Bestiary 3 | Monsters

Monsters

Adaro

Cr: 3. Xp: 800. Alignment: NE. Size: Medium. Creature Type: Monstrous Humanoid. Creature Subtype: aquatic.
Init: +3. Senses: blindsense 30 ft., darkvision 6o ft., low-light vision, keen scent; Perception +8. Ac: 15, touch 13, flat-footed 12 (+3 Dex, +2 natural).
Hp: 30 (4d10+8).
Fortitude: +3. Reflex: +7. Will: +5.
Speed: 10 ft., swim 50 ft.. Melee: spear +8 (1d8+4/×3 plus poison), bite +2 (1d6+1). Ranged: spear +8 (1d8+3/×3 plus poison). Special Attacks: rain frenzy. Strength: 16. Dexterity: 17. Constitution: 14. Intelligence: 10. Wisdom: 13. Charisma: 13.
Base Attack: +4. Cmb: +7. Cmd: 20.
Feats: Deadly Aim, Weapon Focus (spear).
Skills: Intimidate +8, Perception +8, Stealth +10, Swim +18.
Languages: Aquan, Common; speak with sharks. Special Qualities: amphibious, poison use.
Environment: warm oceans. Organization: solitary, hunting party (2-6), or tribe (7-12). Treasure: standard (3 spears, other treasure).

Description: This hybrid of human and shark holds its spear menacingly, thick, glistening saliva dripping from its razor-sharp teeth.

Special Abilities

Poison

Adaros favor a paralytic toxin secreted by the flying nettlefin pufferfish—a sticky venom that doesn't wash away in water. Spear:

Nettlefin Toxin

Poison Use

Adaros are skilled in the use of poison and never risk accidentally poisoning themselves.

Rain Frenzy

Adaros revere storms, and their lust for blood is amplified exponentially while it is raining. While fighting in the rain or during other stormy weather, adaros act as though affected by the rage spell. An adaro gains this benefit even if it is underwater, but only as long as it remains within a move action away from the water's surface (50 feet for most adaros).

Speak with Sharks

An adaro can communicate telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts, such as "come," "defend," or "attack."

Malevolent denizens of the waters, adaros are among the fiercest sentient hunters of the tropical seas. They are known and feared by sailors on many exotic shores, as well as by common folk who just happen to live near the ocean. Many have witnessed a fellow sailor or fisher suddenly go rigid, a poisoned spear jutting from his guts, only to fall into the water and be taken by the vicious adaro responsible for the assault.

Strictly carnivorous, adaros feed upon their victims almost immediately after slaying them. Their brutally sharp teeth cut through bone almost as easily as through flesh, and their powerful digestive systems are capable of handling most organic matter. Adaros usually eat once every couple of days, gorging on meals half their weight.

Adaros' strange relationship with storms has intrigued scholars for centuries. These sea-dwellers have a special connection to the deadly creatures of the water and the wildness of foul weather, and it is no coincidence that they attack humanoids more often during rough seas. Adaros are seminomadic by nature; a tribe travels until it finds a suitable hunting ground, and leaves either when its presence becomes too well known or when its game runs low.

An adaro is 7-1/2 feet long and weighs 250 pounds.

Adherer

Cr: 3. Xp: 800. Alignment: LE. Size: Medium. Creature Type: Monstrous Humanoid.
Init: +3. Senses: darkvision 60 ft.; Perception +5. Ac: 17, touch 13, flat-footed 14 (+3 Dex, +4 natural).
Hp: 30 (4d10+8).
Fortitude: +3. Reflex: +7. Will: +5. Dr: 5/-. Sr: 14.
Speed: 30 ft., climb 10 ft.. Melee: 2 slams +6 (1d6+2 plus grab). Special Attacks: grab (Large). Strength: 14. Dexterity: 16. Constitution: 15. Intelligence: 4. Wisdom: 13. Charisma: 11.
Base Attack: +4. Cmb: +7 (+19 grapple). Cmd: 19.
Feats: Agile Maneuvers, Combat Reflexes.
Skills: Climb +10, Craft (cloth) +3, Craft (traps) +1, Perception +5, Stealth +11. Racial Modifiers: +2 Craft (cloth), +4 Stealth.
Languages: Aklo. Special Qualities: adhesive.
Environment: any temperate or underground. Organization: solitary, gang (2-5), or nest (6-12). Treasure: standard.

