Practitioner Bestiary
Table of Contents

Creating Practitioner Monsters

See the Sphere Bestiary page for guidelines on creating monsters as practitioners.


Martial Monster Tactics

Combat spheres allow PCs to change tactics, add combat maneuvers and special attacks to their repertoire, and still be able to move around the field as necessary. However, for a truly dynamic and cinematic combat, the enemies the PCs face need to create movement and tactical variety as well, whether through being mobile combatants themselves, or through having abilities that allow them to shove, jostle, and drag their opponents around the battlefield. The following are a few examples of traditional enemy types you can easily adapt to this dynamic:

Assassin

The assassin is a hit and run monster. Assassins don’t stand in one place exchanging blows with their enemies, they dart in, strike for as much damage as possible, and then dart back out of reach, forcing their enemies to chase them and limiting their foes’ potential for reprisal. Cats (big and small), elementals, smaller mobile dinosaurs, sharks, and monsters who combine single high damage attacks with unique movement modes or exceptional speed are all examples of monsters who fall under this heading.

Assassins typically have higher than normal Dexterity and solid Acrobatics scores, meaning it’s much easier for them to move around the battlefield unimpeded. For creatures like this, the Athletics sphere and the Mobile Striker talent are go-to talents that will allow them to dart in, strike, and dart back out of reach with minimal risk. Core feats like Flyby Attack and Spring Attack can also be great options for these monsters, though Spring Attack typically will not be as effective as Flyby Attack or Mobile Striker since it isn’t compatible with standard actions like the attack action. Assassins will often benefit from advantageous terrain; for example a big cat who takes the Climb package from the Athletics sphere alongside Mobile Striker will be a significantly more challenging and interesting threat if it’s able to dart in and out of cover up trees or rocky crags than if it’s forced to fight a party of adventurers on level ground. Ranged enemies can also benefit significantly from these talents and tactics, moving stealthily from cover to cover while hammering the party with ranged attacks. For ranged assassins, tactics like this are often best complimented by supporting talents that lower their opponents’ ability to chase and react, like Tangling Shot or Trip Shot from the Sniper sphere.

Example 1: The party is beset by the speedy fey threat known as a quicklingB2. This particular quickling has exchanged its Dodge, Mobility, and Spring Attack feats for the Assassin martial monster tradition, gaining the Athletics sphere (run) package, Mobile Striker, and the Fencing sphere with Fatal Opening talent. If the quickling wins initiative, it will open combat by dashing through the party, using Acrobatics to avoid AoOs if appropriate, and making an attack that deals both its fatal thrust and sneak attack damage. As a clever fey, quicklings who lose initiative will fall back and hide, using Stealth and their natural invisibility ability to hide and wait for an opportunity to regain the advantage, only darting back into combat when they see an opening to lash out at an unsuspecting foe. The quickling will continue to use these hit and run tactics as much as possible, using its vastly superior speed to keep a comfortable distance between itself and its enemies while whittling away at their hit points in a war of attrition. Once the quickling has whittled the party’s numbers down, it will use Fatal Opening to take an opponent down one on one. Parties that want to defeat this wily foe will need to use smart play, such as readying grapple attempts, trip attempts, or attacks that inhibit movement such as the Sniper sphere’s Tangling Shot, using invisibility detection spells and abilities to locate and box in the quickling, or laying out traps to impede its movement.

Example 2: An adventuring party is tasked with retrieving a sunken treasure known to be guarded by a Large water elementalB1. This particular water elemental has taken Extra Combat Talent twice in place of its standard Cleave and Great Cleave feats for the Athletics sphere (swim) package and the Mobile Striker talent. The water elemental will have significant protection against most ranged attacks thanks to its watery environment, and its 90 ft. swim speed combined with the Mobile Striker talent will allow it to dart in and out of combat, lashing out with its slam attack before darting to safety. Its 10 ft. natural reach also means that melee party members without reach will likely be at a significant disadvantage, being forced to take attacks of opportunity to close with the water elemental.

Unless the party has members with the inherent ability to breath or move underwater, they may also find that long drawn-out fights favor the elemental, who doesn’t need limited duration spells to breathe and function. If the water elemental is surrounded, or if the party attempts to bypass it and head directly for the sunken treasure, the water elemental uses its vortex ability to snatch them up and move them away from the treasure, damaging anyone caught within the vortex along the way. Parties looking to defeat a dangerous foe like this will need to come prepared on several fronts, using reach weapons, ranged weapons with underwater functionality, and spells and abilities that will maximize their ability to breathe and move underwater. With the elemental’s many defenses and immunities, some parties may find that circumventing the water elemental by having some members approach first and draw the elemental away while other party members wait nearby to swoop in on the unprotected treasure is a favorable tactic, but such groups will need to be careful of the water elemental’s formidable movement speed.

Dragon

Dragons are big, versatile monsters with expansive toolboxes for dealing with pesky adventuring parties. Often presented as individual “boss monsters”, dragons are typically more than a match for any adventurer one on one, but are often easily overwhelmed by parties who leverage their superior action economy to outpace the monsters. Dragons as described here are not limited to just actual dragons, but include many other monsters who combine physical strength with magical support and unique abilities, such as vampires, oni, and linnorms. While the best tactic for such creatures is often to simply give them a handful of minions who can level the action economy advantage and force the party to divide their efforts, there are other things you can do to make these creatures more challenging and dynamic without changing their CR or significantly modifying them:

1. Environment is key. A black dragon in a small cave will likely be easily overwhelmed by an adventuring group, while a black dragon encountered in the warm marshes that are its native environment can be significantly harder to defeat. A black dragon who uses its swamp stride ability to safely walk on bogs and quicksand can easily trick unwary adventurers into chasing it into such hazards before using its impressive swim speed to escape into the murky waters of its natural habitat. Strafing tactics to weaken and subdue the party will likely work well against adventuring groups, particularly groups that don’t adequately prepare for the environmental hazards they’ll be facing. Dragons and other creatures with environmental advantages will frequently find that they’re rewarded for dragging out fights and forcing the party to consume resources as they are peppered with breath weapons and similar effects until they are weakened or spread out enough for the dragon to safely move in for the kill.

2. Always be moving. When you look at a dragon or linnorm’s impressive array of natural weapons, it can be tempting to want to have the creature charge in and exchange blows with the party, aiming to overwhelm them with sheer ferocity. This is usually a bad idea that will quickly backfire on the dragon for a number of reasons. First and foremost, creatures who move in to attack first are frequently putting themselves at a disadvantage. They will very likely be exchanging a single charge or attack action for their first attack in exchange for receiving one or more full attacks from the party’s combatants, and will likely find themselves overwhelmed before they ever get the chance to unleash the full fury of their devastating array of natural attacks. Dragons are much better served to use their impressive fly speeds and abilities like Flyby Attack or Mobile Striker to strafe their opponents with breath weapons, spells, or reach attacks, waiting until their foes either charge into reach or are weakened enough to ensure an easy kill before attempting a full attack. Winged dragons will find Wing Buffet particularly helpful in giving them breathing room and minimizing their opponents’ action economy.

3. Use buff spells before the party shows up. While this one may seem like a no-brainer, it’s easy to overlook, and can make a huge difference in the fight. Dragons should generally have traps and minions that the party will encounter before reaching the lair proper, and these minor encounters should also serve as warnings for the dragons themselves that it’s time to use any items, spells, spell-like abilities, or supernatural abilities that buff the dragon’s offensive or defensive capabilities. Attempting to cast these spells once the dragon is already in combat with the party is typically a bad idea, further tilting action economy in favor of the adventurers. Dragons who are caught by surprise should avoid wasting actions buffing, focusing on attacking or debuffing their opponents.

Power Forward

The power forward is a traditional melee monster with a lot of size and reach who doesn’t like to move around much. Examples of this include many giants, Large or larger sentient undead, and certain dinosaurs. Their large size and nonexistent Acrobatics scores mean that monsters like these can’t really chase the party around the battlefield, and the size penalties they take to their armor class mean that they also frequently don’t hold up terribly well when exchanging full attacks with a traditional martial combatant. The key to making monsters like this fun and challenging lies in giving them the ability to influence or control the party’s movement while protecting themselves from ranged attacks.

Example 1: The party encounters a hill giant who has been raiding the nearby farmlands. Where a traditional hill giant would be just a brute with a big club, this particular giant is a little more canny than normal and has taken the Power Forward tradition (described later in this chapter) granting him shield proficiency, the Shield sphere, Muscular ReflexesSoM, Shield SlamCRB, and the Redirecting Shield talent. This hill giant’s tactics are pretty simple; hold his ground, use bull rushes with his shield to push back melee opponents, battering them with attacks of opportunity if they move back through his threatened reach, and use Redirecting Shield to turn the party’s ranged attacks back on them whenever possible. Adventurers looking to take down a stalwart opponent such as this will need to consider tactics such as disarming or sundering the giant’s shield, using skills and abilities that allow them to close without provoking attacks of opportunity, or using area of effect attacks that can’t be redirected back at them or their allies.

Example 2: The party encounters a powerful minotaur. Instead of the traditional greataxe, this minotaur uses a longspear, and in place of the default feats traditional minotaurs gain, he’s taken Extra Combat Talent twice for the Lancer base sphere and the Gore Toss talent (described below), as well as the Muscular ReflexesSoM feat. If the minotaur wins initiative, he’ll try and charge the group, aiming for the most poorly armored appearing opponent with his powerful charge attack.

If the party wins initiative, the minotaur will attempt to shred them with attacks of opportunity when they move through his 15 ft. threatened range, waiting for an opportunity to impale any particularly bothersome spellcasters while using his Gore Toss to shake off troublesome melee opponents, forcing them to walk back through his threatened range to continue attacking unless they have exceptional reach. Adventuring groups who want to safely handle a threat like this will need to attack the minotaur from range while avoiding charge lanes and use Acrobatics or mobility talents to close with the minotaur without provoking attacks of opportunity.


Martial Monster Talents

The following talents are designed to add a little extra edge and flexibility to monsters. Since these talents are primarily designed to add depth and options to monsters and NPCs, players looking to take one of the following talents should seek GM approval first.

Alchemy

Virulent Sting

Prerequisites: Alchemy sphere (poison) package, bite or sting natural attack.

You may deliver any poison you possess through your bite or sting natural attack, and may apply the effects of any (toxin) talent you possess to your own racial poison, if any, at the time of the attack (for example, a wyvern with this talent who damages a creature with its poisonous sting could apply any (toxin) talent it knows to its poison before the creature makes its save).

Athletics

Compact Girth [SA:MT2]

Prerequisites: Athletics sphere (Canny Compression) or Athletics sphere, compression universal monster ability.

When using an associated movement mode or standing still you can use the compression ability or the Canny Compression talent even without having to go into a tight space. Thus, a Gargantuan ooze could occupy a 10-by-10-foot space as long as it wants (but still retain its normal reach and size penalties). A creature cannot return to its normal space if the required spaces are currently occupied.

Talon Snatch

Prerequisites: Athletics sphere, talon natural attack, ability to attack a creature during your movement.

Whenever you use Flyby Attack, Spring Attack, the Mobile Striker talent, or a similar ability to successfully attack a creature with a talon natural attack during your movement, you may attempt a drag combat maneuver against the target of your attack as a free action that does not provoke attacks of opportunity, though you cannot drag the creature farther than your remaining movement for the round.

Barroom

Bloodsucker [SB:DE]

Prerequisites: Barroom sphere, attach or bite natural attack.

Whenever you successfully strike an opponent who possesses a Constitution score with an attach or bite natural attack, you may as a swift action gain the drunk status for a number of rounds equal to your practitioner ability modifier (minimum 1). You may gain the drunk status in this way, even if you lack a Constitution score.

Berserker

Rending Claws

Prerequisites: Berserker sphere, claw natural attack.

Whenever you strike an opponent with a claw natural attack, their CMD against grapple and sunder attempts suffers a -2 penalty until the end of your next turn. If you strike an opponent with two claw natural attacks during a single round, you may either perform a sunder attempt that does not provoke attacks of opportunity as an immediate action, or use an immediate action to rend the target, dealing 1d10 + 1-1/2 times your Strength bonus points of slashing damage.

Brute

Wing Buffet

Prerequisites: Brute sphere, wing natural attack.

Whenever you successfully strike a single opponent with two wing natural attacks in the same round, you may make a bull rush check against them as an immediate action that does not provoke attacks of opportunity. If you are size Large or larger, whenever you first fly in a round where you started on the ground, you may make a single bull rush attempt as a free action that does not provoke attacks of opportunity against each creature within 15 ft., plus 10ft. for each size category you are above Large, rolling your combat maneuver check once and comparing the result to the CMD of all affected creatures.

Dual Wielding

Multi-Limbed Combat [Apoc]

Prerequisites: Dual Wielding Sphere, two or more offhand attacks.

When making your offhand attacks with the Dual Wielding sphere, you may make an additional off-hand attack with every off-hand weapon or natural attack you possess whose limb is not already engaged in making an attack. For every additional attack take an additional -2 penalty to all your attack rolls. You may forgo making additional attacks with extra limbs to reduce the penalty for fighting like this by 2 (to a minimum of 4). Associated Feat: Multiattack, Multiweapon Fighting.

Duelist

Blood Drinker

Prerequisites: Duelist sphere, bite natural attack.

Whenever you successfully deal damage with a bite natural attack to a creature currently taking bleed damage, as an immediate action you may gain a number of temporary hit points equal to the damage dealt by your bite attack. These temporary hit points last for a number of rounds equal to your base attack bonus.

Equipment

Breath Weapon Specialist [Apoc]

Prerequisites: Breath weapon universal monster ability that deals damage (Or a similar ability deemed appropriate by the GM).

You have learned to use your breath weapon in a more refined manner, allowing you to use it as a weapon. The weapon deals 1d8 damage (1d6 if you're small), has a critical multiplier of X3, has a range increment of 100 ft or your breath weapon's distance (whichever is longer) and deals the same type of damage as your breath weapon. If the breath weapon deals multiple types of damage choose a single type of damage it inflicts with every shot (you can choose to deal multiple types of physical damage with one shot). Using this weapon doesn't count towards uses of your breath weapon (it doesn’t count towards uses per day, or how often your breath weapon can be used). Specific additional effects of the breath weapon don’t apply. When used this way, creatures hit by the breath weapon don’t get a save for half damage.

This weapon has unlimited ammunition and does not provoke attacks of opportunity to reload (which is a free action). Otherwise it functions as a regular weapon and can be used in conjunction with talents and feats that depend on one (Though it may not function with some talents such as using the lancer sphere with a weapon of liquid acid). At the time of selecting this talent you can choose if your weapon is considered a thrown weapon or not (If used as a thrown weapon, it counts as a one handed thrown weapon).

You can select this talent twice to allow the weapon to target touch AC.

Cast Iron Stomach [SA:MT2]

Prerequisite: Swallow whole universal monster ability.

The armor class of your stomach increases to 10 + your natural armor bonus + your practitioner modifier. In addition the amount of damage required in order to escape your stomach is increased to 1/4 your hit points.

Extradimensional Stomach [SA:MT2]

Prerequisite: Swallow whole universal monster ability.

