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Lazy GM Horror Guide
Lazy GM Horror Guide
Designation of Open Content: All stat-blocks (pages 12-389) are Open Content. Some of
the material in this book is based on Open Content from the following sources: Pathfinder RPG
Core Rulebook., Pathfinder Roleplaying Game Bestiary, Pathfinder Roleplaying Game Advanced Player's Guide,
Pathfinder Roleplaying Game Advanced RaceGuide , Pathfinder Roleplaying Game Bestiary, Pathfinder Roleplaying
Game Bestiary 2, Pathfinder Roleplaying Game Bestiary 3, Pathfinder Roleplaying Game Bestiary 4, Pathfinder
Roleplaying Game Ultimate Combat, Pathfinder Roleplaying Game Ultimate Magic, Pathfinder Adventure Path #11:
Skeletons of Scarwall, Pathfinder Adventure Path #39: City of Seven Spears, Pathfinder Adventure Path #42:
Sanctuary of the Serpent God, Pathfinder Adventure Path #51: The Hungry Storm, Pathfinder Campaign Setting:
Dungeons of Golarion, Pathfinder Campaign Setting: Inner Sea Bestiary, Pathfinder Campaign Setting: Inner Sea
Gods, Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder Campaign Setting: The Inner Sea World Guide,
Pathfinder Campaign Setting: Misfit Monsters Redeemed, Pathfinder Campaign Setting: Mythical Monsters Revisited,
Pathfinder Campaign Setting: The Worldwound, Pathfinder Companion: Taldor, Echoes of Glory, Pathfinder
Companion: Qadira, Gateway to the East, Pathfinder Module: City of Golden Death, Pathfinder Player Companion:
Dragon Empire Primer, Advanced Bestiary, Campaign Cogs: Morithal, Lord of Unceasing Hunger, The Genius Guide
to Simple Monster Templates, Tome of Horrors Complete.
Errors and Omissions: The statistic blocks in this document have been proofread and
checked multiple times and we hope that they are error free. If you find anything amiss please
report it on the discussion board at our website, or if you have any suggestions for future
products, visit http://www.creativeconclave.co.uk/lazygm.html
Roy Greenhilt and the Order of the Stick are the intellectual property of Rich Burlew, used with permission.
Introduction
Contents
Introduction.. 2
Monsters by Challenge Rating.. 3
Monsters by Template... 7
Monsters by Role.... 10
Aboleth..... 12
Algoid....... 28
Al-miraj...... 40
Aurumvorax.. 46
Axe Beak...... 53
Belabra..... 59
Berbalang..... 66
Blindheim..... 80
Bunyip... 87
Carbuncle..... 94
Caryatid Column. 106
Caterwaul..... 109
Catoblepas... 115
Cave Fisher.. 122
Cave Moray.. ..129
Dark Creeper... 135
Dark Stalker..... 144
Death Dog.... 158
Dire Corby....... 165
Disenchanter... 179
Eye Killer...... 192
Flail Snail.. 200
Flumph.. 214
Froghemoth..... 227
Gorbel .. 234
Harpy ... 242
Intellect Devourer ...... 255
Jackalwere ..... 270
Kamadan..... 284
Korred....... 292
Leucrotta...... 306
Medusa. 314
Mobat....... 330
Morlock..... 336
Peryton..... 345
Quickling... 352
Skum (Ulat-Kini)......... 358
Volt.... 366
Xill.. 372
Yeti.... 382
1
The Lazy GM
2
Introduction
3
The Lazy GM
4
Introduction
5
The Lazy GM
6
Introduction
Entropic
Monsters by Template Al-miraj 43
The following index lists all the creatures modified by Belabra.. 64
template, class levels, size changes and variant Blindheim.. 84
builds. Carbuncle. 99
Disenchanter................................................... 186
Templates Flail Snail........................................................ 209
Froghemoth................................................... 230
Quickling.. 355
Advanced Volt 368
Algoid, Advanced Ghost.. 33
Axe Beak. 55
Fey
Belabra, Advanced Deathleech... 62
Al-miraj 44
Blindheim. 83
Blindheim. 85
Bunyip.. 90
Carbuncle 101
Cave Fisher. 125
Disenchanter.................................................. 188
Death Dog, Advanced Dread Zombie. 160
Leucrotta.. 310
Flail Snail, Advanced Spellscar Oracle.. 205
Peryton 350
Mobat, Advanced Vampiric.. 332
Peryton, Advanced Fiendish 348
Winged Corby, Advanced Witch.. 176 Fiendish
Aboleth 17
Beast of Chaos Aurumvoarx. 50
Axe Beak. 56
Aurumvorax 49
Berbalang 77
Bunyip.. 91
Blighted Fey Bunyip, Fiendish Terror. 91
Korred.. 294 Caterwaul, Dark Planes 111
Quickling. 354 Catoblepas.. 118
Cave Moray. 131
Cave Death Dog..................................................... 162
Belabra. 63 Eye Killer....................................................... 195
Kamadan. 287 Gorbel.. 238
Harpy 253
Deathleech Intellect Devourer.. 262
Advanced Deathleech Belabra 62 Leucrotta. 311
Disenchanter.................................................. 184 Mobat, Fiendish Terror. 333
Peryton, Advanced Fiendish 348
Demon-Possessed Yeti.. 385
Death Dog, Dretch-Possessed...................... 161
Morlock Murderer, Babau-Possessed 344 Flame-Spawned
Cave Moray. 132
Demonic Vermin Eye Killer, Two-Headed Flame-Spawned .... 197
Cave Fisher. 126 Froghemoth.................................................. 231
Mobat.. 334
Divine Guardian
Foo Creature
Korred. 296
Yeti.. 386
Dread Undead
Frostfallen
Caterwaul, Dread Spectre 112
Catoblepas, Dread Wight. 117 Blindheim. 85
Death Dog, Advanced Dread Zombie........... 160
Gorbel, Dread Ghoul. 237 Ghost
Leucrotta, Dread Zombie.. 308 Advanced Ghost Algoid 33
Peryton, Dread Ghoul 349
Half-Dragon
Dream-Eater Aurumvorax. 51
Algoid.. 34 Bunyip.. 92
Flumph......................................................... 217 Caterwaul, Umbral. 113
Flumph Dream-Eater Void Disciple.............. 219 Catoblepas.. 119
Intellect Devourer.. 260 Cave Moray. 133
Disenchanter.................................................. 190
Ectoplasmic Kamadan. 288
Aboleth. 16 Leucrotta.. 312
Gorbel.. 237 Peryton. 351
Yeti 387
Element-Infused
Half-Janni
Al-miraj, Earth-Infused. 42
Cave Fisher, Earth-Infused.. 127 Jackalwere.. 273
Storm Volt 370
Mighty
Carbuncle 103
Froghemoth.................................................. 232
7
The Lazy GM
Missing
Al-miraj 45 Barbarian
Carbuncle 104 Death Dog, Savage....................................... 164
Kamadan. 289 Dread Corby Barbarian................................. 171
Volt.. 369 Morlock Berserker. 338
Yeti, Frenzied. 387
Nightmare Beast
Xill. 376 Bard
Xill Queen 381 Dire Corby Doomsinger................................. 168
Harpy Siren. 247
Plant-Imbued Medusa Lotus Geisha... 321
Gorbel.. 240
Cleric
Poisonous Berbalang Haunter 70
Catoblepas.. 120 Dark Stalker Shadow Priest.......................... 145
Harpy Fury.. 250
Primitive Morlock 340
Skum 360
Volt.. 369
Druid
Resolute
Korred Mountain Druid.. 298
Flumph......................................................... 226
Xill 377
Xill Queen 381 Fighter
Dark Creeper.. 136
Shadow Dark Stalker Fencer...................................... 148
Harpy Archer.. 245
Algoid... 36
Medusa Zen Archer... 327
Caterwaul, Dark Planes 111
Skum 362
Cave Fisher. 128
Skum, Large 363
Eye Killer, Vampire Shadow......................... 198
Kamadan. 290
Gunslinger
Skeleton Jackalwere.. 277
Axe Beak. 56
Magus
Terror Jackalwere. 280
Algoid... 38
Axe Beak. 58 Monk
Bunyip, Fiendish Terror. 91 Medusa Zen Archer.. 327
Caterwaul, Dark Planes 111
Mobat, Fiendish Terror.. 333 Oracle
Aboleth Outcast.. 25
Thessal-Monster Dire Corby Bones Oracle.............................. 165
Flail Snail...................................................... 211 Flail Snail, Advanced Spellscar Oracle......... 205
Flumph Dream-Eater Void Disciple.............. 219
Two-Headed Medusa Wendifa 324
Eye Killer, Two-Headed Flame-Spawned..... 197
Ranger
Vampire Aboleth Slaver 22
Korred Wild Stalker 302
Berbalang, Vetala.. 79
Xill Trophy Hunter.. 379
Eye Killer, Vampire Shadow......................... 198
Rogue
Zombie
Berbalang Sneak.. 74
Aurumvorax Fast Zombie. 50
Caterwaul Acrobat. 111
Axe Beak. 57
Dark Creeper.. 137
Bunyip.. 93
Dark Stalker Knife-Master............................. 150
Cave Moray, Fast Zombie 134
Ghost Corby.................................................. 174
Death Dog, Plague Zombie........................... 163
Intellect Devourer Spy.. 267
Eye Killer, Juju Zombie................................. 196
Jackalwere Bandit. 274
Flail Snail...................................................... 212
Medusa Lotus Geisha... 321
Froghemoth.................................................. 232
Morlock Thug. 343
Kamadan. 291
Morlock Murderer, Babau-Possessed 344
Mobat.. 335
Quickling Scout.. 356
Morlock, Fast Zombie 344
Skum 363
Skum 365
Yeti 388
Sorcerer
Aboleth Overseer... 18
Class Levels Dark Creeper.. 141
Dark Stalker Umbral Sorcerer....................... 154
Flumph Starwalker....................................... 222
Assassin
Intellect Devourer Dreamshadow 264
Dark Creeper.. 140
Medusa, Brazen Pythian.. 318
Quickling. 355
8
Introduction
Witch
Winged Corby Witch...................................... 176
Miscellaneous
Belabra, Huge. 65
Dire Corby, Dread Corby............................... 171
Dire Corby, Ghost Corby............................... 173
Dire Corby, Ghoul Corby............................... 175
Dire Corby, Winged Corby............................ 176
Harpy, Roc (Huge). 254
Medusa, Brazen. 317
Mobat, Advanced Vampiric.. 332
Skum Fighter, Large. 363
9
The Lazy GM
Monsters by Role
used above ground, where they have the advantage.
Flyers can also make good mounts for other
All of the creatures presented in this book have creatures (especially those with ranged attacks) or
typical modes of behaviour, favoured attack methods they can allow for interesting combat with parties
or ideal uses in adventures. This section groups them equipped with flight ability.
together according to type to help the GM decide
how best to use them in his adventures. Some Belabra.. 59
creatures come under several different headings. Berbalang. 66
Flumph.. 214
Gorbel 234
Burrowers Harpy. 242
Burrowers all have a burrow movement rate. They Mobat. 330
typically also have tremorsense. When they detect Peryton.. 345
nearby prey, they erupt from the ground and attack. Volt. 366
Dont forget that in an underground setting, the attack Winged Corby.. 176
can come from any direction, not just below. An
attack from above may also cause a cave-in, in which
case adjust for an additional CR8 encounter and
check the details in the Core Rules. Burrowers can Grapplers
be used as a surprise encounter, but their tunnels Typically, this includes any creature with the grab
can also be used to connect areas. special attack. Some may constrict with tentacles,
others rend with claws and others chew with teeth,
Aurumvorax...... 46 but all are capable of initiating a grapple with a basic
attack. These creatures can be a fun challenge for
player characters with high Strength, a good Escape
Companions and Mounts Artist skill, capability with a light weapon, the Still
These creatures work well in concert with intelligent Spell feat or some form of freedom of movement.
humanoids. Some, particularly those capable of Often these creatures are Huge or Larger, which be
flight, make good mounts. Smaller creatures are frustrating to player characters without any of these
used as pets. Some may be familiars or animal attributes, but many of the grappling creatures in
companions, with the appropriate additional effects Freaks and Horrors are Small or Medium.
dependent upon their masters level.
Aurumvorax. 46
Al-Mi'Raj.... 40 Belabra. 59
Aurumvorax.. 46 Caterwaul. 109
Axe Beak 53 Cave Fisher* 122
Bunyip. 87 Eye Killer.. 192
Carbuncle.. 94 Froghemoth. 227
Death Dog.. 158 Gorbel... 234
Disenchanter. 179 Korred** 292
Kamadan 284 Volt 366
Mobat.. 330 Xill. 372
Volt.. 366 *The cave fisher uses a sticky filament to drag prey towards it, but does
not employ the grappling rules.
**The korreds hair is used to entangle opponents but this employs a
Cunning Ambushers flat penalty rather than grappling as such.
These creatures usually have some form of
camouflage or special ability that makes them Guardians
particularly adept at an ambush attack. Some are These creatures either tend not to move far from their
simple predators, others are intelligent yet cowardly lair, or have some quality that intelligent races exploit
creatures of evil. Cunning ambushers are useful for to use them as guard animals. Guardians serve as
surprise attacks, and the intelligent ones make good barriers to prevent adventuring parties from passing
assassins if the player characters have annoyed a certain spot without depleting their resources.
somebody powerful.
Algoid.. 28
Algoid..... 28 Blindheim. 80
Aurumvorax 46 Caryatid Column 106
Belabra 59 Catoblepas.. 115
Bunyip. 87 Cave Fisher 122
Caryatid Column.. 106 Cave Moray. 129
Caterwaul 109 Flail Snail 200
Cave Fisher 122 Gorbel.. 234
Cave Moray 129 Yeti 382
Dark Creeper. 135
Dark Stalker... 144
Leucrotta. 306 Intelligent Foes
Quickling. 352 These creatures will use intelligent tactics, will not
Xill 372 fight to the death if they can help it, may
communicate and bargain with the player characters,
will use magic items if they have them (and are
Flyers physically able), will arrange their lair so as to fight at
Flyers all have a fly movement rate. Those with an an advantage and may have followers or cohorts to
average or better fly speed will often prefer to take to assist them. They are either creature with an
the air and make fly-past attacks instead of remain Intelligence score of 10 or more, or humanoid
on the ground and slug it out hand to hand. The main creatures that live in at least a rudimentary society.
advantage of flyers is their manoeuvrability; a flyer
can escape from combat quite easily. Flyers are best Aboleth 12
10
Introduction
11
The Lazy GM
Aboleth
Aboleths are an ancient race, alien, cold-hearted and proud, that brood in underground lakes
and seas, deep beneath the surface of the world. They make good arch-villains, puppet
masters orchestrating the downfall of hated surface-dwellers through intermediaries, as well
as being wholly unsympathetic slimy horrors.
Aboleth (8HD) CR 7
XP 3200
LE Huge aberration (aquatic)
Init +5; Senses darkvision 60 ft.; Perception +14
Aura mucus cloud (5 ft.)
Defence
AC 20, touch 9, flat-footed 19 (+1 Dex, +11 natural, -2 size)
hp 84 (8d8+48)
Fort +8, Ref +5, Will +11
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +10 (1d6+5 plus slime)
Space 15 ft.; Reach 15 ft.
th
Spell-Like Abilities (CL 16 , concentration +19)
At will hypnotic pattern (Will DC 15), illusory wall (Will DC 17), mirage arcane (Will DC 18), persistant
image (Will DC 18), programmed image (Will DC 19), project image (Will DC 20), veil (Will DC 19).
3/day dominate monster (Will DC 22)
Statistics
Str 20 (+5), Dex 12 (+1), Con 22 (+6), Int 15 (+2), Wis 17 (+3), Cha 17 (+3)
Base Atk +6; CMB +13; CMD 24 (cant be tripped)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)
Skills Bluff +11, Intimidate +14, Knowledge (any one) +13, Perception +14, Spellcraft +13, Swim +24
Languages Aboleth, Aklo, Aquan, Undercommon
Special Abilities
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 20 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 20 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
Aboleth (10HD) CR 8
XP 4800
LE Huge aberration (aquatic)
Init +5; Senses darkvision 60 ft.; Perception +16
Aura mucus cloud (5 ft.)
Defence
AC 20, touch 9, flat-footed 19 (+1 Dex, +11 natural, -2 size)
hp 105 (10d8+60)
Fort +9, Ref +6, Will +12
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +11 (1d6+5 plus slime)
Space 15 ft.; Reach 15 ft.
th
Spell-Like Abilities (CL 16 , concentration +19)
At will hypnotic pattern (Will DC 15), illusory wall (Will DC 17), mirage arcane (Will DC 18), persistant
image (Will DC 18), programmed image (Will DC 19), project image (Will DC 20), veil (Will DC 19).
3/day dominate monster (Will DC 22)
Statistics
Str 20 (+5), Dex 12 (+1), Con 22 (+6), Int 15 (+2), Wis 17 (+3), Cha 17 (+3)
Base Atk +7; CMB +14; CMD 25 (cant be tripped)
Feats Ability Focus (slime), Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)
Skills Bluff +13, Intimidate +16, Knowledge (any one) +15, Perception +16, Spellcraft +15, Swim +26
Languages Aboleth, Aklo, Aquan, Undercommon
Special Abilities
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 21 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 23 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
12
Freaks and Horrors
Aboleth (11HD) CR 9
XP 6400
LE Huge aberration (aquatic)
Init +5; Senses darkvision 60 ft.; Perception +17
Aura mucus cloud (5 ft.)
Defence
AC 20, touch 9, flat-footed 19 (+1 Dex, +11 natural, -2 size)
hp 115 (11d8+66)
Fort +9, Ref +6, Will +12
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +12 (1d6+5 plus slime)
Space 15 ft.; Reach 15 ft.
th
Spell-Like Abilities (CL 16 , concentration +19)
At will hypnotic pattern (Will DC 15), illusory wall (Will DC 17), mirage arcane (Will DC 18), persistant
image (Will DC 18), programmed image (Will DC 19), project image (Will DC 20), veil (Will DC 19).
3/day dominate monster (Will DC 22)
Statistics
Str 20 (+5), Dex 12 (+1), Con 22 (+6), Int 15 (+2), Wis 17 (+3), Cha 17 (+3)
Base Atk +8; CMB +15; CMD 26 (cant be tripped)
Feats Ability Focus (slime), Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (dominate
monster), Weapon Focus (tentacle)
Skills Bluff +14, Intimidate +17, Knowledge (any one) +16, Perception +17, Spellcraft +16, Swim +27
Languages Aboleth, Aklo, Aquan, Undercommon
Special Abilities
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 21 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 23 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
At will hypnotic pattern (Will DC 16), illusory wall (Will DC 18), mirage arcane (Will DC 19), persistant
image (Will DC 19), programmed image (Will DC 20), project image (Will DC 21), veil (Will DC 20)
3/day dominate monster (Will DC 23)
Statistics
Str 28 (+9), Dex 12 (+1), Con 26 (+8), Int 15 (+2), Wis 17 (+3), Cha 18 (+4)
Base Atk +9; CMB +22; CMD 33 (cant be tripped)
Feats Ability Focus (slime), Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (dominate
monster), Weapon Focus (tentacle)
Skills Bluff +15, Intimidate +19, Knowledge (any one) +17, Perception +18, Spellcraft +17, Swim +32
Languages Aboleth, Aklo, Aquan, Undercommon
Special Abilities
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 24 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 26 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
13
The Lazy GM
At will hypnotic pattern (Will DC 16), illusory wall (Will DC 18), mirage arcane (Will DC 19), persistant
image (Will DC 19), programmed image (Will DC 20), project image (Will DC 21), veil (Will DC 20)
3/day dominate monster (Will DC 23)
Statistics
Str 28 (+9), Dex 12 (+1), Con 26 (+8), Int 15 (+2), Wis 17 (+3), Cha 18 (+4)
Base Atk +9; CMB +22; CMD 33 (cant be tripped)
Feats Ability Focus (slime), Improved Initiative, Improved Natural Attack (tentacle), Iron Will, Lightning Reflexes,
Quicken Spell-Like Ability (dominate monster), Weapon Focus (tentacle)
Skills Bluff +16, Intimidate +20, Knowledge (any one) +18, Perception +19, Spellcraft +18, Swim +33
Languages Aboleth, Aklo, Aquan, Undercommon
Special Abilities
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 24 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 26 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
At will hypnotic pattern (Will DC 16), illusory wall (Will DC 18), mirage arcane (Will DC 19), persistant
image (Will DC 19), programmed image (Will DC 20), project image (Will DC 21), veil (Will DC 20)
3/day dominate monster (Will DC 23)
Statistics
Str 28 (+9), Dex 12 (+1), Con 26 (+8), Int 15 (+2), Wis 17 (+3), Cha 18 (+4)
Base Atk +11; CMB +24; CMD 35 (cant be tripped)
Feats Ability Focus (slime), Greater Iron Will, Improved Initiative, Improved Natural Attack (tentacle), Iron Will,
Lightning Reflexes, Quicken Spell-Like Ability (dominate monster), Weapon Focus (tentacle)
Skills Bluff +18, Intimidate +22, Knowledge (any one) +20, Perception +21, Spellcraft +20, Swim +35
Languages Aboleth, Aklo, Aquan, Undercommon
Special Abilities
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 25 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 27 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
14
Freaks and Horrors
At will hypnotic pattern (Will DC 16), illusory wall (Will DC 18), mirage arcane (Will DC 19), persistant
image (Will DC 19), programmed image (Will DC 20), project image (Will DC 21), veil (Will DC 20)
3/day dominate monster (Will DC 23)
Statistics
Str 28 (+9), Dex 12 (+1), Con 26 (+8), Int 15 (+2), Wis 18 (+4), Cha 18 (+4)
Base Atk +12; CMB +25; CMD 36 (cant be tripped)
Feats Ability Focus (slime), Greater Iron Will, Improved Initiative, Improved Natural Attack (tentacle), Iron Will,
Lightning Reflexes, Quicken Spell-Like Ability (dominate monster), Weapon Focus (tentacle)
Skills Bluff +19, Intimidate +23, Knowledge (any one) +21, Perception +23, Spellcraft +21, Swim +36
Languages Aboleth, Aklo, Aquan, Undercommon
Special Abilities
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 26 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 28 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
15
The Lazy GM
Aboleth Variants
These are a selection of aboleths with templates and class levels added. The fiendish aboleth
could be one tainted by dark powers or even the servitor of some fiendish lord. The
ectoplasmic aboleth is a slimy undead creature, the remnants of a living aboleth. These may
even be used as guardians by other aboleths.
16
Freaks and Horrors
At will hypnotic pattern (Will DC 15), illusory wall (Will DC 17), mirage arcane (Will DC 18), persistant
image (Will DC 18), programmed image (Will DC 19), project image (Will DC 20), veil (Will DC 19)
3/day dominate monster (Will DC 22)
Statistics
Str 20 (+5), Dex 12 (+1), Con 22 (+6), Int 15 (+2), Wis 17 (+3), Cha 17 (+3)
Base Atk +6; CMB +13; CMD 24 (cant be tripped)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)
Skills Bluff +11, Intimidate +14, Knowledge (any one) +13, Perception +14, Spellcraft +13, Swim +24
Languages Aboleth, Aklo, Aquan, Undercommon
Special Abilities
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 20 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 20 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
At will hypnotic pattern (Will DC 16), illusory wall (Will DC 18), mirage arcane (Will DC 19), persistant
image (Will DC 19), programmed image (Will DC 20), project image (Will DC 21), veil (Will DC 20)
3/day dominate monster (Will DC 23)
Statistics
Str 28 (+9), Dex 12 (+1), Con 26 (+8), Int 15 (+2), Wis 17 (+3), Cha 18 (+4)
Base Atk +9; CMB +22; CMD 33 (cant be tripped)
Feats Ability Focus (slime), Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (dominate
monster), Weapon Focus (tentacle)
Skills Bluff +15, Intimidate +19, Knowledge (any one) +17, Perception +18, Spellcraft +17, Swim +32
Languages Aboleth, Aklo, Aquan, Undercommon
Special Abilities
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 24 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 26 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
17
The Lazy GM
The aboleth overseer uses levels of sorcerer, with the aberrant bloodline. They are slave masters and rulers of other
aboleths, using the Merciful Spell metamagic to capture live creatures, not out of concern for welfare. Raw power is
the key to rising in aboleth society, and these creatures have it in abundance.
Aboleth Overseer CR 8
XP 4800
LE Huge aberration (aquatic) sorcerer 1
Init +6; Senses darkvision 60 ft.; Perception +17
Aura mucus cloud (5 ft.)
Defence
AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, -2 size)
hp 85 (8d8+1d6+46)
Fort +7, Ref +6, Will +14
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +10 (1d6+5 plus slime)
Space 15 ft.; Reach 15 ft.
Special Attacks acidic ray (8/day, +6 ranged touch, 1d6 acid damage, 30 ft.)
th
Spell-Like Abilities (CL 16 , concentration +21)
At will hypnotic pattern (Will DC 17), illusory wall (Will DC 19), mirage arcane (Will DC 20), persistant
image (Will DC 20), programmed image (Will DC 21), project image (Will DC 22), veil (Will DC 21)
3/day dominate monster (Will DC 24)
st
Sorcerer Spells Known (CL 1 , concentration +6)
st
1 level (4/day, save DC 16) magic missile, ray of enfeeblement
th
0 level (At wiil, save DC 15) acid splash, detect magic, mage hand, resistance
Statistics
Str 20 (+5), Dex 14 (+2), Con 20 (+5), Int 19 (+4), Wis 19 (+4), Cha 21 (+5)
Base Atk +6; CMB +13; CMD 25 (cant be tripped)
Feats Alertness, Eschew Materials*, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)
Skills Bluff +17, Intimidate +16, Knowledge (arcana) +15, Knowledge (dungeoneering) +16, Perception +17, Sense
Motive +9, Spellcraft +15, Swim +24, Use Magic Device +17
Languages Aboleth, Aklo, Aquan, Undercommon
Special Qualties bloodline (aberrant), bloodline arcana, bloodline powers (acidic ray), cantrips
Special Abilities
Bloodline Arcana: Any spell of the polymorph school has its duration increased by +50% (minimum 1 round). This
does not stack with Extend Spell.
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 19 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 19 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
18
Freaks and Horrors
At will hypnotic pattern (Will DC 18), illusory wall (Will DC 20), mirage arcane (Will DC 21), persistant
image (Will DC 21), programmed image (Will DC 22), project image (Will DC 23), veil (Will DC 22)
3/day dominate monster (Will DC 25)
th
Sorcerer Spells Known (CL 4 , concentration +10)
nd
2 level (4/day, save DC 18) invisibility
st
1 level (7/day, save DC 17) enlarge person*, magic missile, ray of enfeeblement, shield
th
0 level (At wiil, save DC 16) acid splash, daze, detect magic, mage hand, resistance, touch of fatigue
Statistics
Str 20 (+5), Dex 14 (+2), Con 20 (+5), Int 19 (+4), Wis 19 (+4), Cha 22 (+6)
Base Atk +8; CMB +15; CMD 27 (cant be tripped)
Feats Alertness, Eschew Materials*, Improved Initiative, Iron Will, Lightning Reflexes, Merciful Spell, Weapon Focus
(tentacle)
Skills Bluff +20, Intimidate +19, Knowledge (arcana) +18, Knowledge (dungeoneering) +18, Perception +18, Sense
Motive +10, Spellcraft +18, Swim +25, Use Magic Device +21
Languages Aboleth, Aklo, Aquan, Undercommon
Special Qualties bloodline (aberrant), bloodline arcana, bloodline powers (acidic ray, long limbs), cantrips
Special Abilities
Bloodline Arcana: Any spell of the polymorph school has its duration increased by +50% (minimum 1 round). This
does not stack with Extend Spell.
Long Limbs (Ex): Reach increases by 5 ft. when making a melee touch attack. This does not affect threatened area.
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 21 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 21 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
19
The Lazy GM
At will hypnotic pattern (Will DC 18), illusory wall (Will DC 20), mirage arcane (Will DC 21), persistant
image (Will DC 21), programmed image (Will DC 22), project image (Will DC 23), veil (Will DC 22)
3/day dominate monster (Will DC 25)
th
Sorcerer Spells Known (CL 8 , concentration +14)
th
4 level (4/day, save DC 20) stoneskin
rd
3 level (6/day, save DC 19) dispel magic, slow, tongues*
nd
2 level (7/day, save DC 18) acid arrow, hideous laughter, invisibility, see invisibility*
st
1 level (7/day, save DC 17) chill touch, enlarge person*, magic missile, ray of enfeeblement, reduce
person, shield
th
0 level (At wiil, save DC 16) acid splash, dancing lights, daze, detect magic, ghost sound, mage hand,
resistance, touch of fatigue
Statistics
Str 20 (+5), Dex 14 (+2), Con 20 (+5), Int 19 (+4), Wis 19 (+4), Cha 23 (+6)
Base Atk +10; CMB +17 (+19 disarm); CMD 29 (31 vs. disarm, cant be tripped)
Feats Alertness, Eschew Materials*, Improved Disarm*, Improved Initiative, Iron Will, Lightning Reflexes, Lunge,
Merciful Spell, Silent Spell, Weapon Focus (tentacle)
Skills Bluff +23, Intimidate +22, Knowledge (arcana) +21, Knowledge (dungeoneering) +20, Perception +23, Sense
Motive +13, Spellcraft +21, Swim +27, Use Magic Device +23
Languages Aboleth, Aklo, Aquan, Undercommon
Special Qualties bloodline (aberrant), bloodline arcana, bloodline powers (acidic ray, long limbs), cantrips
Special Abilities
Bloodline Arcana: Any spell of the polymorph school has its duration increased by +50% (minimum 1 round). This
does not stack with Extend Spell.
Long Limbs (Ex): Reach increases by 5 ft. when making a melee touch attack. This does not affect threatened area.
