Fire Beetle

This housecat-sized beetle is a dull brown color brightened by two glowing green-yellow spots on its carapace.

Although nocturnal, the fire beetle lacks darkvision— it relies on its own glowing glands for illumination. Caged fire beetles are a popular source of long-lasting illumination among eccentrics and miners. Other variations on the common fire beetle exist. The two most common variants are detailed below.
Mining Beetle (CR 1/2): A mining beetle is an advanced fire beetle with the advanced simple template and a burrowing speed of 20 feet.
Flash Beetle (CR 1/2): A flash beetle is an advanced fire beetle that can create a bright flash of light once an hour. When a flash beetle does so, all creatures in a 10- foot burst must make a DC 12 Fortitude save or be dazzled for 1d3 rounds. The save DC is Constitution-based.

CR 1/3 XP 135
N
Small vermin
Init +0; Senses low-light vision; Perception +0
DEFENSE
AC
12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 4 (1d8)
Fort +2, Ref +0, Will +0
Immune mind-affecting effects
OFFENSE
Speed
30 ft., fly 30 ft. (poor)
Melee bite +1 (1d4)
STATISTICS
Str
10, Dex 11, Con 11, Int —, Wis 10, Cha 7
Base Atk +0; CMB –1; CMD 9 (17 vs. trip)
Skills Fly –2
SQ luminescence
ECOLOGY
Environment
any
Organization solitary, cluster (2–6) or colony (7–12)
Treasure none
SPECIAL ABILITIES
Luminescence (Ex)
A fire beetle’s glowing glands provide light in a 10-foot radius. A dead fire beetle’s luminescent glands continue to glow for 1d6 days after its death.
 

Giant Cockroach

A dog-sized cockroach skitters forth, greedily clicking its filth-slicked mandibles.

Much like their smaller kin, giant cockroaches are extremely adaptive and exist in any place they can find a ready source of food. Giant cockroaches are not normally very violent, but readily attack if threatened or if food becomes scarce.

CR 1/2 XP 200
N
Small vermin
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC
14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 8 (1d8+4)
Fort +6, Ref +1, Will +0
Weaknesses light sensitivity
OFFENSE
Speed
30 ft., climb 30 ft., fly 40 ft. (poor)
Melee bite +1 (1d4)
STATISTICS
Str
11, Dex 12, Con 19, Int —, Wis 11, Cha 2
Base Atk +0; CMB –1; CMD 10
Feats Diehard, Endurance
Skills Climb +8, Fly –1, Perception +4, Stealth +9;
Racial Modifiers +4 Perception, +4 Stealth
SQ hold breath
ECOLOGY
Environment
any land
Organization solitary or intrusion (2–20)
Treasure none
 

Cave Scorpion

This man-sized, bulky scorpion has thick, unyielding armor that makes it almost seem to be made of stone.

The squat cave scorpion is quite well suited for life in caves. With its bulky armor, a cave scorpion at rest looks like a pile of stones. The cave scorpion’s favorite food is dwarven meat, and when a cave scorpion finds a working dwarven mine, it can quickly become a major inconvenience. Dwarven societies often post hefty bounties on cave scorpion stingers.

CR 1 XP 400
N
Medium vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC
12, touch 10, flat-footed 12 (+2 natural)
hp 16 (3d8+3)
Fort +4, Ref +1, Will +1
Immune mind-affecting effects
OFFENSE
Speed
60 ft., climb 40 ft.
Melee 2 claws +2 (1d4), sting +2 (1d4 plus poison)
Special Attacks rend (2 claws, 2d4)
STATISTICS
Str
11, Dex 10, Con 13, Int —, Wis 10, Cha 2
Base Atk +2; CMB +2 (+43 grapple); CMD 12 (24 vs. trip)
Skills Climb +8, Perception +4, Stealth +0 (+12 in caves)
Racial Modifiers +4 Perception, +12 Stealth in caves
ECOLOGY
Environment
any underground
Organization solitary, pair, or swarm (3–12)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
 

Giant Spider

A spider the size of a man crawls silently from the depths of its funnel-shaped web.

The statistics here are for a web-spinning spider. Hunting spiders lose the web ability but gain a +8 racial modifier on Acrobatics checks. All giant spiders have a +2 racial bonus on poison save DCs.

CR 1 XP 400
N
Medium vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC
14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +1
Immune mind-affecting effects
OFFENSE
Speed
30 ft., climb 30 ft.
Melee bite +2 (1d6 plus poison)
Special Attack web (+5 ranged, DC 12, hp 2)
STATISTICS
Str
11, Dex 17, Con 12, Int —, Wis 10, Cha 2
Base Atk +2; CMB +2; CMD 15 (27 vs. trip)
Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs)
Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), +16 Climb
ECOLOGY
Environment
any
Organization solitary, pair, or colony (3–8)
Treasure incidental
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.
 

Spider Swarm

An awful, scuttling mass of legs and mandibles scrambles forward out of the darkness.

The sight of a carpet of swarming spiders is unsettling indeed—particularly when the swarm is made up of spiders each the size of a gold coin and possessing bladelike mandibles capable of lacerating flesh with sickening ease. A swarm of spiders is a colonial mass of arachnids that relies on overwhelming much larger prey with sheer numbers rather than catching smaller snacks. While spider swarms spin webs, these webs are incapable of catching larger prey and typically serve the swarm as a lair rather than a method of capturing dinner.

