Sphere Bestiary

Blood Constructs

All blood constructs gain the following abilities:

Absorb Blood (Su)
Whenever a creature taking bleed damage is within the blood construct’s threatened area, the blood construct heals a number of hit points each round equal to the bleed damage taken by the creature. If there are multiple threatened creatures taking bleed damage, the healing does not stack, only the highest value is used.

Blood Mastery (Ex)
A blood construct gains a +1 bonus on attack and damage rolls if its opponent is taking bleed damage.

Drench (Ex)
The construct’s touch puts out non-magical flames of its size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals construct’s Hit Dice).

Engulf
As a standard action, the blood construct may move up to its speed and attempt to engulf anything in its path. It cannot make other attacks during a round in which it engulfs. The blood construct merely has to move over its opponents of its size or smaller, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the blood construct, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save (DC 10 + 1/2 HD + Strength modifier) to avoid being engulfed - on a success, they are pushed back or aside (target’s choice) as the blood construct moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the blood construct’s body until they are no longer pinned, and take slam damage from the blood construct each round. An engulfed creature may attempt to escape as if escaping a pin.

Fluid Body
The blood construct can move through an area as small as one-eighth its space without squeezing or one-sixteenth its space when squeezing.

Blood Construct, Tiny (CR 1/3)

XP 400
N Tiny construct
Init +1; Senses darkvision 60 ft.; Perception +4

Defense
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 5 (1d10)
Fort +0, Ref +1, Will +0
Immune construct traits

Offense
Speed 30 ft., swim 30 ft.
Melee slam +4 (1d4+1)
Special Attacks blood mastery, drench, engulf (DC 11, 1d4+1 bludgeoning)

Statistics
Str 13, Dex 12, Con -, Int -, Wis 11, Cha 11
Base Atk +1; CMB +0; CMD 11

Ecology
Environment any
Organization solitary, pair, or gang (3–8 plus creator)
Treasure none

Blood constructs are unnatural creatures, rarely existing unless formed by a blood mage as a servant.

A tiny blood construct is 1 foot tall and weighs 3 pounds.

Familiar
A tiny blood construct may be taken as a familiar. The master of a blood construct familiar gains a +2 bonus on Fortitude saves. A blood construct familiar may be replaced by taking 1 point of Constitution damage per two levels (minimum 1) instead of paying 100 gp per level.

Blood Construct, Small (CR 1)

XP 400
N Small construct
Init +0; Senses darkvision 60 ft.; Perception +4

Defense
AC 13, touch 11, flat-footed 13 (+2 natural, +1 size)
hp 21 (2d10+10)
Fort +0, Ref +0, Will +0
Defensive Abilities absorb blood, Immune construct traits

Offense
Speed 30 ft., swim 30 ft.
Melee slam +5 (1d6+3)
Special Attacks blood mastery, drench, engulf (DC 13, 1d6+2 bludgeoning)

Statistics
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 13

Special Abilities

Absorb Blood (Ex) Whenever a creature taking bleed damage is within the blood construct’s threatened area, the blood construct heals a number of hit points each round equal to the bleed damage taken by the creature. If there are multiple threatened creatures taking bleed damage, the healing does not stack, only the highest value is used.

Fluid Body (Ex) The blood construct can move through an area as small as one-eighth its space without squeezing or one-sixteenth its space when squeezing.

Familiar
A small blood construct may be taken as a familiar with the Improved Familiar feat by caster of at least caster level 5th or higher. The master of a blood construct familiar gains a +2 bonus on Fortitude saves. A blood construct familiar may be replaced by taking 1 point of Constitution damage per level instead of paying 100 gp per level.

Blood Construct, Medium (CR 3)

XP 800
N Medium construct
Init +1; Senses darkvision 60 ft.; Perception +5

Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 42 (4d10+20)
Fort +1, Ref +2, Will +1
Defensive Abilities absorb blood, Immune construct traits

Offense
Speed 30 ft., swim 30 ft.
Melee slam +7 (1d8+4)
Special Attacks blood mastery, drench, engulf (DC 15, 1d8+3 bludgeoning)

Statistics
Str 16, Dex 12, Con -, Int -, Wis 11, Cha 11
Base Atk +4; CMB +7; CMD 18

Special Abilities

Absorb Blood (Ex) Whenever a creature taking bleed damage is within the blood construct’s threatened area, the blood construct heals a number of hit points each round equal to the bleed damage taken by the creature. If there are multiple threatened creatures taking bleed damage, the healing does not stack, only the highest value is used.

Fluid Body (Ex) The blood construct can move through an area as small as one-eighth its space without squeezing or one-sixteenth its space when squeezing.

Blood Construct, Large (CR 5)

XP 1,600
N Large construct
Init +2; Senses darkvision 60 ft.; Perception +9

Defense
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 74 (8d10+30)
Fort +2, Ref +4, Will +2
DR 5/—; Defensive Abilities absorb blood, Immune construct traits

Offense
Speed 30 ft., swim 30 ft.
Melee 2 slams +12 (2d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks blood mastery, drench, engulf (DC 19, 2d6+5 bludgeoning)

Statistics
Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +14; CMD 26

Special Abilities

Absorb Blood (Ex) Whenever a creature taking bleed damage is within the blood construct’s threatened area, the blood construct heals a number of hit points each round equal to the bleed damage taken by the creature. If there are multiple threatened creatures taking bleed damage, the healing does not stack, only the highest value is used.

Fluid Body (Ex) The blood construct can move through an area as small as one-eighth its space without squeezing or one-sixteenth its space when squeezing.

Blood Construct, Huge (CR 7)

XP 3,200
N Huge construct
Init +4; Senses darkvision 60 ft.; Perception +13

Defense
AC 20, touch 12, flat-footed 16 (+4 Dex, +8 natural, -2 size)
hp 95 (10d10+40)
Fort +3, Ref +7, Will +3
DR 5/—; Defensive Abilities absorb blood, Immune construct traits

Offense
Speed 30 ft., swim 30 ft.
Melee 2 slams +15 (3d6+7)
Space 15 ft.; Reach 15 ft.
Special Attacks blood mastery, drench, engulf (DC 22, 3d6+7 bludgeoning)

Statistics
Str 24, Dex 18, Con -, Int -, Wis 11, Cha 11
Base Atk +10; CMB +19; CMD 33

Special Abilities

Absorb Blood (Ex) Whenever a creature taking bleed damage is within the blood construct’s threatened area, the blood construct heals a number of hit points each round equal to the bleed damage taken by the creature. If there are multiple threatened creatures taking bleed damage, the healing does not stack, only the highest value is used.

Fluid Body (Ex) The blood construct can move through an area as small as one-eighth its space without squeezing or one-sixteenth its space when squeezing.

Blood Construct, Gargantuan (CR 9)

XP 6,400
N Gargantuan construct
Init +5; Senses darkvision 60 ft.; Perception +16

Defense
AC 21, touch 12, flat-footed 16 (+5 Dex, +9 natural, -3 size)
hp 131 (13d10+60)
Fort +4, Ref +9, Will +4
DR 10/—; Defensive Abilities absorb blood, Immune construct traits

Offense
Speed 30 ft., swim 30 ft.
Melee 2 slams +22 (4d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks blood mastery, drench, engulf (DC 28, 4d6+12 bludgeoning)

Statistics
Str 34, Dex 20, Con -, Int -, Wis 11, Cha 11
Base Atk +13; CMB +29; CMD 44

Special Abilities

Absorb Blood (Ex) Whenever a creature taking bleed damage is within the blood construct’s threatened area, the blood construct heals a number of hit points each round equal to the bleed damage taken by the creature. If there are multiple threatened creatures taking bleed damage, the healing does not stack, only the highest value is used.

Fluid Body (Ex) The blood construct can move through an area as small as one-eighth its space without squeezing or one-sixteenth its space when squeezing.

Blood Construct, Colossal (CR 11)

XP 12,800
N Colossal construct
Init +6; Senses darkvision 60 ft.; Perception +19

Defense
AC 21, touch 12, flat-footed 15 (+6 Dex, +9 natural, -4 size)
hp 148 (16d10+80)
Fort +5, Ref +11, Will +5
DR 10/—; Defensive Abilities absorb blood, Immune construct traits

Offense
Speed 30 ft., swim 30 ft.
Melee 2 slams +28 (6d6+16)
Space 25 ft.; Reach 25 ft.
Special Attacks blood mastery, drench, engulf (DC 34, 6d6+16 bludgeoning)

Statistics
Str 42, Dex 22, Con -, Int -, Wis 11, Cha 11
Base Atk +16; CMB +40; CMD 56

Special Abilities

Absorb Blood (Ex) Whenever a creature taking bleed damage is within the blood construct’s threatened area, the blood construct heals a number of hit points each round equal to the bleed damage taken by the creature. If there are multiple threatened creatures taking bleed damage, the healing does not stack, only the highest value is used.

Fluid Body (Ex) The blood construct can move through an area as small as one-eighth its space without squeezing or one-sixteenth its space when squeezing.

Cloud Sprite (CR 2)

A spot in the fog shimmers and coalesces into the shape of a tiny winged human, with a blue tunic and bluer skin.
XP 600
CN Tiny fey
Init +4; Senses low-light vision, mistsight; Perception +8

Defense
AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural armor, +2 size)
hp 13 (3d6+3)
Fort +2, Ref +7, Will +6
Immune electricity

Offense
Speed fly 40 ft. (good)
Space 5 ft.; Reach 0 ft.

