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The Lazy GM

Freaks and Horrors


Produced by Simon Giles

Published by The Creative Conclave


First Imprint 2014

Hate monsterswith class levels


-Roy Greenhilt, Order of the Stick #11

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

About this book


to make it easier for the gamesmaster to customise
the stat blocks. Specific modifiers to CMB and CMD
Welcome to The Lazy GM: Freaks and Horrors, part due to feats, special abilities or shape of the monster
of the Lazy GM range of pregenerated foes. This are also given.
book takes a selection of popular and classic Bonus feats due to templates or class levels are
monstrous creatures and presents them with denoted with an asterisk.
increased Hit Dice, templates and levels in NPC or Note that monsters have not been given any treasure
PC classes to give a range of alternate foes, in new or magical gear; this is down to the individual
and updated form for Pathfinder. gamesmaster and depends upon the needs of his
campaign.
The creatures are indexed by Challenge Rating on
pages 3-6, and by template or class on pages 7-9.
When using Adobe Acrobat, clicking on an entry in
Special Abilities
this index will take you directly to the relevant page. Any complex special abilities are further expanded
Further details about how best to use these creatures upon in this section. If further details are needed the
are given on pages 10-11. gamesmaster is advised to consult the core rules, or
relevant publication in the case of non-core monsters
and templates.
Notes on Entry Format
The creatures are presented in standard Pathfinder
format, broken down into general details, Defence,
Sources
Offence, Statistics and a description of any Special The majority of feats and spells come from core
Abilities that the creature might possess. sources, but there a few from secondary or third
party sources which are flagged in the introduction to
each creature. Templates come from a range of non-
General Information core sources but there should be enough information
This section gives the name of the creature, number to run the monsters in this book without reference to
of Hit Dice (or class levels) and Challenge Rating, those sources.
followed by XP value, alignment, size and type,
initiative modifier, senses and Perception modifier.
Any auras that the creature possesses are listed here
Celestial/Entropic/Fiendish
as well. Any unusual senses are normally described and Resolute Creatures
further under the Special Abilities heading.
These templates are all very similar, and creatures
utilising them can be converted between the different
Defence types quite easily. The numerical values will remain
Armour class, hit points, saves and defensive abilities the same, but the descriptors for smite and damage
are listed here, including damage reduction, reduction will change, as will some energy
resistances and immunities, spell resistance, fast resistances. For example, if a celestial creature has
healing and any situational modifiers or other DR5/evil, then a resolute creature of the same HD
defensive abilities. and type will have DR 5/chaos and resistance 10 to
acid, cold and fire instead of acid, cold and electricity.
Creatures with the shadow template can also be
Offence modified in the same way the main difference is the
This section gives speed for all movement modes as shadow blend ability instead of a smite ability;
well as attack modifiers and damage for all attack defensive qualities remain in the same range.
modes. Any special effects such as grab or poison
are noted with the attack. Special attacks are given,
in the abbreviated format for standard special attacks
A Note on CR
(such as breath weapons or energy drain), and Assigning Challenge Rating is an inexact procedure,
unusual special attacks are included under the and monsters at the top end of their range may not
Special Abilities section. necessarily be balanced. A lot will depend upon the
Where creatures have spell-like abilities or abilities, items and magic possessed by the player
spellcasting powers, these are given here along with characters; a party equipped with a lot of fire
save DCs, caster level and concentration modifier. resistance, for example, will not find a flamespawned
Bonus spells are marked with an asterisk. creature to be much of a greater challenge than the
normal version. Some high level monsters can still
have weak areas a high Hit Dice purple worm, for
Statistics example, still has a low Will save. Much will also
All remaining details can be found in this section, depend upon the terrain of the encounter and other
including ability scores, base attack, combat factors. Sometimes the only way is to experiment,
manoeuvre bonus, combat manoeuvre defence, and be prepared for an easy victory by either side.
feats, skills, languages, gear and special qualities.
Abiltiy scores are given with their resultant modifiers

2
Introduction

Monsters by Challenge Rating CR 3 Dark Creeper Sorcerer (Sorcerer 1).. 141


Denotes base statistics for that creature. Cont. Death Dog (4HD).. 158
Death Dog, Plague Zombie (8HD)..... 163
CR1/2 Al-miraj (1HD)... 40
Disenchanter (4HD).. 179
Al-miraj, Earth-Infused (1HD)...... 42
Disenchanter, Entropic (4HD)...... 186
Al-miraj, Entropic (1HD)....... 43
Dread Corby Barbarian (Barbarian 1). 171
Gorbel (2HD). 234
Flumph (6HD). 215
Gorbel, Fiendish (2HD). 238
Flumph Starwalker (Sorcerer 2).. 222
CR1
Ghost Corby Rogue (Rogue 1) 173
Al-miraj (2HD)........ 40
Gorbel (5HD).. 235
Axe Beak, Skeleton (3HD) 56
Jackalwere (5HD).. 271
Carbuncle (2HD).. 94
Jackalwere Bandit (Rogue 1).. 274
Carbuncle, Entropic (2HD)... 99
Kamadan, Zombie (7HD). 291
Carbuncle, Missing (2HD) 104
Mobat (4HD).... 330
Cave Moray, Fast Zombie (4HD) 134
Mobat, Fiendish Terror (6HD). 333
Death Dog, Plague Zombie (3HD)...... 163
Morlock (5HD) 336
Dire Corby (2HD)...... 165
Quickling (4HD). 352
Flumph (2HD)... 214
Quickling, Entropic (4HD) 355
Flumph, Resolute (2HD)... 226
Skum (4HD).... 358
Gorbel (3HD)... 234
Skum Acolyte (Cleric 1) 360
Skum, Zombie (3HD). 365
Skum Fighter (Fighter 1).. 362
Winged Corby (2HD). 175
Skum Rogue (Rogue 1) 363
CR 2
Volt (5HD) 366
Al-miraj (3HD)........ 41
Volt, Missing (5HD) 369
Axe Beak (3HD) 53
Volt, Primitive (3HD)..... 369
Axe Beak, Fiendish (3HD) 56
Winged Corby Witch (Witch 1). 175
Blindheim (3HD).... 80
Yeti, Zombie (8HD) 388
Blindheim, Entropic (3HD) 84
Bunyip, Zombie (6HD).. 93 CR4 Algoid (5HD).......................................... 28
Carbuncle (3HD) 95
Al-miraj (7HD)..... 41
Cave Fisher (3HD).... 122
Al-miraj, Entropic (5HD)....... 43
Cave Moray (3HD).... 129
Axe Beak (6HD).. 54
Cave Moray, Fiendish (3HD).... 131
Belabra (6HD). 59
Dark Creeper (3HD).. 135
Blindheim (6HD). 81
Death Dog (2HD)...... 158
Blindheim, Fey (5HD). 85
Death Dog, Fiendish (2HD)...... 162
Bunyip (7HD)...... 87
Dire Corby Bones Oracle (Oracle 1).... 165
Bunyip, Fiendish (5HD). 91
Dire Corby Doomsinger (Bard 1).. 168
Carbuncle (6HD). 97
Dread Corby (2HD). 171
Carbuncle, Missing (6HD). 105
Flail Snail, Zombie (6HD).. 212
Caryatid Column (5HD) 106
Flumph (4HD).. 214
Caterwaul (5HD). 109
Ghost Corby (2HD). 173
Cave Fisher (6HD). 123
Ghoul Corby (2HD). 174
Cave Fisher, Advanced (5HD). 125
Gorbel (4HD) 235
Cave Fisher, Earth-Infused (5HD).. 127
Gorbel, Ectoplasmic (3HD) 237
Cave Moray (7HD). 130
Gorbel, Fiendish (4HD).. 239
Cave Moray, Flame-Spawned (5HD). 132
Jackalwere (3HD).. 270
Cave Moray, Fast Zombie (9HD). 134
Mobat, Zombie (6HD). 335
Dark Stalker (6HD). 144
Morlock (3HD) 336
Death Dog (5HD) 158
Morlock, Fast Zombie (4HD). 344
Death Dog, Savage (Barbarian 2) 164
Skum (2HD) 358
Dire Corby Bones Oracle (Oracle 3) 166
Volt (3HD)...... 366
Dire Corby Doomsinger (Bard 3). 169
Volt, Entropic (3HD) 368
Disenchanter (6HD).. 180
CR3
Disenchanter, Fey (4HD)...... 188
Al-miraj (5HD)......... 41
Eye Killer (6HD).. 192
Al-miraj, Earth-Infused (2HD)...... 42
Flail Snail (4HD).... 200
Al-miraj, Fey (3HD).... 44
Flail Snail, Entropic (4HD). 209
Axe Beak (5HD).. 53
Flumph (7HD).. 215
Axe Beak, Advanced (3HD).. 55
Flumph, Dream-Eater (4HD). 217
Axe Beak, Skeleton (6HD). 57
Flumph, Resolute (6HD) 226
Axe Beak, Zombie (7HD)....... 57
Gorbel (6HD)... 236
Belabra (4HD). 59
Gorbel, Dread Ghoul (5HD).. 237
Belabra, Entropic (4HD). 64
Harpy (7HD) 242
Blindheim (5HD).. 80
Jackalwere (7HD).. 271
Blindheim, Frostfallen (3HD). 85
Jackalwere Gunslinger (Gunslinger 2).. 277
Bunyip (5HD)...... 87
Kamadan (5HD). 284
Carbuncle (5HD).. 96
Korred (6HD)... 292
Carbuncle, Fey (3HD). 101
Mobat (6HD).. 330
Caryatid Column (3HD).... 106
Morlock (7HD) 337
Cave Fisher (5HD).. 122
Morlock Acolyte (Cleric 1) 340
Cave Fisher, Demonic Vermin (3HD).. 126
Morlock Berserker (Barbarian 2). 338
Cave Fisher, Shadow (3HD). 128
Morlock Thug (Rogue 2).. 343
Cave Moray (5HD).. 129
Peryton (5HD). 345
Dark Creeper Fighter (Fighter 1).. 136
Quickling (7HD).. 252
Dark Creeper Rogue (Rogue 1).... 137

3
The Lazy GM

CR 4 Skum (5HD). 359 CR 5 Yeti, Fiendish (6HD).. 385


Cont. Skum Fighter (Fighter 2). 362 Cont. Yeti, Frenzied (Barbarian 1).. 387
Volt (7HD). 367
Yeti (6HD)... 382 CR6 Algoid (9HD)........................................... 30
Algoid, Dream-Eater (5HD)..................... 34
CR5 Algoid (8HD)............................................ 29 Aurumvorax, Fast Zombie (13HD)... 50
Algoid, Shadow (5HD)............................. 36 Axe Beak (9HD).. 54
Algoid, Terror (5HD)................................ 38 Axe Beak, Terror (9HD). 58
Al-miraj, Fey (7HD).... 44 Belabra (9HD). 60
Al-miraj, Missing (3HD)..... 45 Belabra, Cave (9HD).. 64
Axe Beak (7HD).. 54 Belabra, Entropic (8HD) 65
Axe Beak, Advanced (6HD).. 55 Berbalang (8HD). 66
Axe Beak, Fiendish (6HD). 56 Blindheim (9HD). 82
Axe Beak, Zombie (11HD). 57 Blindheim, Entropic (8HD). 84
Belabra (8HD).. 60 Blindheim, Frostfallen (8HD). 86
Belabra, Cave (6HD).. 63 Bunyip (10HD). 88
Blindheim (8HD). 81 Bunyip, Fiendish Terror (5HD). 91
Blindheim, Advanced (6HD).. 83 Bunyip, Half-Dragon (7HD)... 92
Bunyip (9HD) 88 Carbuncle, Fey (9HD) 102
Bunyip, Advanced (7HD).... 90 Caryatid Column (9HD). 107
Bunyip, Zombie (11HD).. 93 Caterwaul (9HD). 110
Carbuncle (9HD).. 98 Caterwaul Acrobat (Rogue 2)... 111
Carbuncle, Entropic (6HD). 100 Caterwaul, Dark Planes (5HD). 111
Caryatid Column (7HD).. 107 Cave Fisher (9HD). 124
Caterwaul (7HD).. 109 Cave Fisher, Demonic Vermin (7HD). 126
Cave Fisher (7HD).. 123 Cave Fisher, Shadow (7HD). 128
Cave Moray (8HD).. 130 Cave Moray (9HD). 130
Cave Moray, Fiendish (7HD). 131 Cave Moray, Flame-Spawned (8HD). 132
Cave Moray, Half-Dragon (5HD).. 133 Dark Creeper Rogue (Rogue 4).. 138
Dark Creeper Fighter (Fighter 3)... 136 Death Dog (8HD) 159
Dark Creeper Sorcerer (Sorcerer 3). 142 Death Dog, Demon-Possessed (4HD) 161
Dark Stalker Fencer (Fighter 1). 148 Death Dog, Fiendish (6HD).. 162
Dark Stalker Knife-Master (Rogue 1).. 150 Disenchanter (9HD).. 182
Dark Stalker Shadow Cenobite (Cleric 1) 145 Disenchanter, Entropic (8HD). 187
Dark Stalker Sorcerer (Sorcerer 1)... 154 Disenchanter, Fey (8HD).. 189
Death Dog (6HD). 159 Disenchanter, Half-Dragon (6HD) 190
Death Dog, Advanced Dread Zombie Dread Corby Barbarian (Barbarian 4). 172
(4HD). 160 Eye Killer (10HD) 193
Disenchanter (8HD) 181 Flail Snail (8HD).. 202
Eye Killer (9HD)... 192 Flail Snail Spellscar Oracle (Oracle 1) 205
Eye Killer, Fiendish (6HD). 195 Flumph, Dream-Eater (7HD). 218
Eye Killer, Juju-Zombie (6HD).. 196 Ghost Corby Rogue (Rogue 4). 173
Flail Snail (7HD).. 201 Gorbel, Plant-Imbued (5HD). 240
Flail Snail, Zombie (12HD). 213 Harpy (11HD).. 243
Flumph (10HD) 216 Harpy Fury (Cleric 2).. 250
Flumph Starwalker (Sorcerer 4).... 223 Jackalwere Bandit (Rogue 4) 274
Gorbel (9HD) 236 Jackalwere, Half-Janni (7HD)... 273
Gorbel, Ectoplasmic (6HD) 238 Kamadan (9HD).. 285
Gorbel, Fiendish (6HD).. 239 Kamadan, Cave (7HD).. 287
Harpy (10HD)... 242 Kamadan, Zombie (13HD) 291
Harpy Archer (Fighter 1). 245 Korred (11HD). 293
Harpy, Fiendish (7HD).... 253 Korred, Blighted (6HD).. 294
Jackalwere (9HD).... 272 Korred, Divine Guardian (6HD) 296
Jackalwere Magus (Magus 3) 280 Leucrotta (8HD).. 306
Kamadan (7HD)... 284 Leucrotta, Dread Zombie (6HD).. 308
Kamadan, Shadow (5HD).. 290 Leucrotta, Fiendish (6HD) 311
Korred (9HD).... 292 Mobat (8HD) 331
Korred Wild Stalker (Ranger 1). 302 Mobat, Advanced Vampiric (6HD)... 332
Leucrotta (6HD).. 306 Peryton (9HD). 346
Mobat, Flame-Spawned (6HD). 334 Peryton, Advanced Fiendish (5HD). 348
Mobat, Zombie (12HD)... 335 Skum (7HD). 359
Morlock (9HD).. 337 Skum Fighter (Fighter 4) 262
Peryton (7HD).. 345 Volt (11HD).. 367
Peryton, Dread Ghoul (5HD). 349 Volt, Entropic (9HD)... 368
Peryton, Fey (5HD). 350 Winged Corby Witch (Witch 3). 177
Quickling (10HD). 353 Xill (9HD).... 372
Quickling, Blighted (4HD)... 354 Yeti (10HD).. 383
Quickling, Scout (Rogue 2).... 356 Yeti, Foo (9HD)... 386
Skum (6HD).. 359 Yeti, Half-Dragon (6HD) 387
Skum Rogue (Rogue 3).. 364 Yeti, Zombie (14HD).. 389
Skum, Zombie (8HD).. 365
Volt (9HD). 367 CR7 Aboleth (8HD)........... 12
Volt, Storm (7HD).... 370 Algoid (10HD)......................................... 31
Yeti (9HD). 382 Algoid, Advanced Ghost (8HD)................ 33

4
Introduction

CR 7 Algoid, Shadow (9HD)............................. 37 CR 8 Berbalang, Vetala (8HD)... 79


Cont. Algoid, Terror (10HD).............................. 39 Cont. Bunyip, Half-Dragon (10HD). 92
Al-miraj, Missing (7HD)..... 45 Caterwaul, Dark Planes (9HD). 112
Aurumvorax, Fast Zombie (17HD) 50 Dark Creeper Sorcerer (Sorcerer 6) 143
Belabra (11HD).... 61 Dark Stalker Fencer (Fighter 4) 148
Belabra, Advanced Deathleech (4HD). 62 Dark Stalker Sorcerer (Sorcerer 4).. 155
Berbalang (12HD) 67 Death Dog, Advanced Dread Zombie
Berbalang, Fiendish (8HD) 77 (8HD) 161
Berbalang Haunter (Cleric 1). 70 Eye Killer (13HD) 194
Blindheim, Advanced (9HD).. 83 Eye Killer, Vampire Shadow (9HD). 198
Bunyip (12HD).. 89 Flail Snail (11HD).. 204
Bunyip, Advanced (10HD).. 90 Flail Snail, Thessalemonster (7HD). 211
Caryatid Column (11HD).... 108 Flumph, Dream-Eater Void Disciple
Caterwaul (11HD).... 110 (Oracle 4). 219
Caterwaul, Dread Spectre (5HD).. 112 Harpy (14HD).. 244
Caterwaul, Umbral Half-Dragon (7HD).... 113 Harpy Archer (Fighter 4) 246
Cave Fisher, Advanced (9HD).. 125 Intellect Devourer (8HD) 255
Cave Fisher, Earth-Infused (9HD) 127 Jackalwere Magus (Magus 6).. 281
Cave Moray, Half-Dragon (8HD).. 133 Kamadan (11HD) 286
Dark Creeper Fighter (Fighter 5).. 137 Korred, Blighted (11HD). 295
Dark Stalker Knife-Master (Rogue 3).. 151 Korred, Divine Guardian (11HD).. 297
Dire Corby Bones Oracle (Oracle 6) 166 Korred Wild Stalker (Ranger 4). 303
Dire Corby Doomsinger (Bard 6).. 170 Leucrotta (10HD). 307
Disenchanter (10HD).. 183 Leucrotta, Half-Dragon (8HD) 312
Disenchanter, Deathleech (6HD).. 184 Medusa (10HD) 314
Eye Killer (11HD). 193 Medusa, Brazen (8HD)... 317
Eye Killer, Fiendish (10HD) 195 Mobat, Advanced Vampiric (10HD).. 332
Eye Killer, Juju-Zombie (6HD)... 196 Morlock Priest (Cleric 5). 341
Eye Killer, Two-Headed Flame-Spawned Morlock Murderer, Babau-Possessed
(6HD). 197 (Rogue 5).. 344
Flail Snail (9HD)... 203 Peryton (11HD) 347
Flail Snail, Entropic (8HD).. 210 Peryton, Advanced Fiendish (9HD).. 348
Froghemoth, Zombie (20HD). 232 Quickling, Assassin
Gorbel, Plant-Imbued (9HD).. 241 (Assassin1/Rogue 4).. 355
Harpy (12HD)... 243 Skum Rogue (Rogue 6). 364
Harpy, Fiendish (11HD).. 253 Xill (13HD) 374
Harpy Siren (Bard 3)... 247 Yeti (13HD)... 384
Jackalwere Gunslinger (Gunslinger 5) 277 Yeti, Half-Dragon (10HD)... 388
Kamadan (10HD). 285
Kamadan, Cave (10HD). 287 CR9 Aboleth (11HD)... 13
Kamadan, Half-Dragon (7HD)... 288 Aurumvorax (12HD)... 46
Kamadan, Missing (5HD)... 289 Belabra, Advanced Deathleech (8HD) 63
Kamadan, Shadow (9HD).. 290 Berbalang (16HD).. 69
Korred (14HD).. 293 Berbalang Sneak (Rogue 3). 74
Korred Mountain Druid (Druid 3).. 298 Caterwaul, Dread Spectre (9HD). 113
Leucrotta, Fey (8HD).. 310 Caterwaul, Umbral Half-Dragon (11HD). 114
Medusa (8HD).... 314 Dark Creeper Rogue (Rogue 7)... 139
Mobat (10HD).. 331 Dark Stalker Shadow Priest (Cleric 5). 146
Mobat, Fiendish Terror (8HD) 333 Disenchanter, Half-Dragon (10HD). 191
Morlock Murderer (Rogue 5).. 343 Dread Corby Barbarian (Barbarian 7). 173
Morlock Wild Rager (Barbarian 5). 339 Flail Snail Spellscar Oracle (Oracle 4) 206
Peryton (10HD) 346 Flumph Starwalker (Sorcerer 8)... 224
Peryton, Dread Ghoul (9HD). 349 Froghemoth, Zombie (26HD) 232
Peryton, Fey (9HD). 350 Harpy, Roc (14HD). 254
Peryton, Half-Dragon (7HD).. 351 Intellect Devourer (10HD).. 256
Quickling (12HD). 353 Intellect Devourer, Fiendish (9HD) 262
Quickling, Scout (Rogue 4) 356 Jackalwere Bandit (Rogue 7). 275
Skum Priest (Cleric 4). 361 Kamadan, Half-Dragon (10HD). 288
Volt, Storm (11HD).. 371 Kamadan, Missing (5HD)... 289
Xill (12HD). 373 Leucrotta (12HD). 307
Xill, Nightmare (9HD).. 376 Leucrotta, Dread Zombie (10HD). 309
Xill, Resolute (9HD). 377 Leucrotta, Fiendish (10HD) 312
Yeti (11HD)... 383 Medusa (12HD) 315
Yeti, Fiendish (10HD). 385 Mobat, Flame-Spawned (10HD) 334
Peryton (13HD) 347
CR8 Aboleth (10HD).... 12 Skum Fighter, Large (Fighter 4) 363
Aboleth, Ectoplasmic (8HD)... 16 Volt, Primitive (9HD) 370
Aboleth, Fiendish (8HD). 17 Winged Corby Witch (Witch 6).. 178
Aboleth Overseer (Sorcerer 1).. 18 Xill, Resolute (13HD).. 378
Algoid (12HD).......................................... 32 Xill Trophy Hunter (Ranger 3) 379
Algoid, Dream-Eater (9HD)...................... 35 Yeti, Foo (13HD).. 386
Belabra, Huge (9HD).. 65
Berbalang (15HD) 68 CR10 Aboleth (12HD)... 13
Berbalang, Fiendish (12HD). 78 Aboleth Slaver (Ranger 3).. 22