CR 1 XP 400
N
Diminutive vermin (swarm)
Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4
DEFENSE
AC
17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 9 (2d8)
Fort +3, Ref +3, Will +0
Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage
OFFENSE
Speed
20 ft., climb 20 ft.
Melee swarm (1d6 plus poison and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)
STATISTICS
Str
1, Dex 17, Con 10, Int —, Wis 10, Cha 2
Base Atk +1; CMB —; CMD
Skills Climb +11, Perception +4
Racial Modifiers +4 Perception; uses Dexterity for Climb checks
ECOLOGY
Environment
any
Organization solitary, pair, tangle (3–6 swarms) or colony (11–20 swarms)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Swarm—injury; save Fort DC 11; frequency 1/ round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
 

Cave Fisher

This man-sized, crab-like monstrosity clings tenaciously to the rough stone, its enormous pincers held out menacingly before it.

The cave fisher is a highly specialized predator that dwells in caves. The creature’s mode of hunting is unique—it clambers up a cave wall to settle on a ledge or in a crack, typically at a height of at least 30 feet. Ledges overlooking bridges and lower ledges overlooking chasms are favored hunting grounds for the cave fisher. The creature lies in wait until prey approaches within 60 feet, at which point it extrudes a thin cord of silk at blinding speed, lashing at the target as with a whip. The filament is incredibly sticky, and once the fisher strikes food with it, it reels in its meal to feed, trusting its position on a higher ledge to prevent any allies the meal may have from molesting it as it eats. Collections of bones and lengths of discarded filaments are sure signs of cave fisher habitation. A cave fisher produces its filament from glands in its body; when it reels in a victim, it generally eats the filament along with its meal. It’s impossible to harvest new filaments from a dead cave fisher, but filaments harvested from living ones are incredibly light and strong, functioning as silk rope once the sticky adhesive on a length decomposes (which generally takes 3d6 minutes). A cave fisher’s filament glands are useful in constructing sovereign glue and similar sticky magical items. A single cave fisher’s glands count as 100gp worth of raw materials, offsetting the total cost of the item’s final creation. Although cave fishers have many superficial similarities to crabs, they do not fare well in water and aren’t very good swimmers. Nevertheless, many cave fishers lair upon ledges overlooking swift-f lowing subterranean rivers, giving them a relatively steady stream of food, especially in cases where such rivers are used as trade routes. Those who ply these rivers frequently travel with a few spare slaves or some unwanted livestock, and when they approach a known cave fisher haunt, they send down the unfortunate animal or slave on a raft to distract the monster’s hunger. A cave fisher is 7 feet long and weighs 400 pounds.

CR 2 XP 600
N
Medium vermin
Init +1; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 22 (3d8+9)
Fort +6, Ref +2, Will +1
Immune mind-affecting effects
OFFENSE
Speed
20 ft., climb 20 ft.
Melee 2 claws +5 (1d4+3)
Ranged filament +3 (drag)
Special Attacks pull (filament, 10 feet)
STATISTICS
Str
17, Dex 12, Con 17, Int —, Wis 10, Cha 4
Base Atk +2; CMB +5 (+9 with pull); CMD 16 (28 vs. trip)
Skills Climb +11
ECOLOGY
Environment
any underground
Organization solitary, pair, or tangle (3–6)
Treasure none
SPECIAL ABILITIES
Filament (Ex)
A cave fisher can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by a cave fisher’s filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Escape Artist check. A filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one filament active at a time.
Pull (Ex) A cave fisher has a +4 racial bonus on CMB checks made using its pull special attack.
 

Giant Ant

A thin, six-legged ant the size of a pony stands at the ready, its mandibles chittering and its stinger dripping with venom.

Giant ants are as industrious as their normal-sized kin. While their nests generally don’t consist of thousands, their greatly increased size more than compensates. The statistics given above are for soldier ants—the variety most commonly encountered. The following simple templates can be used to create variants of the standard soldier ant.
Worker (–1 CR) Worker ants do not have a poison sting attack or a grab special attack.
Drone (+1 CR) Drones have the advanced simple template and a fly speed of 30 feet (average).
Queen (+2 CR) The queen of a nest is an immense, bloated creature. She gains the advanced and the giant simple templates, but drops her speed to 10 feet and loses her climb speed entirely.

CR 2 XP 600
N
Medium vermin
Init +0; Senses darkvision 60 ft., scent; Perception +5
DEFENSE
AC
15, touch 10, flat-footed 15; (+5 natural)
hp 18 (2d8+9)
Fort +6, Ref +0, Will +1
Immune mind-affecting effects
OFFENSE
Speed
50 ft., climb 20 ft.
Melee bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus poison)
STATISTICS
Str
14, Dex 10, Con 17, Int —, Wis 13, Cha 11
Base Atk +1; CMB +3 (+7 grapple); CMD 13 (21 vs. trip)
Feats Toughness
Skills Climb +10, Perception +5, Survival +5
Racial Modifiers +4 Perception, +4 Survival
ECOLOGY
Environment
any
Organization solitary, pair, gang (3–6), or hive (7–18 plus 10–100 workers, 2–8 drones, and 1 queen)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
 

Rat Swarm

A squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path.