Magic
Caster Level 3; MSB +3, MSD 13, Concentration +8
Tradition Conductive (Energy Focus (Electric), Shape Focus (default), Localized Weather); CAM Cha
Spell Points 6
DestructionDC 18; Range medium; Talents Electric Blast, Extended Range
WeatherTalents Mist Form, Sodden, Zephyr’s Flight

Statistics
Str 3, Dex 18, Con 12, Int 11, Wis 17, Cha 20
Base Atk +1; CMB -5; CMD 7
Feats Mantled Caster, Sphere Focus (destruction)
Skills Acrobatics +10, Fly +18, Knowledge (nature) +6, Perception +8, Survival +5, Stealth +10
Languages Common and Sylvan
SQ cloud meld

Ecology
Environment clouds, fog banks
Organization solitary
Treasure incidental

There is some debate about the origin of cloud sprites. Some maintain that they are spontaneously generated by clouds and fog, while others have said that they reproduce as normal creatures. Whatever the case, cloud sprites are secretive, skittish creatures that do not make themselves available for questioning on the subject. When they perceive a threat, they almost invariably disappear into their misty environment, becoming invisible. Only when protecting something of value to them or if their invisibility is penetrated do they unleash miniature lightning bolts on predators or enemies.

A cloud sprite can be summoned via the Improved Familiar feat by a chaotic good, chaotic neutral, chaotic evil, or true neutral spellcaster of 7th level or higher.

Special Abilities

Cloud Meld (Su)
While in an area of precipitation of severity level 2 or above, a cloud sprite may turn invisible, as the spell greater invisibility, as a free action. This lasts as long as the cloud sprite remains within precipitation of severity level 2 or higher, or until it uses a free action to end this ability. While invisible, creatures using unusual forms of sensory perception such as blindsight or tremorsense cannot automatically foil the cloud sprite’s use of Stealth; such creatures must make a Perception check as normal to detect it, though the cloud sprite does not gain a bonus to its check for being invisible.

Mistsight (Ex)
A cloud sprite can see through fog, smoke, precipitation, and other obscuring vapors as if they did not exist.

Crystal Golem (CR 7)

XP 3,200
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 20, touch 8, flat-footed 20; (–1 Dex, +12 natural, –1 size)
hp 79 (9d10+30)
Fort +3, Ref +2, Will +3
DR 5/bludgeoning; Immune construct traits, magic

Offense
Speed 30 ft.
Melee 2 claws +13 (2d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks Crystal Growth

Statistics
Str 20, Dex 9, Con —, Int —, Wis 11, Cha 11
Base Atk +9; CMB +15; CMD 24
Languages none

Special Abilities

Crystal Growth (Ex)
When a crystal golem strikes a creature twice in one round with its claw attacks, the creature must pass a Reflex save DC 14 or become entangled as per the Crystal Blast Destruction sphere talent with a caster level equal to the golem’s HD. The DC is charisma based.

Immunity to Magic (Ex)
A crystal golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

  • An attack that deals sonic damage deals 50% more damage.
  • A crystal blast from the destruction sphere heals the crystal golem for a number of hit points equal to the damage that would have been dealt. A crystal golem can only heal a number of hit points per day up to its maximum HP in this way.

Ecology
Environment any
Organization solitary or gang (2–4)
Treasure none

A crystal golem is a humanoid-shaped collection of ever growing, splitting, and shifting crystals, dividing any light that shines upon them into an ever-shifting pattern of colors. It has no possessions and no weapons. A crystal golem stands 8 feet tall and weighs 800 pounds.

A crystal golem cannot speak, although it can emit crashing and grinding noise. It move with a constant snapping and cracking as it the crystals about its joints break and reform.

Crystal Golem Construction
A crystal golem is assembled from a collection of rare crystals, imbued with powerful dweomers and held together by golden filaments until the growth begins properly.
CL 8th; Price 20,500 gp

Construction Requirements
Craft Construct, crystal blast, creator must be caster level 8th; Skill Craft (jewelry) or appraise DC 13; Cost 10,500 gp


Cù-sìth (CR 10)

A great black dog seemingly tattooed with knots of phosphorescent green, this fey being raises its muzzle to the new moon and lets loose a chilling howl.

XP 9,600
N Large fey
Init +4; Senses barrowsight, low-light vision; Perception +19

Defense
AC 22, touch 14, flat-footed 17 (+4 Dex, +1 dodge, +8 natural, -1 size)
hp 120 (16d6+64)
Fort +9, Ref +14, Will +10
Defensive Abilities DR 10/cold iron, ghostly

Offense
Speed 50 ft.
Melee 1 bite +15 (2d6+23 plus trip) (includes bonuses and penalties from Power Attack)
Space 10 ft.; Reach 10 ft.
Special Attacks baleful howl, trip, psychopomp

Statistics
Str 22, Dex 19, Con 18, Int 11, Wis 10, Cha 21
Base Atk +8; CMB +15 (+4 trip); CMD 27 (+6 vs. trip)
Feats Blood Feast, Dirty Fighting, Dodge, Greater TripB, Improved Natural Attack (bite), Improved TripB, Mobility, Power Attack, Spring Attack, Weapon Focus (bite)
Skills Intimidate +21, Knowledge (nature) +19, Knowledge (religion) +16, Perception +19, Stealth +23, Survival +16
Languages Common and Sylvan
SQ barrowwalk, fey power, scent

Special Abilities
Baleful Howl (Su) As a standard action, the cù-sìth can release a howl of ill omen. All enemies within 60 ft. take a -4 penalty to saves against curse and death effects and against the cù-sìth’s psychopomp ability, as well as a -4 penalty to AC. These penalties last for 5 rounds. These penalties are reduced to -1 and last only a single round with a successful Will save (DC 23). This is a sonic curse effect.

Barrowsight (Su) A cù-sìth can constantly see the state of living and undead creatures within 60 feet. This functions as the Divine Life Divination ability, but functions for undead creatures as well as the living and it does not require concentration.

Barrowwalk (Su) As a full-round action, the cù-sìth can teleport as if using the Flawless Teleport Warp talent, but can only teleport to and from barrows, cairns, graveyards, and other final resting places. It need not know exactly where there is a burial site and may specify direction and distance to teleport, arriving at the nearest such site. The cù-sìth cannot transport any other creatures with this ability, but it can bring any objects it carries, up to its maximum load.

Fey Power (Su) The cù-sìth adds its Charisma bonus to attack rolls, damage rolls, CMB, and CMD.

Ghostly (Su) Attacks against a cù-sìth have a 20% miss chance. This is bypassed by ghost touch weapons and incorporeal creatures.

Soul Shepherd (Su) When a cù-sìth reduces a creature to 0 hp or lower with its bite attack, the creature must make a DC 25 Will save or die and have its soul collected by the cù-sìth. A creature killed outright by the cù-sìth’s attack also has its soul collected by the cù-sìth. When the cù-sìth collects a soul in this manner, it gains 5 temporary hit points and a +2 enhancement bonus to Strength, and the creature cannot be returned to life by any effect short of wish or miracle, nor can their body be raised as undead. The only way to prevent this permanent rest and return the victim to life without such a powerful effect is to kill the cù-sìth or persuade it to return the soul before it next uses its barrowwalk ability—a prospect which is highly unlikely.

Silence (Su) The cù-sìth is constantly surrounded by a 20-ft. radius sphere of silence, as the Illusion talent. It does not impede the cùsìth’s baleful howl ability.

Ecology
Environment any near burial sites
Organization solitary, pair, or pack (3–8)
Treasure none

The cù-sìth (plural coin-sìth) is the psychopomp of Faerie. Tasked with ensuring that the dead do not rise, they are typically seen as heralds of doom. Coin-sìth will usually begin combat by using their baleful howl ability. Then they will harry their foe with Spring Attack, tripping them and ensuring they cannot retaliate. When fighting alongside other coin-sìth, they will focus on a single foe until it is no longer a threat. Once it has collected a soul with its psychopomp ability, a cù-sìth will typically attempt to flee to a barrow where they can ensure the dead will not rise.


Devouring Hole (CR 8)

This circle of pitch-black fabric hides an extradimensional space sized to fit a dozen bodies.

XP 4,800
N Large Construct
Init +0 Senses Darkvision 60 ft., low-light vision, perception +0

Defenses
AC 18, touch 14, flat-footed 14 (+4 dex, +4 natural)
hp 75 (10d10+20)
Fort +2 Ref +6 Will +2
Defensive Abilities DR 5/magic; Immune Construct Traits, Magic

Offense
Speed 20 ft.
Melee Bite (1d6+7 plus Devouring Darkness and Grab)
Space 10 ft.; Reach 5 ft.;
Special Attack Extradimensional Gullet (1d6+7 plus Devouring Darkness), Devouring Darkness

Statistics
Str 20 Dex 18 ConIntWis 10 Cha 14
Base Atk +10; CMB +15 (+23 grapple); CMD +30 (can’t be tripped)
SQ Compression, Nothing to See Here

Special Abilities
Devouring Darkness (Su) A devouring hole can create or dismiss an area of darkness within its extradimensional space as a free action. This darkness is augmented with a more potent version of the the Hungry Darkness talent, inflicting 2 points of Constitution damage per round to targets that have been swallowed, grappled, or successfully struck with a bite attack. A creature can not be affected by Devouring Darkness more than once in a round.

