
hp 19 (3d6+9)
Fort +3, Ref +7, Will +2
DR 5/cold iron; SR 13
OFFENSE
Speed
30 ft., climb 20 ft.
Melee bite +3 (1d4+1 plus grab), 2 claws +4 (1d3+1 plus trip)
Spell-Like Abilities (CL 3rd; concentration +4)
At will—prestidigitation
1/hour—heat metal (DC 13), shocking grasp, snare
STATISTICS
Str
13, Dex 18, Con 15, Int 8, Wis 9, Cha 12
Base Atk +1; CMB +1 (+5 grapple and trip); CMD 15
Feats Step Up, Toughness, Weapon Focus (claw)
Skills Acrobatics +10, Climb +9, Craft (traps) +9, Intimidate +8, Perception +9, Stealth +14
Racial Modifiers +4 Craft (traps), +4 Intimidate, +4 Perception
Languages Undercommon
SQ kneecapper
ECOLOGY
Environment
any underground or urban
Organization solitary, pair, or mob (3–6)
Treasure standard
SPECIAL ABILITIES
Kneecapper (Ex)
A nuglub has a +4 racial bonus on combat maneuver checks to trip an opponent.
 

Ratling

This ratlike creature has tiny human hands in place of its front paws, and an unnerving human face with a toothy mouth.

The ratling is a hideous amalgamation of rat and human: a long-haired rodent with handlike front paws and a face reminiscent of the face of a leering old man. Within the ratling’s humanoid mouth are long, yellow incisors more akin to those one might find in the jaws of a rat. Ratlings are carnivores. While they can subsist on grubs, other rodents, and carrion, they prefer living food and fresh blood, particularly that of humanoid children and elderly folk. They also have a sense for magic, and lurk around temples and universities searching for scraps of knowledge or overlooked books and scrolls to steal. Ratlings associate with common rats and even mate with them, producing anything from large, aggressive rats (often with vestigial humanlike features or other sickening deformities) to infant ratlings to deformed rats. In a mixed litter, the infant ratling usually kills and eats its siblings, then arranges the dismembered and disemboweled corpses in semi-occult patterns. Elder ratlings often gain the advanced simple template or levels in cleric, oracle, witch, or wizard (a rare few gain rogue levels, especially if they associate with a thieves’ guild or wererats). These elders often become leaders of their own kind, creating cabals organized like the universities they frequently inhabit. If the ratling can gain a familiar, it usually chooses a rat—an association that often brings with it more than mere supernatural companionship. Ratlings can never select another ratling as a familiar. A chaotic evil spellcaster can gain a ratling as a familiar at 7th level by taking the Improved Familiar feat. A ratling familiar gains commune once per week as a spell-like ability, which it can use on its master’s behalf. The master usually allows the familiar to drink her blood at least once per week. A ratling measures just over 2 feet long (although half that length is its long, ratty tail) and weighs 10 pounds.

CR 2 XP 600
CE
Tiny magical beast
Init +2; Senses darkvision 60 ft., detect magic, low-light vision; Perception +6
DEFENSE
AC
16, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +1 natural, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +5, Will +1
Defensive Abilities evasion; Immune disease, poison
OFFENSE
Speed
30 ft., burrow 10 ft., climb 20 ft., swim 30 ft.
Melee bite +3 (1d3–2 plus bleed 1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 6th; concentration +7)
Constant—detect magic, read magic, speak with animals (rodents only), spider climb, tongues
3/day—cause fear (DC 12), dimension door, invisibility (self only)
1/day—summon swarm (rat swarm only)
1/week—commune (only when serving as a familiar; 6 questions, CL 12th)
STATISTICS
Str
6, Dex 15, Con 13, Int 12, Wis 10, Cha 13
Base Atk +3; CMB +3; CMD 12 (16 vs. trip)
Feats Dodge, Mobility
Skills Climb +6, Knowledge (planes) +4, Perception +6, Stealth +16, Swim +6
Languages Aklo; speak with animals (rodents only), tongues
SQ scroll use
ECOLOGY
Environment
any urban
Organization solitary or conclave (2–20 plus 2–12 dire rats and 1–4 rat swarms)
Treasure standard
SPECIAL ABILITIES
Scroll Use (Ex)
A ratling can cast spells from any magic scroll as if it had the spell on its spell list.
 

Wererat

This hunched creature looks like a human in studded leather, but fur covers its body. Its face is rat-like, and it has a long, naked tail.

Natural wererats tend to be short and wiry, with constantly darting eyes and frequent nervous twitches. Males often have thin, ragged moustaches. Wererats prefer cities where they can blend in with the humanoid and rat population. Their abilities make them especially good at thieving and spying, and in many cities the thieves’ guild employs numerous wererat members.

CR 2 XP 600
Human natural wererat rogue 2 (augmented humanoid)
LE Medium humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC
16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 18 (2d8+6)
Fort +2, Ref +5, Will +3
Defensive Abilities evasion
OFFENSE
Speed
30 ft.
Melee short sword +3 (1d6+1/19–20)
Ranged light crossbow +3 (1d8/19–20)
Special Attacks sneak attack +1d6
STATISTICS
Str
13, Dex 15, Con 14, Int 10, Wis 16, Cha 6
Base Atk +1; CMB +2; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +7, Bluff +3, Climb +6, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +7, Swim +6
Languages Common
SQ change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and dire rats), trapfinding
ECOLOGY
Environment
any urban
Organization solitary, pair, pack (5–10), or guild (11–30 plus 5–12 dire rats)
Treasure NPC gear (masterwork studded leather, short sword, light crossbow with 20 bolts, other treasure)
HYBRID FORM
LE
Medium humanoid (human, shapechanger)
Init +3; Senses low-light vision, scent; Perception +8
DEFENSE
AC
19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural)
hp 20 (2d8+8)
Fort +3, Ref +6, Will +3
Defensive Abilities evasion; DR 10/silver
OFFENSE
Speed
30 ft.
Melee short sword +4 (1d6+2/19–20), bite –1 (1d4+1 plus disease and curse of lycanthropy; DC 15)
Ranged light crossbow +4 (1d8/19–20)
Special Attacks sneak attack +1d6
STATISTICS
Str
15, Dex 17, Con 16, Int 10, Wis 16, Cha 6
Base Atk +1; CMB +3; CMD 17
Feats Dodge, Weapon Finesse
Skills Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim +7
Languages Common
SQ change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and dire rats), trapfinding
SPECIAL ABILITIES
Disease (Ex)
Filth fever: Bite—injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
 

Ahkhat

The materials of the building stretch and pull as if elastic, taking on the form of an earthen humanoid with thick stony arms.

An ahkhat is an elemental entity that dwells within a single building or structure. An ahkhat exists solely to maintain and protect that structure. Far from a mere butler, an ahkhat is a structure’s consciousness incarnate. Ahkhats are bound and attuned to their structures via a special keystone, usually a heavy stone block. The keystone must be part of a structure’s foundation or cornerstone, or an actual keystone within an arch. The keystone is typically carved with an icon of a humanoid figure, beneath which is written the ahkhat’s name. Anyone in possession of or touching the keystone who speaks the name can attempt to compel the ahkhat to do his will, including forcing the ahkhat inside the keystone to accept residence in a new structure, though ahkhats moving to new buildings prefer to have their original stones moved as well.