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 23 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 23 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
20
Freaks and Horrors
At will hypnotic pattern (Will DC 19), illusory wall (Will DC 21), mirage arcane (Will DC 22), persistant
image (Will DC 22), programmed image (Will DC 23), project image (Will DC 24), veil (Will DC 23)
3/day dominate monster (Will DC 26)
th
Sorcerer Spells Known (CL 12 , concentration +19)
th
6 level (4/day, save DC 23) disintegrate
th
5 level (6/day, save DC 22) acidic spray, feeblemind*, telekinesis
th
4 level (7/day, save DC 21) black tentacles*, enervation, mass daze, stoneskin
rd
3 level (7/day, save DC 20) dispel magic, hydraulic torrent, slow, tongues*, vampiric touch
nd
2 level (7/day, save DC 19) acid arrow, ghoul touch, hideous laughter, invisibility, see invisibility*,
slipstream
st
1 level (7/day, save DC 18) chill touch, enlarge person*, magic missile, ray of enfeeblement, reduce
person, shield
th
0 level (At wiil, save DC 17) acid splash, bleed, dancing lights, daze, detect magic, ghost sound, mage
hand, resistance, touch of fatigue
Statistics
Str 20 (+5), Dex 14 (+2), Con 20 (+5), Int 19 (+4), Wis 19 (+4), Cha 24 (+7)
Base Atk +12; CMB +19 (+21 disarm); CMD 31 (33 vs. disarm, cant be tripped)
Feats Alertness, Critical Focus, Eschew Materials*, Improved Disarm*, Improved Initiative, Iron Will, Lightning
Reflexes, Lunge, Merciful Spell, Sickening Critical, Silent Spell, Weapon Focus (tentacle)
Skills Bluff +27, Intimidate +26, Knowledge (arcana) +24, Knowledge (dungeoneering) +22, Perception +26, Sense
Motive +18, Spellcraft +23, Swim +29, Use Magic Device +27
Languages Aboleth, Aklo, Aquan, Undercommon
Special Qualties bloodline (aberrant), bloodline arcana, bloodline powers (acidic ray, long limbs, unusual anatomy),
cantrips
Special Abilities
Bloodline Arcana: Any spell of the polymorph school has its duration increased by +50% (minimum 1 round). This
does not stack with Extend Spell.
Long Limbs (Ex): Reach increases by 10 ft. when making a melee touch attack. This does not affect threatened
area.
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 25 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 25 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
Unusual Anatomy (Ex): An aboleth sorcerer has a 25% chance to ignore any critical hit or sneak attack damage.
21
The Lazy GM
The aboleth slaver uses levels of ranger, with the deepwalker variant. These creatures will travel the furthest from
the slime cities of the aboleths, in search of fresh bodies to serve the aboleth masters. Their first favoured enemy is
elves, on the assumption that they prey upon the dark elves of the underworld.
Aboleth Slaver CR 10
XP 9600
LE Huge aberration (aquatic) deep walker ranger 3
Init +8; Senses darkvision 60 ft.; Perception +20
Aura mucus cloud (5 ft.)
Defence
AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, -2 size)
hp 132 (8d8+3d10+80)
Fort +12, Ref +9, Will +14
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +15 (1d8+7 plus slime)
Space 15 ft.; Reach 15 ft.
Special Attacks combat style (natural weapons), favoured enemy (elves +2)
th
Spell-Like Abilities (CL 16 , concentration +18)
At will hypnotic pattern (Will DC 14), illusory wall (Will DC 16), mirage arcane (Will DC 17), persistant
image (Will DC 17), programmed image (Will DC 18), project image (Will DC 19), veil (Will DC 18)
3/day dominate monster (Will DC 21)
Statistics
Str 24 (+7), Dex 14 (+2), Con 24 (+7), Int 15 (+2), Wis 21 (+5), Cha 15 (+2)
Base Atk +9; CMB +18; CMD 30 (cant be tripped)
Feats Combat Expertise, Endurance*, Improved Initiative, Improved Natural weapon (tentacle)*, Iron Will, Lightning
Reflexes, Skill Focus (Stealth), Weapon Focus (tentacle)
Skills Bluff +13, Intimidate +13, Knowledge (dungeoneering) +17, Perception +20, Spellcraft +13, Stealth +15,
Survival +20 (+21 following tracks), Swim +26
Languages Aboleth, Aklo, Aquan, Undercommon
Special Qualities deep knowledge (+2), track +1, wild empathy +5
Special Abilities
Favoured Enemy (Ex): Add bonus to attack, damage, Bluff, Knowledge, Perception, Sense Motive and Survival
against creatures of the specified type.
Deep Knowledge (Ex): Add bonus to initiative, Knowledge (dungeoneeering), Perception, Stealth and Survival when
underground (in caves and dungeons). Already factored into statistics. This replaces favoured terrain.
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 22 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 22 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
22
Freaks and Horrors
At will hypnotic pattern (Will DC 14), illusory wall (Will DC 16), mirage arcane (Will DC 17), persistant
image (Will DC 17), programmed image (Will DC 18), project image (Will DC 19), veil (Will DC 18)
3/day dominate monster (Will DC 21)
rd
Ranger Spells Prepared (CL 3 , concentration +9)
st
1 level (2/day, save DC 17) pass without trace, resist energy
Statistics
Str 24 (+7), Dex 14 (+2), Con 24 (+7), Int 15 (+2), Wis 22 (+6), Cha 15 (+2)
Base Atk +12; CMB +21 (+23 trip); CMD 33 (cant be tripped)
Feats Combat Expertise, Endurance*, Improved Initiative, Improved Natural weapon (tentacle)*, Improved Trip, Iron
Will, Lightning Reflexes, Skill Focus (Stealth), Vital Strike*, Weapon Focus (tentacle)
Skills Bluff +16, Intimidate +16, Knowledge (dungeoneering) +21, Perception +25, Spellcraft +15, Stealth +19,
Survival +25 (+28 following tracks), Swim +26
Languages Aboleth, Aklo, Aquan, Undercommon
Special Qualities deep knowledge (+2), hunters bond, track +3, wild empathy +8
Special Abilities
Favoured Enemy (Ex): Add bonus to attack, damage, Bluff, Knowledge, Perception, Sense Motive and Survival
against creatures of the specified type.
Deep Knowledge (Ex): Add bonus to initiative, Knowledge (dungeoneeering), Perception, Stealth and Survival when
underground (in caves and dungeons). Already factored into statistics. This replaces favoured terrain.
Hunters Bond (Ex): May grant favoured enemy bonus to all allies within 30 ft. who can see and hear aboleth slaver,
as a move action. Bonus lasts 6 rounds.
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 24 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 24 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
23
The Lazy GM
At will hypnotic pattern (Will DC 14), illusory wall (Will DC 16), mirage arcane (Will DC 17), persistant
image (Will DC 17), programmed image (Will DC 18), project image (Will DC 19), veil (Will DC 18)
3/day dominate monster (Will DC 21)
th
Ranger Spells Prepared (CL 6 , concentration +12)
nd
2 level (2/day, save DC 18) slipstream, stone call
st
1 level (3/day, save DC 17) endure elements, pass without trace, resist energy
Statistics
Str 24 (+7), Dex 15 (+2), Con 24 (+7), Int 15 (+2), Wis 22 (+6), Cha 15 (+2)
Base Atk +15; CMB +24 (+26 disarm and trip); CMD 36 (cant be tripped)
Feats Combat Expertise, Endurance*, Improved Disarm, Improved Initiative, Improved Natural weapon (tentacle)*,
Improved Trip, Iron Will, Lightning Reflexes, Skill Focus (Stealth, Survival), Vital Strike*, Weapon Focus (tentacle)
Skills Bluff +20, Intimidate +20, Knowledge (dungeoneering) +27, Perception +31, Spellcraft +19, Stealth +25,
Survival +37 (+41 following tracks), Swim +26
Languages Aboleth, Aklo, Aquan, Undercommon
Special Qualities deep knowledge (+5), hunters bond, rock hopper, swift tracker, track +4, wild empathy +11
Special Abilities
Favoured Enemy (Ex): Add bonus to attack, damage, Bluff, Knowledge, Perception, Sense Motive and Survival
against creatures of the specified type.
Deep Knowledge (Ex): Add bonus to initiative, Knowledge (dungeoneeering), Perception, Stealth and Survival when
underground (in caves and dungeons). Already factored into statistics. This replaces favoured terrain.
Hunters Bond (Ex): May grant favoured enemy bonus to all allies within 30 ft. who can see and hear aboleth slaver,
as a move action. Bonus lasts 6 rounds.
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 25 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Rock Hopper (Ex): Gain a +5 bonus to Acrobatics and Climb checks when underground, and can ignore difficult
terrain caused by underground terrain and subterranean flora. This replaces woodland stride.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 25 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
24
Freaks and Horrors
Aboleths typically disdain gods and higher powers, being arrogant enough to consider themselves the most important
creatures in existence. The aboleth outcast, however, uses levels of the oracle class, with the dark tapestry
mystery. It is a creature that has looked deeper into the mysteries of the universe than others of its kind, and come to
serve strange entities that dwell in the empty void. It may have been exiled for this blasphemy (hence outcast), but
equally it could be a demagogue within aboleth society, leading a disturbingly zealous but nihilistic crusade that
threatens the homeland of the player characters. These use their favoured class bonus to gain an extra skill point.
Aboleth Outcast CR 12
XP 19200
LE Huge aberration (aquatic) oracle 5
Init +6; Senses darkvision 60 ft.; Perception +16
Aura mucus cloud (5 ft.)
Defence
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, -2 size)
hp 123 (8d8+5d8+65)
Fort +8, Ref +7, Will +17
Defensive Abilities +4 bonus on saves vs. disease; Immune sickened condition
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +14 (1d6+6 plus slime)
Space 15 ft.; Reach 15 ft.
th
Spell-Like Abilities (CL 16 , concentration +22)
At will hypnotic pattern (Will DC 18), illusory wall (Will DC 20), mirage arcane (Will DC 21), persistant
image (Will DC 21), programmed image (Will DC 22), project image (Will DC 23), veil (Will DC 22)
3/day dominate monster (Will DC 25)
th
Oracle Spells Known (CL 5 , concentration +11)
nd
2 level (5/day, save DC 18) dread bolt, dust of twilight*, inflict moderate wounds, resist energy
st
1 level (7/day, save DC 17) bane, cause fear, curse water, entropic shield*, inflict light wounds, ray of
sickening
th
0 level (At will, save DC 16) bleed, detect magic, guidance, read magic, resistance, stabilise
Statistics
Str 22 (+6), Dex 14 (+2), Con 20 (+5), Int 15 (+2), Wis 21 (+5), Cha 22 (+6)
Base Atk +9; CMB +17; CMD 29 (cant be tripped)
Feats Combat Casting, Improved Initiative, Improved Natural Armour, Iron Will, Lightning Reflexes, Skill Focus
(Stealth), Weapon Focus (tentacle)
Skills Bluff +13, Intimidate +18, Knowledge (arcana) +13, Knowledge (planes) +14, Knowledge (religion) +13,
Perception +16, Sense Motive +17, Spellcraft +13, Stealth +8, Swim +25
Languages Aboleth, Aklo, Aquan, Undercommon
Special Qualities mystery (dark tapestry), oracles curse (wasting), revelation (brain drain, interstellar void)
Special Abilities
Brain Drain (Su): 2/day, as a standard action, an aboleth oracle can assault the mind of one target within 100 ft.,
causing 5d4 damage (Will save DC 18 negates). After a successful attack, an aboleth oracle can spend a full round
action to sort through the victims memories and make a Knowledge check using the victims skill modifier. Memories
remain for 6 rounds, otherwise treat as detect thoughts. A mind-affecting effect.
Interstellar Void (Su): 1/day, as a standard action, one enemy within 30 ft. takes 5d6 cold damage, Fortitude save
DC 18 for half.
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 21 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 21 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
25
The Lazy GM
At will hypnotic pattern (Will DC 18), illusory wall (Will DC 20), mirage arcane (Will DC 21), persistant
image (Will DC 21), programmed image (Will DC 22), project image (Will DC 23), veil (Will DC 22)
3/day dominate monster (Will DC 25)
th
Oracle Spells Known (CL 10 , concentration +16)
th
5 level (4/day, save DC 21) feeblemind*, mass inflict light wounds, scrying
th
4 level (6/day, save DC 20) black tentacles*, dimensional anchor, inflict critical wounds, unholy blight
rd
3 level (7/day, save DC 19) bestow curse, borrow fortune, dispel magic, inflict serious wounds,
tongues*
nd
2 level (7/day, save DC 18) dread bolt, dust of twilight*, hold person, inflict moderate wounds, oracles
burden, resist energy
st
1 level (7/day, save DC 17) bane, cause fear, curse water, entropic shield*, inflict light wounds, ray of
sickening, shield of faith
th
0 level (At will, save DC 16) bleed, create water, detect magic, guidance, mending, read magic,
resistance, stabilise, virtue
Statistics
Str 22 (+6), Dex 14 (+2), Con 20 (+5), Int 15 (+2), Wis 21 (+5), Cha 23 (+6)
Base Atk +13; CMB +21; CMD 33 (cant be tripped)
Feats Ability Focus (slime), Combat Casting, Improved Initiative, Improved Natural Armour, Improved Natural Attack
(tentacle), Iron Will, Lightning Reflexes, Skill Focus (Stealth), Weapon Focus (tentacle)
Skills Bluff +17, Intimidate +22, Knowledge (arcana) +18, Knowledge (planes) +18, Knowledge (religion) +18,
Perception +20, Sense Motive +21, Spellcraft +18, Stealth +12, Swim +25
Languages Aboleth, Aklo, Aquan, Undercommon
Special Qualities mystery (dark tapestry), oracles curse (wasting), revelation (brain drain, cloak of darkness,
interstellar void)
Special Abilities
Brain Drain (Su): 3/day, as a standard action, an aboleth oracle can assault the mind of one target within 100 ft.,
causing 10d4 damage (Will save DC 21 negates). After a successful attack, an aboleth oracle can spend a full round
action to sort through the victims memories and make a Knowledge check using the victims skill modifier. Memories
remain for 6 rounds, otherwise treat as detect thoughts. A mind-affecting effect.
Cloak of Darkness (Su): Conjure a cloak of shadows that grants a +6 armour bonus and a +4 circumstance bonus to
Stealth. Can be used up to 10 hours per day (factored into statistics).
Interstellar Void (Su): 1/day, as a standard action, one enemy within 30 ft. takes 10d6 cold damage and is fatigued,
Fortitude save DC 21 for half damage and negates fatigue.
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 24 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 26 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
26
Freaks and Horrors
At will hypnotic pattern (Will DC 19), illusory wall (Will DC 21), mirage arcane (Will DC 22), persistant
image (Will DC 22), programmed image (Will DC 23), project image (Will DC 24), veil (Will DC 23)
3/day dominate monster (Will DC 26)
th
Oracle Spells Known (CL 15 , concentration +22)
th
7 level (5/day, save DC 24) blasphemy, destruction, insanity*, mass inflict serious wounds
th
6 level (7/day, save DC 23) blade barrier, geas/quest, mass inflict moderate wounds, planar binding*,
word of recall
th
5 level (7/day, save DC 22) constricting coils, feeblemind*, lesser astral projection, mass inflict light
wounds, scrying, unholy ice
th
4 level (7/day, save DC 21) black tentacles*, dimensional anchor, fleshworm infestation, inflict critical
wounds, planar adaptation, unholy blight
rd
3 level (7/day, save DC 20) bestow curse, borrow fortune, dispel magic, deeper darkness, inflict serious
wounds, tongues*
nd
2 level (7/day, save DC 19) disfiguring touch, dread bolt, dust of twilight*, hold person, inflict moderate
wounds, oracles burden, resist energy
st
1 level (7/day, save DC 18) bane, cause fear, curse water, entropic shield*, inflict light wounds, ray of
sickening, shield of faith
th
0 level (At will, save DC 17) bleed, create water, detect magic, guidance, mending, read magic,
resistance, stabilise, virtue
Statistics
Str 22 (+6), Dex 14 (+2), Con 20 (+5), Int 15 (+2), Wis 21 (+5), Cha 24 (+7)
Base Atk +17; CMB +25; CMD 37 (cant be tripped)
Feats Ability Focus (slime), Abundant Revelations (brain drain), Combat Casting, Extra Revelation, Improved
Initiative, Improved Natural Armour, Improved Natural Attack (tentacle), Iron Will, Lightning Reflexes, Sickening Spell,
Skill Focus (Stealth), Weapon Focus (tentacle)
Skills Bluff +21, Fly +8, Intimidate +26, Knowledge (arcana) +21, Knowledge (planes) +21, Knowledge (religion) +21,
Perception +23, Sense Motive +24, Spellcraft +21, Stealth +22, Swim +27
Languages Aboleth, Aklo, Aquan, Undercommon
Special Qualities mystery (dark tapestry), oracles curse (wasting), revelation (brain drain, cloak of darkness,
interstellar void, many forms, read the tapestry, wings of darkness)
Special Abilities
Brain Drain (Su): 5/day, as a standard action, an aboleth oracle can assault the mind of one target within 100 ft.,
causing 15d4 damage (Will save DC 24 negates). After a successful attack, an aboleth oracle can spend a full round
action to sort through the victims memories and make a Knowledge check using the victims skill modifier. Memories
remain for 6 rounds, otherwise treat as detect thoughts. A mind-affecting effect.
Cloak of Darkness (Su): Conjure a cloak of shadows that grants a +10 armour bonus and a +8 circumstance bonus
to Stealth. Can be used up to 15 hours per day (factored into statistics).
Interstellar Void (Su): 1/day, as a standard action, one enemy within 30 ft. takes 15d6 cold damage and is
exhausted, and stunned for 1 round. Fortitude save DC 24 for half damage and negates exhaustion and stunning.
Many Forms (Su): Can assume a range of forms, as the polymorph spell. An aboleth oracle can do this for up to 15
minutes per day, in 1 minute intervals.
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 26 each
round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an
aboleths mucus cloud and a second failed save extends the effect for another 3 hours.
Read the Tapestry (Sp): Can spend 10 minutes concentrating, 1/day, to gain effects of contact other planes spell.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 28 or have its skin transformed
into slime over 1d4 rounds. Its Constitution is reduced by 4 for as long as the condition persists. If allowed to dry out,
the victim takes 1d12 damage every 10 minutes. Remove disease or similar can restore an affected person, but
immunity to disease offers no resistance.
Wings of Darkness (Su): As a swift action, may manifest wings of shadow and gain fly speed 60 ft. (good). These
can be used for up to 15 minutes in 1 minute increments. Once per day, the wings can be used for up to 15 hours
instead, and this counts as all the uses for one day.
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The Lazy GM
Algoid
The algoid is a swamp-dwelling plant creature comprised of a colony of algae that have
developed intelligence. They are a swamp equivalent of treants. These creature have psi-like
powers but if you dont use psionics they can be replaced with spell-like abilities (1/day
detect thoughts (DC15), discern location; 3/day shocking grasp). Algoid from
Tome of Horrors Complete (Necromancer Games).
Algoid (5HD) CR 4
XP 1200
N Medium plant (fungus, psionic)
Init +0; Senses low-light vision; Perception +12
Defence
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 37 (5d8+15)
Fort +7, Ref +1, Will +3
DR 5/bludgeoning and magic; Immune electricity, fire, plant traits
Weaknesses vulnerability to control water
Offence
Speed 20 ft.
Melee 2 slams +8 (1d6+4)
Special Attacks animate trees, mind blast, stun
th
Psi-Like Abilities (ML 5 , concentration +5)
Animated Tree: CR -; N Huge plant; Init -1; Senses low-light vision; AC 16 (-1 Dex, +9 natural, -2 size),
touch 7, flat-footed 16; hp 37 (5d8+15); Saves Fort +7, Ref +0, Will +2; DR 5/slashing; Immune plant
traits; Weaknesses vulnerability to fire; Spd 30 ft., Atk 2 slams +7 (2d6+5); Space/Reach 15 ft./15 ft.; SA
double damage against objects (full attack deals double damage), trample (2d6+7, DC 17); Str 21, Dex 8,
Con 17, Int 4, Wis 12, Cha 10; BAB +3; CMB +10; CMD 19; Feats Improved Sunder, Power Attack,
Weapon Focus (slam); Skills Perception +9
Mind Blast (Sp): 1/day, 60 ft. cone. Any creature within area must make Will save DC 14 or be stunned for 3d4
rounds. The save DC includes a +2 racial bonus.
Stun (Ex): If an algoid scores a critical hit with its slam attack the opponent struck must make a Fortitude save DC 16
or be stunned for 1d2 rounds.
Vulnerability to Control Water (Ex): A control water spell deals 1d6 damage per caster level (maximum 10d6) to an
algoid, no save.
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Freaks and Horrors
Algoid (8HD) CR 5
XP 1600
N Medium plant (fungus, psionic)
Init +0; Senses low-light vision; Perception +14
Defence
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 60 (8d8+24)
Fort +9, Ref +2, Will +4
DR 5/bludgeoning and magic; Immune electricity, fire, plant traits
Weaknesses vulnerability to control water
Offence
Speed 20 ft.
Melee 2 slams +12 (1d8+5)
Special Attacks animate trees, mind blast, stun
th
Psi-Like Abilities (ML 8 , concentration +8)
Animated Tree: CR -; N Huge plant; Init -1; Senses low-light vision; AC 16 (-1 Dex, +9 natural, -2 size),
touch 7, flat-footed 16; hp 37 (5d8+15); Saves Fort +7, Ref +0, Will +2; DR 5/slashing; Immune plant
traits; Weaknesses vulnerability to fire; Spd 30 ft., Atk 2 slams +7 (2d6+5); Space/Reach 15 ft./15 ft.; SA
double damage against objects (full attack deals double damage), trample (2d6+7, DC 17); Str 21, Dex 8,
Con 17, Int 4, Wis 12, Cha 10; BAB +3; CMB +10; CMD 19; Feats Improved Sunder, Power Attack,
Weapon Focus (slam); Skills Perception +9
Mind Blast (Sp): 1/day, 60 ft. cone. Any creature within area must make Will save DC 16 or be stunned for 3d4
rounds. The save DC includes a +2 racial bonus.
Stun (Ex): If an algoid scores a critical hit with its slam attack the opponent struck must make a Fortitude save DC 19
or be stunned for 1d2 rounds.
Vulnerability to Control Water (Ex): A control water spell deals 1d6 damage per caster level (maximum 10d6) to an
algoid, no save.
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Animated Tree: CR -; N Huge plant; Init -1; Senses low-light vision; AC 16 (-1 Dex, +9 natural, -2 size),
touch 7, flat-footed 16; hp 37 (5d8+15); Saves Fort +7, Ref +0, Will +2; DR 5/slashing; Immune plant
traits; Weaknesses vulnerability to fire; Spd 30 ft., Atk 2 slams +7 (2d6+5); Space/Reach 15 ft./15 ft.; SA
double damage against objects (full attack deals double damage), trample (2d6+7, DC 17); Str 21, Dex 8,
Con 17, Int 4, Wis 12, Cha 10; BAB +3; CMB +10; CMD 19; Feats Improved Sunder, Power Attack,
Weapon Focus (slam); Skills Perception +9
Mind Blast (Sp): 1/day, 60 ft. cone. Any creature within area must make Will save DC 18 or be stunned for 3d4
rounds. The save DC includes a +2 racial bonus.
Stun (Ex): If an algoid scores a critical hit with its slam attack the opponent struck must make a Fortitude save DC 23
or be stunned for 1d2 rounds.
Vulnerability to Control Water (Ex): A control water spell deals 1d6 damage per caster level (maximum 10d6) to an
algoid, no save.
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Freaks and Horrors
Animated Tree: CR -; N Huge plant; Init -1; Senses low-light vision; AC 16 (-1 Dex, +9 natural, -2 size),
touch 7, flat-footed 16; hp 37 (5d8+15); Saves Fort +7, Ref +0, Will +2; DR 5/slashing; Immune plant
traits; Weaknesses vulnerability to fire; Spd 30 ft., Atk 2 slams +7 (2d6+5); Space/Reach 15 ft./15 ft.; SA
double damage against objects (full attack deals double damage), trample (2d6+7, DC 17); Str 21, Dex 8,
Con 17, Int 4, Wis 12, Cha 10; BAB +3; CMB +10; CMD 19; Feats Improved Sunder, Power Attack,
Weapon Focus (slam); Skills Perception +9
Mind Blast (Sp): 1/day, 60 ft. cone. Any creature within area must make Will save DC 19 or be stunned for 3d4
rounds. The save DC includes a +2 racial bonus.
Stun (Ex): If an algoid scores a critical hit with its slam attack the opponent struck must make a Fortitude save DC 24
or be stunned for 1d2 rounds.
Vulnerability to Control Water (Ex): A control water spell deals 1d6 damage per caster level (maximum 10d6) to an
algoid, no save.
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Animated Tree: CR -; N Huge plant; Init -1; Senses low-light vision; AC 16 (-1 Dex, +9 natural, -2 size),
touch 7, flat-footed 16; hp 37 (5d8+15); Saves Fort +7, Ref +0, Will +2; DR 5/slashing; Immune plant
traits; Weaknesses vulnerability to fire; Spd 30 ft., Atk 2 slams +7 (2d6+5); Space/Reach 15 ft./15 ft.; SA
double damage against objects (full attack deals double damage), trample (2d6+7, DC 17); Str 21, Dex 8,
Con 17, Int 4, Wis 12, Cha 10; BAB +3; CMB +10; CMD 19; Feats Improved Sunder, Power Attack,
Weapon Focus (slam); Skills Perception +9
Mind Blast (Sp): 1/day, 60 ft. cone. Any creature within area must make Will save DC 20 or be stunned for 3d4
rounds. The save DC includes a +2 racial bonus.
Stun (Ex): If an algoid scores a critical hit with its slam attack the opponent struck must make a Fortitude save DC 25
or be stunned for 1d2 rounds.
Vulnerability to Control Water (Ex): A control water spell deals 1d6 damage per caster level (maximum 10d6) to an
algoid, no save.
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Freaks and Horrors
Algoid Variants
These are algoids with templates added. The advanced ghost combines two templates to give
a kind of plant spirit creature, perhaps the controller of a haunted swamp. The dream-eater
algoid builds on the psionic aspect of the creature whilst the shadow algoid lives in the
darkest depths of swamps, or swamp-like areas of other planes. Finally the terror algoid has
additional powers of fear as an alternative inhabitant of the darkest, deepest swamps.
Animated Tree: CR -; N Huge plant; Init -1; Senses low-light vision; AC 16 (-1 Dex, +9 natural, -2 size),
touch 7, flat-footed 16; hp 37 (5d8+15); Saves Fort +7, Ref +0, Will +2; DR 5/slashing; Immune plant
traits; Weaknesses vulnerability to fire; Spd 30 ft., Atk 2 slams +7 (2d6+5); Space/Reach 15 ft./15 ft.; SA
double damage against objects (full attack deals double damage), trample (2d6+7, DC 17); Str 21, Dex 8,
Con 17, Int 4, Wis 12, Cha 10; BAB +3; CMB +10; CMD 19; Feats Improved Sunder, Power Attack,
Weapon Focus (slam); Skills Perception +9
Corrupting Touch (Su): Incorporeal touch attack causes 7d6 damage from supernatural aging and decay, Fortitude
save DC 18 for half. Creatures immune to aging take no damage from this attack.
Draining Touch (Su): Touch attack drains 1d4 points from an ability of ghost algoids choice. Algoid heals 5 points of
damage on a successful hit. This attack is used instead of corrupting touch.
Mind Blast (Sp): 1/day, 60 ft. cone. Any creature within area must make Will save DC 22 or be stunned for 3d4
rounds. The save DC includes a +2 racial bonus.
Vulnerability to Control Water (Ex): A control water spell deals 1d6 damage per caster level (maximum 10d6) to an
algoid, no save.
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Animated Tree: CR -; N Huge plant; Init -1; Senses low-light vision; AC 16 (-1 Dex, +9 natural, -2 size),
touch 7, flat-footed 16; hp 37 (5d8+15); Saves Fort +7, Ref +0, Will +2; DR 5/slashing; Immune plant
traits; Weaknesses vulnerability to fire; Spd 30 ft., Atk 2 slams +7 (2d6+5); Space/Reach 15 ft./15 ft.; SA
double damage against objects (full attack deals double damage), trample (2d6+7, DC 17); Str 21, Dex 8,
Con 17, Int 4, Wis 12, Cha 10; BAB +3; CMB +10; CMD 19; Feats Improved Sunder, Power Attack,
Weapon Focus (slam); Skills Perception +9
Dream Eating (Su): Full round action that provokes attack of opportunity. Consume subconscious dreams. Cause
1d4 Charisma damage and gain equal number of psychic points, up to maximum of 5. Will save DC 14 negates.
Sleeping creature gets -2 penalty to save but wakes up if save is successful.
Mind Blast (Sp): 1/day, 60 ft. cone. Any creature within area must make Will save DC 16 or be stunned for 3d4
rounds. The save DC includes a +2 racial bonus.
Psychic Assault (Su): Swift action, imbue melee attack with psychic points. 1 point target is dazzled for 1d6
rounds. 3 points target is staggered for 1d6 rounds. 5 points target is nauseated for 1d6 rounds. Will save DC 14
negates.
Stun (Ex): If an algoid scores a critical hit with its slam attack the opponent struck must make a Fortitude save DC 19
or be stunned for 1d2 rounds.
Vulnerability to Control Water (Ex): A control water spell deals 1d6 damage per caster level (maximum 10d6) to an
algoid, no save.
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Freaks and Horrors
Animated Tree: CR -; N Huge plant; Init -1; Senses low-light vision; AC 16 (-1 Dex, +9 natural, -2 size),
touch 7, flat-footed 16; hp 37 (5d8+15); Saves Fort +7, Ref +0, Will +2; DR 5/slashing; Immune plant
traits; Weaknesses vulnerability to fire; Spd 30 ft., Atk 2 slams +7 (2d6+5); Space/Reach 15 ft./15 ft.; SA
double damage against objects (full attack deals double damage), trample (2d6+7, DC 17); Str 21, Dex 8,
Con 17, Int 4, Wis 12, Cha 10; BAB +3; CMB +10; CMD 19; Feats Improved Sunder, Power Attack,
Weapon Focus (slam); Skills Perception +9
Dream Eating (Su): Full round action that provokes attack of opportunity. Consume subconscious dreams. Cause
1d4 Charisma damage and gain equal number of psychic points, up to maximum of 9. Will save DC 16 negates.
Sleeping creature gets -2 penalty to save but wakes up if save is successful.
Mind Blast (Sp): 1/day, 60 ft. cone. Any creature within area must make Will save DC 20 or be stunned for 3d4
rounds. The save DC includes a +2 racial bonus.
Psychic Assault (Su): Swift action, imbue melee attack with psychic points. 1 point target is dazzled for 1d6
rounds. 3 points target is staggered for 1d6 rounds. 5 points target is nauseated for 1d6 rounds. 7 points target
is confused for 1d6 rounds. 9 points target is stunned for 1d6 rounds. Will save DC 16 negates.
Stun (Ex): If an algoid scores a critical hit with its slam attack the opponent struck must make a Fortitude save DC 26
or be stunned for 1d2 rounds.
Vulnerability to Control Water (Ex): A control water spell deals 1d6 damage per caster level (maximum 10d6) to an
algoid, no save.
