Monsters
Init: +3. Senses: arcane sight, darkvision 60 ft., low-light vision; Perception +19. Ac: 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, -2 size).
Hp: 147 (14d10+70).
Fortitude: +14. Reflex: +12. Will: +8. Sr: 21 (in water only).
Speed: 20 ft., swim 80 ft.. Melee: bite +21 (3d6+8/19–20 plus grab), tail slap +15 (2d6+4 plus grab). Space: 15 ft.. Reach: 15 ft.. Special Attacks: constrict (2d6+12), endless coils. Strength: 26. Dexterity: 16. Constitution: 21. Intelligence: 17. Wisdom: 14. Charisma: 17.
Base Attack: +14. Cmb: +24 (+28 grapple). Cmd: 37 (can't be tripped).
Feats: Critical Focus, Improved Critical (bite), Iron Will, Power Attack, Staggering Critical, Vital Strike, Weapon Focus (bite).
Skills: Knowledge (arcana) +17, Knowledge (nature) +17, Perception +19, Spellcraft +17, Stealth +12 (+24 in water), Swim +16. Racial Modifiers: +12 Stealth in water.
Languages: Aquan, Sylvan; speak with animals. Special Qualities: eldritch gizzard, wave rider.
Environment: warm lakes. Organization: solitary. Treasure: standard (particularly staves and wands).
spell-like abilities: (CL 14th; concentration +17)
Constant-arcane sight, speak with animals
At will-control water, hydraulic torrent, rainbow pattern (DC 17)
1/day-control weather
Description: This multi-eyed eel's brightly colored markings shift in complex, ever-changing patterns.
Special Abilities
An abaia can activate arcane spell trigger items as if it were a 14th-level sorcerer. It can store items in a special compartment within its stomach and activate them as if it were holding them. It can swallow or regurgitate an item as a standard action. As a full-round action, an abaia can attempt a single combat maneuver check to grapple up to two Large or four Medium or smaller creatures within its reach. Any targets successfully grabbed take constrict damage. The abaia only needs to succeed at one grapple check to maintain a grapple against multiple opponents.Wave Rider
An abaia moving onto land brings a sheath of water with it, allowing it to swim on land. Its swim speed drops by 10 feet at the start of its turn if it is out of the water, and the sheath dissipates entirely when the abaia's swim speed reaches 20 feet. An abaia wave riding on land retains its spell resistance but loses its bonus to Stealth.Originally from the primal world of the fey, an abaia protects lakes and their surroundings from exploitation, in particular by magic and overfishing. It favors waters with a mystical nature or supernatural properties. An abaia ignores creatures that take only what they need from the lake and otherwise show proper respect to the waters. Those that abuse an abaia's lake risk capsized boats, floods, torrential rains, and even direct attacks. After sinking a vessel, an abaia searches the wreckage for magical treasure.
Init: +2. Senses: darkvision 60 ft., low-light vision, scent; Perception +4. Ac: 13, touch 13, flat-footed 11 (+2 Dex, +1 size).
Hp: 13 (2d10+2).
Fortitude: +4. Reflex: +5. Will: +0; –2 vs. witch hexes.
Speed: 30 ft., burrow 10 ft.. Melee: +1 gore +6 (2d4–1). Special Attacks: magic horn. Strength: 6. Dexterity: 15. Constitution: 12. Intelligence: 5. Wisdom: 11. Charisma: 6.
Base Attack: +2. Cmb: –1. Cmd: 11 (15 vs. trip).
Feats: Weapon Finesse.
Skills: Acrobatics +6 (+14 when jumping), Perception +4, Stealth +14. Racial Modifiers: +8 Acrobatics when jumping, +4 Perception, +4 Stealth.
Languages: Sylvan (can't speak). Special Qualities: hex-prone.
Environment: temperate hills, plains, or forests. Organization: solitary. Treasure: incidental (magic horn).
Description: This oversized rabbit has a single long, pearlescent horn protruding from its crown.