CR 4 XP 1,200
N
Small outsider (earth, elemental, native)
Init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +8
DEFENSE
AC
17, touch 12, flat-footed 16 (+1 Dex, +5 natural, +1 size)
hp 38 (4d10+16)
Fort +8, Ref +5, Will +2
Immune elemental traits
OFFENSE
Speed
30 ft.; structural mobility
Melee 2 slams +8 (1d6+3)
Ranged urn +6 (1d4+3)
Spell-Like Abilities (CL 2nd; concentration +3)
At will—open/close, prestidigitation
1/day—make whole (ahkhat’s bonded structure and permanent fixtures only)
STATISTICS
Str
17, Dex 13, Con 18, Int 8, Wis 12, Cha 13
Base Atk +4; CMB +6; CMD 17
Feats Improved Initiative, Throw Anything
Skills Craft (carpentry) +6, Craft (stonemasonry) +6, Knowledge (engineering) +10, Perception +8, Stealth +12
Racial Modifiers +4 Knowledge (engineering)
Languages Terran
SQ integrated body
ECOLOGY
Environment
warm urban
Organization solitary
Treasure none
SPECIAL ABILITIES
Integrated Body (Ex)
An ahkhat derives its form from the structure it inhabits, emerging from the walls, floors, and ceilings. An ahkhat cannot manifest from broken areas or separate from the building’s surface; it can only move within the building materials. An ahkhat occupies the same space as the area of the structure from which it is presently manifesting. If an ahkhat is somehow moved 10 or more feet away from its structure, it takes 1d8 points of damage; at the beginning of its next turn, the ahkhat immediately returns to the nearest space within its structure. When not manifesting, an ahkhat can’t be attacked normally, but it is instantly destroyed if 75% of its attuned building is destroyed. If an ahkhat’s keystone is destroyed, the ahkhat is instantly destroyed.
Structural Mobility (Su) An ahkhat can move through walls, floors, and ceilings of any material except metal, similar to the earth glide ability. It cannot move through significantly damaged or ruined sections of a structure until they are repaired. If an area containing an ahkhat is targeted with a passwall spell or similar effect, the ahkhat takes 1d8 points of damage and is immediately shunted to the nearest available space in its structure.
 

Attic Whisperer

This thing resembles a gray, emaciated child, with cobwebs and dust for clothes and a fox skull for a head.

An attic whisperer spawns as the result of a lonely or neglected child’s death. Rather than animating the body of the dead youth, the creature rises from an amalgam of old toys, clothing, dust, and other objects associated with the departed—icons of the child’s neglect. The widely varying materials that fuse together to form these creatures lead to attic whisperers with vastly different appearances. Attic whisperers linger in the places where they were formed, typically old homes, orphanages, schools, debtors’ prisons, workhouses, and similar places where children might be discarded. When an attic whisperer first forms, it does so without a skull—this does not impact the creature’s abilities in any way, but it usually seeks out a small animal’s skull as a form of decoration soon after it manifests. An attic whisperers haunts shadowy, forgotten places like old buildings and dilapidated institutions, places that were once homes to both young children and subtle evils. Hiding in drafty attics and moldy basements, an attic whisperer might lie dormant for decades while the quick go about their lives—often a scant floor away. The coming of a new child, though, rekindles some hope in the creature, its animating spirits motivated by loneliness, and ever seeking comfort and companionship. Once an attic whisperer finds a potential playmate, it does all it can to ensure it will never be lonely again by attempting to lure its friend to it, singing nursery rhymes, leaving trails of old toys, or calling out in the stolen voices of other children. Destroying an attic whisperer reduces it to its component parts, usually consisting of dusty junk left to molder in the attics of old houses, though a few items, such as china dolls, small lockets, music boxes, precious marbles, fine teacups, sculpted metal soldiers, or the like, may have some value.

CR 4 XP 1,200
NE
Small undead
Init +8; Senses darkvision 60 ft.; Perception +12
Aura sobs (10 ft.)
DEFENSE
AC
19, touch 16, flat-footed 14 (+4 Dex, +1 dodge, +3 natural, +1 size)
hp 45 (6d8+18)
Fort +5, Ref +6, Will +8
Immune undead traits
OFFENSE
Speed
20 ft.
Melee bite +9 (1d4–1 plus steal breath), touch +4 melee touch (steal voice)
STATISTICS
Str
9, Dex 19, Con —, Int 14, Wis 16, Cha 17
Base Atk +4; CMB +2; CMD 17
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Bluff +9, Climb +8, Knowledge (history) +8, Knowledge (local) +8, Perception +12, Stealth +17
Languages Common (plus any 2d4 from victims)
ECOLOGY
Environment
any urban or ruins
Organization solitary, pair, or chorus (3–8)
Treasure incidental
SPECIAL ABILITIES
Aura of Sobs (Su)
All of the voices that an attic whisperer steals linger around it in an invisible but audible aura of unnerving childlike whimpers, songs, and sobs. Any living creature that enters this area loses the benefit of all bardic performances affecting it and takes a –1 penalty on all attack rolls, damage rolls, and Will saving throws. The attic whisperer can suppress or reactivate its aura as a free action. This aura is a sonic, mind-affecting effect.
Steal Breath (Su) A creature bit by an attic whisperer must make a DC 16 Will save or become fatigued for 1 hour. A fatigued creature that is bitten is instead exhausted for 1 hour, and an exhausted creature falls asleep for 1 hour if bitten. The sleeper can only be roused by killing the attic whisperer or by using dispel magic, remove curse, or similar effects. The save DC is Charisma-based.
Steal Voice (Su) Any creature hit by an attic whisperer’s touch must make a DC 16 Will save or lose its ability to speak for 1 hour. During that time, the creature cannot talk, cast spells with verbal components, use auditory bardic performances, or use any other ability that requires speech. Once an attic whisperer has stolen a creature’s voice, it can perfectly mimic that voice at any time, even after its victim’s voice has returned, and while using that voice can speak any languages the victim knew. Those familiar with an individual’s voice can make a Sense Motive check opposed by the attic whisperer’s Bluff check to realize a mimicked voice is inauthentic. The save DC is Charisma-based.
 

Tanuki

Short and pudgy, this raccoon-like humanoid wields a stout quarterstaff and weaves a little as if intoxicated.