A rat swarm typically consists of a biting, roiling mass of hundreds of disease-ridden rats driven to uncharacteristic heights of aggression by fantastic and overwhelming hunger. In such numbers, they become voracious hunters, capable of killing a full-grown human with hundreds of bites. Rat swarms are often found in the sewers of large human settlements. Rat swarms surround and attack any warm-blooded prey in their path.

CR 2 XP 600
N
Tiny animal (swarm)
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE
AC
14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +2
Defensive Abilities swarm traits
OFFENSE
Speed
15 ft., climb 15 ft., swim 15 ft.
Melee swarm (1d6 plus disease and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks disease, distraction (DC 12)
STATISTICS
Str
2, Dex 15, Con 13, Int 2, Wis 13, Cha 2
Base Atk +2; CMB —; CMD
Feats Improved Initiative, Skill Focus (Perception)
Skills Balance +6, Climb +10, Perception +8, Stealth +14, Swim +10
Racial Modifiers uses Dex to modify Climb and Swim
ECOLOGY
Environment
any
Organization solitary, pack (2–5 swarms), or infestation (6–12 swarms)
Treasure none
SPECIAL ABILITIES
Disease (Ex)
Filth fever: Swarm—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
 

Snake Swarm

Hissing menacingly, this mass of snakes resembles a pile of slithering tentacles.

While all snake swarms are dangerous, swarms made up of venomous snakes are typically the most lethal. Snake swarms of both types can generally be encountered in the same regions, dwelling in ruins or wilderness alike.

CR 2 XP 600
N
Tiny animal (swarm)
Init +6; Senses low-light vision, scent; Perception +9
DEFENSE
AC
15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 16 (3d8+3)
Fort +4, Ref +7, Will +2
Defensive Abilities swarm traits
OFFENSE
Speed
20 ft., climb 20 ft., swim 20 ft.
Melee swarm (1d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 12)
STATISTICS
Str
9, Dex 15, Con 12, Int 1, Wis 12, Cha 2
Base Atk +2; CMB —; CMD
Feats Improved Initiative, Lightning Reflexes
Skills Climb +14, Perception +9, Stealth +18, Swim +10
Racial Modifiers +4 Perception, +4 Stealth, uses Dex to modify Climb and Swim
ECOLOGY
Environment
any
Organization solitary or nest (2–4 swarms)
Treasure none
 

Giant Black Widow Spider

This long-legged spider has a huge, glossy black abdomen, marked on the underside with the shape of a crimson hourglass.

Females of this species are larger than males. Males are identical to the typical giant spider listed in the entry earlier on this page.

CR 3 XP 800
N
Large vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC
15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 37 (5d8+15)
Fort +7, Ref +3, Will +1
Immune mind-affecting effects
OFFENSE
Speed
30 ft., climb 30 ft.
Melee bite +6 (1d8+6 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks web (+4 ranged, DC 19, 5 hp)
STATISTICS
Str
19, Dex 15, Con 16, Int —, Wis 10, Cha 2
Base Atk +3; CMB +8; CMD 20 (32 vs. trip)
Skills Climb +20, Perception +4
Racial Modifiers +8 Climb, +4 Perception, +4 Stealth (+8 webs)
SQ strong webs
ECOLOGY
Environment
any land
Organization solitary, pair, or colony (3–8)
Treasure incidental
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Con and staggered; cure 2 saves. The save DC is Contitution-based and includes a +2 racial bonus.
Strong Webs (Ex) A black widow’s webs gain a +4 bonus to the DC to break or escape.
 

Giant Rot Grub

This twitching, pale maggot is the size of a large dog. A circular mouth quivers and gasps at one end of its pulsating body.

Rot grubs are foul, nauseating parasites that feed on flesh and use corpses as nests in which to grow. While a rot grub can derive nourishment from dead flesh, its true hunger is for the flesh of the living. Thankfully, rot grub swarms occur only rarely, as they require the infested carcass of a Huge or larger creature and many weeks to build up the numbers necessary to constitute a swarm. In some cases, a rot grub continues to feed and grow, eventually reaching enormous size as a giant rot grub.

CR 3 XP 800
N
Small vermin
Init +1; Senses blindsense 30 ft.; Perception +0
DEFENSE
AC
15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
hp 34 (4d8+16)
Fort +8, Ref +2, Will +1
Immune mind-affecting effects
OFFENSE
Speed
20 ft.
Melee bite +6 (1d6+3 plus poison and grab)
Special Attacks gnaw, grab (Medium)
STATISTICS
Str
14, Dex 12, Con 18, Int —, Wis 10, Cha 1
Base Atk +3; CMB +4 (+8 grapple); CMD 15
ECOLOGY
Environment
any
Organization solitary, pair, or nest (3–8)
Treasure none
SPECIAL ABILITIES
Gnaw (Ex)
A rot grub that is grappling a foe and chooses to damage the foe with an additional grapple check deals twice its normal bite damage (2d6+6 for most giant rot grubs), in addition to injecting an additional dose of poison with each successful check.
Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 5 rounds; effect 1d3 Str; cure 1 save.
 

Giant Whiptail Centipede

An elephantine centipede scurries about, its double tail lashing angrily behind it.

Whiptail centipedes are carrion eaters, though corpses large enough to satiate them are a rarity. Corpses of Huge or larger creatures left to rot often attract whiptail centipedes, who viciously defend their bounty against any who would intrude upon their lairs.