5
The Lazy GM

CR 10 Aurumvorax (14HD).... 46 CR 13 Intellect Devourer DreamShadow


Cont. Aurumvorax, Fiendish (12HD)... 50 Cont. (Sorcerer 5).. 264
Berbalang Haunter (Cleric 4). 71 Jackalwere Gunslinger (Gunslinger 11).. 279
Carbuncle, Mighty (9HD).... 103 Korred Mountain Druid (Druid 9).. 300
Dark Creeper Assassin Medusa, Brazen Pythian (Sorcerer 5).. 318
(Assassin 4/Rogue 4)..... 140 Medusa Lotus Geisha (Bard 4/Rogue 2). 322
Dark Stalker Knife-Master (Rogue 6)... 152 Medusa Zen Archer (Fighter 2/Monk 4)... 328
Dire Corby Bones Oracle (Oracle 9). 167 Morlock High Priest (Cleric 10).. 342
Disenchanter, Deathleech (10HD) 185
Eye Killer, Two-Headed Flame-Spawned CR14 Aurumvorax (20HD).... 48
(10HD)... 197 Aurumvorax, Beast of Chaos (17HD)... 49
Ghost Corby Rogue (Rogue 8).. 174 Berbalang Haunter (Cleric 8). 72
Harpy Fury (Cleric 6)... 251 Catoblepas (18HD).. 116
Harpy Siren (Bard 6)... 248 Catoblepas, Half-Dragon (14HD).. 119
Intellect Devourer (12HD).. 257 Catoblepas, Poisonous (14HD). 120
Jackalwere Gunslinger (Gunslinger 8). 278 Dark Stalker Shadow Master (Cleric 10). 147
Korred Mountain Druid (Druid 6)... 299 Froghemoth (18HD) 227
Medusa (14HD) 315 Froghemoth, Entropic (16HD) 230
Medusa Lotus Geisha (Bard 2/Rogue 1). 321 Harpy Fury (Cleric 10). 252
Medusa Zen Archer (Fighter 1/Monk 2)... 327 Jackalwere Magus (Magus 12). 283
Peryton, Half-Dragon (11HD) 351
Xill (16HD) 375 CR15 Aboleth Overseer (Sorcerer 8).. 20
Berbalang Sneak (Rogue 9).. 76
CR11 Aboleth (13HD) 14 Catoblepas (20HD).. 116
Aboleth, Ectoplasmic (12HD) 16 Catoblepas, Dread Wight (16HD). 117
Aboleth, Fiendish (12HD).. 17 Catoblepas, Fiendish (18HD) 119
Aboleth Overseer (Sorcerer 4).. 19 Froghemoth (20HD) 228
Aurumvorax (16HD) 47 Medusa Wendifa (Oracle 8)... 325
Aurumvorax, Half-Dragon (12HD). 51
Flail Snail, Thessalmonster (11HD).. 212 CR16 Aboleth Slaver (Ranger 9).. 24
Harpy Archer (Fighter 7). 246 Aurumvorax, Half-Dragon (20HD) 52
Intellect Devourer (14HD).. 258 Catoblepas, Half-Dragon (18HD).. 120
Intellect Devourer, Dream-Eater (10HD). 260 Catoblepas, Poisonous (20HD). 121
Jackalwere Magus (Magus 9) 282 Dark Stalker Sorcerer (Sorcerer 12). 157
Leucrotta, Fey (12HD) 311 Froghemoth (21HD) 228
Leucrotta, Half-Dragon (12HD). 313 Froghemoth, Entropic (20HD) 230
Medusa Wendifa (Oracle 4)... 324 Froghemoth, Flame-Spawned (18HD). 231
Quickling, Scout (Rogue 8) 357 Intellect Devourer Spy (Rogue 8).. 268
Skum High Priest (Cleric 8) 361 Korred Wild Stalker (Ranger 12)... 305
Xill, Queen (14HD).. 381 Medusa Lotus Geisha (Bard 6/Rogue 3). 323
Medusa Zen Archer (Fighter 3/Monk 6)... 329
CR12 Aboleth (15HD).... 14
Aboleth Outcast (Oracle 5). 25 CR17 Aboleth Outcast (Oracle 10).. 26
Aurumvorax (17HD).... 47 Catoblepas, Dread Wight (20HD). 118
Aurumvorax, Beast of Chaos (14HD)... 49 Flail Snail Spellscar Oracle (Oracle 12).. 208
Aurumvorax, Fiendish (16HD)... 51 Flumph, Dream-Eater Void Disciple
Berbalang Sneak (Rogue 6).. 75 (Oracle 13) 221
Catoblepas (14HD).. 115 Froghemoth (23HD) 229
Dark Stalker Fencer (Fighter 8). 149 Froghemoth, Flame-Spawned (20HD). 231
Dark Stalker Sorcerer (Sorcerer 8)... 156 Korred Mountain Druid (Druid 12). 301
Eye Killer, Vampire Shadow (13HD) 199
Intellect Devourer (16HD).. 259 CR18 Berbalang Haunter (Cleric 12)... 73
Intellect Devourer, Dream-Eater (16HD). 261 Intellect Devourer DreamShadow
Intellect Devourer, Fiendish (14HD). 263 (Sorcerer 10) 265
Intellect Devourer Spy (Rogue 4).. 267 Medusa, Brazen Pythian (Sorcerer 10) 319
Jackalwere Bandit (Rogue 10).. 276
Korred Wild Stalker (Ranger 8). 304 CR19 Aboleth Overseer (Sorcerer 12) 21
Medusa (16HD) 316 Medusa Wendifa (Oracle 12). 326
Xill Trophy Hunter (Ranger 6) 380
CR20 Intellect Devourer Spy (Rogue 12) 269
CR13 Aboleth (16HD)... 15
Aboleth Slaver (Ranger 6). 23 CR22 Aboleth Outcast (Oracle 15).. 27
Aurumvorax (19HD)... 47 Froghemoth, Mighty (23HD).. 232
Aurumvorax, Half-Dragon (16HD) 52
Catoblepas (16HD). 115 CR23 Intellect Devourer DreamShadow
Catoblepas, Fiendish (14HD) 118 (Sorcerer 15) 266
Dark Stalker Knife-Master (Rogue 9)... 153 Medusa, Brazen Pythian (Sorcerer 15) 320
Flail Snail Spellscar Oracle (Oracle 8). 207
Flumph, Dream-Eater Void Disciple
(Oracle 9).. 220
Flumph Starwalker (Sorcerer 12).. 225
Froghemoth (16HD).. 227
Harpy Siren (Bard 9)... 249

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

Berbalang 66 too stupid to know when to retreat from potential


Dark Creeper.. 135 food.
Dark Stalker 144
Dire Corby... 165 Algoid.. 28
Flumph 214 Aurumvorax 46
Harpy 242 Axe Beak 53
Intellect Devourer.. 255 Belabra 125
Jackalwere.. 270 Death Dog.. 158
Korred.. 292 Flail Snail 200
Leucrotta. 306 Gorbel.. 234
Medusa 314 Intellect Devourer.. 255
Morlock 336 Kamadan 284
Peryton 345 Morlock 336
Quickling. 352 Peryton 345
Skum 358 Xill. 372
Xill. 372
Special Ability
Pack Hunters These creatures have one or more signature attack
These creatures are rarely found alone. They attack or defence, from petrification to acid immunity.
as a group, using coordinated tactics. The extent of Typically they are good ways to highlight a particular
the coordination depends upon intelligence, but effect or type of attack. They are also good ways of
actions could include aiding another, flanking, rewarding player characters for a wise choice in
overwhelming one opponent at a time and covering spells or items that allows them to resist the attack.
enemy movement with readied attacks of opportunity. Creatures in this category usually start combat with
one of their special attacks. Many creatures in Freaks
Death Dog... 158 and Horrors have an array of special abilities (e.g.
Dire Corby... 165 the algoid); those given here are the ones that
Morlock 336 typically have a single notable ability.
Volt 366
Xill. 372 Al-MiRaj. 40
Berbalang 66
Ranged Attackers Blindheim.... 80
Caterwaul 109
These creatures have an ability to cause damage
Catoblepas. 115
from a distance, typically from a breath weapon or
Death Dog.. 158
gaze attack. They usually start combat with a ranged
Disenchanter. 179
attack before closing to melee, but some may like to
Eye Killer 192
keep their distance and continue with ranged attack
Gorbel.. 234
(those who can fly will often engage in fly-past
Harpy 242
attacks). In a dungeon setting, the topography of the
Intellect Devourer.. 255
encounter area may be arranged so that melee is
Jackalwere.. 270
impossible (a dividing chasm, for example). Some
Kamadan. 284
potential ranged attackers are not listed here.
Leucrotta.. 306
Intelligent beings that do not typically use ranged
Medusa 314
weapons, but could, are not given, nor are template
Mobat 330
creatures that gain a ranged attack (e.g. half-dragon
Volt 366
creatures all gain a breath weapon).
Yeti 382
Algoid 28
Blindheim.. 80 Swimmers
Caterwaul. 109 Swimmers all have a swim movement rate. Not all
Catoblepas... 115 have the ability to remain underwater indefinitely. The
Cave Fisher. 122 main use of a swimmer, obviously, is as an obstacle
Disenchanter.. 179 in an aquatic situation. Swimmers can lurk in
Eye Killer. 192 underground lakes, rivers and pools. What
Flumph 214 adventurer dares to dive into inky black water
Harpy 242 unprepared for danger? Swimmers have a strong
Jackalwere.. 270 advantage against adventurers without water
Kamadan. 284 breathing ability, but can also make for interesting
Medusa 314 combats if the player characters are happy
Mobat 330 underwater.
Yeti 382
Aboleth.. 12
Relentless Hunters Blindheim. 80
Bunyip.. 87
These creatures are mainly predators or scavengers
Catoblepas... 115
that like to attack with hit and run tactics, gradually
Froghemoth. 227
weakening their prey. It can be psychologically
Skum 358
daunting for the player characters to know that they
are being followed by one of these creatures. Since a
relentless hunter avoids fights unless they are on its
own terms, adventuring parties may find it difficult to
drive them away. The presence of an over-powered
hunter can provide a strong (if heavy-handed) driving
force to push players onwards. Many of these
creatures are capable of tracking. Others are simply

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.

Gargantuan Aboleth (12HD) CR 10


XP 9600
LE Gargantuan aberration (aquatic)
Init +5; Senses darkvision 60 ft.; Perception +18
Aura mucus cloud (5 ft.)
Defence
AC 22, touch 7, flat-footed 21 (+1 Dex, +15 natural, -4 size)
hp 150 (12d8+96)
Fort +12, Ref +7, Will +13
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +15 (1d8+9 plus slime)
Space 20 ft.; Reach 20 ft.
th
Spell-Like Abilities (CL 16 , concentration +20)

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

Gargantuan Aboleth (13HD) CR 11


XP 12800
LE Gargantuan aberration (aquatic)
Init +5; Senses darkvision 60 ft.; Perception +19
Aura mucus cloud (5 ft.)
Defence
AC 22, touch 7, flat-footed 21 (+1 Dex, +15 natural, -4 size)
hp 162 (13d8+104)
Fort +12, Ref +7, Will +13
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +15 (2d6+9 plus slime)
Space 20 ft.; Reach 20 ft.
th
Spell-Like Abilities (CL 16 , concentration +20)

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.

Gargantuan Aboleth (15HD) CR 12


XP 19200
LE Gargantuan aberration (aquatic)
Init +5; Senses darkvision 60 ft.; Perception +21
Aura mucus cloud (5 ft.)
Defence
AC 22, touch 7, flat-footed 21 (+1 Dex, +15 natural, -4 size)
hp 187 (15d8+120)
Fort +13, Ref +8, Will +14
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +17 (2d6+9 plus slime)
Space 20 ft.; Reach 20 ft.
th
Spell-Like Abilities (CL 16 , concentration +20)

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

Gargantuan Aboleth (16HD) CR 13


XP 25600
LE Gargantuan aberration (aquatic)
Init +5; Senses darkvision 60 ft.; Perception +23
Aura mucus cloud (5 ft.)
Defence
AC 22, touch 7, flat-footed 21 (+1 Dex, +15 natural, -4 size)
hp 200 (16d8+128)
Fort +13, Ref +8, Will +16
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +18 (2d6+9 plus slime)
Space 20 ft.; Reach 20 ft.
th
Spell-Like Abilities (CL 16 , concentration +20)

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.

Ectoplasmic Aboleth (8HD) CR 8


XP 4800
LE Huge undead (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +0
Aura mucus cloud (5 ft.)
Defence
AC 13, touch 9, flat-footed 12 (+1 Dex, +4 natural, -2 size)
hp 76 (8d8+40)
Fort +6, Ref +3, Will +6
DR 5/slashing; Immune undead traits
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +10 (1d6+6 plus slime)
Space 15 ft.; Reach 15 ft.
Special Attacks horrifying ooze
Statistics
Str 22 (+6), Dex 12 (+1), Con - , Int - , Wis 10 (+0), Cha 19 (+4)
Base Atk +6; CMB +14; CMD 25 (cant be tripped)
Feats Toughness*
Skills Swim +14
Special Qualities air walk (as the spell), phase lurch
Special Abilities
Horrifying Ooze (Su): A creature hit by tentacles must make a Will save DC 18 or be shaken for 1d4 rounds.
Mucus Cloud (Ex): Exudes slime while underwater. All adjacent creatures must make a Fortitude save DC 18 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.
Phase Lurch (Su): An ectoplasmic aboleth can move through solid obstacles at speed 5 ft. (swim 30 ft.) provided it
begins and ends its turn outside the obstacle. It may not pass through corporeal beings.
Slime (Ex): Any creature hit by an aboleths tentacle must make a Fortitude save DC 18 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.

Gargantuan Ectoplasmic Aboleth (12HD) CR 11


XP 12800
CE Gargantuan undead (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +0
Aura mucus cloud (5 ft.)
Defence
AC 13, touch 7, flat-footed 12 (+1 Dex, +6 natural, -4 size)
hp 126 (12d8+72)
Fort +9, Ref +5, Will +8
DR 5/slashing; Immune undead traits
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +15 (1d8+10 plus slime)
Space 20 ft.; Reach 20 ft.
Special Attacks horrifying ooze
Statistics
Str 30 (+10), Dex 12 (+1), Con - , Int - , Wis 10 (+0), Cha 20 (+5)
Base Atk +9; CMB +23; CMD 34 (cant be tripped)
Feats Toughness*
Skills Swim +18
Special Qualities air walk (as the spell), phase lurch
Special Abilities
Horrifying Ooze (Su): A creature hit by tentacles must make a Will save DC 21 or be shaken for 1d4 rounds.
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.
Phase Lurch (Su): An ectoplasmic aboleth can move through solid obstacles at speed 5 ft. (swim 30 ft.) provided it
begins and ends its turn outside the obstacle. It may not pass through corporeal beings.
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.

16
Freaks and Horrors

Fiendish Aboleth (8HD) CR 8


XP 4800
LE Huge aberration (aquatic, evil, extraplanar)
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
DR 5/good; Resist cold 10, fire 10; SR 13
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +10 (1d6+5 plus slime)
Space 15 ft.; Reach 15 ft.
Special Attacks smite good (1/day, +3 attack and +8 damage until target is dead)
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.

Gargantuan Fiendish Aboleth (12HD) CR 11


XP 12800
LE Gargantuan aberration (aquatic, evil, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +18
Aura mucus cloud (5 ft.)
Defence
AC 22, touch 7, flat-footed 21 (+1 Dex, +15 natural, -4 size)
hp 150 (12d8+96)
Fort +12, Ref +7, Will +13
DR 10/good; Resist cold 15, fire 15; SR 16
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +15 (1d8+9 plus slime)
Space 20 ft.; Reach 20 ft.
Special Attacks smite good (1/day, +4 attack and +12 damage until target is dead)
th
Spell-Like Abilities (CL 16 , concentration +20)

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

Experienced Aboleth Overseer CR 11


XP 12800
LE Huge aberration (aquatic) sorcerer 4
Init +6; Senses darkvision 60 ft.; Perception +18
Aura mucus cloud (5 ft.)
Defence
AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, -2 size)
hp 114 (8d8+4d6+64)
Fort +8, Ref +7, Will +16
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +12 (1d6+5 plus slime)
Space 15 ft.; Reach 15 ft. (20 ft. for touch attack)
Special Attacks acidic ray (9/day, +8 ranged touch, 1d6+2 acid damage, 30 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
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

Master Aboleth Overseer CR 15


XP 51200
LE Huge aberration (aquatic) sorcerer 8
Init +6; Senses darkvision 60 ft.; Perception +23
Aura mucus cloud (5 ft.)
Defence
AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, -2 size)
hp 152 (8d8+8d6+88)
Fort +9, Ref +8, Will +18
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +14 (1d6+5 plus slime)
Space 15 ft.; Reach 15 ft. (20 ft. for touch attack)
Special Attacks acidic ray (9/day, +10 ranged touch, 1d6+4 acid damage, 30 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
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

Grand Master Aboleth Overseer CR 19


XP 204800
LE Huge aberration (aquatic) sorcerer 12
Init +6; Senses darkvision 60 ft.; Perception +26
Aura mucus cloud (5 ft.)
Defence
AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, -2 size)
hp 190 (8d8+12d6+112)
Fort +11, Ref +10, Will +20
Defensive Abilities unusual anatomy
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +16 (1d6+5 plus slime)
Space 15 ft.; Reach 15 ft. (25 ft. for touch attack)
Special Attacks acidic ray (10/day, +12 ranged touch, 1d6+6 acid damage, 30 ft.)
th
Spell-Like Abilities (CL 16 , concentration +23)

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

Experienced Aboleth Slaver CR 13


XP 25600
LE Huge aberration (aquatic) deep walker ranger 6
Init +8; Senses darkvision 60 ft.; Perception +25
Aura mucus cloud (5 ft.)
Defence
AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, -2 size)
hp 173 (8d8+6d10+104)
Fort +14, Ref +11, Will +16
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +18 (1d8+7 plus slime)
Space 15 ft.; Reach 15 ft.
Special Attacks combat style (natural weapons), favoured enemy (elves +4, humans +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)
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

Master Aboleth Slaver CR 16


XP 76800
LE Huge aberration (aquatic) deep walker ranger 9
Init +11; Senses darkvision 60 ft.; Perception +31
Aura mucus cloud (5 ft.)
Defence
AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, -2 size)
hp 213 (8d8+9d10+128)
Fort +15, Ref +12, Will +17
Defensive Abilities evasion
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +21 (1d8+7 plus slime)
Space 15 ft.; Reach 15 ft.
Special Attacks combat style (natural weapons), favoured enemy (elves +4, humans +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)
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

Superior Aboleth Outcast CR 17


XP 102400
LE Huge aberration (aquatic) oracle 10
Init +6; Senses darkvision 60 ft.; Perception +20
Aura mucus cloud (5 ft.)
Defence
AC 28, touch 10, flat-footed 26 (+6 armour, +2 Dex, +12 natural, -2 size)
hp 171 (8d8+10d8+90)
Fort +10, Ref +9, Will +20
Immune disease, sickened condition
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +18 (1d8+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 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

Master Aboleth Outcast CR 22


XP 614400
LE Huge aberration (aquatic) oracle 15
Init +6; Senses darkvision 60 ft.; Perception +23
Aura mucus cloud (5 ft.)
Defence
AC 32, touch 10, flat-footed 30 (+10 armour, +2 Dex, +12 natural, -2 size)
hp 218 (8d8+15d8+115)
Fort +12, Ref +11, Will +22
Immune disease, nauseated and sickened conditions
Offence
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +22 (1d8+6 plus slime)
Space 15 ft.; Reach 15 ft.
th
Spell-Like Abilities (CL 16 , concentration +23)

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.

27
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)

At will detect psionics, know direction and location


1/day energy push (3d6, DC 13)
Statistics
Str 19 (+4), Dex 10 (+0), Con 16 (+3), Int 4 (-3), Wis 10 (+0), Cha 10 (+0)
Base Atk +3; CMB +7; CMD 17
Feats Iron Will, Skill Focus (Perception), Weapon Focus (slam)
Skills Perception +12, Stealth +10 (+18 in swamps and forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in
swamps and forests)
Languages Common (cannot speak)
Special Abilities
Animate Trees (Su): At will, can animate trees within 90 ft., controlling up to two at a time. Takes 1 full round for tree
to uproot itself, thereafter has statistics given below. Loses animation if the algoid that animated moves out of range
or is incapacitated, otherwise as liveoak.

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.

28
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)

At will detect psionics, know direction and location


1/day energy push (3d6, DC 13)
Statistics
Str 20 (+5), Dex 10 (+0), Con 16 (+3), Int 4 (-3), Wis 10 (+0), Cha 10 (+0)
Base Atk +6; CMB +11; CMD 21
Feats Improved Natural Attack (slam), Iron Will, Skill Focus (Perception), Weapon Focus (slam)
Skills Perception +14, Stealth +11 (+19 in swamps and forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in
swamps and forests)
Languages Common (cannot speak)
Special Abilities
Animate Trees (Su): At will, can animate trees within 90 ft., controlling up to two at a time. Takes 1 full round for tree
to uproot itself, thereafter has statistics given below. Loses animation if the algoid that animated moves out of range
or is incapacitated, otherwise as liveoak.

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.

29
The Lazy GM

Large Algoid (9HD) CR 6


XP 2400
N Large plant (fungus, psionic)
Init -1; Senses low-light vision; Perception +14
Defence
AC 16, touch 8, flat-footed 16 (-1 Dex, +8 natural, -1 size)
hp 85 (9d8+45)
Fort +11, Ref +2, Will +5
DR 5/bludgeoning and magic; Immune electricity, fire, plant traits
Weaknesses vulnerability to control water
Offence
Speed 20 ft.
Melee 2 slams +15 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks animate trees, mind blast, stun
th
Psi-Like Abilities (ML 9 , concentration +9)

At will detect psionics, know direction and location


1/day energy push (3d6, DC 13)
Statistics
Str 28 (+9), Dex 8 (-1), Con 20 (+5), Int 4 (-3), Wis 10 (+0), Cha 10 (+0)
Base Atk +6; CMB +16; CMD 25
Feats Ability Focus (mind blast), Improved Natural Attack (slam), Iron Will, Skill Focus (Perception), Weapon Focus
(slam)
Skills Perception +14, Stealth +7 (+15 in swamps and forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in
swamps and forests)
Languages Common (cannot speak)
Special Abilities
Animate Trees (Su): At will, can animate trees within 90 ft., controlling up to two at a time. Takes 1 full round for tree
to uproot itself, thereafter has statistics given below. Loses animation if the algoid that animated moves out of range
or is incapacitated, otherwise as liveoak.

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.

30
Freaks and Horrors

Large Algoid (10HD) CR 7


XP 3200
N Large plant (fungus, psionic)
Init -1; Senses low-light vision; Perception +14
Defence
AC 16, touch 8, flat-footed 16 (-1 Dex, +8 natural, -1 size)
hp 95 (10d8+50)
Fort +12, Ref +2, Will +5
DR 5/bludgeoning and magic; Immune electricity, fire, plant traits
Weaknesses vulnerability to control water
Offence
Speed 20 ft.
Melee 2 slams +16 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks animate trees, mind blast, stun
th
Psi-Like Abilities (ML 10 , concentration +10)

At will detect psionics, know direction and location


1/day energy push (3d6, DC 13)
Statistics
Str 28 (+9), Dex 8 (-1), Con 20 (+5), Int 4 (-3), Wis 10 (+0), Cha 10 (+0)
Base Atk +7; CMB +17; CMD 26
Feats Ability Focus (mind blast), Improved Natural Attack (slam), Iron Will, Skill Focus (Perception), Weapon Focus
(slam)
Skills Perception +14, Stealth +8 (+16 in swamps and forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in
swamps and forests)
Languages Common (cannot speak)
Special Abilities
Animate Trees (Su): At will, can animate trees within 90 ft., controlling up to two at a time. Takes 1 full round for tree
to uproot itself, thereafter has statistics given below. Loses animation if the algoid that animated moves out of range
or is incapacitated, otherwise as liveoak.

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.

31
The Lazy GM

Large Algoid (12HD) CR 8


XP 4800
N Large plant (fungus, psionic)
Init -1; Senses low-light vision; Perception +15
Defence
AC 16, touch 8, flat-footed 16 (-1 Dex, +8 natural, -1 size)
hp 126 (12d8+72)
Fort +13, Ref +3, Will +6
DR 5/bludgeoning and magic; Immune electricity, fire, plant traits
Weaknesses vulnerability to control water
Offence
Speed 20 ft.
Melee 2 slams +18 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks animate trees, mind blast, stun
th
Psi-Like Abilities (ML 12 , concentration +12)

At will detect psionics, know direction and location


1/day energy push (3d6, DC 13)
Statistics
Str 28 (+9), Dex 8 (-1), Con 20 (+5), Int 4 (-3), Wis 10 (+0), Cha 11 (+0)
Base Atk +9; CMB +19; CMD 28
Feats Ability Focus (mind blast), Improved Natural Attack (slam), Iron Will, Skill Focus (Perception), Toughness,
Weapon Focus (slam)
Skills Perception +15, Stealth +9 (+17 in swamps and forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in
swamps and forests)
Languages Common (cannot speak)
Special Abilities
Animate Trees (Su): At will, can animate trees within 90 ft., controlling up to two at a time. Takes 1 full round for tree
to uproot itself, thereafter has statistics given below. Loses animation if the algoid that animated moves out of range
or is incapacitated, otherwise as liveoak.

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.

32
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.

Advanced Ghost Algoid (8HD) CR 7


XP 3200
N Medium undead (fungus, incorporeal, psionic)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +17
Defence
AC 16, touch 16, flat-footed 14 (+4 deflection, +2 Dex)
hp 68 (8d8+32)
Fort +10, Ref +4, Will +6
Defensive Abilities channel resistance +4; DR 5/bludgeoning and magic; Immune electricity, fire, undead traits
Weaknesses vulnerability to control water
Offence
Speed fly 30 ft. (perfect)
Melee corrupting touch +8 (7d6)
Special Attacks animate trees, corrupting touch, draining touch, mind blast
th
Psi-Like Abilities (ML 8 , concentration +12)

At will detect psionics, know direction and location


1/day energy push (3d6, DC 17)
Statistics
Str - , Dex 14 (+2), Con - , Int 8 (-1), Wis 14 (+2), Cha 18 (+4)
Base Atk +6; CMB +6; CMD 22
Feats Ability Focus (mind blast), Iron Will, Skill Focus (Fly), Weapon Finesse
Skills Fly +13, Perception +17, Stealth +17 (+21 in swamps and forests); Racial Modifiers +8 Perception, +8 Stealth
(+12 in swamps and forests)
Languages Common (cannot speak)
Special Qualities rejuvenation
Special Abilities
Animate Trees (Su): At will, can animate trees within 90 ft., controlling up to two at a time. Takes 1 full round for tree
to uproot itself, thereafter has statistics given below. Loses animation if the algoid that animated moves out of range
or is incapacitated, otherwise as liveoak.

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.

33
The Lazy GM

Dream-Eater Algoid (5HD) CR 6


XP 2400
CE Medium plant (fungus, psionic)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +13
Defence
AC 17, touch 17, flat-footed 16 (+1 Dex, +6 natural)
hp 47 (5d8+25)
Fort +9, Ref +2, Will +4
DR 5/bludgeoning and magic; Immune electricity, fire, mind-affecting effects, plant traits
Weaknesses vulnerability to control water
Offence
Speed 20 ft.
Melee 2 slams +11 (1d6+7)
Special Attacks animate trees, dream-eating, mind blast, psychic assault, stun
th
Psi-Like Abilities (ML 5 , concentration +7)

At will detect psionics, know direction and location


1/day energy push (3d6, DC 15)
Statistics
Str 25 (+7), Dex 12 (+1), Con 20 (+5), Int 6 (-2), Wis 12 (+1), Cha 14 (+2)
Base Atk +3; CMB +10; CMD 21
Feats Iron Will, Skill Focus (Perception), Weapon Focus (slam)
Skills Knowledge (planes) +6, Knowledge (religion) +6, Perception +13, Stealth +11 (+19 in swamps and forests);
Racial Modifiers +8 Knowledge (planes), +8 Knowledge (religion), +4 Perception, +4 Stealth (+12 in swamps and
forests)
Languages Common (cannot speak), telepathy with other dream-eaters (100 ft.)
Special Abilities
Animate Trees (Su): At will, can animate trees within 90 ft., controlling up to two at a time. Takes 1 full round for tree
to uproot itself, thereafter has statistics given below. Loses animation if the algoid that animated moves out of range
or is incapacitated, otherwise as liveoak.