Increase the maximum size category of the creature you could normally swallow by one size category. You can also have double the normal amount of creatures swallowed at once. So a Gargantuan-sized creature with the swallow whole ability and this talent would be able to swallow up to 2 creatures of Gargantuan size.

The amount of creatures you can swallow at once increases by 1 for every 5 points of base attack bonus you possess. If taken an additional time, increase the maximum size category of the creature you could normally swallow by two size categories. This is a supernatural effect and your stomach is considered extradimensional space.

Impervious Hide [SA:MT2]

Prerequisite: At least +2 natural armor bonus.

You may add your natural armor bonus to your touch AC. If you choose to do so, your natural armor bonus no longer stacks with armor bonuses to AC (such as from worn armor or the Unarmored Training talent or similar abilities).

Web Expertise [SA:MT]

Prerequisite: Web universal monster ability.

Increase the amount of times per day you can use the web ability by twice your practitioner modifier.

Additionally you gain the following benefits with your web:

  • Add your base attack bonus to Perception checks to detect your web.
  • Increase its base range increment by 10 feet and its maximum range is increased to 200 feet. It can remain connected to you as if a net with a rope.
  • You can generate your web as a rope as a free action with a 50 foot length + 10 per Hit Die, hit points equal to twice your Hit Dice, and a Break DC equal to 20 + 1/2 your Hit Dice + practitioner modifier. If used to tie up grappled creatures the penalty to do so is reduced to -5.

Lancer

Gore Toss

Prerequisites: Lancer sphere, gore natural attack.

Whenever you impale a creature who is your size or smaller with your gore natural attack, you may immediately throw them as a free action, ending the impalement and moving them up to 10 ft. + 5 ft. per 4 points of base attack bonus you possess in any direction (including straight up); creatures thrown into the air fall and take damage as appropriate at the end of the forced movement. This movement does not provoke attacks of opportunity. If another creature or obstacle would prevent the thrown creature from moving the total distance, both the thrown creature and the obstacle take 1d6 bludgeoning damage for each 5 ft. of movement prevented (for example, a minotaur, who has a base attack bonus of +6, attempts to throw a gored halfling 15 ft., but the movement is blocked by the halfling’s ally 5 ft. away. Both the halfling and his ally would take 2d6 points of bludgeoning damage).

Shield

Protective Tail

Prerequisites: Shield sphere, tail slap natural attack.

You may treat your tail (if you possess one) as a shield for the purposes of feats and talents that require a shield. In addition, you gain a +2 shield bonus to your AC as long as you have a tail.

Warding Wings [BTH]

Prerequisites: Shield sphere, wings or wing natural attack.

You may treat your wings as a shield (buckler, light shield, or heavy shield) for the purposes of feats, talents, and effects that require a shield.

In addition, you gain a +1 shield bonus to your AC as long as you have wings and creatures take a -1 penalty on attack rolls against you while you are in the air. If you possess wing natural attacks, increase the shield bonus from this feat to +2.

Trap

Silky Trap [SA:MT]

Prerequisites: Trap sphere, web universal monster ability.

You can expend a use your web as part of creating a trap. If done so, creatures that are hit by your darts or fail a saving throw against your snares become entangled by your web as well.

Wrestling

Combat Swallow [SA:MT2]

Prerequisites: Wrestling sphere, engulf or swallow whole universal monster ability.

Creatures that you swallow whole or engulf are considered to be grappled by you for Wrestling sphere effects that modify the effects of grapples (such as the Choke Hold or Inescapable Grasp talents). They are still inside of you and cannot work off effects that depend on holding a creature (so the Rest Hold talent would not apply). If an effect would require ending a grapple to work, you expel the creature as part of your effect (and as such could not be performed if your mouth was full).

In addition you may expend martial focus as an immediate action at the beginning of your turn to apply a (slam) talent to a creature you have inside of you as if you successfully maintained a grapple against the target. If a (slam) effect allows you to perform a melee attack on a swallowed target (such as Clinch Strike) you may only perform an unarmed strike, in this case representing a controlled intestinal muscle spasm.

Compulsive Eating [SA:MT2]

Prerequisites: Wrestling sphere, bite natural attack.

Any bite natural attacks you possess are treated as having the grab special attack. In addition you gain the swallow whole universal monster ability dealing 1d6 bludgeoning damage + an additional 1d6 acid damage per 3 Hit Dice (the damage type may be substituted for something more appropriate depending on the GMs discretion). You may swallow creatures up to one size smaller than yourself. If you already possess either the grab or swallow whole universal monster abilities, you also gain a +2 competence bonus to your CMB and CMD when performing, maintaining, or resisting a grapple.

Intestinal Tangle (slam) [SA:MT2]

Prerequisites: Wrestling sphere (Combat Swallow), engulf or swallow whole universal monster ability.

You may make a grapple check against a creature that you have swallowed and grappled inside of you. If successful that creature is pinned until the end of your next turn. If the creature is already pinned or unconscious you instead tie them up with internal strands of mucus or other such gastrointestinal materials. This material has a number of hit points equal to your Hit Dice and a Break DC of 20 + 1/2 your Hit Dice.

Rapid Swallow (slam) [SA:MT2]

Prerequisites: Wrestling sphere (Combat Swallow), engulf or swallow whole universal monster ability.

When you succeed on a grab check granted to your bite as part of a grab special attack, you can expend your martial focus to make an additional grab check against the target. If you succeed the creature is immediately swallowed.

Tentacle Squeeze

Prerequisites: Wrestling sphere, tentacle natural attack.

Any tentacle attacks you possess are treated as having the constrict and grab special attacks. Your constrict ability deals damage equal to your tentacle natural attack’s normal damage. If you already possessed either the constrict or grab special attack, you also gain a +2 competence bonus to your CMB and CMD when performing, maintaining, or resisting a grapple.


Monster Drawbacks

The following drawbacks were designed for monsters. Players looking to take one of the following drawbacks should seek GM approval first:

Leader of Monsters [SA:MT]

You must select the (cohorts) package when you first gain the Leadership sphere and gain the Advanced Cohorts talent as this drawback’s bonus talent. You cannot recruit cohorts from towns or other such places, and they cannot possess class levels (including NPC levels).

All your cohorts must be individual creatures that have joined you. Your cohorts may possess no Intelligence score greater than 2, and creatures sharing your type treat their Hit Dice as equal to their CR for the purpose of determining the number of Hit Dice required from your Hit Dice pool to possess them as a cohort.


Monster Feats

Feats with the (Monster) tag were designed for monsters and NPCs. Players should not take such feats without GM approval.

Artisanal Breath (Monster) [SA:MT2]

You can manipulate your inner breath as a true extension of your body.

Prerequisites: Breath weapon universal monster ability; casting or martial focus.

You are a master of channeling your breath weapon into unusual shapes. If your breath weapon is a cone, you can channel it into a line twice its length. If your breath weapon is a line, you can channel it into a cone that is half its base length.

Your breath weapon counts as the destructive blast ability from the Destruction sphere and may be modified by talents with the (blast shape) descriptor. In addition, you may take (blast shape) talents without having the Destruction base sphere.

If a (blast shape) would require you to make an attack roll, your breath weapon becomes a melee or ranged touch attack with a range of close.

Special: If you lack the casting feature, you substitute your Hit Dice for your caster level and your practitioner modifier for casting modifier the purposes of calculating any of its effects, and may take Destruction (blast shape) talents as combat talents. If a talent requires you to expend a spell point as part of applying a blast shape, you instead expend your martial focus and cannot use your breath weapon again for 4 rounds. You can concentrate on an effect by spending a standard action each turn.

Focusing Exhalation (Monster) [SA:MT2]

Whenever a foe is engulfed in your flames you regain your composure.

Prerequisites: Breath weapon universal monster ability, martial focus.

Benefit: Whenever a creature fails a saving throw against your breath weapon, you can regain martial focus as an immediate action.

Tricky Underlings (Combat, Monster) [SA:MT]

Your followers maintain your traps in your stead.

Prerequisites: Trap sphere (Persistent Trap), Leadership sphere ((followers) package, Base Of Operations).

Benefit: When you create a Trap sphere trap (including trap doors) within an area you declared your base of operations you can have its duration increased to permanent as long as one of your cohorts or followers there spend at least an hour each day maintaining it (trap doors can be maintained with only 10 minutes of work). If a trap is activated, disabled, or broken it can be reset, enabled, and fixed with an hour of work from a follower.

As normal for followers, the space must be safe for them to visit reliably and maintain, and will not maintain traps in areas they find dangerous.

You can have a number of permanent traps this way equal to your practitioner modifier plus half your ranks in Diplomacy (and do not count towards the maximum persistent traps you can have at once). Trap doors do not count towards this limitation.


Martial Monster Traditions

The following martial monster traditions can be used to quickly modify a monster with a handy array of abilities that can make it a more dynamic combatant. Generally, a monster should have at least three feats listed in its entry which it can sacrifice to take a martial monster tradition, but GMs can also add a tradition without exchanging anything by treating the tradition as a +1 CR template. If you are the GM of a group with highly optimized characters who typically easily defeat encounters with CRs above their APL, adding a martial monster tradition to your monsters without increasing their CR can be a viable option for making your encounters more challenging. Monsters who would gain a feat or talent already granted by their tradition may take any other feat or talent they qualify for instead. Martial monster traditions do not necessarily follow the same formula as standard martial traditions, and players shouldn’t take a martial monster tradition without GM approval.

Alchemical Trapper [SB:F&F]

Alchemical trappers are careful and cunning creatures who take time to prepare alchemical items and assemble traps to protect their homes. The alchemical trapper tradition is best used on intelligent, patient and creative creatures who can creatively lay traps across their territory.

  • Bonus Talents: Alchemy sphere ((formulae) package, Improved Flash Powder, Snap Toss), Trap sphere (Trap Wielder)

Assassin

Assassins are monsters that specialize in hit and run tactics, darting in to strike a foe before retreating to safety. The assassin tradition is best used on monsters with high Dexterity and Acrobatics scores.

  • Bonus Talents: Athletics sphere (package should reflect monster’s primary movement mode), Mobile Striker
  • Variable: Assassins gain either the Fencing or Duelist sphere and one talent of their choice from the corresponding sphere.

Behemoth

Behemoths are giant powerhouses who dominate their surroundings through strength and size, shoving enemies around and stamping them underfoot.

  • Bonus Talents: Brute sphere, Smash, Stampede
  • Variable: Behemoths gain one talent of their choice from the Brute sphere, or gain Unarmed Training from the Equipment sphere.

Breath Devastator [SA:MT2]

Breath devastators take area devastation to the next level. They remain at a distance while their foes are mulched into paste. The breath devastator tradition works best with creatures with powerful breath attacks.

  • Bonus Talents: Equipment sphere (Breath Weapon Specialist)
  • Bonus Feats: Artisanal Breath, Focusing Exhalation
  • Variable: Breath devastators gain the Sniper sphere or their choice of (blast shape) talent from the Destruction sphere.

Butcher

Butchers don’t care about taking hits so long as they can give them back tenfold, combining brutal strikes and impaling to end their enemies quickly. The butcher tradition is best used on monsters with high Strength and hit points.

  • Bonus Talents: Berserker sphere, Bloody Counter
  • Lancer base sphere
  • Variable: Butchers gain one talent of their choice from either the Berserker or Lancer spheres.

Crafty Predator [SA:MT]

Some creatures are smart enough to adjust their environment to better capture prey. This works best for spiders, carnivorous plants that blend in with their environment, or other such creatures.

  • Bonus Talents: Trap sphere (Persistent Traps, Trap Door), Equipment sphere (Natural Materials)
  • Variable: Crafty Predators gain either the Alchemy or Scout sphere and one talent of their choice from the corresponding sphere.
  • Drawbacks: Slow Worker

Devourer [SA:MT2]

While there are many creatures that can swallow their prey whole, devourers make sure they stay swallowed. The tradition works best for larger creatures with high Strength and hit points.

  • Bonus Talents: Wrestling sphere (Compulsive Eating), Berserker sphere
  • Variable: Devourers get one talent of their choice from the Wrestling sphere, or gain Cast Iron Stomach from the Equipment sphere.

Dragon

Dragons are the undisputed rulers of their dominions, dominating all who oppose them. The dragon tradition is best used on Large or larger monsters with a fly speed.

  • Bonus Feats: Dragons gain the Flyby Attack and Hover feats
  • Bonus Talents: Brute base sphere
  • Variable: Dragons gain either the Wing Buffet monster talent from the Brute sphere, or the Berserker sphere as a bonus talent.

Dungeon Dweller [SA:MT2]

Dungeon dwellers make dungeons their natural habitats and learn to cohabitate with its innate dangers. This applies to natural dungeons such as underground cave networks as well as man made dungeons such as crypts.

  • Bonus Talents: Athletics sphere (package should reflect monster’s primary movement mode), Scout sphere (Heightened Awareness)
  • Variable: Dungeon dwellers gain one talent of their choice from the Athletics or Scout sphere.

Eldritch Knight [SB:DE]

Eldritch knights are practitioners who dedicate most of their time into martial prowess, but supplement their training with magical abilities. The eldritch knight tradition is best used on monsters who are primarily martial, but have one single magical or supernatural ability, like warp spiders.

  • Bonus Talents: Your choice of any single talent from the Equipment sphere.
  • Variable: Your choice of Arcane Armor, Armor Training, Shield Training, Unarmed Training, or Unarmored Training.
  • Bonus Feats: Basic Magic Training, Advanced Magic Training

Fey Hooligan [SB:F&F]

Fey Hooligans are tricksters, malcontents, and playful fey who dart in and out of reach, playing tricks on their foes and disrupting the flow of combat. The fey hooligan tradition is best used on smaller fey creatures with playful natures who can make use of Close Quarters Training.

  • Bonus Talents: Athletics sphere ((run) package, Close Quarters Training), Scoundrel sphere (Playing Dirty)

Minion Master [SA:MT]

Minion masters bully those weaker than themselves into submitting as their minions. While those weaker creatures rarely provide massive combat support, they can be leveraged into supporting their master in other ways.

  • Bonus Talents: Leadership sphere (Base Of Operations, Expanded Leadership), Trap sphere (Persistent Traps)
  • Bonus Feats: Tricky Underlings
  • Variable: Minion masters gain one talent of their choice from the Leadership or Trap sphere.
  • Drawbacks: Dread Master, Sedentary, Slow Worker

Octopus

The octopus is not necessarily an actual octopus, but is any aberration, plant, or other creature that possesses vines, tentacles, or other appendages designed to grab an opponent and wrap them up so they can’t escape, often before poisoning them or swallowing them whole.

  • Bonus Talents: Wrestling base sphere, Tentacle Squeeze (the octopus may treat any vines or other similar natural attacks as tentacles for this talent).
  • Variable: Octopuses gain either the Alchemy sphere and the Virulent Sting talent, or the Berserker sphere and one talent from that sphere.

Organic Archer [SA:MT2]

Organic archers do not necessarily use bows or generate organic projectiles, but represent monsters with a focus on naturalistic ranged attacks. This could represent creatures with innate weaponry (such as breath weapons or launching spines) or those that leverage weapons from the existing environment.