Extradimensional Gullet (Su) A devouring hole can swallow a creature it is grappling and hold it inside its extradimensional space. This functions as the swallow whole special ability, except that it can swallow a creature up to its own size and the victim can not cut its way free, though it can escape through a successful grapple check. If the devouring hole is killed with a creature inside its extradimensional gullet that creature is shunted out into the nearest open space.

Nothing to See Here (Ex) A devouring hole functions in all ways as a normal portable hole when not feeding, and interacts with a bag of holding as would a normal portable hole under all circumstances. When not active, a DC 32 Spellcraft check is required to distinguish a devouring hole from a portable hole.

Construction
A devouring hole is created from a normal portable hole given animation and purpose through an elaborate ritual requiring rare reagents. The crafting cost assumes the creator must purchase a portable hole at market price. Adjust the cost down if the creator can supply one by other means or craft one herself.

CL 12th; Price 50,000 gp

Feats Craft Construct Spells Dark sphere, Enhancement sphere, Warp sphere, Animate Object, Extradimensional Storage, Hungry Darkness, creator must be at least caster level 12th. Skill Craft (Cloth) DC 15; Cost 25,000 gp


Dewdrop Fairy Swarm (CR 4)

What seemed at a distance to be a cloud of glittering gems now becomes clear as a swarm of tiny fey whose wings sparkle with dew and who carry rough weapons of iron nails.
XP 1200
N Diminutive fey (swarm)
Init +8; Senses low-light vision; Perception +9

Defense
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 40 (9d6+9)
Fort +4, Ref +10, Will +3
Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage
Weaknesses swarm traits

Offense
Speed fly 40 ft. (perfect)
Melee swarm (2d6 plus distraction and drench, counts as cold iron)
Space 10 ft.; Reach 0 ft.
Special Attacks crude cold iron weapons, distraction (DC 17)

Magic
Caster Level 9; MSB +9, MSD 9, Concentration +11
Tradition Rain dancing (Atmoturgy, Skilled Casting (Perform (dance)), Wild Magic, Focused Weather (Precipitation)); CAM Cha
Spell Points 11
WeatherDC 16; Duration Concentration; Range medium; Talents Calm Weather, Cloud Burst, Rain Lord, Severe Weather

Statistics
Str 1, Dex 18, Con 12, Int 11, Wis 5, Cha 14
Base Atk +4; CMB –; CMD
Feats Ability Focus (distraction), Cantrips, Improved Initiative, Lightning Reflexes, Skill Focus (Perform [dance])
Skills Fly +30, Knowledge (nature) +12, Perception +9, Perform (dance) +17, Stealth +16, Survival +9
Languages Common and Sylvan
SQ drench, rain dance

Ecology
Environment any wet environment
Organization solitary or frolick (2–5)
Treasure incidental

Individually, dewdrop fairies are all but harmless to larger creatures. Unarmored, wielding makeshift weapons of cold iron, and utterly diminutive, they are easily swept aside by most opponents. In massive swarms, however, they can kill by a thousand tiny cuts. Unfortunately, they lack any sort of discipline or even an attention span to speak of, and so tend to haphazardly attack whichever enemy is closest or attracts their ire.

Dewdrop fairies become violent for a number of reasons. They are often conscripted by more powerful fey who arm them with nails or shards of cold iron so they can become a whirlwind of death for rival fey. They are also known to protect magic-rich territories on instinct and are particularly intent on putting out fires that threaten their demesnes. Their definition of “threaten”, however, is quite broad as they have a hard time distinguishing between the threat of a mad wizard flinging fireballs into dry undergrowth and a small, carefully built campfire.

Special Abilities

Shards of Iron (Ex)
The crude weapons wielded by the dewdrop fairies in the swarm allow its swarm damage to count as cold iron for the purpose of overcoming damage reduction. These weapons are extremely rough and, if wielded by a Diminutive creature, count as improvised piercing weapons that deal 1 damage. This small amount of cold iron is typically the only thing of value carried by the swarm’s members.

Drench (Ex)
Any non-magical flames within the dewdrop fairy swarm’s space at the end of its move are immediately extinguished. As a free action the dewdrop fairy swarm may make a magic skill check to dispel any magical flames (as the Counterspell feat) within the swarm’s space at the end of its turn. It takes no damage for entering any flames it extinguishes.

Rain Dance (Ex)
When using its control weather ability to create or alter precipitation, a dewdrop fairy swarm may concentrate on the effect as part of a move action used to move.


Elusa Hound, Sibyl (CR 3)

At first glance, this magical beast looks nothing more than an arctic wolf, but as you focus in on it, its fur which appeared white or light grey at first, now clearly has a coat with a blue tint.

XP 800
LN Medium magical beast
Init: +2; Senses darkvision 60 ft, detect spellcaster (120 ft), low-light vision, perception +5, scent

Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Natural)
hp 30 (4d10+8)
Fort +6, Ref +6, Will +2
Defensive Abilities Spellhide (+3 saves vs spells, spell-like abilities, sphere talents and abilities)

Offense
Speed 50 ft
Melee bite +5 (1d6+1 plus trip)

Statistics
Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 8
Base Atk +4; CMB +5; CMD 17
Feats Skill Focus (Perception), Skill Focus (Survival)
Skills Perception +8, Survival +8 (+12 scent tracking); Racial Modifiers +4 Survival when tracking by scent.
SQ aura tracking, detect spellcaster, spellhide

Special Abilities

Aura Tracking (Su) If a sibyl elusa hound has “tasted” the magical aura of a creature (a creature it has successfully divined using detect spellcaster), it gains a +10 competence bonus to its Survival check when tracking that target. The aura must be fresh (“tasted” within the last 2 hours) or the elusa hound does not gain this bonus.

Detect Spellcaster (Su) Sibyl elusa hounds have a supernatural sense of smell which functions as the Divination sphere talent Detect Spellcaster, except that it is constantly active, requiring no spell points to utilize, and does not inhibit the creature’s actions nor its ability to defend itself.

Spellhide (Ex) Sibyl elusa hounds add their natural armor bonus to their saving throws vs spells, spell-like abilities, and sphere talents and abilities.

Ecology
Environment urban
Organization solitary, pair, or unit (mana-hound paired with an inquisitor or investigator)
Treasure none

The sibyl elusa hounds are favored by inquisitors and investigators alike, who utilize these magical beasts to track down cultists, renegade mages, and other spellcasters deemed a threat to society. Compared to the common elusa hound (Tome of Horrors Complete, pg 271), the sibyl variety are less intelligent and physically weaker. To make up for this, the sibyl elusa hounds have magic-resistant hides that help defend them from their inevitable prey.


Ghoran, Wyrgrove (CR 1/2)

XP 200
Wyrgrove Ghoran yamabushi (unchained monk) 1
LN Medium plant
Init: +2; Senses low-light vision, Perception +7

Defense
AC 16, touch 15, flat-footed 14 (+1 natural, +2 Dex, +3 Wis)
hp 13 (1d10+3)
Fort +5, Ref +4, Will +3
Immune plant traits
Weakness delicious, light dependency

Offense
Speed 30 ft
Melee unarmed strike +3 (1d6+2/x2)
Melee flurry of blows +3/+3 (1d6+2/x2)
Spell Points 4

Spheres and Talents (CL 1, MSB +1, MSD 12)
Alteration Sphere - Alter Size
Nature Sphere (plantlife geomancing) - Barkskin, Shelter

Statistics
Str 14, Dex 14, Con 16, Int 5, Wis 16, Cha 9
Base Atk +1; CMB +3; CMD +18
Feats Extra Magical Talent
Skills Intimidate +3
Languages Common, Treant
SQ Delicious, Ghorus Seed, Light Dependent, Sphere-touched

Special Abilities

Delicious (Ex) Ghorans take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.

Ghorus Seed (Ex) As a full-round action, a ghoran can expel its ghorus seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original ghoran, save that the duplicate may reallocate all of its skill ranks upon sprouting. Once a ghoran expels its seed, it gains 1 negative level, and it dies as soon as its duplicate sprouts. This duplicate replaces the previous ghoran character.

Light Dependent (Ex) Ghorans take 1d4 points of Constitution damage each day they go without exposure to sunlight.

Sphere-touched Wyrgrove ghorans are touched individually by a different sphere of magic, the most common being nature and alteration (though there are rumors to exist those touched by other spheres). Wyrgrove ghorans have the Basic Magical Training feat. If the ghoran gains a level in a sphere casting class, it is traded out with Extra Magical Talent.

Ecology
Environment temperate forest
Organization solitary, pair, or plot (3-12)
Treasure NPC gear, other treasure

The common ghoran is looked upon as a beauty of nature who provide food to those less fortunate than themselves, but not all ghoran are content to live a such a simple life. In fact an entire breed of ghoran have come into being with inborn natural sphere abilities, they are called the wyrgrove ghoran.

Wyrgrove Ghoran Racial Subtype (RP 16)

Ability Scores Ghoran receive a +2 racial bonus to Constitution and Wisdom and a -2 racial penalty to Intelligence.

Raised Among Trees Ghoran start off knowing treant as language instead of sylvan. They may still select additional languages with a high intelligence modifier.

Shell of their Former Selves Ghoran reduce their natural armor bonus from +2 (3 RP) to +1 (2 RP).