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.

34
Freaks and Horrors

Large Dream-Eater Algoid (9HD) CR 8


XP 4800
CE Large plant (fungus, psionic)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +15
Defence
AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
hp 103 (9d8+63)
Fort +13, Ref +3, Will +6
DR 5/bludgeoning and magic; Immune electricity, fire, mind-affecting effects, plant traits
Weaknesses vulnerability to control water
Offence
Speed 20 ft.
Melee 2 slams +18 (2d6+12)
Space 10 ft.; Reach 10 ft.
Special Attacks animate trees, dream-eating, mind blast, psychic assault, stun
th
Psi-Like Abilities (ML 9 , concentration +11)

At will detect psionics, know direction and location


1/day energy push (3d6, DC 15)
Statistics
Str 34 (+12), Dex 10 (+0), Con 24 (+7), Int 6 (-2), Wis 12 (+1), Cha 14 (+2)
Base Atk +6; CMB +19; CMD 29
Feats Ability Focus (mind blast), Improved Natural Attack (slam), Iron Will, Skill Focus (Perception), Weapon Focus
(slam)
Skills Knowledge (planes) +6, Knowledge (religion) +6, Perception +15, Stealth +8 (+16 in swamps and forests);
Racial Modifiers +8 Knowledge (planes), +8 Knowledge (religion), +4 Perception, +4 Stealth (+12 in swamps and
forests)
Languages Common (cannot speak), telepathy with other dream-eaters (100 ft.)
Special Abilities
Animate Trees (Su): At will, can animate trees within 90 ft., controlling up to two at a time. Takes 1 full round for tree
to uproot itself, thereafter has statistics given below. Loses animation if the algoid that animated moves out of range
or is incapacitated, otherwise as liveoak.

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.

35
The Lazy GM

Shadow Algoid (5HD) CR 5


XP 1600
N Medium plant (fungus, psionic)
Init +0; Senses darkvision 60 ft., 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
Defensive Abilities shadow blend; DR 5/bludgeoning and magic; Immune electricity, fire, plant traits;
Resist cold 10; SR 11
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)

At will detect psionics, know direction and location


1/day energy push (3d6, DC 13)
Statistics
Str 19 (+4), Dex 10 (+0), Con 16 (+3), Int 4 (-3), Wis 10 (+0), Cha 10 (+0)
Base Atk +3; CMB +7; CMD 17
Feats Iron Will, Skill Focus (Perception), Weapon Focus (slam)
Skills Perception +12, Stealth +10 (+18 in swamps and forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in
swamps and forests)
Languages Common (cannot speak)
Special Abilities
Animate Trees (Su): At will, can animate trees within 90 ft., controlling up to two at a time. Takes 1 full round for tree
to uproot itself, thereafter has statistics given below. Loses animation if the algoid that animated moves out of range
or is incapacitated, otherwise as liveoak.

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.

36
Freaks and Horrors

Large Shadow Algoid (9HD) CR 7


XP 3200
N Large plant (fungus, psionic)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +14
Defence
AC 16, touch 8, flat-footed 16 (-1 Dex, +8 natural, -1 size)
hp 85 (9d8+45)
Fort +11, Ref +2, Will +5
Defensive Abilities shadow blend; DR 5/bludgeoning and magic; Immune electricity, fire, plant traits;
Resist cold 10; SR 13
Weaknesses vulnerability to control water
Offence
Speed 20 ft.
Melee 2 slams +15 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks animate trees, mind blast, stun
th
Psi-Like Abilities (ML 9 , concentration +9)

At will detect psionics, know direction and location


1/day energy push (3d6, DC 13)
Statistics
Str 28 (+9), Dex 8 (-1), Con 20 (+5), Int 4 (-3), Wis 10 (+0), Cha 10 (+0)
Base Atk +6; CMB +16; CMD 25
Feats Ability Focus (mind blast), Improved Natural Attack (slam), Iron Will, Skill Focus (Perception), Weapon Focus
(slam)
Skills Perception +14, Stealth +7 (+15 in swamps and forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in
swamps and forests)
Languages Common (cannot speak)
Special Abilities
Animate Trees (Su): At will, can animate trees within 90 ft., controlling up to two at a time. Takes 1 full round for tree
to uproot itself, thereafter has statistics given below. Loses animation if the algoid that animated moves out of range
or is incapacitated, otherwise as liveoak.

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.

37
The Lazy GM

Terror Algoid (8HD) CR 5


XP 1600
NE Medium plant (fungus, psionic)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +14
Aura fear (as spell, 20 ft., Will save DC 14)
Defence
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 60 (8d8+24)
Fort +9, Ref +2, Will +4
Defensive Abilities negative energy absorption; DR 5/bludgeoning and magic; Immune electricity, fear effects, 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)

At will detect psionics, know direction and location


1/day energy push (3d6, DC 13)
Statistics
Str 20 (+5), Dex 10 (+0), Con 16 (+3), Int 4 (-3), Wis 10 (+0), Cha 10 (+0)
Base Atk +6; CMB +11; CMD 21
Feats Improved Natural Attack (slam), Iron Will, Skill Focus (Perception), Weapon Focus (slam)
Skills Perception +14, Stealth +11 (+19 in swamps and forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in
swamps and forests)
Languages Common (cannot speak)
Special Abilities
Animate Trees (Su): At will, can animate trees within 90 ft., controlling up to two at a time. Takes 1 full round for tree
to uproot itself, thereafter has statistics given below. Loses animation if the algoid that animated moves out of range
or is incapacitated, otherwise as liveoak.

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.

38
Freaks and Horrors

Large Terror Algoid (10HD) CR 7


XP 3200
N Large plant (fungus, psionic)
Init -1; Senses low-light vision; Perception +14
Aura fear (as spell, 20 ft., Will save DC 15)
Defence
AC 16, touch 8, flat-footed 16 (-1 Dex, +8 natural, -1 size)
hp 95 (10d8+50)
Fort +12, Ref +2, Will +5
Defensive Abilities negative energy absorption; DR 5/bludgeoning and magic; Immune electricity, fear effects, fire,
plant traits
Weaknesses vulnerability to control water
Offence
Speed 20 ft.
Melee 2 slams +16 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks animate trees, mind blast, stun
th
Psi-Like Abilities (ML 10 , concentration +10)

At will detect psionics, know direction and location


1/day energy push (3d6, DC 13)
Statistics
Str 28 (+9), Dex 8 (-1), Con 20 (+5), Int 4 (-3), Wis 10 (+0), Cha 10 (+0)
Base Atk +7; CMB +17; CMD 26
Feats Ability Focus (mind blast), Improved Natural Attack (slam), Iron Will, Skill Focus (Perception), Weapon Focus
(slam)
Skills Perception +14, Stealth +8 (+16 in swamps and forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in
swamps and forests)
Languages Common (cannot speak)
Special Abilities
Animate Trees (Su): At will, can animate trees within 90 ft., controlling up to two at a time. Takes 1 full round for tree
to uproot itself, thereafter has statistics given below. Loses animation if the algoid that animated moves out of range
or is incapacitated, otherwise as liveoak.

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.

39
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 (1HD) CR 1/2


XP 200
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 6 (1d10+1)
Fort +3, Ref +5, Will +1
Defensive Abilities blink; Immune poison; SR 11
Offence
Speed 40 ft.
Melee gore +5 (1d4-2)
Statistics
Str 6 (-2), Dex 17 (+3), Con 12 (+1), Int 5 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +1; CMB -2; CMD 11 (15 vs. trip)
Feats Weapon Finesse
Skills Perception +5, Stealth +11, 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.

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.

40
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.

Medium Al-miraj (5HD) CR 3


XP 800
N Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +8
Defence
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 37 (5d10+10)
Fort +6, Ref +7, Will +2
Defensive Abilities blink; Immune poison; SR 15
Offence
Speed 40 ft.
Melee gore +8 (1d6)
Statistics
Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 5 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +5; CMB +5; CMD 18 (22 vs. trip)
Feats Run, Skill Focus (Perception), Weapon Finesse
Skills Perception +8, Stealth +11, 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.

Medium Al-miraj (7HD) CR 4


XP 1200
N Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +8
Defence
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 52 (7d10+14)
Fort +7, Ref +8, Will +3
Defensive Abilities blink; Immune poison; SR 15
Offence
Speed 45 ft.
Melee gore +10 (1d6)
Statistics
Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 5 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +7; CMB +7; CMD 20 (24 vs. trip)
Feats Fleet, Run, 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.

41
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.

Earth-Infused Al-miraj (1HD) CR 1/2


XP 200
N Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent, tremorsense 20 ft.; Perception +6
Defence
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 7 (1d10+2)
Fort +4, Ref +4, Will +4
Defensive Abilities blink, earths armour, elemental body; Immune poison; SR 11
Offence
Speed 40 ft., burrow 20 ft.
Melee gore +5 (1d4+1)
Statistics
Str 10 (+0), Dex 15 (+2), Con 14 (+2), Int 3 (-4), Wis 14 (+2), Cha 2 (-4)
Base Atk +1; CMB +0; CMD 12 (16 vs. trip)
Feats Iron Will*, Weapon Finesse
Skills Perception +6, Stealth +10, Survival +2 (+6 when tracking by scent); Racial Modifiers +4 Perception, +4
Survival when tracking by scent
Special Qualities dimension door, grounded
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.
Elemental Body (Ex): An earth-infused al-miraj has a 25% chance to avoid damage from sneak attacks and critical
hits, and a 25% chance to avoid the effects of paralysis, sleep or stunning.
Grounded (Ex): When in contact with the ground an earth-infused al-miraj gains a +1 morale bonus to melee attacks
and damage (already factored in).

Medium Earth-Infused Al-miraj (5HD) CR 3


XP 800
N Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent, tremorsense 20 ft.; Perception +9
Defence
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +5
Defensive Abilities blink, earths armour, elemental body; Immune poison; SR 15
Offence
Speed 40 ft., burrow 20 ft.
Melee gore +8 (1d6+4)
Statistics
Str 14 (+2), Dex 14 (+2), Con 15 (+3), Int 3 (-2), Wis 14 (+2), Cha 2 (-4)
Base Atk +5; CMB +7; CMD 19 (23 vs. trip)
Feats Iron Will*, Run, Skill Focus (Perception), Weapon Finesse
Skills Perception +9, Stealth +10, Survival +2 (+6 when tracking by scent); Racial Modifiers +4 Perception, +4
Survival when tracking by scent
Special Qualities dimension door, grounded
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.
Elemental Body (Ex): An earth-infused al-miraj has a 25% chance to avoid damage from sneak attacks and critical
hits, and a 25% chance to avoid the effects of paralysis, sleep or stunning.
Grounded (Ex): When in contact with the ground an earth-infused al-miraj gains a +1 morale bonus to melee attacks
and damage (already factored in).

42
Freaks and Horrors

Entropic Al-miraj (1HD) CR 1/2


XP 200
CN Small magical beast (chaotic, extraplanar)
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 6 (1d10+1)
Fort +3, Ref +5, Will +1
Defensive Abilities blink; Immune poison; Resist acid 5, fire 5; SR 11
Offence
Speed 40 ft.
Melee gore +5 (1d4-2)
Special Attacks smite law (1/day, +1 damage until target is dead)
Statistics
Str 6 (-2), Dex 17 (+3), Con 12 (+1), Int 5 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +1; CMB -2; CMD 11 (15 vs. trip)
Feats Weapon Finesse
Skills Perception +5, Stealth +11, 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.

Medium Entropic Al-miraj (5HD) CR 4


XP 1200
CN Medium magical beast (chaotic, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +8
Defence
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 37 (5d10+10)
Fort +6, Ref +7, Will +2
Defensive Abilities blink; DR 5/lawful; Immune poison; Resist acid 10, fire 10; SR 15
Offence
Speed 40 ft.
Melee gore +8 (1d6)
Special Attacks smite law (1/day, +5 damage until target is dead)
Statistics
Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 5 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +5; CMB +5; CMD 18 (22 vs. trip)
Feats Run, Skill Focus (Perception), Weapon Finesse
Skills Perception +8, Stealth +11, 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.

43
The Lazy GM

Fey Al-miraj (3HD) CR 3


XP 800
N Small fey
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +11
Defence
AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +8, Will +2
Defensive Abilities +4 on saves vs. mind-affecting effects, blink, evasion; DR 5/cold iron; Immune poison;
Resist cold 10, electricity 10; SR 13
Offence
Speed 40 ft., fly 60 ft. (good)
Melee gore +9 (1d4-3)
rd
Spell-Like Abilities (CL 3 , concentration +4)

3/day dancing lights


At will entangle (Ref DC 12), faerie fire, glitterdust (Fort DC 13)
Statistics
Str 4 (-3), Dex 21 (+5), Con 12 (+1), Int 7 (-2), Wis 12 (+1), Cha 8 (-1)
Base Atk +3; CMB -1; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +17, Perception +11, Stealth +15, Survival +7 (+11 when tracking by scent); Racial Modifiers +4
Perception, +4 Survival when tracking by scent
Languages Sylvan
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.

Medium Fey Al-miraj (7HD) CR 5


XP 1600
N Medium fey
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +15
Defence
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 52 (7d10+14)
Fort +7, Ref +10, Will +3
Defensive Abilities +4 on saves vs. mind-affecting effects, blink, evasion; DR 5/cold iron; Immune poison;
Resist cold 10, electricity 10; SR 15
Offence
Speed 45 ft., fly 60 ft. (good)
Melee gore +12 (1d6-1)
th
Spell-Like Abilities (CL 7 , concentration +8)

3/day dancing lights


At will deep slumber (Will DC 14), entangle (Ref DC 12), faerie fire, glitterdust (Will DC 13), major image
(Will DC 14)
Statistics
Str 8 (-1), Dex 20 (+5), Con 14 (+2), Int 7 (-2), Wis 12 (+1), Cha 8 (-1)
Base Atk +7; CMB +6; CMD 21 (25 vs. trip)
Feats Fleet, Run, Skill Focus (Perception), Weapon Finesse
Skills Fly +19, Perception +15, Stealth +15, Survival +11 (+15 when tracking by scent); Racial Modifiers +4
Perception, +4 Survival when tracking by scent
Languages Sylvan
Special Qualities dimension door, woodland stride
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.

44
Freaks and Horrors

Missing Al-miraj (3HD) CR 5


XP 1600
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, displacement, evasion; 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 +16, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Perception, +4
Survival when tracking by scent
Special Qualities dimension door, invisibility, shadowed
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.
Displacement (Su): A missing al-mirraj always appears about 2 ft. from its actual location and gains a 50 % miss
chance to all attacks made against it. A true seeing spell reveals its actual location.
Invisibility (Su): If it does not attack for 1 round, a missing al-mirraj can become invisible (as the spell) as a free
action. It becomes visible again if it attacks, or if it suffers damage.
Shadowed (Su): A missing al-mirraj gains a bonus to Stealth equal to Hit Dice and can make Stealth checks even
when observed or in normal or bright light.

Medium Missing Al-miraj (7HD) CR 7


XP 3200
N Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +8
Defence
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 52 (7d10+14)
Fort +7, Ref +8, Will +3
Defensive Abilities blink, displacement, evasion; Immune poison; SR 15
Offence
Speed 45 ft.
Melee gore +10 (1d6)
Statistics
Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 5 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +7; CMB +7; CMD 20 (24 vs. trip)
Feats Fleet, Run, Skill Focus (Perception), Weapon Finesse
Skills Perception +8, Stealth +18, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Perception, +4
Survival when tracking by scent
Special Qualities dimension door, invisibility, shadowed
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.
Displacement (Su): A missing al-mirraj always appears about 2 ft. from its actual location and gains a 50 % miss
chance to all attacks made against it. A true seeing spell reveals its actual location.
Invisibility (Su): If it does not attack for 1 round, a missing al-mirraj can become invisible (as the spell) as a free
action. It becomes visible again if it attacks, or if it suffers damage.
Shadowed (Su): A missing al-mirraj gains a bonus to Stealth equal to Hit Dice and can make Stealth checks even
when observed or in normal or bright light.

45
The Lazy GM

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.

46
Freaks and Horrors

Medium Aurumvorax (16HD) CR 11


XP 12800
N Medium magical beast
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +15
Defence
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 168 (16d10+80)
Fort +17, Ref +13, Will +8
Defensive Abilities ferocity; DR 10/piercing or slashing; Immune poison; Resist fire 10
Offence
Speed 30 ft., burrow 10 ft.
Melee bite +25 (1d8+8/19-20 plus grab), 4 claws +24 (1d6+8 plus grab)
Special Attacks rake (4 claws +24, 1d6+8)
Statistics
Str 26 (+8), Dex 16 (+3), Con 20 (+5), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +16; CMB +24 (+32 grapple); CMD 37 (49 vs. trip)
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Skill
Focus (Perception), Weapon Focus (bite)
Skills Perception +15, Stealth +14
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.

Medium Aurumvorax (17HD) CR 12


XP 19200
N Medium magical beast
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +16
Defence
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 178 (17d10+85)
Fort +17, Ref +13, Will +8
Defensive Abilities ferocity; DR 10/piercing or slashing; Immune poison; Resist fire 10
Offence
Speed 30 ft., burrow 10 ft.
Melee bite +26 (2d6+8/19-20 plus grab), 4 claws +25 (1d6+8 plus grab)
Special Attacks rake (4 claws +25, 1d6+8)
Statistics
Str 26 (+8), Dex 16 (+3), Con 20 (+5), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +17; CMB +25 (+33 grapple); CMD 38 (50 vs. trip)
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Improved Natural
Attack (bite), Iron Will, Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +16, Stealth +14
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.

Medium Aurumvorax (19HD) CR 13


XP 25600
N Medium magical beast
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +16
Defence
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 199 (19d10+95)
Fort +18, Ref +16, Will +9
Defensive Abilities ferocity; DR 10/piercing or slashing; Immune poison; Resist fire 10
Offence
Speed 30 ft., burrow 10 ft.
Melee bite +28 (2d6+8/19-20 plus grab), 4 claws +27 (1d6+8 plus grab)
Special Attacks rake (4 claws +27, 1d6+8)
Statistics
Str 26 (+8), Dex 16 (+3), Con 20 (+5), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +19; CMB +27 (+35 grapple); CMD 40 (52 vs. trip)
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Improved Natural
Attack (bite), Iron Will, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +16, Stealth +16
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.

47
The Lazy GM

Large Aurumvorax (20HD) CR 14


XP 38400
N Large magical beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +21
Defence
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, -1 size)
hp 250 (20d10+140)
Fort +21, Ref +16, Will +10
Defensive Abilities ferocity; DR 10/piercing or slashing; Immune poison; Resist fire 10
Offence
Speed 30 ft., burrow 10 ft.
Melee bite +32 (3d6+12/19-20 plus grab), 4 claws +31 (1d8+12 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks rake (4 claws +31, 1d8+12)
Statistics
Str 34 (+12), Dex 14 (+2), Con 24 (+7), Int 2 (-4), Wis 14 (+2), Cha 11 (+0)
Base Atk +20; CMB +33 (+41 grapple); CMD 45 (57 vs. trip)
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative,
Improved Natural Attack (bite), Iron Will, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +21, Stealth +11
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.

48
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.

Beast of Chaos Aurumvorax (14HD) CR 12


XP 19200
CN Small magical beast
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +21
Defence
AC 27, touch 15, flat-footed 23 (+4 Dex, +12 natural, +1 size)
hp 133 (14d10+56)
Fort +15, Ref +13, Will +7
Defensive Abilities ferocity; DR 10/piercing or slashing; Immune confusion, fear, haste, hold animal, hold monster,
poison, slow; Resist fire 10; SR 23
Offence
Speed 30 ft., burrow 10 ft.
Melee bite +22 (1d6+6 plus grab), 4 claws +21 (1d4+6 plus grab)
Special Attacks frightful presence, rage, rake (4 claws +21, 1d4+6)
Statistics
Str 23 (+6), Dex 18 (+4), Con 18 (+4), Int 2 (-4), Wis 13 (+1), Cha 15 (+2)
Base Atk +14; CMB +19 (+27 grapple); CMD 33 (45 vs. trip)
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Initiative, Iron Will, Skill Focus (Perception),
Weapon Focus (bite)
Skills Perception +21, Stealth +18; Racial Modifiers +8 Perception
Special Abilities
Frightful Presence (Ex): When a beast of chaos growls, all creatures within 30 ft. must make a Will save DC 19 or
become shaken for 5d6 rounds.
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.
Rage (Ex): In the presence of a bright light (such as a daylight or continual light spell, but not actual sunlight), a beast
of chaos becomes enraged, gaining +4 Strength and -4 AC until either it or its opponents are dead. Removing the
light source ends the rage in 1d4 rounds. The beast is fatigued (-2 to Strength and Dexterity) for the remainder of the
encounter.

Medium Beast of Chaos Aurumvorax (17HD) CR 14


XP 38400
CN Medium magical beast
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +24
Defence
AC 25, touch 13, flat-footed 22 (+3 Dex, +12 natural)
hp 178 (17d10+85)
Fort +17, Ref +13, Will +8
Defensive Abilities ferocity; DR 10/piercing or slashing; Immune confusion, fear, haste, hold animal, hold monster,
poison, slow; Resist fire 10; SR 25
Offence
Speed 30 ft., burrow 10 ft.
Melee bite +27 (2d6+9/19-20 plus grab), 4 claws +26 (1d6+9 plus grab)
Special Attacks rake (4 claws +26, 1d6+9)
Statistics
Str 28 (+9), Dex 16 (+3), Con 20 (+5), Int 2 (-4), Wis 13 (+1), Cha 15 (+2)
Base Atk +17; CMB +26 (+34 grapple); CMD 39 (51 vs. trip)
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Improved Natural
Attack (bite), Iron Will, Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +24, Stealth +14; Racial Modifiers +8 Perception
Special Abilities
Frightful Presence (Ex): When a beast of chaos growls, all creatures within 30 ft. must make a Will save DC 20 or
become shaken for 5d6 rounds.
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.
Rage (Ex): In the presence of a bright light (such as a daylight or continual light spell, but not actual sunlight), a beast
of chaos becomes enraged, gaining +4 Strength and -4 AC until either it or its opponents are dead. Removing the
light source ends the rage in 1d4 rounds. The beast is fatigued (-2 to Strength and Dexterity) for the remainder of the
encounter.

49
The Lazy GM

Fast Zombie Aurumvorax (13HD) CR 6


XP 2400
NE Small undead
Init +5; Senses darkvision 60 ft.; Perception +0
Defence
AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size)
hp 71 (13d8+13)
Fort +4, Ref +9, Will +8
Immune undead traits
Offence
Speed 40 ft., burrow 10 ft.
Melee bite +16 (1d6+6), 4 claws +16 (1d4+6)
Special Attacks quick strikes
Statistics
Str 23 (+6), Dex 20 (+5), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +9; CMB +14; CMD 29 (41 vs. trip)
Feats Toughness*
Special Abilities
Quick Strikes (Ex): When an aurumvorax zombie makes a full attack, it can make another claw attack at +16 bonus.

Medium Fast Zombie Aurumvorax (17HD) CR 7


XP 3200
NE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +0
Defence
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 93 (17d8+17)
Fort +5, Ref +9, Will +10
Immune undead traits
Offence
Speed 40 ft., burrow 10 ft.
Melee bite +21 (1d8+9), 4 claws +21 (1d6+9)
Special Attacks quick strikes
Statistics
Str 28 (+9), Dex 18 (+4), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +12; CMB +21; CMD 35 (47 vs. trip)
Feats Toughness*
Special Abilities
Quick Strikes (Ex): When an aurumvorax zombie makes a full attack, it can make another claw attack at +21 bonus.

Fiendish Aurumvorax (12HD) CR 10


XP 9600
NE Small magical beast (evil, extraplanar)
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/good and piercing or slashing; Immune poison; Resist cold 15, fire 15; SR 15
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), smite good (1/day, +12 damage until target is dead)
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.

50
Freaks and Horrors

Medium Fiendish Aurumvorax (16HD) CR 12


XP 19200
NE Medium magical beast (evil, extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +15
Defence
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 168 (16d10+80)
Fort +17, Ref +13, Will +8
Defensive Abilities ferocity; DR 10/good and piercing or slashing; Immune poison; Resist cold 15, fire 15; SR 17
Offence
Speed 30 ft., burrow 10 ft.
Melee bite +25 (1d8+8/19-20 plus grab), 4 claws +24 (1d6+8 plus grab)
Special Attacks rake (4 claws +24, 1d6+8), smite good (1/day, +16 damage until target is dead)
Statistics
Str 26 (+8), Dex 16 (+3), Con 20 (+5), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +16; CMB +24 (+32 grapple); CMD 37 (49 vs. trip)
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will,
Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +15, Stealth +14
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.

Half-Dragon Aurumvorax (12HD) CR 11


XP 12800
N Small dragon
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +22
Defence
AC 27, touch 15, flat-footed 23 (+4 Dex, +12 natural, +1 size)
hp 150 (12d10+84)
Fort +17, Ref +12, Will +7
Defensive Abilities ferocity; DR 10/piercing or slashing; Immune paralysis, poison, fire, sleep
Offence
Speed 30 ft., burrow 10 ft., fly 60 ft. (average)
Melee bite +22 (1d6+9 plus grab), 4 claws +22 (1d4+9 plus grab)
Special Attacks breath weapon (1/day, 30 ft. cone of fire, 12d6 fire damage. Reflex save DC 23 for half),
rake (4 claws +22, 1d4+9)
Statistics
Str 29 (+9), Dex 18 (+4), Con 24 (+7), Int 4 (-3), Wis 13 (+1), Cha 13 (+1)
Base Atk +12; CMB +20 (+28 grapple); CMD 34 (46 vs. trip)
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Fly +21, Perception +22, Stealth +23
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.