Jolly tricksters, tanukis love deceiving humanoids and other intelligent creatures. This mischief is usually harmless, but can turn spiteful in some situations. Popular folklore stories claim tanukis are the transformed souls of tools and housewares that were used for more than 100 years, a myth that probably results from tanukis’ ability to magically create or alter objects. Mostly encountered in disguise, tanukis enjoy visiting humanoid settlements and interacting with the people. They usually visit taverns and eateries, joining in feasts and celebrations whenever possible. Tanukis always change their disguises and rarely visit the same town twice in the same month. Tanuki mischief becomes spiteful to those who defile nature. Hunters who kill for sport or those who log trees from the forest without seeding new ones find their weapons and tools transformed into bowls and teacups. Tanukis also put more effort into their pranks when the target is a braggart, a bully, or someone of poor moral character. They like to prank brooding types as well, always hoping to bring a smile to the hard faces of such dour folk. Because of their trickster nature, tanukis get along with many fey creatures. Some tanukis even deal well with spirits, often helping them pass from this world. Though rare, violent and morbid tanukis occasionally walk the lands, bringing suffering to those they encounter. Filled with spite, these evil tanukis pull sadistic pranks, and horror stories tell of tanukis killing old women and tricking their husbands into eating soups made from their flesh. A tanuki is 5 feet tall and weighs 180 pounds.

CR 4 XP 1,200
CN
Medium monstrous humanoid (shapechanger)
Init +3; Senses darkvision 60 ft., detect poison, low-light vision; Perception +8
DEFENSE
AC
17, touch 13, flat-footed 14 (+3 Dex, +3 natural, +1 shield)
hp 47 (5d10+20)
Fort +5, Ref +7, Will +6
OFFENSE
Speed
30 ft.
Melee mwk quarterstaff +7 (1d6+2), mwk quarterstaff +7 (1d6+1), slam +2 (1d6+1)
Ranged sling +8 (1d4+2)
Spell-Like Abilities (CL 7th; concentration +11)
Constant—detect poison
At will—purify food and drink
3/day—magic stone, major creation (up to 1 cubic foot)
1/day—create food and water, shrink item, veil (self only)
STATISTICS
Str
14, Dex 17, Con 18, Int 13, Wis 14, Cha 19
Base Atk +5; CMB +7; CMD 20
Feats Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (quarterstaff)
Skills Bluff +7, Diplomacy +6, Knowledge (nature) +5, Perception +8, Perform (percussion) +8, Sense Motive +4, Spellcraft +4, Stealth +10
Languages Common, Tanuki
SQ change shape (raccoon; beast shape II), sake affinity
ECOLOGY
Environment
temperate forests or urban
Organization solitary, pair, or gathering (3–8)
Treasure standard (masterwork quarterstaff, 4 gulps of sake in a gourd, other treasure)
SPECIAL ABILITIES
Sake Affinity (Su)
As a swift action, a tanuki can take a swig of sake from the gourd it always carries at its side. When it does so, it gains the effect of one of the following spells at caster level 7th: divine favor, false life, haste, or rage. Unusual tanukis might have additional spell effect choices at the GM’s discretion. Each time a tanuki takes a swig of sake, it becomes progressively drunker and takes a –1 penalty to its AC and on Reflex saves for 1 minute. These penalties stack.
 

Tenome

This wrinkled, pale humanoid has an eyeless head and a wide, fanged mouth; its eyes glare freakishly from the palms of its hands.

Tenomes are hideous predators that stalk the fringes of civilization, ambushing travelers and invading the homes of rural families to feast on their bones. They typically try to get close to their victims before attacking, hiding the monstrous elements of their appearance with hooded cloaks or voluminous robes, or lying in wait along darkened trails. They avoid attacking groups that heavily outnumber them, preferring to patiently track potential prey and strike when they can take victims one at a time.  Nocturnal creatures, tenomes often travel miles from their lairs under the cover of night to terrorize rural communities. They typically rotate their hunting grounds and try to cover their tracks when farmers organize to defend their lands or locate the tenomes’ lairs. Their preferred diet of liquefied bones results in hideous corpses that can cause incredible fear in communities, and tenomes know this—they often seek to leave their boneless victims on display where they know the disgusting bodies will soon be found to deter pursuit.  Certain folktales suggest that tenomes originated as a supernatural punishment for a community that did not adequately care for its elderly. Whatever their true genesis was, these frightening monsters can now be found throughout the world, although they prefer to dwell in the fringes of urban regions. A tenome stands between 5 and 6 feet tall and weighs around 150 pounds.

CR 4 XP 1,200
NE
Medium monstrous humanoid
Init +6; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC
17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 39 (6d10+6)
Fort +3, Ref +7, Will +7
Weaknesses obscuring grapple
OFFENSE
Speed
30 ft.; burst of speed
Melee bite +8 (1d6+2), 2 claws +8 (1d4+2 plus grab)
Special Attacks bone drink, terrifying gaze
STATISTICS
Str
14, Dex 15, Con 13, Int 10, Wis 11, Cha 12
Base Atk +6; CMB +8; CMD 21
Feats Dodge, Improved Initiative, Iron Will
Skills Intimidate +10, Perception +9, Stealth +11, Survival +9
Languages Common
ECOLOGY
Environment
any urban
Organization solitary, pair, or scourge (3–5)
Treasure standard
SPECIAL ABILITIES
Bone Drink (Su)
Any round in which a tenome establishes or maintains a pin, it attaches its mouth to the victim and uses a sonic attack that liquefies the victim’s bones, allowing the monster to drink them through flesh and skin. This deals 1d3 points of Constitution damage to the victim. A creature damaged in this way must succeed at a DC 14 Fortitude saving throw or be fatigued by the pain. A fatigued creature is instead exhausted, and an exhausted creature is rendered unconscious for 1 minute. A tenome regains 5 hit points for each round that it drinks liquefied bone. If a creature’s Constitution score is reduced to 0 in this way, its skeleton is liquefied and it dies. This is a sonic effect. The save DC is Constitution-based.
Burst of Speed (Ex) A tenome can move twice its base speed once every 1d4 rounds.
Obscuring Grapple (Ex) While a tenome is grappling a creature, all other opponents gain total concealment against the tenome.
Terrifying Gaze (Su) A tenome can gaze at one opponent within 30 feet by presenting one of its eyes (a standard action) or both of its eyes (a full-round action). An opponent that fails a DC 14 Will save is frightened if it is the target of a single eye’s gaze, or paralyzed if it is the target of both eyes. These effects last for 1d3 rounds. A tenome must activate its gaze attack; opponents need not attempt saving throws if they otherwise meet the tenome’s gaze. Once a creature succeeds at its save against this ability, it is immune to that tenome’s terrifying gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
 

Udaeus

This armored humanoid has skin resembling white bone, carved with images of weapons and dragons.

An udaeus (plural udaeoi) is a fierce humanoid who’s obsessed with perfecting its skills at war. The first udaeoi were obedient warriors created by a deity out of dragon teeth, but now they are a distinct race and capable of reproducing on their own. Though an udaeus loves combat and is eager to demonstrate its abilities, it is violent only when it’s in an honorable battle; only a desperate or manipulated udaeus would resort to thuggery. Udaeoi resemble tall, athletic humans with bone-white skin and black hair. They mark themselves with tattoos or brands, usually of weapons, dragons, or battle scenes. When an udaeus hardens its flesh with its innate magic, these markings look like carvings and cracks in a marble statue. Udaeoi might hire themselves out as mercenaries or serve as soldiers in a local army. Udaeoi prefer to fight alongside their own kind, and a squadron usually comprises members of the same fighting company or family unit.