CR 3 XP 800
N
Huge vermin
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC
15, touch 8, flat-footed 14 (+7 natural, –2 size)
hp 38 (4d8+20)
Fort +9, Ref +1, Will +1
Immune mind-affecting effects
OFFENSE
Speed
40 ft., climb 40 ft.
Melee bite +8 (2d6+7 plus poison), tail slap +3 (1d3 nonlethal plus trip)
Space 15 ft.; Reach 15 ft. (20 ft. with tail slap)
STATISTICS
Str
25, Dex 11, Con 21, Int —, Wis 10, Cha 2
Base Atk +3; CMB +12; CMD 22 (can’t be tripped)
Skills Climb +15, Perception +4, Stealth +0
Racial Modifiers +4 Perception, +8 Stealth
SQ compression
ECOLOGY
Environment
temperate or warm forests or underground
Organization solitary, pair, or colony (3–6)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 1 save. The save DC is Constitution-based.
Tail Slap (Ex) A giant whiptail centipede’s tail slap deals nonlethal damage and gains no bonus from its Strength score on damage dealt.
 

Venomous Snake Swarm

Venomous snakes slither and crawl over each other in a furious mass, their poison-dripping fangs glinting in the light.

While all snake swarms are dangerous, swarms made up of venomous snakes are typically the most lethal. Snake swarms of both types can generally be encountered in the same regions, dwelling in ruins or wilderness alike.

CR 4 XP 1,200
N
Tiny animal (swarm)
Init +7; Senses low-light vision, scent; Perception +13
DEFENSE
AC
17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 37 (5d8+15)
Fort +7, Ref +9, Will +2
Defensive Abilities swarm traits
OFFENSE
Speed
20 ft., climb 20 ft., swim 10 ft.
Melee swarm (1d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15)
STATISTICS
Str
9, Dex 16, Con 17, Int 1, Wis 12, Cha 2
Base Atk +3; CMB —; CMD
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception)
Skills Acrobatics +7 (+3 when jumping), Climb +15, Perception +13, Stealth +19, Swim +11
Racial Modifiers +4 Perception, +4 Stealth; uses Dex to modify Climb and Swim
ECOLOGY
Environment
any
Organization solitary, nest (2–4 swarms), or knot (5–7 swarms)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Swarm—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
 

Rot Grub Swarm

This nauseating carpet of wriggling white grubs undulates outward in a pallid wave of hunger.

Rot grubs are foul, nauseating parasites that feed on flesh and use corpses as nests in which to grow. While a rot grub can derive nourishment from dead flesh, its true hunger is for the flesh of the living. Thankfully, rot grub swarms occur only rarely, as they require the infested carcass of a Huge or larger creature and many weeks to build up the numbers necessary to constitute a swarm.

CR 7 XP 3,200
N
Fine vermin (swarm)
Init +2; Senses blindsense 30 ft.; Perception +0
DEFENSE
AC
20, touch 20, flat-footed 18 (+2 Dex, +8 size)
hp 85 (10d8+40)
Fort +11, Ref +5, Will +3
Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage
OFFENSE
Speed
10 ft.
Melee swarm (2d6 plus distraction and infestation)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 19), infestation
STATISTICS
Str
1, Dex 15, Con 18, Int —, Wis 10, Cha 1
Base Atk +7; CMB —; CMD
ECOLOGY
Environment
any
Organization solitary
Treasure none
SPECIAL ABILITIES
Infestation (Ex)
Any living creature that takes damage from a rot grub swarm becomes infested unless it succeeds at a DC 19 Reflex save. On a failed save, the infested creature takes 1d4 points of Constitution damage per round as the rot grubs burrow through and consume its flesh—this effect continues as long as the victim remains in the swarm and continues for 1d6 rounds after it leaves the swarm. Any energybased attack (including damage from negative energy) that deals at least 5 points of damage to the victim automatically destroys all of the rot grubs infesting it, ending the effect prematurely. Additionally, any effect that removes disease instantly ends a rot grub infestation. Immunity to disease offers no defense. The save DC is Constitution-based.
 

Xenopterid

What appears to be this creature’s cloak unfurls into bug wings, and its apparently human face is merely patterns on its head.

Xenopterids are human-sized predatory insects with the insidious ability to mimic the form of their favorite prey—humanoids. Xenopterids can be encountered nearly anywhere they can find food, quickly adapting their mimicry to resemble whatever humanoids are most common in a particular region. They can bend their wings to form cowls and cloaks, and they can fold their limbs to imitate humanoids’ weapons and armor. A xenopterid’s eeriest feature is its mouth—a crude chitinous beak that, when closed, resembles a human face. Up close, the xenopterid’s unsettling nature is obvious, but from a distance or in dim light, the creature easily passes for its prey. Because their mimicking abilities require concealment, xenopterids commonly hunt their prey at night. Once a xenopterid captures and kills a victim, it liquefies the creature’s remains in order to bring the putrid slurry back to the hive where it stuffs this substance into small spherical capsules the creatures use as food. Some evil races prize these capsules, and make gruesome liquors by fermenting the contents. Xenopterids live in colonies in abandoned ruins, old castles, decrepit farmsteads, and similarly abandoned human structures. A colony typically consists of 19 to 28 sterile drones and a fertile hive king and hive queen (xenopterids with the advanced creature simple template). Each colony has only one fertile male, so xenopterids reproduce slowly. Still, the only way to destroy a xenopterid colony is to kill both the king and the queen, and neither one of them ever leaves the safety of the hive. Xenopterid drones become fiercely aggressive when defending the hive against invaders.