  • Variable: Organic archers gain Breath Weapon Specialist or the Rock Toss (discipline) talent from the Equipment sphere
  • Variable: Organic archers gain the Barrage sphere and Mobile Focus talents, or the Berserker sphere and Barbaric Throw talents.
  • Variable: Organic archers gain the Athletics sphere (package should reflect monster’s primary movement mode), and the Mobile Striker or Skillful Charge talent.

Pack Alpha [SA:MT]

Many creatures hunt in packs, and at the head of the pack is the alpha. The one responsible for ensuring the pack’s safety and the one that reaps the most rewards. This tradition works best for creatures that leverage numbers to their advantage.

  • Bonus Talents: Leadership sphere ((cohorts) package, Advanced Cohorts, Greater Recruitment, Pack Tactics)
  • Variable: Pack Alphas get one additional combat talent of their choice.
  • Drawbacks: Leader Of Monsters

Pack Hunter [SB:DE]

Pack hunters are practitioners who rarely travel alone, and almost exclusively with others with the pack hunter martial tradition. Lions, velociraptors, and wolves all make great pack hunters.

  • Bonus Talents: Guardian sphere (patrol) package, Warleader sphere
  • Variable: Pack hunters gain either the Athletics or Scout sphere, and one talent of their choice from the corresponding sphere.

Parasite [SB:DE]

Parasites are practitioners who are usually in it for the long game. They are patient killers who are not in a hurry to drop their foe, but prefer to attach themselves to their foe slowly draining their lifeforce. Leeches and other vermin are the most common parasites, although this tradition may also be fitting for vipers and other disease or poison-ridden animals.

  • Bonus Talents: Boxing sphere, Wrestling sphere
  • Variable: Parasites gain either the Alchemy sphere (poison) package or Scout sphere, and one talent of their choice from the corresponding sphere.

Power Forward

The power forward is a monster that forces his enemies to come to him and then punishes them for doing so. The power forward tradition is best used on high strength monsters with natural reach of 10 ft. or greater.

  • Bonus Proficiencies: The power forward gains either proficiency with all shields and shield bashes, or the Protective Tail talent from the Shield sphere (the monster must have a tail or a reliable means of obtaining one to choose the latter option). The monster also gains the Muscular Reflexes and Shield Slam feats, even if it would not normally qualify for them.
  • Bonus Talents: Shield Sphere, Redirecting Shield

Spider [SB:DE]

The spider is not necessarily always a vermin, let alone arachnid in appearance, but is any creature who modifies their environment, creating traps for their prey.

  • Bonus Talents: Trap sphere, Drawbacks Focused Trapper (dart): Net, Guardian sphere (patrol) package
  • Variable: Spiders gain either the Scout or Wrestling sphere, and one talent of their choice from the corresponding sphere.

Note: Despite possessing the (dart) package of the Trap sphere, spiders should almost exclusively use the Net (dart) talent (refluffed as webbing) when laying traps.

Optional Abilities

Many monsters have abilities that are designed around full attack mechanics, or which rely on older, outdated mechanics that don’t stack up very well against the options available in the modern game. In the following section, we’ll discuss some of these mechanics and how you can exchange or update them to make your monsters more dynamic and effective.

Constrict: Though a solid grappling option in its own right, GMs should feel free to replace a creature’s constrict ability with the Wrestling base sphere and up to one additional Wrestling talent. This change can allow you to maintain the creature’s normal tactics and strengths while adding some unexpected twists to its capabilities.

Pounce: Pounce is a pretty amazing ability, and one that most monsters generally won’t want to give up. Combining the movement of a charge with the offensive power of a full attack, pounce is far and away one of the most powerful martial options available. That being said, pounce does have its weaknesses. It requires an unimpeded charge lane or investment in feats and abilities that allow the user to charge in spite of obstacles, and if the pouncing creature doesn’t kill the target of its pounce, it’s now left in range for a full attack reprisal with a penalty to its AC from charging. If you want to exchange pounce for combat talents, replacing it with the Athletics sphere, the Mobile Striker talent, and up to two offensive talents from one other sphere is generally a solid trade. Spheres like Berserker, Duelist, Fencing, and Lancer can all be great choices for such an exchange.

Spring Attack: Spring AttackCRB, while occasionally useful, doesn’t compare well to similar mechanics like Flyby Attack. More often than not, you’ll be better served to simply drop Spring Attack (and at least one of its prerequisite feats, such as Mobility) from your monsters and replace them with multiple instances of the Extra Combat Talent feat, picking up the Athletics sphere with the Mobile Striker talent. This will leave you with similar basic functionality but will enable you to better build on any alternative movement speeds your monster might possess (such as climb, fly, or swim speeds), and the attack you make while moving can now be enhanced by feats such as Vital Strike, or combat talents that rely on the attack action.


Bestiary

Archon, Deathseeker Hound (CR 8)

XP 4,800
LG Medium outsider (archon, extraplanar, good, lawful), Conscript 4
Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
Aura aura of menace (DC 16), magic circle against evil

Defense
AC 26, touch 17, flat-footed 26 (+7 unarmored training, +9 natural; +2 deflection vs. evil)
hp 65 (10d10+10)
Fort +8, Ref +7, Will +8; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 15

Offense
Speed 50 ft.
Melee bite +8 (1d8+3 plus 3 bleed), slam +8 (1d4+1 plus 3 bleed) or mwk greatsword +9/+4 (2d6+3 plus 3 bleed), bite +3 (1d8+2)
Special Attacks fencing (+3d6), scout +5, studied target +1 (1 target)

Spell-Like Abilities (CL 6th)
Constant—detect evil, magic circle against evil
At Will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message

Tactics
Deathseekers will stalk a foe before striking, ensuring that the enemy won’t lead them to more worthy targets. Once the deathseeker is committed to an attack, they will use their scout and Studied Target abilities to gather as much information on the foe as possible before darting into combat

Statistics
Str 16, Dex 10, Con 13, Int 10, Wis 13, Cha 12
Base Atk +10; CMB +13 (+14 disarm); CMD 23 (+24 disarm)
Feats Dirty Fighting, Extra Combat Talent, Giantslayer, Great Focus, Heroic Resolve
Martial Tradition Assassin, PAM Wis, DC 16
Talents Athletics (run package, Mobile Striker), Duelist (Bind Weapon, Swift Slice), Equipment (Knightly Training, Unarmored Training), Fencing (Fatal Opening), Scout (Find Gap, Lurker, Target Weakness)
Skills Acrobatics +13, Bluff +10, Intimidate +10, Perception +14, Sense Motive +14, Stealth +17, Survival +18; Racial Modifiers +4 Stealth, +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (beast shape II), conscript specializations (fast movement, indomitable will, maneuver training (disarm), studied target)

Special Abilities
Change Shape (Su) A hound archon can assume any canine form of Small to Large size, as if using beast shape II. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the animal type.

Ecology
Environment any (Heaven)
Organization solitary, pair, or squad (3–5)
Treasure standard (mwk greatsword, other treasure)

The eternal vigilance and endless wars required to protect the higher planes from those below are enough to break some hound archons, causing some to lose their will to fight or even to fall. When a hound archon feels this point growing near, it will often seek out the forces of evil in a final blaze of glory. These battle scarred veterans throw themselves unceasingly against the forces of evil, stalking down demons, devils, and other forces of evil and spending just enough time to identify their foe’s weaknesses before engaging them in battle.


Azata, Veranallia Warlord (CR 20)

XP 307,200
CG Large outsider (azata, chaotic, extraplanar, good)
Init +12; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +39

Defense
AC 36, touch 17, flat-footed 28 (+8 Dex, +19 natural, –1 size)
hp 324 (24d10+192)
Fort +21, Ref +16, Will +22
DR 15/cold iron and evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 31

Offense
Speed 50 ft.; transport via plants
Melee +3 icy burst sickle +35/+30/+25/+20 (1d6+12/19–20 plus 1d6 cold), 4 vines +27 (1d8+4 plus grab)
Space 10 ft.; Reach 5 ft. (10 ft. with vines)
Special Attacks autumnal embrace, brutal strike (+48), constrict (1d8+4), fencing (+5d6), shout (70 ft.), tactics (130 ft.), rebirth

Spell-Like Abilities (CL 20th; concentration +29)
Constant—detect animals or plants, detect evil, speak with plants, transport via plants
At will—blight, cure serious wounds, diminish plants, entangle (DC 20), plant growth
5/day—control plants (DC 27), grove of respite, wall of thorns
3/day—animate plants, awaken, repel metal or stone
1/day—regenerate, shambler

Tactics
A veranallia warlord is at their best when they are leading teams, in which case they will spend their turns using shouts, feints, and tactics to empower their fellows. If caught on their own, they will use feints and the Skewer talent to make end their opponents quickly.

Statistics
Str 28, Dex 26, Con 25, Int 18, Wis 27, Cha 29
Base Atk +24; CMB +34 (+38 grapple); CMD 52 (56 vs. trip)
Feats Alertness, Combat Casting, Combat Reflexes, Critical Focus, Extra Combat Talent x2, Improved Critical (sickle), Improved Initiative, Improved Natural Attack (vine), Power Attack, Sickening Critical, Toughness
Tradition Cunning Leader, PAM Cha, DC 31
Talents Berserker (Advancing Carnage), Equipment (Bounty Hunter’s Tools), Fencing (Chest Strike, Distracting Blades, Expert Feint, Face Strike, Fast Feint, Fatal Opening, Focusing Feint, Lunge, Skewer), Warleader (Breath Support, Coordinated Reflexes, Cry of Confrontation, Deadly Herdsman, Focusing Cry, Focusing Tactics, Fortifying Phalanx, Frightful Roar, Harangue, Preparation, Rousing Claxon, Verbal Commands)
Skills Bluff +36, Climb +33, Escape Artist +35, Heal +35, Intimidate +36, Knowledge (nature) +31, Knowledge (planes) +31, Perception +39, Sense Motive +39, Stealth +31
Languages Celestial, Draconic, Infernal; speak with plants; truespeech
SQ undersized weapons, winter sickle

Special Abilities
Autumnal Embrace (Su) At will, a veranallia can strike any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it had to reproduce or bear children. This effect can only be removed by a heal, limited wish, miracle, or wish spell. Creatures that magically reproduce are not affected by this ability. The save DC is Charisma-based.
Combat Training Veranallia warlords gain a martial tradition and 20 combat talents.
Rebirth (Su) Once per day, a veranallia warlord can reincarnate a creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a 1/2-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon emerges from the affected ground and splits open, revealing the newly reincarnated creature inside. Creatures reincarnated by a veranallia always return to life as aasimars. This ability otherwise functions as the reincarnate spell.
Winter Sickle (Ex) At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a +3 icy burst sickle. One round after it leaves the veranallia’s grasp, the weapon melts into a small puddle of water.

Ecology
Environment any (Elysium)
Organization solitary, pair, or squad (3-5 ghaele, 6-10 Bralani)
Treasure double

Veranallias are among the most powerful azatas known and embody the changing of the seasons, from blossoming spring to dormant winter. They command the growth and decay of plants, control various aspects of the weather, and enrich soil with the remains of fallen foes. A veranallia stands 8 feet tall and weighs about 350 pounds.

Beautiful and majestic, the queenly veranallia possesses a form that combines aspects of a feylike woman and the subtle power of nature. A veranallia appears humanoid from the waist up, but where her thighs and legs should be, sprout countless vines, leaves, and various kinds of plant matter instead. These flora represent the life of plants throughout all stages of the year, continually shifting from blooming, verdant colors and textures to crisp, withered specimens and back in a matter of seconds.

Veranallias hail from the wildest regions of Elysium, primeval realms where few but the mightiest azatas dare tread. They are creatures of transition, preferring the unpredictable maelstroms of weather at Elysium’s edges to the more temperate or consistent regions of that plane. They also have a particular appreciation for areas where one element transitions into another, such as coastlines, geysers, hot springs, and underground lakes. Many among their kind can be found in various heavily wooded forests throughout Elysium; as many as a dozen veranallias are reputed to dwell among the ever-changing trees and plants of the forest, and it is thought their annual tribunals are actually the source of the eldritch woodland’s transformative climate and continually shifting composition.

At first glance, a veranallia’s lower body may appear to be made of living plants that wrap themselves around her, but these vines are in fact a part of the azata’s strange physiology.

Despite this, she is not subject to blight or similar plant-affecting magic, and attempts to use such abilities to hinder her inspire a veranallia’s ire like little else. A veranallia’s vines are incredibly strong and can entwine and crush an enemy as easily as a python would crush a field mouse. These vines often change appearance based on the veranallia’s environment, but not always in any predictable or sensible manner.

Veranallias prefer the company of other azatas, and may have any number of faithful bralani or ghaele followers. While normally a veranallia has a fickle nature that makes it difficult for most other creatures, even other azatas, to interact with them, veranallia warlords are different. Veranallia warlords are the leaders of their groups both militaristically and socially, and are often surrounded by devoted followers.


Barghest, Savage (CR 10)

XP 9,600
LE Large outsider (evil, extraplanar, lawful, shapechanger)
Init +6; Senses darkvision 60 ft., scent; Perception +17

Defense
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
hp 105 (10d10+46)
Fort +7, Ref +8, Will +11
DR 10/magic

Offense
Speed 40 ft.
Melee bite +15 (1d8+6 plus 3 bleed), 2 claws +15 (1d6+6)
Special Attacks boast (50 ft.)

Spell-Like Abilities (CL 9th)
At will—blink, invisibility sphere, levitate, misdirection
1/day—charm monster (DC 18), crushing despair (DC 18), dimension door, mass bull’s strength, mass enlarge

Tactics
The savage barghest prefers to send its minions forward first if it has them, creating space for it to demoralize its enemies, attempting to escalate the effect with its Frightful talent to send some of the enemy running, making them easier to defeat piecemeal. When it chooses to join combat directly, it will attempt to inflict bleed damage on its foe using Open Vein, allowing it to keep its hit points up by using Blood Drinker to feast on its living foes and vitalize itself with temporary hit points.

As long as it has minions present, it will favor the Exemplar boast, using it whenever possible to maximize their effectiveness. If alone, it will favor Bloodthirst instead.

Statistics
Str 23, Dex 15, Con 19, Int 18, Wis 18, Cha 18
Base Atk +10; CMB +16; CMD 28 (32 vs. trip)
Feats Extra Combat Talent, Great Focus, Heroic Resolve, Skill Focus (Intimidate), Toughness
Martial Tradition Assassin, PAM Wis, DC 19
Talents Athletics (run package, Mobile Striker), Duelist (Blood Drinker, Defensive Slice, Open Vein, Perforating Wounds), Gladiator (Bloodthirst, Cow Enemy, Coward’s Bane, Exemplar, Master of Fear, Frightful, Self Confidence)
Skills Acrobatics +15, Bluff +17, Climb +16, Diplomacy +17, Intimidate +23, Knowledge (local) +14, Knowledge (planes) +17, Perception +17, Sense Motive +17, Stealth +11, Survival +17, Swim +16
Languages Goblin, Infernal, Worg
SQ change shape (bugbear, goblin, hobgoblin or wolf, polymorph), consume heart

Special Abilities
Consume Heart (Su) As a standard action, the savage barghest may rip out and consume the heart of a humanoid that has died within the past hour. Doing so grants the savage barghest 5 temporary hit points per Hit Die of the creature whose heart it consumed.