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The Lazy GM
Animated Tree: CR -; N Huge plant; Init -1; Senses low-light vision; AC 16 (-1 Dex, +9 natural, -2 size),
touch 7, flat-footed 16; hp 37 (5d8+15); Saves Fort +7, Ref +0, Will +2; DR 5/slashing; Immune plant
traits; Weaknesses vulnerability to fire; Spd 30 ft., Atk 2 slams +7 (2d6+5); Space/Reach 15 ft./15 ft.; SA
double damage against objects (full attack deals double damage), trample (2d6+7, DC 17); Str 21, Dex 8,
Con 17, Int 4, Wis 12, Cha 10; BAB +3; CMB +10; CMD 19; Feats Improved Sunder, Power Attack,
Weapon Focus (slam); Skills Perception +9
Mind Blast (Sp): 1/day, 60 ft. cone. Any creature within area must make Will save DC 14 or be stunned for 3d4
rounds. The save DC includes a +2 racial bonus.
Shadow Blend (Su): In any illumination other than bright light, a shadow algoid blends into shadows to gain
concealment (20% miss chance). It can suspend or resume this as a free action.
Stun (Ex): If an algoid scores a critical hit with its slam attack the opponent struck must make a Fortitude save DC 16
or be stunned for 1d2 rounds.
Vulnerability to Control Water (Ex): A control water spell deals 1d6 damage per caster level (maximum 10d6) to an
algoid, no save.
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Freaks and Horrors
Animated Tree: CR -; N Huge plant; Init -1; Senses low-light vision; AC 16 (-1 Dex, +9 natural, -2 size),
touch 7, flat-footed 16; hp 37 (5d8+15); Saves Fort +7, Ref +0, Will +2; DR 5/slashing; Immune plant
traits; Weaknesses vulnerability to fire; Spd 30 ft., Atk 2 slams +7 (2d6+5); Space/Reach 15 ft./15 ft.; SA
double damage against objects (full attack deals double damage), trample (2d6+7, DC 17); Str 21, Dex 8,
Con 17, Int 4, Wis 12, Cha 10; BAB +3; CMB +10; CMD 19; Feats Improved Sunder, Power Attack,
Weapon Focus (slam); Skills Perception +9
Mind Blast (Sp): 1/day, 60 ft. cone. Any creature within area must make Will save DC 18 or be stunned for 3d4
rounds. The save DC includes a +2 racial bonus.
Shadow Blend (Su): In any illumination other than bright light, a shadow algoid blends into shadows to gain
concealment (20% miss chance). It can suspend or resume this as a free action.
Stun (Ex): If an algoid scores a critical hit with its slam attack the opponent struck must make a Fortitude save DC 23
or be stunned for 1d2 rounds.
Vulnerability to Control Water (Ex): A control water spell deals 1d6 damage per caster level (maximum 10d6) to an
algoid, no save.
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Animated Tree: CR -; N Huge plant; Init -1; Senses low-light vision; AC 16 (-1 Dex, +9 natural, -2 size),
touch 7, flat-footed 16; hp 37 (5d8+15); Saves Fort +7, Ref +0, Will +2; DR 5/slashing; Immune plant
traits; Weaknesses vulnerability to fire; Spd 30 ft., Atk 2 slams +7 (2d6+5); Space/Reach 15 ft./15 ft.; SA
double damage against objects (full attack deals double damage), trample (2d6+7, DC 17); Str 21, Dex 8,
Con 17, Int 4, Wis 12, Cha 10; BAB +3; CMB +10; CMD 19; Feats Improved Sunder, Power Attack,
Weapon Focus (slam); Skills Perception +9
Mind Blast (Sp): 1/day, 60 ft. cone. Any creature within area must make Will save DC 16 or be stunned for 3d4
rounds. The save DC includes a +2 racial bonus.
Negative Energy Absorption (Ex): Negative energy effects heal a terror algoid, for 1 hit point per 3 points of
negative energy damage caused.
Stun (Ex): If an algoid scores a critical hit with its slam attack the opponent struck must make a Fortitude save DC 19
or be stunned for 1d2 rounds.
Vulnerability to Control Water (Ex): A control water spell deals 1d6 damage per caster level (maximum 10d6) to an
algoid, no save.
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Freaks and Horrors
Animated Tree: CR -; N Huge plant; Init -1; Senses low-light vision; AC 16 (-1 Dex, +9 natural, -2 size),
touch 7, flat-footed 16; hp 37 (5d8+15); Saves Fort +7, Ref +0, Will +2; DR 5/slashing; Immune plant
traits; Weaknesses vulnerability to fire; Spd 30 ft., Atk 2 slams +7 (2d6+5); Space/Reach 15 ft./15 ft.; SA
double damage against objects (full attack deals double damage), trample (2d6+7, DC 17); Str 21, Dex 8,
Con 17, Int 4, Wis 12, Cha 10; BAB +3; CMB +10; CMD 19; Feats Improved Sunder, Power Attack,
Weapon Focus (slam); Skills Perception +9
Mind Blast (Sp): 1/day, 60 ft. cone. Any creature within area must make Will save DC 19 or be stunned for 3d4
rounds. The save DC includes a +2 racial bonus.
Negative Energy Absorption (Ex): Negative energy effects heal a terror algoid, for 1 hit point per 3 points of
negative energy damage caused.
Stun (Ex): If an algoid scores a critical hit with its slam attack the opponent struck must make a Fortitude save DC 24
or be stunned for 1d2 rounds.
Vulnerability to Control Water (Ex): A control water spell deals 1d6 damage per caster level (maximum 10d6) to an
algoid, no save.
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The Lazy GM
Al-miraj
The al-miraj resembles a rabbit with a unicorn horn, and has some minor teleportation
abilities. It is a whimsical creature, suited to a setting with fairytale influences and would make
a good companions beast, particularly for fey-oriented characters. En masse they may prove
to be a more capable foe than they first appear. Al-miraj from Tome of Horrors Complete (Necromancer
Games).
Al-miraj (2HD) CR 1
XP 400
N Small magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +5
Defence
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +1
Defensive Abilities blink; Immune poison; SR 12
Offence
Speed 40 ft.
Melee gore +6 (1d4-2)
Statistics
Str 6 (-2), Dex 17 (+3), Con 12 (+1), Int 5 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +2; CMB -1; CMD 12 (16 vs. trip)
Feats Weapon Finesse
Skills Perception +5, Stealth +12, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Perception, +4
Survival when tracking by scent
Special Qualities dimension door
Special Abilities
Blink (Su): Can blink as a free action, as the spell.
Dimension Door (Su): Can create an effect identical to a dimension door spell, once per round, as a standard action.
Only affects self, never appears inside solid object and may act immediately after teleporting.
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Freaks and Horrors
Al-miraj (3HD) CR 2
XP 600
N Small magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +8
Defence
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +2
Defensive Abilities blink; Immune poison; SR 13
Offence
Speed 40 ft.
Melee gore +7 (1d4-2)
Statistics
Str 6 (-2), Dex 17 (+3), Con 12 (+1), Int 5 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +3; CMB +0; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception), Weapon Finesse
Skills Perception +8, Stealth +13, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Perception, +4
Survival when tracking by scent
Special Qualities dimension door
Special Abilities
Blink (Su): Can blink as a free action, as the spell.
Dimension Door (Su): Can create an effect identical to a dimension door spell, once per round, as a standard action.
Only affects self, never appears inside solid object and may act immediately after teleporting.
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The Lazy GM
Al-miraj Variants
These are al-miraj with several templates added. These unusual animals make useful
window-dressing for other planes and magical worlds. The earth-infused al-miraj is a tougher
variant with earth-related abilities, the entropic al-miraj is a native of chaotic planes (more
likely aligned towards good than evil), the fey al-miraj supplements its abilities with spell-like
powers and may be the unusual mount of a pixie knight or similar. Finally the missing al-miraj
is one with even greater powers for appearing and disappearing.
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Aurumvorax
The aurumvorax is a vicious creature akin to a fantasy honey badger, much tougher than its
small size would suggest. It is a creature with simple motivations and although it is very
resistant it serves best as a basic combat machine. It may also make a good variant animal
companion, particularly for a mid-high level foe. Aurumvorax from Pathfinder Bestiary 2 (Paizo
Publishing).
Aurumvorax (12HD) CR 9
XP 6400
N Small magical beast
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +13
Defence
AC 23, touch 15, flat-footed 19 (+4 Dex, +8 natural, +1 size)
hp 114 (12d10+48)
Fort +14, Ref +12, Will +7
Defensive Abilities ferocity; DR 10/piercing or slashing; Immune poison; Resist fire 10
Offence
Speed 30 ft., burrow 10 ft.
Melee bite +18 (1d6+5 plus grab), 4 claws +18 (1d4+5 plus grab)
Special Attacks rake (4 claws +18, 1d4+5)
Statistics
Str 21 (+5), Dex 18 (+4), Con 18 (+4), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +12; CMB +16 (+24 grapple); CMD 30 (42 vs. trip)
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Perception +13, Stealth +17
Special Abilities
Grab (Ex): An aurumvorax can grab a foe of up to one size larger than itself. It gains a +8 racial bonus to grapple
checks due to its multiple claws.
Aurumvorax (14HD) CR 10
XP 9600
N Small magical beast
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defence
AC 23, touch 15, flat-footed 19 (+4 Dex, +8 natural, +1 size)
hp 133 (14d10+56)
Fort +15, Ref +13, Will +7
Defensive Abilities ferocity; DR 10/piercing or slashing; Immune poison; Resist fire 10
Offence
Speed 30 ft., burrow 10 ft.
Melee bite +21 (1d6+5 plus grab), 4 claws +20 (1d4+5 plus grab)
Special Attacks rake (4 claws +20, 1d4+5)
Statistics
Str 21 (+5), Dex 18 (+4), Con 18 (+4), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +14; CMB +18 (+26 grapple); CMD 32 (44 vs. trip)
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Initiative, Iron Will, Skill Focus (Perception),
Weapon Focus (bite)
Skills Perception +14, Stealth +18
Special Abilities
Grab (Ex): An aurumvorax can grab a foe of up to one size larger than itself. It gains a +8 racial bonus to grapple
checks due to its multiple claws.
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Freaks and Horrors
Aurumvorax Variants
These are several aurumvoraces with templates added. The beast of chaos is a tougher
version with raging ability and more immunities. The fast zombie aurumvorax may be the
guard beast of a necromancer, whilst the fiendish aurumvorax works well as the servitor of a
savage demon or devil. The half-dragon aurumvorax has a fiery dragon heritage and adds a
breath weapon to the creatures abilities; this could also be used as a multi-legged breed of
dragon.
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Freaks and Horrors
Axe Beak
The axe beak is a large flightless bird, useful for lost world type adventures but also good as
an alternative kind of mount. Axe Beak from Pathfinder Bestiary 3 (Paizo Publishing).
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Freaks and Horrors
Belabra
The belabra, often called a tangler, is a jungle-dwelling jellyfish-like creature with barbed
tentacles and acidic blood. It generally attacks from ambush. There are similarities between
the belabra and the flumph, and they may be from the same dimension, used as guard beasts
by the flumph. Belabra from Tome of Horrors Complete (Necromancer Games).
Belabra (4HD) CR 3
XP 800
N Medium aberration
Init +2; Senses darkvision 60 ft.; Perception +10
Defence
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 30 (4d8+12)
Fort +3, Ref +3, Will +5
Offence
Speed 5 ft., fly 20 ft. (poor)
Melee slam +5 (2d4+2), 2 tentacles +3 (grab) or bite +5 (2d4+2), 2 tentacles +3 (grab)
Special Attacks acidic blood, tentacle barbs
Statistics
Str 14 (+2), Dex 15 (+2), Con 14 (+2), Int 7 (-2), Wis 12 (+1), Cha 11 (+0)
Base Atk +3; CMB +5 (+9 grapple); CMD 17 (cant be tripped)
Feats Multiattack, Toughness
Skills Fly -2, Perception +10, Stealth +9; Racial Modifiers +2 Perception
Special Abilities
Acidic Blood (Ex): Each time a belabra is hit with a slashing or piercing weapon, all creatures within 10 ft. must
make a Reflex save DC 14 or be sprayed by the belabras blood. Any creature failing its save suffers a -1 penalty to
AC, loses Dex bonus to AC (if any) and takes a -2 penalty to Perception checks and all Strength and Dexterity-based
checks. All checks relying on vision have a 50% chance of failing and all opponents are considered to have
concealment (20% miss chance). These effects lasts 1d6+2 rounds.
Tentacle Barbs (Ex): A belabras tentacles are lined with razor-sharp barbs. Any time a grappled opponent attempts
to break free it takes 1d4+1 piercing damage.
Belabra (6HD) CR 4
XP 1200
N Medium aberration
Init +2; Senses darkvision 60 ft.; Perception +11
Defence
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 45 (6d8+18)
Fort +4, Ref +6, Will +6
Offence
Speed 5 ft., fly 20 ft. (poor)
Melee slam +6 (2d4+2), 2 tentacles +4 (grab) or bite +6 (2d4+2), 2 tentacles +4 (grab)
Special Attacks acidic blood, tentacle barbs
Statistics
Str 14 (+2), Dex 15 (+2), Con 14 (+2), Int 7 (-2), Wis 12 (+1), Cha 11 (+0)
Base Atk +4; CMB +6 (+10 grapple); CMD 18 (cant be tripped)
Feats Lightning Reflexes, Multiattack, Toughness
Skills Fly +3, Perception +11, Stealth +10; Racial Modifiers +2 Perception
Special Abilities
Acidic Blood (Ex): Each time a belabra is hit with a slashing or piercing weapon, all creatures within 10 ft. must
make a Reflex save DC 15 or be sprayed by the belabras blood. Any creature failing its save suffers a -1 penalty to
AC, loses Dex bonus to AC (if any) and takes a -2 penalty to Perception checks and all Strength and Dexterity-based
checks. All checks relying on vision have a 50% chance of failing and all opponents are considered to have
concealment (20% miss chance). These effects lasts 1d6+2 rounds.
Tentacle Barbs (Ex): A belabras tentacles are lined with razor-sharp barbs. Any time a grappled opponent attempts
to break free it takes 1d4+1 piercing damage.
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Belabra Variants
These are variants of the belabra with templates added. The advanced deathleech belabra
not only has improved stats, it has the power to drain life force from its foes, making it a much
more dangerous opponent. The cave belabra is a more primitive version, stronger but
sensitive to light a possible dungeon-dwelling variant. The entropic belabra is a creature
from, or influenced by, the chaotic outer planes and finally we give a version with the size
increased to Huge, possibly a belabra queen or similar brood-ruler.
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Berbalang
The berbalang is an undead creature that likes to hunt for prey in humanoid settlements,
sending a projection of itself out at night to feed upon the living. The berbalang is a monster
that can be killed twice player characters may stop its spirit attacking, but they must then
hunt down its lair to finish it off. Berbalang from Pathfinder Bestiary 3 (Paizo Publishing).
Berbalang (8HD) CR 6
XP 2400
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +14
Defence
AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 68 (8d8+32)
Fort +6, Ref +6, Will +9
Defensive Abilities projection; DR 10/good or silver; Immune undead traits
Offence
Speed 40 ft., fly 60 ft. (good)
Melee bite +9 (1d6+3 plus paralysis), 2 claws +9 (1d6+3 plus paralysis), incorporeal touch +9 (1d4 Con damage)
Special Attacks paralysis (1d4+1 rounds, Fort DC 18)
th
Spell-Like Abilities (CL 9 ; concentration +13)
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Berbalang (12HD) CR 7
XP 3200
CE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +16
Defence
AC 21, touch 16, flat-footed 15 (+5 Dex, +1 dodge, +5 natural)
hp 102 (12d8+48)
Fort +8, Ref +9, Will +11
Defensive Abilities projection; DR 10/good or silver; Immune undead traits
Offence
Speed 40 ft., fly 60 ft. (good)
Melee bite +12 (1d6+3 plus paralysis), 2 claws +12 (1d6+3 plus paralysis), incorporeal touch +12 (1d4 Con damage)
Special Attacks paralysis (1d4+1 rounds, Fort DC 20)
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Spell-Like Abilities (CL 9 ; concentration +13)
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Berbalang Variants
The berbalang haunter uses levels of cleric, with the Night subdomain of the Darkness
domain, and the Undead subdomain of the Death domain. It may once have been a living
priest, corrupted by its undead state. The berbalang sneak uses levels of rogue, with the
chameleon archetype, a master at stealth. The fiendish berbalang adds a touch of extraplanar
evil, for a creature that is more of an evil spirit type, and the vetala berbalang uses the vetala
vampire template for a creature that seeks the vital force of the living to feed upon.
Berbalang Haunter CR 7
XP 3200
CE Medium undead cleric 1
Init +4; Senses darkvision 60 ft.; Perception +16
Aura aura of evil
Defence
AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 95 (8d8+1d8+55)
Fort +10, Ref +6, Will +13
Defensive Abilities projection; DR 10/good or silver; Immune undead traits
Offence
Speed 40 ft., fly 60 ft. (good)
Melee bite +10 (1d6+4 plus paralysis), 2 claws +10 (1d6+4 plus paralysis), incorporeal touch +10 (1d4 Con damage)
Special Attacks channel negative energy (9/day, 1d6 damage, Will DC 16 for half), paralysis (1d4+1 rounds, Fort
DC 20), spontaneous inflict spells
th
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Berbalang Sneak CR 9
XP 6400
CE Medium undead chameleon rogue 3
Init +6; Senses darkvision 60 ft.; Perception +18
Defence
AC 22, touch 17, flat-footed 15 (+6 Dex, +1 dodge, +5 natural)
hp 96 (8d8+3d8+47)
Fort +7, Ref +11, Will +11
Defensive Abilities evasion, projection; DR 10/good or silver; Immune undead traits
Offence
Speed 40 ft., fly 60 ft. (good)
Melee bite +12 (1d6+4 plus paralysis), 2 claws +12 (1d6+4 plus paralysis), incorporeal touch +12 (1d4 Con damage)
Special Attacks paralysis (1d4+1 rounds, Fort DC 19), sneak attack +2d6
th
Spell-Like Abilities (CL 9 ; concentration +13)
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Blindheim
A blindheim is a froglike creature of the underworld that can emit light from its eyes. It uses
this light to hunt, and it is particularly effective against light-sensitive subterranean creatures.
Some intelligent underground races keep blindheims as companion animals, using them as
mobile light sources or hunting beasts. Blindheim from Pathfinder Bestiary 2 (Paizo Publishing).
Blindheim (3HD) CR 2
XP 600
N Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +9
Defence
AC 16, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 natural, +1 size)
hp 22 (3d10+6)
Fort +5, Ref +5, Will +2
Immune blindness
Offence
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d4+1), 2 claws +5 (1d3+1)
Special Attacks blinding gaze
Statistics
Str 13 (+1), Dex 15 (+2), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Skill Focus (Perception)
Skills Acrobatics +6 (+10 jumping), Climb +9, Perception +9, Swim +9; Racial Modifiers +4 Acrobatics when
jumping
Special Abilities
Blinding Gaze (Ex): A blindheims eyes emit bright light in a 30 ft. spread and any creature in the area must make a
Fortitude save DC 13 or be blinded for 1 hour. Creatures with light blindness or light sensitivity take the normal
penalties when within 30 ft. of a blindheim. Blindheims can see normally by the light generated by their eyes and can
activate or suppress it as a free action.
Blindheim (5HD) CR 3
XP 800
N Small magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
Defence
AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp 37 (5d10+10)
Fort +6, Ref +7, Will +2
Immune blindness
Offence
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +7 (1d4+1), 2 claws +7 (1d3+1)
Special Attacks blinding gaze
Statistics
Str 13 (+1), Dex 16 (+3), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +5; CMB +5; CMD 19
Feats Dodge, Skill Focus (Acrobatics, Perception)
Skills Acrobatics +11 (+15 jumping), Climb +9, Perception +9, Swim +13; Racial Modifiers +4 Acrobatics when
jumping
Special Abilities
Blinding Gaze (Ex): A blindheims eyes emit bright light in a 30 ft. spread and any creature in the area must make a
Fortitude save DC 14 or be blinded for 1 hour. Creatures with light blindness or light sensitivity take the normal
penalties when within 30 ft. of a blindheim. Blindheims can see normally by the light generated by their eyes and can
activate or suppress it as a free action.
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Blindheim (6HD) CR 4
XP 1200
N Small magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
Defence
AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp 45 (6d10+12)
Fort +7, Ref +8, Will +3
Immune blindness
Offence
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +8 (1d4+1), 2 claws +8 (1d3+1)
Special Attacks blinding gaze
Statistics
Str 13 (+1), Dex 16 (+3), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +6; CMB +6; CMD 20
Feats Dodge, Skill Focus (Acrobatics, Perception)
Skills Acrobatics +12 (+16 jumping), Climb +9, Perception +9, Swim +13; Racial Modifiers +4 Acrobatics when
jumping
Special Abilities
Blinding Gaze (Ex): A blindheims eyes emit bright light in a 30 ft. spread and any creature in the area must make a
Fortitude save DC 15 or be blinded for 1 hour. Creatures with light blindness or light sensitivity take the normal
penalties when within 30 ft. of a blindheim. Blindheims can see normally by the light generated by their eyes and can
activate or suppress it as a free action.
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Blindheim Variants
The advanced blindheim gives a simple, tougher, variant for a hardier example of the species
with no extra abilities. The entropic blindheim may be a relative or companion beast of certain
frog-like beings from the chaotic planes. The fey blindheim is a variant with spell-like abilities
and may use its blinding ability for practical jokes as much as hunting. The frostfallen
blindheim is an icy undead version.
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Bunyip
The bunyip is a ferocious seal-like aquatic predator that favours shallow waters and shores, in
all kinds of climate. As such it may often come into conflict with coastal settlements or
adventurers travelling by water. Bunyip from Pathfinder Bestiary 2 (Paizo Publishing).
Bunyip (5HD) CR 3
XP 800
N Medium magical beast (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +8
Defence
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 32 (5d10+5)
Fort +5, Ref +7, Will +1
Offence
Speed 10 ft., swim 50 ft.
Melee bite +7 (1d8+1/19-20 plus bleed)
Special Attacks bleed (1d6), blood rage, roar
Statistics
Str 13 (+1), Dex 16 (+3), Con 13 (+1), Int 2 (-4), Wis 11 (+0), Cha 7 (-2)
Base Atk +5; CMB +6; CMD 19
Feats Improved Critical (bite)*, Skill Focus (Perception, Stealth), Weapon Focus (bite)
Skills Escape Artist +5, Perception +8, Stealth +10, Swim +9
Special Qualities amphibious
Special Abilities
Blood Rage (Ex): A bunyips rage ability activates whenever it detects blood in the water using its keen scent, but
otherwise functions as standard rage.
Roar (Su): Standard action at will, all creatures of 4HD or fewer in 100 ft. spread hearing roar must make a Will save
DC 13 or become panicked for 2d4 rounds. Whether the save is successful or not, all creatures in the area are
immune to the roar of that particular bunyip for 24 hours. Sonic, mind-affecting fear effect.
Bunyip (7HD) CR 4
XP 1200
N Medium magical beast (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +8
Defence
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 45 (7d10+7)
Fort +6, Ref +8, Will +2
Offence
Speed 10 ft., swim 50 ft.
Melee bite +9 (1d8+1/19-20 plus bleed)
Special Attacks bleed (1d6), blood rage, roar
Statistics
Str 13 (+1), Dex 16 (+3), Con 13 (+1), Int 2 (-4), Wis 11 (+0), Cha 7 (-2)
Base Atk +7; CMB +8; CMD 21
Feats Ability Focus (roar), Improved Critical (bite)*, Skill Focus (Perception, Stealth), Weapon Focus (bite)
Skills Escape Artist +6, Perception +8, Stealth +11, Swim +9
Special Qualities amphibious
Special Abilities
Blood Rage (Ex): A bunyips rage ability activates whenever it detects blood in the water using its keen scent, but
otherwise functions as standard rage.
Roar (Su): Standard action at will, all creatures of 4HD or fewer in 100 ft. spread hearing roar must make a Will save
DC 16 or become panicked for 2d4 rounds. Whether the save is successful or not, all creatures in the area are
immune to the roar of that particular bunyip for 24 hours. Sonic, mind-affecting fear effect.
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Bunyip Variants
The advanced bunyip is a tougher variant without any further abilities. The fiendish bunyip is a
creature that swims the dark seas of the lower planes, and the fiendish terror bunyip is a
terrible creature with greater powers of causing fear in its victims. The half-dragon bunyip
uses a white dragon heritage and could be used for an arctic version with a cold breath
weapon. Finally the zombie bunyip could be the servant of a necromancer from an evil
aquatic race, or an accidental by-product of a magical nautical disaster.
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Carbuncle
The carbuncle is a small reptilian creature bearing a gem-like growth in its forehead, which
often tempts mis-informed fortune hunters. It enjoys causing mischief, but will sometimes
serve as a familiar, particularly to magicians with connections to the fey. Carbuncle from Pathfinder
Bestiary 3 (Paizo Publishing).
Carbuncle (2HD) CR 1
XP 400
N Tiny magical beast
Init -2; Senses darkvision 60 ft., low-light vision; Perception +1
Defence
AC 12, touch 10, flat-footed 12 (-2 Dex, +2 natural, +2 size)
hp 13 (2d10+2)
Fort +4, Ref +1, Will +3
Weaknesses vulnerability to suggestion
Offence
Speed 20 ft.
Melee bite +1 (1d3-3)
Special Attacks specious suggestion
rd
Spell-Like Abilities (CL 3 , concentration +3)
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Carbuncle (3HD) CR 2
XP 600
N Tiny magical beast
Init -2; Senses darkvision 60 ft., low-light vision; Perception +1
Defence
AC 12, touch 10, flat-footed 12 (-2 Dex, +2 natural, +2 size)
hp 22 (3d10+6)
Fort +4, Ref +1, Will +4
Weaknesses vulnerability to suggestion
Offence
Speed 20 ft.
Melee bite +2 (1d3-3)
Special Attacks specious suggestion
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Spell-Like Abilities (CL 3 , concentration +3)
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Carbuncle (5HD) CR 3
XP 800
N Tiny magical beast
Init -2; Senses darkvision 60 ft., low-light vision; Perception +1
Defence
AC 12, touch 10, flat-footed 12 (-2 Dex, +2 natural, +2 size)
hp 37 (5d10+10)
Fort +5, Ref +2, Will +4
Weaknesses vulnerability to suggestion
Offence
Speed 20 ft.
Melee bite +4 (1d3-3)
Special Attacks specious suggestion
rd
Spell-Like Abilities (CL 3 , concentration +3)
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Carbuncle Variants
Carbuncles are creatures of caprice and whimsy, and three variants are given here that
increase the creatures abilities in these areas. The chaotic nature of the entropic carbuncle
makes it even more given to caprice, whilst the fey carbuncle has extra spell-like abilities. The
missing carbuncle is able to vanish at will. Finally, the mighty carbuncle is a tougher version
capable of dealing with more powerful adventuring parties.
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3/day dancing lights, daze (Will DC 11), jump, levitate (self only, up to 10 ft.)
1/day entangle (Ref DC 12), faerie fire, glitterdust (Will DC 13)
Statistics
Str 3 (-4), Dex 11 (+0), Con 12 (+1), Int 8 (-1), Wis 13 (+1), Cha 12 (+1)
Base Atk +3; CMB -3; CMD 7 (11 vs. trip)
Feats Iron Will, Weapon Finesse
Skills Acrobatics +6, Fly +14, Sense Motive +7, Stealth +14 (+18 in grass or brush), Survival +4; Racial Modifiers
+4 Stealth in grass or brush
Languages empath 30 ft., Sylvan
Special Qualities fatal faker, long step
Special Abilities
Empath (Su): A carbuncle possesses a crude form of telepathy that allows it to transmit mild impressions and
remembered sensations to other creatures. This ability cannot be used to harm or hinder in any way, nor to send
coherent messages.
Fatal Faker (Su): 3/day as a standard action, a carbuncle can teleport itself up to 30 ft., otherwise as dimension door.
It leaves behind a perfect replica of itself with a coloured flash and the sound of a dying choke. The replica is
obviously dead, and its stone is worthless.
Long Step (Su): A fey carbuncle can teleport up to 30 ft. as a move action. It can do this every 1d4 rounds.
Specious Suggestion (Su): 3/day, as a standard action, a carbuncle can concentrate on one creature in line of sight
and try to impose its will upon the target. Will save DC 12 to resist. If the target fails, roll 1d6. On a 1-2, the target
gains a +2 insight bonus to AC for 1 minute. On 3-4 the target is affected by suggestion for 1 minute and must follow
a single (usually embrassaing, always harmless) suggestion from the carbuncle. On a 5-6, target suffers a -2 penalty
to Will saves for 1 minute. Mind-affecting, compulsion effect.
Vulnerability to Suggestion (Ex): A carbuncle can be affected by all mind-affecting spells, even if they would not
normally target magical beasts.
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3/day dancing lights, daze (Will DC 12), jump, levitate (self only, up to 10 ft.)
1/day confusion (Will DC 15), deep slumber (Will DC 14), entangle (Ref DC 12), faerie fire, glitterdust
(Will DC 13), major image (Will DC 14)
Statistics
Str 7 (-2), Dex 9 (-1), Con 12 (+1), Int 8 (-1), Wis 13 (+1), Cha 14 (+2)
Base Atk +9; CMB +6; CMD 15 (19 vs. trip)
Feats Ability Focus (specious suggestion), Iron Will, Run, Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +11, Fly +17, Sense Motive +13, Stealth +18 (+22 in grass or brush), Survival +10; Racial
Modifiers +4 Stealth in grass or brush
Languages empath 30 ft., Sylvan
Special Qualities change shape (gnome, polymorph), fatal faker, long step, trackless step
Special Abilities
Empath (Su): A carbuncle possesses a crude form of telepathy that allows it to transmit mild impressions and
remembered sensations to other creatures. This ability cannot be used to harm or hinder in any way, nor to send
coherent messages.
Fatal Faker (Su): 3/day as a standard action, a carbuncle can teleport itself up to 90 ft., otherwise as dimension door.
It leaves behind a perfect replica of itself with a coloured flash and the sound of a dying choke. The replica is
obviously dead, and its stone is worthless.
Long Step (Su): A fey carbuncle can teleport up to 90 ft. as a move action. It can do this every 1d4 rounds.
Specious Suggestion (Su): 3/day, as a standard action, a carbuncle can concentrate on one creature in line of sight
and try to impose its will upon the target. Will save DC 18 to resist. If the target fails, roll 1d6. On a 1-2, the target
gains a +2 insight bonus to AC for 1 minute. On 3-4 the target is affected by suggestion for 1 minute and must follow
a single (usually embrassaing, always harmless) suggestion from the carbuncle. On a 5-6, target suffers a -2 penalty
to Will saves for 1 minute. Mind-affecting, compulsion effect.