CR 7 XP 3,200
N
Medium vermin
Init +3; Senses darkvision 60 ft., lifesense; Perception +1
DEFENSE
AC
21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 93 (11d8+44)
Fort +11, Ref +6, Will +4
Defensive Abilities ferocity; Immune mind-affecting effects
OFFENSE
Speed
40 ft., climb 20 ft., fly 20 ft. (clumsy)
Melee 2 claws +13 (1d6+5 plus grab), bite +13 (1d6+5 plus poison)
Special Attacks blood drain (1d2 Constitution), poison
STATISTICS
Str
20, Dex 17, Con 19, Int —, Wis 12, Cha 7
Base Atk +8; CMB +13 (+17 grapple); CMD 26 (34 vs. trip)
Feats Improved Critical (claw)
Skills Climb +13, Disguise +6 (+14 when disguised as a humanoid), Fly –5, Stealth +11
Racial Modifiers +8 Disguise (+16 when disguised as a humanoid), +8 Stealth
SQ entangling slime
ECOLOGY
Environment
any land or underground
Organization solitary, pair, or hive (3–30)
Treasure none
SPECIAL ABILITIES
Entangling Slime (Ex)
A xenopterid can produce a sticky, slimy secretion it uses to protect its territory and eggs. The xenopterid can slime up to a 10-foot-square area per day at a rate of 1 square foot per minute. For 1 week thereafter, any creature coming in direct contact with the slime must succeed at a DC 19 Strength check or be entangled and glued to it as if it had failed its save against a tanglefoot bag. The save DC is Constitution-based.
Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves. The save DC is Constitution-based.
 

Hivemind Rat Swarm

A swarm of rats groups around a barrel, every pair of red eyes staring intently at one rat in the center of the mass.

A hivemind consists of a swarm of smaller creatures whose individual minds have supernaturally bonded into one to become a single, collective intelligence. Hiveminds often occur in swarms that have existed for generations and that have dwelled in areas of potent magical influence, particularly areas of strong psychic magic. Over time, the swarm learns to work together in more intelligent ways to achieve its goals, and it eventually evolves a cohesive mind. Of course, this evolution can be hastened by direct intervention of potent magic (typically something on the level of a miracle or wish), or as an unintended side effect of esoteric rituals, the use or destruction of artifacts, or the deaths of powerful minds.  A hivemind swarm learns from its surroundings, which in turn shape its choices in the languages it learns and the psychic spells it develops a penchant for casting. An urban swarm may pick up Common, Dwarven, Elven, or Halfling from snippets of conversations overheard through sewer grates, whereas an underground swarm may learn Dwarven or Undercommon. A hivemind may begin to exert its psychic abilities by compelling animals or people to bring it food or protect it from larger creatures, and it slowly graduates to defending itself and actively attacking as it gains experience.  Eventually, the hivemind’s mental network takes on more complex tasks as a collective mind. At this point, the hivemind creates a nexus, a single individual in the swarm through which the collective routes all thought. While the nexus is often fairly inconspicuous within the teeming mass of the swarm, it is possible for a highly perceptive observer to notice its decisive movements, spellcasting gestures, or intense gaze. The death of the nexus does not eliminate the shared intelligence of a hivemind, but it is disruptive, forcing the collective to focus inward to regroup and form a new nexus.

CR 8 XP 4,800
N
Tiny magical beast (swarm)
Init +6; Senses darkvision 60 ft., low-light vision, scent, thoughtsense 60 ft.; Perception +16
DEFENSE
AC
20, touch 20, flat-footed 18 (+2 Dex, +6 insight, +2 size)
hp 76 (9d10+27)
Fort +8, Ref +10, Will +4
Defensive Abilities swarm traits
OFFENSE
Speed
15 ft., climb 15 ft., swim 15 ft.
Melee swarm (2d6 plus disease and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks disease, distraction (DC 16), psychic spellcasting
Psychic Spells Known (CL 6th; concentration +9)
3rd (4/day)—synaptic pulse (DC 16)
2nd (6/day)—paranoia (DC 15), spontaneous immolation (DC 16)
1st (7/day)—charm animal (DC 14), charm person (DC 14), mind thrust I (DC 14), unseen servant
0 (at will)—bleed (DC 13), daze (DC 13), ghost sound (DC 13), haunted fey aspect (DC 13), mage hand, open/close, telekinetic projectile (DC 13)
STATISTICS
Str
2, Dex 15, Con 14, Int 17, Wis 13, Cha 10
Base Atk +9; CMB —; CMD
Feats Combat Casting, Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Toughness
Skills Acrobatics +14, Climb +14, Knowledge (arcana) +15, Perception +16, Stealth +22 (+32 when hiding the nexus), Swim +10
Racial Modifiers +10 Stealth when hiding the nexus
Languages Aklo, Common, Goblin, Halfling; telepathy 100 ft.
SQ hivemind nexus
ECOLOGY
Environment
any
Organization solitary or infestation (2–5 swarms)
Treasure none
SPECIAL ABILITIES
Disease (Su)
Swarm—injury; save Fort DC 16; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.
Hivemind Nexus (Ex) The collective intelligence of the hivemind comprises a complex series of connections and pathways among the members of the swarm. In order to focus the mental power of the swarm, the collective network of minds selects an individual member known as a “nexus.” It is through the nexus that all actions and decisions are routed to the entire hivemind. A hivemind nexus often acts in a slightly different manner than the other members of the swarm, and an observer can single out a hivemind swarm’s nexus as a move action with a successful Perception check opposed by the hivemind’s Bluff or Stealth check (whichever skill has a higher modifier for the hivemind). The hivemind gains a Racial Modifier of +10 on this Bluff or Stealth check, due to the hundreds of similar-looking creatures constantly moving around it. Once a nexus is spotted, it can be slain if the observer manages to deal at least 1 point of damage to the swarm, provided that damage is applied in the same round that the observer managed to identify the nexus. If a nexus is destroyed, the hivemind swarm is staggered and must succeed at a concentration check (DC = 15 + twice the spell level) in order to cast a spell. A hivemind swarm is able to create a new nexus by spending 1d6 rounds concentrating, during which time it can take no other action (including making any swarm attacks).
CREATING A HIVEMIND SWARM
 