CR 4/MR 1 XP 1,200
N
Medium humanoid (mythic, udaeus)
Init +1; Senses low-light vision; Perception +5
DEFENSE
AC
22, touch 11, flat-footed 21 (+7 armor, +1 Dex, +1 natural, +3 shield)
hp 38 (4d8+20); fast healing 1
Fort +7, Ref +2, Will +2
Resist fire 30 (see energy resistance below)
OFFENSE
Speed
20 ft.
Melee +1 shortspear +9 (1d6+6)
Ranged mwk javelin +5 (1d6+3)
Special Attacks infuse arms and armor, mythic power (1/day, surge +1d6)
Spell-Like Abilities (CL 4th; concentration +3)
1/day—barkskin, true strike
STATISTICS
Str
17, Dex 13, Con 16, Int 10, Wis 12, Cha 9
Base Atk +3; CMB +6; CMD 17
Feats Endurance, Weapon FocusM (shortspear), Weapon Specialization (shortspear)
Skills Intimidate +3, Perception +5
Languages Celestial, Common
SQ armor and weapon training, fighter training
ECOLOGY
Environment
any land or urban
Organization solitary, pair, or squadron (3–12)
Treasure NPC gear (mwk shortspear, mwk breastplate, mwk heavy steel shield, 4 javelins, other treasure)
SPECIAL ABILITIES
Armor and Weapon Training (Ex)
Udaeoi are proficient with simple weapons, martial weapons, light armor, medium armor, heavy armor, and shields (including tower shields).
Energy Resistance (Ex) An udaeus has resistance 30 against one type of energy. By performing a ritual that takes one day, an udaeus can change its energy resistance to a different energy type (either acid, cold, electricity, or fire). Most udaeoi choose fire resistance unless they expect to fight a creature using a specific energy type.
Fighter Training (Ex) An udaeus counts its racial Hit Dice as fighter levels for the purpose of qualifying for feats. If it has levels in fighter, these HIt Dice stack.
Infuse Arms and Armor (Ex) Any improvised weapon an udaeus wields is treated as a comparable normal weapon. Any normal weapon an udaeus wields is treated as a masterwork weapon. Any masterwork weapon it wields is treated as a weapon with a magical +1 enhancement bonus. Any weapon with a magical enhancement bonus it wields is treated as though its enhancement bonus were 1 higher than its actual value (to a maximum of +6). This ability also applies to armor and shields (normal is treated as masterwork, masterwork is treated as +1, and +1 or higher is treated as 1 higher than actual).
 

Danthienne

This bright-eyed, doll-sized woman wears jewels and silks. She has pointed ears, four-fingered hands, and a mischievous grin.

Rejected from the courts of the fey realms, danthiennes— sometimes called gossip pixies—nevertheless delight in courtly intrigue. They adore the trappings of wealth and class, but lack a deeper understanding of politics, and focus most of their energy on personal entertainment and accumulating wardrobes of rich fabrics and random jewelry. These tiny fey spend their time skulking around academies, guilds, and noble courts, stealing valuables and influencing mortal minds to create drama.  When they do reveal their presence, danthiennes portray themselves as wish granters, offering to make a person’s dreams come true in exchange for services and treasures. In reality, they have no special gift to grant wishes and rely on their magic, bluffs, and mundane theft to uphold their end of any bargain. Danthiennes rarely operate alone, usually enticing a desperate courtier into serving them in exchange for popularity. More rarely, they assemble lesser fey into mock courts, drafting unsuspecting mortals into their sometimes-deadly intrigues. As degenerate, urban cousins of nymphs, they have the ability to bond with mortal creatures and invest them with passion and confidence—but the bond is a deadly one, slowly draining the life force from their temporary partners and ultimately leaving them catatonic.  Danthiennes stand just 10 inches tall and weigh only a few pounds, despite their plump forms.

CR 5 XP 1,600
CN
Tiny fey
Init +4; Senses low-light vision; Perception –1
DEFENSE
AC
19, touch 17, flat-footed 14 (+4 Dex, +1 dodge, +2 natural, +2 size)
hp 59 (7d6+35)
Fort +7, Ref +9, Will +6
DR 5/cold iron; SR 16
OFFENSE
Speed
30 ft.
Melee dagger +3 (1d2–2/19–20)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 8th; concentration +13)
At will—auditory hallucination (DC 16), detect desires (DC 17), invisibility, prestidigitation, remove fear, shocking grasp
3/day—charm person (DC 16), deflect blame (DC 17), rumormonger (DC 18), suggestion (DC 18)
1/day—glibness, heroism, shout (DC 19)
STATISTICS
Str
6, Dex 18, Con 21, Int 13, Wis 8, Cha 21
Base Atk +3; CMB +5; CMD 14
Feats Deceitful, Dodge, Iron Will, Mobility
Skills Bluff +17, Diplomacy +15, Disguise +17, Escape Artist +14, Knowledge (nobility) +8, Perform (any one) +15, Sleight of Hand +14
Languages Common, Dwarven, Elven, Gnome, Halfling, Sylvan
ECOLOGY
Environment
any urban
Organization solitary or clique (2–4 danthiennes)
Treasure double (jewelry and magic items only)
SPECIAL ABILITIES
Fool’s Inspiration (Su)
Once per day as a full-round action, a danthienne can designate a single humanoid or monstrous humanoid as her companion. An unwilling or unaware target can resist being made a companion by succeeding at a DC 18 Will save, but it is not aware that it was targeted by an effect. The danthienne is constantly aware of her companion’s health, location, and general mood, as if she had cast status on the target. So long as she remains within 5 feet, the danthienne can also share spells with her companion, as if it were her animal companion or familiar, and the companion can use the danthienne’s Charisma modifier instead of its own on Charisma checks and Bluff, Diplomacy, and Intimidate checks. So long as a creature remains a danthienne’s companion, it automatically takes 1 point of Charisma drain every 24 hours. A danthienne can dismiss a companion at will, and must do so if she wants to select a new companion. A companion who wishes to break the bond can attempt a DC 18 Will save once per day to do so. A break enchantment spell automatically severs this link. The save DC is Charisma-based.
 

Gearghost

Grasping arms emerge from a tangled cluster of debris and mechanical parts. A metal skull hovers above the clanging mess.

Formed from the unquiet soul of a thief wrenched from life by a wicked trap, a gearghost delights in rigging up the same threats and tortures to which it succumbed. Eager to witness the deaths of others, the gearghost prowls the place of its death, constantly maintaining and resetting any traps in that area as it waits for victims to fall into its clutches. A gearghost also has the ability to create and set new traps, and as such its lair is usually choked with perilous new snares, spikes, and pits. A gearghost only keeps treasure as a lure for hapless adventurers, often using such treasure as the trigger for one of its devious creations.