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

Special Abilities

Adhesive

A weapon that strikes an adherer becomes stuck fast to the creature's adhesive flesh unless the wielder succeeds at a DC 14 Reflex save. A creature adjacent to the adherer can attempt to pry off a stuck weapon with a DC 17 Strength check, but doing so provokes an attack of opportunity from the adherer. The adherer's adhesive flesh gives it a +8 racial bonus on grapple checks. It can attempt to grapple a foe without spending an action whenever a creature successfully hits it with a natural attack or an unarmed strike. An adherer does not gain the grappled condition when it grapples a foe, nor does it provoke attacks of opportunity when it attempts to do so. Fire can temporarily burn away an adherer's adhesive coating—whenever an adherer takes at least 10 points of fire damage, it loses its adhesive special quality for 1d4 rounds. Universal solvent, alchemical solvent, or a similar fluid removes an adherer's adhesive quality for 1 hour if it fails a DC 15 Reflex save, or for 1d4 rounds if it makes the save. The adherer's skin loses its adhesive quality 1 hour after the adherer dies. An adherer can release anything stuck to it as a free action. The save DCs are Constitution-based.

Adherers look vaguely like embalmed and mummified corpses wrapped in dirty linen, but they are in fact otherworldly beings of an entirely different nature. Transformed by hideous processes on the Ethereal Plane, their bodies are riddled with tiny, adhesive strands that can stick to anything, allowing adherers to bind their enemies' weapons and capture living creatures for their depraved rituals.

Though once human, adherers have forgotten all traces of humanity, and now hunt their former kindred with gleeful abandon. Adherers digest food unusually slowly, and as such can feed on a single creature (humans are their favorite meal) for days or even weeks, taking only one or two bites a day and forcing their living captives to endure a hellish, drawn-out death.

Adlet

Cr: 10. Xp: 9,600 each. Alignment: CN. Size: Medium. Creature Type: Humanoid. Creature Subtype: adlet, cold.
Init: +12. Senses: low-light vision, scent; Perception +13. Ac: 24, touch 19, flat-footed 15 (+8 Dex, +1 dodge, +5 natural).
Hp: 127 each (15d8+60).
Fortitude: +9. Reflex: +17. Will: +8. Immune: cold. Weaknesses: vulnerability to fire.
Speed: 40 ft.. Melee: +1 spear +17/+12/+7 (1d8+7/×3), bite +10 (1d6+2 plus 1d6 cold). Special Attacks: frozen breath. Strength: 18. Dexterity: 26. Constitution: 18. Intelligence: 13. Wisdom: 17. Charisma: 13.
Base Attack: +11. Cmb: +15. Cmd: 35.
Feats: Diehard, Dodge, Endurance, Improved Initiative, Power Attack, Run, Self-Sufficient, Weapon Focus (spear).
Skills: Acrobatics +13 (+17 when jumping), Climb +12, Handle Animal +9, Heal +5, Perception +13, Stealth +13 (+21 in snow), Survival +20, Swim +9. Racial Modifiers: +8 Stealth in snow.
Languages: Adlet, Common. Special Qualities: arctic stride.
Environment: cold plains, hills, or mountains. Organization: solitary, pair, or pack (3-18 plus 1 shaman). Treasure: standard (+1 spear, other treasure).
spell-like abilities: (CL 10th; concentration +11)

Constant-pass without trace

At will-ray of frost

3/day-fog cloud, sleet storm

1/day-ice storm, wind walk (self only)


Description: This humanoid wolf's fur is snowy white and its eyes piercing blue; it grips an ornate spear in its fist.

Special Abilities

Arctic Stride

An adlet can move through any sort of difficult terrain at its normal speed while within arctic or snowy terrain. Magically altered terrain affects an adlet normally.