Vulnerability to Suggestion (Ex): A carbuncle can be affected by all mind-affecting spells, even if they would not
normally target magical beasts.
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Caryatid Column
The caryatid column is a construct, a specific type of golem created in the form of a pillar
typically carved in the likeness of a beautiful woman (although other forms are obviously
possible). The caryatid column is much less powerful than a stone golem and so can be used
to fulfil the same kinds of functions, but for lower level adventurers. Caryatid Column from Pathfinder
Bestiary 3 (Paizo Publishing).
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Caterwaul
Caterwauls are semi-intelligent predators they have a reasonable Intelligence ability score
but it perhaps represents high cunning rather than full sentience. They are lone hunters
usually found in the wilderness, but one would survive well in a city. They are noteworthy for
using sonic attacks as well as their agility. Caterwaul from Tome of Horrors Complete (Necromancer
Games).
Caterwaul (5HD) CR 4
XP 1200
CE Medium magical beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +13
Defence
AC 18, touch 16, flat-footed 12 (+6 Dex, +2 natural)
hp 37 (5d10+10)
Fort +6, Ref +10, Will +3
Defensive Abilities evasion
Offence
Speed 50 ft., climb 20 ft.
Melee bite +8 (1d6+2 plus grab), 2 claws +8 (1d4+2)
Special Attacks pounce, rake (2 claws, 1d4+2), screech
Statistics
Str 14 (+2), Dex 22 (+6), Con 15 (+2), Int 7 (-2), Wis 14 (+2), Cha 6 (-2)
Base Atk +5; CMB +7 (+11 grapple); CMD 23 (27 vs. trip)
Feats Skill Focus (Perception), Weapon Focus (bite, claws)
Skills Acrobatics +10 (+14 balancing, +18 jumping), Climb +14, Escape Artist +7, Perception +13, Stealth +14 (+22
in long grass); Racial Modifiers +4 Acrobatics when balancing, +4 Perception, +4 Stealth (+12 in long grass)
Special Qualities sprint
Special Abilities
Screech (Su): Once every 10 minutes, a caterwaul can emit a powerful scream that causes 1d8 sonic damage to all
within 60 ft. who can hear it. Fortitude save DC 16 for no damage. The save DC includes a +2 racial bonus.
Sprint (Ex): Once per minute a caterwaul can move four times its normal speed (200 ft.) when it makes a charge.
Caterwaul (7HD) CR 5
XP 1600
CE Medium magical beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +13
Defence
AC 18, touch 16, flat-footed 12 (+6 Dex, +2 natural)
hp 52 (7d10+14)
Fort +7, Ref +11, Will +4
Defensive Abilities evasion
Offence
Speed 50 ft., climb 20 ft.
Melee bite +10 (1d6+2 plus grab), 2 claws +10 (1d4+2)
Special Attacks pounce, rake (2 claws, 1d4+2), screech
Statistics
Str 14 (+2), Dex 22 (+6), Con 15 (+2), Int 7 (-2), Wis 14 (+2), Cha 6 (-2)
Base Atk +7; CMB +9 (+13 grapple); CMD 25 (29 vs. trip)
Feats Nimble Moves, Skill Focus (Perception), Weapon Focus (bite, claws)
Skills Acrobatics +11 (+15 balancing, +19 jumping), Climb +14, Escape Artist +7, Perception +13, Stealth +15 (+23
in long grass); Racial Modifiers +4 Acrobatics when balancing, +4 Perception, +4 Stealth (+12 in long grass)
Special Qualities sprint
Special Abilities
Screech (Su): Once every 10 minutes, a caterwaul can emit a powerful scream that causes 1d8 sonic damage to all
within 60 ft. who can hear it. Fortitude save DC 17 for no damage. The save DC includes a +2 racial bonus.
Sprint (Ex): Once per minute a caterwaul can move four times its normal speed (200 ft.) when it makes a charge.
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Caterwaul Variants
The dark planes caterwaul combines fiendish, shadow and terror templates to create an
extraplanar hunter from some shadowy netherworld. The dread spectre caterwaul uses an
undead template, and could also be used as a type of banshee. The caterwaul acrobat
augments its natural abilities with levels of the acrobat archetype of rogue, and the umbral
half-dragon is another shadowy variant, this time with a breath weapon to add to its arsenal.
Caterwaul Acrobat CR 6
XP 2400
CE Medium magical beast acrobat rogue 2
Init +12; Senses darkvision 60 ft., low-light vision, scent; Perception +15
Defence
AC 20, touch 18, flat-footed 12 (+8 Dex, +2 natural)
hp 52 (5d10+2d8+16)
Fort +6, Ref +15, Will +2
Defensive Abilities evasion
Offence
Speed 50 ft., climb 20 ft.
Melee bite +10 (1d6+3 plus grab), 2 claws +10 (1d4+3)
Special Attacks pounce, rake (2 claws, 1d4+3), screech, sneak attack +1d6
Statistics
Str 16 (+3), Dex 26 (+8), Con 15 (+2), Int 11 (+0), Wis 12 (+1), Cha 8 (-1)
Base Atk +6; CMB +9 (+13 grapple); CMD 27 (31 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (bite, claws)
Skills Acrobatics +18 (+22 balancing, +26 jumping), Climb +18, Escape Artist +15, Perception +15, Sense Motive +8,
Stealth +20 (+28 in long grass); Racial Modifiers +4 Acrobatics when balancing, +4 Perception, +4 Stealth (+12 in
long grass)
Special Qualities expert acrobat, rogue talent (ledge walker), sprint
Special Abilities
Expert Acrobat (Ex): Suffers no armour penalty to Acrobatics, Climb, Fly, Sleight of Hand or Stealth checks, and
gains a +2 bonus to Acrobatics and Fly if not wearing any armour. This replaces trapfinding.
Screech (Su): Once every 10 minutes, a caterwaul can emit a powerful scream that causes 1d8 sonic damage to all
within 60 ft. who can hear it. Fortitude save DC 17 for no damage. The save DC includes a +2 racial bonus.
Sprint (Ex): Once per minute a caterwaul can move four times its normal speed (200 ft.) when it makes a charge.
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Catoblepas
The catoblepas is a dolorous swamp creature blending the features of boar and bull,
notorious for its foul stench and poisonous breath. Catoblepas from Pathfinder Bestiary 2 (Paizo
Publishing).
Catoblepas (14HD) CR 12
XP 19200
N Large magical beast
Init -1; Senses darkvision 60 ft., low-light vision; Perception +25
Aura stench (30 ft., Fort DC 23, 10 rounds)
Defence
AC 27, touch 8, flat-footed 27 (-1 Dex, +19 natural, -1 size)
hp 161 (14d10+84)
Fort +15, Ref +8, Will +8
SR 23
Offence
Speed 40 ft., swim 20 ft.
Melee bite +18 (3d6+5), gore +18 (2d8+5/19-20), 2 hooves +16 (1d8+2)
Space 15 ft.; Reach 15 ft.
Special Attacks poison breath (60 ft. cone, poison, Fortitude DC 23, usable every 1d4 rounds), trample (4d6+7, DC
22)
Statistics
Str 20 (+5), Dex 8 (-1), Con 22 (+6), Int 5 (-3), Wis 15 (+2), Cha 10 (+0)
Base Atk +14; CMB +20; CMD 29 (33 vs. trip)
Feats Diehard, Endurance, Improved Critical (gore), Improved Iron Will, Iron Will, Multiattack,
Skill Focus (Perception)
Skills Perception +25, Swim +13
Languages Aklo
Special Abilities
Poison Breath (Ex): Breath contact; save Fortitude DC 23; frequency 1/round for 6 rounds; effect 1d6 Con
damage; cure 3 consecutive saves.
Catoblepas (16HD) CR 13
XP 25600
N Large magical beast
Init -1; Senses darkvision 60 ft., low-light vision; Perception +28
Aura stench (30 ft., Fort DC 24, 10 rounds)
Defence
AC 27, touch 8, flat-footed 27 (-1 Dex, +19 natural, -1 size)
hp 184 (16d10+96)
Fort +16, Ref +9, Will +10
SR 23
Offence
Speed 40 ft., swim 20 ft.
Melee bite +20 (3d6+5), gore +20 (2d8+5/19-20), 2 hooves +18 (1d8+2)
Space 15 ft.; Reach 15 ft.
Special Attacks poison breath (60 ft. cone, poison, Fortitude DC 26, usable every 1d4 rounds), trample (4d6+7, DC
23)
Statistics
Str 20 (+5), Dex 8 (-1), Con 22 (+6), Int 5 (-3), Wis 16 (+3), Cha 10 (+0)
Base Atk +16; CMB +22; CMD 31 (35 vs. trip)
Feats Ability Focus (poison breath), Diehard, Endurance, Improved Critical (gore), Improved Iron Will, Iron Will,
Multiattack, Skill Focus (Perception)
Skills Perception +28, Swim +13
Languages Aklo
Special Abilities
Poison Breath (Ex): Breath contact; save Fortitude DC 26; frequency 1/round for 6 rounds; effect 1d6 Con
damage; cure 3 consecutive saves.
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Catoblepas Variants
The fiendish catoblepas comes from the swamps of the lower planes. The half-dragon
catoblepas uses a black dragon ancestry, giving it two different breath weapons. For a variant
it could instead be able to cause acid damage with its poisonous breath cloud. The poisonous
catoblepas has a greater range of toxic abilities and could represent a progenitor or archetype
for its race. Finally the dread wight catoblepas is an undead variant that could also be used as
a type of swamp spirit.
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Cave Fisher
The cave fisher is a type of vermin that captures prey using a sticky filament. It is fairly low-
powered and so is a good way of introducing pull and grapple rules to low level adventurers
without causing them too much damage.
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1/day darkness
Statistics
Str 21 (+5), Dex 12 (+1), Con 19 (+4), Int 10 (+0), Wis 10 (+0), Cha 15 (+2)
Base Atk +2; CMB +7 (+11 pull); CMD 18 (30 vs. trip)
Feats Improved Initiative, Toughness*, Weapon Focus (filament)
Skills Acrobatics +7, Climb +19, Perception +6, Stealth +7
Special Abilities
Drone (Su): A demonic cave fisher can rub its legs together to produce a discordant hum. All within 30 ft. that can
hear must make a Will save DC 15 or become sickened. Sonic, mind-affecting effect.
Filament (Ex): As a standard action, a cave fisher can fire a strand of sticky silk, range 60 ft., no increment. A stuck
creature can tear free of the strand with a Strength check DC 20, or escape with an Escape Artist check DC 25. A
filament is AC 14 (touch 12), 5 hit points and has DR 15/slashing. Application of liquid with a high alcohol content, or
universal solvent, dissolves the adhesive. A cave fisher can only have one filament active at a time.
Pull (Ex): A cave fisher gains a +4 racial bonus to pull checks made using its filament.
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Cave Moray
The cave moray is a subterranean creature like a slug or eel that dwells in cysts in the walls,
floors, or ceiling of well-travelled tunnels and attacks by ambush. They will attack anything
that passes by, and are as much a trap as a creature. Cave Moray from Tome of Horrors Complete
(Necromancer Games).
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Dark Creeper
The Dark Folk are a mysterious subterranean race. Their motives and culture are unknown to
most surface dwellers and since their bodies are destroyed upon death even their true form is
a mystery. Dark creepers are the smaller and more numerous members of the race. Very little
is written about the dark folk, either in game or out of game and so unusually for humanoid
monsters the players, as well as the player characters, will have few preconceptions about
them, making the dark folk an excellent race for a creative gamesmaster upon which to place
his or her stamp. Several dark creepers with character levels are also given; fighter, rogue
and sorcerer (using the shadow bloodline), as well as an assassin based on the dark creeper
rogue.
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Dark Stalker
Dark stalkers are larger cousins to the dark creepers; they may be part of the same race or
there may be two races that form one culture, no-one is entirely sure. As with the dark
creepers, the lack of knowledge about the dark folk enables gamesmasters to use their own
imagination to fill in the blanks. Dark stalkers with character classes are given, and in most
cases these use archetype variants so as to emphasise the alien nature of these creatures.
The dark stalker cleric uses the Deception subdomain of the Trickery domain, and the Night
subdomain of the Darkness domain. The dark stalker fighter uses the free-hand archetype
which gains mobility and trickery instead of normal fighter abilities. The dark stalker rogue
uses the knife master variant, skilled at sneak attacks with a small blade. The dark stalker
sorcerer uses the umbral bloodline, a subtle variant on the shadow bloodline.
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Death Dog
The death dog is a two-headed dog-like creature infested with disease-causing worms that
are spread by its bite. They hunt desert and scrub regions and sometimes form a temporary
alliance with goblinoids.
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Base Statistics
When not raging, ability scores are AC15, touch 12, flat-footed 13; hp 68; Fort +10, Will +1; Melee 2 bites
+12 (1d8+4 plus rotting death plus trip); Str 18 (+4), Con 17 (+3); CMB +11, CMD 23 (27 vs. trip); Special
Attacks disease DC 16
Special Abilities
Rotting Death (Su): Bite injury; save Fortitude DC 18; onset 1 day; frequency 1/day; effect 1d6; cure special.
Rotting death is a curse and a disease and can only be cured if the curse is lifted first (remove curse), after which the
disease may be cured magically.
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Dire Corby
Dire corbies are crow-like humanoids that inhabit the underworld. Although intelligent, they
tend to have little in the way of organised society, instead living in squabbling masses with
cannibalistic tendencies. When attacking, they attack without fear, leaping into the fray en
masse. Dire Corby from Pathfinder Bestiary 3 (Paizo Publishing).
The dire corby oracle uses the bones mystery and could serve as a demagogue or shaman to tribes of dire corbies.
Dire corbies often have a rudimentary religion venerating the skulls of their forebears or placating demonic lords with
offerings of the bodies of their foes.
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Dire corby doomsingers use levels of the bard class and gain a racial ability enabling them to sow fear and confusion
with their raucous calls. These dire corbies use the savage skald archetype, gaining raging abilities at the expense of
normal bardic performances.
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Dread corbies are tougher versions of normal dire corbies, said to be the offspring of dire corbies and harpies. They
use the advanced template, and some have been given levels of barbarian to be used as tribal leaders and war
champions.
Base Statistics
When not raging, ability scores are AC 18, touch 14, flat-footed 14; hp 36; Fort +8, Will +5; Melee 2 claws
+8 (1d4+5); Ranged javelin +7 (1d6+5, 20 ft.); Special Attacks rend (1d4+5); Str 21 (+5), Con 23 (+6);
CMB +8, CMD 22; Skills Climb +18
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Base Statistics
When not raging, ability scores are AC 18, touch 14, flat-footed 14; hp 77; Fort +10, Will +6; Melee 2
claws +12 (1d4+6); Ranged javelin +10 (1d6+6, 20 ft.); Special Attacks rend (1d4+6); Str 22 (+6), Con 23
(+6); CMB +12, CMD 26; Skills Acrobatics +28 when jumping, Climb +21
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Base Statistics
When not raging, ability scores are AC 18, touch 14, flat-footed 14; hp 128; Fort +12, Will +7; Speed 40
ft.; Melee 2 claws +15 (1d4+6); Ranged javelin +13 (1d6+6, 20 ft.); Special Attacks rend (1d4+6); Str 22
(+6), Con 24 (+7); CMB +15, CMD 29; Skills Acrobatics +31 when jumping, Climb +23
Ghost corbies are rare white-feathered variants with stealthy abilities but sensitive to light. They use the advanced
template and gain some other racial abilities. Ghost corbies with levels of rogue have also been given, using the
scout variant. They are spies and assassins but often shunned by others of their race and may well be found serving
other underworld cultures.
1/day - invisibility
Statistics
Str 17 (+3), Dex 16 (+3), Con 19 (+4), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)
Base Atk +2; CMB +5; CMD 18
Feats Blind Fight, Skill Focus (Stealth)*
Skills Acrobatics +13, Climb +16, Perception +9, Stealth +15; Racial Modifiers +8 Acrobatics, +2 Perception,
+4 Stealth
Languages Undercommon
Special Abilities
Leap (Ex): When a dire corby charges it can make a Acrobatics check DC 20 to jump into the air and land next to its
enemies. If it succeeds in the check it can make a full attack against foes in reach. If it fails, it may still make a normal
charge attack
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1/day - invisibility
Statistics
Str 19 (+4), Dex 20 (+5), Con 17 (+3), Int 15 (+2), Wis 14 (+2), Cha 14 (+2)
Base Atk +2; CMB +6; CMD 21
Feats Blind Fight, Improved Initiative, Skill Focus (Stealth)*
Skills Acrobatics +19, Bluff +8, Climb +18, Intimidate +7, Knowledge (dungeoneering) +7, Perception +10,
Sleight of Hand +11, Stealth +18; Racial Modifiers +8 Acrobatics, +2 Perception, +4 Stealth
Languages Undercommon
Special Qualities trapfinding
Special Abilities
Leap (Ex): When a dire corby charges it can make a Acrobatics check DC 20 to jump into the air and land next to its
enemies. If it succeeds in the check it can make a full attack against foes in reach. If it fails, it may still make a normal
charge attack
1/day - invisibility
Statistics
Str 20 (+5), Dex 20 (+5), Con 17 (+3), Int 15 (+2), Wis 14 (+2), Cha 14 (+2)
Base Atk +5; CMB +10; CMD 25
Feats Blind Fight, Combat Expertise, Improved Initiative, Skill Focus (Stealth)*
Skills Acrobatics +22, Bluff +11, Climb +22, Escape Artist +12, Intimidate +11, Knowledge (dungeoneering) +11,
Perception +13, Sleight of Hand +14, Stealth +21; Racial Modifiers +8 Acrobatics, +2 Perception, +4 Stealth
Languages Undercommon
Special Qualities rogue talent (assault leader, ledge walker), trapfinding
Special Abilities
Assault Leader (Ex): 1/day, if a ghost corby rogue attacks a flanked opponent and misses it may designate an ally
who also flanks that opponent. The ally may make an attack against the flanked opponent as an immediate action.
Leap (Ex): When a dire corby charges it can make a Acrobatics check DC 20 to jump into the air and land next to its
enemies. If it succeeds in the check it can make a full attack against foes in reach. If it fails, it may still make a normal
charge attack
Scouts Charge (Ex): When a ghost corby scout charges it deals sneak attack damage as if its target were flat-
footed. Creatures with uncanny dodge are immune to this damage. This replaces uncanny dodge.
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1/day - invisibility
Statistics
Str 20 (+5), Dex 21 (+5), Con 17 (+3), Int 15 (+2), Wis 14 (+2), Cha 14 (+2)
Base Atk +8; CMB +13 (+15 disarm); CMD 28 (30 vs. disarm)
Feats Blind Fight, Combat Expertise, Improved Disarm, Improved Feint, Improved Initiative, Skill Focus (Stealth)*
Skills Acrobatics +26, Bluff +15, Climb +26, Escape Artist +10, Intimidate +15, Knowledge (dungeoneering) +15,
Perception +17, Sleight of Hand +18, Stealth +28, Survival +15; Racial Modifiers +8 Acrobatics, +2 Perception, +4
Stealth
Languages Undercommon
Special Qualities rogue talent (assault leader, ledge walker, nimble climber, survivalist), skirmisher, trapfinding
Special Abilities
Assault Leader (Ex): 1/day, if a ghost corby rogue attacks a flanked opponent and misses it may designate an ally
who also flanks that opponent. The ally may make an attack against the flanked opponent as an immediate action.
Leap (Ex): When a dire corby charges it can make a Acrobatics check DC 20 to jump into the air and land next to its
enemies. If it succeeds in the check it can make a full attack against foes in reach. If it fails, it may still make a normal
charge attack
Scouts Charge (Ex): When a ghost corby scout charges it deals sneak attack damage as if its target were flat-
footed. Creatures with uncanny dodge are immune to this damage. This replaces uncanny dodge.
Skirmisher (Ex): When a ghost corby rogue moves more than 10 ft. in a round and makes a melee attack, the first
attack causes damage as a sneak attack. Foes with uncanny dodge are immune to this. This replaces improved
uncanny dodge.
Ghoul corbies are dire corbies that have succumbed to ghoul fever after eating infected carrion. They are a danger
even to other dire corbies but thankfully they lack the ability to act in concert and their deprivations are soon stopped.
Other creatures may sometimes keep them as dangerous guard beasts.
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Rarely a dire corby may have true wings, whether due to a throwback or a magical mutation is unknown. Some
winged corbies with levels of the witch base class are given, these use the insanity patron. Mad and dangerous,
these creatures may be outcasts or may be leaders of a dire corby invasion of the surface world.
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Disenchanter
A disenchanter is a blue-furred camel-like creature with a prehensile trunk. They are docile in
nature, but feed upon magical energy and thus present a hazard to adventurers with their
typically large assortment of magic items. Whether they are natural or articially created is
unknown. Disenchanter from Pathfinder Bestiary 3 (Paizo Publishing).
Disenchanter (4HD) CR 3
XP 800
N Large magical beast
Init +3; Senses darkvision 60 ft., detect magic, low-light vision; Perception +9
Defence
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +4
DR 5/magic
Weaknesses vulnerability to dispel magic
Offence
Speed 50 ft.
Melee trunk +7 touch (disenchant), 2 hooves +2 (1d6+2)
Space 10 ft.; Reach 5 ft. (10 ft. with trunk)
Special Attacks power spray
th
Spell-Like Abilities (CL 4 , concentration +3)
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Disenchanter (6HD) CR 4
XP 1200
N Large magical beast
Init +3; Senses darkvision 60 ft., detect magic, low-light vision; Perception +10
Defence
AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 size)
hp 45 (6d10+12)
Fort +7, Ref +8, Will +5
DR 5/magic
Weaknesses vulnerability to dispel magic
Offence
Speed 50 ft.
Melee trunk +9 touch (disenchant), 2 hooves +4 (1d6+2)
Space 10 ft.; Reach 5 ft. (10 ft. with trunk)
Special Attacks power spray
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Spell-Like Abilities (CL 6 , concentration +5)
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Disenchanter Variants
Several disenchanter variants are given. The deathleech disenchanter is an evil version that
drains life energy as well as magic, and is likely more likely to attack without provocation. The
entropic disenchanter is a creature from chaotic planes, perhaps the origins of such strange
beasts. The fey disenchanter is an alternative origin type creature, with added spell-like
abilities. If born in the faerie realms its magical food will be abundant. Finally the half-dragon
variant adds a breath weapon to its abilities; in this case it uses a black dragon for its
heritage.
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Eye Killer
Eye killers are subterranean creatures resembling a mixture of bat and snake. They are
malicious creatures that hate daylight but can use their eyes to turn the light from other
sources into a deadly ray. Eyekiller from Tome of Horrors Complete (Necromancer Games).
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Flail Snail
The flail snail is a giant gastropod with a rudimentary intelligence and civilisation based upon
creating elaborate writing and structures with their slime. They are generally peaceful
creatures, kept safe by their shells that not only provide physical protection but can also warp
magic. Flail Snail from Pathfinder Bestiary 3 (Paizo Publishing).
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Flumph
Flumphs are benign alien creatures, travellers of the void, that help to protect worlds from
eldritch horrors. They usually act in secret because their fragile bodies and bizarre
appearance often provoke scorn. They tend to avoid combat, using their stench spray to aid
escape, but may serve as an unusual patron to a party of adventurers. Flumph from Pathfinder
Bestiary 3 (Paizo Publishing).
Flumph (2HD) CR 1
XP 400
LG Small aberration
Init +3; Senses darkvision 60 ft.; Perception +7
Defence
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 9 (2d8)
Fort +0, Ref +3, Will +5
Offence
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +5 (1d4 plus acid injection)
Special Attacks stench spray
Statistics
Str 10 (+0), Dex 16 (+3), Con 11 (+0), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
Base Atk +1; CMB +0; CMD 13 (cant be tripped)
Feats Weapon Finesse
Skills Diplomacy +2, Fly +18, Perception +7, Sense Motive +3, Stealth +11
Languages Aklo, Common
Special Abilities
Acid Injection (Ex): When a flumph hits with its spikes, it injects acid that deals 1d4 acid damage immediately and
another 1d4 acid damage next round. The acid effect can be ended by submerging the wound in water or by a Heal
check DC 15. A creature that grapples or swallows a flumph takes acid damage automatically each round it maintains
contact with the flumph, for as long as the flumph is alive.
Stench Spray (Ex): 20 ft. line, every 1d4 rounds. Creatures hit must make a Fortitude save DC 11 or be sickened for
5 rounds, otherwise as stench ability. Alternatively a flumph may affect one creature within 5 ft., in which case it must
make a ranged touch attack (+5); effects on target are the same. The odour from the spray lingers in the area and on
affected creatures for 1d4 hours and can be detected at a range of 100 ft., or double for creatures with the scent
ability.
Flumph (4HD) CR 2
XP 600
LG Small aberration
Init +3; Senses darkvision 60 ft.; Perception +9
Defence
AC 19, touch 15, flat-footed 15 (+3 Dex, +1 dodge, +4 natural, +1 size)
hp 18 (4d8)
Fort +1, Ref +4, Will +6
Offence
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +7 (1d4 plus acid injection)
Special Attacks stench spray
Statistics
Str 10 (+0), Dex 17 (+3), Con 11 (+0), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
Base Atk +3; CMB +2; CMD 15 (cant be tripped)
Feats Dodge, Weapon Finesse
Skills Diplomacy +4, Fly +18, Perception +9, Sense Motive +5, Stealth +13
Languages Aklo, Common
Special Abilities
Acid Injection (Ex): When a flumph hits with its spikes, it injects acid that deals 1d4 acid damage immediately and
another 1d4 acid damage next round. The acid effect can be ended by submerging the wound in water or by a Heal
check DC 15. A creature that grapples or swallows a flumph takes acid damage automatically each round it maintains
contact with the flumph, for as long as the flumph is alive.
Stench Spray (Ex): 20 ft. line, every 1d4 rounds. Creatures hit must make a Fortitude save DC 12 or be sickened for
5 rounds, otherwise as stench ability. Alternatively a flumph may affect one creature within 5 ft., in which case it must
make a ranged touch attack (+7); effects on target are the same. The odour from the spray lingers in the area and on
affected creatures for 1d4 hours and can be detected at a range of 100 ft., or double for creatures with the scent
ability.
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Flumph Variants
The dream-eater flumph is an evil variant, a creature from between the stars that feeds upon
night terrors, and the void disciple adds levels of the dark tapestry oracle to a dream-eater
base to give a potentially powerful foe with Lovecraftian overtones. The flumph starwalker, by
contrast, is a good-aligned entity with levels of sorcerer, a crusader against evil and a traveller
of the void of space. Finally the resolute flumph gives a simple extraplanar variant.
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Flumph Starwalker CR 3
XP 800
LG Small aberration sorcerer 2
Init +2; Senses darkvision 60 ft.; Perception +8
Defence
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 24 (2d8+2d4+10)
Fort +2, Ref +2, Will +9
Offence
Speed 10 ft., fly 25 ft. (perfect)
Melee sting +5 (1d4 plus acid injection)
Special Attacks minute meteors, stench spray
nd
Sorcerer Spells Known (CL 2 , concentration +4)
st
1 level (5/day, save DC 13) magic missile, shield
th
0 level (At will, save DC 12) daze, detect magic, light, mage hand, resistance
Statistics
Str 10 (+0), Dex 14 (+2), Con 15 (+2), Int 12 (+1), Wis 16 (+3), Cha 15 (+2)
Base Atk +2; CMB +1; CMD 13 (cant be tripped)
Feats Eschew Materials*, Fleet, Weapon Finesse
Skills Diplomacy +4, Fly +18, Knowledge (planes) +7, Perception +8, Sense Motive +5, Spellcraft +6, Stealth +11
Languages Aklo, Common
Special Qualities bloodline (starsoul), bloodline arcane, bloodline power (minute meteors), cantrips
Special Abilities
Acid Injection (Ex): When a flumph hits with its spikes, it injects acid that deals 1d4 acid damage immediately and
another 1d4 acid damage next round. The acid effect can be ended by submerging the wound in water or by a Heal
check DC 15. A creature that grapples or swallows a flumph takes acid damage automatically each round it maintains
contact with the flumph, for as long as the flumph is alive.
Bloodline Arcana: When a starsouled sorcerer casts an evocation spell, targets that fail their save are dazzled by
sparkles for a number of rounds equal to the level of the spell cast.
Minute Meteors (Sp): 5/day, a starsouled sorcerer can cause a rain of meteors to fall in a column 5 ft. wide, 30 ft.
high with a range of 30 ft., inflicting 1d4+1 fire damage. Reflex save DC 13 negates.
Stench Spray (Ex): 20 ft. line, every 1d4 rounds. Creatures hit must make a Fortitude save DC 14 or be sickened for
5 rounds, otherwise as stench ability. Alternatively a flumph may affect one creature within 5 ft., in which case it must
make a ranged touch attack (+5); effects on target are the same. The odour from the spray lingers in the area and on
affected creatures for 1d4 hours and can be detected at a range of 100 ft., or double for creatures with the scent
ability.
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Froghemoth
Froghemoths are huge frog-like monstrosities, found in environments where normal frogs may
also be found. Despite its various energy resistances and alien appearance (it is thought by
some to have originated on another world), the froghemoth is a simple brute of a beast with
little intelligence.
Froghemoth (16HD) CR 13
XP 25600
N Huge aberration
Init +5; Senses all-round vision, blindsight 30 ft., darkvision 60 ft.; Perception +16
Defence
AC 28, touch 9, flat-footed 27 (+1 Dex, +19 natural, -2 size)
hp 184 (16d8+112)
Fort +12, Ref +8, Will +11
Immune electricity (partial); Resist fire 10
Weaknesses slowed by electricity
Offence
Speed 20 ft., swim 30 ft.
Melee bite +20 (2d6+10/19-20 plus grab), 4 tentacles +18 (1d8+5 plus grab), tongue +18 (1d4+5 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with tongue)
Special Attacks constrict (tentacle, 1d6+10), swallow whole (3d6+10 damage, AC 19, hp 18)
Statistics
Str 30 (+10), Dex 13 (+1), Con 24 (+7), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +12; CMB +24 (+28 grapple); CMD 35 (39 vs. trip)
Feats Cleave, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Lunge, Multiattack, Power Attack,
Skill Focus (Stealth)
Skills Perception +16, Stealth +14 (+22 in marshes), Swim +18; Racial Modifiers +8 Perception, +8 Stealth in
marshes
Special Abilities
All-Round Vision (Ex): A froghemoths eyestalks enable it to see in all directions at once. It cannot be flanked.
Slowed by Electricity (Ex): Although a froghemoth is immune to electricity, whenever it would otherwise take such
damage it is slowed for 1 round.