51
The Lazy GM

Medium Half-Dragon Aurumvorax (16HD) CR 13


XP 25600
N Medium dragon
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +26
Defence
AC 25, touch 13, flat-footed 22 (+3 Dex, +12 natural)
hp 216 (16d10+128)
Fort +20, Ref +13, Will +8
Defensive Abilities ferocity; DR 10/piercing or slashing; Immune paralysis, poison, fire, sleep
Offence
Speed 30 ft., burrow 10 ft., fly 60 ft. (average)
Melee bite +29 (1d8+12/19-20 plus grab), 4 claws +28 (1d6+12 plus grab)
Special Attacks breath weapon (1/day, 30 ft. cone of fire, 16d6 fire damage. Reflex save DC 26 for half),
rake (4 claws +28, 1d6+12)
Statistics
Str 34 (+12), Dex 16 (+3), Con 26 (+8), Int 4 (-3), Wis 13 (+1), Cha 13 (+1)
Base Atk +16; CMB +28 (+36 grapple); CMD 41 (53 vs. trip)
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will,
Skill Focus (Perception), Weapon Focus (bite)
Skills Fly +22, Perception +26, Stealth +22
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.

Large Half-Dragon Aurumvorax (20HD) CR 16


XP 76800
N Large dragon
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +31
Defence
AC 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, -1 size)
hp 310 (20d10+200)
Fort +24, Ref +16, Will +10
Defensive Abilities ferocity; DR 10/piercing or slashing; Immune paralysis, poison, fire, sleep
Offence
Speed 30 ft., burrow 10 ft., fly 60 ft. (average)
Melee bite +36 (3d6+16/19-20 plus grab), 4 claws +35 (1d8+16 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (1/day, 30 ft. cone of fire, 20d6 fire damage. Reflex save DC 30 for half),
rake (4 claws +35, 1d8+16)
Statistics
Str 42 (+16), Dex 14 (+2), Con 30 (+10), Int 4 (-3), Wis 14 (+2), Cha 13 (+1)
Base Atk +20; CMB +37 (+45 grapple); CMD 49 (61 vs. trip)
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Improved Natural
Attack (bite), Iron Will, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (bite)
Skills Fly +23, Perception +31, Stealth +21
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.

52
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).

Axe Beak (3HD) CR 2


XP 600
N Large animal
Init +3; Senses low-light vision; Perception +9
Defence
AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +1
Offence
Speed 50 ft.
Melee bite +5 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks sudden charge
Statistics
Str 18 (+4), Dex 17 (+3), Con 16 (+3), Int 2 (-4), Wis 11 (+0), Cha 10 (+0)
Base Atk +2; CMB +7; CMD 20
Feats Run, Skill Focus (Perception)
Skills Perception +9
Special Abilities
Sudden Charge (Ex): When making a charge attack, an axe beak makes a single bite attack. If successful it can also
attempt to trip its opponent without provoking an attack of opportunity. If the attempt fails, an axe beak may not be
tripped in return.

Axe Beak (5HD) CR 3


XP 800
N Large animal
Init +4; Senses low-light vision; Perception +11
Defence
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 37 (5d8+15)
Fort +7, Ref +8, Will +1
Offence
Speed 55 ft.
Melee bite +6 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks sudden charge
Statistics
Str 18 (+4), Dex 18 (+4), Con 16 (+3), Int 2 (-4), Wis 11 (+0), Cha 10 (+0)
Base Atk +3; CMB +8; CMD 22
Feats Fleet, Run, Skill Focus (Perception)
Skills Perception +11
Special Abilities
Sudden Charge (Ex): When making a charge attack, an axe beak makes a single bite attack. If successful it can also
attempt to trip its opponent without provoking an attack of opportunity. If the attempt fails, an axe beak may not be
tripped in return.

53
The Lazy GM

Huge Axe Beak (6HD) CR 4


XP 1200
N Huge animal
Init +3; Senses low-light vision; Perception +12
Defence
AC 16, touch 11, flat-footed 13 (+3 Dex, +5 natural, -2 size)
hp 57 (6d8+30)
Fort +10, Ref +8, Will +2
Offence
Speed 55 ft.
Melee bite +10 (2d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks sudden charge
Statistics
Str 26 (+8), Dex 16 (+3), Con 20 (+5), Int 2 (-4), Wis 11 (+0), Cha 10 (+0)
Base Atk +4; CMB +14; CMD 27
Feats Fleet, Run, Skill Focus (Perception)
Skills Perception +12
Special Abilities
Sudden Charge (Ex): When making a charge attack, an axe beak makes a single bite attack. If successful it can also
attempt to trip its opponent without provoking an attack of opportunity. If the attempt fails, an axe beak may not be
tripped in return.

Huge Axe Beak (7HD) CR 5


XP 1600
N Huge animal
Init +7; Senses low-light vision; Perception +13
Defence
AC 16, touch 11, flat-footed 13 (+3 Dex, +5 natural, -2 size)
hp 66 (7d8+35)
Fort +10, Ref +8, Will +2
Offence
Speed 55 ft.
Melee bite +11 (2d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks sudden charge
Statistics
Str 26 (+8), Dex 16 (+3), Con 20 (+5), Int 2 (-4), Wis 11 (+0), Cha 10 (+0)
Base Atk +5; CMB +15; CMD 28
Feats Fleet, Improved Initiative, Run, Skill Focus (Perception)
Skills Perception +13
Special Abilities
Sudden Charge (Ex): When making a charge attack, an axe beak makes a single bite attack. If successful it can also
attempt to trip its opponent without provoking an attack of opportunity. If the attempt fails, an axe beak may not be
tripped in return.

Huge Axe Beak (9HD) CR 6


XP 2400
N Huge animal
Init +7; Senses low-light vision; Perception +15
Defence
AC 16, touch 11, flat-footed 13 (+3 Dex, +5 natural, -2 size)
hp 85 (9d8+45)
Fort +11, Ref +9, Will +3
Offence
Speed 55 ft.
Melee bite +12 (2d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks sudden charge
Statistics
Str 26 (+8), Dex 17 (+3), Con 20 (+5), Int 2 (-4), Wis 11 (+0), Cha 10 (+0)
Base Atk +6; CMB +16; CMD 29
Feats Fleet, Improved Initiative, Nimble Moves, Run, Skill Focus (Perception)
Skills Perception +15
Special Abilities
Sudden Charge (Ex): When making a charge attack, an axe beak makes a single bite attack. If successful it can also
attempt to trip its opponent without provoking an attack of opportunity. If the attempt fails, an axe beak may not be
tripped in return.

54
Freaks and Horrors

Axe Beak Variants


Some versions of axe beaks with templates applied. The advanced axe beak is simply a
tougher variant, one that could perhaps be used for a war-trained mount. The fiendish axe
beak roams the fiery plains of the lower planes. Two types of simple undead, skeletons and
zombies, are given, and finally the huge terror axe beak is a monstrous sized version that
radiates an intense aura of negative energy, for a creature that is much more like a fearsome
monster than merely a large animal.

Advanced Axe Beak (3HD) CR 3


XP 800
N Large animal
Init +5; Senses low-light vision; Perception +11
Defence
AC 18, touch 14, flat-footed 13 (+5 Dex, +4 natural, -1 size)
hp 28 (3d8+15)
Fort +8, Ref +8, Will +3
Offence
Speed 50 ft.
Melee bite +7 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks sudden charge
Statistics
Str 22 (+6), Dex 21 (+5), Con 20 (+5), Int 6 (-2), Wis 15 (+2), Cha 14 (+2)
Base Atk +2; CMB +9; CMD 24
Feats Run, Skill Focus (Perception)
Skills Perception +11
Special Abilities
Sudden Charge (Ex): When making a charge attack, an axe beak makes a single bite attack. If successful it can also
attempt to trip its opponent without provoking an attack of opportunity. If the attempt fails, an axe beak may not be
tripped in return.

Huge Advanced Axe Beak (6HD) CR 5


XP 1600
N Huge animal
Init +5; Senses low-light vision; Perception +14
Defence
AC 20, touch 13, flat-footed 15 (+5 Dex, +7 natural, -2 size)
hp 69 (6d8+42)
Fort +12, Ref +10, Will +4
Offence
Speed 55 ft.
Melee bite +12 (2d6+15)
Space 15 ft.; Reach 15 ft.
Special Attacks sudden charge
Statistics
Str 30 (+10), Dex 20 (+5), Con 24 (+7), Int 6 (-2), Wis 14 (+2), Cha 14 (+2)
Base Atk +4; CMB +16; CMD 31
Feats Fleet, Run, Skill Focus (Perception)
Skills Perception +14
Special Abilities
Sudden Charge (Ex): When making a charge attack, an axe beak makes a single bite attack. If successful it can also
attempt to trip its opponent without provoking an attack of opportunity. If the attempt fails, an axe beak may not be
tripped in return.

55
The Lazy GM

Fiendish Axe Beak (3HD) CR 2


XP 600
NE Large animal (evil, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
Defence
AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +1
Resist cold 5, fire 5; SR 7
Offence
Speed 50 ft.
Melee bite +5 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks smite good (1/day, +3 damage until target is dead), sudden charge
Statistics
Str 18 (+4), Dex 17 (+3), Con 16 (+3), Int 2 (-4), Wis 11 (+0), Cha 10 (+0)
Base Atk +2; CMB +7; CMD 20
Feats Run, Skill Focus (Perception)
Skills Perception +9
Special Abilities
Sudden Charge (Ex): When making a charge attack, an axe beak makes a single bite attack. If successful it can also
attempt to trip its opponent without provoking an attack of opportunity. If the attempt fails, an axe beak may not be
tripped in return.

Huge Fiendish Axe Beak (6HD) CR 5


XP 1600
NE Huge animal (evil, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +12
Defence
AC 16, touch 11, flat-footed 13 (+3 Dex, +5 natural, -2 size)
hp 57 (6d8+30)
Fort +10, Ref +8, Will +2
DR 5/good; Resist cold 10, fire 10; SR 10
Offence
Speed 55 ft.
Melee bite +10 (2d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks smite good (1/day, +6 damage until target is dead), sudden charge
Statistics
Str 26 (+8), Dex 16 (+3), Con 20 (+5), Int 2 (-4), Wis 11 (+0), Cha 10 (+0)
Base Atk +4; CMB +14; CMD 27
Feats Fleet, Run, Skill Focus (Perception)
Skills Perception +12
Special Abilities
Sudden Charge (Ex): When making a charge attack, an axe beak makes a single bite attack. If successful it can also
attempt to trip its opponent without provoking an attack of opportunity. If the attempt fails, an axe beak may not be
tripped in return.

Skeleton Axe Beak (3HD) CR 1


XP 400
NE Large undead
Init +8; Senses darkvision 60 ft.; Perception +0
Defence
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 13 (3d8)
Fort +1, Ref +5, Will +3
DR 5/bludgeoning; Immune cold, undead traits
Offence
Speed 50 ft.
Melee bite +5 (1d8+6)
Space 10 ft.; Reach 10 ft.
Statistics
Str 18 (+4), Dex 19 (+4), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +2; CMB +7; CMD 21
Feats Improved Initiative*

56
Freaks and Horrors

Huge Skeleton Axe Beak (6HD) CR 3


XP 800
NE Huge undead
Init +8; Senses darkvision 60 ft.; Perception +0
Defence
AC 15, touch 12, flat-footed 11 (+4 Dex, +3 natural, -2 size)
hp 27 (6d8)
Fort +2, Ref +6, Will +5
DR 5/bludgeoning; Immune cold, undead traits
Offence
Speed 50 ft.
Melee bite +10 (2d6+12)
Space 15 ft.; Reach 15 ft.
Statistics
Str 26 (+8), Dex 18 (+4), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +4; CMB +14; CMD 28
Feats Improved Initiative*

Zombie Axe Beak (7HD) CR 3


XP 800
NE Large undead
Init +3; Senses darkvision 60 ft.; Perception +0
Defence
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size)
hp 38 (7d8+7)
Fort +2, Ref +5, Will +5
DR 5/slashing; Immune undead traits
Offence
Speed 50 ft.
Melee bite +9 (1d8+7)
Space 10 ft.; Reach 10 ft.
Statistics
Str 20 (+5), Dex 16 (+3), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +5; CMB +11; CMD 24
Feats Toughness*
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

Huge Zombie Axe Beak (11HD) CR 5


XP 1600
NE Huge undead
Init +2; Senses darkvision 60 ft.; Perception +0
Defence
AC 14, touch 10, flat-footed 12 (+2 Dex, +4 natural, -2 size)
hp 60 (11d8+11)
Fort +3, Ref +5, Will +7
DR 5/slashing; Immune undead traits
Offence
Speed 50 ft.
Melee bite +15 (1d8+13)
Space 15 ft.; Reach 15 ft.
Statistics
Str 28 (+9), Dex 14 (+2), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +8; CMB +19; CMD 31
Feats Toughness*
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

57
The Lazy GM

Huge Terror Axe Beak (9HD) CR 6


XP 2400
N Huge animal
Init +7; Senses low-light vision; Perception +15
Aura fear (as spell, 20 ft., Will DC 14)
Defence
AC 16, touch 11, flat-footed 13 (+3 Dex, +5 natural, -2 size)
hp 85 (9d8+45)
Fort +11, Ref +9, Will +3
Defensive Abilities negative energy absorption; Immune fear effects
Offence
Speed 55 ft.
Melee bite +12 (2d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks sudden charge
Statistics
Str 26 (+8), Dex 17 (+3), Con 20 (+5), Int 2 (-4), Wis 11 (+0), Cha 10 (+0)
Base Atk +6; CMB +16; CMD 29
Feats Fleet, Improved Initiative, Nimble Moves, Run, Skill Focus (Perception)
Skills Perception +15
Special Abilities
Negative Energy Absoprtion (Su): A terror axe beak heals 1 hit point for every 3 points of damage that negative
energy attacks would otherwise deal. It gets no saving throw against negative energy attacks.
Sudden Charge (Ex): When making a charge attack, an axe beak makes a single bite attack. If successful it can also
attempt to trip its opponent without provoking an attack of opportunity. If the attempt fails, an axe beak may not be
tripped in return.

58
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.

59
The Lazy GM

Large Belabra (8HD) CR 5


XP 1600
N Large aberration
Init +2; Senses darkvision 60 ft.; Perception +12
Defence
AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp 76 (8d8+40)
Fort +6, Ref +6, Will +7
Offence
Speed 5 ft., fly 20 ft. (poor)
Melee slam +11 (3d4+6), 2 tentacles +10 (grab) or bite +11 (3d4+6), 2 tentacles +10 (grab)
Space 10 ft.; Reach 10 ft.
Special Attacks acidic blood, tentacle barbs
Statistics
Str 22 (+6), Dex 14 (+2), Con 18 (+4), Int 7 (-2), Wis 12 (+1), Cha 11 (+0)
Base Atk +6; CMB +13 (+17 grapple); CMD 25 (cant be tripped)
Feats Lightning Reflexes, Multiattack, Toughness, Weapon Focus (tentacles)
Skills Fly +3, Perception +12, Stealth +7; 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 18 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 1d6+3 piercing damage.

Large Belabra (9HD) CR 6


XP 2400
N Large aberration
Init +2; Senses darkvision 60 ft.; Perception +12
Defence
AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp 85 (9d8+45)
Fort +7, Ref +7, Will +7
Offence
Speed 5 ft., fly 20 ft. (poor)
Melee slam +11 (3d4+6), 2 tentacles +10 (grab) or bite +11 (3d4+6), 2 tentacles +10 (grab)
Space 10 ft.; Reach 10 ft.
Special Attacks acidic blood, tentacle barbs
Statistics
Str 22 (+6), Dex 14 (+2), Con 18 (+4), Int 7 (-2), Wis 12 (+1), Cha 11 (+0)
Base Atk +6; CMB +13 (+17 grapple); CMD 25 (cant be tripped)
Feats Fly-By Attack, Lightning Reflexes, Multiattack, Toughness, Weapon Focus (tentacles)
Skills Fly +5, Perception +12, Stealth +7; 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 18 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 1d6+3 piercing damage.

60
Freaks and Horrors

Large Belabra (11HD) CR 7


XP 3200
N Large aberration
Init +2; Senses darkvision 60 ft.; Perception +13
Defence
AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp 104 (11d8+55)
Fort +7, Ref +7, Will +8
Offence
Speed 5 ft., fly 20 ft. (poor)
Melee slam +13 (3d4+6), 2 tentacles +12 (grab) or bite +13 (3d4+6), 2 tentacles +12 (grab)
Space 10 ft.; Reach 10 ft.
Special Attacks acidic blood, tentacle barbs
Statistics
Str 22 (+6), Dex 14 (+2), Con 18 (+4), Int 7 (-2), Wis 12 (+1), Cha 11 (+0)
Base Atk +8; CMB +15 (+19 grapple); CMD 27 (cant be tripped)
Feats Fly-By Attack, Hover, Lightning Reflexes, Multiattack, Toughness, Weapon Focus (tentacles)
Skills Fly +7, Perception +13, Stealth +8; 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 19 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 1d6+3 piercing damage.

61
The Lazy GM

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.

Advanced Deathleech Belabra (4HD) CR 7


XP 3200
NE Medium aberration (evil)
Init +5; Senses darkvision 60 ft., deathsight; Perception +12
Aura aura of death
Defence
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 42 (4d8+24)
Fort +6, Ref +6, Will +7
Immune ability damage, ability drain, cold, evil spells; SR 12
Offence
Speed 5 ft., fly 20 ft. (poor)
Melee slam +8 (2d4+5 plus energy drain), 2 tentacles +6 (grab) or bite +8 (2d4+5), 2 tentacles +6 (grab)
Special Attacks acidic blood, death knell, energy drain (1 level, Fort DC 16), greater death knell, tentacle barbs
Statistics
Str 20 (+5), Dex 21 (+5), Con 20 (+5), Int 11 (+0), Wis 16 (+3), Cha 19 (+4)
Base Atk +3; CMB +8 (+12 grapple); CMD 23 (cant be tripped)
Feats Multiattack, Toughness
Skills Acrobatics +12, Fly +8, Perception +12, Stealth +12; Racial Modifiers +2 Perception
Special Abilities
Acidic Blood (Ex): Each time a deathleech belabra is hit with a slashing or piercing weapon, all creatures within 10
ft. must make a Reflex save DC 17 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.
Aura of Death (Su): 5 ft. radius. Mindless undead will not attack a deathleech belabra unless attacked first. Intelligent
undead with 4 Hit Dice or fewer must make a Will save DC 16 save to attack. Intelligent undead with greater than 4
Hit Dice are immune.
th
Death Knell (Su): 2/day, as death knell spell, Fortitude save DC 16, CL 4 .
th
Deathsight (Su): Can determine condition of creatures within 30 ft., as deathwatch spell CL 4 .
Energy Drain (Su): A deathleech belabra gains 5 temporary hit points for every level it drains.
Greater Death Knell (Su): 1/month, as death knell except that hit points and Strength gained are permanent. If the
target succeeds with a Fortitude save DC 16, the deathleech belabra permanently loses 1d8 hit points and 2
Strength.
Tentacle Barbs (Ex): A deathleech belabras tentacles are lined with razor-sharp barbs. Any time a grappled
opponent attempts to break free it takes 1d4+2 piercing damage.

62
Freaks and Horrors

Large Advanced Deathleech Belabra (8HD) CR 9


XP 6400
N Large aberration
Init +5; Senses darkvision 60 ft.; Perception +16
Aura aura of death
Defence
AC 21, touch 14, flat-footed 16 (+5 Dex, +7 natural, -1 size)
hp 100 (8d8+64)
Fort +9, Ref +9, Will +9
Immune ability damage, ability drain, cold, evil spells; SR 16
Offence
Speed 5 ft., fly 20 ft. (poor)
Melee slam +14 (3d4+9), 2 tentacles +13 (grab) or bite +14 (3d4+9), 2 tentacles +13 (grab)
Space 10 ft.; Reach 10 ft.
Special Attacks acidic blood, death knell, energy drain (1 level, Fort DC 18), greater death knell, tentacle barbs
Statistics
Str 28 (+9), Dex 20 (+5), Con 24 (+7), Int 11 (+0), Wis 16 (+3), Cha 19 (+4)
Base Atk +6; CMB +16 (+20 grapple); CMD 31 (cant be tripped)
Feats Lightning Reflexes, Multiattack, Toughness, Weapon Focus (tentacles)
Skills Acrobatics +16, Fly +10, Perception +16, Stealth +12; 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 21 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.
Aura of Death (Su): 5 ft. radius. Mindless undead will not attack a deathleech belabra unless attacked first. Intelligent
undead with 4 Hit Dice or fewer must make a Will save DC 18 save to attack. Intelligent undead with greater than 4
Hit Dice are immune.
th
Death Knell (Su): 2/day, as death knell spell, Fortitude save DC 18, CL 8 .
th
Deathsight (Su): Can determine condition of creatures within 30 ft., as deathwatch spell CL 8 .
Energy Drain (Su): A deathleech belabra gains 5 temporary hit points for every level it drains.
Greater Death Knell (Su): 1/month, as death knell except that hit points and Strength gained are permanent. If the
target succeeds with a Fortitude save DC 18, the deathleech belabra permanently loses 1d8 hit points and 2
Strength.
Tentacle Barbs (Ex): A belabras tentacles are lined with razor-sharp barbs. Any time a grappled opponent attempts
to break free it takes 1d6+4 piercing damage.

Cave Belabra (6HD) CR 5


XP 1600
N Medium aberration
Init +1; Senses blindsight 60 ft., darkvision 60 ft.; Perception +8
Defence
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 51 (6d8+24)
Fort +5, Ref +5, Will +6
Weaknesses light blindness
Offence
Speed 5 ft., climb 5 ft., fly 20 ft. (poor)
Melee slam +7 (2d4+3), 2 tentacles +5 (grab) or bite +7 (2d4+3), 2 tentacles +5 (grab)
Special Attacks acidic blood, tentacle barbs
Statistics
Str 16 (+3), Dex 13 (+1), Con 16 (+3), Int 5 (-3), Wis 12 (+1), Cha 11 (+0)
Base Atk +4; CMB +7 (+11 grapple); CMD 18 (cant be tripped)
Feats Lightning Reflexes, Multiattack, Toughness
Skills Climb +11, Fly -3, Perception +8, Stealth +7 (+11 in areas of natural stone); Racial Modifiers +2 Perception,
+4 Stealth in areas of natural stone
Special Abilities
Acidic Blood (Ex): Each time a cave belabra is hit with a slashing or piercing weapon, all creatures within 10 ft. must
make a Reflex save DC 16 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.
Light Blindness (Ex): A cave belabra is blinded for 1 round if exposed to flash of bright light. It suffers a -1
circumstance penalty to attack rolls, saves and checks in area of bright light.
Tentacle Barbs (Ex): A cave belabras tentacles are lined with razor-sharp barbs. Any time a grappled opponent
attempts to break free it takes 1d4+1 piercing damage.

63
The Lazy GM

Large Cave Belabra (9HD) CR 6


XP 2400
N Large aberration
Init +1; Senses blindsight 60 ft., darkvision 60 ft.; Perception +8
Defence
AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, -1 size)
hp 94 (9d8+54)
Fort +8, Ref +6, Will +7
Weaknesses light blindness
Offence
Speed 5 ft., climb 5 ft., fly 20 ft. (poor)
Melee slam +12 (3d4+7), 2 tentacles +11 (grab) or bite +12 (3d4+7), 2 tentacles +11 (grab)
Space 10 ft.; Reach 10 ft.
Special Attacks acidic blood, tentacle barbs
Statistics
Str 24 (+7), Dex 12 (+1), Con 20 (+5), Int 5 (-3), Wis 12 (+1), Cha 11 (+0)
Base Atk +6; CMB +14 (+18 grapple); CMD 25 (cant be tripped)
Feats Fly-By Attack, Lightning Reflexes, Multiattack, Toughness, Weapon Focus (tentacles)
Skills Climb +15, Fly +0, Perception +8, Stealth +5 (+9 in areas of natural stone); Racial Modifiers +2 Perception,
+4 Stealth in areas of natural stone
Special Abilities
Acidic Blood (Ex): Each time a cave belabra is hit with a slashing or piercing weapon, all creatures within 10 ft. must
make a Reflex save DC 19 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.
Light Blindness (Ex): A cave belabra is blinded for 1 round if exposed to flash of bright light. It suffers a -1
circumstance penalty to attack rolls, saves and checks in area of bright light.
Tentacle Barbs (Ex): A cave belabras tentacles are lined with razor-sharp barbs. Any time a grappled opponent
attempts to break free it takes 1d6+3 piercing damage.

Entropic Belabra (4HD) CR 3


XP 800
CN Medium aberration (chaotic, extraplanar)
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
Resist acid 5, fire 5; SR 8
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, smite law (1/day, +4 damage until target is dead), 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.