Frozen Breath

An adlet's breath is supernaturally cold, and deals an additional 1d6 points of cold damage with its bite as a result. Once every 1d4 rounds as a swift action, it can exhale, filling a 10-foot-radius spread around it with frigid air that deals 2d6 points of cold damage and staggers those in the area with numbing cold for 1d6 rounds. A DC 21 Fortitude save negates the staggered effect but not the cold damage. The save DC is Constitution-based.

Adlets are cunning hunters of the arctic wilds. Tall, sinewy, nimble, and very quick, they see themselves as the true heritors of untamed arctic lands, and are offended by any other humanoid species that attempts to settle in such regions. Although not normally evil, adlets are very aggressive and warlike. They also have no social taboo against cannibalism, and their practice of eating their dead rather than burying them only further builds misconceptions about their morality.

Deeply religious, adlets worship the power and cruelty of nature, seeing divinity in the lash of the blizzard's wind, the ferocity of the polar bear, and the immensity of the towering iceberg. Many become oracles or druids, but all adlets know their place in the natural world. One in every dozen adlets is a shaman: an adlet with the advanced creature template and the ability to summon a greater ice elemental or 1d4+1 large ice elementals (see Bestiary 2 114) and commune with nature once per day each as spell-like abilities. An adlet is 6 feet tall and weighs 250 pounds.

Ahuizotl

Cr: 6. Xp: 2,400. Alignment: NE. Size: Large. Creature Type: Magical Beast. Creature Subtype: aquatic.
Init: +7. Senses: darkvision 60 ft., low-light vision; Perception +2. Ac: 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size).
Hp: 68 (8d10+24).
Fortitude: +9. Reflex: +9. Will: +4.
Speed: 30 ft., swim 50 ft.. Melee: bite +12 (2d6+5), claw +12 (1d8+5/19-20 plus grab). Space: 10 ft.. Reach: 5 ft. (10 ft. with tail). Special Attacks: rake (2 claws +12, 1d4+12). Strength: 20. Dexterity: 17. Constitution: 17. Intelligence: 9. Wisdom: 14. Charisma: 16.
Base Attack: +8. Cmb: +14 (+18 grapple). Cmd: 27 (31 vs. trip).
Feats: Blinding CriticalB, Combat Reflexes, Improved Critical (claw)B, Improved Initiative, Skill Focus (Stealth), Stand Still.
Skills: Bluff +9, Stealth +9, Swim +20. Racial Modifiers: +6 Bluff.
Languages: Common. Special Qualities: amphibious, tenacious grapple, voice mimicry.
Environment: warm lakes, rivers, or swamps. Organization: solitary. Treasure: standard.

Description: This bear-sized beast has a body like a squat simian, a dog's face, and a long tail that ends in a clawed hand.

Special Abilities

Tenacious Grapple

An ahuizotl does not gain the grappled condition when it grapples a foe.

Voice Mimicry

An ahuizotl can perfectly mimic the sound of humanoid sobbing and can even attempt to mimic voices it has heard. When mimicking a voice, an ahuizotl must make a Bluff check opposed by its listener's Sense Motive check. If the listener has never heard the voice the ahuizotl is attempting to mimic, the listener takes a –8 penalty on the Sense Motive check.

A carnage-hungry denizen of swamps, the ahuizotl is a ferocious-looking predator, even before one takes into consideration its most distinctive feature—a long tail that ends in a clawed but all-too-humanoid hand. Whether from the entrance of its aquatic home (typically a sunken mass of trees or a flooded cavern) or the thick reeds and flora that grow at the water's edge, an ahuizotl remains watchful for any intruder that might trespass into its territory. Upon sighting such prey, the beast uses its uncanny ability to mimic the sound of a humanoid in distress to lure victims near, so it can snatch them with its tail claw. Ahuizotls are particularly fond of feasting upon a victim's eyes, and their tail claws are particularly adept at swiping away such organs for the beasts to feed upon. Teeth and fingernails are another of the creature's favorite meals, and the appearance of mutilated bodies missing eyes, teeth, and nails along a river's banks is sure evidence of an ahuizotl attack.