 

Rat Plague Swarm

Countless beady-eyed rats emerge from the shadows, a tidal wave of fur and teeth. They surge forward devouring all in their path.

Called forth by angered deities to wreak havoc upon the underbellies of cities, plague swarms of rats emerge from the depths, a formidable force of nature. They crawl through sewers, invade homes, and infest the streets with an unnatural tenacity. Normal means of extermination and control are laughably ineffective against them, as these rodents bear the indomitable spirit of their divine benefactors. Multiplying at an astonishing pace, they soon become a teeming mass, threatening to overtake entire districts with their presence. Their ceaseless gnawing and relentless invasion serve as a harrowing testament to their singular purpose: to ensure that mankind feels the full weight of divine displeasure.

CR 11/MR 8 XP 25,600
LE
Tiny magical beast (mythic, swarm)
Init +16M/–4, dual initiative; Senses darkvision 60 ft., low-light vision, scent; Perception +23
DEFENSE
AC
25, touch 17, flat-footed 20 (+4 Dex, +1 dodge, +8 natural, +2 size)
hp 152 (16d10+64); fast healing 5
Fort +11, Ref +16, Will +9; second save
Defensive Abilities reform, swarm traits, unstoppable; DR 10/epic
OFFENSE
Speed
30 ft., climb 30 ft., swim 30 ft.
Melee swarm +14 (4d6–2 plus 4d6 blight, curse of lycanthropy, disease, and distraction)
Space 20 ft.; Reach 0 ft.
Special Attacks distraction (DC 19), mythic power (8/day, surge +1d10)
STATISTICS
Str
2, Dex 19, Con 8, Int 19, Wis 18, Cha 15
Base Atk +16; CMB —; CMD
Feats Ability Focus (curse of lycanthropy), Ability Focus (distraction), DodgeM, Extra Mythic PowerM, Great Fortitude, Improved InitiativeM, Lightning ReflexesM, Lightning Stance, Wind Stance
Skills Acrobatics +20, Climb +31, Diplomacy +18, Perception +23, Stealth +31, Swim +31
Languages Abyssal, Celestial, Common, Infernal (can’t speak any language); telepathy 200 ft.
SQ hivemind, multiply (rat swarm with curse of lycanthropy [Fort DC 12])
ECOLOGY
Environment
any
Organization solitary or brood (plague swarm plus 1–100 spawn)
Treasure none
SPECIAL ABILITIES
Blight (Su)
Plague swarms deal additional untyped damage equal to their standard swarm damage. This damage originates from divine power, similar to the spell flame strike. A plague swarm’s damage counts as magic and epic for the purposes of bypassing damage reduction.
Curse of Lycanthropy (Su) A humanoid of any size who takes damage from a plague rat swarm must succeed at a DC 19 Fortitude save or it contracts lycanthropy and becomes a wererat. Any humanoid who contracts lycanthropy from a rat plague swarm becomes immune to bubonic plague.
Disease (Ex) Bubonic Plague: Swarm—injury; save Fort DC 19; onset immediate; frequency 1/day; effect 1d4 Str damage, 1 Cha damage, and target is fatigued; cure 2 consecutive saves.
Hivemind (Su) A plague rat swarm can maintain constant telepathic communication with every wererat it created with its curse of lycanthropy as long as they are on the same plane. These wererats have an attitude of helpful toward the swarm.
Multiply (Ex) Plague swarms spawn at an incredible rate. Once per minute, a plague swarm can produce a new swarm of the type listed in its stat block as full-round action. When the plague swarm is not in combat, it typically uses this ability once per minute. If the plague swarm is destroyed, all of the swarms that it spawned also disperse.
Reform (Su) A rat plague swarm can be destroyed only if a mythic spellcaster (or a non-mythic spellcaster who succeeds at a DC 31 caster level check) affects it with remove disease on the round before the swarm is dispersed. This condition bypasses a swarm’s normal immunity to single-target effects.
 

Leng Spider

This immense purple spider has a legspan of nearly forty feet and a hideously bloated body, yet still moves with fluid grace.