64
Freaks and Horrors

Large Entropic Belabra (8HD) CR 6


XP 2400
CN Large aberration (chaotic, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +12
Defence
AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp 76 (8d8+40)
Fort +6, Ref +6, Will +7
DR 5/lawful; Resist acid 10, fire 10; SR 11
Offence
Speed 5 ft., fly 20 ft. (poor)
Melee slam +11 (3d4+6), 2 tentacles +10 (grab) or bite +11 (3d4+6), 2 tentacles +10 (grab)
Space 10 ft.; Reach 10 ft.
Special Attacks acidic blood, smite law (1/day, +8 damage until target is dead), tentacle barbs
Statistics
Str 22 (+6), Dex 14 (+2), Con 18 (+4), Int 7 (-2), Wis 12 (+1), Cha 11 (+0)
Base Atk +6; CMB +13 (+17 grapple); CMD 25 (cant be tripped)
Feats Lightning Reflexes, Multiattack, Toughness, Weapon Focus (tentacles)
Skills Fly +3, Perception +12, Stealth +7; 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 18 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 1d6+3 piercing damage.

Huge Belabra (11HD) CR 8


XP 4800
N Huge aberration
Init +1; Senses darkvision 60 ft.; Perception +13
Defence
AC 17, touch 9, flat-footed 16 (+1 Dex, +8 natural, -2 size)
hp 126 (11d8+77)
Fort +9, Ref +6, Will +8
Offence
Speed 5 ft., fly 20 ft. (poor)
Melee slam +16 (4d4+10), 2 tentacles +15 (grab) or bite +16 (4d4+10), 2 tentacles +15 (grab)
Space 15 ft.; Reach 15 ft.
Special Attacks acidic blood, tentacle barbs
Statistics
Str 30 (+10), Dex 12 (+1), Con 22 (+6), Int 7 (-2), Wis 12 (+1), Cha 11 (+0)
Base Atk +8; CMB +20 (+24 grapple); CMD 31 (cant be tripped)
Feats Fly-By Attack, Hover, Lightning Reflexes, Multiattack, Toughness, Weapon Focus (tentacles)
Skills Fly +4, Perception +13, Stealth +3; 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 21 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 1d8+5 piercing damage.

65
The Lazy GM

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)

At will bleed, ghost sound (Will DC 14)


3/day alter self, charm person (Will DC 15)
Statistics
Str 17 (+3), Dex 19 (+4), Con - , Int 13 (+1), Wis 16 (+3), Cha 18 (+4)
Base Atk +6; CMB +9; CMD 26
Feats Defensive Combat Training, Dodge, Flyby Attack, Mobility
Skills Bluff +10, Escape Artist +10, Fly +17, Knowledge (local) +5, Knowledge (religion) +6, Perception +14,
Stealth +15
Languages Common
Special Abilities
Projection (Su): Once per day as a full-round action, a berbalang can enter a trance that separates the creature's
spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's
spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical
self with the following changes: AC 19, touch 19, flat-footed 14 (+4 Dex, +4 deflection, +1 dodge), CMD 30, single
incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel
no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this
state, its body gains displacement, as the spell. When separated in this way, the berbalang's body is unconscious
and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its
body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the
spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the
effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's
spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to
determine the creature's current hit point total.

66
Freaks and Horrors

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)
th
Spell-Like Abilities (CL 9 ; concentration +13)

At will bleed, ghost sound (Will DC 14)


3/day alter self, charm person (Will DC 15)
Statistics
Str 17 (+3), Dex 20 (+5), Con - , Int 13 (+1), Wis 16 (+3), Cha 18 (+4)
Base Atk +9; CMB +12; CMD 31
Feats Combat Expertise, Defensive Combat Training, Dodge, Flyby Attack, Mobility, Spring Attack
Skills Bluff +14, Escape Artist +15, Fly +22, Knowledge (local) +6, Knowledge (religion) +9, Perception +16,
Stealth +18
Languages Common
Special Abilities
Projection (Su): Once per day as a full-round action, a berbalang can enter a trance that separates the creature's
spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's
spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical
self with the following changes: AC 20, touch 20, flat-footed 14 (+5 Dex, +4 deflection, +1 dodge), CMD 35, single
incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel
no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this
state, its body gains displacement, as the spell. When separated in this way, the berbalang's body is unconscious
and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its
body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the
spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the
effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's
spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to
determine the creature's current hit point total.

67
The Lazy GM

Large Berbalang (15HD) CR 8


XP 4800
CE Large undead
Init +8; Senses darkvision 60 ft.; Perception +18
Defence
AC 21, touch 14, flat-footed 16 (+4 Dex, +1 dodge, +7 natural, -1 size)
hp 127 (15d8+60)
Fort +9, Ref +9, Will +12
Defensive Abilities projection; DR 10/good or silver; Immune undead traits
Offence
Speed 40 ft., fly 60 ft. (good)
Melee bite +17 (1d8+7 plus paralysis), 2 claws +17 (1d8+7 plus paralysis), incorporeal touch +17 (1d4 Con damage)
Special Attacks paralysis (1d4+1 rounds, Fort DC 21)
th
Spell-Like Abilities (CL 9 ; concentration +13)

At will bleed, ghost sound (Will DC 14)


3/day alter self, charm person (Will DC 15)
Statistics
Str 25 (+7), Dex 18 (+4), Con - , Int 13 (+1), Wis 16 (+3), Cha 18 (+4)
Base Atk +11; CMB +19; CMD 37
Feats Combat Expertise, Combat Reflexes, Defensive Combat Training, Dodge, Flyby Attack, Improved Initiative,
Mobility, Spring Attack
Skills Bluff +16, Escape Artist +16, Fly +21, Knowledge (local) +9, Knowledge (religion) +11, Perception +18,
Stealth +15
Languages Common
Special Abilities
Projection (Su): Once per day as a full-round action, a berbalang can enter a trance that separates the creature's
spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's
spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical
self with the following changes: AC 18, touch 18, flat-footed 13 (+4 Dex, +4 deflection, +1 dodge, -1 size), CMD 42,
single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection
can travel no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence
when in this state, its body gains displacement, as the spell. When separated in this way, the berbalang's body is
unconscious and helpless. If the berbalang's body is injured while in this state, the separated projection immediately
returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as
well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can
end the effect at any time as a standard action, at which point the spirit immediately returns to the body. When a
berbalang's spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back
together to determine the creature's current hit point total.

68
Freaks and Horrors

Large Berbalang (16HD) CR 9


XP 6400
CE Large undead
Init +8; Senses darkvision 60 ft.; Perception +19
Defence
AC 21, touch 14, flat-footed 16 (+4 Dex, +1 dodge, +7 natural, -1 size)
hp 136 (16d8+64)
Fort +9, Ref +9, Will +13
Defensive Abilities projection; DR 10/good or silver; Immune undead traits
Offence
Speed 40 ft., fly 60 ft. (good)
Melee bite +18 (1d8+7 plus paralysis), 2 claws +18 (1d8+7 plus paralysis), incorporeal touch +18 (1d4 Con damage)
Special Attacks paralysis (1d4+1 rounds, Fort DC 22)
th
Spell-Like Abilities (CL 9 ; concentration +13)

At will bleed, ghost sound (Will DC 14)


3/day alter self, charm person (Will DC 15)
Statistics
Str 25 (+7), Dex 18 (+4), Con - , Int 13 (+1), Wis 16 (+3), Cha 19 (+4)
Base Atk +12; CMB +20; CMD 38
Feats Combat Expertise, Combat Reflexes, Defensive Combat Training, Dodge, Flyby Attack, Improved Initiative,
Mobility, Spring Attack
Skills Bluff +17, Escape Artist +17, Fly +22, Knowledge (local) +9, Knowledge (religion) +11, Perception +19,
Stealth +16
Languages Common
Special Abilities
Projection (Su): Once per day as a full-round action, a berbalang can enter a trance that separates the creature's
spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's
spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical
self with the following changes: AC 18, touch 18, flat-footed 13 (+4 Dex, +4 deflection, +1 dodge, -1 size), CMD 43,
single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection
can travel no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence
when in this state, its body gains displacement, as the spell. When separated in this way, the berbalang's body is
unconscious and helpless. If the berbalang's body is injured while in this state, the separated projection immediately
returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as
well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can
end the effect at any time as a standard action, at which point the spirit immediately returns to the body. When a
berbalang's spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back
together to determine the creature's current hit point total.

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The Lazy GM

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
Spell-Like Abilities (CL 9 ; concentration +15)

At will bleed, ghost sound (Will DC 16)


3/day alter self, charm person (Will DC 17)
st
Cleric Spells Prepared (CL 1 , concentration +6)
st
1 level (2+1/day, save DC 16) doom, obscuring mist, sleep*
th
0 level (At will, save DC 15) detect magic, guidance, resistance
Statistics
Str 19 (+4), Dex 19 (+4), Con - , Int 15 (+2), Wis 20 (+5), Cha 22 (+6)
Base Atk +6; CMB +10; CMD 28
Feats Defensive Combat Training, Dodge, Flyby Attack, Mobility, Stealthy
Skills Bluff +14, Escape Artist +14, Fly +17, Knowledge (local) +8, Knowledge (religion) +9, Linguistics +7,
Perception +16, Sense Motive +10, Stealth +17
Languages Common
Special Qualities domains (night, undead), domain powers (deaths kiss, night hunter), orisons
Special Abilities
Deaths Kiss (Su): With a melee touch attack, 8/day, a berbalang haunter can cause a creature to count as undead
for the purposes of effects that harm or heal based on negative and positive energy. This lasts for 1 round.
Night Hunter (Su): As standard action, 8/day, in an area of dim illumination a berbalang haunter can merge into
shadows to become invisible (as the spell) to creatures without darkvision. This lasts for 1 round.
Projection (Su): Once per day as a full-round action, a berbalang can enter a trance that separates the creature's
spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's
spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical
self with the following changes: AC 21, touch 21, flat-footed 16 (+4 Dex, +6 deflection, +1 dodge), CMD 34, single
incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel
no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this
state, its body gains displacement, as the spell. When separated in this way, the berbalang's body is unconscious
and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its
body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the
spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the
effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's
spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to
determine the creature's current hit point total.

70
Freaks and Horrors

Experienced Berbalang Haunter CR 10


XP 9600
CE Medium undead cleric 4
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 130 (8d8+4d8+76)
Fort +12, Ref +7, Will +15
Defensive Abilities projection; DR 10/good or silver; Immune undead traits
Offence
Speed 40 ft., fly 60 ft. (good)
Melee bite +13 (1d6+4 plus paralysis), 2 claws +13 (1d6+4 plus paralysis), incorporeal touch +13 (1d4 Con damage)
Special Attacks channel negative energy (9/day, 2d6 damage, Will DC 20 for half), paralysis (1d4+1 rounds, Fort
DC 22), spontaneous inflict spells
th
Spell-Like Abilities (CL 9 ; concentration +15)

At will bleed, ghost sound (Will DC 16)


3/day alter self, charm person (Will DC 17)
th
Cleric Spells Prepared (CL 4 , concentration +9)
nd
2 level (3+1/day, save DC 17) desecrate, ghoul touch*, hold person, silence
st
1 level (4+1/day, save DC 16) bane, cause fear, doom, obscuring mist, sleep*
th
0 level (At will, save DC 15) detect magic, guidance, mending, resistance
Statistics
Str 19 (+4), Dex 19 (+4), Con - , Int 15 (+2), Wis 21 (+5), Cha 22 (+6)
Base Atk +9; CMB +13; CMD 31
Feats Defensive Combat Training, Dodge, Flyby Attack, Improved Channel, Mobility, Stealthy
Skills Bluff +17, Escape Artist +14, Fly +17, Knowledge (local) +8, Knowledge (religion) +12, Linguistics +10,
Perception +16, Sense Motive +13, Stealth +17
Languages Common
Special Qualities domains (night, undead), domain powers (deaths kiss, night hunter), orisons
Special Abilities
Deaths Kiss (Su): With a melee touch attack, 8/day, a berbalang haunter can cause a creature to count as undead
for the purposes of effects that harm or heal based on negative and positive energy. This lasts for 2 rounds.
Night Hunter (Su): As standard action, 8/day, in an area of dim illumination a berbalang haunter can merge into
shadows to become invisible (as the spell) to creatures without darkvision. This lasts for 2 rounds.
Projection (Su): Once per day as a full-round action, a berbalang can enter a trance that separates the creature's
spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's
spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical
self with the following changes: AC 21, touch 21, flat-footed 16 (+4 Dex, +6 deflection, +1 dodge), CMD 37, single
incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel
no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this
state, its body gains displacement, as the spell. When separated in this way, the berbalang's body is unconscious
and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its
body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the
spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the
effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's
spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to
determine the creature's current hit point total.

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The Lazy GM

Superior Berbalang Haunter CR 14


XP 38400
CE Medium undead cleric 8
Init +4; Senses darkvision 60 ft.; Perception +17
Aura aura of evil
Defence
AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 176 (8d8+8d8+104)
Fort +14, Ref +10, Will +18
Defensive Abilities projection; DR 10/good or silver; Immune undead traits
Offence
Speed 40 ft., fly 60 ft. (good)
Melee bite +16 (1d6+4 plus paralysis), 2 claws +16 (1d6+4 plus paralysis), incorporeal touch +16 (1d4 Con damage)
Special Attacks channel negative energy (9/day, 4d6 damage, Will DC 22 for half), paralysis (1d4+1 rounds, Fort
DC 24), spontaneous inflict spells
th
Spell-Like Abilities (CL 9 ; concentration +15)

At will bleed, ghost sound (Will DC 16)


3/day alter self, charm person (Will DC 17)
th
Cleric Spells Prepared (CL 8 , concentration +14)
th
4 level (3+1/day, save DC 20) aura of doom, enervation*, giant vermin, unholy blight
rd
3 level (4+1/day, save DC 19) animate dead, bestow curse, blindness/deafness, contagion, deeper
darkness*
nd
2 level (4+1/day, save DC 18) death knell, desecrate, ghoul touch*, hold person, silence
st
1 level (5+1/day, save DC 17) bane, cause fear, deathwatch, doom, obscuring mist, sleep*
th
0 level (At will, save DC 16) detect magic, guidance, mending, resistance
Statistics
Str 19 (+4), Dex 19 (+4), Con - , Int 15 (+2), Wis 22 (+6), Cha 22 (+6)
Base Atk +12; CMB +16; CMD 35
Feats Command Undead, Defensive Combat Training, Dodge, Flyby Attack, Improved Channel, Lightning Reflexes,
Mobility, Stealthy
Skills Bluff +21, Escape Artist +14, Fly +17, Knowledge (local) +8, Knowledge (religion) +16, Linguistics +14,
Perception +17, Sense Motive +18, Stealth +17
Languages Common
Special Qualities domains (night, undead), domain powers (eyes of darkness, deaths kiss, night hunter), orisons
Special Abilities
Deaths Kiss (Su): With a melee touch attack, 9/day, a berbalang haunter can cause a creature to count as undead
for the purposes of effects that harm or heal based on negative and positive energy. This lasts for 4 rounds.
Eyes of Darkness (Su): A berbalang haunter can see in absolute or magical darkness for up to 8 rounds per day.
Night Hunter (Su): As standard action, 9/day, in an area of dim illumination a berbalang haunter can merge into
shadows to become invisible (as the spell) to creatures without darkvision. This lasts for 4 rounds.
Projection (Su): Once per day as a full-round action, a berbalang can enter a trance that separates the creature's
spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's
spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical
self with the following changes: AC 21, touch 21, flat-footed 16 (+4 Dex, +6 deflection, +1 dodge), CMD 41, single
incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel
no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this
state, its body gains displacement, as the spell. When separated in this way, the berbalang's body is unconscious
and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its
body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the
spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the
effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's
spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to
determine the creature's current hit point total.

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Freaks and Horrors

Master Berbalang Haunter CR 18


XP 153600
CE Medium undead cleric 12
Init +4; Senses darkvision 60 ft.; Perception +19
Aura aura of evil
Defence
AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 222 (8d8+12d8+132)
Fort +16, Ref +12, Will +20
Defensive Abilities projection; DR 10/good or silver; Immune undead traits
Offence
Speed 40 ft., fly 60 ft. (good)
Melee bite +19 (1d6+4 plus paralysis), 2 claws +19 (1d6+4 plus paralysis), incorporeal touch +19 (1d4 Con damage)
Special Attacks channel negative energy (9/day, 6d6 damage, Will DC 24 for half), paralysis (1d4+1 rounds, Fort
DC 26), spontaneous inflict spells
th
Spell-Like Abilities (CL 9 ; concentration +15)

At will bleed, ghost sound (Will DC 16)


3/day alter self, charm person (Will DC 17)
th
Cleric Spells Prepared (CL 12 , concentration +18)
th
6 level (3+1/day, save DC 22) epidemic, harm,nightmare*, word of recall
th
5 level (4+1/day, save DC 21) ghoul army, insect plague, slay living*, symbol of sleep, unhallow
th
4 level (4+1/day, save DC 20) aura of doom, debilitating portent, enervation*, giant vermin, unholy
blight
rd
3 level (5+1/day, save DC 19) animate dead, bestow curse, blindness/deafness, contagion, deeper
darkness*, obscure object
nd
2 level (5+1/day, save DC 18) death knell, desecrate, ghoul touch*, hold person, silence, spiritual
weapon
st
1 level (5+1/day, save DC 17) bane, cause fear, deathwatch, doom, obscuring mist, sleep*
th
0 level (At will, save DC 16) detect magic, guidance, mending, resistance
Statistics
Str 19 (+4), Dex 19 (+4), Con - , Int 15 (+2), Wis 23 (+6), Cha 22 (+6)
Base Atk +15; CMB +19; CMD 39
Feats Combat Expertise, Command Undead, Defensive Combat Training, Dodge, Extend Spell, Flyby Attack,
Improved Channel, Lightning Reflexes, Mobility, Stealthy
Skills Bluff +23, Escape Artist +18, Fly +19, Knowledge (local) +10, Knowledge (religion) +18, Linguistics +16,
Perception +19, Sense Motive +20, Stealth +21
Languages Common
Special Qualities domains (night, undead), domain powers (eyes of darkness, deaths kiss, night hunter), orisons
Special Abilities
Deaths Kiss (Su): With a melee touch attack, 9/day, a berbalang haunter can cause a creature to count as undead
for the purposes of effects that harm or heal based on negative and positive energy. This lasts for 6 rounds.
Eyes of Darkness (Su): A berbalang haunter can see in absolute or magical darkness for up to 12 rounds per day.
Night Hunter (Su): As standard action, 9/day, in an area of dim illumination a berbalang haunter can merge into
shadows to become invisible (as the spell) to creatures without darkvision. This lasts for 6 rounds.
Projection (Su): Once per day as a full-round action, a berbalang can enter a trance that separates the creature's
spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's
spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical
self with the following changes: AC 21, touch 21, flat-footed 16 (+4 Dex, +6 deflection, +1 dodge), CMD 45, single
incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel
no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this
state, its body gains displacement, as the spell. When separated in this way, the berbalang's body is unconscious
and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its
body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the
spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the
effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's
spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to
determine the creature's current hit point total.

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The Lazy GM

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)

At will bleed, ghost sound (Will DC 14)


3/day alter self, charm person (Will DC 15)
Statistics
Str 19 (+4), Dex 23 (+6), Con - , Int 17 (+3), Wis 18 (+4), Cha 18 (+4)
Base Atk +8; CMB +12; CMD 32
Feats Defensive Combat Training, Dodge, Flyby Attack, Hover, Mobility, Skill Focus (Stealth)
Skills Acrobatics +15, Bluff +18, Escape Artist +20, Fly +22, Knowledge (local) +17, Knowledge (religion) +17,
Perception +18, Sense Motive +13, Stealth +26
Languages Common
Special Qualities effortless sneak (forest), misdirection, rogue talent (fast stealth)
Special Abilities
Effortless Sneak (Sp): When in chosen terrain a berbalang sneak may always Take 10 on Stealth checks. This
replaces trap sense.
Misdirection (Ex): A berbalang sneak has a pool of 11 stealth points from which it may choose to add any amount to
a Stealth check before making the roll. This pool refreshes at the start of each day. This replaces trapfinding.
Projection (Su): Once per day as a full-round action, a berbalang can enter a trance that separates the creature's
spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's
spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical
self with the following changes: AC 21, touch 21, flat-footed 14 (+6 Dex, +4 deflection, +1 dodge), CMD 36, single
incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel
no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this
state, its body gains displacement, as the spell. When separated in this way, the berbalang's body is unconscious
and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its
body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the
spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the
effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's
spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to
determine the creature's current hit point total.

74
Freaks and Horrors

Superior Berbalang Sneak CR 12


XP 19200
CE Medium undead chameleon rogue 6
Init +7; Senses darkvision 60 ft.; Perception +21
Defence
AC 23, touch 18, flat-footed 15 (+7 Dex, +1 dodge, +5 natural)
hp 125 (8d8+6d8+62)
Fort +8, Ref +14, Will +12
Defensive Abilities evasion, projection, uncanny dodge; DR 10/good or silver; Immune undead traits
Offence
Speed 40 ft., fly 60 ft. (good)
Melee bite +14 (1d6+4 plus paralysis), 2 claws +14 (1d6+4 plus paralysis), incorporeal touch +14 (1d4 Con damage)
Special Attacks paralysis (1d4+1 rounds, Fort DC 21), sneak attack +3d6
th
Spell-Like Abilities (CL 9 ; concentration +13)

At will bleed, ghost sound (Will DC 14)


3/day alter self, charm person (Will DC 15)
Statistics
Str 19 (+4), Dex 24 (+7), Con - , Int 17 (+3), Wis 18 (+4), Cha 18 (+4)
Base Atk +10; CMB +14; CMD 36
Feats Defensive Combat Training, Dodge, Flyby Attack, Hover, Mobility, Sidestep, Skill Focus (Stealth)
Skills Acrobatics +19, Bluff +21, Escape Artist +24, Fly +26, Knowledge (local) +20, Knowledge (religion) +20,
Perception +21, Sense Motive +16, Stealth +30, Use Magic Device +13
Languages Common
Special Qualities effortless sneak (forest, jungle), misdirection, rogue talent (bleeding attack, fast stealth, surprise
attack)
Special Abilities
Effortless Sneak (Sp): When in chosen terrain a berbalang sneak may always Take 10 on Stealth checks. This
replaces trap sense.
Misdirection (Ex): A berbalang sneak has a pool of 14 stealth points from which it may choose to add any amount to
a Stealth check before making the roll. This pool refreshes at the start of each day. This replaces trapfinding.
Projection (Su): Once per day as a full-round action, a berbalang can enter a trance that separates the creature's
spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's
spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical
self with the following changes: AC 22, touch 22, flat-footed 14 (+7 Dex, +4 deflection, +1 dodge), CMD 40, single
incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel
no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this
state, its body gains displacement, as the spell. When separated in this way, the berbalang's body is unconscious
and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its
body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the
spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the
effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's
spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to
determine the creature's current hit point total.

75
The Lazy GM

Master Berbalang Sneak CR 15


XP 51200
CE Medium undead chameleon rogue 9
Init +7; Senses darkvision 60 ft.; Perception +24
Defence
AC 23, touch 18, flat-footed 15 (+7 Dex, +1 dodge, +5 natural)
hp 153 (8d8+9d8+77)
Fort +9, Ref +15, Will +13
Defensive Abilities evasion, improved uncanny dodge, projection; DR 10/good or silver; Immune undead traits
Offence
Speed 40 ft., fly 60 ft. (good)
Melee bite +17 (1d6+5 plus paralysis), 2 claws +17 (1d6+5 plus paralysis), incorporeal touch +17 (1d4 Con damage)
Special Attacks paralysis (1d4+1 rounds, Fort DC 22), sneak attack +5d6
th
Spell-Like Abilities (CL 9 ; concentration +13)

At will bleed, ghost sound (Will DC 14)


3/day alter self, charm person (Will DC 15)
Statistics
Str 20 (+5), Dex 24 (+7), Con - , Int 17 (+3), Wis 18 (+4), Cha 18 (+4)
Base Atk +12; CMB +17; CMD 40
Feats Extra Rogue Talent, Defensive Combat Training, Dodge, Flyby Attack, Hover, Mobility, Sidestep,
Skill Focus (Stealth), Spring Attack
Skills Acrobatics +23, Bluff +24, Escape Artist +27, Fly +29, Knowledge (local) +23, Knowledge (religion) +23,
Perception +24, Sense Motive +20, Stealth +33, Use Magic Device +17
Languages Common
Special Qualities effortless sneak (forest, jungle, urban), misdirection, rogue talent (bleeding attack, fast stealth,
ki pool, ninja trick shadow clone, surprise attack)
Special Abilities
Effortless Sneak (Sp): When in chosen terrain a berbalang sneak may always Take 10 on Stealth checks. This
replaces trap sense.
Misdirection (Ex): A berbalang sneak has a pool of 17 stealth points from which it may choose to add any amount to
a Stealth check before making the roll. This pool refreshes at the start of each day. This replaces trapfinding.
Projection (Su): Once per day as a full-round action, a berbalang can enter a trance that separates the creature's
spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's
spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical
self with the following changes: AC 22, touch 22, flat-footed 14 (+7 Dex, +4 deflection, +1 dodge), CMD 44, single
incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel
no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this
state, its body gains displacement, as the spell. When separated in this way, the berbalang's body is unconscious
and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its
body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the
spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the
effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's
spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to
determine the creature's current hit point total.
Shadow Clone (Su): As a standard action, a berbalang sneak may create 1d4 shadowy duplicates of itself that
function as a mirror image spell, CL 9th. Each use costs 1 ki point. A berbalang sneak has a pool of 4 ki points that
replenish at the start of each day.