Sphere-touched (2 RP) Ghoran lose Natural Magic (2 RP) to gain instead the feat Basic Magical Training (2 RP) as a bonus feat, but are limited to choosing either the Alteration or Nature Sphere. If the ghoran gains a level in a sphere casting class, it is traded out with Extra Magical Talent.

Wisdom of the Past The Ghoran give up Past-Life Knowledge (2 RP) as they slowly lose unnecessary memories over time.

Ghoran keep their Delicious, Ghorus Seed, and Light Dependency racial traits while utilizing this racial variant.


Gremlin, Tunneler (CR 1)

XP 400
CE Tiny fey
Init +0; Senses darkvision 120 ft., low-light vision; Perception +5

Defense
AC 12, touch 12, flat-footed 12 (+2 size)
hp 8 (1d6+5)
Fort +2, Ref +2, Will +3
DR 3/cold iron; SR 11

Offense
Speed 20 ft., burrow 20 ft.
Melee shovel +4 (1d8+3/×3)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks break ground, undermine

Statistics
Str 14, Dex 11, Con 14, Int 11, Wis 12, Cha 11
Base Atk +0; CMB +0; CMD 10
Feats Skill Focus (Knowledge (engineering)), Toughness
Skills Climb +6, Craft (Traps) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Perception +5, Stealth +12
Languages Aklo, Undercommon
SQ shovel training, strength, tunnel

Special Abilities

Break Ground (Ex) A tunneler can pass directly beneath the space of another creature, softening the ground and causing unstable footing. If the tunneler is in a space directly below the surface of the ground, it can choose to make the surface of the ground above it difficult terrain. Clearing this difficult terrain requires a full-round action. If a creature occupies this space when the tunneler passes beneath it, the creature must succeed on a DC 12 Reflex save or fall prone. If the creature’s space is larger than one 5 ft. square, then the tunneler must pass beneath all of the creature’s occupied spaces in order to force this save. This DC is Strength based.

Shovel Training (Ex) Tunnelers are proficient in the use of their shovels as weapons. Use the statistics for a greataxe sized appropriately.

Strength (Ex) Despite being tiny, tunnelers may use their Strength to determine CMB, CMD, and Climb.

Tunnel (Su) When using its burrow speed, the tunneler may choose to leave behind a stable passage suitable for creatures of Tiny size or smaller. Creatures of Small size may pass through by squeezing. A group of at least 4 tunnelers can leave a space suitable for a Small creature through which a Medium creature can squeeze through. Larger passages require construction and reinforcement, though each tunneler can supply the labor of 4 humans for projects that consist primarily of digging, such as making ditches, mines, or tunnels.

Undermine (Ex) A tunneler can spend up to 12 hours digging beneath a wall or other structure. At the end of this time, the tunneler can cause its tunnels to collapse as a full-round action, dealing 10 damage per hour to a 5-ft. section of that structure. This damage bypasses hardness and deals full damage to objects. Multiple tunnelers can aid each other to reduce this time, but cannot increase the maximum damage to a single section.

Ecology
Environment any underground
Organization solitary, team (2–4), labour (6–12)
Treasure standard (shovel, trap bag, other treasure)

Tunneler gremlins delight in chaos and destruction, but have more patience than many of their kin. Tunnelers take their time, working in teams to undermine structures carefully, allowing them to set off a carefully engineered collapse (complete with mad cackling), dealing far more damage than they would otherwise be able to. As Faerie is dominated by natural landscapes and toppling trees and causing landslides is less amusing than collapsing buildings, tunnelers take any chance they can get to escape to planes with complex architecture to destroy. Needless to say, they are killed on sight in all cities, with many municipalities offering a bounty for their destruction.

A chaotic or neutral evil or a chaotic neutral 5th-level spellcaster can gain a tunneler as a familiar if she has the Improved Familiar feat.


Mau (CR 20)

This mummified cat is wrapped in linen that has been covered in ancient glyphs of warding. Its eyes have been replaced with turquoise and it is bedecked with gold earrings, necklaces, and other adornments.

XP 307,200
LN Tiny outsider (lawful, native)
Init +11; Senses darkvision 120 ft.; Perception +33

Defense
AC 40, touch 35, flat-footed 29 (+11 Dex, +5 natural, +4 size, +10 Wis)
hp 253 (22d8+154)
Fort +14, Ref +24, Will +23
Defensive Abilities DR 15/chaotic, perfect order, raised to serve

Offense
Speed 40 ft.
Melee 2 claws +33 (1d2, 19–20/x2), bite +31 (1d3)
Space 2-1/2 ft. ft.; Reach 0 ft.
Special Attacks breath weapon

Magic
Caster Level 16; MSB +16, MSD 27, Concentration +27
Tradition Natural (none); CAM Wis
Spell Points 27
Death SphereDC 28; Duration 16 hours w/ 1 sp or instantaneous w/ 3 sp; Range medium (260 ft.) or touch; Talents Command Undead, Curse, Drain, Greater Undead, Lingering Undead, Permanent Undead, Vampiric Strike
- command undead (ghost strike, 16 min)
- curse (ghost strike, permanent)
- drain (16 hours)
- reanimate (16 hours with 1 sp or instantaneous with 3 sp)
- vampiric strike (16 min)
Fate SphereDC 28; Alignment lawful; Duration concentration, 16 rounds, 16 min, or 2 hr 10 min w/ 1 sp; Range close (65 ft.) or personal w/ 20-ft. (40-ft. w/ 1 sp) radius; Talents Classify, Consecrated Ground (2), Divine Pressure, Divine Force, Geas, Greater Geas, Mark of Judgment, Stationary Consecration, Truth
- classify (word, instantaneous)
- divine force (consecration, instantaneous)
- divine pressure (consecration, concentration, 16 min with 1 sp, or permanent with 3 sp)
- geas (16 days)
- hallow (concentration or 16 min with 1 sp)
- mark of judgment (permanent)
- serendipity (concentration, 16 min with 1 sp, or permanent with 3 sp)
- truth (word, concentration or 16 min with 1 sp)

Statistics
Str 11, Dex 33, Con 28, Int 15, Wis 30, Cha 12
Base Atk +22; CMB +20 (+24 grapple); CMD 45 (47 vs. grapple)
Feats Align Spell (lawful), Dirty Fighting, Greater Grapple, Improved Critical (claws), Improved Grapple, Improved Mystic Assault, Multiattack, Mystic Assault, Quicken Spell, Weapon Finesse
Skills Acrobatics +34, Climb +25, Diplomacy +24, Knowledge (religion) +25, Knowledge (planes) +25, Perception +33, Sense Motive +33, Stealth +34
Languages Common and Necril, speak with animals (cats only)
SQ leonine form

Special Abilities
Breath Weapon (Su) Once every 1d4 rounds a mau can release a 15-ft. long cone of desiccating sand and salt. This does 10d4 slashing damage and 8d4 untyped damage and fatigues all within the area. A successful Reflex saving throw halves the slashing damage and a successful Fortitude saving throw negates the untyped damage and fatigue (DC 30).

Perfect Order (Su) A mau adds its Wisdom modifier to its AC.

Leonine Form (Su)
As a standard action, a mau can take the form of a housecat, a lion, or a dire lion. This functions as the Alteration sphere shapeshift ability, using the Blank Form and the following traits:

Housecat: no traits
Lion: large size (+10 Str, –6 Dex, +2 Con; +3 CMB; –3 attack, CMD, and AC), grab, pounce, land speed (100 ft.)
Dire lion: huge size (+14 Str, –8 Dex, +4 Con; +4 CMB; –4 attack, CMD, and AC), grab, pounce, land speed (100 ft.)

The mau can remain in any of these forms indefinitely and always gains a +10 bonus to Disguise to appear to be the animal whose form it has taken. As this is a polymorph effect, it loses access to its breath weapon while transformed. It may use this ability at will.

Raised to Serve While not strictly undead, mau do share some of their traits. They are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), bleed, death effects, disease, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Any effect that explicitly affects undead in addition to the living, like Divine Force, affects mau, but effects that only affect undead, like Command Undead, do not. Unlike other native outsiders, mau are not affected by raise dead, reincarnate, resurrection, true resurrection, or any Life sphere talents that would return it to life unless enhanced with Esoteric Healing. Usually it takes a different magical effect, such as limited wish, wish, or miracle to restore a mau to life. Despite being native outsiders, mau do not breathe, eat, or sleep.

Ecology
Environment desert tombs
Organization destruction (1 mau plus 0–1 mummy lord and 3–20 mummies)
Treasure twice normal

Mau are the mummified remains of a beloved housecat inhabited by a spirit of Law. Typically found guarding the tomb of their former master from those who would dare violate it, they have the ability to raise undead servants as well as to enter combat themselves in a flurry of claws and teeth. Though they will typically try to avoid combat by warning away intruders, they also readily attack those who persist. Mau begin combat by transforming into either a lion or a dire lion and using a quickened ranged ghost strike. Then they will pounce, using Mystic Assault to replace a claw attack with another ghost strike. They typically reserve their breath weapon for when they are near a cluster of weak enemies.


Menehune (CR 1/2)

XP 200
NG Small fey
Init +3; Senses low-light vision; Perception +5

Defense
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 size)
hp 5 (1d6+2)
Fort +2, Ref +6, Will +2; +2 vs. illusions

Offense
Speed 30 ft.
Melee dagger +3 (1d3+1/19–20)
Ranged shortbow +3 (1d4)
Space 5 ft., Reach 5 ft.