CR 5 XP 1,600
CE
Tiny undead
Init +7; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC
18, touch 15, flat-footed 17 (+3 Dex, +3 natural, +2 size)
hp 52 (7d8+21)
Fort +5, Ref +7, Will +7
Defensive Abilities channel resistance +4, rejuvenation; DR 5/—; Immune undead traits
OFFENSE
Speed
fly 40 ft. (perfect)
Melee 2 slams +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 9th; concentration +12)
At will—detect magic, mending, telekinesis (DC 18)
3/day—make whole
STATISTICS
Str
6, Dex 17, Con —, Int 15, Wis 14, Cha 17
Base Atk +5; CMB +6; CMD 14
Feats Flyby Attack, Improved Initiative, Lightning Reflexes, Skill Focus (Stealth)
Skills Craft (traps) +17, Disable Device +10, Fly +20, Knowledge (engineering) +9, Perception +12, Spellcraft +10, Stealth +24
Racial Modifiers +8 Craft (traps)
Languages Aklo, Common, Undercommon
SQ create trap, resetter
ECOLOGY
Environment
any urban or underground
Organization solitary or gang (2–6)
Treasure standard
SPECIAL ABILITIES
Create Trap (Su)
Once per week, a gearghost can create a trap of CR 4 or lower regardless of cost, materials, or skill checks. Two or more gearghosts working together on a trap can increase the maximum CR by 2 for each additional gearghost working in concert. For example, three gearghosts working together can create any CR 8 or lower trap in a week.
Rejuvenation (Su) A destroyed gearghost reforms in 2d6 days. To permanently destroy a gearghost, holy water must be poured over its remains within the area of a hallow spell. To complete the destruction, every trap within 100 feet of the remains must be successfully disabled or destroyed before the gearghost is completely destroyed.
Resetter (Ex) A gearghost can reset traps and keep them repaired with supernatural efficiency. A gearghost can reset a trap with a repair or manual reset as a move action. If a trap has an automatic reset that is longer than immediate, a gear ghost can reset that trap as a free action.
 

Kikimora

This crone has avian features, including a long nose resembling a beak, clawed hands, and birdlike feet.

Kikimoras are house spirits who torment those with whom they live unless the poor folk cater to and cajole them. They delight in stressing homeowners by using illusion magic to make the house look much filthier than it actually is; their favored illusions are those of scuttling vermin.  Kikimoras are enemies of brownies. While brownies can be mischievous, kikimoras often invite pain and frustration on their chosen housemates instead of helping chores along. Some brownies actively seek out kikimora-infested homes with the intention of driving out the disruptive fey creatures. When homeowners refuse to appease a resident kikimora (or can’t rid themselves of her devious presence), the kikimora visits upon them a swarm of spiders, rats, or bats. Because of the subtle tricks these fey employ, inhabitants in homes plagued by kikimoras often believe they have been beset by ghosts.  Kikimoras love secretly breaking things or making such destruction seem like an accident. They proceed to trick the people in the house into leaving gifts in return for making repairs at night, much to the indignation of brownies, who view such gifts as payments for services rendered and resent the kikimoras’ transformation of such agreements into coercion.

CR 5 XP 1,600
CN
Medium fey
Init +8; Senses low-light vision; Perception +13
DEFENSE
AC
18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
hp 45 (7d6+21)
Fort +4, Ref +9, Will +8
DR 5/cold iron; SR 16
OFFENSE
Speed
30 ft.
Melee 2 claws +7 (1d4+1)
Spell-Like Abilities (CL 7th; concentration +12)
At will—forced quiet, invisibility (self only), mending, prestidigitation, stone call
3/day—break (DC 16), charm animal (DC 16), deep slumber (DC 18), pain strike (DC 16)
1/day—major image (DC 18), make whole, summon swarm
STATISTICS
Str
13, Dex 18, Con 15, Int 12, Wis 16, Cha 21
Base Atk +3; CMB +4; CMD 19
Feats Dodge, Improved Initiative, Stealthy, Toughness, Weapon Finesse
Skills Acrobatics +14, Appraise +8, Bluff +15, Escape Artist +16, Perception +13, Sleight of Hand +14, Stealth +16
Languages Common, Sylvan
SQ hidey-hole
ECOLOGY
Environment
any urban
Organization solitary
Treasure standard
SPECIAL ABILITIES
Hidey-Hole (Su)
When a kikimora chooses a house to inhabit, she can create an extradimensional space by scrawling a sigil on a wall, baseboard, cupboard, or other permanent object (such as a stove). This sigil serves as the entrance to the kikimora’s tiny domain, where she can live within the house without being detected. Only the kikimora can enter this hidey-hole. Anytime after designating a hidey-hole, the kikimora can transport herself and up to 50 pounds of objects to the hidey-hole as a standard action, as long as she is in the same room as the sigil. The kikimora can exit the hidey-hole in the same way, appearing in the nearest empty square to the sigil. Any objects left within the hidey-hole remain there when the kikimora exits the space, even if she removes the sigil and places it in another location. While inside the hidey-hole, the kikimora can see what is going on outside of the space through a special sensor, as if the kikimora were standing where her sigil is placed. As a result, mundane objects placed in front of the sigil can block the kikimora’s sight from the hidey-hole.
 

Rat King

Squeaks and chittering cries rise from a tangle of diseased rats with their tails knotted together.

Often found in city sewers, rat kings squirm through the muck and darkness, spreading disease and searching for food. Composed of no fewer than half a dozen rats knotted together at the tail, a rat king has one consciousness rather than many, increasing its intellect beyond that of a normal rat, and granting the rat king a cunning that allows it to stalk its prey and use improved tactics against its enemies and rivals. Known by subterranean creatures for being plague carriers, rat kings are shunned by most creatures other than rats. Some humanoids that live beneath cities (such as morlocks, derros, and mites) use rat kings in their lairs as protectors or as a way to increase the deadliness of the dire rats they use for protection. City-dwellers see rat kings as a bad omen and fear that encountering the terrifying creatures will bring sickness and death to the entire settlement. The mere sighting of a rat king may result in the quarantine of multiple city blocks. Some students of monster lore believe that a rat king begins as a group of normal rats that nested in too cramped a warren, their tails entwined and hopelessly knotted with filth and eventually growing together, and that this strange bond leads to a cooperative existence and fused mind. Naturalists studying creatures like this postulate that there could be other species of creatures susceptible to this phenomenon. Others argue that an outside influence is the only explanation for the creature’s existence, perhaps as a result of derro experimentation or the work of a mad ratfolk or wererat alchemist. A rat king is approximately 3 feet across and weighs 15 pounds.