76
Freaks and Horrors

Fiendish Berbalang (8HD) CR 7


XP 3200
CE Medium undead (evil, extraplanar)
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 and silver; Immune undead traits; Resist cold 10, fire 10; SR 12
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), smite good (1/day, +4 attack, +8 damage until target is dead)
th
Spell-Like Abilities (CL 9 ; concentration +13)

At will bleed, ghost sound (Will DC 14)


3/day alter self, charm person (Will DC 15)
Statistics
Str 17 (+3), Dex 19 (+4), Con - , Int 13 (+1), Wis 16 (+3), Cha 18 (+4)
Base Atk +6; CMB +9; CMD 26
Feats Defensive Combat Training, Dodge, Flyby Attack, Mobility
Skills Bluff +10, Escape Artist +10, Fly +17, Knowledge (local) +5, Knowledge (religion) +6, Perception +14,
Stealth +15
Languages Common
Special Abilities
Projection (Su): Once per day as a full-round action, a berbalang can enter a trance that separates the creature's
spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's
spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical
self with the following changes: AC 19, touch 19, flat-footed 14 (+4 Dex, +4 deflection, +1 dodge), CMD 30, single
incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel
no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this
state, its body gains displacement, as the spell. When separated in this way, the berbalang's body is unconscious
and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its
body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the
spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the
effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's
spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to
determine the creature's current hit point total.

77
The Lazy GM

Fiendish Berbalang (12HD) CR 8


XP 4800
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 and silver; Immune undead traits; Resist cold 15, fire 15; SR 13
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), smite good (1/day, +4 attack, +12 damage until target is
dead)
th
Spell-Like Abilities (CL 9 ; concentration +13)

At will bleed, ghost sound (Will DC 14)


3/day alter self, charm person (Will DC 15)
Statistics
Str 17 (+3), Dex 20 (+5), Con - , Int 13 (+1), Wis 16 (+3), Cha 18 (+4)
Base Atk +9; CMB +12; CMD 31
Feats Combat Expertise, Defensive Combat Training, Dodge, Flyby Attack, Mobility, Spring Attack
Skills Bluff +14, Escape Artist +15, Fly +22, Knowledge (local) +6, Knowledge (religion) +9, Perception +16,
Stealth +18
Languages Common
Special Abilities
Projection (Su): Once per day as a full-round action, a berbalang can enter a trance that separates the creature's
spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's
spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical
self with the following changes: AC 20, touch 20, flat-footed 14 (+5 Dex, +4 deflection, +1 dodge), CMD 35, single
incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel
no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this
state, its body gains displacement, as the spell. When separated in this way, the berbalang's body is unconscious
and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its
body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the
spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the
effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's
spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to
determine the creature's current hit point total.

78
Freaks and Horrors

Vetala Berbalang (8HD) CR 8


XP 4800
CE Medium undead
Init +9; Senses darkvision 60 ft.; Perception +25
Defence
AC 25, touch 16, flat-footed 19 (+5 Dex, +1 dodge, +9 natural)
hp 92 (8d8+56); fast healing 5
Fort +9, Ref +7, Will +10
Defensive Abilities channel resistance +4, projection; DR 10/good or silver; Immune undead traits;
Resist electricity 10, fire 10
Weaknesses vetala weaknesses
Offence
Speed 40 ft., climb 40 ft., fly 60 ft. (good)
Melee bite +11 (1d6+5 plus paralysis), 2 claws +11 (1d6+4 plus paralysis), incorporeal touch +11 (1d4 Con damage)
Special Attacks drain prana, malevolence, paralysis (1d4+1 rounds, Will DC 21), possess corpse
th
Spell-Like Abilities (CL 9 ; concentration +16)

At will bleed, ghost sound (Will DC 17)


3/day alter self, charm person (Will DC 18)
Statistics
Str 21 (+5), Dex 21 (+5), Con - , Int 17 (+3), Wis 18 (+4), Cha 24 (+7)
Base Atk +6; CMB +11; CMD 29
Feats Alertness*, Blind-Fight*, Deceitful*, Defensive Combat Training, Dodge, Flyby Attack, Improved Initiative*,
Mobility, Skill Focus (Disguise)*
Skills Bluff +17, Climb +13, Disguise +20, Escape Artist +13, Fly +20, Knowledge (local) +11,
Knowledge (religion) +14, Perception +25, Sense Motive +14, Stealth +24; Racial Modifiers +8 Disguise,
+8 Perception, +8 Sense Motive, +8 Stealth
Languages Common
Special Abilities
Drain Prana (Su): A vetala can drain the mental vitality of a grappled opponent. If it establishes a pin it drains 1d4
Charisma, and victim is affected by modify memory as if the vetala had spent 5 minutes concentrating. The vetala
gains perfect knowledge of the drained memory.
Malevolence (Su): As a full-round action, a vetala can attempt to take control of a helpless living creature's body, as
th
the spell magic jar (CL 10 ), except that it does not require a receptacle. A Will save DC 21 negates. A creature that
successfully saves is immune to that same vetala's possession for 24 hours. If a creature fails its save, its
consciousness and control of its body are subsumed as the vetala takes command of its body. The vetala can remain
in control for 3 hours or until it decides to end the possession. Whenever the possession ends or the host body is
killed, the vetala's consciousness instantly returns to its body, regardless of distance, so long as it remains on the
same plane. If the vetala's body has been destroyed or moved to another plane, the vetala's consciousness is
destroyed when the possession ends. While possessing another creature, the vetala's body is empty and vulnerable,
though it is instantly aware if its body is disturbed or takes damage.
Paralysis (Ex): Creatures struck by a vetalas claws are paralyzed for 1d4+1 rounds, Will save DC 21 negates. Elves
are immune to this effect.
Possess Corpse (Su): As a full-round action, a vetala can possess a Large or smaller corpse just as it can a living
body. The vetala's consciousness leaves its body and takes control of the corpse, animating it as either a skeleton or
zombie (depending on its state of decay). The vetala can remain in control of a corpse indefinitely, and can
communicate through the body, but cannot use any of its other special abilities. This ability otherwise functions just
as malevolence.
Projection (Su): Once per day as a full-round action, a berbalang can enter a trance that separates the creature's
spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's
spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical
self with the following changes: AC 23, touch 23, flat-footed 17 (+5 Dex, +7 deflection, +1 dodge), CMD 36, single
incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel
no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this
state, its body gains displacement, as the spell. When separated in this way, the berbalang's body is unconscious
and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its
body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the
spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the
effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's
spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to
determine the creature's current hit point total.
Weaknesses (Ex): A follower of a good-aligned deity can cause a vetala to recoil by reciting a prayer as a standard
action. This does no harm to the vetala, but the vetala must remain at a distance of 5 ft. and may not touch or make
melee attacks against the praying character. After 1 round, the vetala may make a Will save DC 25 each round to act
normally for that round.
A vetala reduced to 0 hit points will return to 1 hit point after 1 hour unless the corpse is doused with holy water and
buried, buried in ground treated with a consecrate spell or if bless, prayer or similar divine spell is cast on it when it is
being buried.

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The Lazy GM

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.

80
Freaks and Horrors

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.

Medium Blindheim (8HD) CR 5


XP 1600
N Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
Defence
AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 68 (8d10+24)
Fort +9, Ref +8, Will +3
Immune blindness
Offence
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +12 (1d6+4), 2 claws +12 (1d4+4)
Special Attacks blinding gaze
Statistics
Str 18 (+4), Dex 14 (+2), Con 17 (+3), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +8; CMB +12; CMD 25
Feats Ability Focus (blinding gaze), Dodge, Skill Focus (Acrobatics, Perception)
Skills Acrobatics +11 (+15 jumping), Climb +12, Perception +10, Swim +17; 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 19 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.

81
The Lazy GM

Medium Blindheim (9HD) CR 6


XP 2400
N Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
Defence
AC 16, touch 13, flat-footed 13 (+2 Dex, +1 dodge, +3 natural)
hp 76 (9d10+27)
Fort +9, Ref +8, Will +4
Immune blindness
Offence
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +13 (1d6+4), 2 claws +13 (1d4+4)
Special Attacks blinding gaze
Statistics
Str 18 (+4), Dex 14 (+2), Con 17 (+3), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +9; CMB +13; CMD 26
Feats Ability Focus (blinding gaze), Dodge, Improved Natural Armour, Skill Focus (Acrobatics, Perception)
Skills Acrobatics +12 (+16 jumping), Climb +12, Perception +10, Swim +17; 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 19 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.

82
Freaks and Horrors

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.

Advanced Blindheim (6HD) CR 5


XP 1600
N Small magical beast
Init +5; Senses darkvision 60 ft., low-light vision; Perception +11
Defence
AC 21, touch 17, flat-footed 15 (+5 Dex, +1 dodge, +4 natural, +1 size)
hp 57 (6d10+24)
Fort +9, Ref +10, Will +5
Immune blindness
Offence
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +10 (1d4+3), 2 claws +10 (1d3+3)
Special Attacks blinding gaze
Statistics
Str 17 (+3), Dex 20 (+5), Con 19 (+4), Int 6 (-2), Wis 16 (+3), Cha 10 (+0)
Base Atk +6; CMB +8; CMD 24
Feats Dodge, Skill Focus (Acrobatics, Perception)
Skills Acrobatics +14 (+18 jumping), Climb +11, Perception +11, Swim +15; 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 17 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.

Medium Advanced Blindheim (9HD) CR 7


XP 3200
N Medium magical beast
Init +4; Senses darkvision 60 ft., low-light vision; Perception +12
Defence
AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 94 (9d10+45)
Fort +11, Ref +10, Will +6
Immune blindness
Offence
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +15 (1d6+6), 2 claws +15 (1d4+6)
Special Attacks blinding gaze
Statistics
Str 22 (+6), Dex 18 (+4), Con 21 (+5), Int 6 (-2), Wis 16 (+3), Cha 10 (+0)
Base Atk +9; CMB +15; CMD 30
Feats Ability Focus (blinding gaze), Dodge, Improved Natural Armour, Skill Focus (Acrobatics, Perception)
Skills Acrobatics +14 (+18 jumping), Climb +14, Perception +12, Swim +19; 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 21 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.

83
The Lazy GM

Entropic Blindheim (3HD) CR 2


XP 600
CN Small magical beast (chaotic, extraplanar)
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; Resist acid 5, fire 5; SR 7
Offence
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d4+1), 2 claws +5 (1d3+1)
Special Attacks blinding gaze, smite law (1/day, +2 damage until target is dead)
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.

Medium Entropic Blindheim (8HD) CR 6


XP 2400
CN Medium magical beast (chaotic, extraplanar)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
Defence
AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 68 (8d10+24)
Fort +9, Ref +8, Will +3
DR 5/lawful; Immune blindness; Resist acid 10, fire 10; SR 11
Offence
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +12 (1d6+4), 2 claws +12 (1d4+4)
Special Attacks blinding gaze, smite law (1/day, +8 damage until target is dead)
Statistics
Str 18 (+4), Dex 14 (+2), Con 17 (+3), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +8; CMB +12; CMD 25
Feats Ability Focus (blinding gaze), Dodge, Skill Focus (Acrobatics, Perception)
Skills Acrobatics +11 (+15 jumping), Climb +12, Perception +10, Swim +17; 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 19 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.

84
Freaks and Horrors

Fey Blindheim (5HD) CR 4


XP 1200
N Small fey
Init +5; Senses darkvision 60 ft., low-light vision; Perception +12
Defence
AC 18, touch 17, flat-footed 12 (+5 Dex, +1 dodge, +1 natural, +1 size)
hp 37 (5d10+10)
Fort +6, Ref +9, Will +2
Defensive Abilties+4 on saves vs. mind-affecting effects; DR 5/cold iron; Immune blindness;
Resist cold 10, electricity 10
Offence
Speed 30 ft., climb 20 ft., swim 20 ft., fly 45 ft. (good)
Melee bite +6 (1d4), 2 claws +6 (1d3)
Special Attacks blinding gaze
th
Spell-Like Abilities (CL 5 , concentration +6)

1/day entangle (Ref DC 12), faerie fire, glitterdust (Will DC 13)


3/day dancing lights
Statistics
Str 11 (+0), Dex 20 (+5), Con 15 (+2), Int 4 (-3), Wis 12 (+1), Cha 8 (-1)
Base Atk +5; CMB +4; CMD 20
Feats Dodge, Skill Focus (Acrobatics, Perception)
Skills Acrobatics +16 (+20 jumping), Climb +8, Fly +18, Perception +12, Stealth +9, Swim +12; Racial Modifiers +4
Acrobatics when jumping, +4 Stealth
Languages Sylvan
Special Qualities camouflage, long step
Special Abilities
Blinding Gaze (Ex): A fey 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.
Camouflage (E): A fey blindheim may hide in any kind of terrain even if it doesnt grant cover or concealment. It
gains a +4 racial bonus to Stealth.
Long Step (Su): A fey blindheim can teleport up to 50 ft. as a move action. It can do this every 1d4 rounds.

Frostfallen Blindheim (3HD) CR 3


XP 800
NE Small undead (cold)
Init +2; Senses darkvision 60 ft., lifesense; Perception +0
Defence
AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)
hp 19 (3d8+6)
Fort +2, Ref +3, Will +3
DR 5/bludgeoning; Immune blindness, cold, undead traits
Weaknesses vulnerability to fire
Offence
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d4+2 plus 1d6 cold), 2 claws +5 (1d3+2 plus 1d6 cold)
Special Attacks blinding gaze, cold
Statistics
Str 15 (+2), Dex 15 (+2), Con - , Int - , Wis 10 (+0), Cha 12 (+1)
Base Atk +2; CMB +3; CMD 15
Feats Toughness*
Special Qualities lifesense
Special Abilities
Blinding Gaze (Ex): A frostfallen blindheims eyes emit bright light in a 30 ft. spread and any creature in the area
must make a Fortitude save DC 12 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.
Cold (Su): Creatures attacking a frostfallen creature with natural weapons or unarmed strikes take 1d6 cold damage.
Lifesense (Su): A frostfallen creature can sense all living creatures within 60 ft. as if it possessed blindsense.

85
The Lazy GM

Medium Frostfallen Blindheim (8HD) CR 6


XP 2400
NE Medium undead (cold)
Init +2; Senses darkvision 60 ft., lifesense; Perception +0
Defence
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 52 (8d8+16)
Fort +3, Ref +4, Will +6
DR 5/bludgeoning; Immune blindness, cold, undead traits
Weaknesses vulnerability to fire
Offence
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +11 (1d6+5 plus 1d6 cold), 2 claws +11 (1d4+5 plus 1d6 cold)
Special Attacks blinding gaze, cold
Statistics
Str 20 (+5), Dex 14 (+2), Con - , Int - , Wis 10 (+0), Cha 12 (+1)
Base Atk +6; CMB +11; CMD 23
Feats Toughness*
Special Qualities lifesense
Special Abilities
Blinding Gaze (Ex): A frostfallen 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.
Cold (Su): Creatures attacking a frostfallen creature with natural weapons or unarmed strikes take 1d6 cold damage.
Lifesense (Su): A frostfallen creature can sense all living creatures within 60 ft. as if it possessed blindsense.

86
Freaks and Horrors

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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The Lazy GM

Large Bunyip (9HD) CR 5


XP 1600
N Large magical beast (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +9
Defence
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 85 (9d10+36)
Fort +10, Ref +8, Will +3
Offence
Speed 10 ft., swim 50 ft.
Melee bite +14 (2d6+7/19-20 plus bleed)
Space 10 ft., Reach 5 ft.
Special Attacks bleed (1d6), blood rage, roar
Statistics
Str 21 (+5), Dex 14 (+2), Con 18 (+4), Int 2 (-4), Wis 11 (+0), Cha 7 (-2)
Base Atk +9; CMB +15; CMD 27
Feats Ability Focus (roar), Critical Focus, Improved Critical (bite)*, Skill Focus (Perception, Stealth),
Weapon Focus (bite)
Skills Escape Artist +5, Perception +9, Stealth +7, Swim +13
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 20 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.

Large Bunyip (10HD) CR 6


XP 2400
N Large magical beast (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +9
Defence
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 95 (10d10+40)
Fort +11, Ref +9, Will +3
Offence
Speed 10 ft., swim 50 ft.
Melee bite +15 (2d6+7/19-20 plus bleed)
Space 10 ft., Reach 5 ft.
Special Attacks bleed (1d6), blood rage, roar
Statistics
Str 21 (+5), Dex 14 (+2), Con 18 (+4), Int 2 (-4), Wis 11 (+0), Cha 7 (-2)
Base Atk +10; CMB +16; CMD 28
Feats Ability Focus (roar), Critical Focus, Improved Critical (bite)*, Skill Focus (Perception, Stealth),
Weapon Focus (bite)
Skills Escape Artist +6, Perception +9, Stealth +7, Swim +13
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 21 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.

88
Freaks and Horrors

Large Bunyip (12HD) CR 7


XP 3200
N Large magical beast (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +10
Defence
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 114 (12d10+48)
Fort +12, Ref +10, Will +6
Offence
Speed 10 ft., swim 50 ft.
Melee bite +18 (2d6+9/19-20 plus bleed)
Space 10 ft., Reach 5 ft.
Special Attacks bleed (1d6), blood rage, roar
Statistics
Str 22 (+6), Dex 14 (+2), Con 18 (+4), Int 2 (-4), Wis 11 (+0), Cha 7 (-2)
Base Atk +12; CMB +19; CMD 31
Feats Ability Focus (roar), Critical Focus, Improved Critical (bite)*, Iron Will, Skill Focus (Perception, Stealth),
Weapon Focus (bite)
Skills Escape Artist +6, Perception +10, Stealth +8, Swim +14
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 22 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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The Lazy GM

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.

Advanced Bunyip (7HD) CR 5


XP 1600
N Medium magical beast (aquatic)
Init +5; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +10
Defence
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 59 (7d10+21)
Fort +8, Ref +10, Will +4
Offence
Speed 10 ft., swim 50 ft.
Melee bite +11 (1d8+4/19-20 plus bleed)
Special Attacks bleed (1d6), blood rage, roar
Statistics
Str 17 (+3), Dex 20 (+5), Con 17 (+3), Int 6 (-2), Wis 15 (+2), Cha 11 (+0)
Base Atk +7; CMB +10; CMD 25
Feats Ability Focus (roar), Improved Critical (bite)*, Skill Focus (Perception, Stealth), Weapon Focus (bite)
Skills Escape Artist +8, Perception +10, Stealth +13, Swim +11
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 18 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.

Large Advanced Bunyip (10HD) CR 7


XP 3200
N Large magical beast (aquatic)
Init +4; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +11
Defence
AC 19, touch 13, flat-footed 15 (+4 Dex, +6 natural, -1 size)
hp 115 (10d10+60)
Fort +13, Ref +11, Will +5
Offence
Speed 10 ft., swim 50 ft.
Melee bite +17 (2d6+10/19-20 plus bleed)
Space 10 ft., Reach 5 ft.
Special Attacks bleed (1d6), blood rage, roar
Statistics
Str 25 (+7), Dex 18 (+4), Con 22 (+6), Int 6 (-2), Wis 15 (+2), Cha 11 (+0)
Base Atk +10; CMB +18; CMD 32
Feats Ability Focus (roar), Critical Focus, Improved Critical (bite)*, Skill Focus (Perception, Stealth), Weapon Focus
(bite)
Skills Escape Artist +8, Perception +11, Stealth +9, Swim +15
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 23 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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Freaks and Horrors

Fiendish Bunyip (5HD) CR 4


XP 1200
NE Medium magical beast (aquatic, evil, extraplanar)
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
DR 5/good; Resist cold 10, fire 10; SR 9
Offence
Speed 10 ft., swim 50 ft.
Melee bite +7 (1d8+1/19-20 plus bleed)
Special Attacks bleed (1d6), blood rage, roar, smite good (1/day, +5 damage until target is dead)
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.

Large Fiendish Terror Bunyip (9HD) CR 6


XP 2400
NE Large magical beast (aquatic, evil, extraplanar)
Init +2; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +9
Aura fear (20 ft., as fear spell, Will DC 12)
Defence
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 85 (9d10+36)
Fort +10, Ref +8, Will +3
Defensive Abilities negative energy absorption; DR 5/good; Immune fear; Resist cold 10, fire 10; SR 11
Offence
Speed 10 ft., swim 50 ft.
Melee bite +14 (2d6+7/19-20 plus bleed)
Space 10 ft., Reach 5 ft.
Special Attacks bleed (1d6), blood rage, roar, smite good (1/day, +9 damage until target is dead)
Statistics
Str 21 (+5), Dex 14 (+2), Con 18 (+4), Int 2 (-4), Wis 11 (+0), Cha 7 (-2)
Base Atk +9; CMB +15; CMD 27
Feats Ability Focus (roar), Critical Focus, Improved Critical (bite)*, Skill Focus (Perception, Stealth),
Weapon Focus (bite)
Skills Escape Artist +5, Perception +9, Stealth +7, Swim +13
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.
Negative Energy Absorption (Su): Negative energy attacks heal a terror bunyip by 1 hit point for every 3 points of
damage they would have caused.
Roar (Su): Standard action at will, all creatures of 4HD or fewer in 100 ft. spread hearing roar must make a Will save
DC 20 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.

91
The Lazy GM

Half-Dragon Bunyip (7HD) CR 6


XP 2400
N Medium dragon (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +13
Defence
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 66 (7d10+28)
Fort +9, Ref +8, Will +2
Immune cold, paralysis, sleep
Offence
Speed 10 ft., swim 50 ft.
Melee bite +13 (1d8+7/19-20 plus bleed)
Special Attacks bleed (1d6), blood rage, breath weapon (1/day, 30 ft. cone of cold, 7d6 cold damage, Reflex DC 17
for half), roar
Statistics
Str 21 (+5), Dex 16 (+3), Con 19 (+4), Int 4 (-3), Wis 11 (+0), Cha 9 (-1)
Base Atk +7; CMB +12; CMD 25
Feats Ability Focus (roar), Improved Critical (bite)*, Skill Focus (Perception, Stealth), Weapon Focus (bite)
Skills Escape Artist +7, Perception +13, Stealth +16, Swim +19
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 19 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.

Large Half-Dragon Bunyip (10HD) CR 8


XP 4800
N Large dragon (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +19
Defence
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
hp 125 (10d10+70)
Fort +14, Ref +9, Will +3
Immune cold, paralysis, sleep
Offence
Speed 10 ft., swim 50 ft.
Melee bite +19 (2d6+13/19-20 plus bleed)
Space 10 ft., Reach 5 ft.
Special Attacks bleed (1d6), blood rage, breath weapon (1/day, 30 ft. cone of cold, 10d6 cold damage, Reflex DC
22 for half), roar
Statistics
Str 29 (+9), Dex 14 (+2), Con 24 (+7), Int 4 (-3), Wis 11 (+0), Cha 9 (-1)
Base Atk +10; CMB +20; CMD 32
Feats Ability Focus (roar), Critical Focus, Improved Critical (bite)*, Skill Focus (Perception, Stealth),
Weapon Focus (bite)
Skills Escape Artist +7, Perception +19, Stealth +17, Swim +25
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 24 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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Freaks and Horrors

Zombie Bunyip (6HD) CR 2


XP 600
NE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +0
Defence
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 27 (5d8+5)
Fort +2, Ref +4, Will +5
DR 5/slashing; Immune undead traits
Offence
Speed 10 ft., swim 50 ft.
Melee bite +6 (1d8+3)
Statistics
Str 15 (+2), Dex 14 (+2), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +4; CMB +6; CMD 18
Feats Toughness*
Skills Swim +10
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

Large Zombie Bunyip (11HD) CR 5


XP 1600
NE Large undead
Init +1; Senses darkvision 60 ft.; Perception +0
Defence
AC 13, touch 10, flat-footed 12 (+1 Dex, +3 natural, -1 size)
hp 49 (9d8+9)
Fort +3, Ref +4, Will +7
DR 5/slashing; Immune undead traits
Offence
Speed 10 ft., swim 50 ft.
Melee bite +13 (2d6+9)
Space 10 ft., Reach 5 ft.
Statistics
Str 23 (+6), Dex 12 (+1), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +8; CMB +15; CMD 26
Feats Toughness*
Skill Swim +14
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

93
The Lazy GM

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)

3/day daze (Will DC 10), jump, levitate (self only, up to 10 ft.)


Statistics
Str 5 (-3), Dex 7 (-2), Con 12 (+1), Int 6 (-2), Wis 13 (+1), Cha 10 (+0)
Base Atk +2; CMB -3; CMD 5 (9 vs. trip)
Feats Iron Will
Skills Stealth +10 (+14 in grass or brush), Survival +2; Racial Modifiers +4 Stealth in grass or brush
Languages empath 30 ft.
Special Qualities fatal faker
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.
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 11 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.

94
Freaks and Horrors

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
rd
Spell-Like Abilities (CL 3 , concentration +3)

3/day daze (Will DC 10), jump, levitate (self only, up to 10 ft.)


Statistics
Str 5 (-3), Dex 7 (-2), Con 12 (+1), Int 6 (-2), Wis 13 (+1), Cha 10 (+0)
Base Atk +3; CMB -2; CMD 6 (10 vs. trip)
Feats Iron Will, Toughness
Skills Stealth +11 (+15 in grass or brush), Survival +2; Racial Modifiers +4 Stealth in grass or brush
Languages empath 30 ft.
Special Qualities fatal faker
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.
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 11 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.

95
The Lazy GM

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)

3/day daze (Will DC 10), jump, levitate (self only, up to 10 ft.)