Statistics
Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 15
Base Atk +0; CMB +1; CMD 14
Feats Point Blank Shot
Skills Acrobatics +7, Craft (carpentry) +5, Knowledge (Engineering) +2, Perception +5, Perform (dance) +6, Perform (sing) +6, Stealth +15
Languages Common, Sylvan

Special Abilities

Friendship Arrows (Su) When a menehune fires an arrow from any bow, it can change the arrow into a charm arrow as part of making the attack. A menehune can do this a number of times per day equal to its Charisma score (usually 15). The arrow does not damage and the target must succeed on a DC 12 Will save or have its attitude toward the menehune shift to friendly as an instantaneous effect. The save DC is Charisma-based.

Rapid Construction (Ex) When constructing buildings, mines, tunnels, ditches, etc., a menehune performs the work of 10 normal humans.

Ecology
Environment tropical
Organization solitary, band (7–12)
Treasure standard (carpentry tools, other treasure)

Peaceful island dwellers, menehune are seldom violent unless pressed. When threatened, they prefer to use their friendship arrows to make peace. Normally exclusive, those that know how to contact them and offer their favorite foods (fish and bananas) can sometimes get them to apply their impressive speed in construction projects. Areas with menehune are known to sprout temples, ponds, and other construction overnight. Despite this, they rarely build such things for themselves and prefer to live away from others, moving away from any area that becomes significantly settled.

A 5th-level spellcaster within one step of neutral good can gain a menehune as a familiar if she has the Improved Familiar feat.


Nymph, Wyrgrove (CR 5)

XP 1,600
CG Medium Fey
Init: +5; Senses low-light vision, Perception +12
Aura Blinding Beauty (30 ft, DC 20)

Defense
AC 22, touch 22, flat-footed 17 (+7 Deflection, +5 Dex)
hp 45 (6d6+24)
Fort +13, Ref +17, Will +15
DR 10/cold iron

Offense
Speed 30 ft, swim 20 ft
Melee mwk dagger +9 (1d4/19-20)
Special Attacks stunning glance
Spell Points 10

Spheres and Talents (CL 6th, MSB +6, MSD 17)
Destruction Sphere
Life Sphere
Nature Sphere (plantlife geomancing) - Animal Friend, Barkskin
Warp Sphere

Statistics
Str 10, Dex 20, Con 18, Int 16, Wis 17, Cha 25
Base Atk +3; CMB +8; CMD +25
Feats Agile Maneuvers, Combat Casting, Weapon Finesse
Skills Diplomacy +16, Escape Artist +14, Handle Animal +13, Heal +9, Knowledge (nature) +12, Perception +12, Sense Motive +12, Stealth +14, Swim +17
Languages Common, Sylvan, Elven, Treant
SQ spell points, unearthly grace, wild empathy +19

Special Abilities

Blinding Beauty (Su) This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 20 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spell Points A wyrgrove nymph gains a small reservoir of energy that it can call upon to create wondrous effects, called a spell pool. This pool contains a number of spell points equal to 1/2 its racial HD + its Charisma modifier.

Spheres and Talents A wyrgrove nymph uses sphere and talent abilities as a High caster, with a caster level and a number of talents equal to its racial HD. Wyrgrove nymphs do not naturally possess a casting tradition, but they may gain one if they gain class levels in a casting class.

Stunning Glance (Su) As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 20 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su) A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class and CMD.

Wild Empathy (Su) This works like the druid’s wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph’s effective druid level is equal to her HD for determining her total modifier to the check.

Ecology
Environment temperate forest
Organization solitary
Treasure standard (dagger, other treasure)

There are told tales of a beauty so great that those who behold her may be struck blind. The wyrgrove nymph is not only a threat to those that behold her grace, but also to those who mean her ill well, for she has nature at her disposal.


Omnimental, Small (CR 2)

XP 600
N Small outsider (elemental, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +4

Defense
AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +4, Will +0
Immune elemental traits; Resist Acid 5, Cold 5, Electricity 5, Fire 5

Offense
Speed 30 ft., burrow 20 ft., swim 30 ft., fly 20 ft. (Perfect)
Melee slam +1 (1d4+2) + energy blade
Ranged destructive blast +3 (+4 inside 30’)
Special Attacks detonation DC 11

Statistics
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Point Blank Shot, Sphere Focus (Destruction)B, Weapon FinesseB
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Languages Aquan, Auran, Ignan, Terran

Special Abilities
Admixture: The omnimental gains the Admixture talent as a bonus talent. Additionally, it gains a pool of admixture points equal to half its HD. These points may be used to remove the casting time increase from the admixture talent or to reduce the spell point cost of a metamagic feat by one spell point per admixture point spent. When using the Admixture talent, the omnimental must choose blast types associated with different elements.
Casting: Destruction CL 1, DC 11
Talents: The omnimental possesses the Destruction sphere, the Energy Blade talent, and the following blast types: Air Blast, Fire Blast, Frost Blast, and Stone Blast.
Spell Pool: 1 (Caster level plus Charisma modifier)

Detonation: When slain, an omnimental explodes in a burst of energy as if having used a destructive blast at its CL with the Explosive Orb blast shape and any one blast type talent it possesses.

Natural Destroyer: The omnimental does not provoke attacks of opportunity when using destructive blast.

Ecology
Environment any
Organization solitary, pair, or gang (3–8)
Treasure none

Omnimentals are a planar oddity, forming from the clashing energies in locations where the elemental planes intersect. This makes their formation a rare occurrence, however skilled mages may create them from the fused essences of more common elementals. They are therefore most commonly found as servants and guardians of the mages that create them. Creatures with elemental subtypes tend to dislike them due to the mingling of opposed natures.

In combat, omnimentals prefer to skirmish, weakening their enemy with blasts from range before closing in to finish them off with energy blade-enhanced slams.

Omnimental, Medium (CR 4)

XP 1,200
N Medium outsider (elemental, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +7

Defense
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +3
Immune elemental traits; Resist Acid 5, Cold 5, Electricity 5, Fire 5

Offense
Speed 30 ft., burrow 20 ft., swim 30 ft., fly 20 ft. (Perfect)
Melee slam +4 (1d6+3) + energy blade
Ranged destructive blast +7 (+8 inside 30’)
Special Attacks detonation DC 13

Statistics
Str 10, Dex 17, Con 14, Int 4, Wis 11, Cha 13
Base Atk +4; CMB +5; CMD 19
Feats Point Blank Shot, Precise shot, Sphere Focus (Destruction)B, Weapon FinesseB
Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, Knowledge (planes) +1, Perception +7
Languages Aquan, Auran, Ignan, Terran
Admixture: 2 points
Casting: Destruction CL 2, DC 13
Talents: Destruction Sphere, Energy Blade, Energy Leap, and Air Blast, Fire Blast, Frost Blast, and Stone Blast.
Spell Pool: 3

Natural Destroyer: The omnimental does not provoke attacks of opportunity when using destructive blast.

Omnimental, Large (CR 6)

XP 2,400
N Large outsider (elemental, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +11

Defense
AC 18, touch 14, flat-footed 13 (+5 Dex, +4 natural, -1 size)
hp 60 (8d10+16)
Fort +8, Ref +11, Will +4
DR 5/—, Immune elemental traits; Resist Acid 5, Cold 5, Electricity 5, Fire 5

Offense
Speed 30 ft., burrow 20 ft., swim 30 ft., fly 20 ft (Perfect)
Melee 2 slams +13 (1d8+2) + energy blade
Ranged destructive blast +13 (+14 inside 30’)
Special Attacks detonation DC 14

Statistics
Str 14, Dex 21, Con 14, Int 6, Wis 11, Cha 15
Base Atk +8; CMB +11; CMD 27
Feats Point Blank Shot, Precise Shot, Extra Spell Pool, Improved Energy Blade, Sphere Focus (Destruction)B, Weapon FinesseB
Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9, Knowledge (planes) +5, Perception +11
Languages Aquan, Auran, Ignan, Terran
Admixture: 4 points
Casting: Destruction CL 4, DC 15
Talents: Destruction Sphere, Energy Blade, Energy Leap, Extended Range, and Air Blast, Cold Blast, Fire Blast, and Stone Blast.
Spell Pool: 8

Natural Destroyer: The omnimental does not provoke attacks of opportunity when using destructive blast.

Omnimental, Huge (CR 8)

XP 4,800
N Huge outsider (elemental, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +7

Defense
AC 20, touch 15, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, -2 size)
hp 85 (10d10+30)
Fort +10, Ref +14, Will +5
DR 5/—; Immune elemental traits; Resist Acid 5, Cold 5, Electricity 5, Fire 5

Offense
Speed 40 ft., burrow 30 ft., swim 40 ft., fly 30 ft. (Perfect)
Melee 2 slams +15 (2d6+4) + energy blade
Ranged destructive blast +15 (+16 inside 30’)
Special Attacks detonation DC 15

Statistics
Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 17
Base Atk +10; CMB +16; CMD 34
Feats Point Blank Shot, Precise Shot, Extra Spell Pool, Improved Energy Blade, Empower Spell, Sphere Focus (Destruction)B, Weapon FinesseB
Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9, Knowledge (planes) +5, Perception +11
Languages Aquan, Auran, Ignan, Terran
Admixture: 5 points
Casting: Destruction CL 5, DC 16
Talents: Destruction Sphere, Energy Blade, Energy Leap, Extended Range, Explosive Orb, and Air Blast, Fire Blast, Frost Blast, and Stone Blast.
Spell Pool: 10

Natural Destroyer: The omnimental does not provoke attacks of opportunity when using destructive blast.