CR 5 XP 1,600
N
Small magical beast
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11
DEFENSE
AC
18, touch 16, flat-footed 13 (+4 Dex, +1 dodge, +2 natural, +1 size)
hp 57 (6d10+24)
Fort +9, Ref +9, Will +4
Defensive Abilities critical hits, flanking, effects that target a specific number of creatures
OFFENSE
Speed
30 ft., climb 15 ft., swim 15 ft.
Melee 5 bites +11 (1d4+1 plus disease)
Special Attacks disease, plaguebringer
STATISTICS
Str
12, Dex 19, Con 18, Int 5, Wis 14, Cha 11
Base Atk +6; CMB +6; CMD 21 (can’t be tripped)
Feats Dodge, Skill Focus (Perception), Weapon Finesse
Skills Climb +9, Diplomacy +0 (+4 when influencing rats), Knowledge (local) –2, Perception +11, Stealth +13, Swim +9
Racial Modifiers +4 Diplomacy when influencing rats
SQ compression, speak with rats
ECOLOGY
Environment
any urban or underground
Organization solitary, pack (2–4), or infestation (5–12)
Treasure standard
SPECIAL ABILITIES
Disease (Ex)
Bubonic plague: Inhaled or bite—injury; save Fort DC 19; onset 1d3 days; frequency 1/day; effect 1d4 Str damage, 1 Cha damage, and fatigue; cure 2 consecutive saves. The save DC is Constitution-based and includes the +2 from the rat king’s plaguebringer ability.
Plaguebringer (Ex) A rat king increases the disease DC of rats (including rat kings, rat swarms, and dire rats) within 100 feet by +2.
Speak with Rats (Ex) A rat king can communicate with normal rats (including rat swarms and dire rats) as if using speak with animals. It can use Diplomacy to alter a rat’s attitude, and when so doing gains a +4 racial bonus on the check. Any ability that allows a creature to communicate with rats (such as speak with animals or a wererat’s rat empathy) allows for communication with a rat king.
 

Rope Dragon

This small dragon, which appears to be composed of coils of rope, bristles with frayed filaments.

The rope dragon is a strange and capricious shapeshifting trickster that sneaks about, disguising itself as and hiding among ordinary rope. Rope dragons most commonly use their abilities to sneak into bakeries, confectionaries, and the food stores of the wealthy in order to steal sweet and expensive foods and escape undetected. A rope dragon reserves its other main use of its shapeshifting talents— setting up pranks and traps—for those who attempt to seek out or capture it, usually after the dragon has had its way with their pantries. Those who offer food willingly to a rope dragon, or at least don’t mind the dragon’s pilfering ways, are rarely the victims of the dragon’s whimsy, and may find that when their lives or livelihoods are truly threatened, their small draconic ally uses its tricks and traps to protect them.  Rope dragons rarely interact with their own kind except to mate, but they sometimes grow curious about other places and sneak along with travelers, wanderers, or adventurers by pretending to be part of that most iconic piece of adventuring gear: the 50-foot rope. While this may cause the rope dragon’s unwitting transporter to experience an inexplicably dwindling food supply, in the end, a rope dragon doesn’t want to be left in some monster’s lair. The carrier of a rope dragon is in for a real surprise when she gets into a fight that she can’t win on her own and her rope comes to life to assist in fending off the monster. Rope dragons dislike it when other creatures become aware of their existence, however, so a rope dragon abandons such an adventurer at the first opportunity.

CR 5 XP 1,600
CN
Small dragon (shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11
DEFENSE
AC
19, touch 15, flat-footed 16 (+4 Dex, +4 natural, +1 size)
hp 57 (6d12+18)
Fort +8, Ref +9, Will +7
DR 5/slashing; Immune paralysis, sleep
Weaknesses vulnerability to fire
OFFENSE
Speed
20 ft., fly 30 ft. (average)
Melee 2 claws +10 (1d4+3), bite +10 (1d6+3), tail slap +5 (1d4+1)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (20-ft. cone, 4d6 slashing damage, Reflex DC 16 for half, usable every 1d4 rounds), corded breath, discorporating coils
Spell-Like Abilities (CL 6th)
At will—animate rope
STATISTICS
Str
16, Dex 18, Con 17, Int 11, Wis 15, Cha 14
Base Atk +6; CMB +8 (+10 disarm, +10 trip); CMD 22 (24 vs. disarm, 26 vs. trip)
Feats Combat Reflexes, Flyby Attack, Improved Disarm, Improved TripB, Skill Focus (Stealth)
Skills Acrobatics +10, Climb +10, Fly +15, Knowledge (dungeoneering) +7, Perception +11, Stealth +20, Swim +10
Languages Common, Draconic
ECOLOGY
Environment
any urban
Organization solitary
Treasure standard
SPECIAL ABILITIES
Corded Breath (Su)
A rope dragon’s breath weapon is a cone of abrasive filaments. Any target that fails its Reflex save against the dragon’s breath suffers whiplike cuts and is entangled. The filaments attach to nearby surfaces, causing the entangled creature to be stuck in place. An entangled creature can free itself with a successful Strength check against the breath weapon’s DC as a full-round action or by dealing 10 points of slashing damage to the clinging strands. The strands become brittle and fall away from their target in 1d4 rounds.
Discorporating Coils (Su) As a standard action, a rope dragon can change its shape into what appears to be a coil of rope. In this form, it loses its fly speed and its base land speed drops to 5 feet. It can use its bite and tail slap attacks—both with a reach of 10 feet—but has no claws. A successful Perception check against the rope dragon’s Stealth check reveals the coiled rope to be alive, with the dragon’s shape visible within, but while staying still in this form, the rope dragon receives a +20 bonus on Stealth checks to hide among or appear to be ordinary rope. A rope dragon can resume its dragon form as a free action.
 

Griefgall

Thorn-tipped tendrils and flowering filaments sprout from this tiny, squirming grublike plant.

Griefgalls are pitiless psychic parasites that feed on emotions. Their bodies appear as tiny, squirming plant pods that closely resemble grubs. Long tendrils sprout from the pod, tipped with thorns that drip a paralytic sap. Shorter, blossoming filaments allow the creatures to see and hear. A griefgall must be implanted into a humanoid, and it quickly grows to full size, but can’t survive more than a week without a humanoid host. It attempts to conceal its body and tendrils within the host’s mouth. By extruding its filaments through the victim’s neck and scalp, it externalizes its sensory organs, disguising them as a flowery headdress or garland entwined with the victim’s hair.  A griefgall and the other griefgalls that sprout from its seedlings often form twisted family units by congregating in abandoned houses in sprawling urban areas. An elder griefgall, identifiable because it sprouts more and more tendrils as it ages, takes on the role of a matriarch.