Despite its preference for cruelty, an ahuizotl might come to mutually advantageous arrangements with other pernicious denizens of the swamps. Will-o'-wisps and ahuizotls often find themselves in such cooperative relationships, with the will-o'-wisp coaxing creatures near the ahuizotl's lair and then lingering to feed upon the victims' fear as the ahuizotl drags them into the depths. Some wily humanoids who fall into an ahuizotl's clutches—typically lizardfolk, boggards, or swamp-dwelling humans—have successfully managed to bargain away the lives of others in exchange for their own. Such arrangements always lead to a series of vicarious murders, as the aquatic predator's proxy coaxes new victims into the swamp for its fearsome partner to dine upon.

Ahuizotls are exceptionally long-lived, and a single individual might live and feed in a particular area for several human generations. An ahuizotl is 9 feet long and weighs 1,200 pounds.

Akhlut

Cr: 13. Xp: 25,600. Alignment: N. Size: Huge. Creature Type: Magical Beast. Creature Subtype: cold, shapechanger.
Init: +6. Senses: darkvision 60 ft., low-light vision, scent, snow vision; Perception +14. Ac: 30, touch 11, flat-footed 27 (+2 Dex, +1 dodge, +19 natural, -2 size).
Hp: 189 (18d10+90).
Fortitude: +16. Reflex: +13. Will: +10. Dr: 15/magic. Immune: cold. Weaknesses: vulnerability to fire.
Speed: 40 ft., swim 60 ft.. Melee: bite +27 (4d8+15/15-20 plus 4d6 cold and grab). Space: 15 ft.. Reach: 10 ft.. Special Attacks: savage bite, shore storming, swallow whole (2d8+15 bludgeoning damage plus 4d6 cold, AC 19, 18 hp). Strength: 31. Dexterity: 15. Constitution: 20. Intelligence: 4. Wisdom: 15. Charisma: 6.
Base Attack: +18. Cmb: +30 (+34 grapple). Cmd: 43 (47 vs. trip).
Feats: Dodge, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite).
Skills: Acrobatics +2 (+6 when jumping), Perception +14, Stealth +16 (+28 in snow), Swim +18. Racial Modifiers: +4 Perception, +12 Stealth in snow.
Languages: Aquan (cannot speak). Special Qualities: change shape (orca; beast shape III), hold breath, snow walking.
Environment: cold lakes, plains, or oceans. Organization: solitary. Treasure: none.
spell-like abilities: (CL 18th; concentration +16)

1/day-control weather (windy or cold weather only)


Description: A dorsal fin rises up from the back of this immense black-and-white-furred, wolflike beast.

Special Abilities

Savage Bite

An akhlut's bite threatens a critical hit on a roll of 18–20.

Shore Storming

An akhlut automatically transforms into an orca whenever it is fully immersed in water, losing its legs and fur. Likewise, when an akhlut emerges from the water, it automatically transforms into its wolf-orca hybrid form. If an akhlut moves from water to land (or vice versa) on the round before initiating combat, it gains a +8 bonus on its initiative check. This initial attack resolves as a charge. An akhlut has the same statistics in both forms.

Snow Vision

An akhlut can see perfectly well in snowy conditions, and does not take any penalties on Perception checks while in snowy weather.

Snow Walking

An akhlut can walk on snow or thin sheets of ice as though affected by water walk. It only leaves a trail on such surfaces when it wants to.

Resembling nothing so much as a killer whale mixed with a wolf, the rarely seen akhlut stalks frigid seas and the frozen lands nearby, shrouded by perpetual blizzards. Legend holds that the first akhlut was born fully-formed in the eye of a polar hurricane, the merciless anger of the elements made flesh. Whether or not the tale is true, the akhlut's ferocity is certainly as memorable as that of any storm.

While the akhlut appears as a wolf-orca hybrid on land, when it enters the water, its legs and fur vanish and it transforms fully into the form of an orca. Akhluts are particularly skilled at charging into and out of water, their transformation between shapes occurring in the blink of an eye.