Ecology
Environment any
Organization solitary or cult (1 plus goblin, hobgoblin, or bugbear tribe)
Treasure standard

Barghests that consume the hearts of great heroes may metamorphosize into something more powerful and hungrier than even the greater barghest. These savage barghests drink the blood and eat the hearts of humanoids, sowing fear in their foes and reveling in the worship of their goblinoid servants.


Brobdignagian (CR 18)

XP 153,600
N Colossal magical beast
Init -2; Senses blindsense 60 ft., darkvision 60 ft., magic scent; Perception +27

Defense
AC 35, touch 0, flat-footed 35 (-2 Dex, +35 natural, -8 size)
hp 337 (25d10+200); regeneration 20 fire and acid
Fort +22, Ref +14, Will +12
Immune sleep, paralysis, polymorph; SR 29

Offense
Speed 120 ft.
Melee bite +33 (4d6+16 plus grab), gore +33 (4d6+16), 2 stomps +28 (2d8+8 plus trip)
Ranged Rocks +24 (4d8+24)
Space 30 ft.; Reach 20 ft.
Special Attacks brutal strike (+50), fast swallow, impale, mighty roar, rock catching, rock throwing (120 ft.), ruinous, swallow whole (4d6+24 bludgeoning, AC 27, 33 hp), trample (2d8+24, DC 38)

Tactics
Brobdignagian care little for tactics, preferring to overwhelm their opponents through strength and speed, charging their targets and staying on the move while fighting, except when they can trample enemies underfoot.

Statistics
Str 43, Dex 6, Con 26, Int 3, Wis 14, Cha 15
Base Atk +25; CMB +49 (+53 grapple); CMD 57 (61 vs. trip)
Feats Extra Combat Talent (x6), Great Focus, Iron Will, Lightning Reflexes, Lunge, Power Attack, Snatch, Toughness
Tradition Butcher, PAM Wis, DC 24
Talents Athletics (climb, leap, and swim packages, Expanded Training, Mobile Striker, Skillful Charge), Berserker (Advancing Carnage, Bloody Counter, Savage), Lancer (Gore Toss)
Skills Acrobatics +26 (+80 jump), Climb +41, Perception +27, Survival +15, Swim +41; Racial Modifiers +10 Perception
Language Aklo (cannot speak)
SQ Powerful Jump

Special Abilities
Magic Scent (Su) Brobdignagian possess the scent universal monster quality, but they can only use it to smell the presence of magical auras. They can smell a magical aura including its caster level and school, as if using the detect magic spell, except they are not affected by overwhelming auras.
Mighty Roar (Su) Every 1d4 rounds as a standard action, a brobdignagian can issue a mighty roar in a 60-ft. cone, dealing 15d6 sonic damage to all targets in the area. This deals double damage to exposed brittle or crystalline objects or crystalline creatures, and causes all creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful DC 30 Fortitude save. A creature holding vulnerable objects can attempt a DC 30 Reflex save to negate the damage to those objects. This is a sonic effect. The save DC is Constitution-based.
Powerful Jump (Ex) A brobdignagian adds its Strength modifier in place of its Dexterity modifier when making Acrobatics checks to jump, and can jump 1 ft. per point in its Acrobatics check, instead of 1 ft. per 4 points.
Ruinous (Su) A Brobdignagian’s natural attacks penetrate damage reduction as if they were cold iron and magic, and ignore up to 20 points of hardness on objects struck. As a swift action, whenever it strikes a creature or object with a spell effect in place, it can attempt to dispel one randomly determined spell effect on that creature as if with a greater dispel magic (CL 20th).

Ecology
Environment plains
Organization solitary or pair
Treasure none

The great brobdignagians are a race of enormous monsters that many believe were birthed by the gods as monsters, or so their place in several ancient stories would suggest. These brobdignagian were supposedly unleashed upon ancient kingdoms as punishment, but over the years they have managed to survive, even occasionally having children that grow to maturity to join the ranks of their elders.

Brobdignagians are an enormous, solitary species that rarely interacts with other creatures, even their own kind. They have the appearance of apes, but enormous and hairless, and possessed of a cunning that transcends animals, even if it is still far behind many other creatures.

Brobdignagians feast on whatever creatures cross their path, but their greatest source of food is magic, which they can suck off of a creature with a successful natural attack. Brobdignagian will stalk humanoid and dragonoid targets in hopes of finding magic they can consume, sometimes saving spellcasters in small cages to eat later, after they’ve had time to regain spells and therefore increase their flavor.

Brobdignagians stand over 100 ft. tall, and can live for thousands of years, eating only once every year or so, as necessary. When a brobdignagian feeds though, they can sometimes lay waste to an entire countryside in their search for enough food or magic to sustain themselves.


Bugbear Murderer (CR 2)

XP 200
CE Medium humanoid (goblinoid)
Init +1; Senses darkvision 60 ft., scent; Perception +8

Defense
AC 17, touch 11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield)
hp 16 (3d8+3)
Fort +2, Ref +4, Will +1

Offense
Speed 30 ft.
Melee dogslicer +5 (1d6+3/19-20)
Ranged javelin +3 (1d6+3)
Special Attacks scout +0

Tactics
Bugbear murderers prefer to single out weak opponents and finish them off rather than engage in long, drawn out battles. A bugbear murderer whose presence is undetected by his foes will stalk them from Stealth, using his scout ability and Discern Condition talent to identify any wounded or sickened opponents and waiting for a chance to strike such targets when they can be isolated or stray from the group. Bugbear murderers have limited patience however, and if an opportunity doesn’t present itself within 24 hours, they are highly likely to attempt a night-time infiltration to attack a sleeping opponent, relying on their natural stealth skills to sneak past any guards.

Statistics
Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9
Base Atk +2; CMB +5; CMD 16
Feats Extra Combat Talent x2
Martial Tradition None, PAM Wis, DC 11
Talents Scout (Discern Condition)
Skills Climb +8, Intimidate +8, Perception +5, Stealth +10, Survival +5; Racial Modifiers +4 Intimidate, +4 Stealth
SQ stalker
Languages Common, Goblin

Special Abilities
Stalker (Ex) Perception and Stealth are always class skills for bugbears.

Ecology
Environment temperate mountains
Organization solitary, pair, gang (3–6), or warband (7–12 plus 2 warriors of 1st level and 1 chieftain of 3rd–5th level)
Treasure NPC gear (leather armor, light wooden shield, morningstar, 3 javelins, other treasure)

Bugbear murderers are strange dichotomies, combining massive and muscular builds with a gift for stealth. Possessing an inherent drive to kill married to a love of sentient flesh, particularly that of humans, bugbear murderers typically live exceptionally short and violent lives as their deep-seated bloodlust inevitably leads them to pursue a victim into territory no sane creature would attempt to infiltrate. Slipping into small towns and wilderness outposts, the victims a bugbear murderer leaves behind are often the first indications of a goblin invasion.


Clockwork Rampager (CR 19)

XP 204,800
N Gargantuan construct (clockwork)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 33, touch 13, flat-footed 26 (+5 Dex, +2 dodge, +20 natural, -4 size)
hp 192 (24d10+60)
Fort +8, Ref +15, Will +8
Defenses DR 15/adamantine; Immune construct traits
Weakness vulnerable to electricity

Offense
Speed 40 ft.
Melee 4 slams +37 (3d6+25)
Ranged cannon +25/+20/+15/+10 (6d6/x4)
Space 20 ft.; Reach 20 ft.
Special Attacks deadly shot (+7d10), self-destruction, sweep +35, trample (3d6+25, DC 41)

Tactics
Rampagers try to begin each combat at a distance, using their cannons and the Sniper sphere for maximum damage. In close combat, they make use of their slam attacks, their sweep, and Sweeping kick to knock opponents down before tearing them apart.

Statistics
Str 45, Dex 20, Con —, Int —, Wis 11, Cha 1
Base Atk +24; CMB +45 (+52 trip); CMD 62 (69 vs trip)
Feats Improved InitiativeB, Lightning ReflexesB
Tradition None, PAM Wis, DC 22
Talents Equipment (Expert Reloading, Unarmed Training), Open Hand (Axe Kick, Greater Trip, Mystic Fists (adamantine, cold iron, magic, neutral, silver), Sweeping Kick), Sniper (Bouncing Shot, Focusing Reload, Tangling Shot, Unblockable)
SQ proficient practitioner, swift reactions, winding

Special Abilities
Cannon (Ex) One of the rampager’s arms ends in a cannon. The rampager may use this as one of its four slam attacks, or it can use it to fire cannonballs. A cannon has a range increment of 100 feet, and deals 6d6 points of bludgeoning and piercing damage on a hit with a x4 critical modifier. A clockwork rampager’s cannon can hold up to 12 cannonballs—reloading a single cannonball is a standard action (reduced to a move action with Expert Reloading).

Self-Destruction (Su) When a rampager’s hit points are reduced to 10% its total (21 hp for most clockwork rampagers) or less but still above 0, it self-destructs on its next turn, bursting in an explosion of metal scraps and steam that deals 12d6 points of slashing damage plus 12d6 points of fire damage to all creatures within a 20-foot-radius burst. A successful DC 24 Reflex save halves the damage. The save is Constitution-based.

Clockwork Rampager Construction
The clockwork rampager is one of the most difficult of its kind to create. The creator must start with crafted clockwork pieces worth 20,000 gp.

CL 18th; Price 320,000 gp

Construction Requirements
Craft Construct, Gunsmithing (Ultimate Combat 103), animate objects, geas/quest, and limited wish, magic far, creator must be at least caster level 18th; Skill Craft (clockwork) DC 25; Cost 160,000 gp

Ecology
Environment any
Organization solitary, pair, or siege (3-6)
Treasure none

The clockwork rampager is similar to the clockwork goliath, in that both are enormous creations designed for destruction. The primary difference between them is that while a goliath is a construct like any other, a rampager makes use of necromancy in its creation to bind the spirit of a warrior to the construct to grant it combat knowledge as if it were alive.

The clockwork rampager stands 45 feet tall, and weighs over 100 tons.


Demon, Bloodletter (CR 12)

XP 19,200
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +23
Aura bleed (DC 24, 10 rounds)

Defense
AC 26, touch 10, flat-footed 25 (+1 Dexterity, +16 natural, –1 size)
hp 184 (16d10+96)
Fort +15, Ref +8, Will +14
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 22

Offense
Speed 30 ft., swim 30 ft.
Melee elven branched spear +24 (2d6+12, x3 plus 5 bleed), 4 estocs +25 (2d6+8, 18-20x2)
Space 10 ft.; Reach 10 ft. (20 ft. w/ elven branched spear)
Special Attacks brutal strike (+32), impale

Tactics
The bloodletter demon cares little for tactics, charging ahead and laying into its foes, using its multiple weapons to bind and disarm enemy weapons while freely using its own to pin foes to the ground.

Statistics
Str 26, Dex 13, Con 20, Int 12, Wis 14, Cha 18
Base Atk +16; CMB +25; CMD 36 (can’t be tripped)
Feats Dirty Fighting, Great Focus, Improved Initiative, Iron Will, Lightning Reflexes, Muscular Reflexes, Toughness, Weapon Focus (Estoc)
Martial Tradition Butcher, PAM Cha, DC 22
Talents Berserker (Advancing Carnage, Bloody Counter, Reaper’s Momentum, Savage, Shatter Earth), Duelist (…And Stay Down!, Bind Weapon, Debilitating Injuries, Finger Cutter, Shattering Disarm, Traitorous Blade), Equipment (Dueling Training), Lancer (Adamant Stalker, Bloody Rip, Pinning Impale x2, Whirlwind Knockdown)
Skills Acrobatics +20, Climb +27, Intimidate +24, Knowledge (planes) +20, Perception +30, Sense Motive +22, Stealth +16, Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ blood blade, multiweapon mastery

Special Abilities
Bleed (Su) Any creature that begins its turn within 30 ft. of the bloodletter demon must succeed on a DC23 Fortitude save or begin taking bleed damage each turn equal to the Demon’s Charisma modifier (4). This save is Constitution-based. Bloodletter demons are immune to this effect.
Blood Blade (Su) As long a creature within the bloodletter demon’s natural reach is taking bleed damage, as a move action, the bloodletter demon may cause that blood to solidify into a masterwork weapon and immediately begin wielding that weapon. This weapon must be a melee weapon with which the demon is proficient. Creature’s take a -2 penalty on saves against any combat sphere effects from effects used with weapons made from their own blood.
Multiweapon Mastery (Ex) A bloodletter demon never takes penalties to its attack roll when fighting with multiple weapons.

Ecology
Environment any (Abyss)
Organization solitary, pair, or platoon (1 marilith, 1–3 bloodletters, and 3–14 babaus)
Treasure double (1 mwk elven branched spear, 4 mwk estocs, other treasure)

A less powerful cousin to the marilith, bloodletter demons lack their distaff counterpart’s leadership and tactical abilities, instead reveling in slaughter and bloodshed.

A bloodletter demon stands 6 to 9 feet tall and measures 20 feet from head to tail tip. It weighs 4,000 pounds. Extremely violent and blood-drenched warriors’ souls can trigger the manifestation of a bloodletter.


Devil, Impaler (CR 11)

XP 12,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +17

Defense
AC 26, touch 16, flat-footed 20 (+6 Dex, +10 natural)
hp 138 (12d10+72)
Fort +14, Ref +14, Will +6
Defensive Abilities barbed defense; DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 22

Offense
Speed 30 ft.
Melee 2 claws +18 (2d8+6/19-20 plus fear and grab)
Special Attacks fear, impale 3d8+9, scout

Spell-Like Abilities (CL 12th)
At will—greater teleport (self plus 50 lbs. of objects only), hold person (DC 17), major image (DC 17), produce flame, pyrotechnics (DC 16), scorching ray (2 rays only)
1/day—order’s wrath (DC 18), summon (level 4, 1 barbed devil 35%), unholy blight (DC 18)

Tactics
Impaler devils attack from stealth as often as possible, sizing their targets up with their Scout sphere abilities before charging. When in combat, impaler devils try to stay mobile, making as many claw attacks as they can against while trying to never find themselves surrounded. If an impaler devil succeeds at a grap check or becomes surrounded, it will also impale its victim and use it as a human shield against any of their victim’s allies.

Statistics
Str 23, Dex 23, Con 22, Int 12, Wis 15, Cha 18
Base Atk +12; CMB +18 (+22 grapple); CMD 34
Feats Combat Reflexes, Extra Combat Talent x4, Improved Critical (claws)
Martial Tradition None, PAM Cha, DC 20
Talents Dual Wielding, Lancer (Human Shield), Scout
Skills Acrobatics +19, Diplomacy +13, Intimidate +19, Knowledge (planes) +16, Perception +21, Sense Motive +17, Spellcraft +12, Stealth +21, Survival +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

Special Abilities
Barbed Defense (Su) A creature that strikes an impaler devil with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil’s barbs. Melee weapons with reach do not endanger a user in this way.
Fear (Su) An impaler devil’s fear attack affects any creature it damages with its claws. A DC 20 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Grab (Ex) An impaler devil can use its grab attack against a foe up to Medium size.
Impale (Ex) An impaler devil deals 3d8+9 points of piercing damage to an opponent with a successful grapple check, or each round the target is impaled via the Lancer sphere.