CR 6 XP 2,400
NE
Tiny plant
Init +8; Senses all-around vision, low-light vision; Perception +16
DEFENSE
AC
17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
hp 58 (9d8+18)
Fort +8, Ref +7, Will +5
DR 5/slashing; Immune plant traits
Weaknesses cold lethargy
OFFENSE
Speed
5 ft., burrow 5 ft., climb 5 ft.
Melee tendrils +12 (1d2–3 plus paralysis)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tendrils)
Special Attacks paralysis (1d3 minutes, DC 16), parasitize
Psychic Magic (CL 9th; concentration +11) 
12 PE—crushing despair (4 PE, DC 16), feast on fear (5 PE, DC 17), miserable pity (affects host and self; 2 PE, DC 14), overwhelming grief (4 PE, DC 16), terrible remorse (4 PE, DC 16)
STATISTICS
Str
4, Dex 19, Con 14, Int 4, Wis 15, Cha 15
Base Atk +6; CMB +8; CMD 16 (can’t be tripped)
Feats Dodge, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth), Weapon Finesse
Skills Climb +5, Perception +16, Stealth +19
Languages Aklo (speaks through host only)
SQ freeze, germinate
ECOLOGY
Environment
temperate or warm forests or urban
Organization solitary or infestation (2–5)
Treasure incidental
SPECIAL ABILITIES
Cold Lethargy (Ex)
A griefgall that takes cold damage is slowed (as per the slow spell) for 1d4 rounds.
Germinate (Su) Once per day, a parasitizing griefgall can devour its host’s emotions for 1 hour, dealing 2d4 points of Charisma damage. After this psychic feasting, it germinates an attached seedling that must be implanted into a new host within 1 week or perish. A griefgall can have no more than one seedling at a time.
Parasitize (Su) As a full-round action that provokes attacks of opportunity, a griefgall can implant itself or a seedling inside an adjacent helpless or willing humanoid’s throat. An implanted seedling becomes a fully grown griefgall in 1 minute, during which time the seedling can be removed by a creature other than the target with a successful DC 20 Heal check. An implanted griefgall’s filaments infiltrate the host’s nervous system, controlling the host as dominate person. This control is not prevented by protection from evil or similar effects, nor does the host receive saving throws to resist control. Each day, the griefgall deals 1d2 points of Charisma damage to its host by feeding on its emotions. The griefgall shares the same space as its host without detriment to either, uses its flowers to see and hear, and can attack independently of its host, including with its tendrils from within the host’s mouth.  Area spells affect both the griefgall and the host. An opponent can attack just the griefgall, but takes a –4 penalty on the attack roll. If a parasitizing griefgall is slain, its host falls unconscious for 1d4 hours, during which time the griefgall’s filaments wither away, enabling it to be removed without harming the host. Removing it before this occurs requires 1d4 minutes and a successful DC 25 Heal check or the host is permanently paralyzed.
 

Revenant

This shambling corpse is twisted and mutilated. Fingers of sharpened bone reach out with malevolent intent.

Fueled by hatred and a need for vengeance, a revenant rises from the grave to hunt and kill its murderer. Devoid of any compassion, emotion, or logic, a revenant has but one purpose, and cannot rest until it has found vengeance.

CR 6 XP 2,400
LE
Medium undead
Init +7; Senses darkvision 60 ft., sense murderer; Perception +13
DEFENSE
AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 76 (9d8+36)
Fort +7, Ref +6, Will +7
DR 5/slashing; Immune cold, undead traits; SR 17
Weaknesses self-loathing
OFFENSE
Speed
30 ft.
Melee 2 claws +14 (1d8+7 plus grab)
Special Attacks baleful shriek, constrict (1d6+7)
STATISTICS
Str
24, Dex 17, Con —, Int 7, Wis 12, Cha 19
Base Atk +6; CMB +13 (+17 grapple); CMD 26
Feats Cleave, Improved Initiative, Power Attack, Step Up, Weapon Focus (claw)
Skills Intimidate +16, Perception +13
Languages Common
SQ reason to hate
ECOLOGY
Environment
any land
Organization solitary
Treasure standard
SPECIAL ABILITIES
Baleful Shriek (Su)
Once every 1d4 rounds, a revenant can shriek as a standard action. All creatures within a 60-foot spread must make a DC 18 Will save or cower in fear for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Reason to Hate (Su) A revenant’s existence is fueled by its hatred for its murderer. As long as the murderer exists, the revenant exists. If the murderer dies, the revenant is immediately slain. A murderer who becomes undead does not trigger a revenant’s destruction. When a revenant encounters its murderer, it gains the benefits of a haste spell (CL 20th) that lasts as long as its murderer remains in sight. Against its murderer, the revenant also gains a +4 profane bonus on attack rolls, weapon damage rolls, grapple checks, and saving throws.
Self-Loathing (Ex) When confronted with its reflection or any object that was important to it in life, a revenant must make a DC 20 Will save to avoid becoming overwhelmed with self-pity. This condition renders the revenant helpless, and lasts until the revenant is attacked or sees its murderer. If a revenant resists becoming overwhelmed, the revenant becomes obsessed with the source that triggered the saving throw and does everything it can to destroy it, reacting to the trigger as if the trigger were its murderer and gaining bonuses from its reason to hate ability.
Sense Murderer (Su) A revenant knows the direction but not the distance to its murderer—this sense can be blocked by any effect that blocks scrying. Against its murderer, a revenant has true seeing and discern lies in effect at all times (CL 20th); these abilities cannot be dispelled.
 

Witchwyrd

This gray-skinned humanoid wears fine red robes. The being has four arms, each ending in a three-fingered hand.

Alien merchants that travel between planets and planes, witchwyrds stand 7 feet tall, weigh 300 pounds, and are covered in hairless blue-gray skin. Witchwyrds new to a market or eager to avoid identification during an important business deal fold their second sets of flexible arms behind their backs and dress in robes, the better to pass as a less-infamous humanoid race. Witchwyrds tend to prefer the driest, warmest regions of the areas they visit—perhaps an indicator of their mysterious home world.

CR 6 XP 2,400
LN
Medium monstrous humanoid
Init +6; Senses darkvision 60 ft., detect magic; Perception +8
DEFENSE
AC
19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)
hp 68 (8d10+24)
Fort +7, Ref +8, Will +9
Defensive Abilities absorb force; DR 5/magic
OFFENSE
Speed
30 ft.
Melee ranseur +11/+6 (2d4+4/×3), 2 slams +6 (1d4+1 plus grab) or 4 slams +11 (1d4+3 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)
Special Attacks force bolt
Spell-Like Abilities (CL 8th; concentration +13)
Constant—detect magic, floating disk, mage armor, resist energy (one at a time), unseen servant
3/day—dispel magic, displacement, suggestion (DC 18)
1/day—dimension door, resilient sphere (DC 19)
STATISTICS
Str
16, Dex 15, Con 17, Int 18, Wis 13, Cha 20
Base Atk +8; CMB +11 (+15 grapple); CMD 23
Feats Deflect Arrows, Great Fortitude, Improved Initiative, Iron Will, Persuasive
Skills Appraise +12, Bluff +13, Diplomacy +11, Intimidate +18, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (planes) +12, Perception +8, Sense Motive +5, Use Magic Device +9
Languages Common, Draconic, one or more planar languages; tongues
ECOLOGY
Environment
any land
Organization solitary, entourage (1 witchwyrd and 2–5 humanoid guards), or enclave (2–5 witchwyrds and 11–20 humanoid guards)
Treasure double
SPECIAL ABILITIES
Absorb Force (Su)
Once per round, a witchwyrd can use a free hand to “catch” a magic missile fired at it. This absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create a force bolt. To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be flat-footed.
Force Bolt (Su) A witchwyrd can “throw” a magic missile (1d4+1 damage) from each free hand as a free action (maximum of two per round). If it has absorbed a magic missile, it can throw an additional force bolt that round, expending the absorbed energy (maximum of two additional bolts per round).
 