Special Abilities
Hex-Prone
An almiraj takes a -2 penalty on all saving throws against harmful witch hexes. The duration of any beneficial hexes longer than 1 round that affect an almiraj is increased by 50%. While on the creature's head, an almiraj's horn is treated as a +1 weapon. Any living creature slain by an almiraj's gore attack immediately turns to stone (as if by the flesh to stone spell, with no saving throw, and the creature is still dead). A severed almiraj horn retains a wisp of its former magic, and counts as a masterwork weapon if used to create a magical dagger or similar small piercing weapon.The almiraj is a surprisingly dangerous predator. Almirajes' strong affinity with witches, magical gore attacks, and susceptibility to hexes suggest they have arcane origins, perhaps the result of experiments by witches seeking to deliberately create a new kind of familiar.
Reminiscent of a unicorn horn, an almiraj's most prominent feature serves as both a deterrent and deadly weapon. The almiraj uses its horn to hunt, stalking and spearing prey on the brutal appendage. The horn's unique magical properties have the gruesome side effect of forcing the almiraj to consume its prey while it still lives, before it turns to stone—when hunting smaller creatures, the almiraj strikes to slow its prey through blood loss and to disable it by maiming its limbs. Occasionally, an enterprising individual will hunt an almiraj for its horn, but success is limited since almirajes are exceptionally vicious, stealthy, and athletic targets—their acrobatic leaps bring their horns within reach of the vital organs of much larger creatures.
Almirajes are fiercely territorial, although they flee if unable to fight on their terms, only to return later to defend their territory. They demonstrate their territorial claims to others of their kind with acrobatic displays and mock horn battles rather than fighting in earnest. Other intruders are met with aggressive posturing and warning calls, though almirajes prefer not to fight. If an interloper refuses to withdraw, however, the almiraj will fight to the death to defend its claim.
It's unclear how almirajes reproduce, since females are rare and the creatures are always encountered alone. Records indicate that they live for 40 to 60 years and some communities are able to build respectful, if wary, relationships with them.
Almirajes are particularly popular with witches as familiars. Spellcasters of any alignment with the Improved Familiar feat can gain an almiraj as a familiar at 5th level.
Init: +1. Senses: low-light vision; Perception +4. Ac: 15, touch 15, flat-footed 14 (+1 Dex, +4 size).
Hp: 5 (1d6+2).
Fortitude: +2. Reflex: +3. Will: +2. Defensive Abilities: numbing slime. Weaknesses: vulnerable to salt.
Speed: 10 ft., swim 10 ft.. Melee: bite +1 (1d2–3). Space: 1 ft.. Reach: 0 ft.. Special Attacks: implant. Strength: 4. Dexterity: 13. Constitution: 14. Intelligence: 4. Wisdom: 11. Charisma: 11.
Base Attack: +0. Cmb: –3. Cmd: 4 (8 vs. trip).
Feats: Skill Focus (Stealth).
Skills: Escape Artist +5, Perception +4, Stealth +20, Swim +5.
Languages: Aklo. Special Qualities: amphibious.
Environment: temperate forests or fresh water. Organization: solitary. Treasure: none.
Description: This minuscule creature resembles a newt with three tails. It's covered in a transparent slime, and looks hungry.