Ecology
Environment any (Hell)
Organization solitary, pair, team (3–5), or squad (6–11)
Treasure standard

Impaler devils are not a different species of devil from the barbed devils (Hamatula), but instead are a different culture. While the details of devil culture are lost on many (even those who summon them), it is understood that while barbed devils enforce the structures of hell and serve as jailers, impaler devils serve more as hunters, seeking those who would escape the punishments hell has the right to inflict on them, including lost souls and wizards with contingency plans.

Impaler devils are experts at stealth and acrobatics, stalking their prey silently before charging in at their unaware targets. Impaler devils appear similar to barbed devils, standing upward of 7 feet tall and weighing 300 pounds, though their leanly muscled bodies appear much larger due to the constantly growing and adjusting spines that protrude from their razor-sharp bodies.


Dinosaur, Alpha Tyrannosaurus (CR 9)

XP 6,400
N Gargantuan animal
Init +1; Senses low-light vision, scent; Perception +37

Defense
AC 21, touch 7, flat-footed 20 (Dex +1, +14 natural, –4 size)
hp 153 (18d8+72)
Fort +15, Ref +12, Will +8

Offense
Speed 40 ft.
Melee bite +20 (4d6+22/19-20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks brutal strike (+26), shove +20 touch (11)

Tactics
The alpha tyrannosaurus is a simple, deadly creature. In close combat it will shove its enemies and use its Heavy Swing talent to keep its opponent from acting. If cornered, it will use its Stampede and Smash talents to make overrun checks to escape, dealing its bite damage to each target it overruns.

Statistics
Str 32, Dex 13, Con 19, Int 2, Wis 15, Cha 10
Base Atk +13; CMB +28 (+32 grapple); CMD 39
Feats Extra Combat Talent x3, Improved Critical (bite), Skill Focus (Perception)
Martial Tradition Behemoth PAM Wis, DC 18
Talents Berserker (Bloody Counter, Deathless, Heavy Swing), Brute (Focused Might, Smash, Stampede)
Skills Perception +37; Racial Modifiers +8 Perception
SQ powerful bite

Special Abilities
Powerful Bite (Ex) A tyrannosaurus applies twice its Strength modifier to bite damage.

Ecology
Environment warm forests and plains
Organization solitary, pair, or pack (3–6)
Treasure none

The tyrannosaurus is an apex predator that measures 40 feet long and weighs 14,000 pounds.


Dinosaur, Bull Ankylosaurus (CR 6)

XP 2,400
N Huge animal
Init +0; Senses low-light vision, scent; Perception +14

Defense
AC 24, touch 8, flat-footed 24 (+14 natural, +2 shield, –2 size)
hp 75 (10d8+30)
Fort +10, Ref +7, Will +3
Defensive Abilities active defense (+3)

Offense
Speed 30 ft.
Melee tail +11 (3d6+12 plus stun)
Space 15 ft.; Reach 15 ft.

Tactics
A bull ankylosaurus encountered on its own will generally avoid combat unless it believes its territory is threatened. Creatures who are smaller than the bull ankylosaurus and avoid moving too close to it will generally be safe. If a larger creature enters its territory, or if a smaller creature proves itself a threat or moves too close to the bull ankylosaurus, it will attempt to daze them with a sweep of its tail, hammering them and any other creatures that come within reach using attacks of opportunity and saving its active defense ability from the Shield sphere for use with its Redirecting Shield talent to swat aside ranged attacks. Bull ankylosauri who are part of a herd will group around more vulnerable members, using their bodies and tails to shield the rest of the herd from harm.

Statistics
Str 29, Dex 10, Con 17, Int 2, Wis 11, Cha 8
Base Atk +7; CMB +18; CMD 28 (32 vs. trip)
Feats Muscular Reflexes, Power Attack, Shield Slam, Weapon Focus (tail)
Martial Tradition Power Forward, PAM Wis, DC 13
Talents Shield (Protective Tail, Redirecting Shield)
Skills Perception +14

Special Abilities
Stun (Ex) The bull ankylosaurus’s tail can deliver a powerful, stunning blow. A creature struck by this attack must make a Fortitude DC 24 save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.

Ecology
Environment warm forests and plains
Organization solitary, pair, or herd (3–12)
Treasure none

The bull ankylosaurus is a powerful, squat dinosaur more than capable of defending itself against enemies. Its back is heavily armored with thick bony plates and spikes. A solid blow from a bull ankylosaurus’s tail can stun most creatures, leaving them vulnerable to continued beatings from the ill-tempered and stubborn creature. A bull ankylosaurus will almost never retreat if it believes its mate or herd are threatened. An ankylosaurus is 30 feet long and weighs over 6,000 pounds.


Dragon, Iron

N dragon

Base Statistics
CR 5; Size Small; Hit Dice 6d12
Speed 40 ft.
Natural Armor +5; Breath Weapon cone, 2d10 fire
Str 14, Dex 14, Con 14, Int 10, Wis 11, Cha 10

Special Abilities
Bestial Training A very young iron dragon gains Unarmed Training from the Equipment sphere

Dragon Martial Tradition Iron dragon wyrmlings gain the dragon monster martial tradition, replacing the feats they would otherwise gain at birth.

Evasion A juvenile iron dragon gains the evasion class feature, as the rogue class feature.

Greater Maneuverability An adult iron dragon has its fly maneuverability increased by 1 step. An ancient iron dragon has its fly maneuverability increased by 1 additional step. These increases stack.

Improved Evasion An old iron dragon gains improved evasion, as the advanced rogue talent.

Martial Talents Iron dragons gain two Extra Combat Talents when they become young, +2 per additional age category.

Spell-Like Abilities Unlike other true dragons, iron dragons do not gain any spell-like abilities and have no natural caster level.

Titanic Power A great wyrm iron dragon gains a +2 inherent bonus to all ability scores.

Wing Buffet The iron dragon gains the Wing Buffet monster talent when it reaches the young age category.

Age Category Special Abilities Martial Talents
Wyrmling Dragon martial tradition -
Very young Bestial Training -
Young Wing Buffet monster talent 2
Juvenile Evasion, frightful presence 4
Young adult DR 5/magic, spell resistance 6
Adult Greater maneuverability 8
Mature adult DR 10/magic 10
Old Improved evasion 12
Very old DR 15/magic 14
Ancient Greater maneuverability 16
Wyrm DR 20/magic 18
Great wyrm Titanic power 20

Iron dragons are among the most physically powerful of the true dragons, possessing speed, strength, and resiliency that is astounding even by dragon measures. Neutral even to the chromatic/colored battles that plague the rest of their kind, iron dragons care only for themselves, and with their lack of magic, other dragons care little for them.

Iron dragons love gold more than any other type of dragon and are famous for conducting raids on towns and battling dwarves in their own holds in order to increase their coffers. While they may be neutral to the battles of other dragons and loft ideals, to many peasants, the iron dragon is the dragon that comes to mind when they think of how dangerous a dragon can be.

While iron dragons are intelligent and cunning and loathe to enter a fight they are not sure they can win, they are also extremely prideful, and hate to leave a challenge unanswered. Sometimes heroes must take down an iron dragon single-handedly because that is the only way to get the iron dragon to stand and fight.

Ecology
Environment Temperate forests, caves
Organization solitary
Treasure triple


Wyrmling Iron Dragon (CR 5)

XP 1,600
N Small Dragon
Init +2; Senses dragon senses; Perception +9

Defense
AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
hp 41 (6d12+12)
Fort +7, Ref +7, Will +5
Immune paralysis, sleep

Offense
Speed 40 ft., fly 150 ft. (average)
Melee bite +9 (1d6+3), 2 claws +9 (1d4+2)
Special Attacks breath weapon (20-ft. cone, DC 15, 2d10 fire), brutal strike (+12), shove +9 touch (2)

Statistics
Str 14, Dex 14, Con 14, Int 10, Wis 11, Cha 10
Base Atk +6; CMB +6; CMD 18 (22 vs. trip)
Feats Flyby Attack, Hover
Martial Tradition Dragon, PAM Cha, DC 13
Talents Berserker, Brute
Skills Bluff +9, Fly +13, Intimidate +9, Knowledge (local) +9, Perception +9, Stealth +15
Languages Draconic


Very Young Iron Dragon (CR 7)

XP 3,200
N Medium Dragon
Init +1; Senses dragon senses; Perception +11

Defense
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 66 (8d12+24)
Fort +9, Ref +7, Will +7
Immune paralysis, sleep

Offense
Speed 40 ft., fly 150 ft. (average)
Melee bite +12 (1d8+6), 2 claws +12 (1d6+4), gore +12 (1d6+4), 2 wings +7 (1d4+2)
Special Attacks breath weapon (30-ft. cone, DC 17, 4d10 fire), brutal strike (+16), shove +12 touch (4)

Statistics
Str 18, Dex 12, Con 16, Int 12, Wis 13, Cha 12
Base Atk +8; CMB +10; CMD 21 (25 vs. trip)
Feats Flyby Attack, Hover, Vital Strike
Martial Tradition Dragon, PAM Cha, DC 15
Talents Berserker, Brute, Equipment (Unarmed Training)
Skills Bluff +11, Fly +13, Intimidate +11, Knowledge (history) +11, Knowledge (local) +11, Perception +11, Stealth +13
Languages Common, Draconic


Young Iron Dragon (CR 9)

XP 6,400
N Large Dragon
Init +6; Senses dragon senses; Perception +9

Defense
AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, -1 size)
hp 105 (10d12+40)
Fort +11, Ref +10, Will +8
Immune paralysis, sleep

Offense
Speed 40 ft., fly 200 ft. (poor)
Melee bite +15 (2d6+9), 2 claws +15 (1d8+6), gore +15 (1d8+6), 2 wings +10 (1d6+3), tail slap +10 (1d8+3)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 19, 6d10 fire), brutal strike (+20), shove +15 touch (6)

Statistics
Str 22, Dex 12, Con 18, Int 12, Wis 13, Cha 12
Base Atk +10; CMB +17; CMD 28 (32 vs. trip)
Feats Flyby Attack, Hover, Lightning Reflexes, Vital Strike
Martial Tradition Dragon, PAM Cha, DC 16
Talents Berserker (Deathless, Rending Claws), Brute (Wing Buffet), Equipment (Unarmed Training)
Skills Bluff +13, Fly +8, Intimidate +13, Knowledge (history) +13, Knowledge (local) +13, Perception +13, Stealth +11
Languages Common, Draconic


Juvenile Iron Dragon (CR 10)

XP 9,600
N Large Dragon
Init +6; Senses dragon senses; Perception +9
Aura frightful presence (120 ft., DC 18)

Defense
AC 26, touch 12, flat-footed 25 (+1 Dex, +14 natural, +2 shield, -1 size)
hp 138 (12d12+60)
Fort +13, Ref +11, Will +10
Defensive Abilities active defense (+5), evasion; Immune paralysis, sleep

Offense
Speed 40 ft., fly 200 ft. (poor)
Melee bite +18 (2d6+10), 2 claws +18 (1d8+7), gore +18 (1d8+7), 2 wings +13 (1d6+3), tail slap +13 (1d8+3)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 21, 8d10 fire), brutal strike (+24), shove +18 touch (7)

Statistics
Str 24, Dex 12, Con 20, Int 14, Wis 15, Cha 14
Base Atk +12; CMB +20; CMD 31 (35 vs. trip)
Feats Flyby Attack, Hover, Lightning Reflexes, Muscular Reflexes, Vital Strike
Martial Tradition Dragon, PAM Cha, DC 18
Talents Berserker (Deathless, Rending Claws), Brute (Wing Buffet), Equipment (Unarmed Training), Shield (Protective Tail)
Skills Bluff +16, Fly +10, Intimidate +16, Knowledge (history) +16, Knowledge (local) +16, Perception +16, Stealth +13, Swim +22
Languages Common, Draconic, Elvish


Young Adult Iron Dragon (CR 12)

XP 19,200
N Huge Dragon
Init +6; Senses dragon senses; Perception +9
Aura frightful presence (150 ft., DC 19)

Defense
AC 27, touch 10, flat-footed 27 (+17 natural, +2 shield, -2 size)
hp 161 (14d12+70)
Fort +14, Ref +11, Will +11
Defensive Abilities active defense +5, evasion; DR 5/magic; Immune paralysis, sleep; SR 23

Offense
Speed 40 ft., fly 200 ft. (poor)
Melee bite +20 (2d8+12), 2 claws +20 (2d6+8), gore +20 (2d6+8), 2 wings +15 (1d8+4), tail slap +15 (2d6+4)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 22, 10d10 fire), brutal strike (+28), crush (Small creatures, DC 22, 2d8+12), shove +20 touch (8)

Statistics
Str 26, Dex 10, Con 20, Int 14, Wis 15, Cha 14
Base Atk +14; CMB +24; CMD 34 (38 vs. trip)
Feats Flyby Attack, Hover, Improved Vital Strike, Lightning Reflexes, Muscular Reflexes, Vital Strike
Martial Tradition Dragon, PAM Cha, DC 19
Talents Berserker (Deathless, Rending Claws), Brute (Wing Buffet), Equipment (Unarmed Training), Shield (Deflecting Shield, Flexible Cover, Protective Tail)
Skills Bluff +18, Fly +9, Intimidate +18, Knowledge (history) +18, Knowledge (local) +18, Perception +18, Stealth +14, Swim +25
Languages Common, Draconic, Elvish


Adult Iron Dragon (CR 13)

XP 25,600
N Huge Dragon
Init +6; Senses dragon senses; Perception +9
Aura frightful presence (180 ft., DC 21)

Defense
AC 30, touch 10, flat-footed 30 (+20 natural, +2 shield, -2 size)
hp 200 (16d12+96)
Fort +16, Ref +12, Will +13
Defensive Abilities active defense (+6), evasion; DR 5/magic; Immune paralysis, sleep; SR 24

Offense
Speed 40 ft., fly 200 ft. (average)
Melee bite +23 (2d8+13), 2 claws +23 (2d6+9), gore +23 (2d6+9), 2 wings +18 (1d8+4), tail slap +18 (2d6+4)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 24, 12d10 fire), brutal strike (+32), crush (Small creatures, DC 24, 2d8+13), shove +23 touch (9)

Statistics
Str 28, Dex 10, Con 22, Int 16, Wis 17, Cha 16
Base Atk +16; CMB +27; CMD 37 (41 vs. trip)
Feats Flyby Attack, Hover, Improved Vital Strike, Lightning Reflexes, Muscular Reflexes, Vital Strike
Martial Tradition Dragon, PAM Cha, DC 21
Talents Berserker (Deathless, Rending Claws), Brute (Stampede, Unstoppable, Wing Buffet), Equipment (Unarmed Training), Shield (Deflecting Shield, Flexible Cover, Protective Tail)
Skills Bluff +21, Fly +15, Intimidate +21, Knowledge (history) +21, Knowledge (local) +21, Perception +21, Stealth +16, Survival +21, Swim +28
Languages Common, Draconic, Dwarven, Elvish


Mature Adult Iron Dragon (CR 14)