The spiders of Leng have long warred with that realm’s more humanoid denizens, yet this does not make the spiders allies of sane life. These spiders see themselves as deserving of true positions of power, and the only creatures they suffer to live apart from their kin are their magically controlled slaves. Fortunately, the spiders have no intrinsic way to travel to the Material Plane, and must use portals or other methods to visit this world. Artistic trap builders, Leng spiders construct lairs of dangerous and haunting beauty made of webs and other materials found nearby. A Leng spider’s body is 18 feet long and weighs 6,000 pounds. Most leng spiders possess only 7 legs, but some possess 9, 11, or only 5—they never possess an even number.

CR 14 XP 38,400
CE
Huge magical beast (extraplanar)
Init +13; Senses arcane sight, darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +21
DEFENSE
AC
29, touch 17, flat-footed 20 (+9 Dex, +12 natural, –2 size)
hp 202 (15d10+120); fast healing 10
Fort +17, Ref +18, Will +10
Immune cold, confusion and insanity effects, poison, sonic; SR 25
OFFENSE
Speed
40 ft., climb 40 ft.
Melee mwk flail +22/+17/+12 (3d6+8), bite +16 (2d6+4 plus poison)
Ranged mwk bolas +23 (1d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks web (+24 ranged, DC 25, 15 hp), web weaponry
Spell-Like Abilities (CL 15th; concentration +21)
Constant—arcane sight, freedom of movement, tongues
At will—dispel magic, fabricate (webs only)
3/day—air walk, invisibility, major image (DC 19)
1/day—charm monster (DC 20), insanity (DC 23), mirage arcana (DC 21), veil (DC 22)
STATISTICS
Str
26, Dex 29, Con 26, Int 21, Wis 17, Cha 22
Base Atk +15; CMB +25; CMD 44 (54 vs. trip)
Feats Combat Expertise, Combat Reflexes, Improved Initiative, Improved Trip, Iron Will, Point-Blank Shot, Precise Shot, Vital Strike
Skills Acrobatics +27 (+31 jump), Climb +34, Craft (traps) +20, Knowledge (any one) +20, Perception +21, Spellcraft +20, Use Magic Device +21
Languages Aklo; tongues
ECOLOGY
Environment
any
Organization solitary, pair, or cult (3–6)
Treasure double
SPECIAL ABILITIES
Poison (Su)
Bite—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d4 Con plus confusion for 1 round; cure 2 consecutive saves. A Leng spider’s venom causes flesh to blister and rot away and the mind to experience vivid and horrific hallucinations—these visions cause the poisoned creature to react in an unpredictable manner, as if confused. The hallucination element of this poison is mind-affecting. The save DC is Constitution-based.
Web Weaponry (Ex) A Leng spider is talented at using its webs to construct masterwork weapons. This technique of weapon creation allows the spider to effectively create a flail or bolas by attaching a heavy object such as a rock or chunk of metal to a cord of webbing. The spider attaches one end of this webbing to a leg and can then wield the weighted cord as a masterwork flail or a masterwork bolas. It can only wield one such weapon at a time—it must use its other legs to walk. If a Leng spider drops or loses a web weapon, it can create a new one as a full-round action, provided it has access to heavy-weight objects of the correct size (such as loose rocks or skulls).
 

Locust Plague Swarm

Millions of red-eyed locusts blot out the sun. They descend in a ravenous tornado, consuming everything they touch.

Dispatched by wrathful deities as a symbol of nature's fury, plague swarms of locusts rise like an ever-growing storm, casting ominous silhouettes against the sun. Their insatiable hunger drives them to devour crops, strip trees bare, and lay waste to everything in their path. Measures that typically fend off smaller swarms are rendered useless, for these creatures bear the fury of their divine masters. Their unprecedented breeding rates and sheer magnitude have led settlements to be swallowed whole in mere days. The sight of such a calamity is a potent reminder of their unyielding mission: to fulfill their deity’s desire for retribution against the transgressions of the mortals below.

CR 15/MR 8 XP 51,200
NE
Fine magical beast (mythic, swarm)
Init +16M/–4, dual initiative; Senses darkvision 60 ft., low-light vision; Perception +24
DEFENSE
AC
31, touch 23, flat-footed 26 (+4 Dex, +1 dodge, +8 natural, +8 size)
hp 216 (21d10+101); fast healing 5
Fort +15, Ref +18, Will +13; second save
Defensive Abilities reform, swarm traits, unstoppable; DR 10/epic; Immune mind-affecting effects, weapon damage
OFFENSE
Speed
10 ft., climb 10 ft., fly 40 ft. (good)
Melee swarm (5d6 plus 5d6 blight, devour, and distraction)
Space 20 ft.; Reach 0 ft.
Special Attacks devour, distraction (DC 23), mythic power (8/day, surge +1d10)
STATISTICS
Str
6, Dex 19, Con 12, Int 5, Wis 18, Cha 9
Base Atk +21; CMB —; CMD
Feats Ability Focus (distraction), DodgeM, Extra Mythic PowerM, Great Fortitude, Improved InitiativeM, Improved Lightning Reflexes, Iron Will, Lightning ReflexesM, Lightning Stance, Skill Focus (Fly), Skill Focus (Perception), Wind Stance
Skills Climb +12, Fly +35, Perception +24
Languages Abyssal (can’t speak)
SQ multiply (locust swarm with the devour ability)
ECOLOGY
Environment
any
Organization solitary or brood (plague swarm plus 1–100 spawn)
Treasure none
SPECIAL ABILITIES
Blight (Su)
Plague swarms deal additional untyped damage equal to their standard swarm damage. This damage originates from divine power, similar to the spell flame strike. A plague swarm’s damage counts as magic and epic for the purposes of bypassing damage reduction.
Devour (Ex) A locust plague swarm devours everything in its path. Its swarm attack damages all unattended objects and all attended items that are not magical. Each round, the locusts also damage one attended magic item worn or carried by each creature damaged by the swarm. Each round, the swarm can affect only one magic item per creature, even with its dual initiative. If a creature possesses more than one attended magic item, use the table for items affected by magical attacks to determine which magic item the swarm targets. The locusts’ powerful jaws count as adamantine for the purpose of bypassing DR and bypass all hardness less than 20.
Multiply (Ex) Plague swarms spawn at an incredible rate. Once per minute, a plague swarm can produce a new swarm of the type listed in its stat block as full-round action. When the plague swarm is not in combat, it typically uses this ability once per minute. If the plague swarm is destroyed, all of the swarms that it spawned also disperse.
Reform (Su) A locust plague swarm is truly destroyed only if it devours a good-aligned minor artifact or holy relic.
 