Special Abilities
As a full-round action, an alpluachra can crawl into the mouth of a helpless creature (no more than three size categories larger than itself) and implant itself into the creature's throat. Once implanted, anything that the creature ingests is instead consumed by the alpluachra, including such substances as elixirs and potions or ingested alchemical items, diseases, drugs, or poisons. Once the alpluachra is implanted, the host creature begins suffering the effects of starvation and thirst (Pathfinder RPG Core Rulebook 444). Due in part to its numbing slime, an implanted alpluachra is difficult to detect. Each time the host creature ingests anything, it gains an automatic Perception check against the alpluachra's Stealth. After the newtlike fey is detected, it can be removed either by consuming at least half a pound of salt or a gallon of salt water, by a remove disease spell cast on the host creature, or by treating the host with a successful DC 15 Heal check. When a Heal check made for this purpose fails by 5 or more, the host creature takes 1d6 points of damage. If the host attempts to remove the alpluachra by eating salt or drinking salt water, it must succeed at a DC 12 Fortitude save or become sickened for 1d8 hours from the reaction with the alpluachra. If the alpluachra dies or becomes unconscious, it is immediately detected by the host creature, and can be removed safely as a full-round action. While implanted, an alpluachra is considered helpless. Any creature that deals damage to an alpluachra with a natural attack or an unarmed strike, comes into contact with an alpluachra, or is host to an alpluachra must succeed at a DC 12 Fortitude save or take a -4 penalty on all tactile Perception checks, as well as other skill checks requiring tactile senses (such as Disable Device and Sleight of Hand) for 24 hours. A host creature that fails this saving throw takes the penalty to detect the alpluachra implanted inside it. If the host creature succeeds at the saving throw, it can't be affected by the same alpluachra's numbing slime for another 24 hours. Half a pound of salt or a gallon of salt water poured over an alpluachra or consumed by a creature an alpluachra has implanted itself in deals 1d3 points of damage to the alpluachra.These strange and insatiable fey prowl bubbling brooks, sauntering streams, and slow-moving rivers in a constant pursuit of food, but the extremely lazy creatures often tire of hunting. Alpluachras find it much easier to slip down a sleeping creature's throat, fall asleep, and dream of fantastic feasts and warm bubbling pools while its host does the eating for it. Because of this, alpluachras always keep an eye on riverbanks, looking for creatures napping near waterways. Once they find potential hosts, alpluachras stealthily slither up and slide down their snoring gullets.
Once inside, an alpluachra rests along the walls of the esophagus and devours all the food that comes down the host's throat. The host often starves to death in the process, as the parasite becomes more ravenous over time.
Despite their propensity to slowly kill their hosts, alpluachras are slothful rather than cruel. They have no concept of the harm they are doing, lazily enjoying the benefits while the host is still alive.
Init: +13. Senses: blindsense 120 ft., low-light vision; Perception +21. Ac: 31, touch 19, flat-footed 21 (+9 Dex, +1 dodge, +12 natural, –1 size).
Hp: 133 (14d6+84).
Fortitude: +10. Reflex: +18. Will: +13. Dr: 10/cold iron.
Speed: fly 90 ft. (perfect). Melee: 2 claws +14 (1d6+8), tail slap +9 (1d8+4 plus bleed), 2 wings +9 (1d8+4 plus bleed). Space: 10 ft.. Reach: 5 ft.. Special Attacks: bleed (2d6), cold iron killer, shadow doubles, sneak attack +3d6. Strength: 26. Dexterity: 28. Constitution: 22. Intelligence: 17. Wisdom: 19. Charisma: 25.
Base Attack: +7. Cmb: +16. Cmd: 36.
Feats: Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Lightning Stance, Wind Stance.
Skills: Bluff +24, Escape Artist +26, Fly +32, Intimidate +21, Knowledge (nature) +20, Knowledge (planes) +17, Perception +21, Sense Motive +21, Stealth +22.
Languages: Common, Sylvan (can't speak any language); telepathy 100 ft..
Environment: any (primal land of fey). Organization: solitary. Treasure: standard.
spell-like abilities: (CL 15th; concentration +22)
At will-deeper darkness, ray of exhaustion (DC 20), silence (self only)
3/day-dimensional anchor, greater teleport, true seeing
1/day-circle of death (DC 23), discern location, prismatic spray (DC 24)
Description: Cloaked by wings of darkness, this horrific, skeletal creature appears to burn from within.