Statistics
Str 5 (-3), Dex 7 (-2), Con 12 (+1), Int 6 (-2), Wis 13 (+1), Cha 11 (+0)
Base Atk +5; CMB +0; CMD 8 (12 vs. trip)
Feats Iron Will, Skill Focus (Stealth), Toughness
Skills Stealth +15 (+19 in grass or brush), Survival +3; Racial Modifiers +4 Stealth in grass or brush
Languages empath 30 ft.
Special Qualities fatal faker
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.
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.

96
Freaks and Horrors

Small Carbuncle (6HD) CR 4


XP 1200
N Small magical beast
Init -3; Senses darkvision 60 ft., low-light vision; Perception +1
Defence
AC 10, touch 8, flat-footed 10 (-3 Dex, +2 natural, +1 size)
hp 45 (6d10+12)
Fort +6, Ref +2, Will +5
Weaknesses vulnerability to suggestion
Offence
Speed 20 ft.
Melee bite +6 (1d4-1)
Special Attacks specious suggestion
rd
Spell-Like Abilities (CL 3 , concentration +3)

3/day daze (Will DC 10), jump, levitate (self only, up to 10 ft.)


Statistics
Str 9 (-1), Dex 5 (-3), Con 12 (+1), Int 6 (-2), Wis 13 (+1), Cha 11 (+0)
Base Atk +6; CMB +4; CMD 11 (15 vs. trip)
Feats Iron Will, Skill Focus (Stealth), Toughness
Skills Stealth +11 (+15 in grass or brush), Survival +3; Racial Modifiers +4 Stealth in grass or brush
Languages empath 30 ft.
Special Qualities fatal faker
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.
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 13 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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The Lazy GM

Small Carbuncle (9HD) CR 5


XP 1600
N Small magical beast
Init -3; Senses darkvision 60 ft., low-light vision; Perception +1
Defence
AC 10, touch 8, flat-footed 10 (-3 Dex, +2 natural, +1 size)
hp 67 (9d10+18)
Fort +7, Ref +3, Will +6
Weaknesses vulnerability to suggestion
Offence
Speed 20 ft.
Melee bite +9 (1d4-1)
Special Attacks specious suggestion
rd
Spell-Like Abilities (CL 3 , concentration +4)

3/day daze (Will DC 11), jump, levitate (self only, up to 10 ft.)


Statistics
Str 9 (-1), Dex 5 (-3), Con 12 (+1), Int 6 (-2), Wis 13 (+1), Cha 12 (+1)
Base Atk +9; CMB +7; CMD 14 (18 vs. trip)
Feats Ability Focus (specious suggestion), Iron Will, Run, Skill Focus (Stealth), Toughness
Skills Stealth +12 (+16 in grass or brush), Survival +5; Racial Modifiers +4 Stealth in grass or brush
Languages empath 30 ft.
Special Qualities fatal faker
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.
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 17 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.

98
Freaks and Horrors

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.

Entropic Carbuncle (2HD) CR 1


XP 400
CN Tiny magical beast (chaotic, extraplanar)
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
Resist acid 5, fire 5; SR 6
Weaknesses vulnerability to suggestion
Offence
Speed 20 ft.
Melee bite +1 (1d3-3)
Special Attacks smite law (1/day, +1 attack until foe is dead), specious suggestion
rd
Spell-Like Abilities (CL 3 , concentration +3)

3/day daze (Will DC 10), jump, levitate (self only, up to 10 ft.)


Statistics
Str 5 (-3), Dex 7 (-2), Con 12 (+1), Int 6 (-2), Wis 13 (+1), Cha 10 (+0)
Base Atk +2; CMB -3; CMD 5 (9 vs. trip)
Feats Iron Will
Skills Stealth +10 (+14 in grass or brush), Survival +2; Racial Modifiers +4 Stealth in grass or brush
Languages empath 30 ft.
Special Qualities fatal faker
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.
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 11 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.

99
The Lazy GM

Small Entropic Carbuncle (6HD) CR 5


XP 1600
CN Small magical beast (chaotic, extraplanar)
Init -3; Senses darkvision 60 ft., low-light vision; Perception +1
Defence
AC 10, touch 8, flat-footed 10 (-3 Dex, +2 natural, +1 size)
hp 45 (6d10+12)
Fort +6, Ref +2, Will +5
DR 5/lawful; Resist acid 10, fire 10; SR 10
Weaknesses vulnerability to suggestion
Offence
Speed 20 ft.
Melee bite +6 (1d4-1)
Special Attacks smite law (1/day, +6 attack until foe is dead), specious suggestion
rd
Spell-Like Abilities (CL 3 , concentration +3)

3/day daze (Will DC 10), jump, levitate (self only, up to 10 ft.)


Statistics
Str 9 (-1), Dex 5 (-3), Con 12 (+1), Int 6 (-2), Wis 13 (+1), Cha 11 (+0)
Base Atk +6; CMB +4; CMD 11 (15 vs. trip)
Feats Iron Will, Skill Focus (Stealth), Toughness
Skills Stealth +11 (+15 in grass or brush), Survival +3; Racial Modifiers +4 Stealth in grass or brush
Languages empath 30 ft.
Special Qualities fatal faker
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.
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 13 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.

100
Freaks and Horrors

Fey Carbuncle (3HD) CR 3


XP 800
N Tiny fey
Init +0; Senses darkvision 60 ft., low-light vision; Perception +1
Defence
AC 13, touch 12, flat-footed 11 (+1 natural, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +3, Will +4
Defensive Abilities +4 on saves vs. mind-affecting effects; DR 5/cold iron; Resist cold 10, electricity 10
Weaknesses vulnerability to suggestion
Offence
Speed 20 ft., fly 30 ft. (good)
Melee bite +5 (1d3-4)
Special Attacks specious suggestion
rd
Spell-Like Abilities (CL 3 , concentration +4)

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.

101
The Lazy GM

Small Fey Carbuncle (9HD) CR 6


XP 2400
N Small fey
Init -1; Senses darkvision 60 ft., low-light vision; Perception +1
Defence
AC 11, touch 10, flat-footed 11 (-1 Dex, +1 natural, +1 size)
hp 58 (9d10+9)
Fort +7, Ref +5, Will +6
Defensive Abilities +4 on saves vs. mind-affecting effects; DR 5/cold iron; Resist cold 10, electricity 10
Weaknesses vulnerability to suggestion
Offence
Speed 20 ft., fly 30 ft.
Melee bite +9 (1d4-2)
Special Attacks specious suggestion
rd
Spell-Like Abilities (CL 3 , concentration +5)

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.

102
Freaks and Horrors

Mighty Carbuncle (9HD) CR 10


XP 9600
N Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +6
Defence
AC 15, touch 13, flat-footed 10 (-3 Dex, +5 dodge, +2 natural, +1 size)
hp 157 (9d10+108)
Fort +12, Ref +8, Will +11
DR 3/-; Immune mind-affecting effects, paralysis, sleep; SR 22
Offence
Speed 40 ft.
Melee bite +19 (1d4+4)
Special Attacks specious suggestion
rd
Spell-Like Abilities (CL 3 , concentration +4)

3/day daze (Will DC 18), jump, levitate (self only, up to 10 ft.)


Statistics
Str 9 (-1), Dex 5 (-3), Con 12 (+1), Int 6 (-2), Wis 13 (+1), Cha 12 (+1)
Base Atk +9; CMB +17; CMD 29 (33 vs. trip)
Feats Ability Focus (specious suggestion), Iron Will, Run, Skill Focus (Stealth), Toughness
Skills Stealth +17 (+21 in grass or brush), Survival +10; Racial Modifiers +4 Stealth in grass or brush
Languages empath 30 ft.
Special Qualities fatal faker
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.
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 23 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.

103
The Lazy GM

Missing 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
Defensive Abilities displacement, evasion
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)

3/day daze (Will DC 10), jump, levitate (self only, up to 10 ft.)


Statistics
Str 5 (-3), Dex 7 (-2), Con 12 (+1), Int 6 (-2), Wis 13 (+1), Cha 10 (+0)
Base Atk +2; CMB -3; CMD 5 (9 vs. trip)
Feats Iron Will
Skills Stealth +12 (+16 in grass or brush), Survival +2; Racial Modifiers +4 Stealth in grass or brush
Languages empath 30 ft.
Special Qualities fatal faker, invisibility, shadowed
Special Abilities
Displacement (Su): A missing carbuncle always appears about 2 ft. from its actual location and gains a 50 % miss
chance to all attacks made against it. A true seeing spell reveals its actual location.
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.
Invisibility (Su): If it does not attack for 1 round, a missing carbuncle can become invisible (as the spell) as a free
action. It becomes visible again if it attacks, or if it suffers damage.
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 11 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.
Shadowed (Su): A missing carbuncle gains a bonus to Stealth equal to Hit Dice and can make Stealth checks even
when observed or in normal or bright light.

104
Freaks and Horrors

Small Missing Carbuncle (6HD) CR 4


XP 1200
N Small magical beast
Init -3; Senses darkvision 60 ft., low-light vision; Perception +1
Defence
AC 10, touch 8, flat-footed 10 (-3 Dex, +2 natural, +1 size)
hp 45 (6d10+12)
Fort +6, Ref +2, Will +5
Defensive Abilities displacement, evasion
Weaknesses vulnerability to suggestion
Offence
Speed 20 ft.
Melee bite +6 (1d4-1)
Special Attacks specious suggestion
rd
Spell-Like Abilities (CL 3 , concentration +3)

3/day daze (Will DC 10), jump, levitate (self only, up to 10 ft.)


Statistics
Str 9 (-1), Dex 5 (-3), Con 12 (+1), Int 6 (-2), Wis 13 (+1), Cha 11 (+0)
Base Atk +6; CMB +4; CMD 11 (15 vs. trip)
Feats Iron Will, Skill Focus (Stealth), Toughness
Skills Stealth +17 (+21 in grass or brush), Survival +3; Racial Modifiers +4 Stealth in grass or brush
Languages empath 30 ft.
Special Qualities fatal faker, invisibility, shadowed
Special Abilities
Displacement (Su): A missing carbuncle always appears about 2 ft. from its actual location and gains a 50 % miss
chance to all attacks made against it. A true seeing spell reveals its actual location.
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.
Invisibility (Su): If it does not attack for 1 round, a missing carbuncle can become invisible (as the spell) as a free
action. It becomes visible again if it attacks, or if it suffers damage.
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 13 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.
Shadowed (Su): A missing carbuncle gains a bonus to Stealth equal to Hit Dice and can make Stealth checks even
when observed or in normal or bright light.

105
The Lazy GM

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).

Caryatid Column (3HD) CR 3


XP 800
N Medium construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0
Defence
AC 14, touch 9, flat-footed 14 (-1 Dex, +5 natural)
hp 36 (3d10+20)
Fort +1, Ref +0, Will +1
Defensive Abilities shatter weapons; DR 5/-; Immune construct traits, magic
Offence
Speed 20 ft.
Melee mwk longsword +8 (1d8+4/19-20)
Statistics
Str 18 (+4), Dex 9 (-1), Con - , Int - , Wis 11 (+0), Cha 1 (-5)
Base Atk +3; CMB +7; CMD 16 (cannot be disarmed)
Special Qualities statue
Special Abilities
Immunity to Magic (Ex): A caryatid column is immune to any spell or spell-like effect that allows spell resistance. In
addition, certain spells and effects function differently against the creature. A transmute rock to mud spell deals 1d6
damage per caster level, with no saving throw. Transmute mud to rock immediately heals any and all damage
suffered by a caryatid column. A stone to flesh spell does not change the columns structure but negates its damage
reduction and spell immunity for 1 round.
Shatter Weapons (Ex): Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the
weapon takes 3d6 damage. Apply the weapons hardness normally. Weapons that take damage in excess of their
hardness gain the broken condition.
Statue (Ex): A caryatid column can hold still, resembling a statue. A Perception check DC 20 is needed to notice that
the column is alive. If a caryatid column initiates combat from this pose it gains a +6 bonus to initiative.

Caryatid Column (5HD) CR 4


XP 1200
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
Defence
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 47 (5d10+20)
Fort +1, Ref +1, Will +1
Defensive Abilities shatter weapons; DR 5/-; Immune construct traits, magic
Offence
Speed 20 ft.
Melee mwk longsword +10 (1d8+4/19-20)
Statistics
Str 18 (+4), Dex 10 (+0), Con - , Int - , Wis 11 (+0), Cha 1 (-5)
Base Atk +5; CMB +9; CMD 19 (cannot be disarmed)
Special Qualities statue
Special Abilities
Immunity to Magic (Ex): A caryatid column is immune to any spell or spell-like effect that allows spell resistance. In
addition, certain spells and effects function differently against the creature. A transmute rock to mud spell deals 1d6
damage per caster level, with no saving throw. Transmute mud to rock immediately heals any and all damage
suffered by a caryatid column. A stone to flesh spell does not change the columns structure but negates its damage
reduction and spell immunity for 1 round.
Shatter Weapons (Ex): Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the
weapon takes 3d6 damage. Apply the weapons hardness normally. Weapons that take damage in excess of their
hardness gain the broken condition.
Statue (Ex): A caryatid column can hold still, resembling a statue. A Perception check DC 20 is needed to notice that
the column is alive. If a caryatid column initiates combat from this pose it gains a +6 bonus to initiative.

106
Freaks and Horrors

Large Caryatid Column (7HD) CR 5


XP 1600
N Large construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0
Defence
AC 15, touch 8, flat-footed 15 (-1 Dex, +7 natural, -1 size)
hp 68 (7d10+30)
Fort +2, Ref +1, Will +2
Defensive Abilities shatter weapons; DR 5/-; Immune construct traits, magic
Offence
Speed 20 ft.
Melee mwk longsword +15 (2d6+8/19-20)
Space 10 ft.; Reach 10 ft.
Statistics
Str 26 (+8), Dex 8 (-1), Con - , Int - , Wis 11 (+0), Cha 1 (-5)
Base Atk +7; CMB +16; CMD 25 (cannot be disarmed)
Special Qualities statue
Special Abilities
Immunity to Magic (Ex): A caryatid column is immune to any spell or spell-like effect that allows spell resistance. In
addition, certain spells and effects function differently against the creature. A transmute rock to mud spell deals 1d6
damage per caster level, with no saving throw. Transmute mud to rock immediately heals any and all damage
suffered by a caryatid column. A stone to flesh spell does not change the columns structure but negates its damage
reduction and spell immunity for 1 round.
Shatter Weapons (Ex): Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the
weapon takes 3d6 damage. Apply the weapons hardness normally. Weapons that take damage in excess of their
hardness gain the broken condition.
Statue (Ex): A caryatid column can hold still, resembling a statue. A Perception check DC 20 is needed to notice that
the column is alive. If a caryatid column initiates combat from this pose it gains a +6 bonus to initiative.

Large Caryatid Column (9HD) CR 6


XP 2400
N Large construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0
Defence
AC 15, touch 8, flat-footed 15 (-1 Dex, +7 natural, -1 size)
hp 79 (9d10+30)
Fort +3, Ref +2, Will +3
Defensive Abilities shatter weapons; DR 5/-; Immune construct traits, magic
Offence
Speed 20 ft.
Melee mwk longsword +17 (2d6+8/19-20)
Space 10 ft.; Reach 10 ft.
Statistics
Str 26 (+8), Dex 9 (-1), Con - , Int - , Wis 11 (+0), Cha 1 (-5)
Base Atk +9; CMB +18; CMD 27 (cannot be disarmed)
Special Qualities statue
Special Abilities
Immunity to Magic (Ex): A caryatid column is immune to any spell or spell-like effect that allows spell resistance. In
addition, certain spells and effects function differently against the creature. A transmute rock to mud spell deals 1d6
damage per caster level, with no saving throw. Transmute mud to rock immediately heals any and all damage
suffered by a caryatid column. A stone to flesh spell does not change the columns structure but negates its damage
reduction and spell immunity for 1 round.
Shatter Weapons (Ex): Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the
weapon takes 3d6 damage. Apply the weapons hardness normally. Weapons that take damage in excess of their
hardness gain the broken condition.
Statue (Ex): A caryatid column can hold still, resembling a statue. A Perception check DC 20 is needed to notice that
the column is alive. If a caryatid column initiates combat from this pose it gains a +6 bonus to initiative.

107
The Lazy GM

Large Caryatid Column (11HD) CR 7


XP 3200
N Large construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0
Defence
AC 15, touch 8, flat-footed 15 (-1 Dex, +7 natural, -1 size)
hp 90 (11d10+30)
Fort +3, Ref +2, Will +3
Defensive Abilities shatter weapons; DR 5/-; Immune construct traits, magic
Offence
Speed 20 ft.
Melee mwk longsword +19 (2d6+8/19-20)
Space 10 ft.; Reach 10 ft.
Statistics
Str 26 (+8), Dex 9 (-1), Con - , Int - , Wis 11 (+0), Cha 1 (-5)
Base Atk +11; CMB +20; CMD 29 (cannot be disarmed)
Special Qualities statue
Special Abilities
Immunity to Magic (Ex): A caryatid column is immune to any spell or spell-like effect that allows spell resistance. In
addition, certain spells and effects function differently against the creature. A transmute rock to mud spell deals 1d6
damage per caster level, with no saving throw. Transmute mud to rock immediately heals any and all damage
suffered by a caryatid column. A stone to flesh spell does not change the columns structure but negates its damage
reduction and spell immunity for 1 round.
Shatter Weapons (Ex): Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the
weapon takes 3d6 damage. Apply the weapons hardness normally. Weapons that take damage in excess of their
hardness gain the broken condition.
Statue (Ex): A caryatid column can hold still, resembling a statue. A Perception check DC 20 is needed to notice that
the column is alive. If a caryatid column initiates combat from this pose it gains a +6 bonus to initiative.

108
Freaks and Horrors

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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The Lazy GM

Large Caterwaul (9HD) CR 6


XP 2400
CE Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defence
AC 18, touch 14, flat-footed 13 (+5 Dex, +4 natural, -1 size)
hp 85 (9d10+36)
Fort +10, Ref +11, Will +5
Defensive Abilities evasion
Offence
Speed 50 ft., climb 20 ft.
Melee bite +15 (1d8+6 plus grab), 2 claws +15 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws, 1d6+6), screech
Statistics
Str 22 (+6), Dex 21 (+5), Con 19 (+4), Int 7 (-2), Wis 14 (+2), Cha 6 (-2)
Base Atk +9; CMB +16 (+20 grapple); CMD 31 (35 vs. trip)
Feats Acrobatic Steps, Nimble Moves, Skill Focus (Perception), Weapon Focus (bite, claws)
Skills Acrobatics +11 (+15 balancing, +19 jumping), Climb +18, Escape Artist +6, Perception +14, Stealth +10 (+18
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 20 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.

Large Caterwaul (11HD) CR 7


XP 3200
CE Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +15
Defence
AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, -1 size)
hp 104 (11d10+44)
Fort +11, Ref +12, Will +5
Defensive Abilities evasion
Offence
Speed 50 ft., climb 20 ft.
Melee bite +17 (1d8+6 plus grab), 2 claws +17 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws, 1d6+6), screech
Statistics
Str 22 (+6), Dex 21 (+5), Con 19 (+4), Int 7 (-2), Wis 14 (+2), Cha 6 (-2)
Base Atk +11; CMB +18 (+22 grapple); CMD 34 (38 vs. trip)
Feats Acrobatic Steps, Dodge, Nimble Moves, Skill Focus (Perception), Weapon Focus (bite, claws)
Skills Acrobatics +11 (+15 balancing, +19 jumping), Climb +18, Escape Artist +6, Perception +15, Stealth +11 (+19
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 21 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.

110
Freaks and Horrors

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.

Dark Planes Caterwaul (5HD) CR 6


XP 2400
NE Medium magical beast (evil, extraplanar)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +13
Aura fear (as spell, 20 ft., Will save DC 12)
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, negative energy absorption, shadow blend; DR 5/good and magic; Immune fear;
Resist cold 10, electricity 10, fire 10; SR 12
Offence
Speed 50 ft., climb 20 ft.
Melee bite +8 (1d6+2 plus grab), 2 claws +7 (1d4+2)
Special Attacks pounce, rake (2 claws, 1d4+2), screech, smite good (1/day, +5 damage until target is dead)
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 Ability Focus (fear aura), Skill Focus (Perception), Weapon Focus (bite)
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
Negative Energy Absorption (Ex): Negative energy effects heal a dark planes caterwaul, for 1 hit point per 3 points
of negative energy damage caused.
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.
Shadow Blend (Su): In any illumination other than bright light, a dark planes caterwaul blends into shadows to gain
concealment (20% miss chance). It can suspend or resume this as a free action.
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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The Lazy GM

Large Dark Planes Caterwaul (9HD) CR 8


XP 4800
NE Large magical beast (evil, extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Aura fear (as spell, 20 ft., Will save DC 14)
Defence
AC 18, touch 14, flat-footed 13 (+5 Dex, +4 natural, -1 size)
hp 85 (9d10+36)
Fort +10, Ref +11, Will +5
Defensive Abilities evasion, negative energy absorption, shadow blend; DR 5/good and magic; Immune fear;
Resist cold 10, electricity 10, fire 10; SR 14
Offence
Speed 50 ft., climb 20 ft.
Melee bite +15 (1d8+6 plus grab), 2 claws +14 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws, 1d6+6), screech, smite good (1/day, +9 damage until target is dead)
Statistics
Str 22 (+6), Dex 21 (+5), Con 19 (+4), Int 7 (-2), Wis 14 (+2), Cha 6 (-2)
Base Atk +9; CMB +16 (+20 grapple); CMD 31 (35 vs. trip)
Feats Ability Focus (fear aura), Acrobatic Steps, Nimble Moves, Skill Focus (Perception), Weapon Focus (bite)
Skills Acrobatics +11 (+15 balancing, +19 jumping), Climb +18, Escape Artist +6, Perception +14, Stealth +10 (+18
in long grass); Racial Modifiers +4 Acrobatics when balancing, +4 Perception, +4 Stealth (+12 in long grass)
Special Qualities sprint
Special Abilities
Negative Energy Absorption (Ex): Negative energy effects heal a dark planes caterwaul, for 1 hit point per 3 points
of negative energy damage caused.
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 20 for no damage. The save DC includes a +2 racial bonus.
Shadow Blend (Su): In any illumination other than bright light, a dark planes caterwaul blends into shadows to gain
concealment (20% miss chance). It can suspend or resume this as a free action.
Sprint (Ex): Once per minute a caterwaul can move four times its normal speed (200 ft.) when it makes a charge.

Dread Spectre Caterwaul (5HD) CR 7


XP 3200
NE Medium undead (augmented magical beast, incorporeal)
Init +9; Senses darkvision 60 ft., low-light vision, scent; Perception +16
Aura unnatural aura
Defence
AC 20, touch 19, flat-footed 11 (+9 Dex, +1 deflection)
hp 22 (5d8)
Fort +4, Ref +13, Will +5
Defensive Abilities +4 channel resistance, evasion
Weaknesses daylight vulnerability
Offence
Speed fly 100 ft. (perfect)
Melee bite +15 incorporeal touch (1d6 plus energy drain), 2 claws +15 incorporeal touch (1d4)
Special Attacks command spectres, create spawn, energy drain (2 levels, Fort DC 12), frightful presence, screech
Statistics
Str - , Dex 28 (+9), Con - , Int 11 (+0), Wis 18 (+4), Cha 10 (+0)
Base Atk +5; CMB +5; CMD 25 (cant be tripped)
Feats Skill Focus (Perception), Weapon Focus (bite, claws)
Skills Acrobatics +14 (+18 balancing), Escape Artist +11, Fly +22, Perception +16, Stealth +18 (+26 in long grass);
Racial Modifiers +4 Acrobatics when balancing, +4 Perception, +4 Stealth (+12 in long grass)
Special Qualities sprint
Special Abilities
Command Spectres (Su): A dread spectre can command any normal spectres within 30 ft. and a normal spectre will
never attack a dread spectre.
Create Spawn (Su): Any creature with Charisma of 16 or higher slain by a dread spectre rises as a dread spectre in
1d4 rounds. Creatures with a lower Charisma rise as normal spectres within 1d4 rounds. All spawn thus created are
under the control of the dread spectre.
Daylight Vulnerability (Ex): A dread spectre suffers a -4 penalty to all attack rolls, checks and saves when in natural
sunlight (but not a daylight spell).
Frightful Presence (Su): All creatures of 5 HD or less that witness a dread spectres attack must make a Will save
DC 12 or become frightened for 5d6 rounds. A creature that successfully saves cannot be affected by the frightful
presence of that dread spectre for 24 hours.
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 14 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 (400 ft.) when it makes a charge.
Unnatural Aura (Su): Any creature with the animal type becomes panicked as long as it remains within 30 ft. of a
dread spectre.