Bat Plague Swarm

Myriad gleaming eyes pierce the twilight. They engulf the horizon in a frenzied dance of wings, foreshadowing darkness and dread.

Sent down by vengeful deities to avenge sins hidden under the cloak of night, plague swarms of bats take to the skies in breathtaking numbers. These nocturnal terrors shroud entire towns in impenetrable darkness, their high-pitched shrieks echoing warnings of impending doom. Conventional deterrents prove futile, as these winged messengers carry with them a divine might, making them nearly invulnerable to harm. Their vast numbers and rapid reproduction have led many to believe that they are an endless curse, destined to darken the skies until the offending city is brought to its knees. Even the bravest of hearts tremble under their shadow, reminded of the relentless and fervent dedication these creatures have in exacting divine wrath.

CR 17/MR 8 XP 102,400
NE
Diminutive magical beast (mythic, swarm)
Init +19M/–1, dual initiative; Senses blindsense 100 ft., darkvision 60 ft., low-light vision; Perception +34
DEFENSE
AC
32, touch 24, flat-footed 24 (+7 Dex, +1 dodge, +8 natural, +2 profane, +4 size)
hp 279 (21d10+164); fast healing 10
Fort +18, Ref +21, Will +13; second save
Defensive Abilities profane protection, swarm traits, unstoppable; DR 10/epic; Immune weapon damage
OFFENSE
Speed
5 ft., fly 40 ft. (good)
Melee swarm (5d6 plus 5d6 blight, distraction, and soul bleed)
Space 20 ft.; Reach 0 ft.
Special Attacks create spawn, distraction (DC 26), mythic power (8/day, surge +1d10), soul bleed
STATISTICS
Str
6, Dex 25, Con 18, Int 11, Wis 18, Cha 9
Base Atk +21; CMB —; CMD
Feats Ability Focus (distraction), Ability Focus (soul bleed), DodgeM, Extra Mythic PowerM, Great Fortitude, Improved InitiativeM, Iron Will, Lightning ReflexesM, Lightning Stance, Skill Focus (Fly), Skill Focus (Perception), Wind Stance
Skills Fly +37, Perception +34, Stealth +32
Languages Common
SQ multiply (bat swarm with soul bleed [Fort DC 11])
ECOLOGY
Environment
any
Organization solitary or brood (plague swarm plus 1–100 spawn)
Treasure none
SPECIAL ABILITIES
Blight (Su)
Plague swarms deal additional untyped damage equal to their standard swarm damage. This damage originates from divine power, similar to the spell flame strike. A plague swarm’s damage counts as magic and epic for the purposes of bypassing damage reduction.
Create Spawn (Su) A humanoid creature who dies from a bat plague swarm’s soul bleed ability rises from death as a vampire in 1d4 days. This vampire is under the command of the swarm, and remains enslaved until the swarm is destroyed. The swarm can have enslaved spawn whose Hit Dice total no more than twice its own; any spawn it creates that would exceed this limit become free-willed undead.
Multiply (Ex) Plague swarms spawn at an incredible rate. Once per minute, a plague swarm can produce a new swarm of the type listed in its stat block as full-round action. When the plague swarm is not in combat, it typically uses this ability once per minute. If the plague swarm is destroyed, all of the swarms that it spawned also disperse.
Profane Protection (Su) A bat plague swarm gains a +2 profane bonus to its Armor Class from its divine creator.
Reform (Su) A bat plague swarm is truly destroyed only if it is dispersed in the area of a hallow spell.
Soul Bleed (Su) A creature that takes damage from a bat plague swarm begins to bleed from its body and its soul. Each round, a creature under the effects of soul bleed takes 1d4 points of Constitution bleed damage and gains 1 negative level. A creature affected by soul bleed can’t be healed by magical healing from a non-mythic source. A mythic caster can attempt a DC 24 caster level check to heal a creature under the effects of soul bleed. If the caster succeeds, the soul bleed ends. Otherwise, any creature can end a soul bleed effect with a successful DC 35 Heal check. Twenty-four hours after a creature takes negative levels from soul bleed, it must attempt a separate DC 26 Fortitude save for each negative level. If it succeeds at a save, that negative level is removed. If it fails, that negative level becomes permanent. The save DC is Constitution-based.