Special Abilities
Cold Iron Killer
All of an ankou's natural weapons are treated as cold iron for the purpose of overcoming damage reduction. Once per day as a free action, an ankou can conjure up to four shadowy duplicates, which appear anywhere within 60 feet of the ankou and last a number of rounds equal to the ankou's Charisma modifier (typically 7 rounds). These shadow doubles are identical to the original in all respects except that when conjured they have a number of hit points equal to 20% of the true ankou's total hit points (26 hit points if conjured by an ankou with full hit points). The doubles have all of the true ankou's melee attacks and abilities, except they can't create more shadow doubles or use the ankou's spell-like abilities except for deeper darkness. Any creature that interacts with a shadow double can attempt a Will save to disbelieve the duplicate (DC 10 + 1/2 the ankou's Hit Dice + the ankou's Charisma modifier, typically DC 24). Against a creature that recognizes a shadow double for what it is, the double functions as a shadow conjuration (Pathfinder RPG Core Rulebook 340). Shadow doubles take double damage from spells with the light descriptor. If the true ankou is slain, is rendered unconscious, or is ever more than 120 feet from a shadow double, the duplicates instantly vanish.Ankous are assassins for powerful fey nobles, sent to kill, terrify, and torture. They never speak, only telepathically whisper their lord's verdict to victims. A typical ankou is 10 feet tall and has an 8-foot wingspan, but weighs less than 100 pounds.
Init: +7. Senses: darkvision 60 ft., true seeing; Perception +20. Ac: 24, touch 24, flat-footed 16 (+6 deflection, +7 Dex, +1 dodge).
Hp: 152 (16d10+64).
Fortitude: +14. Reflex: +12. Will: +12. Defensive Abilities: incorporeal.
Speed: fly 60 ft. (perfect). Melee: touch of madness +19 touch (10d6). Strength: -. Dexterity: 24. Constitution: 19. Intelligence: 20. Wisdom: 15. Charisma: 22.
Base Attack: +16. Cmb: +23. Cmd: 40.
Feats: Combat Reflexes, Dodge, Mobility, Skill Focus (Fly), Skill Focus (Intimidate), Spring Attack, Weapon Finesse, Weapon Focus (touch).
Skills: Acrobatics +22, Bluff +25, Diplomacy +19, Fly +40, Intimidate +31, Knowledge (arcana) +20, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility) +12, Knowledge (planes) +18, Knowledge (religion) +13, Perception +20, Sense Motive +20, Spellcraft +22, Stealth +22.
Languages: Abyssal, Celestial, Common, Draconic, Giant, Infernal.
Environment: any. Organization: solitary. Treasure: none.
spell-like abilities: (CL 16th; concentration +22)
Constant-true seeing
At will-darkness
3/day-bestow curse (DC 20), suffocation (DC 21)
1/day-mass pain strike (DC 21), waves of fatigue
Description: This translucent, shaggy, horned monster shines with an eerie blue light, and its form trickles into vapor below the waist.
Special Abilities
The touch of an aoandon causes maddening fear. As a standard action it can make an incorporeal touch attack that deals 10d6 damage. Any living creature damaged by an aoandon's touch attack must succeed at a DC 24 Will save or be confused for 1d4 rounds. A creature that succeeds at this saving throw can't be confused again by this aoandon's touch of madness for 10 minutes. This is a mind-affecting fear effect. The save DC is Charisma-based.An aoandon is an incorporeal outsider formed from the spirit of a woman who died pursuing some ill-fated relationship. An aoandon waits for her chance to seek revenge on those who wronged her in her mortal life. If that person is dead, she finds a surrogate—someone who reminds her of the wrongdoer—and acts out her delusions with unrelenting vindictiveness. These spirits can also appear as a result of mishaps with calling spells, but such instances are rare.
Calling an aoandon requires a paper lantern inscribed with runes and fueled by oils costing no less than 5,000 gp. Three or more creatures must chant the creature's name for 1 minute, then extinguish the lantern. There's a 1% chance per Hit Die the callers collectively possess that the aoandon is called. Relatives of the aoandon count as triple their normal Hit Dice. The aoandon isn't under the control of its conjurers, and can return to where she came from only after she has murdered at least one person she feels is responsible for her anguish.
Init: +0. Senses: darkvision 60 ft.; Perception +10. Ac: 20, touch 9, flat-footed 20 (+11 natural, –1 size).
Hp: 75 (6d10+42).