Each akhlut fiercely defends its hunting grounds from other predators, and especially against other akhluts. While this does reduce the number of dangerous predators in a region, it's unclear whether replacing lesser predators with something as dangerous as an akhlut is actually preferable. Typically, an akhlut considers its territory to be the boundaries of the storm created by its control weather spell-like ability, and rarely travels far from this storm's borders.

An akhlut is 22 feet long and weighs 8,000 pounds.

Allip

Cr: 3. Xp: 800. Alignment: CE. Size: Medium. Creature Type: Undead. Creature Subtype: incorporeal.
Init: +5. Senses: darkvision 60 ft.; Perception +7. Aura: babble (60 ft., DC 15). Ac: 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex).
Hp: 30 (4d8+12).
Fortitude: +4. Reflex: +4. Will: +4. Defensive Abilities: channel resistance +2, incorporeal. Immune: undead traits.
Speed: fly 30 ft. (perfect). Melee: incorporeal touch +4 (1d4 Wisdom damage). Special Attacks: babble, touch of insanity. Strength: -. Dexterity: 12. Constitution: -. Intelligence: 11. Wisdom: 11. Charisma: 16.
Base Attack: +3. Cmb: +4. Cmd: 17.
Feats: Improved Initiative, Lightning Reflexes.
Skills: Fly +16, Intimidate +10, Perception +7, Stealth +8.
Languages: Aklo, Common. Special Qualities: madness.
Environment: any. Organization: solitary, pair, or haunt (3-6). Treasure: incidental.

Description: This malignant cloud of shadows boils in the air, its skeletal maw eerily babbling as the creature's claws manifest from the darkness.

Special Abilities

Babble

An allip constantly mutters to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed at a DC 15 Will save or be fascinated for 2d4 rounds. While a target is fascinated, the allip can approach it without breaking the effect, but an attack by the allip does end the effect. Creatures that successfully save cannot be affected by the same allip's babble for 24 hours. This is a sonic, mind-affecting compulsion effect. The save DC is Charisma-based.

Madness

Anyone targeting an allip with a thought detection, mind control, or telepathic effect makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

Touch of Insanity

The touch of an allip deals 1d4 points of Wisdom damage (DC 15 Will negates). A successful critical hit causes 1d4 points of Wisdom damage and 1 point of Wisdom drain (instead of double Wisdom damage). With each successful attack, an allip gains 5 temporary hit points. The save DC is Charisma-based.

Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death. These unfortunates, known as allips, suffer from the violent and incurable insanity they faced in life and take out their terror, confusion, and rage upon the living. They reach out to those they encounter—possibly in wrath, but also perhaps oblivious to their own insane nature—spreading the psychoses that led to their own untimely deaths.

In combat, allips relentlessly attack the nearest living creature, relying on their babble to let them close in before attacking with their touch of insanity. Many seem to be driven to states of ferocity upon witnessing the terror living creatures exhibit when facing their spectral forms, or when faced with the intangibility of their incorporeal states. While allips have no way to kill creatures, those knocked unconscious by an allip's Wisdom-draining touch often emerge from the state suffering from insanity (see pages 250–251 of the GameMastery Guide)—a fate that many would say qualifies as worse than death.

Allips often seek to harm those who played a part in causing their mad, unholy condition. When faced with such foes, an allip ignores all other targets that confront it in favor of its hated enemies, attacking them until its tormentors have been forced into a vacant stupor. Alas, such vengeance does not put the allip to rest, but simply serves to further fuel its madness as it finds itself trapped in a world now no longer even holding the satisfaction of vengeance.

Alraune

Cr: 13. Xp: 25,600. Alignment: NE. Size: Large. Creature Type: Plant.
Init: +5. Senses: low-light vision; Perception +17. Aura: calming fragrance (60 ft., DC 24). Ac: 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, -1 size).
Hp: 199 (19d8+114).
Fortitude: +17. Reflex: +9. Will: +11. Immune: plant traits. Sr: 24.
Speed: 40 ft.. Melee: 4 vines +20 (1d10+7 plus grab and bleed). Space: 10 ft.. Reach: 10 ft.. Special Attacks: bleed (2d6), constrict (1d10+10), feed. Strength: 24. Dexterity: 13. Constitution: 22. Intelligence: 10. Wisdom: 17. Charisma: 21.
Base Attack: +14. Cmb: +22 (+26 grapple). Cmd: 33 (can't be tripped).
Feats: Alertness, Cleave, Deceitful, Great Cleave, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (glitterdust), Vital Strike.
Skills: Bluff +16, Disguise +9, Knowledge (nature) +9, Perception +17, Sense Motive +14.
Languages: Aklo, Common, Elven, Sylvan.
Environment: temperate forests. Organization: solitary. Treasure: standard.
spell-like abilities: (CL 13th; concentration +18)