Froghemoth (18HD) CR 14
XP 38400
N Huge aberration
Init +5; Senses all-round vision, blindsight 30 ft., darkvision 60 ft.; Perception +17
Defence
AC 28, touch 9, flat-footed 27 (+1 Dex, +19 natural, -2 size)
hp 207 (18d8+126)
Fort +13, Ref +9, Will +12
Immune electricity (partial); Resist fire 10
Weaknesses slowed by electricity
Offence
Speed 20 ft., swim 30 ft.
Melee bite +21 (2d6+10/19-20 plus grab), 4 tentacles +19 (1d8+5 plus grab), tongue +19 (1d4+5 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with tongue)
Special Attacks constrict (tentacle, 1d6+10), swallow whole (3d6+10 damage, AC 19, hp 20)
Statistics
Str 30 (+10), Dex 13 (+1), Con 24 (+7), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +13; CMB +25 (+27 bull rush, +29 grapple); CMD 36 (38 vs. bull rush, 40 vs. trip)
Feats Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Lunge,
Multiattack, Power Attack, Skill Focus (Stealth)
Skills Perception +17, Stealth +15 (+23 in marshes), Swim +18; Racial Modifiers +8 Perception, +8 Stealth in
marshes
Special Abilities
All-Round Vision (Ex): A froghemoths eyestalks enable it to see in all directions at once. It cannot be flanked.
Slowed by Electricity (Ex): Although a froghemoth is immune to electricity, whenever it would otherwise take such
damage it is slowed for 1 round.
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Froghemoth Variants
The entropic froghemoth adds a simple extraplanar variant, and these creatures may be
related to the frog-like creatures found in some chaotic planes, associating as mounts for
example. The flame-spawned froghemoth is a fiery variant whilst the mighty froghemoth is a
mythic version of the beast, perhaps a precursor or some warped frog god. Finally the
froghemoth zombie gives a huge undead variant, the guardian of a swamp tomb or similar.
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Gorbel
The gorbel is a low-level nuisance creature, a floating sphere with eyes that likes to latch onto
its prey with claws. They are not hard to kill, but doing so tends to cause them to explode,
potentially causing more damage to hapless adventurers. Gorbel from Tome of Horrors Complete by
Necromancer Games.
Gorbel (3HD) CR 1
XP 400
N Small aberration
Init +2; Senses all-round vision, darkvision 60 ft.; Perception +9
Defence
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 16 (3d8+3)
Fort +2, Ref +3, Will +2
DR 5/slashing or piercing
Weaknesses explosion
Offence
Speed 5 ft., fly 60 ft. (average)
Melee 2 claws +5 (1d4+1 plus grab), bite +5 (1d6+1)
Special Attacks grab and bite
Statistics
Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 8 (-1), Wis 9 (-1), Cha 8 (-1)
Base Atk +2; CMB +2 (+6 grapple); CMD 14 (cant be tripped)
Feats Flyby Attack, Weapon Finesse
Skills Fly +10, Perception +9, Stealth +12; Racial Modifiers +4 Perception
Special Abilities
All-Round Vision (Ex): A gorbels eyestalks enable it to see in all directions at once. It cannot be flanked.
Explosion (Ex): When a gorbel is hit with a weapon, spell or effect that deals piercing or slashing damage it must
succeed on a Fortitude save DC (10 + damage taken) or instantly explode, killing it and dealing 1d4 damage to all
creatures within 5 ft. (Reflex save DC 12 for half).
Grab and Bite (Ex): A gorbel can bite a grappled opponent as a swift action with a +4 attack bonus.
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Gorbel (4HD) CR 2
XP 600
N Small aberration
Init +2; Senses all-round vision, darkvision 60 ft.; Perception +11
Defence
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 22 (4d8+4)
Fort +2, Ref +3, Will +4
DR 5/slashing or piercing
Weaknesses explosion
Offence
Speed 5 ft., fly 60 ft. (average)
Melee 2 claws +6 (1d4+1 plus grab), bite +6 (1d6+1)
Special Attacks grab and bite
Statistics
Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 8 (-1), Wis 10 (+0), Cha 8 (-1)
Base Atk +3; CMB +3 (+7 grapple); CMD 15 (cant be tripped)
Feats Flyby Attack, Weapon Finesse
Skills Fly +11, Perception +11, Stealth +13; Racial Modifiers +4 Perception
Special Abilities
All-Round Vision (Ex): A gorbels eyestalks enable it to see in all directions at once. It cannot be flanked.
Explosion (Ex): When a gorbel is hit with a weapon, spell or effect that deals piercing or slashing damage it must
succeed on a Fortitude save DC (10 + damage taken) or instantly explode, killing it and dealing 1d4 damage to all
creatures within 5 ft. (Reflex save DC 13 for half).
Grab and Bite (Ex): A gorbel can bite a grappled opponent as a swift action with a +4 attack bonus.
Gorbel (5HD) CR 3
XP 800
N Small aberration
Init +2; Senses all-round vision, darkvision 60 ft.; Perception +12
Defence
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 27 (5d8+5)
Fort +2, Ref +3, Will +4
DR 5/slashing or piercing
Weaknesses explosion
Offence
Speed 5 ft., fly 60 ft. (average)
Melee 2 claws +6 (1d4+1 plus grab), bite +6 (1d6+1)
Special Attacks grab and bite
Statistics
Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 8 (-1), Wis 10 (+0), Cha 8 (-1)
Base Atk +3; CMB +3 (+7 grapple); CMD 15 (cant be tripped)
Feats Flyby Attack, Step Up, Weapon Finesse
Skills Fly +12, Perception +12, Stealth +14; Racial Modifiers +4 Perception
Special Abilities
All-Round Vision (Ex): A gorbels eyestalks enable it to see in all directions at once. It cannot be flanked.
Explosion (Ex): When a gorbel is hit with a weapon, spell or effect that deals piercing or slashing damage it must
succeed on a Fortitude save DC (10 + damage taken) or instantly explode, killing it and dealing 1d4 damage to all
creatures within 5 ft. (Reflex save DC 13 for half).
Grab and Bite (Ex): A gorbel can bite a grappled opponent as a swift action with a +4 attack bonus.
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Gorbel Variants
The dread ghoul gorbel is an undead variant that creates spawn; it could have a more
monstrous and humanoid appearance than the normally spheroid gorbel. The ectoplasmic
gorbel is an undead variant, like semi-sentient globs of ectoplasmic material. These variants
cause negative energy damage when they explode, but this can be changed to normal
damage if desired. Fiendish gorbels may be a kind of lost soul from the lower planes (and
may cause fire damage upon death instead). Finally the plant-imbued gorbel could be used
as some kind of floating spore creature, with spell-like abilities.
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Harpy
Harpies are creatures resembling a mix of woman and carrion bird; typically they are filthy
and unkempt, cruel and spiteful creatures that use their captivating song to lure in hapless
humanoids to eat, or males for mating.
Harpy (7HD) CR 4
XP 1200
CE Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +7
Defence
AC 16, touch 13, flat-footed 13 (+2 armour, +2 Dex, +1 dodge, +1 natural)
hp 38 (7d10)
Fort +4, Ref +7, Will +6
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +8/+3 (1d8+1), 2 talons +3 (1d6)
Special Attacks captivating song
Statistics
Str 12 (+1), Dex 15 (+2), Con 10 (+0), Int 7 (-2), Wis 12 (+1), Cha 17 (+3)
Base Atk +7; CMB +8; CMD 21
Feats Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Bluff +7, Fly +12, Intimidate +7, Perception +7, Perform (song) +5
Languages Common
Gear leather armour, morningstar, standard treasure
Special Abilities
Captivating Song (Su): When a harpy sings, all creatures aside from other harpies within a 300 ft. spread must
make a Will save DC 16 or become captivated. A creature that successfully saves is immune to the same harpy's
song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct
means available. If the path leads them into a dangerous area, that creature receives a second saving throw to end
the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A
victim within 5 ft. of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for
as long as the harpy sings and for 1 round thereafter. Sonic mind-affecting charm effect.
Harpy (10HD) CR 5
XP 1600
CE Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +8
Defence
AC 16, touch 13, flat-footed 13 (+2 armour, +2 Dex, +1 dodge, +1 natural)
hp 55 (10d10)
Fort +5, Ref +9, Will +8
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +11/+6 (1d8+1), 2 talons +6 (1d6)
Special Attacks captivating song
Statistics
Str 12 (+1), Dex 15 (+2), Con 10 (+0), Int 7 (-2), Wis 12 (+1), Cha 18 (+4)
Base Atk +10; CMB +11; CMD 24
Feats Dodge, Flyby Attack, Great Fortitude, Hover, Skill Focus (Bluff)
Skills Bluff +10, Fly +13, Intimidate +9, Perception +8, Perform (song) +7
Languages Common
Gear leather armour, morningstar, standard treasure
Special Abilities
Captivating Song (Su): When a harpy sings, all creatures aside from other harpies within a 300 ft. spread must
make a Will save DC 19 or become captivated. A creature that successfully saves is immune to the same harpy's
song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct
means available. If the path leads them into a dangerous area, that creature receives a second saving throw to end
the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A
victim within 5 ft. of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for
as long as the harpy sings and for 1 round thereafter. Sonic mind-affecting charm effect.
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Harpy Variants
The harpy archer uses levels of fighter with the archer archetype, for an expert bow-wielding
harpy variant. The harpy siren uses the sound striker archetype of the bard class, one skilled
in using its voice to cause damage as well as charm. It uses the favoured class bonus to gain
extra skill points. The harpy fury has levels of cleric, with the Curse subdomain of the Luck
domain, and the Famine domain; a worshipper of a cruel goddess of disease and carrion. The
fiendish harpy is a simple extraplanar variant. Finally the roc harpy is a huge variant; a mutant
version or perhaps a kind of queen harpy. Famine domain from Campaign Cogs: Morithal, Lord of
Unceasing Hunger. Copyright 2012, Allen Taliesin.
Harpy Archer CR 5
XP 1600
CE Medium monstrous humanoid fighter 1
Init +4; Senses darkvision 60 ft.; Perception +9
Defence
AC 18, touch 15, flat-footed 13 (+2 armour, +4 Dex, +1 dodge, +1 natural)
hp 53 (7d10+1d10+9)
Fort +5, Ref +9, Will +6
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +11/+6 (1d8+3), 2 talons +6 (1d6+1)
Ranged shortbow +12/+7 (1d6/x3, 60 ft.)
Special Attacks captivating song
Statistics
Str 16 (+3), Dex 19 (+4), Con 12 (+1), Int 9 (-1), Wis 12 (+1), Cha 16 (+3)
Base Atk +8; CMB +11; CMD 26
Feats Dodge, Flyby Attack, Great Fortitude, Hover, Point Blank Shot*
Skills Bluff +6, Craft (fletcher) +3, Fly +14, Intimidate +9, Perception +9, Perform (song) +6
Languages Common
Gear leather armour, morningstar, shortbow, 20 arrows, standard treasure
Special Abilities
Captivating Song (Su): When a harpy sings, all creatures aside from other harpies within a 300 ft. spread must
make a Will save DC 17 or become captivated. A creature that successfully saves is immune to the same harpy's
song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct
means available. If the path leads them into a dangerous area, that creature receives a second saving throw to end
the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A
victim within 5 ft. of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for
as long as the harpy sings and for 1 round thereafter. Sonic mind-affecting charm effect.
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Harpy Siren CR 7
XP 3200
CE Medium monstrous humanoid sound striker bard 3
Init +3; Senses darkvision 60 ft.; Perception +15
Defence
AC 17, touch 14, flat-footed 13 (+2 armour, +3 Dex, +1 dodge, +1 natural)
hp 52 (7d10+3d8)
Fort +5, Ref +11, Will +10
Defensive Abilities well-versed
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +9/+4 (1d8), 2 talons +4 (1d6)
Special Attacks captivating song
rd
Bard Spells Known (CL 3 , concentration +9)
st
1 level (4/day, save DC 17) cure light wounds, fumbletongue, grease, vanish
th
0 level (At will, save DC 16) daze, detect magic, ghost sound, lullaby, mage hand, resistance
Statistics
Str 10 (+0), Dex 17 (+3), Con 10 (+0), Int 11 (+0), Wis 14 (+2), Cha 22 (+6)
Base Atk +9; CMB +9; CMD 23
Feats Ability Focus (captivating song), Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Bluff +19, Fly +13, Intimidate +16, Perception +15, Perform (song) +19, Sense Motive +9,
Use Magic Device +13
Languages Common
Gear leather armour, morningstar, standard treasure
Special Qualities bardic performance (14/day, countersong, distraction, fascinate, inspire courage +1, wordstrike),
cantrips, versatile performance (sing)
Special Abilities
Captivating Song (Su): When a harpy sings, all creatures aside from other harpies within a 300 ft. spread must
make a Will save DC 23 or become captivated. A creature that successfully saves is immune to the same harpy's
song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct
means available. If the path leads them into a dangerous area, that creature receives a second saving throw to end
the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A
victim within 5 ft. of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for
as long as the harpy sings and for 1 round thereafter. Sonic mind-affecting charm effect.
Wordstrike (Su): As a standard action a harpy bard may spend one round of bardic performance to direct a burst of
sonic energy, causing 1d4+1 damage to an object or half this to a living being. This replaces inspire competence.
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Harpy Fury CR 6
XP 2400
CE Medium monstrous humanoid cleric 2
Init +1; Senses darkvision 60 ft.; Perception +10
Aura aura of evil
Defence
AC 15, touch 12, flat-footed 13 (+2 armour, +1 Dex, +1 dodge, +1 natural)
hp 58 (7d10+2d8+11)
Fort +8, Ref +6, Will +11
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +9/+4 (1d8+1), 2 talons +4 (1d6)
Special Attacks captivating song, channel negative energy (8/day, 1d6, Will DC 16), malign eye, spontaneous inflict
spells, touch of overwhelming hunger
nd
Cleric Spells Prepared (CL 2 , concentration +5)
st
1 level (3+1/day, save DC 14) bane*, cure light wounds, entropic shield, ray of sickening
th
0 level (At will, save DC 13) bleed, detect magic, resistance, stabilise
Statistics
Str 12 (+1), Dex 13 (+1), Con 12 (+1), Int 9 (-1), Wis 17 (+3), Cha 21 (+5)
Base Atk +8; CMB +9; CMD 21
Feats Dodge, Flyby Attack, Great Fortitude, Selective Channeling, Skill Focus (Bluff)
Skills Bluff +11, Fly +11, Intimidate +11, Knowledge (religion) +4, Perception +10, Perform (song) +9
Languages Common
Gear leather armour, morningstar, standard treasure
Special Qualities domains (curse, famine), domain powers (malign eye, touch of overwhelming hunger), orisons
Special Abilities
Captivating Song (Su): When a harpy sings, all creatures aside from other harpies within a 300 ft. spread must
make a Will save DC 19 or become captivated. A creature that successfully saves is immune to the same harpy's
song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct
means available. If the path leads them into a dangerous area, that creature receives a second saving throw to end
the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A
victim within 5 ft. of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for
as long as the harpy sings and for 1 round thereafter. Sonic mind-affecting charm effect.
Malign Eye (Su): 6/day, as a standard action a harpy cleric can afflict one target within 30 ft., causing it to suffer a -2
penalty to saving throws against its spells. This lasts 1 minute or until the target hits the harpy cleric with an attack.
Touch of Overwhelming Hunger (Sp): 6/day a harpy cleric may make a melee touch attack against one target. This
causes the target to suffer a -1 penalty to attack, damage and concentration checks for 1 round. A Will save DC 14
negates the concentration penalty but not the other effects.
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Intellect Devourer
The intellect devourer is a malign psychic creature, resembling a cross between a brain and a
dog. These creatures are capable of taking over unfortunate hosts by devouring their brains
and wearing the body as a disguise, making them good villains for a campaign based on
paranoia and deception.
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Jackalwere
A jackalwere is a shapeshifting creature able to take the form of human, jackal or a hybrid
form. It also possesses a gaze able to put creatures to sleep. Jackalweres are typically
scavengers, thieves and bandits, lurking on the fringes of civilised lands and stealing what
they want.
Jackalwere (3HD) CR 2
XP 600
CE Medium magical beast (shapechanger)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7
Defence
AC 17, touch 14, flat-footed 13 (+2 armour, +3 Dex, +1 dodge, +1 natural)
hp 22 (3d10+6)
Fort +5, Ref +6, Will +2
DR 5/cold iron
Offence
Speed 30 ft.
Melee mwk battleaxe +6 (1d8+2/x3), bite +0 (1d6+1) or bite +5 (1d6+3)
Special Attacks sleep gaze, weapon intuition
Statistics
Str 15 (+2), Dex 17 (+3), Con 15 (+2), Int 12 (+1), Wis 12 (+1), Cha 12 (+1)
Base Atk +3; CMB +5; CMD 19
Feats Alertness, Dodge
Skills Acrobatics +7, Bluff +6, Perception +7, Sense Motive +3, Stealth +7, Survival +6 ; Racial Modifiers +2 Bluff,
+2 Survival
Languages Common
Gear leather armour, masterwork battleaxe, standard treasure
Special Qualities change shape (human, hybrid and jackal; polymorph), jackal empathy
Special Abilities
Change Shape (Su): A jackalwere can shift between any of its three forms as a move action. In hybrid form it can
use its bite as a secondary attack, in jackal form (treat as dog) it can use bite as a primary weapon. It cannot use its
bite in human form. It can use its gaze attack in any form. Equipment melds with the jackalwere when it shifts to
jackal form.
Jackal Empathy (Ex): A jackal can communicate with jackals, using Bluff in place of Diplomacy to change a jackals
attitude. It gains a +4 racial bonus to the check (+10).
Sleep Gaze (Su): 30 ft. gaze attack, sleep for 3 minutes (a standard action or damage rouses the creature). Will DC
12 negates. A creature that successfully saves cannot be affected by the sleep gaze of that particular jackalwere for
24 hours. A sleep effect.
Weapon Intuition (Ex): Proficient with simple and martial melee weapons.
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Jackalwere (5HD) CR 3
XP 800
CE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +8
Defence
AC 18, touch 15, flat-footed 13 (+2 armour, +4 Dex, +1 dodge, +1 natural)
hp 37 (5d10+10)
Fort +6, Ref +8, Will +2
DR 5/cold iron
Offence
Speed 30 ft.
Melee mwk battleaxe +8 (1d8+2/x3), bite +5 (1d6+1) or bite +7 (1d6+3)
Special Attacks sleep gaze, weapon intuition
Statistics
Str 15 (+2), Dex 18 (+4), Con 15 (+2), Int 12 (+1), Wis 12 (+1), Cha 12 (+1)
Base Atk +5; CMB +7; CMD 22
Feats Alertness, Dodge, Multiattack
Skills Acrobatics +9, Bluff +7, Perception +8, Sense Motive +3, Stealth +10, Survival +7 ; Racial Modifiers +2 Bluff,
+2 Survival
Languages Common
Gear leather armour, masterwork battleaxe, standard treasure
Special Qualities change shape (human, hybrid and jackal; polymorph), jackal empathy
Special Abilities
Change Shape (Su): A jackalwere can shift between any of its three forms as a move action. In hybrid form it can
use its bite as a secondary attack, in jackal form (treat as dog) it can use bite as a primary weapon. It cannot use its
bite in human form. It can use its gaze attack in any form. Equipment melds with the jackalwere when it shifts to
jackal form.
Jackal Empathy (Ex): A jackal can communicate with jackals, using Bluff in place of Diplomacy to change a jackals
attitude. It gains a +4 racial bonus to the check (+11).
Sleep Gaze (Su): 30 ft. gaze attack, sleep for 3 minutes (a standard action or damage rouses the creature). Will DC
13 negates. A creature that successfully saves cannot be affected by the sleep gaze of that particular jackalwere for
24 hours. A sleep effect.
Weapon Intuition (Ex): Proficient with simple and martial melee weapons.
Jackalwere (7HD) CR 4
XP 1200
CE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Defence
AC 18, touch 15, flat-footed 13 (+2 armour, +4 Dex, +1 dodge, +1 natural)
hp 52 (7d10+14)
Fort +7, Ref +9, Will +3
DR 5/cold iron
Offence
Speed 30 ft.
Melee mwk battleaxe +10/+5 (1d8+2/x3), bite +7 (1d6+1) or bite +9 (1d6+3)
Special Attacks sleep gaze, weapon intuition
Statistics
Str 15 (+2), Dex 18 (+4), Con 15 (+2), Int 12 (+1), Wis 12 (+1), Cha 12 (+1)
Base Atk +7; CMB +9; CMD 24
Feats Ability Focus (sleep gaze), Alertness, Dodge, Multiattack
Skills Acrobatics +10, Bluff +8, Perception +10, Sense Motive +3, Stealth +11, Survival +8 ;
Racial Modifiers +2 Bluff, +2 Survival
Languages Common
Gear leather armour, masterwork battleaxe, standard treasure
Special Qualities change shape (human, hybrid and jackal; polymorph), jackal empathy
Special Abilities
Change Shape (Su): A jackalwere can shift between any of its three forms as a move action. In hybrid form it can
use its bite as a secondary attack, in jackal form (treat as dog) it can use bite as a primary weapon. It cannot use its
bite in human form. It can use its gaze attack in any form. Equipment melds with the jackalwere when it shifts to
jackal form.
Jackal Empathy (Ex): A jackal can communicate with jackals, using Bluff in place of Diplomacy to change a jackals
attitude. It gains a +4 racial bonus to the check (+12).
Sleep Gaze (Su): 30 ft. gaze attack, sleep for 3 minutes (a standard action or damage rouses the creature). Will DC
16 negates. A creature that successfully saves cannot be affected by the sleep gaze of that particular jackalwere for
24 hours. A sleep effect.
Weapon Intuition (Ex): Proficient with simple and martial melee weapons.
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Jackalwere Variants
The half-janni jackalwere adds some magical abilities to the creature, for a simple variant,
perhaps with an Arabian Nights feel to it. The jackalwere bandit uses levels of rogue, with the
bandit archetype; a leader of a band of desert marauders or a thug for hire in a cosmopolitan
city. The jackalwere gunslinger is a desperado for campaigns featuring firearms, and the
jackalwere magus mixes magic and skilled combat ability, with Egyptian-themed weaponry,
perhaps a devotee of Anubis.
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Jackalwere Bandit CR 3
XP 800
CE Medium magical beast (shapechanger) rogue 1
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +9
Defence
AC 20, touch 17, flat-footed 13 (+2 armour, +6 Dex, +1 dodge, +1 natural)
hp 30 (3d10+1d8+9)
Fort +5, Ref +11, Will +1
DR 5/cold iron
Offence
Speed 30 ft.
Melee mwk battleaxe +7 (1d8+3/x3), punch dagger +6 (1d4+3/x3), bite +1 (1d6+1) or bite +6 (1d6+4)
Ranged chakram +9 (1d8+3, 30 ft.)
Special Attacks sneak attack +1d6, sleep gaze, weapon intuition
Statistics
Str 17 (+3), Dex 22 (+6), Con 15 (+2), Int 16 (+3), Wis 10 (+0), Cha 14 (+2)
Base Atk +3; CMB +6; CMD 23
Feats Alertness, Dodge
Skills Acrobatics +13, Appraise +8, Bluff +11, Climb +8, Perception +9, Sense Motive +7, Stealth +13, Survival +6 ;
Racial Modifiers +2 Bluff, +2 Survival
Languages Common
Gear leather armour, masterwork battleaxe, punch dagger, chakram, standard treasure
Special Qualities change shape (human, hybrid and jackal; polymorph), jackal empathy, trapfinding
Special Abilities
Change Shape (Su): A jackalwere can shift between any of its three forms as a move action. In hybrid form it can
use its bite as a secondary attack, in jackal form (treat as dog) it can use bite as a primary weapon. It cannot use its
bite in human form. It can use its gaze attack in any form. Equipment melds with the jackalwere when it shifts to
jackal form.
Jackal Empathy (Ex): A jackal can communicate with jackals, using Bluff in place of Diplomacy to change a jackals
attitude. It gains a +4 racial bonus to the check (+15).
Sleep Gaze (Su): 30 ft. gaze attack, sleep for 3 minutes (a standard action or damage rouses the creature). Will DC
14 negates. A creature that successfully saves cannot be affected by the sleep gaze of that particular jackalwere for
24 hours. A sleep effect.
Weapon Intuition (Ex): Proficient with simple and martial melee weapons.
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Jackalwere Gunslinger CR 4
XP 1200
CE Medium magical beast (shapechanger) gunslinger 2
Init +9; Senses darkvision 60 ft., low-light vision, scent; Perception +12
Defence
AC 20, touch 17, flat-footed 13 (+2 armour, +5 Dex, +2 dodge, +1 natural)
hp 39 (3d10+2d10+12)
Fort +8, Ref +11, Will +4
Defensive Abilities nimble +1; DR 5/cold iron
Offence
Speed 30 ft.
Melee mwk battleaxe +8 (1d8+2/x3), bite +2 (1d6+1) or bite +7 (1d6+3)
Ranged pistol +10 (1d8/x4, 20 ft., misfire 1/5 ft.)
Special Attacks sleep gaze, weapon intuition
Statistics
Str 14 (+2), Dex 21 (+5), Con 15 (+2), Int 14 (+2), Wis 16 (+3), Cha 14 (+2)
Base Atk +5; CMB +7; CMD 24
Feats Alertness, Dodge, Gunsmithing*, Improved Initiative
Skills Acrobatics +12, Bluff +12, Perception +12, Sense Motive +7, Stealth +12, Survival +13;
Racial Modifiers +2 Bluff, +2 Survival
Languages Common
Gear leather armour, masterwork battleaxe, pistol, black powder, 20 shots, standard treasure
Special Qualities change shape (human, hybrid and jackal; polymorph), deeds (deadeye, gunslingers dodge, quick
clear), grit (3 points), jackal empathy
Special Abilities
Change Shape (Su): A jackalwere can shift between any of its three forms as a move action. In hybrid form it can
use its bite as a secondary attack, in jackal form (treat as dog) it can use bite as a primary weapon. It cannot use its
bite in human form. It can use its gaze attack in any form. Equipment melds with the jackalwere when it shifts to
jackal form.
Jackal Empathy (Ex): A jackal can communicate with jackals, using Bluff in place of Diplomacy to change a jackals
attitude. It gains a +4 racial bonus to the check (+16).
Sleep Gaze (Su): 30 ft. gaze attack, sleep for 3 minutes (a standard action or damage rouses the creature). Will DC
14 negates. A creature that successfully saves cannot be affected by the sleep gaze of that particular jackalwere for
24 hours. A sleep effect.
Weapon Intuition (Ex): Proficient with simple and martial melee weapons.
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Jackalwere Magus CR 5
XP 1600
CE Medium magical beast (shapechanger) magus 3
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +9
Defence
AC 17, touch 14, flat-footed 13 (+2 armour, +4 Dex, +1 natural)
hp 51 (3d10+3d8+21)
Fort +9, Ref +8, Will +5
DR 5/cold iron
Offence
Speed 30 ft.
Melee mwk khopesh +11 (1d8+5/19-20), bite +5 (1d6+2) or bite +10 (1d6+7)
Special Attacks sleep gaze, spell combat, spellstrike, weapon intuition
rd
Magus Spells Prepared (CL 3 , concentration +6)
st
1 level (4/day, save DC 14) jump, shield, shocking grasp, true strike
th
0 level (At will, save DC 13) daze, detect magic, mage hand, ray of frost
th st
Spellbook 0 all; 1 adjuring step, burning hands, expeditious retreat, flare burst, mount, jump, shield, shocking
grasp, true strike.
Statistics
Str 20 (+5), Dex 19 (+4), Con 17 (+3), Int 16 (+3), Wis 12 (+1), Cha 10 (+0)
Base Atk +5; CMB +10; CMD 24
Feats Alertness, Exotic Weapon Proficiency (khopesh), Improved Initiative
Skills Acrobatics +10, Bluff +5, Knowledge (arcana) +9, Perception +9, Ride +10, Sense Motive +5, Spellcraft +9,
Stealth +11, Survival +6, Use Magic Device +6 ; Racial Modifiers +2 Bluff, +2 Survival
Languages Common
Gear leather armour, masterwork khopesh, spellbook, standard treasure
Special Qualities arcane pool (4 points), cantrips, change shape (human, hybrid and jackal; polymorph), jackal
empathy, magus arcana (spell shield)
Special Abilities
Arcane Pool (Su): A jackalwere magus has a pool of 4 points. It can spend 1 point as a swift action to grant a held
weapon a +1 enhancement bonus for 1 minute.
Change Shape (Su): A jackalwere can shift between any of its three forms as a move action. In hybrid form it can
use its bite as a secondary attack, in jackal form (treat as dog) it can use bite as a primary weapon. It cannot use its
bite in human form. It can use its gaze attack in any form. Equipment melds with the jackalwere when it shifts to
jackal form.
Jackal Empathy (Ex): A jackal can communicate with jackals, using Bluff in place of Diplomacy to change a jackals
attitude. It gains a +4 racial bonus to the check (+9).
Sleep Gaze (Su): 30 ft. gaze attack, sleep for 3 minutes (a standard action or damage rouses the creature). Will DC
13 negates. A creature that successfully saves cannot be affected by the sleep gaze of that particular jackalwere for
24 hours. A sleep effect.
Spell Combat (Ex): If a jackalwere magus is using a light or one-handed weapon it can make attacks with that
weapon at a -2 penalty and cast a spell with its off-hand.
Spell Shield (Su): A jackalwere magus may expend a point from its arcane pool as an immediate action to gain a +3
shield bonus until the end of its next turn.
Spellstrike (Su): When a jackalwere magus casts a spell with a range of touch it may instead cast the spell through
a weapon as part of a standard melee attack.The spell threatens a critical on the same range as the weapon, with a
x2 modifier.
Weapon Intuition (Ex): Proficient with simple and martial melee weapons.
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Kamadan
The kamadan is a leopard-like creature, sprouting six brightly coloured snakes from its
shoulders. It also possesses a breath weapon capable of putting prey to sleep. A kamadans
snakes are not typically poisonous and their attacks are treated as a single attack, but one
variant, the dusk kamadan, has poisonous snakes, with the following statistics: Snakes
injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive
saves. This can be added to any of the kamadans given here, or to the variants in the next
section, typically increasing the CR by 1. Kamadan from Pathfinder Bestiary 3 (Paizo Publishing).
Kamadan (5HD) CR 4
XP 1200
NE Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
Defence
AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 natural, -1 size)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +2
Offence
Speed 40 ft.