Fortitude: +7. Reflex: +2. Will: +6. Dr: 5/epic.
Speed: 30 ft., fly 60 ft. (good). Melee: 2 pincers +7 (1d8+3 plus grab), sting +11 (1d6+6 plus sting). Space: 10 ft.. Reach: 10 ft.. Special Attacks: abyssal torment, breath weapon (30-ft. line, 1d6 fire damage plus accursed brand, Will DC 15 negates, usable every 2d4 rounds), constrict (1d8+9), maddening buzz, mythic power (3/day, surge +1d6), sting. Strength: 22. Dexterity: 10. Constitution: 14. Intelligence: 11. Wisdom: 13. Charisma: 15.
Base Attack: +6. Cmb: +13 (+17 grapple). Cmd: 23.
Feats: Flyby Attack, Power AttackM, Weapon FocusM (pincer).
Skills: Bluff +11, Fly +11, Intimidate +11, Perception +10, Stealth +5, Survival +10.
Languages: Abyssal.
Environment: any evil-aligned planes. Organization: solitary, pair, or colony (3–30). Treasure: standard.
spell-like abilities: (CL 6th; concentration +8)
1/day-summon swarm (locusts only)
Description: An unnerving, buzzing drone emerges from a creature resembling a tortured human half transformed into a giant, winged scorpion.
Special Abilities
An apocalypse locust's sting is designed to torment its victims with wracking pain. A victim of the creature's venomous sting also takes a -4 penalty on attack rolls, skill checks, and ability checks. The effects of abyssal torment last until the sting's poison is cured. Whenever a victim fails its save against an apocalypse locust's breath weapon, the unholy fire burns an accursed brand into his flesh. For the next 24 hours, the branded victim is subjected to auditory hallucinations of foul desires and sinful deeds. The hallucinations cause lawful and good victims to become tainted; good-aligned clerics, druids, paladins, and even lawful monks are treated as though they've temporarily broken their codes of conduct. Any character marked by the accursed brand who has a class that's restricted to a good alignment or lawful alignment is treated as an ex-member of that class for 24 hours; an atonement spell can end this effect. When three or more apocalypse locusts in a group simultaneously flap their wings, they create a loud buzzing sound capable of driving other creatures mad. Any creature within a range of 100 feet + 10 additional feet per locust must succeed at a DC 15 Will save or go mad as if affected by a confusion spell (caster level equal to the locusts' CR plus the number of locusts present). This is a sonic mind-affecting effect. The DC for the save is Charisma-based. Poison—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1 Con plus abyssal torment; cure 2 consecutive saves. The save DC is Constitution-based.Apocalypse locusts are damned humans twisted and fused into the form of massive, fiendish insects. They delight in torturing living creatures, drawing out the torment for as long as possible. Though these creatures have average intelligence, they are consumed by hatred and eternal pain, and therefore lack any kind of empathy or sanity. Apocalypse locusts particularly enjoy watching holy warriors suffer their hallucinatory stings.
Init: +12M. Senses: all-around vision, arcane sight, darkvision 60 ft., detect scrying, limitless vision, mistsight, see in darkness, true seeing; Perception +29. Aura: frightful presence (40 ft., DC 16). Ac: 30, touch 12, flat-footed 28 (+2 Dex, +4 insight, +18 natural, –4 size).
Hp: 184 (13d8+126).
Fortitude: +10. Reflex: +6. Will: +9. Defensive Abilities: absolute readiness, rock catching. Dr: 10/epic. Resist: cold 30, fire 30. Immune: blindness, dazzled. Weaknesses: vulnerable to fascination and sleep.
Speed: 40 ft.. Melee: 2 claws +20 (3d6+14 plus grab), bite +19 (2d8+14). Ranged: rock +8 (3d6+14). Space: 20 ft.. Reach: 20 ft.. Special Attacks: accurate strikes, constrict (3d6+14), eye gouge, fascinating gaze, mythic power (6/day, surge +1d8), rend (2 claws, 3d6+21), rock throwing (200 ft.). Strength: 39. Dexterity: 14. Constitution: 23. Intelligence: 13. Wisdom: 12. Charisma: 10.