XP 38,400
N Huge Dragon
Init +6; Senses dragon senses; Perception +9
Aura frightful presence (210 ft., DC 22)

Defense
AC 33, touch 10, flat-footed 33 (+23 natural, +2 shield, -2 size)
hp 225 (18d12+108)
Fort +17, Ref +13, Will +14
Defensive Abilities active defense (+6), evasion; DR 10/magic; Immune paralysis, sleep; SR 25

Offense
Speed 40 ft., fly 200 ft. (average)
Melee bite +26 (2d8+15), 2 claws +26 (2d6+10), gore +26 (2d6+10), 2 wings +24 (1d8+5), tail slap +24 (2d6+5)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 25, 14d10 fire), brutal strike (+36), crush (Small creatures, DC 25, 2d8+15), shove +26 (10)

Statistics
Str 30, Dex 10, Con 22, Int 16, Wis 17, Cha 16
Base Atk +18; CMB +30; CMD 40 (44 vs. trip)
Feats Flyby Attack, Greater Vital Strike, Hover, Improved Vital Strike, Lightning Reflexes, Muscular Reflexes, Vital Strike
Martial Tradition Dragon, PAM Cha, DC 22
Talents Berserker (Deathless, Rending Claws), Brute (Focused Might, Follow-Through, Stampede, Unstoppable, Wing Buffet), Equipment (Unarmed Training), Shield (Deflecting Shield, Flexible Cover, Protective Tail)
Skills Bluff +23, Fly +17, Intimidate +23, Knowledge (history) +23, Knowledge (local) +23, Perception +23, Stealth +18, Survival +23, Swim +31
Languages Common, Draconic, Dwarven, Elvish


Old Iron Dragon (CR 16)

XP 76,800
N Gargantuan Dragon
Init +6; Senses dragon senses; Perception +9
Aura frightful presence (240 ft., DC 24)

Defense
AC 33, touch 7, flat-footed 33 (-1 Dex, +26 natural, +2 shield, -4 size)
hp 270 (20d12+140)
Fort +19, Ref +13, Will +16
Defensive Abilities active defense (+7), improved evasion; DR 10/magic; Immune paralysis, sleep; SR 27

Offense
Speed 40 ft., fly 250 ft. (poor)
Melee bite +27 (4d6+16), 2 claws +27 (2d8+11), gore +27 (2d8+11), 2 wings +23 (2d6+5), tail slap +23 (2d8+5)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 27, 16d10 fire), brutal strike (+40), crush (Medium creatures, DC 27, 4d6+16), earthquake stomp (15-ft. radius), shove +27 (11), tail sweep (Small creatures, DC 27, 2d6+16)

Statistics
Str 32, Dex 8, Con 24, Int 18, Wis 19, Cha 18
Base Atk +20; CMB +35; CMD 44 (48 vs. trip)
Feats Extra Combat Talent, Flyby Attack, Greater Vital Strike, Hover, Improved Vital Strike, Lightning Reflexes, Muscular Reflexes, Vital Strike
Martial Tradition Dragon, PAM Cha, DC 24
Talents Berserker (Bone-Breaker, Deathless, Rending Claws, Shieldbreaker), Brute (Earthquake Stomp, Focused Might, Follow-Through, Stampede, Unstoppable, Wing Buffet), Equipment (Unarmed Training), Shield (Deflecting Shield, Flexible Cover, Protective Tail)
Skills Bluff +26, Fly +12, Intimidate +26, Knowledge (history) +26, Knowledge (local) +26, Perception +26, Stealth +15, Survival +26, Swim +34, Use Magic Device +26
Languages Common, Draconic, Dwarven, Elvish, Undercommon


Very Old Iron Dragon (CR 17)

XP 102,400
N Gargantuan Dragon
Init +6; Senses dragon senses; Perception +9
Aura frightful presence (270 ft., DC 25)

Defense
AC 36, touch 7, flat-footed 36 (-1 Dex, +29 natural, +2 shield, -4 size)
hp 297 (22d12+154)
Fort +20, Ref +14, Will +17
Defensive Abilities active defense (+7), improved evasion; DR 15/magic; Immune paralysis, sleep; SR 28

Offense
Speed 40 ft., fly 250 ft. (poor)
Melee bite +30 (4d6+18), 2 claws +30 (2d8+12), gore +30 (2d8+12), 2 wings +25 (2d6+6), tail slap +25 (2d8+6)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 28, 18d10 fire), brutal strike (+44), crush (Medium creatures, DC 28, 4d6+18), earthquake stomp (15-ft. radius), shove +30 touch (12), tail sweep (Small creatures, DC 28, 2d6+18)

Statistics
Str 34, Dex 8, Con 24, Int 18, Wis 19, Cha 18
Base Atk +22; CMB +38; CMD 47 (51 vs. trip)
Feats Extra Combat Talent x2, Flyby Attack, Greater Vital Strike, Hover, Improved Vital Strike, Lightning Reflexes, Muscular Reflexes, Vital Strike
Martial Tradition Dragon, PAM Cha, DC 25
Talents Berserker (Beat Down, Bone-Breaker, Deathless, Leg-Smasher, Rending Claws, Shieldbreaker), Brute (Earthquake Stomp, Focused Might, Follow-Through, Stampede, Unstoppable, Wing Buffet), Equipment (Unarmed Training), Shield (Deflecting Shield, Flexible Cover, Protective Tail, Redirecting Shield)
Skills Bluff +28, Fly +14, Intimidate +28, Knowledge (history) +28, Knowledge (local) +28, Perception +28, Stealth +17, Survival +28, Swim +37, Use Magic Device +28
Languages Common, Draconic, Dwarven, Elvish, Undercommon


Ancient Iron Dragon (CR 18)

XP 153,600
N Gargantuan Dragon
Init +6; Senses dragon senses; Perception +9
Aura frightful presence (300 ft., DC 27)

Defense
AC 39, touch 7, flat-footed 39 (-1 Dex, +32 natural, +2 shield, -4 size)
hp 348 (24d12+192)
Fort +22, Ref +15, Will +19
Defensive Abilities active defense (+8), improved evasion; DR 15/magic; Immune paralysis, sleep; SR 29

Offense
Speed 40 ft., fly 250 ft. (average)
Melee bite +33 (4d6+19), 2 claws +33 (2d8+13), gore +33 (2d8+13), 2 wings +28 (2d6+6), tail slap +28 (2d8+6)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 30, 20d10 fire), brutal strike (+48), crush (Medium creatures, DC 30, 4d6+19), earthquake stomp (15-ft. radius), shove +33 touch (25), tail sweep (Small creatures, DC 30, 2d6+19), sweep +31

Statistics
Str 36, Dex 8, Con 26, Int 20, Wis 21, Cha 20
Base Atk +24; CMB +41; CMD 50 (54 vs. trip)
Feats Extra Combat Talent x2, Flyby Attack, Greater Vital Strike, Hover, Improved Vital Strike, Lightning Reflexes, Muscular Reflexes, Power Attack, Vital Strike
Martial Tradition Dragon, PAM Cha, DC 27
Talents Berserker (Beat Down, Bone-Breaker, Deathless, Leg-Smasher, Rending Claws, Shieldbreaker), Brute (Earthquake Stomp, Focused Might, Follow-Through, Greater Shove, Stampede, Unstoppable, Wing Buffet), Equipment (Unarmed Training), Open Hand, Shield (Deflecting Shield, Flexible Cover, Protective Tail, Redirecting Shield)
Skills Bluff +31, Fly +20, Intimidate +31, Knowledge (history) +31, Knowledge (local) +31, Perception +31, Stealth +20, Sense Motive +31, Survival +31, Swim +41, Use Magic Device +31
Languages Common, Draconic, Dwarven, Elvish, Giant, Undercommon


Wyrm Iron Dragon (CR 19)

XP 204,800
N Gargantuan Dragon
Init +6; Senses dragon senses; Perception +9
Aura frightful presence (330 ft., DC 28)

Defense
AC 41, touch 6, flat-footed 41 (-2 Dex, +35 natural, +2 shield, -4 size)
hp 377(26d12+208)
Fort +23, Ref +15, Will +20
Defensive Abilities active defense (+8), improved evasion; DR 20/magic; Immune paralysis, sleep; SR 30

Offense
Speed 40 ft., fly 250 ft. (average)
Melee bite +36 (4d6+21), 2 claws +36 (2d8+14), gore +36 (2d8+14), 2 wings +31 (2d6+7), tail slap +31 (2d8+7)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 31, 22d10 fire), brutal strike (+52), crush (Medium creatures, DC 31, 4d6+21), earthquake stomp (15-ft. radius), impale, shove +36 touch (27), tail sweep (Small creatures, DC 31, 2d6+21), sweep +34

Statistics
Str 38, Dex 6, Con 26, Int 20, Wis 21, Cha 20
Base Atk +26; CMB +44; CMD 52 (56 vs. trip)
Feats Extra Combat Talent x2, Flyby Attack, Greater Vital Strike, Hover, Improved Vital Strike, Lightning Reflexes, Muscular Reflexes, Power Attack, Skill Focus (Stealth), Vital Strike
Martial Tradition Dragon, PAM Cha, DC 28
Talents Berserker (Beat Down, Bone-Breaker, Deathless, Leg-Smasher, Rending Claws, Shieldbreaker), Brute (Earthquake Stomp, Focused Might, Follow-Through, Greater Shove, Stampede, Unstoppable, Wing Buffet), Equipment (Unarmed Training), Lancer (Gore Toss), Open Hand, Shield (Deflecting Shield, Flexible Cover, Protective Tail, Redirecting Shield)
Skills Bluff +33, Fly +21, Intimidate +33, Knowledge (history) +33, Kowledge (local) +33, Perception +33, Stealth +28, Sense Motive +33, Survival +33, Swim +44, Use Magic Device +33
Languages Common, Draconic, Dwarven, Elvish, Giant, Undercommon


Great Wyrm Iron Dragon (CR 21)

XP 409,600
N Colossal Dragon
Init +6; Senses dragon senses; Perception +9
Aura frightful presence (360 ft., DC 30)

Defense
AC 41, touch 3, flat-footed 41 (-1 Dex, +38 natural, +2 shield, -8 size)
hp 490 (28d12+280+28 toughness)
Fort +26, Ref +17, Will +23
Defensive Abilities active defense (+9), improved evasion; DR 20/magic; Immune paralysis, sleep; SR 32

Offense
Speed 40 ft., fly 250 ft. (average)
Melee bite +36 (4d8+24), 2 claws +36 (4d6+16), gore +36 (4d6+16), 2 wings +31 (2d8+8), tail slap +31 (4d6+8)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (70-ft. cone, DC 34, 24d10 fire), brutal strike (+56), crush (Large creatures, DC 34, 4d8+24), earthquake stomp (15-ft. radius), impale, shove +36 touch (30), tail sweep (Medium creatures, DC 34, 2d8+24), sweep +34

Statistics
Str 42, Dex 8, Con 30, Int 24, Wis 25, Cha 24
Base Atk +28; CMB +52 (+60 sunder, bull rush, overrun, pull, reposition); CMD 61 (65 vs. trip, 69 vs. sunder, bull rush, overrun, pull, reposition)
Feats Extra Combat Talent x2, Flyby Attack, Greater Vital Strike, Hover, Improved Vital Strike, Lightning Reflexes, Muscular Reflexes, Power Attack, Skill Focus (Stealth), Toughness, Vital Strike
Martial Tradition Dragon, PAM Cha, DC 31
Talents Berserker (Beat Down, Bone-Breaker, Deathless,Greater Sunder, Leg-Smasher, Rending Claws, Shieldbreaker), Brute (Earthquake Stomp, Focused Might, Follow-Through, Greater Brute, Greater Shove, Stampede, Unstoppable, Wing Buffet), Equipment (Unarmed Training), Lancer (Gore Toss), Open Hand, Shield (Deflecting Shield, Flexible Cover, Protective Tail, Redirecting Shield)
Skills Bluff +37, Diplomacy +37), Fly +22, Intimidate +37, Knowledge (history) +37, Knowledge (local) +37, Perception +37, Stealth +29, Sense Motive +37, Survival +37, Swim +48, Use Magic Device +37
Languages Common, Cyclops, Draconic, Dwarven, Elvish, Giant, Goblin, Halfling, Undercommon


Hobgoblin Phalanx Fighter (CR 1)

XP 200
Hobgoblin conscript 1
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +5

Defense
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 16 (1d10+6)
Fort +5, Ref +4, Will +1
Defensive Abilities active defense (+2)

Offense
Speed 30 ft.
Melee longspear +3 (1d8+2/x3)
Ranged longbow +3 (1d8/×3)
Special Attacks shout (10 ft.), tactics (15 ft.)

Tactics
Hobgoblin phalanx fighters work best in units of two or more, and are rarely encountered alone, preferring to work as part of a larger group, warband, or army. Phalanx fighters will attempt to stay close to their allies, using their Cover Ally and Deflecting Shield abilities to protect each other from harm and allowing their opponents to close the distance first, forcing them to risk deadly attacks of opportunity from the hobgoblin’s longspear.

Hobgoblin phalanx fighters will begin the Aggressive Flanking tactic granted by the Warleader sphere as soon as possible; once one phalanx fighter has enabled the tactic, any others benefiting from it will focus on protecting the tactician while taking turns using Fierce Shout to boost their group’s damage.

Statistics
Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Combat Reflexes, Toughness
Martial Tradition Phalanx Soldier, PAM Wis, DC 11
Talents Equipment (Shield Training, Spear Dancer), Shield (Cover Ally, Deflecting Shield), Warleader
Skills Acrobatics +4, Diplomacy +0, Perception +5, Sense Motive +5, Stealth +8; Racial Modifiers +4 Stealth
Languages Common, Goblin

Ecology
Environment temperate hills
Organization gang (4–9), warband (10–24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 6–12 leopards, and 1–4 ogres or 1–2 trolls)
Treasure NPC gear (studded leather armor, light steel shield, longspear, longbow with 20 arrows, other treasure)

Hobgoblin phalanx fighters form the backbone of most hobgoblin armies. Trained in the use of spear and shield, these warriors master the use of phalanxes and similar formations to shred enemy formations, guarding each other from attacks while keeping enemies at a safe distance.


Inevitable, Marut Warden (CR 16)

XP 76,800
LN Large outsider (extraplanar, inevitable, lawful)
Init +3; Senses darkvision 60 ft., low-light vision, true seeing; Perception +26

Defense
AC 39, touch 11, flat-footed 37 (+9 armor, +1 Dex, +1 dodge, +17 natural, +2 shield, –1 size)
hp 214 (16d10+126); regeneration 10 (chaotic)
Fort +16, Ref +8, Will +13
Defensive Abilities active defense (+6), constructed, delayed damage (48); DR 15/chaotic; SR 26

Offense
Speed 30 ft.
Melee 2 slams +27 (2d6+12 plus 3d6 electricity or sonic and blindness or deafness)
Space 10 ft.; Reach 10 ft.
Special Attacks challenge (+6, 11 rounds), fists of lightning and thunder, patrol (25 ft.)