At will-charm monster (DC 19), detect thoughts (DC 17), suggestion (DC 18)

3/day-quickened glitterdust (DC 17), hold monster (DC 20)

1/day-commune with nature, mind fog, wall of thorns


Description: An attractive green-skinned woman sits in the depths of this enormous, sweet-smelling flower.

Special Abilities

Calming Fragrance

A supernaturally sweet perfume that calms the nerves and blunts aggression constantly surrounds an alraune to a radius of 60 feet. Any creature in this area of effect must make a DC 24 Will save at the start of its turn to avoid falling under the effects of calm emotions for 1 round. Creatures that could be attracted to the alraune's current apparent gender take a –2 penalty on this Will save, while all other creatures gain a +2 bonus on the save. This is a mind-affecting effect. The save DC is Charisma-based.

An alraune relies on its supernaturally soothing odor to render enemies incapable of making hostile acts against it—even if the alraune attacks a foe, its calming scent can wipe away any thoughts of violence from its prey. At rest, an alraune appears to be merely a large thorny plant with a single enormous and brightly colored flower at its center.

Animal Lord

Super Race: human animal lord ranger 10. Cr: 11. Xp: 12,800. Alignment: NG. Size: Medium. Creature Type: Outsider. Creature Subtype: native, shapechanger.
Init: +7. Senses: low-light vision, scent; Perception +17. Ac: 25, touch 18, flat-footed 18 (+3 armor, +1 deflection, +6 Dex, +1 dodge, +4 natural).
Hp: 139 (10d10+80).
Fortitude: +13. Reflex: +14. Will: +7. Defensive Abilities: evasion. Dr: 10/silver.
Speed: 30 ft., climb 20 ft.; leap. Melee: bite +15 (1d6+5 plus grab), 2 claws +15 (1d3+5). Ranged: +1 seeking composite longbow +18/+13 (1d8+6/×3). Special Attacks: favored enemy (evil outsiders +6, giants +2, undead +2), pounce, rake (2 claws +15, 1d3+5). Strength: 20. Dexterity: 24. Constitution: 22. Intelligence: 12. Wisdom: 18. Charisma: 14.
Base Attack: +10. Cmb: +17 (+21 grapple). Cmd: 34.
Feats: Agile Maneuvers, Deadly Aim, Dodge, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Toughness, Vital Strike.
Skills: Acrobatics +17 (+22 when jumping), Climb +26, Handle Animal +15, Knowledge (nature) +14, Perception +17, Sense Motive +14, Stealth +20 (+24 in undergrowth), Survival +17. Racial Modifiers: +5 Acrobatics when jumping, +4 Stealth in undergrowth.
Languages: Common, Sylvan; speak with animals (cats only). Special Qualities: change shape (leopard; shapechange), favored terrain (jungle +4, plains +2), hunter's bond (leopard), swift tracker, track +5, wild empathy +12, woodland stride.
Environment: warm jungles. Organization: solitary. Treasure: NPC gear (+1 leather armor, +1 seeking composite longbow [+5 Str] with 20 arrows, amulet of natural armor +1, ring of protection +1, other treasure).
spell-like abilities: (CL 10th; concentration +12)

At will-charm animal (cats only, DC 13)

ranger spells prepared: (CL 7th; concentration +11)

3rd-greater magic fang

2nd-cat's grace, hold animal (DC 16)

1st-charm animal (DC 15), longstrider, pass without trace


Description: This dark-skinned woman's languid movements are grace personified, her sparkling eyes those of a cat.

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