Melee bite +7 (1d6+3), 2 claws +7 (1d3+3), snakes +2 (1d4+1)
Space 10 ft.; Reach 5 ft. (10 ft. with snakes)
Special Attacks breath weapon (30 ft. cone, sleep, Fortitude save DC 15 negates, usable every 1d4 rounds),
pounce, snakes
Statistics
Str 17 (+3), Dex 15 (+2), Con 16 (+3), Int 5 (-3), Wis 12 (+1), Cha 9 (-1)
Base Atk +5; CMB +9; CMD 22 (26 vs. trip)
Feats Combat Reflexes, Dodge, Mobility
Skills Acrobatics +6 (+10 when jumping), Perception +8, Stealth +2; Racial Modifiers +4 Stealth
Languages Aklo
Special Abilities
Breath Weapon (Su): 30 ft. cone of gas that makes living creatures fall asleep for 5 minutes (Fortitude save DC 15
negates). Slapping or wounding a sleeping creature wakes it, but normal noise does not. This is a sleep effect.
Snakes (Ex): A kamadans snakes attack simultaneously. This is always a secondary attack.
Kamadan (7HD) CR 5
XP 1600
NE Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
Defence
AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 natural, -1 size)
hp 59 (7d10+21)
Fort +8, Ref +7, Will +3
Offence
Speed 40 ft.
Melee bite +9 (1d6+3), 2 claws +9 (1d3+3), snakes +4 (1d4+1)
Space 10 ft.; Reach 5 ft. (10 ft. with snakes)
Special Attacks breath weapon (30 ft. cone, sleep, Fortitude save DC 16 negates, usable every 1d4 rounds),
pounce, snakes
Statistics
Str 17 (+3), Dex 15 (+2), Con 16 (+3), Int 5 (-3), Wis 12 (+1), Cha 9 (-1)
Base Atk +7; CMB +11; CMD 24 (28 vs. trip)
Feats Combat Reflexes, Dodge, Mobility, Spring Attack
Skills Acrobatics +7 (+11 when jumping), Perception +8, Stealth +6; Racial Modifiers +4 Stealth
Languages Aklo
Special Abilities
Breath Weapon (Su): 30 ft. cone of gas that makes living creatures fall asleep for 5 minutes (Fortitude save DC 16
negates). Slapping or wounding a sleeping creature wakes it, but normal noise does not. This is a sleep effect.
Snakes (Ex): A kamadans snakes attack simultaneously. This is always a secondary attack.
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Kamadan Variants
The cave kamadan is a slightly tougher but more primitive version of the creature, adapted to
living underground and useful for dungeon-based adventures. The half-dragon variant uses a
black dragon heritage for flavour the breath weapon can come either from the snakes or the
leopard head, and it may be a chimera variant. Alternatively, grant the creature a cold breath
weapon and it makes a good substitute for the winged polar kamadan. The missing kamadan
could be a precursor to, or cross with, similar panther-like beasts with innate displacement,
whilst the shadow kamadan adds some different camouflage ability. Finally a couple of
zombie versions are given.
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Korred
The korred is a small tough type of fey, often found in mountainous or rocky areas. They are
noted for their prehensile hair and their booming laughs that can stun a human. Like most fey,
they are not innately evil but can be dangerous and unpredictable. Korred from Pathfinder Bestiary 2
(Paizo Publishing).
Korred (6HD) CR 4
XP 1200
CN Small fey
Init +3; Senses low-light vision; Perception +14
Defence
AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp 33 (6d6+12)
Fort +4, Ref +8, Will +7
DR 5/cold iron; SR 15
Offence
Speed 30 ft.
Melee club +8 (1d4+6)
Special Attacks animated hair, rock throwing (100 ft.), stunning laugh
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Spell-Like Abilities (CL 6 , concentration +7)
Korred (9HD) CR 5
XP 1600
CN Small fey
Init +3; Senses low-light vision; Perception +17
Defence
AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp 49 (9d6+18)
Fort +5, Ref +9, Will +8
DR 5/cold iron; SR 15
Offence
Speed 30 ft.
Melee club +9 (1d4+6)
Special Attacks animated hair, rock throwing (100 ft.), stunning laugh
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Spell-Like Abilities (CL 9 , concentration +11)
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Korred Variants
The blighted korred is a twisted version of the creature, afflicted by a fungal disease that
warps fey into evil versions. The divine guardian korred represents a creature set to protect a
sacred site in the wilderness. The korred mountain druid uses the druid class with mountain
domain and mountain druid archetype; a spirit of the mountains with powers to aid and hinder
travellers according to its whims and their behaviour. The korred wild stalker uses levels of
ranger with the wild stalker variant, which gives it some barbarian rage powers; an even more
dangerous and unpredictable creature.
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At will animate rope, dimension door (within sacred site only), shatter (Fort DC 16), stone shape
3/day alarm, knock
1/day arcane lock, augury, clairvoyance/clairaudience, commune, dismissal (Will DC 18), hold portal,
stone tell
Statistics
Str 19 (+4), Dex 17 (+3), Con 14 (+2), Int 12 (+1), Wis 18 (+4), Cha 18 (+4)
Base Atk +4; CMB +7; CMD 27
Feats Defensive Combat Training, Dodge, Mobility, Sidestep, Skill Focus (Perception)
Skills Acrobatics +15, Bluff +16, Craft (rope) +13, Craft (sculpture) +13, Perception +24, Perform (dance) +16,
Sense Motive +9, Stealth +19; Racial Modifiers +5 Perception, +5 Sense Motive
Languages Common, Sylvan
Special Qualities blessed life, sacred site, stone stride
Special Abilities
Ability Healing (Ex): A divine guardian can heal 1 point per round in each damaged ability score.
Animated Hair (Su): As a free action, a korred can use its hair to snag and interfere with all adjacent creatures.
Targets must make a Reflex save DC 17 each round or become entangled for 1 round.
Blessed Life (Ex): A divine guardian does not need to eat, sleep or breathe. It does not age.
Bound to the Faith (Ex): A cleric or paladin of the deity of the sacred site can command or rebuke a divine guardian
as if it were an undead of 4 HD.
Sacred Site (Ex): A divine guardian is bound to a site dedicated to a faith. If it leaves this site it immediately loses all
benefits of the divine guardian template until it atones (treat as normal 9HD korred). If this is not done within a week it
takes 2d6 Constitution drain and may never regain the template.
Stone Stride (Su): 1/round, as standard action. This works as tree stride except that it requires loose boulders at
least as large as the korred, and has a range of 30 ft. only.
Stunning Laugh (Su): 3/day, as standard action. When a korred laughs, all creatures within a 30 ft. radius are
stunned for 1d2 rounds, Fortitude save DC 18 negates. Sonic, mind-affecting effect. Fey are immune
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At will animate rope, dimension door (within sacred site only), shatter (Fort DC 16), stone shape
3/day alarm, knock
1/day arcane lock, augury, clairvoyance/clairaudience, commune, dismissal (Will DC 18), forbiddance,
guards and wards, hold portal, stone tell
Statistics
Str 23 (+6), Dex 16 (+3), Con 16 (+3), Int 12 (+1), Wis 18 (+4), Cha 18 (+4)
Base Atk +7; CMB +13; CMD 34
Feats Defensive Combat Training, Dodge, Mobility, Power Attack, Sidestep, Skill Focus (Perception), Spring Attack
Skills Acrobatics +20, Bluff +21, Craft (rope) +18, Craft (sculpture) +18, Perception +32, Perform (dance) +21,
Sense Motive +9, Stealth +20; Racial Modifiers +5 Perception, +5 Sense Motive
Languages Common, Sylvan
Special Qualities stone stride
Special Abilities
Ability Healing (Ex): A divine guardian can heal 1 point per round in each damaged ability score.
Animated Hair (Su): As a free action, a korred can use its hair to snag and interfere with all adjacent creatures.
Targets must make a Reflex save DC 20 each round or become entangled for 1 round.
Blessed Life (Ex): A divine guardian does not need to eat, sleep or breathe. It does not age.
Bound to the Faith (Ex): A cleric or paladin of the deity of the sacred site can command or rebuke a divine guardian
as if it were an undead of 7 HD.
Sacred Site (Ex): A divine guardian is bound to a site dedicated to a faith. If it leaves this site it immediately loses all
benefits of the divine guardian template until it atones. If this is not done within a week it takes 2d6 Constitution drain
and may never regain the template.
Stone Stride (Su): 1/round, as standard action. This works as tree stride except that it requires loose boulders at
least as large as the korred, and has a range of 30 ft. only.
Stunning Laugh (Su): 3/day, as standard action. When a korred laughs, all creatures within a 30 ft. radius are
stunned for 1d2 rounds, Fortitude save DC 21 negates. Sonic, mind-affecting effect. Fey are immune
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Base Statistics
When not raging, ability scores are AC 18, touch 16, flat-footed 13; hp 87; Fort +10, Will +9; Melee club
+15/+10 (1d4+10); Str 24 (+7), Con 18 (+4); CMB +13, CMD 28
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Base Statistics
When not raging, ability scores are AC 19, touch 17, flat-footed 13; hp 129; Fort +12, Will +10; Melee club
+20/+15/+10 (1d4+10); Str 24 (+7), Con 18 (+4); CMB +17 (+19 sunder), CMD 33 (35 vs. sunder)
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Base Statistics
When not raging, ability scores are AC 19, touch 17, flat-footed 13; hp 171; Fort +14, Will +12; Melee
club +24/+19/+14 (1d4+10); Str 24 (+7), Con 18 (+4); CMB +21 (+23 sunder), CMD 37 (39 vs. sunder)
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Leucrotta
Leucrottas are cruel beasts thought to have the bloodline of a demon lord within them. They
are intelligent quadrupeds blending elements of camel, badger and hyena in their
appearance, and are notorious for luring unwary travellers into ambushes using their ability to
mimic voices. Leucrotta from Pathfinder Bestiary 2 (Paizo Publishing).
Leucrotta (6HD) CR 5
XP 1600
CE Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +2
Defence
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)
hp 57 (6d10+24)
Fort +9, Ref +6, Will +4
Immune disease, poison
Offence
Speed 60 ft., climb 30 ft.
Melee bite +10 (2d6+7/19-20), 2 hooves +5 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks lure, powerful bite
Statistics
Str 21 (+5), Dex 12 (+1), Con 18 (+4), Int 11 (+0), Wis 14 (+2), Cha 17 (+3)
Base Atk +6; CMB +12; CMD 23 (27 vs. trip)
Feats Improved Initiative, Skill Focus (Bluff, Stealth)
Skills Bluff +12, Climb +13, Stealth +9
Languages Common
Special Qualities sound mimicry (voices)
Special Abilities
Lure (Su): When a leucrottas targets are unaware of it, the leucrotta can call out to the targets, who must be in line
of sight and within 60 feet. The targets must make a Will save DC 16 or fall under the effects of a suggestion to
th
approach the sound of the leucrottas voice. This effect functions identically to a mass suggestion spell with CL 6 . A
creature that saves cannot be affected again by the same leucrottas lure for 24 hours. If the leucrotta uses the
victims name during the lure, the victim takes a 4 penalty on its saving throw. Language-dependent, sonic mind-
affecting charm effect.
Powerful Bite (Ex): A leucrottas bite applies 1 times its Strength modifier and threatens a critical on a 19-20.
When a leucrotta bites an object, its bite treats the object as having a hardness of 5 less than its actual hardness
Leucrotta (8HD) CR 6
XP 2400
CE Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +2
Defence
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)
hp 76 (8d10+32)
Fort +10, Ref +7, Will +6
Immune disease, poison
Offence
Speed 60 ft., climb 30 ft.
Melee bite +12 (2d6+7/19-20), 2 hooves +7 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks lure, powerful bite
Statistics
Str 21 (+5), Dex 12 (+1), Con 18 (+4), Int 11 (+0), Wis 14 (+2), Cha 18 (+4)
Base Atk +8; CMB +14; CMD 25 (29 vs. trip)
Feats Improved Initiative, Iron Will, Skill Focus (Bluff, Stealth)
Skills Bluff +15, Climb +13, Stealth +11
Languages Common
Special Qualities sound mimicry (voices)
Special Abilities
Lure (Su): When a leucrottas targets are unaware of it, the leucrotta can call out to the targets, who must be in line
of sight and within 60 feet. The targets must make a Will save DC 18 or fall under the effects of a suggestion to
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approach the sound of the leucrottas voice. This effect functions identically to a mass suggestion spell with CL 8 . A
creature that saves cannot be affected again by the same leucrottas lure for 24 hours. If the leucrotta uses the
victims name during the lure, the victim takes a 4 penalty on its saving throw. Language-dependent, sonic mind-
affecting charm effect.
Powerful Bite (Ex): A leucrottas bite applies 1 times its Strength modifier and threatens a critical on a 19-20.
When a leucrotta bites an object, its bite treats the object as having a hardness of 5 less than its actual hardness
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Leucrotta Variants
The dread zombie leucrotta is a fearsome undead variant with the desire and ability to
consume brains. The fey leucrotta has some spell-like abilities and could be an alternate
origin for the creature, whilst the fiendish leucrotta could be one in which the blood of its
demon lord progenitor runs more strongly. Finally the half-dragon leucrotta gives a version
with a breath weapon and wings, which could also be used as a variant manticore or similar
monster.
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Medusa
A medusa is a humanoid creature with snakes for hair and the legendary ability to turn
opponents to stone with just a glance. Traditionally they are all female, although this need not
be the case, depending on the needs of the campaign setting. Medusas are typically skilled
with a bow, picking off opponents from afar before using their petrifying gaze on those who
get too close.
Medusa (8HD) CR 7
XP 3200
LE Medium monstrous humanoid
Init +6; Senses all-round vision, darkvision 60 ft.; Perception +16
Defence
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 76 (8d10+32)
Fort +6, Ref +8, Will +7
Offence
Speed 30 ft.
Melee dagger +10/+5 (1d4/19-20), snake bite +5 (1d4 plus poison)
Ranged mwk longbow +11/+6 (1d8/x3, 100 ft.)
Special Attacks petrifying gaze
Statistics
Str 10 (+0), Dex 15 (+2), Con 18 (+4), Int 12 (+1), Wis 13 (+1), Cha 15 (+2)
Base Atk +8; CMB +8; CMD 20
Feats Improved Initiative, Point Blank Shot, Precise Shot, Weapon Finesse
Skills Bluff +10, Disguise +10, Intimidate +13, Perception +16, Stealth +13; Racial Modifiers +4 Perception
Languages Common
Gear dagger, mwk longbow, 20 arrows
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 16 negates.
Poison (Ex): Bite injury; save Fortitude DC 18; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.
Medusa (10HD) CR 8
XP 4800
LE Medium monstrous humanoid
Init +6; Senses all-round vision, darkvision 60 ft.; Perception +18
Defence
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 95 (10d10+40)
Fort +7, Ref +9, Will +8
Offence
Speed 30 ft.
Melee dagger +12/+7 (1d4/19-20), snake bite +7 (1d4 plus poison)
Ranged mwk longbow +13/+8 (1d8/x3, 100 ft.), rapid shot mwk longbow +11/+11/+6 (1d8/x3, 100 ft.)
Special Attacks petrifying gaze
Statistics
Str 10 (+0), Dex 15 (+2), Con 18 (+4), Int 12 (+1), Wis 13 (+1), Cha 15 (+2)
Base Atk +10; CMB +10; CMD 22
Feats Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse
Skills Bluff +12, Disguise +12, Intimidate +15, Perception +18, Stealth +15; Racial Modifiers +4 Perception
Languages Common
Gear dagger, mwk longbow, 20 arrows
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 17 negates.
Poison (Ex): Bite injury; save Fortitude DC 19; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.
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Medusa (12HD) CR 9
XP 6400
LE Medium monstrous humanoid
Init +6; Senses all-round vision, darkvision 60 ft.; Perception +20
Defence
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 114 (12d10+48)
Fort +8, Ref +10, Will +9
Offence
Speed 30 ft.
Melee dagger +14/+9/+4 (1d4/19-20), snake bite +9 (1d4 plus poison)
Ranged mwk longbow +16/+11/+6 (1d8/x3, 100 ft.), rapid shot mwk longbow +14/+14/+9/+4 (1d8/x3, 100 ft.)
Special Attacks petrifying gaze
Statistics
Str 10 (+0), Dex 15 (+2), Con 18 (+4), Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
Base Atk +12; CMB +12; CMD 24
Feats Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus (longbow)
Skills Bluff +15, Disguise +15, Intimidate +18, Perception +20, Stealth +17; Racial Modifiers +4 Perception
Languages Common
Gear dagger, mwk longbow, 20 arrows
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 19 negates.
Poison (Ex): Bite injury; save Fortitude DC 20; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.
Medusa (14HD) CR 10
XP 9600
LE Medium monstrous humanoid
Init +6; Senses all-round vision, darkvision 60 ft.; Perception +22
Defence
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 133 (14d10+56)
Fort +8, Ref +11, Will +10
Offence
Speed 30 ft.
Melee dagger +16/+11/+6 (1d4/19-20), snake bite +11 (1d4 plus poison)
Ranged mwk longbow +18/+13/+8 (1d8/x3, 100 ft.), rapid shot mwk longbow +16/+16/+11/+6 (1d8/x3, 100 ft.)
Special Attacks petrifying gaze
Statistics
Str 10 (+0), Dex 15 (+2), Con 18 (+4), Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
Base Atk +14; CMB +14; CMD 26
Feats Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Snap Shot, Weapon Finesse,
Weapon Focus (longbow)
Skills Bluff +17, Disguise +17, Intimidate +20, Perception +22, Stealth +19; Racial Modifiers +4 Perception
Languages Common
Gear dagger, mwk longbow, 20 arrows
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 20 negates.
Poison (Ex): Bite injury; save Fortitude DC 21; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.
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Medusa Variants
The brazen medusa is a larger and more powerful variant of the medusa, with a snakelike tail
instead of legs and some resistances. The brazen medusa pythian adds levels of sorcerer
with the serpentine bloodline. Other medusae with character levels in other classes are also
given, described in further detail below.
Brazen Medusa CR 8
XP 4800
LE Large monstrous humanoid
Init +5; Senses all-round vision, darkvision 60 ft.; Perception +16
Defence
AC 15, touch 10, flat-footed 15 (+1 Dex, +5 natural, -1 size)
hp 92 (8d10+48)
Fort +8, Ref +7, Will +7
DR 5/adamantine and magic; Immune poison
Offence
Speed 30 ft.
Melee dagger +11/+6 (1d6+4/19-20), 2 claws +11 (1d6+4), tail slap +11 (1d8+4 plus grab), snake bite +6 (1d6+2 plus
poison)
Ranged mwk longbow +9/+4 (1d8/x3, 100 ft.)
Special Attacks constrict (1d8+4), petrifying gaze
Statistics
Str 18 (+4), Dex 13 (+1), Con 22 (+6), Int 12 (+1), Wis 13 (+1), Cha 15 (+2)
Base Atk +8; CMB +13; CMD 24 (cannot be tripped)
Feats Ability Focus (petrifying gaze), Improved Initiative, Point Blank Shot, Power Attack
Skills Bluff +10, Disguise +10, Intimidate +13, Perception +16, Stealth +8; Racial Modifiers +4 Perception
Languages Common
Gear dagger, mwk longbow, 20 arrows
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 18 negates.
Poison (Ex): Bite injury; save Fortitude DC 20; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.
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The medusa lotus geisha uses levels of bard, with the lotus geisha archetype, multiclassed with rogue and armed
with a selection of Asian-themed weapons. She is a seductress and gatherer of information (presumably operating
under magical or physical disguise), either a lone infiltrator of human society, or a member (or leader) of a crime
syndicate.
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The medusa wendifa uses levels of the oracle class, with the juju mystery. She can be used as a mysterious swamp-
dwelling priestess, wise in the ways of the mysteries of death, or the leader of a plague of undead wreaking mischief
on the lands of the living.
Medusa Wendifa CR 11
XP 12800
LE Medium monstrous humanoid oracle 4
Init +7; Senses all-round vision, darkvision 60 ft.; Perception +16
Defence
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 102 (8d10+4d8+40)
Fort +6, Ref +10, Will +13
Offence
Speed 30 ft.
Melee dagger +14/+9/+4 (1d4/19-20), snake bite +9 (1d4 plus poison)
Ranged mwk longbow +15/+10/+5 (1d8/x3, 100 ft.)
Special Attacks petrifying gaze
th
Oracle Spells Prepared (CL 4 , concentration +9)
nd
2 level (4/day, save DC 17) hideous laughter*, inflict moderate wounds, spiritual weapon
st
1 level (7/day, save DC 16) cause fear, cure light wounds, inflict light wounds, obscuring mist, speak
with animals*
th
0 level (At will, save DC 15) bleed, detect magic, ghost sound*, guidance, mage hand*, read magic,
resistance, stabilize
Statistics
Str 10 (+0), Dex 17 (+3), Con 16 (+3), Int 14 (+2), Wis 17 (+3), Cha 20 (+5)
Base Atk +11; CMB +11; CMD 24
Feats Brew Potion, Command Undead*, Improved Initiative, Point Blank Shot, Precise Shot,
Spell Focus (necromancy), Weapon Finesse
Skills Bluff +13, Disguise +13, Intimidate +16, Knowledge (religion) +13, Perception +18, Sense Motive +12,
Spellcraft +11, Stealth +14, Survival +12, Swim +9; Racial Modifiers +4 Perception
Languages Common
Gear dagger, mwk longbow, 20 arrows
Special Qualities mystery (juju), oracles curse (haunted), orisons, revelations (natural divination, undead servitude)
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Natural Divination (Su): 2/day a medusa wendifa can spend 10 minutes conducting divination. She may examine
entrails to gain a +5 insight bonus to one saving throw, study the flight of birds to gain a +10 competence bonus to
one skill check or study dirt or sand to gain a +4 insight bonus to one initiative check. She may use this bonus at any
time within 24 hours of making the divination but must declare it before rolling the dice.
Oracle Curse: Retrieving an object from a pack is a standard action. Any dropped object lands in a random direction
10 ft. away.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 21 negates.
Poison (Ex): Bite injury; save Fortitude DC 19; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.
Undead Servitude (Su): A medusa wendifa can channel negative energy 8/day but only for the purposes of
commanding undead. Will save DC 17 negates.
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The medusa zen archer combines levels of fighter (with the archer archetype) and monk (with the zen archer
archetype), giving her a peerless range of archery-based abilities.
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Mobat
Mobats are giant bat-like creatures, able to use their echolocation as a sonic weapon. They
make interesting mounts for intelligent subterranean or nocturnal races. Mobat from Pathfinder
Bestiary 2 (Paizo Publishing).
Mobat (4HD) CR 3
XP 800
N Large magical beast
Init +2; Senses blindsense 120 ft., low-light vision, scent; Perception +6
Defence
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 34 (4d10+12)
Fort +7, Ref +6, Will +2
Offence
Speed 20 ft., fly 40 ft. (good)
Melee bite +6 (2d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks screech
Statistics
Str 17 (+3), Dex 15 (+2), Con 16 (+3), Int 6 (-2), Wis 13 (+1), Cha 6 (-2)
Base Atk +4; CMB +8; CMD 20
Feats Flyby Attack, Skill Focus (Stealth)
Skills Fly +8, Perception +6 (+10 when using blindsense), Stealth +5; Racial Modifiers +4 Perception when using
blindsense
Languages Undercommon (cannot speak)
Special Abilities
Screech (Su): 1/day, as a standard action, a mobat may make an ear-splitting screech. All creatures within 20 ft.
must make a Fortitude save DC 15 or be staggered for 1d3 rounds. Other mobats are immune to this effect. Sonic,
mind-affecting effect.
Mobat (6HD) CR 4
XP 1200
N Large magical beast
Init +2; Senses blindsense 120 ft., low-light vision, scent; Perception +6
Defence
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +3
Offence
Speed 20 ft., fly 40 ft. (good)
Melee bite +8 (2d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks screech
Statistics
Str 17 (+3), Dex 15 (+2), Con 16 (+3), Int 6 (-2), Wis 13 (+1), Cha 6 (-2)
Base Atk +6; CMB +10; CMD 22
Feats Ability Focus (screech), Flyby Attack, Skill Focus (Stealth)
Skills Fly +9, Perception +6 (+10 when using blindsense), Stealth +6; Racial Modifiers +4 Perception when using
blindsense
Languages Undercommon (cannot speak)
Special Abilities
Screech (Su): 1/day, as a standard action, a mobat may make an ear-splitting screech. All creatures within 20 ft.
must make a Fortitude save DC 18 or be staggered for 1d3 rounds. Other mobats are immune to this effect. Sonic,
mind-affecting effect.
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Mobat Variants
The advanced vampiric mobat uses the advanced creature template and adds a blood drain
special attack to give a giant vampire bat creature. The fiendish terror mobat combines two
templates to give an extraplanar variant that brings fear in its wake. The flame-spawned
variant could be found in volcanic caves or fiery planes, and the zombie mobat is a clumsy,
ragged undead version, perhaps raised by necromancers from the deep underworld.
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Morlock
Morlocks are savage subterranean humanoids, possibly degenerate descendants of humans
who were forced underground by an ancient catastrophe. Pale and maggotlike, morlocks
represent the worst in human instincts, seeking to destroy all that is good and decent as an
affront to their squalid lives as they crawl and swarm in attack.
Morlock (3HD) CR 2
XP 600
CE Medium monstrous humanoid
Init +8; Senses darkvision 120 ft., scent; Perception +2
Defence
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 22 (3d10+6)
Fort +3, Ref +9, Will +5
Immune disease, poison
Weaknesses light blindness
Offence
Speed 40 ft., climb 30 ft.
Melee club +5 (1d6+2), bite +0 (1d4+1)
Special Attacks leap attack, sneak attack +1d6, swarming
Statistics
Str 14 (+2), Dex 19 (+4), Con 15 (+2), Int 5 (-3), Wis 14 (+2), Cha 6 (-2)
Base Atk +3; CMB +5; CMD 19
Feats Improved Initiative, Lightning Reflexes
Skills Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Racial Modifiers +8 Acrobatics, +16 Climb, +4 Stealth
in caverns
Languages Undercommon
Special Qualities expert climber
Special Abilities
Expert Climber (Ex): A morlock can cling to cavern walls and ceilings as long as there are handholds. It is treated as
being under a nonmagical version of spider climb, save that it cannot climb smooth surfaces.
Leap Attack (Ex): As a standard action a morlock may make an attack at any point during a jump beginning,
middle or end and whilst doing so it does not provoke an attack of opportunity.
Swarming (Ex): Up to two morlocks may share the same space at the same time. If two morlocks in a space attack
the same foe they are treated as if they were flanking it.
Morlock (5HD) CR 3
XP 800
CE Medium monstrous humanoid
Init +9; Senses darkvision 120 ft., scent; Perception +2
Defence
AC 16, touch 15, flat-footed 11 (+5 Dex, +1 natural)
hp 37 (5d10+10)
Fort +3, Ref +11, Will +6
Immune disease, poison
Weaknesses light blindness
Offence
Speed 40 ft., climb 30 ft.
Melee club +7 (1d6+2), bite +2 (1d4+1)
Special Attacks leap attack, sneak attack +1d6, swarming
Statistics
Str 14 (+2), Dex 20 (+5), Con 15 (+2), Int 5 (-3), Wis 14 (+2), Cha 6 (-2)
Base Atk +5; CMB +7; CMD 22
Feats Improved Initiative, Lightning Reflexes, Power Attack
Skills Acrobatics +15, Climb +22, Stealth +10 (+14 in caverns); Racial Modifiers +8 Acrobatics, +16 Climb,
+4 Stealth in caverns
Languages Undercommon
Special Qualities expert climber
Special Abilities
Expert Climber (Ex): A morlock can cling to cavern walls and ceilings as long as there are handholds. It is treated as
being under a nonmagical version of spider climb, save that it cannot climb smooth surfaces.
Leap Attack (Ex): As a standard action a morlock may make an attack at any point during a jump beginning,
middle or end and whilst doing so it does not provoke an attack of opportunity.
Swarming (Ex): Up to two morlocks may share the same space at the same time. If two morlocks in a space attack
the same foe they are treated as if they were flanking it.
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Morlock (7HD) CR 4
XP 1200
CE Medium monstrous humanoid
Init +9; Senses darkvision 120 ft., scent; Perception +2
Defence
AC 16, touch 15, flat-footed 11 (+5 Dex, +1 natural)
hp 52 (7d10+14)
Fort +4, Ref +12, Will +7
Immune disease, poison
Weaknesses light blindness
Offence
Speed 40 ft., climb 30 ft.
Melee club +9/+4 (1d6+2), bite +4 (1d4+1)
Special Attacks leap attack, sneak attack +1d6, swarming
Statistics
Str 14 (+2), Dex 20 (+5), Con 15 (+2), Int 5 (-3), Wis 14 (+2), Cha 6 (-2)
Base Atk +7; CMB +9 (+11 drag); CMD 24 (26 vs. drag)
Feats Improved Drag, Improved Initiative, Lightning Reflexes, Power Attack
Skills Acrobatics +15, Climb +23, Stealth +11 (+15 in caverns); Racial Modifiers +8 Acrobatics, +16 Climb,
+4 Stealth in caverns
Languages Undercommon
Special Qualities expert climber
Special Abilities
Expert Climber (Ex): A morlock can cling to cavern walls and ceilings as long as there are handholds. It is treated as
being under a nonmagical version of spider climb, save that it cannot climb smooth surfaces.
Leap Attack (Ex): As a standard action a morlock may make an attack at any point during a jump beginning,
middle or end and whilst doing so it does not provoke an attack of opportunity.
Swarming (Ex): Up to two morlocks may share the same space at the same time. If two morlocks in a space attack
the same foe they are treated as if they were flanking it.
Morlock (9HD) CR 5
XP 1600
CE Medium monstrous humanoid
Init +9; Senses darkvision 120 ft., scent; Perception +2
Defence
AC 16, touch 15, flat-footed 11 (+5 Dex, +1 natural)
hp 76 (9d10+27)
Fort +6, Ref +13, Will +8
Immune disease, poison
Weaknesses light blindness
Offence
Speed 40 ft., climb 30 ft.
Melee club +11/+6 (1d6+2), bite +6 (1d4+1)
Special Attacks leap attack, sneak attack +1d6, swarming
Statistics
Str 14 (+2), Dex 20 (+5), Con 16 (+3), Int 5 (-3), Wis 14 (+2), Cha 6 (-2)
Base Atk +9; CMB +11 (+13 bull rush and drag); CMD 26 (28 vs. bull rush and drag)
Feats Improved Bull Rush, Improved Drag, Improved Initiative, Lightning Reflexes, Power Attack
Skills Acrobatics +16, Climb +24, Stealth +11 (+15 in caverns); Racial Modifiers +8 Acrobatics, +16 Climb,
+4 Stealth in caverns
Languages Undercommon
Special Qualities expert climber
Special Abilities
Expert Climber (Ex): A morlock can cling to cavern walls and ceilings as long as there are handholds. It is treated as
being under a nonmagical version of spider climb, save that it cannot climb smooth surfaces.