Omnimental, Greater (CR 10)

XP 9,600
N Huge outsider (elemental, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +7

Defense
AC 22, touch 16, flat-footed 14 (+8 Dex, +6 natural, -2 size)
hp 123 (13d10+52)
Fort +12, Ref +16, Will +6
DR 10/—; Immune elemental traits; Resist Acid 5, Cold 5, Electricity 5, Fire 5

Offense
Speed 40 ft., burrow 30 ft., swim 40 ft., fly 30 ft. (Perfect)
Melee 2 slams +19 (2d6+7) + energy blade
Ranged destructive blast +19 (+20 inside 30’)
Special Attacks detonation DC 21

Statistics
Str 24, Dex 27, Con 18, Int 8, Wis 11, Cha 21
Base Atk +10; CMB +16; CMD 34
Feats Point Blank Shot, Precise Shot, Extra Spell Pool, Improved Energy Blade, Empower Spell, Sphere Focus (Destruction)B, Weapon FinesseB
Skills Acrobatics +23, Climb +20, Escape Artist +21, Intimidate +15, Knowledge (planes) +10, Perception +16
Languages Aquan, Auran, Ignan, Terran
Admixture: 6 points
Casting: Destruction CL 6, DC 19
Talents: Destruction Sphere, Energy Blade, Energy Leap, Extended Range, Explosive Orb, Energy Wall, and Acid Blast, Air Blast, Electric Blast, Fire Blast, Frost Blast, Stone Blast, Thunder Blast.
Spell Pool: 13

Natural Destroyer: The omnimental does not provoke attacks of opportunity when using destructive blast.

Omnimental, Elder (CR 12)

XP 19,200
N Huge outsider (elemental, extraplanar, air, earth, fire, water)
Init +9; Senses darkvision 60 ft.; Perception +19

Defense
AC 25, touch 17, flat-footed 16 (+9 Dex, +8 natural, -2 size)
hp 152 (16d10+64)
Fort +14, Ref +19, Will +9
DR 10/—; Immune elemental traits, Resist Acid 5, Cold 5, Electricity 5, Fire 5

Offense
Speed 40 ft., burrow 30 ft., swim 40 ft., fly 30 ft. (Perfect)
Melee 2 slams +23 (2d8+8) + energy blade
Ranged destructive blast +25 (+26 inside 30’)
Special Attacks detonation DC 24

Statistics
Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 23
Base Atk +16; CMB +16; CMD 34
Feats Point Blank Shot, Precise Shot, Extra Spell Pool, Improved Energy Blade, Empower Spell, Quicken Spell, Iron Will, Tether Adept, Sphere Focus (Destruction)B, Weapon FinesseB
Skills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Knowledge (planes) +19, Perception +19
Languages Aquan, Auran, Ignan, Terran
Admixture: 8 points
Casting: Destruction CL 8, DC 21
Talents: Destruction Sphere, Energy Blade, Energy Leap, Extended Range, Explosive Orb, Energy Wall, Energy Tether, and Acid Blast, Air Blast, Crystal Blast, Electric Blast, Fire Blast, Frost Blast, Stone Blast, and Thunder Blast.
Spell Pool: 16

Natural Destroyer: The omnimental does not provoke attacks of opportunity when using destructive blast.


Ooze, Humoral (CR 1/3)

XP 135
N Tiny ooze
Init -5; Senses blindsight 60 ft.; Perception -5

Defense
AC 7, touch 7, flat-footed 7 (-5 Dex, +2 size)
hp 7 (1d8+3)
Fort +3, Ref -5, Will -5
Immune ooze traits; Resist fire 5
Weaknesses vulnerability to cold

Offense
Speed 10 ft., climb 10 ft., swim 10 ft.
Melee Slam +1 (1d3+1)
Space 2-1/2 ft., Reach 0 ft.

Statistics
Str 12, Dex 1, Con 16, Int —, Wis 1, Cha 1
Base Atk +0; CMB +1; CMD 6

Ecology
Environment any underground
Organization solitary, pair, or coagulum (3-5)
Treasure none

Special Abilities

Emotional Touch (Su) Humoral oozes create impact the emotions of those in contact with them. This is a mind-affecting emotion ability and requires at least one round of contact and ends one round after contact ceases; brief contact such as from an unarmed strike is insufficient. Most casters that keep humoral oozes as familiars allow the ooze to ride on their shoulder, in a pocket, or another location that maintains contact.

Each type of ooze has a different effect:

  • Choleric - Creatures touching the ooze are on edge, prone to anger, leaving them unwilling to listen to others, causing the DC of Bluff, Diplomacy, and Intimidate skill checks made against them increased by 2, +1 for every 5 Hit Dice of the creature.
  • Melancholic - Creatures touching this ooze grow depressed and gloomy, though since things can’t get any worse, they press on, gaining a +2 morale bonus on saves that would cause the paralyzed or slow conditions.
  • Phlegmatic - Creatures touching the ooze are inclined to move slowly, and gain a +2 morale bonus on saves verses mind-affecting abilities.
  • Sanguine - Creatures touching the ooze become hopeful and optimistic; once per minute as a free action the creature can grant itself a +2 morale bonus on an ability check, attack roll, saving throw, or skill check.

Fluid (Ex) The humoral ooze can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Familiar
A humoral ooze may be taken as a familiar. The master of a humoral ooze familiar gains a +2 bonus on Heal skill checks. A humoral ooze familiar may be replaced by taking 1 point of Constitution damage per two levels (minimum 1) instead of paying 100 gp per level.


Rot Grub Swarm, Apocalypse (CR 15)

XP 51,200
N Fine vermin (swarm)
Init +4; Senses Blindsense 30 ft; Perception +6

Defense
AC 22, touch 14, flat-footed 18 (+4 Dex, +0 size, +8 natural)
hp 217 (14d8+154)
Fort +20, Ref +8, Will +10
Defensive Abilities fast healing 3, swarm traits; Immune mind-affecting effects, weapon damage

Offense
Speed 10 ft
Melee swarm 3d6 plus distraction and infestation
Space 5 ft; Reach 0 ft
Special Attacks distraction (DC 28), infestation

Statistics
Str 23, Dex 19, Con 33, Int -, Wis 22, Cha 13
Base Atk +10; CMB +8; CMD 22

Special Abilities

Distraction (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 28) negates the effect.

Infestation (Ex) Any living creature that takes damage from a rot grub swarm becomes infested unless it succeeds at a DC 28 Reflex save. On a failed save, the infested creature takes 1d4 points of Constitution damage per round as the rot grubs burrow through and consume its flesh—this effect continues as long as the victim remains in the swarm and continues for 1d6 rounds after it leaves the swarm. Any energy-based attack (including damage from negative energy) that deals at least 5 points of damage to the victim automatically destroys all of the rot grubs infesting it, ending the effect prematurely.

Additionally, any effect that removes disease instantly ends a rot grub infestation. Immunity to disease offers no defense. The save DC is Constitution-based.

Swarm Traits The relevant swarm traits are as follows:

Swarms are immune to flanking, critical hits, and all weapon damage

Reducing a swarm to 0 hp or less breaks it up, but otherwise has no effect until that time.

Swarms are never staggered or reduced to a dying state by damage.

Swarms cannot be tripped, grappled or bull-rushed; nor can Swarms grapple an opponent.

Swarms are immune to spells and sphere effects that targets a specific number of creatures.

Swarms take half again (+50%) more damage from spells or effects that target an area.

Swarms don’t make standard attacks, instead they deal automatic damage to any creature whose space they occupy at the end of their move.

Swarms are not subject to miss chance for concealment or cover.

Swarm attacks are non-magical unless stated otherwise. Swarms do not threaten creatures and do not make attacks of opportunity with their swarm attack.

Creatures using sphere abilities within the area of a swarm requires a caster level check (DC 20 + 1/2 the creature’s caster level).

Using skills that require patience or concentration require a DC 20 Will save.

Ecology
Environment any
Organization solitary
Treasure none

Rot grub are deadly, as are swarms, and rot grub swarms are a terrible thing to come across. Yet woe be unto the adventurer who stumbles into the path of an apocalypse rot grub swarm. These collectives of vermin, while rare are most often seen at a distance days or weeks after a terrible battle, especially if no effort was made to properly lay to rest the fallen and deceased.


Samsaran, Sibyl (CR 1/2)

XP 200
Sibyl Samsaran psychic medium (medium) 1
LN Medium humanoid (samsaran)
Init: +1; Senses low-light vision, Perception +5

Defense
AC 16, touch 12, flat-footed 15 (+1 Dex, +4 Armor +1 Spirit)
hp 9 (1d8+1)
Fort +2, Ref +2, Will +3 (+2 vs Death Effects, Negative Energy, Negative Levels)

Offense
Speed 30 ft
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +1 (1d8/19-20)

Statistics
Str 8, Dex 13, Con 12, Int 12, Wis 12, Cha 17
Base Atk +0; CMB -1; CMD 11
Feats Extra Magical Training
Skills Bluff +9, Diplomacy +7, Perception +5, Perform (seance) +9, Sense Motive +5
Languages Common, Nagaji, Samsaran
SQ Lifebound, Sphere-touched, Spirit [Guardian], Spirit Bonus, Spirit Boon, Spirit Power (lesser)

Magic
Caster Level 1st; MSB +1; MSD 12; Concentration +4; Tradition focus casting (harrow deck), skilled casting (perform seance) drawbacks; CAB Cha
Spell Points: 5

Spheres Divination (Logos, Object Reading), Mind (Vision)
Divination: medium range (110 ft), Divine: detect magic; Object Reading: +1 appraise; Logos: comprehend languages.
Mind: close range (25 ft), DC 13, Charm: suggestion; Vision: alter the senses of the target

Special Abilities

Lifebound (Ex) Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. Sphere-touched Sibyl samsaran are touched individually by a different sphere of magic, the most common being Divination and Mind (though there are rumors to exist those touched by other spheres). Sibyl samsaran have the Basic Magical Training feat. If the samsaran gains a level in a sphere casting class, it is traded out with Extra Magical Talent.