Spell-Like Abilities (CL 16th; concentration +23)
Constant—air walk, true seeing
At will—dimension door, fear (DC 21), greater command (DC
22), greater dispel magic, mass inflict light wounds (DC 22), locate creature
1/day—chain lightning (DC 23), circle of death (DC 23), mark of justice, wall of force
1/week—earthquake (DC 25), geas/quest, plane shift (DC 22)

Tactics
Marut wardens make use of their active defense and Guardian sphere packages liberally, going on the offensive with challenge or protecting their charges with patrol.

Statistics
Str 35, Dex 16, Con 23, Int 12, Wis 17, Cha 24
Base Atk +16; CMB +29; CMD 43
Feats Ability Focus (fists of lightning and thunder), Awesome Blow, Combat Casting, Dodge, Extra Combat talent, Improved Vital Strike, Power Attack, Vital Strike
Tradition Warden PAM Wis, DC 21
Talents Equipment (Armor Training, Shield Training), Guardian (challenge and patrol packages, Expanded Guardian), Shield
Skills Diplomacy +26, Intimidate +26, Knowledge (planes) +20, Knowledge (religion) +20, Perception +26, Sense Motive +22, Survival +22; Racial modifiers +4 Perception
Languages truespeech

Special Abilities
Fists of Lightning and Thunder (Su) A marut’s fists strike with the power of a thunderstorm. For any given slam attack, a marut can choose whether that attack uses lightning or thunder. A lightning attack deals an additional 3d6 points of electricity damage, and the resulting flash blinds the target for 2d6 rounds (Fortitude DC 26 negates the blindness). A thunder attack deals an additional 3d6 points of sonic damage, and the resulting thunderclap deafens the target for 2d6 rounds (Fortitude DC 26 negates the deafness). The save DCs are Constitution-based.

Ecology
Environment any
Organization solitary, pair, or patrol (3–5)
Treasure none (full plate, heavy steel shield)

Like all marut, a marut warden is an enormous creature built of onyx and empowered by lightning and thunder. However, where most marut warriors seek out those who try to extend their lives and eliminate them, the marut warden is a guardian, barring the gates of those methods that would allow a mortal to attain immortality so that none may enter. Marut wardens can be found throughout the planes, keeping the gates of fountains of youth, powerful planar paths that lead to the granting of wishes, and other powers that no mortal was ever meant to touch. For many marut wardens, they feel no need to stop only at methods for extending life, as many routes to power, even if they do not lead to immortality, are just as corrupting.


Leprechaun Pugilist (CR 7)

XP 3,200
CN Small fey conscript 5
Init +7; Senses low-light vision; Perception +17

Defense
AC 19, touch 19, flat-footed 16 (+3 Dex, +1 size, +5 unarmored training)
hp 74 (4d6+5D10+33)
Fort +7, Ref +10, Will +9
DR 5/cold iron; SR 13

Offense
Speed 40 ft.
Melee unarmed strike +13/+8 (1d4+4, 19-20x2) or unarmed strike +11 (1d4+4, 19-20x2) & unarmed strike +11 (1d4+2, 19-20x2)
Special Attacks counterpunch (+4), marked target +12 touch (-2), resolve 3/day, sneak attack (+1d6), sweep +11

Spell-Like Abilities (CL 4th; concentration +7)
Constant—magic fang
At will—dancing lights, ghost sound (DC 13), invisibility (self only), mage hand, major image (visual and auditory elements only, DC 16), prestidigitation, ventriloquism (DC 14)
3/day—color spray (DC 14), fabricate (1 cubic foot of material only)
1/day—major creation

Tactics
Leprechaun pugilists tend to begin any encounter invisible, taking time to observe potential threats and using illusions to direct them into positions the leprechaun will find advantageous.

When violence is required, the leprechaun begins by stealing critical items using the Scoundrel sphere before readying a counterpunch with the Boxing sphere, attacking from invisibility to leverage his sneak attack. Once detected, he will use Gazelle Punch to surprise foes with his reach. The leprechaun will often climb onto the backs of larger foes either at the start of combat or after the initial steal maneuver, opening them up to a devastating pummeling with sneak attack and the Dual Wielding sphere.

Statistics
Str 7, Dex 16, Con 14, Int 14, Wis 15, Cha 16
Base Atk +7; CMB +5; CMD 18
Feats Giantslayer, Great Focus, Improved Initiative, Iron Will, Toughness, Weapon Focus (unarmed strike)
Martial Tradition Decisive Fist, PAM Cha, DC 16
Talents Athletics (climb package, Mighty Conditioning, Scale Foe), Boxing (Gazelle Punch, Shoulder Roll), Dual Wielding (Critical Follow Up), Equipment (Critical Genius, Unarmored Training), Open Hand, Scoundrel
Skills Acrobatics +10, Bluff +15, Climb +14, Escape Artist +15, Knowledge (nature) +9, Perception +23, Perform (comedy) +8, Perform (dance) +8, Sense Motive +14, Sleight of Hand +20, Stealth +19; Racial Modifiers +8 Perception, +4 Sleight of Hand
Languages Common, Elven, Halfling, Sylvan
SQ conscript specializations (finesse training (unarmed), resolve, sneak attack (+1d6), leprechaun magic

Special Abilities
Leprechaun Magic (Sp) When a leprechaun uses any of its spell-like abilities to deceive, trick, or humiliate a creature (at the GM’s discretion), the spell-like ability resolves at caster level 8th rather than 4th. If a leprechaun uses its spell-like abilities in this manner, it has a bonus of +11 on concentration checks.

Ecology
Environment temperate forests
Organization solitary, pair, band (3–6), or family (7–10)
Treasure standard (other treasure)

Some leprechauns devote themselves to the noble art of pugilism, fighting exclusively with their fists. Despite their diminutive stature, these scrappy warriors pack a serious wallop.


Ooze, Alchemy Gunpowder (CR 15)

XP 51,200
N Large ooze
Init +0; Senses blindsight 180 ft., Perception -5

Defense
AC 9, touch 9, flat-footed 9 (-1 size)
hp 230 (20d8+140)
Fort +13, Ref +6, Will +1
Defensive Abilities split (slashing or fire, 46 hp); Immune cold, ooze traits
Weakness vulnerable to fire

Offense
Speed 20 ft., climb 20 ft.
Melee slam +23 (1d8+13 plus grab and gunpowder residue)
Ranged blast +14 touch (4d6+7 plus gunpowder residue)
Space 10 ft.; Reach 10 ft.
Special Attacks combust, constrict (1d8+13)

Tactics
Like all oozes, gunpowder oozes are mindless and therefore not prone to tactics. However, it will still make liberal use of its focusing formulae and Cluster Toss and Snap Toss talents to augment its own blast in ranged combat, covering targets in gunpowder residue before lighting them on fire with its alchemical weapons. In melee, it uses its alchemy poison as often as possible.

Statistics
Str 28, Dex 11, Con 24, Int -, Wis 1, Cha 1
Base Atk +15; CMB +25 (+29 grapple); CMD 35 (39 vs. grapple, can’t be tripped)
Tradition None, PAM Con, DC 22
Talents Alchemy (formulae and poison packages, Cluster Toss, Focusing Formulae, Improved Alchemist Fire, Improved Flash Powder, Improved Tanglefoot Bag, Painful Venin, Panacea, Skilled Applicator, Snap Toss)
Skills Climb +17, Craft (traps) +20

Special Abilities
Blast (Ex) Once every 1d4 rounds as a standard action, a gunpowder ooze can fire a concentrated blast of gunpowder from its body as a ranged touch attack, dealing damage equal to 4d6 + the ooze’s Constitution modifier (+7 for most gunpowder oozes). Any creature struck by this blast is also potentially exposed to the ooze’s gunpowder residue (Reflex DC 27 negates). This attack has a range of 180 feet with no range increment. The save DC is Constitution-based.
Combust (Ex) Because of the volatile nature of its composition, a gunpowder ooze is susceptible to combusting when an ignition source is present. Anytime a gunpowder ooze takes fire damage or damage from a ranged firearm attack, it spontaneously explodes, dealing 10d6 points of fire damage to all creatures and objects in a 30-ft cone-shaped burst toward the damage source that ignited the ooze. If there is no method of determining the damage source’s direction (such as a burst or spread centered on the ooze), the ooze instead combusts in a 15-ft radius burst. A successful DC 27 Reflex save halves the damage taken from this attack. A gunpowder ooze that combusts automatically splits. The save DC is Constitution-based.
Gunpowder Residue (Ex) Whenever a gunpowder ooze successfully strikes a creature with its blast or slam attack, the target must succeed at a DC 27 Reflex save to avoid being coated in sticky gunpowder residue. Though the residue is not harmful in itself, if a creature covered in the residue uses a firearm, wields any weapon capable of dealing fire damage, takes fire damage from any source, or is exposed to a suitable spark, the residue immediately ignites and explodes, dealing 5d6 points of fire damage to the creature. Creatures adjacent to the exploding creature take half damage (Reflex DC 27 half). Gunpowder residue remains flammable for 24 hours, until it is ignited, or until it is scrubbed away (which requires soap, water, and at least 1 hour of bathing and washing). A creature can only be covered in one layer of gunpowder residue at a time. The save DC is Constitution-based.

Formulae Prepared (Typical) Focusing Formulae x3, Improved Alchemist Fire x5, Improved Flash Powder x3, Improved Tanglefoot Bag x3, Panacea x2
Poison Prepared (Typical) Fatigue x11

Ecology
Environment any land
Organization solitary
Treasure none

Common throughout the areas where wild magic and gunpowder are both more prevalent than elsewhere in the world, gunpowder oozes are the combination of these two dangerous and unpredictable elements.


Ooze, Trap Plasma (CR 17)

XP 102,400
N Gargantuan ooze
Init +0; Senses blindsight 60 ft.; Perception -5
Aura magnetic pulse (30 ft., DC 27)

Defense
AC 6, touch 6, flat-footed 6 (-4 size)
hp 241 (21d8+147)
Fort +14, Ref +7, Will +2
Defensive Abilities split (slashing or sonic, 46 hp); DR 15/-; Immune acid, electricity, bludgeoning and piercing damage, ooze traits; Resist cold 30

Offense
Speed fly 30 ft. (perfect)
Melee slam +24 (4d6+19 plus 4d6 electricity, 4d6 fire, and grab)
Ranged 1d4 plasma rays +11 touch (4d6 electricity plus 4d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (4d6+19 plus 4d6 electricity and 4d6 fire), engulf (DC 33, 4d6 electricity plus 4d6 fire), traps

Tactics
Despite being mindless, the trap plasma ooze has developed a natural ability to create combinations of magnetic energy and metal to create traps. As such, while it will rely on its slam attack for melee and its plasma ray for groups, it also will leave behind traps as it passes through any territory, often doubling back in case something was caught in its wake. When facing individuals where its plasma ray is not as effective, it will even launch traps at its enemy with its Trap Wielder talent, tying the prey down and blinding it before moving in for the kill.

Statistics
Str 36, Dex 11, Con 24, Int -, Wis 1, Cha 1
Base Atk +15; CMB +32 (+36 grapple); CMD 42 (can’t be tripped)
Tradition None, PAM Con, DC 24
Talents Trap (Combined Traps, Deadly Dart, Flash Trap, Foam Spray, Noose, Opportunist, Persistent Trap x2, Skunk Smoke, Trap Wielder)
Skills Craft (traps) +21, Fly +8
SQ no breath

Special Abilities
Magnetic Pulse (Su) A trap plasma ooze is surrounded by an aura of magnetism that allows it to attract metallic objects and creatures. At the start of the ooze’s turn as a free action, the ooze makes a combat maneuver check against all metallic creatures, all creatures wearing metal armor, and all creatures wielding metal weapons within 30 feet. If it beats the CMD of a metal or armored creature with this check, that creature is pulled 10 feet closer to the ooze and cannot move away from the ooze for 1 round. If this causes the creature to move into a square occupied by the plasma ooze, the ooze can attempt to engulf that creature as a free action. If it beats the CMD of a creature wielding a metal weapon, that weapon is disarmed and pulled 10 feet closer to the ooze. Unattended metal objects of size Large or smaller are automatically pulled toward a plasma ooze. This magnetism is supernatural in nature and affects all metal objects.
Plasma Ray (Su) As a standard action, a trap plasma ooze can fire 1d4 plasma rays at up to 4 separate targets within 60 feet (no more than one ray can attack a single creature). Each ray deals 4d6 points of electricity damage and 4d6 points of fire damage on a hit.

Ecology
Environment any
Organization solitary
Treasure none

Massive and devastating, plasma oozes are mysterious, extraterrestrial beings made of superheated electromagnetic sludge. While their origin is not fully known, it is widely accepted that plasma oozes are not from this world. Some scholars believe they dwell in the sun, while others maintain they hail from the Plane of Fire. That plasma oozes have been encountered in both of these locations does little to help solve the debate.

A plasma ooze flies by somehow interacting with gravity and magnetic waves, drifting through the air in a manner similar to the way a jellyfish swims in water. This creature’s only real pur- pose is to consume, and it prefers to do so by drawing prey into its fiery, electrified core. Scholars find it curious that while a plasma ooze can only attract and repel metallic substances, the thing can only digest organic matter, and rather slowly at that.

Survivors of plasma ooze attacks are rare, but such victims describe the pain of being struck by one’s rays as like being pulled apart piece by piece. Wounds left by a plasma ooze’s touch resemble hideously melted burn scars.

A plasma ooze is 20 feet in diameter and weighs 6,000 pounds.


Orc Wolflord (CR 4)

XP 1,200
Orc hunter (beastmaster) 5
CE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +2
Weakness light sensitivity

Defense
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 27 (5d8+5)
Fort +5, Ref +4, Will +0

Offense
Speed 30 ft.
Melee whip +8 (1d3+4/x2)
Ranged javelin +3 (1d6+4/×2)

Tactics
Orc wolflords fight with bestial cunning, emulating the pack tactics of the wolves they spend their lives with. Fights begin with skirmishing tactics, sending the dire wolves and wolf companion in to attack and withdraw using Mobile Skirmisher and their speed. One the enemy has been felt out, the orc wolflord will direct some of his companions to attempt to occupy the more dangerous foes while the others team up to kill the weaker ones. The orc wolflord himself will close at this time to take advantage of the openings created by his pack, shifting his shared teamwork feats and flanking using Pack Attack to maximize the chances of tripping enemies and generating attacks of opportunity from Double Team, trusting in Defensive Teamwork to protect his pack.

Statistics
Str 18, Dex 11, Con 12, Int 6, Wis 8, Cha 7
Base Atk +3; CMB +7; CMD 17
Feats Broken Wing Gambit, Dirty Fighting, Muscular Reflexes, Tandem Trip
Martial Tradition Animal Trainer, PAM Wis, DC 10
Talents Beastmastery (handle animal package, Animal Empathy, Defensive Teamwork, Double Team, Greater Trainer x3, Pack Attack), Equipment (Bounty Hunter’s Tools, Orc Heritage, Whip Fiend)
Skills Bluff +3, Handle Animal +6, Knowledge (nature) +6, Perception +7, Sense Motive +5, Survival +7 (+3 when following tracks)
Languages Common, Orc

Special Abilities
Commanding (Ex) Whenever the orc wolflord handles or pushes an animal ally, he may handle or push 1 additional animal ally.
Pack Tactics (Ex) The orc wolflord automatically grants his teamwork feats to 2 animal allies within close range (35 ft.). They do not need to meet the prerequisites of the shared feats. The chosen animal allies may be changed as a swift action.
Beastfriend (Ex) Creatures of the animal type have a starting attitude of indifferent and will not attack the orc warlord or his allies within close range (35 ft.) unless commanded to or attacked by the beastmaster or his allies first. He may also improve a creature’s disposition by 2 steps when using the Animal Empathy talent by increasing the DC of the check by 10.
Woodland Stride (Ex) The orc wolflord and his animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect them.