Leap Attack (Ex): As a standard action a morlock may make an attack at any point during a jump beginning,
middle or end and whilst doing so it does not provoke an attack of opportunity.
Swarming (Ex): Up to two morlocks may share the same space at the same time. If two morlocks in a space attack
the same foe they are treated as if they were flanking it.
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Morlock Variants
The morlock berserker uses levels of barbarian, and the wild rager is a higher level barbarian
with the wild rager archetype, a particularly unpredictable type of combatant. The morlock
cleric uses the Madness domain and the Demon subdomain of the Chaos domain; the high
priest would work well as a leader figure for morlock society. The morlock thug and murderer
use levels of the rogue class, with the thug archetype; one more suited to brute force than
stealth, and a version of the murderer is given with the demon-possessed template, another
possible leader or champion. Finally a zombie version is given, with the fast zombie variant.
Morlock Berserker CR 4
XP 1200
CE Medium monstrous humanoid barbarian 2
Init +9; Senses darkvision 120 ft., scent; Perception +1
Defence
AC 14, touch 13, flat-footed 9 (+5 Dex, +1 natural, -2 rage)
hp 61 (3d10+2d12+32)
Fort +10, Ref +10, Will +6
Defensive Abilities uncanny dodge; Immune disease, poison
Weaknesses light blindness
Offence
Speed 50 ft., climb 30 ft.
Melee club +11 (1d6+6), bite +6 (1d4+3)
Special Attacks leap attack, rage (11 rounds per day), sneak attack +1d6, swarming
Statistics
Str 23 (+6), Dex 21 (+5), Con 23 (+6), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Base Atk +5; CMB +11; CMD 26
Feats Improved Initiative, Lightning Reflexes, Power Attack
Skills Acrobatics +18 (+20 when jumping), Climb +26, Stealth +10 (+14 in caverns); Racial Modifiers +8 Acrobatics,
+16 Climb, +4 Stealth in caverns
Languages Undercommon
Special Qualities expert climber, fast movement, rage power (raging leaper)
Special Abilities
Expert Climber (Ex): A morlock can cling to cavern walls and ceilings as long as there are handholds. It is treated as
being under a nonmagical version of spider climb, save that it cannot climb smooth surfaces.
Leap Attack (Ex): As a standard action a morlock may make an attack at any point during a jump beginning,
middle or end and whilst doing so it does not provoke an attack of opportunity.
Swarming (Ex): Up to two morlocks may share the same space at the same time. If two morlocks in a space attack
the same foe they are treated as if they were flanking it.
Base Statistics
When not raging, ability scores are AC 16, touch 15, flat-footed 11; hp 51; Fort +8, Will +4; Melee club +9
(1d6+4), bite +4 (1d4+2); Str 19 (+4), Con 19 (+4); CMB +9, CMD 24; Skills Acrobatics +18 when
jumping, Climb +24
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Base Statistics
When not raging, ability scores are AC 16, touch 15, flat-footed 11; hp 86; Fort +9, Will +5; Melee club
+13/+8 (1d6+5), bite +8 (1d4+2); Str 20 (+5), Con 19 (+4); CMB +13, CMD 28; Skills Acrobatics +19 when
jumping, Climb +26
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Morlock Acolyte CR 4
XP 1200
CE Medium monstrous humanoid cleric 1
Init +8; Senses darkvision 120 ft., scent; Perception +8
Aura aura of evil
Defence
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 51 (5d10+1d8+19)
Fort +6, Ref +10, Will +10
Immune disease, poison
Weaknesses light blindness
Offence
Speed 40 ft., climb 30 ft.
Melee club +7 (1d6+2), bite +2 (1d4+1)
Special Attacks channel negative energy (3/day, 1d6 damage, Will save DC 10), leap attack, sneak attack +1d6,
spontaneous inflict spells, swarming
st
Cleric Spells Prepared (CL 1 , concentration +5)
st
1 level (2+1/day, save DC 15) cause fear, cure light wounds, doom*
th
0 level (At will, save DC 14) bleed, guidance, stabilise
Statistics
Str 14 (+2), Dex 18 (+4), Con 17 (+3), Int 7 (-2), Wis 18 (+4), Cha 10 (+0)
Base Atk +5; CMB +7; CMD 21
Feats Improved Initiative, Lightning Reflexes, Power Attack
Skills Acrobatics +16, Climb +22, Knowledge (religion) +2, Perception +8, Stealth +11 (+15 in caverns);
Racial Modifiers +8 Acrobatics, +16 Climb, +4 Stealth in caverns
Languages Undercommon
Special Qualities domains (demon, madness), domain powers (fury of the abyss, vision of madness), expert
climber, orisons
Special Abilities
Expert Climber (Ex): A morlock can cling to cavern walls and ceilings as long as there are handholds. It is treated as
being under a nonmagical version of spider climb, save that it cannot climb smooth surfaces.
Fury of the Abyss (Su): 7/day, as a swift action a morlock cleric may grant itself a +1 enhancement bonus to melee
attack rolls, melee damage and combat maneuvre checks for 1 round. During this round it takes a -2 penalty to AC.
Leap Attack (Ex): As a standard action a morlock may make an attack at any point during a jump beginning,
middle or end and whilst doing so it does not provoke an attack of opportunity.
Swarming (Ex): Up to two morlocks may share the same space at the same time. If two morlocks in a space attack
the same foe they are treated as if they were flanking it.
Vision of Madness (Su): 7/day a morlock cleric may make a melee touch attack. It chooses one of: attack rolls,
saving throws or skill checks. The target gains a +1 bonus to the chosen checks, and takes a -1 penalty to the other
two. This lasts for 3 rounds.
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Morlock Priest CR 8
XP 4800
CE Medium monstrous humanoid cleric 5
Init +8; Senses darkvision 120 ft., scent; Perception +10
Aura aura of evil
Defence
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 85 (5d10+5d8+35)
Fort +8, Ref +11, Will +12
Immune disease, poison
Weaknesses light blindness
Offence
Speed 40 ft., climb 30 ft.
Melee club +10/+5 (1d6+2), bite +5 (1d4+1)
Special Attacks channel negative energy (3/day, 3d6 damage, Will save DC 14), leap attack, sneak attack +1d6,
spontaneous inflict spells, swarming
th
Cleric Spells Prepared (CL 5 , concentration +9)
rd
3 level (2+1/day, save DC 17) dispel magic, meld into stone, rage*
nd
2 level (3+1/day, save DC 16) bulls strength, cure moderate wounds, death knell, touch of idiocy*
st
1 level (4+1/day, save DC 15) cause fear, cure light wounds, doom*, entropic shield, magic stone
th
0 level (At will, save DC 14) bleed, guidance, stabilise, virtue
Statistics
Str 14 (+2), Dex 18 (+4), Con 17 (+3), Int 7 (-2), Wis 19 (+4), Cha 10 (+0)
Base Atk +8; CMB +10; CMD 24
Feats Improved Channeling, Improved Initiative, Lightning Reflexes, Power Attack, Selective Channeling
Skills Acrobatics +16, Climb +22, Knowledge (religion) +4, Perception +10, Stealth +11 (+15 in caverns);
Racial Modifiers +8 Acrobatics, +16 Climb, +4 Stealth in caverns
Languages Undercommon
Special Qualities domains (demon, madness), domain powers (fury of the abyss, vision of madness), expert
climber, orisons
Special Abilities
Expert Climber (Ex): A morlock can cling to cavern walls and ceilings as long as there are handholds. It is treated as
being under a nonmagical version of spider climb, save that it cannot climb smooth surfaces.
Fury of the Abyss (Su): 7/day, as a swift action a morlock cleric may grant itself a +2 enhancement bonus to melee
attack rolls, melee damage and combat maneuvre checks for 1 round. During this round it takes a -2 penalty to AC.
Leap Attack (Ex): As a standard action a morlock may make an attack at any point during a jump beginning,
middle or end and whilst doing so it does not provoke an attack of opportunity.
Swarming (Ex): Up to two morlocks may share the same space at the same time. If two morlocks in a space attack
the same foe they are treated as if they were flanking it.
Vision of Madness (Su): 7/day a morlock cleric may make a melee touch attack. It chooses one of: attack rolls,
saving throws or skill checks. The target gains a +2 bonus to the chosen checks, and takes a -2 penalty to the other
two. This lasts for 3 rounds.
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Morlock Thug CR 4
XP 1200
CE Medium monstrous humanoid rogue 2
Init +10; Senses darkvision 120 ft., scent; Perception +8
Defence
AC 16, touch 15, flat-footed 11 (+4 Dex, +1 dodge, +1 natural)
hp 37 (3d10+2d8+12)
Fort +3, Ref +14, Will +5
Defensive Abilities evasion; Immune disease, poison
Weaknesses light blindness
Offence
Speed 40 ft., climb 30 ft.
Melee club +7 (1d6+3), bite +2 (1d4+1)
Special Attacks leap attack, sneak attack +2d6, swarming
Statistics
Str 16 (+3), Dex 23 (+6), Con 14 (+2), Int 7 (-2), Wis 14 (+2), Cha 10 (+0)
Base Atk +4; CMB +7; CMD 24
Feats Dodge, Improved Initiative, Lightning Reflexes
Skills Acrobatics +21, Climb +26, Intimidate +6, Perception +8, Stealth +13 (+17 in caverns);
Racial Modifiers +8 Acrobatics, +16 Climb, +4 Stealth in caverns
Languages Undercommon
Special Qualities expert climber, frightening, rogue talents (fast stealth)
Special Abilities
Expert Climber (Ex): A morlock can cling to cavern walls and ceilings as long as there are handholds. It is treated as
being under a nonmagical version of spider climb, save that it cannot climb smooth surfaces.
Frightening (Ex): Whenever a morlock thug uses Intimidate to demoralize a foe, the duration of the shaken condition
increases by 1 round. If the duration is 4 rounds or more it may choose instead to make its target frightened for 1
round.
Leap Attack (Ex): As a standard action a morlock may make an attack at any point during a jump beginning,
middle or end and whilst doing so it does not provoke an attack of opportunity.
Swarming (Ex): Up to two morlocks may share the same space at the same time. If two morlocks in a space attack
the same foe they are treated as if they were flanking it.
Morlock Murderer CR 7
XP 3200
CE Medium monstrous humanoid rogue 5
Init +11; Senses darkvision 120 ft., scent; Perception +11
Defence
AC 17, touch 16, flat-footed 11 (+5 Dex, +1 dodge, +1 natural)
hp 60 (3d10+5d8+21)
Fort +4, Ref +16, Will +6
Defensive Abilities evasion, uncanny dodge; Immune disease, poison
Weaknesses light blindness
Offence
Speed 40 ft., climb 30 ft.
Melee club +9/+4 (1d6+3), bite +4 (1d4+1)
Special Attacks brutal beating, leap attack, sneak attack +4d6, swarming
Statistics
Str 16 (+3), Dex 24 (+7), Con 14 (+2), Int 7 (-2), Wis 14 (+2), Cha 10 (+0)
Base Atk +6; CMB +9; CMD 27
Feats Dodge, Improved Initiative, Lightning Reflexes, Power Attack
Skills Acrobatics +25, Climb +29, Escape Artist +13, Intimidate +9, Perception +11, Stealth +17 (+21 in caverns);
Racial Modifiers +8 Acrobatics, +16 Climb, +4 Stealth in caverns
Languages Undercommon
Special Qualities expert climber, frightening, rogue talents (fast stealth, powerful sneak)
Special Abilities
Brutal Beating (Ex): When a morlock murderer deals sneak attack damage it can lose 1d6 worth of damage and
leave its target sickened for 2 rounds. This ability does not stack with itself only the most recent duration applies.
This replaces trap sense.
Expert Climber (Ex): A morlock can cling to cavern walls and ceilings as long as there are handholds. It is treated as
being under a nonmagical version of spider climb, save that it cannot climb smooth surfaces.
Frightening (Ex): Whenever a morlock murderer uses Intimidate to demoralize a foe, the duration of the shaken
condition increases by 1 round. If the duration is 4 rounds or more it may choose instead to make its target frightened
for 1 round.
Leap Attack (Ex): As a standard action a morlock may make an attack at any point during a jump beginning,
middle or end and whilst doing so it does not provoke an attack of opportunity.
Swarming (Ex): Up to two morlocks may share the same space at the same time. If two morlocks in a space attack
the same foe they are treated as if they were flanking it.
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Peryton
Perytons are strange hybrids of eagle, stag and wolf; perversions of nature resulting in an
intelligent but cruel creature with a fondness for the hearts of humanoid prey. Their magical
nature is evident in their ability to target prey with their shadow, giving them a strange bond to
their target. Peryton from Pathfinder Bestiary 2 (Paizo Publishing).
Peryton (5HD) CR 4
XP 1200
CE Medium magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +10
Defence
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 42 (5d10+15)
Fort +7, Ref +7, Will +3
DR 5/magic
Offence
Speed 30 ft., fly 60 ft. (good)
Melee gore +9 (1d6+3/18-20), 2 hooves +3 (1d4+1)
Special Attacks horrific critical, shadow mark (+8 ranged touch)
Statistics
Str 17 (+3), Dex 16 (+3), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)
Base Atk +5; CMB +8; CMD 21 (25 vs. trip)
Feats Flyby Attack, Improved Initiative, Weapon Focus (gore)
Skills Fly +12, Perception +10, Stealth +9
Languages Common
Special Abilities
Horrific Critical (Ex): If a peryton kills a humanoid foe with a critical hit, it can tear out its victims heart with its teeth
as a free action. Any creature witnessing this must make a Fortitude save DC 13 or be shaken for 1 round. This is a
mind-affecting fear effect.
Shadow Mark (Su): As a free action a peryton may make a ranged touch attack by flying over a humanoid foe,
maximum range 300 feet. If the attack succeeds, the perytons shadow matches that of its target and it gains a +2
morale bonus on attack and damage rolls made against that target. Furthermore each time that the peryton hits it, the
target must make a Will save DC 13 or become frightened for 1 round. This last is a mind-affecting fear effect.
Peryton (7HD) CR 5
XP 1600
CE Medium magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +10
Defence
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 59 (7d10+21)
Fort +8, Ref +8, Will +4
DR 5/magic
Offence
Speed 30 ft., fly 60 ft. (good)
Melee gore +11 (1d6+3/18-20), 2 hooves +8 (1d4+1)
Special Attacks horrific critical, shadow mark (+10 ranged touch)
Statistics
Str 17 (+3), Dex 16 (+3), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)
Base Atk +7; CMB +10; CMD 23 (27 vs. trip)
Feats Flyby Attack, Improved Initiative, Multiattack, Weapon Focus (gore)
Skills Fly +14, Perception +10, Stealth +11
Languages Common
Special Abilities
Horrific Critical (Ex): If a peryton kills a humanoid foe with a critical hit, it can tear out its victims heart with its teeth
as a free action. Any creature witnessing this must make a Fortitude save DC 14 or be shaken for 1 round. This is a
mind-affecting fear effect.
Shadow Mark (Su): As a free action a peryton may make a ranged touch attack by flying over a humanoid foe,
maximum range 300 feet. If the attack succeeds, the perytons shadow matches that of its target and it gains a +2
morale bonus on attack and damage rolls made against that target. Furthermore each time that the peryton hits it, the
target must make a Will save DC 14 or become frightened for 1 round. This last is a mind-affecting fear effect.
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Peryton Variants
The advanced fiendish peryton is a version that is tougher all round, including some
increased resistances to energy and magic. The dread ghoul peryton is an undead version
that craves all flesh, not just hearts, and leaves ghoul spawn in its wake. The fey peryton is an
alternate origin for the creature, a twisted faerie creature whilst the half-dragon peryton
essentially gives a fire-breathing variant.
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Quickling
A quickling is an evil fey, small and lightning fast. They are invisible when they stand still, and
when they move they are so fast that appear only as a blur, leaving enemies bleeding on the
floor before they know what has attacked them. Quickling from Pathfinder Bestiary 2 (Paizo Publishing).
Quickling (4HD) CR 3
XP 800
CE Small fey
Init +7; Senses low-light vision; Perception +9
Defence
AC 20, touch 19, flat-footed 12 (+7 Dex, +1 dodge, +1 natural, +1 size)
hp 18 (4d6+4)
Fort +2, Ref +11, Will +6
Defensive Abilities evasion, natural invisibility, supernatural speed, uncanny dodge; DR 5/cold iron
Weaknesses slow susceptibility
Offence
Speed 120 ft.
Melee shortsword +10 (1d4-1/19-20)
Special Attacks sneak attack +1d6
th
Spell-Like Abilities (CL 6 , concentration +8)
1/day dancing lights, flare (Will DC 12), levitate, shatter (Fort DC 14), ventriloquism (Will DC 13)
Statistics
Str 8 (-1), Dex 24 (+7), Con 13 (+1), Int 15 (+2), Wis 15 (+2), Cha 14 (+2)
Base Atk +2; CMB +0; CMD 18
Feats Dodge, Mobility*, Spring Attack*, Weapon Finesse
Skills Acrobatics +14 (+50 jump), Bluff +9, Craft (any one) +9, Escape Artist +14, Perception +9, Spellcraft +6,
Stealth +18, Survival +4, Use Magic Device +7
Languages Aklo, Common, Sylvan
Special Qualities poison use
Special Abilities
Natural Invisibility (Su): A quickling is invisible when motionless. It loses this invisibility and remains visible for 1
round in any round in which it takes an action other than a free action.
Supernatural Speed (Su): When a quickling moves it gains concealment (20% miss chance) due to motion blur.
Slow Susceptibility (Ex): A quickling that succumbs to a slow effect loses its supernatural speed ability and is
sickened for as long as the effect persists. The sickened condition persists for 1 round after the slow effect ends.
Quickling (7HD) CR 4
XP 1200
CE Small fey
Init +7; Senses low-light vision; Perception +12
Defence
AC 20, touch 19, flat-footed 12 (+7 Dex, +1 dodge, +1 natural, +1 size)
hp 31 (7d6+7)
Fort +3, Ref +12, Will +7
Defensive Abilities evasion, natural invisibility, supernatural speed, uncanny dodge; DR 5/cold iron
Weaknesses slow susceptibility
Offence
Speed 120 ft.
Melee shortsword +11 (1d4-1/19-20)
Special Attacks sneak attack +1d6
th
Spell-Like Abilities (CL 6 , concentration +8)
1/day dancing lights, flare (Will DC 12), levitate, shatter (Fort DC 14), ventriloquism (Will DC 13)
Statistics
Str 8 (-1), Dex 24 (+7), Con 13 (+1), Int 15 (+2), Wis 15 (+2), Cha 14 (+2)
Base Atk +3; CMB +9; CMD 19
Feats Agile Maneuvres, Combat Expertise, Dodge, Mobility*, Spring Attack*, Weapon Finesse
Skills Acrobatics +17 (+53 jump), Bluff +12, Craft (any one) +12, Escape Artist +17, Perception +12, Spellcraft +9,
Stealth +21, Survival +5, Use Magic Device +9
Languages Aklo, Common, Sylvan
Special Qualities poison use
Special Abilities
Natural Invisibility (Su): A quickling is invisible when motionless. It loses this invisibility and remains visible for 1
round in any round in which it takes an action other than a free action.
Supernatural Speed (Su): When a quickling moves it gains concealment (20% miss chance) due to motion blur.
Slow Susceptibility (Ex): A quickling that succumbs to a slow effect loses its supernatural speed ability and is
sickened for as long as the effect persists. The sickened condition persists for 1 round after the slow effect ends.
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Freaks and Horrors
Quickling (10HD) CR 5
XP 1600
CE Small fey
Init +7; Senses low-light vision; Perception +16
Defence
AC 20, touch 19, flat-footed 12 (+7 Dex, +1 dodge, +1 natural, +1 size)
hp 45 (10d6+10)
Fort +4, Ref +14, Will +10
Defensive Abilities evasion, natural invisibility, supernatural speed, uncanny dodge; DR 5/cold iron
Weaknesses slow susceptibility
Offence
Speed 120 ft.
Melee shortsword +13 (1d4-1/19-20)
Special Attacks sneak attack +1d6
th
Spell-Like Abilities (CL 6 , concentration +8)
1/day dancing lights, flare (Will DC 12), levitate, shatter (Fort DC 14), ventriloquism (Will DC 13)
Statistics
Str 8 (-1), Dex 24 (+7), Con 13 (+1), Int 15 (+2), Wis 16 (+3), Cha 14 (+2)
Base Atk +5; CMB +11; CMD 21
Feats Agile Maneuvres, Combat Expertise, Dodge, Mobility*, Nimble Moves, Spring Attack*, Weapon Finesse
Skills Acrobatics +20 (+56 jump), Bluff +15, Craft (any one) +15, Escape Artist +20, Perception +16, Spellcraft +12,
Stealth +24, Survival +8, Use Magic Device +10
Languages Aklo, Common, Sylvan
Special Qualities poison use
Special Abilities
Natural Invisibility (Su): A quickling is invisible when motionless. It loses this invisibility and remains visible for 1
round in any round in which it takes an action other than a free action.
Supernatural Speed (Su): When a quickling moves it gains concealment (20% miss chance) due to motion blur.
Slow Susceptibility (Ex): A quickling that succumbs to a slow effect loses its supernatural speed ability and is
sickened for as long as the effect persists. The sickened condition persists for 1 round after the slow effect ends.
Quickling (12HD) CR 7
XP 3200
CE Small fey
Init +7; Senses low-light vision; Perception +18
Defence
AC 20, touch 19, flat-footed 12 (+7 Dex, +1 dodge, +1 natural, +1 size)
hp 66 (12d6+24)
Fort +6, Ref +15, Will +11
Defensive Abilities evasion, natural invisibility, supernatural speed, uncanny dodge; DR 5/cold iron
Weaknesses slow susceptibility
Offence
Speed 120 ft.
Melee shortsword +14/+9 (1d4-1/19-20)
Special Attacks sneak attack +1d6
th
Spell-Like Abilities (CL 6 , concentration +8)
1/day dancing lights, flare (Will DC 12), levitate, shatter (Fort DC 14), ventriloquism (Will DC 13)
Statistics
Str 8 (-1), Dex 24 (+7), Con 14 (+2), Int 15 (+2), Wis 16 (+3), Cha 14 (+2)
Base Atk +6; CMB +12; CMD 22
Feats Acrobatic Steps, Agile Maneuvres, Combat Expertise, Dodge, Mobility*, Nimble Moves, Spring Attack*,
Weapon Finesse
Skills Acrobatics +22 (+58 jump), Bluff +17, Craft (any one) +17, Escape Artist +22, Perception +18, Spellcraft +14,
Stealth +26, Survival +9, Use Magic Device +11
Languages Aklo, Common, Sylvan
Special Qualities poison use
Special Abilities
Natural Invisibility (Su): A quickling is invisible when motionless. It loses this invisibility and remains visible for 1
round in any round in which it takes an action other than a free action.
Supernatural Speed (Su): When a quickling moves it gains concealment (20% miss chance) due to motion blur.
Slow Susceptibility (Ex): A quickling that succumbs to a slow effect loses its supernatural speed ability and is
sickened for as long as the effect persists. The sickened condition persists for 1 round after the slow effect ends.
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Quickling Variants
The blighted quickling is a diseased form of the fey, cursed with a fungal blight that makes it
even more twisted and evil. The entropic quickling is touched with the powers of chaos,
gaining some resistances in the process. The quickling scout uses levels of the rogue class,
with the scout archetype and so gains several abilities that give it sneak attack damage when
attacking on the move very deadly combined with a quicklings natural abilities. The
quickling assassin is based on this build as well, but also includes a death attack; such
creatures make fast and dangerous killers.
1/day dancing lights, flare (Will DC 13), levitate, shatter (Fort DC 15), ventriloquism (Will DC 14)
Statistics
Str 12 (+1), Dex 24 (+7), Con 17 (+3), Int 15 (+2), Wis 15 (+2), Cha 16 (+3)
Base Atk +2; CMB +2; CMD 20
Feats Dodge, Mobility*, Spring Attack*, Toughness*, Weapon Finesse
Skills Acrobatics +14 (+50 jump), Bluff +10, Craft (any one) +9, Escape Artist +14, Knowledge (nature) +4,
Perception +11, Spellcraft +6, Stealth +20, Survival +4, Use Magic Device +8;
Racial Modifers +2 Knowledge (nature), +2 Perception, +2 Stealth
Languages Aklo, Common, Sylvan
Special Qualities poison use, tainted blood, unity
Special Abilities
Fungal Rejuvenation (Su): As long as a blighted quickling is on moist earth within 100 ft. of a blighted tree it has fast
healing 5.
Natural Invisibility (Su): A quickling is invisible when motionless. It loses this invisibility and remains visible for 1
round in any round in which it takes an action other than a free action.
Parasitic Bond (Su): 1/day a blighted quickling can cause one of its thrown thorns to burrow into the target. For 5
rounds any damage taken by the quickling is halved equally between the quickling and the target of the parasitic
bond. A Fortitude save DC 15 negates. This is a curse and a disease effect.
Supernatural Speed (Su): When a quickling moves it gains concealment (20% miss chance) due to motion blur.
Slow Susceptibility (Ex): A quickling that succumbs to a slow effect loses its supernatural speed ability and is
sickened for as long as the effect persists. The sickened condition persists for 1 round after the slow effect ends.
Tainted Blood (Ex): Any creature that makes a successful bite attack against a blighted quickling, swallows one
whole or otherwise ingests one must make a Fortitude save DC 15 or take 1 Strength and 1 Dexterity damage. After
one minute it must make a second save or take 1d6 Strength and 1d6 Dexterity damage and become nauseated.
Thorn Throw (Ex): As a standard action a blighted quickling can hurl a handful of thorns at one target within 20 ft.,
treated as a ranged attack.
Unity (Su): A blighted quickling has telepathy with other blighted fey within 100 ft., allowing it to exchange information
but not use the senses of other blighted fey.
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1/day dancing lights, flare (Will DC 12), levitate, shatter (Fort DC 14), ventriloquism (Will DC 13)
Statistics
Str 8 (-1), Dex 24 (+7), Con 13 (+1), Int 15 (+2), Wis 15 (+2), Cha 14 (+2)
Base Atk +2; CMB +0; CMD 18
Feats Dodge, Mobility*, Spring Attack*, Weapon Finesse
Skills Acrobatics +14 (+50 jump), Bluff +9, Craft (any one) +9, Escape Artist +14, Perception +9, Spellcraft +6,
Stealth +18, Survival +4, Use Magic Device +7
Languages Aklo, Common, Sylvan
Special Qualities poison use
Special Abilities
Natural Invisibility (Su): A quickling is invisible when motionless. It loses this invisibility and remains visible for 1
round in any round in which it takes an action other than a free action.
Supernatural Speed (Su): When a quickling moves it gains concealment (20% miss chance) due to motion blur.
Slow Susceptibility (Ex): A quickling that succumbs to a slow effect loses its supernatural speed ability and is
sickened for as long as the effect persists. The sickened condition persists for 1 round after the slow effect ends.
Quickling Assassin CR 8
XP 4800
CE Small fey assassin 1/rogue 4
Init +9; Senses low-light vision; Perception +15
Defence
AC 22, touch 21, flat-footed 12 (+9 Dex, +1 dodge, +1 natural, +1 size)
hp 58 (4d6+4d8+1d8+22)
Fort +4, Ref +18, Will +8
Defensive Abilities evasion, natural invisibility, supernatural speed, trap sense +1, uncanny dodge; DR 5/cold iron
Weaknesses slow susceptibility
Offence
Speed 120 ft.
Melee shortsword +16 (1d4/19-20)
Ranged shortbow +15 (1d6/x3, 60 ft.)
Special Attacks death attack, scouts charge, sneak attack +4d6
th
Spell-Like Abilities (CL 6 , concentration +7)
1/day dancing lights, flare (Will DC 11), levitate, shatter (Fort DC 13), ventriloquism (Will DC 12)
Statistics
Str 10 (+0), Dex 28 (+9), Con 14 (+2), Int 19 (+4), Wis 17 (+3), Cha 12 (+1)
Base Atk +5; CMB +4 (+6 steal); CMD 24 (26 vs. steal)
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Steal*, Mobility*, Spring Attack*, Weapon Finesse,
Weapon Focus (shortsword)
Skills Acrobatics +21 (+57 jump), Bluff +13, Climb +7, Craft (trapmaking) +15, Disable Device +16, Disguise +6,
Escape Artist +21, Perception +15, Sleight of Hand +21, Spellcraft +12, Stealth +25, Survival +11,
Use Magic Device +12
Languages Aklo, Common, Sylvan
Special Qualities poison use, rogue talent (bleeding attack, combat swipe), trapfinding
Special Abilities
Death Attack (Ex): An assassin may study an opponent as a standard action for 3 rounds and make a sneak attack.
If successful this may kill opponent outright or paralyze it for 1d6+1 rounds (assassins choice). A Fortitude save DC
15 negates both effects, but sneak attack damage still applies. A death attack fails if the assassin is recognised as an
enemy by the target during the 3 rounds of study, or if the attempt is not made within 3 rounds after the study has
been made.
Natural Invisibility (Su): A quickling is invisible when motionless. It loses this invisibility and remains visible for 1
round in any round in which it takes an action other than a free action.
Scouts Charge (Ex): When a quickling scout charges it causes sneak attack damage as if its opponent was flat-
footed. This does not work against opponents with uncanny doge.
Supernatural Speed (Su): When a quickling moves it gains concealment (20% miss chance) due to motion blur.
Slow Susceptibility (Ex): A quickling that succumbs to a slow effect loses its supernatural speed ability and is
sickened for as long as the effect persists. The sickened condition persists for 1 round after the slow effect ends.
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Quickling Scout CR 5
XP 1600
CE Small fey rogue 2
Init +9; Senses low-light vision; Perception +12
Defence
AC 22, touch 21, flat-footed 12 (+9 Dex, +1 dodge, +1 natural, +1 size)
hp 31 (4d6+2d8+8)
Fort +2, Ref +16, Will +7
Defensive Abilities evasion, natural invisibility, supernatural speed, uncanny dodge; DR 5/cold iron
Weaknesses slow susceptibility
Offence
Speed 120 ft.