Occult Dragon

Occult dragons have parchment-colored scales which rustle like dry leaves. They seem unusually attentive, as if always on the lookout.

Occult dragons infiltrate large urban centers in humanoid form to search for esoteric secrets and psychically charged artifacts to add to their hoards.

FULL INTERACTIVE CODE COMING SOON

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
NG
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
 

Devilbound

This elegant and mysterious woman has a sinister air of dark power around her, like a protective ward.

A devilbound creature has made a bargain with a devil, promising a service and its soul in exchange for infernal power. The specific service depends on the devil’s type and motivations, but always furthers the interests of Hell.

CR 13 XP 25,600
Female pit fiend-bound human sorcerer 13
LE Medium humanoid (human)
Init +4; Senses darkvision 60 ft., see in darkness; Perception +14
DEFENSE
AC
21, touch 10, flat-footed 21 (+4 armor, +7 natural)
hp 121 (13d6+73); regeneration 5 (good spells, good weapons)
Fort +13, Ref +7, Will +12; +4 vs. poison
DR 10/adamantine (130 points); Resist cold 20, fire 30
Weaknesses contract bound
OFFENSE
Speed
30 ft.
Melee dagger +5/+0 (1d4–1/19–20)
Devilbound Spell-Like Abilities (CL 13th; concentration +20)
3/day—quickened fireball (DC 20), invisibility
1/day—blasphemy (DC 24), summon (level 7, 1 lemure, 1 bearded devil, or 1 erinyes 100%)
Bloodline Spell-Like Abilities (CL 13th; concentration +20) 10/day—elemental ray (1d6+6 cold)
1/day—elemental blast (13d6 cold, DC 23)
Sorcerer Spells Known (CL 13th; concentration +20)
6th (5/day)—acid fog, elemental body III, summon monster VI
5th (7/day)—cloudkill (DC 23), elemental body II, summon monster V, teleport
4th (6/day)—charm monster (DC 22), confusion (DC 22), elemental body I, fear (DC 21), stoneskin (already cast)
3rd (8/day)—displacement, hold person (DC 21), protection from energy, stinking cloud (DC 21), summon monster III
2nd (8/day)—acid arrow, darkness, detect thoughts (DC 19), glitterdust (DC 20), scorching ray (cold), web (DC 20) 1st (7/day)—burning hands (cold) (DC 18), charm person (DC 19), disguise self, feather fall, mage armor (already cast), magic missile
0 (at will)—acid splash, arcane mark, detect magic, ghost sound (DC 17), mage hand, mending, message, prestidigitation, read magic
Bloodline elemental (water)
STATISTICS
Str
8, Dex 10, Con 18, Int 15, Wis 12, Cha 24
Base Atk +6; CMB +5; CMD 15
Feats Arcane Shield, Augment Summoning, Combat Casting, Craft Wondrous Item, Empower Spell, Eschew Materials, Great Fortitude, Improved Initiative, Spell Focus (conjuration), Spell Focus (enchantment), Superior Summoning
Skills Diplomacy +13, Intimidate +17, Knowledge (arcana) +18, Knowledge (planes) +18, Perception +14, Sense Motive +14
Languages Common, Draconic, Infernal
SQ bloodline arcana (change energy damage spells to cold)
ECOLOGY
Environment
any urban
Organization solitary
Treasure NPC gear (dagger, amulet of natural armor +3, belt of mighty constitution +2, cloak of resistance +3, headband of alluring charisma +4, brooch of shielding [50 points], potion of cure serious wounds, wand of false life [10 charges], diamond dust [250 gp], other treasure)
SPECIAL ABILITIES
Contract Bound
See 'Creating a Devilbound Creature' below.
CREATING A DEVILBOUND CREATURE
 
 

Sewer Blight

What appears to be a grotesque mass of sewage betrays its true nature with dozens of red eyes and two long, slimy, claw-tipped tentacles.

Sewer blights are unusual among their kind in that they thrive in artificial ecosystems rather than purely natural environs. These oozes prefer to lair in the sewers of large cities, and they see in the foul infestations, toxic fungi, and diseased creatures dwelling in such filthy warrens a sort of perverse rebuttal of civilization by the natural world. Those who dwell in the cities above are their preferred prey.  A sewer blight is 6 feet in diameter and weighs 300 pounds.

CR 15 XP 51,200
CE
Medium ooze (blight)
Init +12; Senses blindsight 120 ft.; Perception +23
Aura stench (30 ft., DC 23)
DEFENSE
AC
30, touch 18, flat-footed 22 (+8 Dex, +12 natural)
hp 229 (17d8+153); fast healing 10
Fort +16, Ref +15, Will +13
Defensive Abilities acidic spray, rejuvenation; Immune acid, ooze traits
OFFENSE
Speed
30 ft., climb 30 ft., swim 30 ft.
Melee 2 claws +25 (2d8+13/19–20 plus 2d6 acid)
Space 5 ft.; Reach 15 ft.
Special Attacks plagued domain
Spell-Like Abilities (CL 15th; concentration +20)
1/day—blight (DC 20), cloudkill (DC 20), command plants (DC 19), dominate monster (animals, magical beasts, and mindless oozes only, DC 24), greater curse terrain, hallucinatory terrain (DC 19)
STATISTICS
Str
36, Dex 26, Con 29, Int 16, Wis 23, Cha 21
Base Atk +12; CMB +25; CMD 43 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Great Fortitude, Improved Critical (claw), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
Skills Climb +38, Intimidate +22, Knowledge (geography) +20, Perception +23, Stealth +25 (+33 in sewers), Swim +21
Racial Modifiers +8 Stealth in sewers
Languages Aklo, Undercommon; domain telepathy
SQ command ooze, cursed domain, favored terrain (underground)
ECOLOGY
Environment
any underground (sewers)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Acidic Spray (Ex)
As an immediate action, a sewer blight can spray a blast of acid on any creature that damages it with a melee attack. This spray of acid deals 8d6 points of acid damage, split evenly between the weapon and the weapon’s wielder (if the weapon was a natural weapon or an unarmed strike, the full damage applies to the attacker). A successful DC 27 Reflex save halves the acid damage. The save DC is Constitution-based.
Command Ooze (Su) Unintelligent oozes never attack a sewer blight, and a sewer blight can target any mindless ooze with dominate monster, even though they are normally immune to this mind-affecting spell. When a sewer blight dominates an ooze in this way, it gains enough influence over the ooze for the ooze to carry out simple commands (such as “guard this room,” “flank this foe,” or “bring me that dead body”).
Plagued Domain (Su) The first time a creature enters a sewer blight’s domain in a 24-hour period, it must succeed at a DC 27 Reflex save or contract filth fever. Within the domain, the save DCs for all disease-based effects inflicted by creatures under the sewer blight’s control increase by 2 and onset times for all diseases contracted there are reduced to 0.