Animal Allies (4) vicious dire wolves (tame), (1) wolf animal companion

Wolf Animal Companion

N Medium animal
Init +2; Senses Low-Light Vision, Scent; Perception +2

Defense
AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 natural)
hp 32 (5d8+10)
Fort +6, Ref +7, Will +2
Defensive Abilities Evasion

Offense
Speed 30 ft.
Melee bite +8 (1d8+6/x3) + trip

Statistics
Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 18
Feats Light Armor Proficiency, trade 3 for Assassin martial monster tradition
Martial Tradition Assassin, PAM Wis, DC 12
Talents Athletics (run package, Mobile Striker) Duelist (…And Stay Down!)
Skills Acrobatics +11, Perception +8, Survival +5
SQ link

Special Abilities
Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion

Ecology
Environment temperate hills
Organization solitary (1 wolflord plus 4 vicious dire wolves), hunt (1 wolflord, 4 vicious dire wolves, 3-8 other orcs)
Treasure NPC gear (mwk studded leather armor, mwk studded leather barding, mwk Buckler, mwk whip, mwk javelins (3), other treasure)

Orc wolflords are responsible for raising and training the tribe or warband’s dire wolf mounts, as well as for leading hunts and tracking foes. They are rarely seen without their favorite pets.


Sureshot Sniper KH7 (CR 14)

XP 38,400
N Medium construct (robot)
Init +6; Senses darkvision 60 ft., low-light vision, superior optics; Perception +17

Defense
AC 33, touch 28, flat-footed 23 (+8 armor, +10 Dex, +5 natural)
hp 102 (15d10+40), force field (70 hp, fast healing 14)
Fort +12, Ref +15, Will +12
Defensive Abilities hardness 10, Immune cold, construct traits
Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense
Speed 30 ft., fly 90 ft. (perfect)
Melee 2 claws +25 (1d4+10 plus grab)
Ranged integrated laser rifle +25 touch (2d10 fire)
Special Attacks barrage +17 (5 attacks), brutal strike (+30), deadly shot (+4d10), rockets, scout +18, self destruct

Tactics
The sureshot sniper KH7 is a master at stealth and combat, and possesses many skills. When possible, it prefers to remain hidden, using Active Camouflage and Hidden Focus to snipe targets while remaining hidden, combining its deadly shots and Vital Strike feats and its Deadly Strike Scout talent. If it cannot hide, the sureshot sniper KH7 will constantly fly, using Mobile Focus and Moving Target to evade danger while continually making deadly shots and barrages against its foes. If multiple sureshot snipers are working together, they will make liberal use of Suppressing Fire to keep their enemies pinned down from multiple directions.

The sureshot sniper KH7 tends to avoid melee if possible, keeping its enemies away with its Vigilant Sharpshooter talent, but can make deadly use of its Rending Claws if necessary.

Statistics
Str 30, Dex 30, Con —, Int 12, Wis 14, Cha 1
Base Atk +15; CMB +25 (+29 grapple); CMD 35
Feats Combat Reflexes, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Improved Vital Strike, Skill Focus (Perception), Vital Strike
Martial Tradition None, PAM Wis, DC 19
Talents Athletics (run, leap, and fly packages, Expanded Training, Moving Target), Barrage (Blitz Focus, Distracting Shot, Mobile Focus, Spinning Shot, Suppressing Fire, Vigilant Sharpshooter (x2)), Berserker (Rending Claws), Equipment (Firearm Training, Unarmored Training), Scout (Active Camouflage, Deadly Strike, Find Gap, Hidden Focus, Reflexive Stealth), Sniper (Head Shot, Perfect Shot, Piercing Shot, Sniper Shot, Steady Shot, Targeted Assault, Trap Technician, Unblockable)
Skills Acrobatics +32, Fly +33, Knowledge (engineering) +16, Perception +23, Stealth +25
Languages Common
SQ combat programming, redundancies

Special Abilities
Combat Programming The sureshot sniper KH7 gains 2 combat talents per Hit Die.

Force Field The sureshot sniper KH7 possesses a forcefield. This forcefield functions as temporary hit points; all damage dealt to the sureshot sniper is first dealt to the forcefield. This forcefield replenishes itself as if it had fast healing 14, but shuts down for 24 hours if reduced to 0.

Laser Rifle (Ex) A sureshot sniper KH7 uses a laser rifle with unlimited ammunition, integrated into its arm. It can hold and fire the laser rifle with only one hand. The rifle has a range increment of 250 ft. and targets touch AC.

Redundancies The sureshot sniper KH7 possesses many failsafe parts and backup systems to keep it functioning at peak capacity even in the heat of battle. The sureshot sniper gains a +5 bonus to its Fortitude and Will saving throws.

Rockets (Ex) As a standard action, a sureshot sniper KH7 can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-ft. radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 18 half). A sureshot sniper KH7 carries a maximum of five rockets. It can replenish fired rockets at the rate of one per 12 hours, crafting new rockets from scrap metal and other collected components. The save DC is Intelligence-based.

Self Destruct As a full-round action, the sureshot sniper KH7 can activate each of its carried rockets. At the end of his next round, whether he is still functional or not, he deals damage to himself and all creatures within 30 ft. as if he had targeted his own position with each of them at the same time.

Superior Optics (Ex) Sureshot sniper KH7’s see invisible creatures and objects as if they were visible.

Ecology
Environment any
Organization solitary or unit (2–6)
Treasure none

The sureshot sniper KH7 is actually a modern design, although based on ancient robotics uncovered in ocean-bottom ruins. Through rigorous experimentation both magical and mundane, the sureshot sniper KH series was created, and the KH7 is its zenith.

Sureshot sniper KH7’s are humanoid-looking robotic creatures known for being deadly accurate with their particularly powerful weapons. These weapons are integrated into their bodies and do not function when removed, and allow the sureshot sniper KH7 to destroy even the most fortified of targets often in a single shot.

The secrets of creating sureshot sniper KH7s are so obscure that none but those initiated into the greatest of technical secrets can accomplish the feat, and even then the process is said to be obscenely expensive. Combined with the KH7’s natural intelligence and tendency to ignore orders and develop their own agendas once their concept of self matures, this means that there are very few of them to be found.


Wild Huntsman (CR 13)

XP 25,600
CN Medium fey
Init +5; Senses darkvision 60 ft., deathscent, low-light vision;
Perception +25

Defense
AC 31, touch 26, flat-footed 26 (+11 armor, +5 Dex, +5 natural)
hp 171 (18d6+108)
Fort +12, Ref +16, Will +15
DR 10/cold iron; SR 24

Offense
Speed 30 ft.
Melee +3 ghost touch lance +18/+13 (1d8+12/×3)
Ranged +3 ghost touch shortbow +17/+12 (1d6+3/x3) or +3 ghost touch lasso +18/+13 or +3 ghost touch bola +18/+13 (1d4+6)
Special Attacks barrage +11 (4 attacks), conjured weapons, weal or woe (DC 24)

Spell-Like Abilities (CL 13th; concentration +18)
Constant—see invisibility
At Will—detect thoughts (DC 17), phantom steed
5/day—deeper darkness, dispel magic, rain of frogs
3/day—dust of twilight (DC 17), moonstruck (DC 19)
1/day—cloak of dreams (DC 21)

Tactics
Wild huntsmen adapt their tactics to their targets. While using their Beastmastery sphere and Armored Mount talents to defend their mount, they will keep their distance from enemies and make barrages with Shortbow Mastery against melee opponents, or use their lance and Spirited Charge and Ride-By

Attack feats to make powerful charges against casters or ranged opponents. When facing a runaway target or when aided by their fellow huntsmen, they will make use of their lassoes and bolas to tie up their opponents and keep them from acting.

Statistics
Str 23, Dex 20, Con 22, Int 17, Wis 18, Cha 21
Base Atk +9; CMB +15; CMD 25
Feats Deadly Aim, Ride-By Attack, Spirited Charge
Martial Tradition Steppe Warrior, PAM Cha, DC 19
Talents Barrage, Beastmastery (ride package, Armored Mount), Equipment (Outrider Training, Shortbow Mastery, Unarmored Training)
Skills Acrobatics +26, Intimidate +23, Knowledge (arcana) +18, Knowledge (history) +18, Knowledge (nature) +21, Knowledge (planes) +18, Perception +25, Ride +26, Sense Motive +25, Stealth +26, Survival +16
Languages Common, Elvish, Sylvan; telepathy 60 ft.

Special Abilities
Conjured Weapons (Su) A wild huntsman can form a +3 ghost touch version of any weapon he is proficient with in his hand as a free action, complete with up to 50 pieces of ammunition if appropriate. These weapons and ammunition dissolve into nothing when the wild huntsman dies, is knocked unconscious, or otherwise is incapable (or chooses not to) take a mental free action each round to maintain them. The wild huntsman can only have one weapon formed at a time.
Deathscent (Su) Wild huntsman can sense the presence of creatures that are in danger of death to a distance of up to 100 miles. A creature is in danger of death if it is of venerable age, is currently at 25% or less of its maximum hp, is suffering from a disease or poison that is potentially lethal, or is otherwise in danger of dying as determined by the GM (for example, cursed/destined to die, walking into a dangerous trap, etc.). This otherwise functions as the scent universal monster ability..
Weal or Woe (Sp) A wild huntsman can bring harm or fortune to any creature it meets, as it seems appropriate. As a standard action, a wild huntsman can bestow a curse (–2 penalty on attack rolls, saves, ability checks, and skill checks) or a boon (+2 bonus on attack rolls, saves, ability checks, and skill checks for 24 hours) on a non-wild rider creature within 30 ft. A targeted creature can resist the curse with a successful Will save. The save DC is Charisma-based. This is a permanent curse effect.

Environment any
Organization solitary or pack (2-4)
Treasure none

Wild huntsman appear to be elf-like creatures shrouded in shadow, even when standing in sunlight, and their weapons and their phantom steeds have the appearance of being crafted from shadow.

Wild huntsman are the shepards of souls in fey-controlled territories, an act called the ‘eternal hunt’. Wild huntsman care little if the soul is willing, except that unwilling souls make much more entertaining prey, and wild hunstman life for the thrill of the chase. While wild huntsman may shepard souls, they are not psychopomps; they have no code that protects their charges, and wild huntsman have been known to hunt down those close to death to finish the job early, or to track down powerful prey simply for the chance to test their skills. As fey subjects, wild huntsman have also been known to directly serve the seelie and unseelie courts, tracking down creatures of importance, or scouring the countryside of fey-controlled lands to keep out mortals who otherwise might wander too close to the fey’s sacred forests.


Wolf, Vicious Dire (CR 3)

XP 800
N Large animal
Init +2; Senses low-light vision, scent; Perception +7

Defense
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +2

Offense
Speed 50 ft.
Melee bite +6 (1d8+6 plus trip plus 1 bleed)
Space 10 ft.; Reach 5 ft.

Tactics
Vicious dire wolves usually operate in packs, using skirmishing tactics to weaken their foes before bringing them to the ground and finishing them off. Using their Mobile Striker to dart in and out of combat, vicious dire wolves will wait until they land a bite attack to engage, quickly using the trip ability of their bite to bring an opponent to the ground and using their …And Stay Down! talent to keep them there as long as possible.

Statistics
Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
Feats none
Martial Tradition Assassin, PAM Wis, DC 12
Talents Athletics (run package, Mobile Striker), Duelist (…And Stay Down!)
Skills Acrobatics +10, Perception +7, Stealth +3, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

Ecology
Environment cold or temperate forests
Organization solitary, pair, or pack (3–8)
Treasure none

An enormous version of a normal wolf, dire wolves represent the wolf in its most primal form. These creatures follow the same basic behaviors of regular wolves, but are much more aggressive. Dire wolves often serve giants as hunting companions and vicious guard animals. Some ferocious humanoids and woodsmen use trained dire wolves as mounts. Darker than normal wolves, dire wolves’ coats tend toward blacks and deep mottled grays. An adult dire wolf is typically about 9 feet long and weighs roughly 800 pounds.


Templates

Alchemy Ooze

Formed from accumulations of runoff from arcane laboratories and regions of magical calamity, alchemical oozes are oozes that are filled with volatile chemicals, changing their makeup and giving them properties beyond that or their lesser kin.

Creating an Alchemy Ooze
“Alchemy Ooze” is an inherited template that can be added to any ooze (referred to hereafter as the base creature). An alchemy ooze uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +1.

Alignment: Same as base creature.

Special Qualities: An alchemy ooze possesses the Alchemy sphere and gains a number of talents from that sphere equal to half its Hit Dice. An alchemy ooze instinctively secrets chemicals to make its formulae and poisons, storing them in vesicles in its mass. The alchemy ooze will also instinctively apply poison to its slam attacks. An alchemy ooze uses its Strength modifier in place of its Dexterity modifier (if higher) on attacks granted by the Alchemy sphere.

An alchemy ooze may subject a creature it has engulfed to a single formulae or poison it has prepared as a move action. This formulae or poison only affects the engulfed creature. The alchemy ooze gains skill ranks in Craft (alchemy) and may use that skill for the purposes of the Alchemy sphere even if it is mindless.

Treasure: Same as the base creature. Creatures with the Alchemy sphere may spend a full-round action to create a formulae or poison that both they and the alchemy use possess from the remains; formulae and poisons created this way are in addition to the normal limits for how many formulae and poisons may be possessed at one time. Each ooze may yield one formulae or poison per size category above Tiny, but this harvesting must be done within a number of rounds equal to the ooze’s Constitution score.

Trap Ooze

Trap oozes are the result of magical experimentation to create the perfect dungeon guard. While still as unintelligent as most oozes, trap oozes gather all sorts of bits and pieces of objects as they move, naturally combining them into dangerous, intricate combinations when they pass through its body.

Creating an Trap Ooze
“Trap Ooze” is an inherited template that can be added to any ooze (referred to hereafter as the base creature). A trap ooze uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +1.

Alignment: Same as base creature.

Special Qualities: A trap ooze possesses the Trap sphere and gains a number of talents from that sphere equal to half its Hit Dice. A trap ooze instinctively picks up bits and pieces or detritus and combines them with its own bizarre biology to form trap components. A trap ooze may set trap with the normal required action. A trap ooze uses its Strength modifier in place of its Dexterity modifier (if higher) when resolving ranged attacks granted by the Trap sphere. The trap ooze gains skill ranks in Craft (traps) and may use that skill for the purposes of the Trap sphere even if it is mindless.

A trap ooze may subject a creature it has engulfed to a single trap it possesses as a move action. This trap only affects the engulfed creature.

Treasure: Same as the base creature.


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