Melee shortsword +13 (1d4/19-20)
Special Attacks sneak attack +2d6
th
Spell-Like Abilities (CL 6 , concentration +7)
1/day dancing lights, flare (Will DC 11), levitate, shatter (Fort DC 13), ventriloquism (Will DC 12)
Statistics
Str 10 (+0), Dex 28 (+9), Con 13 (+1), Int 19 (+4), Wis 17 (+3), Cha 12 (+1)
Base Atk +3; CMB +2; CMD 22
Feats Combat Reflexes, Dodge, Mobility*, Spring Attack*, Weapon Finesse
Skills Acrobatics +18 (+54 jump), Bluff +10, Climb +5, Craft (trapmaking) +13, Disable Device +14,
Escape Artist +18, Perception +12, Sleight of Hand +18, Spellcraft +10, Stealth +22, Survival +9,
Use Magic Device +10
Languages Aklo, Common, Sylvan
Special Qualities poison use, rogue talent (bleeding attack), trapfinding
Special Abilities
Natural Invisibility (Su): A quickling is invisible when motionless. It loses this invisibility and remains visible for 1
round in any round in which it takes an action other than a free action.
Supernatural Speed (Su): When a quickling moves it gains concealment (20% miss chance) due to motion blur.
Slow Susceptibility (Ex): A quickling that succumbs to a slow effect loses its supernatural speed ability and is
sickened for as long as the effect persists. The sickened condition persists for 1 round after the slow effect ends.
1/day dancing lights, flare (Will DC 11), levitate, shatter (Fort DC 13), ventriloquism (Will DC 12)
Statistics
Str 10 (+0), Dex 28 (+9), Con 14 (+2), Int 19 (+4), Wis 17 (+3), Cha 12 (+1)
Base Atk +5; CMB +4 (+6 steal); CMD 24 (26 vs. steal)
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Steal*, Mobility*, Spring Attack*, Weapon Finesse
Skills Acrobatics +20 (+56 jump), Bluff +12, Climb +7, Craft (trapmaking) +15, Disable Device +16,
Escape Artist +20, Perception +14, Sleight of Hand +20, Spellcraft +12, Stealth +24, Survival +11,
Use Magic Device +12
Languages Aklo, Common, Sylvan
Special Qualities poison use, rogue talent (bleeding attack, combat swipe), trapfinding
Special Abilities
Natural Invisibility (Su): A quickling is invisible when motionless. It loses this invisibility and remains visible for 1
round in any round in which it takes an action other than a free action.
Scouts Charge (Ex): When a quickling scout charges it causes sneak attack damage as if its opponent was flat-
footed. This does not work against opponents with uncanny doge.
Supernatural Speed (Su): When a quickling moves it gains concealment (20% miss chance) due to motion blur.
Slow Susceptibility (Ex): A quickling that succumbs to a slow effect loses its supernatural speed ability and is
sickened for as long as the effect persists. The sickened condition persists for 1 round after the slow effect ends.
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Freaks and Horrors
1/day dancing lights, flare (Will DC 11), levitate, shatter (Fort DC 13), ventriloquism (Will DC 12)
Statistics
Str 10 (+0), Dex 28 (+9), Con 14 (+2), Int 19 (+4), Wis 17 (+3), Cha 13 (+1)
Base Atk +8; CMB +16 (+18 disarm or steal); CMD 27 (29 vs. disarm or steal)
Feats Agile Maneuvres, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Feint*,
Improved Steal*, Mobility*, Spring Attack*, Weapon Finesse
Skills Acrobatics +24 (+60 jump), Bluff +16, Climb +11, Craft (trapmaking) +19, Disable Device +20,
Escape Artist +24, Perception +18, Sleight of Hand +24, Spellcraft +16, Stealth +28, Survival +15,
Use Magic Device +16
Languages Aklo, Common, Sylvan
Special Qualities poison use, rogue talent (bleeding attack, combat swipe, combat trick, fast stealth), trapfinding
Special Abilities
Natural Invisibility (Su): A quickling is invisible when motionless. It loses this invisibility and remains visible for 1
round in any round in which it takes an action other than a free action.
Scouts Charge (Ex): When a quickling scout charges it causes sneak attack damage as if its opponent was flat-
footed. This does not work against opponents with uncanny doge.
Skirmisher (Ex): Whenever a quickling scout moves more than 10 ft. in a round and makes an attack, that attack
deals sneak attack damage. This only applies to the first attack of the round, and does not work against opponents
with uncanny dodge.
Supernatural Speed (Su): When a quickling moves it gains concealment (20% miss chance) due to motion blur.
Slow Susceptibility (Ex): A quickling that succumbs to a slow effect loses its supernatural speed ability and is
sickened for as long as the effect persists. The sickened condition persists for 1 round after the slow effect ends.
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Skum (Ulat-Kini)
Ulat-kini, more commonly known as skum, are aquatic servitors of the aboleths, humans and
other humanoids that have been converted by aboleth slime into scaly, slimy creatures that
obey their aboleth masters as minions. Sometimes skum form independent colonies away
from their aboleth masters but these seldom last long, usually thanks to the actions of
adventurers or the aboleths.
Skum (2HD) CR 2
XP 600
LE Medium monstrous humanoid (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +5
Defence
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 20 (2d10+9)
Fort +3, Ref +4, Will +3
Resist cold 10
Offence
Speed 20 ft., swim 40 ft.
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1)
Ranged trident +3 (1d8+2, 10 ft.)
Statistics
Str 15 (+2), Dex 13 (+1), Con 17 (+3), Int 10 (+0), Wis 10 (+0), Cha 6 (-2)
Base Atk +2; CMB +4; CMD 15
Feats Multiattack*, Toughness
Skills Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15;
Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear trident
Special Qualities amphibious
Skum (4HD) CR 3
XP 800
LE Medium monstrous humanoid (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +7
Defence
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 38 (4d10+16)
Fort +4, Ref +5, Will +4
Resist cold 10
Offence
Speed 20 ft., swim 40 ft.
Melee trident +8 (1d8+3), claw +5 (1d4+1), bite +5 (1d6+1)
Ranged trident +6 (1d8+3, 10 ft.)
Statistics
Str 16 (+3), Dex 13 (+1), Con 17 (+3), Int 10 (+0), Wis 10 (+0), Cha 6 (-2)
Base Atk +4; CMB +7; CMD 18
Feats Multiattack*, Toughness, Weapon Focus (trident)
Skills Intimidate +5, Perception +7 (+11 underwater), Stealth +8 (+12 underwater), Swim +18;
Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear trident
Special Qualities amphibious
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Freaks and Horrors
Skum (5HD) CR 4
XP 1200
LE Medium monstrous humanoid (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +8
Defence
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 47 (5d10+20)
Fort +4, Ref +5, Will +4
Resist cold 10
Offence
Speed 20 ft., swim 40 ft.
Melee trident +9 (1d8+3), claw +6 (1d4+1), bite +6 (1d8+1)
Ranged trident +7 (1d8+3, 10 ft.)
Statistics
Str 16 (+3), Dex 13 (+1), Con 17 (+3), Int 10 (+0), Wis 10 (+0), Cha 6 (-2)
Base Atk +5; CMB +8; CMD 19
Feats Improved Natural Attack (bite), Multiattack*, Toughness, Weapon Focus (trident)
Skills Intimidate +6, Perception +8 (+12 underwater), Stealth +9 (+13 underwater), Swim +19;
Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear trident
Special Qualities amphibious
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Skum Acolyte CR 3
XP 800
LE Medium monstrous humanoid (aquatic) cleric 1
Init +1; Senses darkvision 60 ft.; Perception +7
Aura aura of evil
Defence
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 25 (2d10+1d8+10)
Fort +4, Ref +4, Will +7
Defensive Abilities guarded mind; Resist cold 10
Offence
Speed 20 ft., swim 40 ft.
Melee trident +5 (1d8+3), claw +3 (1d4+1), bite +3 (1d6+1)
Ranged trident +3 (1d8+3, 10 ft.)
Special Attacks channel negative energy (3/day, 1d6 damage, Will DC 10), spontaneous inflict spells, surge
st
Cleric Spells Prepared (CL 1 , concentration +3)
st
1 level (2+1/day, save DC 13) cure light wounds, doom, obscuring mist*
th
0 level (At will, save DC 12) detect magic, resistance, stabilise
Statistics
Str 17 (+3), Dex 13 (+1), Con 15 (+2), Int 12 (+1), Wis 14 (+2), Cha 10 (+0)
Base Atk +2; CMB +5; CMD 16
Feats Multiattack*, Selective Channeling, Toughness
Skills Craft (weapons) +6, Intimidate +5, Knowledge (religion) +6, Perception +7 (+11 underwater), Spellcraft +5,
Stealth +6 (+10 underwater), Swim +16; Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear trident, unholy symbol
Special Qualities amphibious, domains (ocean, void), domain powers (guarded mind, surge), orisons
Special Abilities
Guarded Mind (Ex): A skum cleric gains a +2 insight bonus on saves against mind-affecting effects.
Surge (Su): 5/day as a standard action a skum cleric can summon a wave that pushes or pulls a single creature,
using a CMB of +3 to perform a bull rush or drag combat manoeuvre.
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Skum Priest CR 7
XP 3200
LE Medium monstrous humanoid (aquatic) cleric 4
Init +1; Senses darkvision 60 ft.; Perception +8
Aura aura of evil
Defence
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 51 (2d10+4d8+22)
Fort +6, Ref +5, Will +9
Defensive Abilities guarded mind; Resist cold 10
Offence
Speed 20 ft., swim 40 ft.
Melee trident +8 (1d8+3), claw +6 (1d4+1), bite +6 (1d6+1)
Ranged trident +6 (1d8+3, 10 ft.)
Special Attacks channel negative energy (3/day, 2d6 damage, Will DC 14), spontaneous inflict spells, surge
th
Cleric Spells Prepared (CL 4 , concentration +6)
nd
2 level (3+1/day, save DC 14) cure moderate wounds, resist energy, silence, slipstream*
st
1 level (4+1/day, save DC 13) cause fear, cure light wounds, doom, obscuring mist*, shield of faith
th
0 level (At will, save DC 12) create water, detect magic, resistance, stabilise
Statistics
Str 17 (+3), Dex 13 (+1), Con 15 (+2), Int 12 (+1), Wis 15 (+2), Cha 10 (+0)
Base Atk +5; CMB +8; CMD 19
Feats Improved Channel, Multiattack*, Selective Channeling, Toughness
Skills Craft (weapons) +7, Intimidate +6, Knowledge (religion) +8, Perception +8 (+12 underwater), Spellcraft +7,
Stealth +7 (+11 underwater), Swim +17; Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear trident, unholy symbol
Special Qualities amphibious, domains (ocean, void), domain powers (guarded mind, surge), orisons
Special Abilities
Guarded Mind (Ex): A skum cleric gains a +2 insight bonus on saves against mind-affecting effects.
Surge (Su): 5/day as a standard action a skum cleric can summon a wave that pushes or pulls a single creature,
using a CMB of +4 to perform a bull rush or drag combat manoeuvre.
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Skum Fighter CR 3
XP 800
LE Medium monstrous humanoid (aquatic) fighter 1
Init +2; Senses darkvision 60 ft.; Perception +5
Defence
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 35 (2d10+1d10+19)
Fort +7, Ref +5, Will +3
Resist cold 10
Offence
Speed 20 ft., swim 40 ft.
Melee trident +8 (1d8+4), claw +5 (1d4+2), bite +5 (1d6+2)
Ranged trident +6 (1d8+4, 10 ft.)
Statistics
Str 19 (+4), Dex 15 (+2), Con 21 (+5), Int 8 (-1), Wis 10 (+0), Cha 8 (-1)
Base Atk +3; CMB +7; CMD 19
Feats Multiattack*, Power Attack, Toughness, Weapon Focus (trident)*
Skills Intimidate +5, Perception +5 (+9 underwater), Stealth +2 (+6 underwater), Swim +17;
Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear trident
Special Qualities amphibious
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Skum Rogue CR 3
XP 800
LE Medium monstrous humanoid (aquatic) rogue 1
Init +7; Senses darkvision 60 ft.; Perception +7
Defence
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 25 (2d10+1d8+10)
Fort +2, Ref +8, Will +4
Resist cold 10
Offence
Speed 20 ft., swim 40 ft.
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1)
Ranged trident +5 (1d8+2, 10 ft.)
Special Attacks sneak attack +1d6
Statistics
Str 15 (+2), Dex 17 (+3), Con 15 (+2), Int 14 (+2), Wis 12 (+1), Cha 8 (-1)
Base Atk +2; CMB +4; CMD 17
Feats Improved Initiative, Multiattack*, Toughness
Skills Acrobatics +8, Bluff +4, Climb +7, Escape Artist +7, Intimidate +5, Perception +7 (+11 underwater),
Sleight of Hand +8, Stealth +9 (+13 underwater), Swim +16; Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear trident
Special Qualities amphibious, trapfinding
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Volt
Volts are small flying creatures that drain blood from larger creatures (which includes
adventurers). In this they are similar to stirges, but they are also capable of delivering a
stunning electrical jolt with their tails, making them, if not more deadly, then certainly more
troublesome. Volt from Tome of Horrors Complete (Necromancer Games).
Volt (3HD) CR 2
XP 600
N Small aberration
Init +3; Senses darkvision 60 ft.; Perception +7
Defence
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 16 (3d8+3)
Fort +2, Ref +6, Will +4
Immune electricity
Offence
Speed fly 30 ft. (good)
Melee bite +6 (1d4 plus attach), tail slap +1 (1d4 plus shock)
Special Attacks blood drain (1d4 Constitution)
Statistics
Str 10 (+0), Dex 17 (+3), Con 13 (+1), Int 2 (-4), Wis 13 (+1), Cha 6 (-2)
Base Atk +2; CMB +1 (+9 grapple when attached); CMD 14
Feats Lightning Reflexes, Weapon Finesse
Skills Fly +9, Perception +7
Special Abilities
Attach (Ex): When a volt hits with a bite, it latches on, effectively grappling with a +8 racial bonus. An attached volt
has AC 13 and can be struck or grappled. It is removed if its foe wins a grapple check or Escape Artist check.
Shock (Su): A volt deals 2d4 nonlethal electricity damage with a tail slap attack. An attached volt can attack its prey
with a tail slap in the same round, with a +4 bonus.
Volt (5HD) CR 3
XP 800
N Small aberration
Init +4; Senses darkvision 60 ft.; Perception +8
Defence
AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 27 (5d8+5)
Fort +2, Ref +7, Will +5
Immune electricity
Offence
Speed fly 30 ft. (good)
Melee bite +8 (1d4 plus attach), tail slap +6 (1d4 plus shock)
Special Attacks blood drain (1d4 Constitution)
Statistics
Str 10 (+0), Dex 18 (+4), Con 13 (+1), Int 2 (-4), Wis 13 (+1), Cha 6 (-2)
Base Atk +3; CMB +2 (+10 grapple when attached); CMD 16
Feats Lightning Reflexes, Multiattack, Weapon Finesse
Skills Fly +14, Perception +8
Special Abilities
Attach (Ex): When a volt hits with a bite, it latches on, effectively grappling with a +8 racial bonus. An attached volt
has AC 13 and can be struck or grappled. It is removed if its foe wins a grapple check or Escape Artist check.
Shock (Su): A volt deals 2d4 nonlethal electricity damage with a tail slap attack. An attached volt can attack its prey
with a tail slap in the same round, with a +4 bonus.
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Volt (7HD) CR 4
XP 1200
N Small aberration
Init +4; Senses darkvision 60 ft.; Perception +9
Defence
AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 38 (7d8+7)
Fort +3, Ref +8, Will +6
Immune electricity
Offence
Speed fly 30 ft. (good)
Melee bite +10 (1d4 plus attach), tail slap +8 (1d4 plus shock)
Special Attacks blood drain (1d4 Constitution)
Statistics
Str 10 (+0), Dex 18 (+4), Con 13 (+1), Int 2 (-4), Wis 13 (+1), Cha 6 (-2)
Base Atk +5; CMB +4 (+12 grapple when attached); CMD 18
Feats Hover, Lightning Reflexes, Multiattack, Weapon Finesse
Skills Fly +15, Perception +9
Special Abilities
Attach (Ex): When a volt hits with a bite, it latches on, effectively grappling with a +8 racial bonus. An attached volt
has AC 13 and can be struck or grappled. It is removed if its foe wins a grapple check or Escape Artist check.
Shock (Su): A volt deals 2d4 nonlethal electricity damage with a tail slap attack. An attached volt can attack its prey
with a tail slap in the same round, with a +4 bonus.
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Volt Variants
The entropic volt is one infused with the powers of chaos, a good possibility for a minor
summoned creature. The missing volt has innate powers of invisibility and could also be used
as a kind of spirit creature linked to storms. The primitive volt is a tougher variant, capable of
dealing and taking more damage. The storm volt uses the air-infused creature template and
has greater powers over the element of air.
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Xill
The xill are an extraplanar race of four-armed intelligent hunters, that seek to abduct other
races in which to implant their eggs (fulfilling a campaign role of both Alien and Predator).
Xill (9HD) CR 6
XP 2400
LE Medium outsider (evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +13
Defence
AC 21, touch 14, flat-footed 17 (+4 Dex, +5 natural, +2 shield)
hp 67 (9d10+18)
Fort +8, Ref +10, Will +6
SR 17
Offence
Speed 40 ft.
Melee shortswords +13/+13/+8 (1d6+3/19-20), claw +13 (1d4+3 plus grab), bite +7 (1d3+1 plus paralysis) or 4 claws
+13 (1d4+3 plus grab), bite +12 (1d3+3 plus paralysis)
Ranged 2 longbows +13 (1d8/x3, 100 ft.)
Special Attacks implant, paralysis (1d4 hours, Fort DC 16)
Statistics
Str 17 (+3), Dex 18 (+4), Con 14 (+2), Int 15 (+2), Wis 12 (+1), Cha 11 (+0)
Base Atk +9; CMB +12 (+16 grapple); CMD 26
Feats Combat Reflexes, Improved Initiative, Iron Will, Weapon Focus (claw, shortsword)
Skills (armour -2) Acrobatics +14, Bluff +12, Intimidate +12, Knowledge (arcana) +14, Knowledge (planes) +14,
Perception +13, Sense Motive +13, Stealth +14
Languages Common, Infernal
Gear heavy steel shield, 2 shortswords, 2 longbows, 40 arrows
Special Qualities multiweapon mastery, planewalk
Special Abilities
Implant (Ex): As a standard action, a xill can lay 2d6 eggs in a helpless creature. A xill's eggs hatch in 24 hours, at
which point the young consume the host from within, inflicting 1 point of Con damage per hour per young until the
host dies. The young then emerge and planewalk to the Ethereal Plane, if possible, to mature. A remove disease
spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with a
Heal check DC 20 (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt
(successful or not) deals 1d4 points of damage to the patient.
Multiweapon Mastery (Ex): A xill never takes penalties to an attack roll when fighting with multiple weapons, and
treats claws as primary attacks even when also wielding weapons.
Planewalk (Ex): A xill can shift from the Ethereal Plane to the Material Plane as a move action. Shifting from the
Material Plane to the Ethereal Plane takes 2 consecutive full-round actions, during which time the xill is immobile. As
a xill fades away, it becomes harder to hit: opponents have a 20% miss chance in the first round and a 50% miss
chance in the second. A xill can take a single willing or helpless creature with it when it switches planes.
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Xill (12HD) CR 7
XP 3200
LE Medium outsider (evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +16
Defence
AC 21, touch 14, flat-footed 17 (+4 Dex, +5 natural, +2 shield)
hp 90 (12d10+24)
Fort +10, Ref +12, Will +7
SR 17
Offence
Speed 40 ft.
Melee shortswords +16/+16/+11/+6 (1d6+3/19-20), claw +16 (1d4+3 plus grab), bite +10 (1d3+1 plus paralysis)
or 4 claws +16 (1d4+3 plus grab), bite +15 (1d3+3 plus paralysis)
Ranged 2 longbows +16 (1d8/x3, 100 ft.)
Special Attacks implant, paralysis (1d4 hours, Fort DC 18)
Statistics
Str 17 (+3), Dex 19 (+4), Con 14 (+2), Int 15 (+2), Wis 12 (+1), Cha 11 (+0)
Base Atk +12; CMB +15 (+19 grapple); CMD 29
Feats Combat Expertise, Combat Reflexes, Improved Initiative, Iron Will, Weapon Focus (claw, shortsword)
Skills (armour -2) Acrobatics +17, Bluff +15, Intimidate +15, Knowledge (arcana) +17, Knowledge (planes) +17,
Perception +16, Sense Motive +16, Stealth +17
Languages Common, Infernal
Gear heavy steel shield, 2 shortswords, 2 longbows, 40 arrows
Special Qualities multiweapon mastery, planewalk
Special Abilities
Implant (Ex): As a standard action, a xill can lay 2d6 eggs in a helpless creature. A xill's eggs hatch in 24 hours, at
which point the young consume the host from within, inflicting 1 point of Con damage per hour per young until the
host dies. The young then emerge and planewalk to the Ethereal Plane, if possible, to mature. A remove disease
spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with a
Heal check DC 20 (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt
(successful or not) deals 1d4 points of damage to the patient.
Multiweapon Mastery (Ex): A xill never takes penalties to an attack roll when fighting with multiple weapons, and
treats claws as primary attacks even when also wielding weapons.
Planewalk (Ex): A xill can shift from the Ethereal Plane to the Material Plane as a move action. Shifting from the
Material Plane to the Ethereal Plane takes 2 consecutive full-round actions, during which time the xill is immobile. As
a xill fades away, it becomes harder to hit: opponents have a 20% miss chance in the first round and a 50% miss
chance in the second. A xill can take a single willing or helpless creature with it when it switches planes.
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Xill Variants
The nightmare xill uses the nightmare creature template to give a creature that not only
invade bodies to serve as a host, but can also invade dreams, to give an extra bit of creepy
alien menace to the basic xill. The resolute xill has ties to planes of Law and would possibly
be a much more organised hive creature. The xill trophy hunter uses levels of the ranger
class, with the trophy hunter archetype. It uses firearms, although the same statistics could be
used to represent strange organic energy weapons or similar alien equipment. Finally the xill
queen combines resolute and nightmare lord templates to give a powerful entity, useful as a
leader or end-of-level boss for a xill-based campaign.
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Yeti
The yeti is a large shaggy humanoid creature typically found in remote mountain regions, or
polar wastes. Although fearsome, and capable of provoking fear with just a look, they are not
innately evil and are often merely defending their solitude. They are fairly intelligent and some
may work with other races, perhaps helping to defend remote monestaries and temples.
Yeti (6HD) CR 4
XP 1200
N Large monstrous humanoid (cold)
Init +1; Senses darkvision 60 ft., scent; Perception +10
Defence
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
hp 45 (6d10+12)
Fort +6, Ref +6, Will +6
Immune cold
Weaknesses vulnerability to fire
Offence
Speed 40 ft., climb 30 ft.
Melee 2 claws +9 (1d6+4 plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks frightful gaze, rend (2 claws, 1d6+6 plus 1d6 cold)
Statistics
Str 19 (+4), Dex 12 (+1), Con 15 (+2), Int 9 (-1), Wis 12 (+1), Cha 10 (+0)
Base Atk +6; CMB +11; CMD 22
Feats Cleave, Great Fortitude, Power Attack
Skills Climb +21, Intimidate +9, Perception +10, Stealth +1 (+9 in snow); Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
Special Abilities
Cold (Su): A yetis body causes 1d6 cold damage to any creature attacking it with natural weapons or unarmed
strikes, and to any foe it hits with its claw or rend attacks.
Frightful Gaze (Su): Creatures within 30 ft. that meet a yetis gaze must make a Will save DC 13 or be paralysed by
fear for 1 round. A creature that successfully saves cannot be affected by the frightful gaze of that yeti for 24 hours.
This is a mind-affecting fear effect.
Yeti (9HD) CR 5
XP 1600
N Large monstrous humanoid (cold)
Init +1; Senses darkvision 60 ft., scent; Perception +13
Defence
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
hp 67 (9d10+18)
Fort +7, Ref +7, Will +7
Immune cold
Weaknesses vulnerability to fire
Offence
Speed 40 ft., climb 30 ft.
Melee 2 claws +13 (1d6+5 plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks frightful gaze, rend (2 claws, 1d6+7 plus 1d6 cold)
Statistics
Str 20 (+5), Dex 12 (+1), Con 15 (+2), Int 9 (-1), Wis 12 (+1), Cha 10 (+0)
Base Atk +9; CMB +15 (+17 bull rush); CMD 26 (28 vs. bull rush)
Feats Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Power Attack
Skills Climb +22, Intimidate +12, Perception +13, Stealth +7 (+15 in snow); Racial Modifiers +4 Stealth (+12 in
snow)
Languages Aklo
Special Abilities
Cold (Su): A yetis body causes 1d6 cold damage to any creature attacking it with natural weapons or unarmed
strikes, and to any foe it hits with its claw or rend attacks.
Frightful Gaze (Su): Creatures within 30 ft. that meet a yetis gaze must make a Will save DC 14 or be paralysed by
fear for 1 round. A creature that successfully saves cannot be affected by the frightful gaze of that yeti for 24 hours.
This is a mind-affecting fear effect.
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384
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Yeti Variants
The fiendish yeti is an evil version of a typical yeti, much more savage and prone to violence,
and also resistant rather than vulnerable to fire. The foo yeti is a magical creature that may
serve as a guardian to a remote mountain temple, whilst the frenzied yeti has a level of
barbarian and is a yeti driven to rage for some reason. The half-dragon yeto has an additional
cold breath weapon and flight. Finally the yeti zombie might be used by necromancers in frigid
regions as hulking undead servitors.
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Base Statistics
When not raging, ability scores are AC 17, touch 10, flat-footed 16; hp 68; Fort +10, Will +7;
Melee 2 claws +12 (1d6+6 plus 1d6 cold); Special Attacks rend (1d6+9); Str 23 (+6), Con 19 (+4);
CMB +14, CMD 25; Skills Climb +20
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OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
Reserved.
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System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook,
and Skip Williams.
Pathfinder Roleplaying Game Bestiary. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 2, 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme
Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor,
and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 3, 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James
Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on
material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 4 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross
Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-
MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
Pathfinder Roleplaying Game Advanced Player's Guide. 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
Pathfinder Roleplaying Game Advanced Race Guide 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin
Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C.
Stephens, Todd Stewart, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Combat 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb,
Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Magic 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb,
Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Adventure Path #11: Skeletons of Scarwall. 2008, Paizo Publishing LLC. Author: Greg A. Vaughan
Pathfinder Adventure Path #39: City of Seven Spears. 2010, Paizo Publishing, LLC; Authors: James Jacobs, Kevin Kulp, Rob McCreary,
and Owen K.C. Stephens.
Pathfinder Adventure Path #42: Sanctum of the Serpent God. 2011, Paizo Publishing, LLC; Author: Neil Spicer.
Pathfinder Adventure Path #51: The Hungry Storm 2011, Paizo Publishing, LLC; Author: Jason Nelson.
Pathfinder Campaign Setting: Dungeons of Golarion. 2011, Paizo Publishing, LLC. Authors: Jason Bulmahn, Matthew Goodall, Brandon
Hodge, Anthony Pryor, and Mike Shel.
Pathfinder Campaign Setting: Inner Sea Bestiary 2012, Paizo Publishing, LLC; Authors: Jim Groves, James Jacobs, Rob McCreary, Erik
Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. Vaughan.
Pathfinder Campaign Setting: Inner Sea Gods 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James
Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.
Pathfinder Campaign Setting: Inner Sea Magic. 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds,
Owen K.C. Stephens, Russ Taylor.
Pathfinder Campaign Setting: The Inner Sea World Guide. 2011, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton
J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike
McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider,
David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker.
Pathfinder Campaign Setting: Misfit Monsters Redeemed. 2010, Paizo Publishing, LLC; Authors: Adam Daigle, Crystal Frasier, Colin
McComb, Rob McCreary, Jason Nelson, and James L. Sutter.
Pathfinder Campaign Setting: Mythical Monsters Revisited 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jonathan H. Keith,
Michael Kenway, Jason Nelson, Anthony Pryor, and Greg A. Vaughan.
Pathfinder Campaign Setting: The Worldwound 2013, Paizo Publishing, LLC; Authors: James Jacobs, Jonathan Keith, Jason Nelson,
Todd Stewart, and Tanith Tyrr.
Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost.
Pathfinder Companion: Qadira, Gateway to the East: 2009, Paizo Publishing, LLC; Author: Brian Cortijo
Pathfinder Module: City of Golden Death. 2010, Paizo Publishing, LLC. Author: Joshua J. Frost.
Pathfinder Player Companion: Dragon Empires Primer 2011, Paizo Publishing, LLC; Authors: Tim Hitchcock and Colin McComb.
Advanced Bestiary. 2004, Green Ronin Publishing, LLC. Author: Matthew Sernett.
Campaign Cogs: Morithal, Lord of Unceasing Hunger. Copyright 2012, Allen Taliesin, All rights reserved.
The Genius Guide To: Simple Monster Templates2011, Super Genius Games. Author: Owen K.C. Stephens
Algoid from the Tome of Horrors Complete, 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author
Authors Scott Greene and Clark Peterson, based on original material by Mike Ferguson.
Al-mi'raj from the Tome of Horrors Complete, 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors
Scott Greene and Clark Peterson, based on original material by Roger Musson.
Beast of Chaos from the Tome of Horrors Complete, 2011, Necromancer Games, Inc., published and distributed by Frog God Games;
Author Scott Greene.
Belabra from the Tome of Horrors Complete, 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene, based on original material by Ed Greenwood.
Caterwaul from the Tome of Horrors Complete, 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author
Scott Greene, based on original material by Albie Fiore.
Cave Moray from the Tome of Horrors Complete, 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors
Scott Greene and Clark Peterson, based on original material by Gary Gygax.
Death Dog from the Tome of Horrors Complete, 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author
Scott Greene, based on original material by Underworld Oracle.
Deathleech from the Tome of Horrors Complete, 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author
Scott Greene.
Eye Killer from the Tome of Horrors Complete, 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author
Scott Greene, based on original material by Ian Livingstone.
Flame-Spawned Creature from the Tome of Horrors Complete, 2011, Necromancer Games, Inc., published and distributed by Frog God
Games; Author Scott Greene.
Gorbel from the Tome of Horrors Complete, 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene, based on original material by Andrew Key.
Plant-Imbued Creature from the Tome of Horrors Complete, 2011, Necromancer Games, Inc., published and distributed by Frog God
Games; Author Patrick Lawinger.
Thessalmonster from the Tome of Horrors Complete, 2011, Necromancer Games, Inc., published and distributed by Frog God Games;
Author Scott Greene, based on original material by Gary Gygax and Wizards of the Coast.
Volt from the Tome of Horrors Complete, 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene, based on original material by Jonathon Jones.
The name Creative Conclave Copyright 2006 Creative Conclave. The name Lazy GM and all original artwork Copyright 2007 Creative
Conclave.