Base Attack: +9. Cmb: +27 (+31 grapple). Cmd: 43.
Feats: AlertnessM, Combat ReflexesM, Improved InitiativeM, Intimidating Prowess, Quicken Spell-Like Ability (true strike), Skill Focus (Perception), Weapon Focus (claw).
Skills: Climb +24, Handle Animal +6, Intimidate +30, Knowledge (history) +10, Perception +29 (+37 on vision–based Perception checks), Sense Motive +23, Swim +24. Racial Modifiers: +8 on vision–based Perception checks.
Languages: Aklo, Celestial, Common.
Environment: any land. Organization: solitary. Treasure: standard.
spell-like abilities: (CL 14th; concentration +20)
Constant-arcane sight, detect scrying, true seeing
At will-arcane eye, clairaudience/clairvoyance, status, true strike
3/day-quickened true strike
Description: This misshapen giant is covered in horns, tumorous tentacles, unsightly warts, and strange, staring eyes.
Special Abilities
An argus is never surprised or flat-footed. It can act in the surprise round as if it were a normal round. An argus's attacks ignore the AC bonus granted to targets by any cover less than total cover, and the miss chance granted to targets by any concealment less than total concealment.Eye Gouge
If an argus rends or pins an opponent, as a swift action it can attempt a dirty trick maneuver to blind the target. If its combat maneuver check exceeds the DC by 10 or more, the opponent is permanently blinded. A creature within 40 feet of an argus must succeed at a DC 16 Will saving throw or be fascinated for 5d6 rounds. If the creature has 4 or fewer Hit Dice, it is instead dazed for 5d6 rounds. An argus can't use this ability in the same round it uses frightful presence. The save DC is Charisma-based. An argus takes no distance penalties on Perception checks.An argus is an ancient creature related to the titans, transformed by a deity into a vigilant and restless sentry, usually as a punishment for some affront or rebellion. Within its hideous and misshapen body lies a lonely heart that craves music and beauty to comfort it in its forlorn and unending vigil. It might talk peaceably with visitors if they promise to sing songs or tell stories (and it believes its guests don't intend to harm it or steal what it guards). If insulted or mocked, an argus is quick to anger, dispatching foes so it can go back to brooding in peace.
An argus stands 25 feet tall and weighs 18,000 pounds.
Init: +6. Senses: astral locating, blindsight 180 ft., darkvision 60 ft., low-light vision; Perception +31. Ac: 34, touch 4, flat-footed 32 (+2 Dex, +30 natural, –8 size).
Hp: 310 (20d10+200); regeneration 5 (acid and fire).
Fortitude: +24. Reflex: +8. Will: +16. Dr: 10/adamantine. Resist: electricity 30, fire 30. Immune: cold.
Speed: fly 90 ft. (average). Melee: bite +24 (4d6+12/19–20 plus grab), 2 slams +24 (2d8+12), tail slap +19 (4d6+6). Space: 30 ft.. Reach: 30 ft.. Special Attacks: fast swallow, gulping tide, swallow whole (4d6+18 damage, AC 25, 31 hp). Strength: 35. Dexterity: 14. Constitution: 31. Intelligence: 6. Wisdom: 15. Charisma: 14.
Base Attack: +20. Cmb: +40 (+42 bull rush, +44 grapple). Cmd: 52 (54 vs. bull rush, can't be tripped).
Feats: Blind-Fight, Cleave, Combat Reflexes, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception).
Skills: Fly –6, Intimidate +22, Knowledge (planes) +21, Perception +31, Survival +22.
Languages: telepathy 30 ft..
Environment: any (Astral Plane). Organization: solitary or pod (2–5 plus 1–2 young). Treasure: standard.
spell-like abilities: (CL 20th; concentration +22)
3/day-dimension door
Description: Above this brobdingnagian, whalelike creature's cavernous maw of freakish teeth, multiple eyes peer out in different directions.