Spirit [Guardian] (Su) After a 1 hour seance, gain the benefits of the guardian spirit bonus, boon and power (lesser) for 24 hours.

Spirit Bonus (Su) +1 AC, Constitution checks, Fortitude Saves, and Reflex Saves.

Spirit Boon (Su) +1 CMD

Spirit Power (lesser) (Su) Gain proficiency in Heavy Armor and Shields (including Tower Shields)

Ecology
Environment any land
Organization solitary or clan (3-12)
Treasure NPC gear, other treasure

Unlike most samsaran who have blue skin, those of the sibyl variety have a magenta epidermis. Those samsaran who are born with such an unusual quality are usually shunned into the harsh wilderness where they find clans of other sibyl, learn to inhabit the wasteland, or else they die. The age at which a sibyl is to be shunned or undergo dur-rahana, is different for each samsaran community. While savage tribal samsaran may leave a newborn sibyl in the wilderness, not days after its birth, other tribes may wait till the coming of age before sending the individual on it’s way; samsaran who live in civilized cities do not so frequently force a dur-rahana upon a sibyl, but the sibyl is likely to leave on its own regardless upon becoming an adult if not sooner.


Tornado (companion)

Starting Statistics
Size Large, Speed fly 50 ft. (Good); AC +3 natural armor, Attack slam (1d4); Ability Scores Str 16, Dex 17, Con -, Int -, Wis 3, Cha 1; Special Qualities fluid, whirlwind (10-15 ft. high, 1d4+3 damage, DC 10 + 1/2 HD + Str Modifier), construct immunities, darkvision 60 ft. CMD can't be tripped

Fluid: A tornado companion is unusually fluid; it may squeeze through tight spaces as if it were two sizes smaller than it actually is.

Mindless: Tornado companions have no Intelligence score and possess the mindless trait. In spite of this, tornado companions may learn one trick, plus additional bonus tricks as noted on Table: Animal Companion Base Statistics (in the Pathfinder RPG Core Rulebook). Tornado companions have no skill points, but they gain feats as if they had an Intelligence score as noted on Table: Animal Companion Base Statistics.

Whirlwind: A tornado companion is always in whirlwind form (see Pathfinder RPG Bestiary Appendix 3: Glossary)

Note: As a construct, a tornado companion does not gain increased hit points from a high Constitution score, but instead gains 30 bonus hit points from its size. It has base attack bonus and saving throws as normal for an animal companion.


Treant, Wyrgrove (CR 10)

XP 9,600
NG Huge plant
Init -1; Senses low-light vision; Perception +20

Defense
AC 24, touch 10, flat-footed 24 (-1 Dex, +14 natural, -2 size, +3 deflection)
hp 142 (15d8+75)
Fort +14, Ref +4, Will +10
Defensive Abilities Plant Traits; DR 10/slashing
Weaknesses vulnerability to fire

Offense
Speed 30 ft
Melee 2 slams +19 (2d6+9/19-20)
Ranged rock +8 (2d6+13)
Space 15 ft; Reach 15 ft
Special Attacks rock throwing (180 ft), trample (2d6+13, DC 26)
Spell Points 3

Spheres and Talents (CL 7th, MSB +15, MSD 26)
Nature Sphere (plantlife geomancing) - Barkskin, Grow Plants, Lingering Nature, Nature Sight, Rejuvenation, Towering Growth

Statistics
Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 13
Base Atk +11; CMB +22; CMD 31
Feats Alertness, Intimidating Prowess, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Skill Focus (perception), Weapon Focus (slam)
Skills Diplomacy +10, Intimidate +20, Knowledge (nature) +10, Perception +20, Sense Motive +12, Stealth -5 (+12 in forests); Racial Modifiers +17 Stealth in forests
Languages Common, Sylvan, Treant
SQ double damage against objects, spheres and talents, treespeak, tree warden

Special Abilities

Double Damage Against Objects (Ex) A treant or tree under the effect of the treant’s pummel that makes a full attack against an object or structure deals double damage.

Spell Points A treant has a number of spell points equal to its wisdom modifier.

Spheres and Talents A wyrgrove treant uses nature (plantlife geomancing) sphere talents and abilities as a low caster, increasing its caster level and talents known by 1 every 2 racial HD.

Treespeak (Ex) A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.
Tree Warden (Ex) A wyrgrove treant while conscious gains a deflection bonus to armor class equal to its Wisdom modifier.

Ecology
Environment any forest
Organization solitary or grove (2-7)
Treasure standard

Wyrgrove Treants, like other treants are shepherds of the forest, but with their increased nature magic to aid them, they are even more deadly to those who cross paths with them. To those who have little experience when it comes to these towering treefolk, the sphere treants and the common treant are almost indistinguishable which has on occasion led to the topic of conversation when two individuals encounter varying types of treant.


Typhloter Assailant (CR 20)

XP 307,200
CN Tiny aberration
Init: +6; Senses darkvision 60 ft, detect scrying (150 ft), Perception +37

Defense
AC 36, touch 29, flat-footed 28 (+7 natural, +6 Dex, +11 Cha +2 Size)
hp 225 (30d8+90)
Fort +13, Ref +27, Will +23
Defensive Abilities no breath, non-euclidean, Immune ability drain, cold, energy drain, fire, gaze attacks, poison

Offense
Speed 30 ft, fly 120 ft (average), swim 60 ft
Melee bite +29 (1d4 piercing), 6 tendrils +27 (1d2 ability damage)
Ranged adhesive blast +29 (8d6 acid damage/x2), Entangled 1 round (Reflex Save, DC 29)

Statistics
Str 11, Dex 23, Con 17, Int 21, Wis 19, Cha 33
Base Atk +22; CMB +20; CMD +26
Feats Deadly Aim, Flyby Attack, Improved Natural Attack, Lurker in Darkness, Multiattack, Point Blank Shot, Precise Shot, Skill Focus (Stealth), Sphere Focus (Destruction), Sphere Focus (Mind), Sphere Focus (Time), Stealthy, Weapon Finesse, Weapon Focus (Bite), Weapon Focus (Destructive Blast), Weapon Focus (Tendril)
Skills Autohypnosis +34, Bluff +41, Fly +39, Intimidate +44, Knowledge (Arcana) +38, Perception +37, Sense Motive +34, Spellcraft +38, Stealth +49
Languages Aklo, Telepathy
SQ Detect Scrying, No Breath, Non-Euclidean, Starflight, Tendrils

Magic
Caster Level 15th; MSB +30; MSD 41; Concentration +41; Tradition none; CAB Cha
Spell Points: 26

Spheres
Destruction Sphere Adhesive Blast
Illusion sphere Lingering Illusion, Manipulate Aura, Permanent Image
Mind Sphere Deadly Vision, Powerful Charm, Vision
Time Sphere Ranged Time, Steal Time, Time Freeze
Warp Sphere Emergency Teleport, Plane Manipulator
Destruction: close range touch (60 ft); Adhesive Blast: 8d6 acid, Entangle 1 round, reflex save dc 29
Illusion: close range (60 ft); Trick: minor illusion 15 minutes; Illusion: Illusion, will save dc 28; Manipulate Aura: change any of its auras.
Mind: close range (60 ft); Charm: suggestion, will save dc 29; Deadly Vision: target within range dies if it fails both saves, will save dc 29, fort save dc 29.
Time: close range (60 ft); Steal Time: Daze 1 round, will save dc 29, gain 1 standard action; Time Freeze: Cannot Act or be Acted Upon for 1 round, will save dc 29.
Warp: close range (60 ft), teleport yourself and up to a heavy load to a location within range; Plane Manipulator: Creatures within 150 ft must succeed a Magic Skill check to teleport.

Special Abilities

Detect Scrying (Ex) The typhloter have an extraordinary sense which functions as the divination sphere power with the same name, except that it requires no spell points to utilize.

No Breath (Ex) The typhloter does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

Non-Euclidean (Ex) Typhloter do not exist wholly in the physical world, and space and time strain against his presence. This grants typhloter a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+11). Its apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. Divination spells or sphere abilities can defeat this miss chance, but any creature that looks upon a typhloter while under the effects of a divination spell or sphere ability must succeed at a DC 36 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based. 10 +1/2 HD + CHA mod

Starflight (Su) A typhloter can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)—provided the typhloter knows the way to its destination.

Tendrils The fluorescent tendrils which protrude from its head shift its hue from one glowing colour to the next. Each time that a tendril strikes a creature, roll a d6 to determine which ability score is damaged. 1-Strength (orange), 2-Dexterity (green), 3-Constitution (red), 4-Intelligence (yellow), 5-Wisdom (blue), 6-Charisma (purple).

Ecology
Environment void space
Organization solitary or pair
Treasure none

This breed of the typhloter has an eel-like appearance with an eyeless head and florescent colored tendrils which it uses to pull its prey into its toothy maw. The assailant whose general appearance is possibly the least threatening of the typhloter is in reality the most deadly of these aberrations.


Typhloter Enforcer (CR 15)

XP 51,200
CN Colossal aberration
Init: +2; Senses darkvision 60 ft, detect scrying (110 ft), Perception +27

Defense
AC 30, touch 12, flat-footed 28 (+18 natural, +2 Dex, +8 Cha -8 Size)
hp 369 (22d8+264)
Fort +19, Ref +17, Will +15
Defensive Abilities no breath, non-euclidean, Immune ability drain, cold, fire, gaze attacks, poison

Offense
Speed 30 ft, fly 120 ft (average), swim 60 ft
Melee bite +37 (4d6+20), 6 Tentacles +35 (2d8+10)
Ranged adhesive blast +18 (6d6 acid damage/x2), Entangled 1 round (Reflex Save, DC 23)

Statistics
Str 51, Dex 15, Con 35, Int 16, Wis 14, Cha 26
Base Atk +16; CMB +44; CMD 56
Feats Ability Focus (Non-Euclidean), Hover, Flyby Attack, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Multiattack, Rapid Grappler, Snatch, Weapon Focus (Bite), Weapon Focus (Tentacles)
Skills Bluff +30, Fly +27, Intimidate +33, Knowledge (Arcana) +28, Perception +27, Sense Motive +24, Spellcraft +28
Languages Aklo, Telepathy
SQ Detect Scrying, No Breath, Non-Euclidean, Starflight

Magic
Caster Level 11th; MSB +22; MSD 33; Concentration +30 Tradition none; CAB Cha
Spell Points: 19

Spheres
Destruction: close range touch (50 ft); Adhesive Blast: 6d6 acid, Entangle 1 round, reflex save dc 23
Illusion: close range (50 ft); Trick: minor illusion 11 minutes; Illusion: Illusion, will save dc 23
Mind: close range (50 ft); Charm: suggestion, will save dc 23
Time: close range (50 ft); Time Freeze: Cannot Act or be Acted Upon for 1 round, will save dc 23
Warp: close range (50 ft), teleport yourself and up to a heavy load to a location within range; Plane Manipulator: Creatures within 110 ft must succeed a Magic Skill check to teleport.

Special Abilities

Detect Scrying (Ex) The typhloter have an extraordinary sense which functions as the divination sphere power with the same name, except that it requires no spell points to utilize.

No Breath (Ex) The typhloter does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

Non-Euclidean (Ex) Typhloter do not exist wholly in the physical world, and space and time strain against his presence. This grants typhloter a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+8). Its apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. Divination spells or sphere abilities can defeat this miss chance, but any creature that looks upon a typhloter while under the effects of a divination spell or sphere ability must succeed at a DC 29 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.

Starflight (Su) A typhloter can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)—provided the typhloter knows the way to its destination.

Ecology
Environment void space
Organization solitary or pair
Treasure none

The typhloter enforcer has an urchin cube-like appearance. Enforcers have a colossal eyeless body covered in a carapace of spines and sports six tentacles (one per side) which it uses to pull its prey into its toothy maw which protrudes from any one of its four corners. The enforcer relies on brute force and grappling to take down those it hunts.


Typhloter Nadir (CR 5)

XP 1,600
CN Medium aberration
Init: +6; Senses darkvision 60 ft, detect scrying (30 ft), Perception +17

Defense
AC 18, touch 18, flat-footed 16 (+2 Dex, +6 Cha)
hp 45 (7d8+14)
Fort +4, Ref +10, Will +7
Defensive Abilities no breath, non-euclidean, Immune gaze attacks; Resist cold 15, fire 15.

Offense
Speed 30 ft, fly 60 ft (average), swim 30 ft
Melee bite +7 (2d6+20), 6 Tentacles +2 (2d8+10)
Ranged radiation blast +7 (1d6 fire, 1d6 untyped damage/x2), low radiation (poison) (Fortitude Save, DC 17)

Statistics
Str 14, Dex 14, Con 14, Int 16, Wis 14, Cha 22
Base Atk +5; CMB +7; CMD 19
Feats Alertness, Focused Energy Type (Radiation Blast), Improved Initiative, Skill Focus (Perception)
Skills Bluff +16, Fly +12, Intimidate +16, Knowledge (Arcana) +13, Perception +17, Sense Motive +14, Spellcraft +13
Languages Aklo, Telepathy
SQ Detect Scrying, Limited Starflight, No Breath, Non-Euclidean

Magic
Caster Level 3rd (7th with Radiation Blast); MSB +7; MSD 18; Concentration +13; Tradition none; CAB Cha
Spell Points: 9

Spheres
Destruction Sphere - Radiation Blast, Searing Blast
Destruction: close range touch (30 ft); Radiation Blast: 1d6 fire 1d6 untyped; low radiation (poison), fort save dc 17 (primary 1 con drain, secondary 1 str damage/day).

Special Abilities

Detect Scrying (Ex) The typhloter have an extraordinary sense which functions as the divination sphere power with the same name, except that it requires no spell points to utilize.

Limited Starflight (Ex) A typhloter vanguard can survive in the void of outer space, and its wings allow it to use its fly speed in outer space despite the lack of air. Unlike full starflight, a typhloter vanguard’s ability to fly in outer space does not allow it to reach unusual speeds. When it wishes to fly to another world, the creature relies entirely upon its patience to complete the journey.

No Breath (Ex) The typhloter does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

Non-Euclidean (Ex) Typhloter do not exist wholly in the physical world, and space and time strain against his presence. This grants typhloter a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+6). Its apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. Divination spells or sphere abilities can defeat this miss chance, but any creature that looks upon a typhloter while under the effects of a divination spell or sphere ability must succeed at a DC 19 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.

Ecology
Environment void space
Organization solitary or pair
Treasure none

The typhloter nadir has a starfish like appearance with 6 appendages covered in suction cups spread out evenly from its centered toothy maw. It moves through the void much like a jellyfish does the sea, slowly and seemingly without purpose. While the nadir is in the void, it emits a blinding glow which seems to pulse light, often attracting the attention of those who divine the stars and heavens for answers.


Typhloter Vanguard (CR 10)

XP 9,600
CN Huge aberration
Init: +0; Senses darkvision 60 ft, detect scrying (70 ft), Perception +27

Defense
AC 22, touch 15, flat-footed 22 (+7 natural, +0 Dex, +7 Cha -2 Size)
hp 162 (15d8+90)
Fort +11, Ref +12, Will +11
Defensive Abilities no breath, non-euclidean, Immune cold, fire, gaze attacks, poison

Offense
Speed 30 ft, fly 120 ft (average), swim 60 ft
Melee bite +21 (2d6+20), 6 Tentacles +35 (2d8+10)
Ranged adhesive blast +11 (4d6 acid damage/x2), Entangled 1 round (Reflex Save, DC 20)

Statistics
Str 30, Dex 10, Con 22, Int 16, Wis 14, Cha 24
Base Atk +11; CMB +44; CMD 56
Feats Awesome Blow, Cleave, Cleaving Finish, Great Cleave, Improved Bull Rush, Improved Cleaving Finish, Multiattack, Power Attack
Skills Bluff +22, Fly +18, Intimidate +25, Knowledge (Arcana) +21, Perception +20, Sense Motive +17, Spellcraft +21
Languages Aklo, Telepathy
SQ Detect Scrying, Limited Starflight, No Breath, Non-Euclidean

Magic
Caster Level 7th; MSB +15; MSD 26; Concentration +22 Tradition none; CAB Cha
Spell Points: 14

Spheres
Destruction Sphere - Adhesive Blast
Time Sphere - Ranged Time, Time Freeze
Warp Sphere - Plane Manipulator
Destruction: close range touch (40 ft); Adhesive Blast: 4d6 acid, Entangle 1 round, reflex save dc 20
Time: close range (40 ft); Time Freeze: Cannot Act or be Acted Upon for 1 round, will save dc 20
Warp: close range (40 ft), teleport yourself and up to a heavy load to a location within range; Plane Manipulator: Creatures within 70 ft must succeed a Magic Skill check to teleport.

Special Abilities

Detect Scrying (Ex) The typhloter have an extraordinary sense which functions as the divination sphere power with the same name, except that it requires no spell points to utilize.

Limited Starflight (Ex) A typhloter vanguard can survive in the void of outer space, and its wings allow it to use its fly speed in outer space despite the lack of air. Unlike full starflight, a typhloter vanguard’s ability to fly in outer space does not allow it to reach unusual speeds. When it wishes to fly to another world, the creature relies entirely upon its patience to complete the journey.

No Breath (Ex) The typhloter does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

Non-Euclidean (Ex) Typhloter do not exist wholly in the physical world, and space and time strain against his presence. This grants typhloter a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+7). Its apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. Divination spells or sphere abilities can defeat this miss chance, but any creature that looks upon a typhloter while under the effects of a divination spell or sphere ability must succeed at a DC 24 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.

Ecology
Environment void space
Organization solitary or pair
Treasure none

The typhloter vanguard is a gargantuan floating orb with barbed tendrils that hang below it. These six tendrils are thin and razor sharp along their sides and are used to cleave to and attach themselves to any unfortunate soul that find themselves beneath it.


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