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Freaks and Horrors

Large Dread Spectre Caterwaul (9HD) CR 9


XP 6400
NE Large undead (augmented magical beast, incorporeal)
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +18
Aura unnatural aura
Defence
AC 18, touch 18, flat-footed 10 (+8 Dex, +1 deflection, -1 size)
hp 40 (9d8)
Fort +6, Ref +14, Will +7
Defensive Abilities +4 channel resistance, evasion
Weaknesses daylight vulnerability
Offence
Speed fly100 ft. (perfect)
Melee bite +17 incorporeal touch (1d8 plus energy drain), 2 claws +17 incorporeal touch (1d6)
Space 10 ft.; Reach 10 ft.
Special Attacks command spectres, create spawn, energy drain (2 levels, Fort DC 16), frightful presence, screech
Statistics
Str - , Dex 26 (+8), Con - , Int 11 (+0), Wis 18 (+4), Cha 10 (+0)
Base Atk +9; CMB +10; CMD 29 (cant be tripped)
Feats Ability Focus (energy drain, frightful presence), Skill Focus (Perception), Weapon Focus (bite, claws)
Skills Acrobatics +14 (+18 balancing), Escape Artist +11, Fly +21, Perception +18, 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
Command Spectres (Su): A dread spectre can command any normal spectres within 30 ft. and a normal spectre will
never attack a dread spectre.
Create Spawn (Su): Any creature with Charisma of 16 or higher slain by a dread spectre rises as a dread spectre in
1d4 rounds. Creatures with a lower Charisma rise as normal spectres within 1d4 rounds. All spawn thus created are
under the control of the dread spectre.
Daylight Vulnerability (Ex): A dread spectre suffers a -4 penalty to all attack rolls, checks and saves when in natural
sunlight (but not a daylight spell).
Frightful Presence (Su): All creatures of 9 HD or less that witness a dread spectres attack must make a Will save
DC 16 or become frightened for 5d6 rounds. A creature that successfully saves cannot be affected by the frightful
presence of that dread spectre for 24 hours.
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 (400 ft.) when it makes a charge.
Unnatural Aura (Su): Any creature with the animal type becomes panicked as long as it remains within 30 ft. of a
dread spectre.

Umbral Half-Dragon Caterwaul (7HD) CR 7


XP 3200
CE Medium dragon
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +19
Defence
AC 22, touch 16, flat-footed 16 (+6 Dex, +6 natural)
hp 66 (7d10+28)
Fort +9, Ref +11, Will +4
Defensive Abilities evasion; Immune negative energy, paralysis, sleep, Strength drain
Offence
Speed 50 ft., climb 20 ft., fly 100 ft. (average)
Melee bite +14 (1d6+6 plus grab), 2 claws +14 (1d4+6)
Special Attacks breath weapon (1/day, 30 ft. cone of negative energy, 6d8 damage, Reflex DC 17 for half), pounce,
rake (2 claws, 1d4+6), screech
Statistics
Str 22 (+6), Dex 22 (+6), Con 19 (+4), Int 9 (-1), Wis 14 (+2), Cha 8 (-1)
Base Atk +7; CMB +13 (+17 grapple); CMD 29 (33 vs. trip)
Feats Nimble Moves, Skill Focus (Perception), Weapon Focus (bite, claws)
Skills Acrobatics +16 (+20 balancing, +24 jumping), Climb +20, Escape Artist +13, Fly +13, Perception +19,
Stealth +20 (+28 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 19 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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The Lazy GM

Large Umbral Half-Dragon Caterwaul (11HD) CR 9


XP 6400
CE Large dragon
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +26
Defence
AC 23, touch 15, flat-footed 17 (+5 Dex, +1 dodge, +8 natural, -1 size)
hp 103 (9d10+54)
Fort +13, Ref +12, Will +5
Defensive Abilities evasion; Immune negative energy, paralysis, sleep, Strength drain
Offence
Speed 50 ft., climb 20 ft., fly 100 ft. (average)
Melee bite +21 (1d8+10 plus grab), 2 claws +21 (1d6+10)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (1/day, 30 ft. cone of negative energy, 6d8 damage, Reflex DC 21 for half), pounce,
rake (2 claws, 1d6+10), screech
Statistics
Str 30 (+10), Dex 20 (+5), Con 23 (+6), Int 9 (-1), Wis 14 (+2), Cha 8 (-1)
Base Atk +11; CMB +22 (+26 grapple); CMD 38 (42 vs. trip)
Feats Acrobatic Steps, Dodge, Nimble Moves, Skill Focus (Perception), Weapon Focus (bite, claws)
Skills Acrobatics +19 (+23 balancing, +27 jumping), Climb +26, Escape Artist +16, Fly +12, Perception +26,
Stealth +19 (+27 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 23 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.

114
Freaks and Horrors

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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The Lazy GM

Huge Catoblepas (18HD) CR 14


XP 38400
N Huge magical beast
Init -2; Senses darkvision 60 ft., low-light vision; Perception +30
Aura stench (30 ft., Fort DC 27, 10 rounds)
Defence
AC 28, touch 6, flat-footed 28 (-2 Dex, +22 natural, -2 size)
hp 243 (18d10+144)
Fort +21, Ref +9, Will +11
SR 23
Offence
Speed 40 ft., swim 20 ft.
Melee bite +25 (4d6+9), gore +25 (3d8+9/19-20), 2 hooves +23 (2d6+4)
Space 20 ft.; Reach 20 ft.
Special Attacks poison breath (60 ft. cone, poison, Fortitude DC 29, usable every 1d4 rounds), trample (6d6+13, DC
28)
Statistics
Str 28 (+9), Dex 6 (-2), Con 26 (+8), Int 5 (-3), Wis 16 (+3), Cha 10 (+0)
Base Atk +18; CMB +29; CMD 37 (41 vs. trip)
Feats Ability Focus (poison breath), Diehard, Endurance, Great Fortitude, Improved Critical (gore), Improved Iron
Will, Iron Will, Multiattack, Skill Focus (Perception)
Skills Perception +30, Swim +17
Languages Aklo
Special Abilities
Poison Breath (Ex): Breath contact; save Fortitude DC 29; frequency 1/round for 6 rounds; effect 1d6 Con
damage; cure 3 consecutive saves.

Huge Catoblepas (20HD) CR 15


XP 51200
N Huge magical beast
Init -2; Senses darkvision 60 ft., low-light vision; Perception +32
Aura stench (30 ft., Fort DC 28, 10 rounds)
Defence
AC 28, touch 6, flat-footed 28 (-2 Dex, +22 natural, -2 size)
hp 270 (20d10+160)
Fort +22, Ref +10, Will +11
SR 23
Offence
Speed 40 ft., swim 20 ft.
Melee bite +27 (4d6+9), gore +27 (3d8+9/19-20), 2 hooves +25 (2d6+4)
Space 20 ft.; Reach 20 ft.
Special Attacks poison breath (60 ft. cone, poison, Fortitude DC 30, usable every 1d4 rounds), trample (6d6+13, DC
29)
Statistics
Str 28 (+9), Dex 6 (-2), Con 27 (+8), Int 5 (-3), Wis 16 (+3), Cha 10 (+0)
Base Atk +20; CMB +31; CMD 39 (43 vs. trip)
Feats Ability Focus (poison breath), Diehard, Endurance, Great Fortitude, Improved Critical (gore), Improved Iron
Will, Iron Will, Multiattack, Power Attack, Skill Focus (Perception)
Skills Perception +32, Swim +17
Languages Aklo
Special Abilities
Poison Breath (Ex): Breath contact; save Fortitude DC 30; frequency 1/round for 6 rounds; effect 1d6 Con
damage; cure 3 consecutive saves.

116
Freaks and Horrors

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.

Dread Wight Catoblepas (16HD) CR 15


XP 51200
LE Large undead
Init +1; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +29
Aura stench (30 ft., Fort DC 20, 10 rounds)
Defence
AC 33, touch 10, flat-footed 32 (+1 Dex, +23 natural, -1 size)
hp 104 (16d8+32)
Fort +12, Ref +11, Will +11
Defensive Abilities +4 channel resistance; Immune undead traits; SR 23
Offence
Speed 40 ft., swim 20 ft.
Melee bite +21 (3d6+6 plus energy drain), gore +21 (2d8+6/19-20 plus energy drain), 2 hooves +19 (1d8+3)
Space 15 ft.; Reach 15 ft.
Special Attacks poison breath (60 ft. cone, poison, Fortitude DC 22, usable every 1d4 rounds), energy drain
(1 level, DC 20), trample (4d6+9, DC 24)
Statistics
Str 22 (+6), Dex 12 (+1), Con - , Int 7 (-2), Wis 18 (+4), Cha 14 (+2)
Base Atk +16; CMB +23; CMD 34 (38 vs. trip)
Feats Ability Focus (poison breath), Diehard, Endurance, Improved Critical (gore), Improved Iron Will, Iron Will,
Multiattack, Skill Focus (Perception)
Skills Perception +29, Stealth 16, Swim +25; Racial Modifiers +8 Stealth
Languages Aklo
Special Qualities command wights, create spawn
Special Abilities
Command Wights (Su): A dread wight can command any normal wights within 30 ft. and a normal wight will never
attack a dread wight.
Create Spawn (Su): Any slain by a dread wight rises as a dread wight in 1d4 rounds. All spawn thus created are
under the control of the dread wight.
Poison Breath (Ex): Breath contact; save Fortitude DC 22; frequency 1/round for 6 rounds; effect 1d6 Con
damage; cure 3 consecutive saves.

117
The Lazy GM

Huge Dread Wight Catoblepas (20HD) CR 17


XP 102400
LE Huge undead
Init +0; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +33
Aura stench (30 ft., Fort DC 22, 10 rounds)
Defence
AC 34, touch 8, flat-footed 34 (+26 natural, -2 size)
hp 130 (20d8+40)
Fort +16, Ref +12, Will +12
Defensive Abilities +4 channel resistance; Immune undead traits; SR 23
Offence
Speed 40 ft., swim 20 ft.
Melee bite +28 (4d6+10 plus energy drain), gore +28 (3d8+10/19-20 plus energy drain), 2 hooves +26 (2d6+5)
Space 20 ft.; Reach 20 ft.
Special Attacks poison breath (60 ft. cone, poison, Fortitude DC 24, usable every 1d4 rounds), energy drain (1 level,
DC 22), trample (6d6+15, DC 30)
Statistics
Str 30 (+10), Dex 10 (+0), Con - , Int 7 (-2), Wis 18 (+4), Cha 14 (+2)
Base Atk +20; CMB +32; CMD 42 (46 vs. trip)
Feats Ability Focus (poison breath), Diehard, Endurance, Great Fortitude, Improved Critical (gore), Improved Iron
Will, Iron Will, Multiattack, Power Attack, Skill Focus (Perception)
Skills Perception +33, Stealth +13, Swim +31; Racial Modifiers +8 Stealth
Languages Aklo
Special Qualities command wights, create spawn
Special Abilities
Command Wights (Su): A dread wight can command any normal wights within 30 ft. and a normal wight will never
attack a dread wight.
Create Spawn (Su): Any creature slain by a dread wight rises as a dread wight in 1d4 rounds. All spawn thus created
are under the control of the dread wight.
Poison Breath (Ex): Breath contact; save Fortitude DC 24; frequency 1/round for 6 rounds; effect 1d6 Con
damage; cure 3 consecutive saves.

Fiendish Catoblepas (14HD) CR 13


XP 25600
NE Large magical beast (evil, extraplanar)
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
DR 10/good; Resist cold 15, fire 15; 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), smite good (1/day,
+12 damage until target is dead), 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.

118
Freaks and Horrors

Huge Fiendish Catoblepas (18HD) CR 15


XP 51200
NE Huge magical beast (evil, extraplanar)
Init -2; Senses darkvision 60 ft., low-light vision; Perception +30
Aura stench (30 ft., Fort DC 27, 10 rounds)
Defence
AC 28, touch 6, flat-footed 28 (-2 Dex, +22 natural, -2 size)
hp 243 (18d10+144)
Fort +21, Ref +9, Will +11
DR 10/good; Resist cold 15, fire 15; SR 23
Offence
Speed 40 ft., swim 20 ft.
Melee bite +25 (4d6+9), gore +25 (3d8+9/19-20), 2 hooves +23 (2d6+4)
Space 20 ft.; Reach 20 ft.
Special Attacks poison breath (60 ft. cone, poison, Fortitude DC 29, usable every 1d4 rounds), smite good (1/day,
+18 damage until target is dead), trample (6d6+13, DC 28)
Statistics
Str 28 (+9), Dex 6 (-2), Con 26 (+8), Int 5 (-3), Wis 16 (+3), Cha 10 (+0)
Base Atk +18; CMB +29; CMD 37 (41 vs. trip)
Feats Ability Focus (poison breath), Diehard, Endurance, Great Fortitude, Improved Critical (gore), Improved Iron
Will, Iron Will, Multiattack, Skill Focus (Perception)
Skills Perception +30, Swim +17
Languages Aklo
Special Abilities
Poison Breath (Ex): Breath contact; save Fortitude DC 29; frequency 1/round for 6 rounds; effect 1d6 Con
damage; cure 3 consecutive saves.

Half-Dragon Catoblepas (14HD) CR 14


XP 38400
N Large dragon
Init -1; Senses darkvision 60 ft., low-light vision; Perception +25
Aura stench (30 ft., Fort DC 26, 10 rounds)
Defence
AC 31, touch 8, flat-footed 31 (-1 Dex, +23 natural, -1 size)
hp 203 (14d10+126)
Fort +18, Ref +8, Will +8
Immune acid, paralysis, sleep; SR 23
Offence
Speed 40 ft., swim 20 ft., fly 80 ft. (average)
Melee bite +22 (3d6+9), gore +22 (2d8+9/19-20), 2 claws +20 (1d8+4)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (1/day, 60 ft. line of acid, 14d6 acid damage, Reflex DC 26 for half), poison breath
(60 ft. cone, poison, Fortitude DC 26, usable every 1d4 rounds), trample (4d6+13, DC 26)
Statistics
Str 28 (+9), Dex 8 (-1), Con 28 (+9), Int 7 (-2), Wis 15 (+2), Cha 12 (+1)
Base Atk +14; CMB +24; CMD 33 (37 vs. trip)
Feats Diehard, Endurance, Improved Critical (gore), Improved Iron Will, Iron Will, Multiattack,
Skill Focus (Perception)
Skills Fly +14, Perception +25, Stealth +12, Swim +34
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.

119
The Lazy GM

Huge Half-Dragon Catoblepas (18HD) CR 16


XP 76800
N Huge dragon
Init -2; Senses darkvision 60 ft., low-light vision; Perception +30
Aura stench (30 ft., Fort DC 30, 10 rounds)
Defence
AC 32, touch 6, flat-footed 32 (-2 Dex, +26 natural, -2 size)
hp 297 (18d10+198)
Fort +24, Ref +9, Will +11
Immune acid, paralysis, sleep; SR 23
Offence
Speed 40 ft., swim 20 ft., fly 80 ft. (average)
Melee bite +29 (4d6+13), gore +29 (3d8+13/19-20), 2 hooves +27 (2d6+6)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon (1/day, 60 ft. line of acid, 18d6 acid damage, Reflex DC 30 for half), poison breath
(60 ft. cone, poison, Fortitude DC 32, usable every 1d4 rounds), trample (6d6+19, DC 32)
Statistics
Str 36 (+13), Dex 6 (-2), Con 32 (+11), Int 7 (-2), Wis 16 (+3), Cha 12 (+1)
Base Atk +18; CMB +33; CMD 41 (45 vs. trip)
Feats Ability Focus (poison breath), Diehard, Endurance, Great Fortitude, Improved Critical (gore), Improved Iron
Will, Iron Will, Multiattack, Skill Focus (Perception)
Skills Fly +15, Perception +30, Stealth +11, Swim +42
Languages Aklo
Special Abilities
Poison Breath (Ex): Breath contact; save Fortitude DC 32; frequency 1/round for 6 rounds; effect 1d6 Con
damage; cure 3 consecutive saves.

Poisonous Catoblepas (16HD) CR 14


XP 38400
NE Large magical beast
Init -1; Senses darkvision 60 ft., low-light vision; Perception +28
Aura poisonous cloud (10 ft., Fort DC 26)
Defence
AC 27, touch 8, flat-footed 27 (-1 Dex, +19 natural, -1 size)
hp 216 (16d10+128)
Fort +18, Ref +9, Will +10
Immune poison; SR 23
Offence
Speed 40 ft., swim 20 ft.
Melee bite +20 (3d6+5 plus poison), gore +20 (2d8+5/19-20 plus poison), 2 hooves +18 (1d8+2)
Space 15 ft.; Reach 15 ft.
Special Attacks poison, poisonous cloud, toxic flesh, trample (4d6+7, DC 23), venomous breath
Statistics
Str 20 (+5), Dex 8 (-1), Con 26 (+8), Int 5 (-3), Wis 16 (+3), Cha 10 (+0)
Base Atk +16; CMB +22; CMD 31 (35 vs. trip)
Feats Ability Focus (venomous breath), Diehard, Endurance, Improved Critical (gore), Improved Iron Will, Iron Will,
Multiattack, Skill Focus (Perception)
Skills Perception +28, Swim +13
Languages Aklo
Special Qualities detect anti-poison
Special Abilities
Detect Anti-Poison (Su): At will, standard action. Can detect alchemical items, magic effects, and magic items within
30 ft. that neutralize or delay poisons, or determine whether a creature in the same range is naturally immune or
resistant to poisons. A DC 15 Wisdom check for each qualifier reveals location of the qualifying creature, object, or
magic effect and why it qualifies. Hidden or invisible qualifiers are not revealed, only location. If a qualifier moves,
another detection attempt is required to relocate it.
Poison (Ex): Bite and gore injury; save Fort DC 26; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure
1 save.
Poisonous Cloud (Ex): Affects all within 10 ft. of catoblepas inhaled; save Fort DC 26; frequency 1/round for 6
rounds; effect 1d3 Str damage and sickened for 1 hour; cure 2 saves, also reduced sickened condition to 1 minute.
Toxic Flesh (Ex): Catoblepas flesh contact or ingestion; save Fort DC 26; frequency 1/round for 6 rounds, effect
1d2 Dex damage; cure 2 saves.
Venomous Breath (Ex): 60 ft. cone of poison gas - inhaled; causes 1d6 Int damage and 1d6 Wis damage, and
confusion as per the spell for 16 rounds. Save Fort DC 28 halves the ability damage and negates the confusion
effect.

120
Freaks and Horrors

Huge Poisonous Catoblepas (20HD) CR 16


XP 76800
N Huge magical beast
Init -2; Senses darkvision 60 ft., low-light vision; Perception +32
Aura poisonous cloud (10 ft., Fort DC 30)
Defence
AC 28, touch 6, flat-footed 28 (-2 Dex, +22 natural, -2 size)
hp 310 (20d10+200)
Fort +24, Ref +10, Will +11
Immune poison; SR 23
Offence
Speed 40 ft., swim 20 ft.
Melee bite +27 (4d6+9 plus poison), gore +27 (3d8+9/19-20 plus poison), 2 hooves +25 (2d6+4)
Space 20 ft.; Reach 20 ft.
Special Attacks poison, poisonous cloud, toxic flesh, trample (6d6+13, DC 29), venomous breath
Statistics
Str 28 (+9), Dex 6 (-2), Con 31 (+10), Int 5 (-3), Wis 16 (+3), Cha 10 (+0)
Base Atk +20; CMB +31; CMD 39 (43 vs. trip)
Feats Ability Focus (venomous breath), Diehard, Endurance, Great Fortitude, Improved Critical (gore), Improved Iron
Will, Iron Will, Multiattack, Power Attack, Skill Focus (Perception)
Skills Perception +32, Swim +17
Languages Aklo
Special Qualities detect anti-poison
Special Abilities
Detect Anti-Poison (Su): At will, standard action. Can detect alchemical items, magic effects, and magic items within
30 ft. that neutralize or delay poisons, or determine whether a creature in the same range is naturally immune or
resistant to poisons. A DC 15 Wisdom check for each qualifier reveals location of the qualifying creature, object, or
magic effect and why it qualifies. Hidden or invisible qualifiers are not revealed, only location. If a qualifier moves,
another detection attempt is required to relocate it.
Poison (Ex): Bite and gore injury; save Fort DC 30; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure
1 save.
Poisonous Cloud (Ex): Affects all within 10 ft. of catoblepas inhaled; save Fort DC 30; frequency 1/round for 6
rounds; effect 1d3 Str damage and sickened for 1 hour; cure 2 saves, also reduced sickened condition to 1 minute.
Toxic Flesh (Ex): Catoblepas flesh contact or ingestion; save Fort DC 30; frequency 1/round for 6 rounds, effect
1d2 Dex damage; cure 2 saves.
Venomous Breath (Ex): 60 ft. cone of poison gas - inhaled; causes 1d6 Int damage and 1d6 Wis damage, and
confusion as per the spell for 16 rounds. Save Fort DC 32 halves the ability damage and negates the confusion
effect.

121
The Lazy GM

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.

Cave Fisher (3HD) CR 2


XP 600
N Medium vermin
Init +1; Senses darkvision 60 ft.; Perception +0
Defence
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 22 (3d8+9)
Fort +6, Ref +2, Will +1
Immune mind-affecting effects
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +5 (1d4+3)
Ranged filament +3 (drag)
Special Attacks pull (filament, 10 ft.)
Statistics
Str 17 (+3), Dex 12 (+1), Con 17 (+3), Int - , Wis 10 (+0), Cha 4 (-3)
Base Atk +2; CMB +5 (+9 pull); CMD 16 (28 vs. trip)
Skills Climb +11
Special Abilities
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.

Cave Fisher (5HD) CR 3


XP 800
N Medium vermin
Init +1; Senses darkvision 60 ft.; Perception +0
Defence
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 37 (5d8+15)
Fort +7, Ref +2, Will +1
Immune mind-affecting effects
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +7 (1d4+4)
Ranged filament +4 (drag)
Special Attacks pull (filament, 10 ft.)
Statistics
Str 18 (+4), Dex 12 (+1), Con 17 (+3), Int - , Wis 10 (+0), Cha 4 (-3)
Base Atk +3; CMB +7 (+11 pull); CMD 18 (30 vs. trip)
Skills Climb +12
Special Abilities
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.

122
Freaks and Horrors

Cave Fisher (6HD) CR 4


XP 1200
N Medium vermin
Init +1; Senses darkvision 60 ft.; Perception +0
Defence
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 45 (6d8+18)
Fort +8, Ref +3, Will +2
Immune mind-affecting effects
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +8 (1d4+4)
Ranged filament +5 (drag)
Special Attacks pull (filament, 10 ft.)
Statistics
Str 18 (+4), Dex 12 (+1), Con 17 (+3), Int - , Wis 10 (+0), Cha 4 (-3)
Base Atk +4; CMB +8 (+12 pull); CMD 19 (31 vs. trip)
Skills Climb +12
Special Abilities
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.

Large Cave Fisher (7HD) CR 5


XP 1600
N Large vermin
Init +0; Senses darkvision 60 ft.; Perception +0
Defence
AC 15, touch 9, flat-footed 15 (+6 natural, -1 size)
hp 66 (7d8+35)
Fort +10, Ref +2, Will +2
Immune mind-affecting effects
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +12 (1d6+8)
Ranged filament +4 (drag)
Space 10 ft., Reach 5 ft.
Special Attacks pull (filament, 10 ft.)
Statistics
Str 26 (+8), Dex 10 (+0), Con 21 (+5), Int - , Wis 10 (+0), Cha 4 (-3)
Base Atk +5; CMB +14 (+18 pull); CMD 24 (36 vs. trip)
Skills Climb +16
Special Abilities
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.

123
The Lazy GM

Large Cave Fisher (9HD) CR 6


XP 2400
N Large vermin
Init +0; Senses darkvision 60 ft.; Perception +0
Defence
AC 15, touch 9, flat-footed 15 (+6 natural, -1 size)
hp 94 (9d8+54)
Fort +12, Ref +3, Will +3
Immune mind-affecting effects
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +13 (1d6+8)
Ranged filament +5 (drag)
Space 10 ft., Reach 5 ft.
Special Attacks pull (filament, 10 ft.)
Statistics
Str 26 (+8), Dex 10 (+0), Con 22 (+6), Int - , Wis 10 (+0), Cha 4 (-3)
Base Atk +6; CMB +15 (+19 pull); CMD 25 (37 vs. trip)
Skills Climb +16
Special Abilities
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.

124
Freaks and Horrors

Cave Fisher Variants


The advanced cave fisher gives a simple, tougher variant without raising Hit Dice. The
demonic vermin cave fisher is one that has either been affected by the release of demonic
energies, or that originates from a lower plane. Unlike most vermin it possesses intelligence.
The earth-infused cave fisher has ties to the elemental plane of earth, rendering it much
tougher. Finally the shadow cave fisher uses its natural ability to hide in ambush in the
shadowy corners of caverns.

Advanced Cave Fisher (5HD) CR 4


XP 1200
N Medium vermin
Init +3; Senses darkvision 60 ft.; Perception +2
Defence
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 47 (5d8+25)
Fort +9, Ref +4, Will +3
Immune mind-affecting effects
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +9 (1d4+6)
Ranged filament +6 (drag)
Special Attacks pull (filament, 10 ft.)
Statistics
Str 22 (+6), Dex 16 (+3), Con 21 (+5), Int - , Wis 14 (+2), Cha 8 (-1)
Base Atk +3; CMB +9 (+13 pull); CMD 22 (34 vs. trip)
Skills Climb +14
Special Abilities
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.

Large Advanced Cave Fisher (9HD) CR 7


XP 3200
N Large vermin
Init +2; Senses darkvision 60 ft.; Perception +2
Defence
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
hp 112 (9d8+72)
Fort +14, Ref +5, Will +5
Immune mind-affecting effects
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +15 (1d6+10)
Ranged filament +7 (drag)
Space 10 ft., Reach 5 ft.
Special Attacks pull (filament, 10 ft.)
Statistics
Str 30 (+10), Dex 14 (+2), Con 26 (+8), Int - , Wis 14 (+2), Cha 8 (-1)
Base Atk +6; CMB +17 (+21 pull); CMD 29 (41 vs. trip)
Skills Climb +18
Special Abilities
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.

125
The Lazy GM

Demonic Vermin Cave Fisher (3HD) CR 3


XP 800
CE Medium magical beast (demon)
Init +5; Senses darkvision 60 ft.; Perception +6
Defence
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 28 (3d8+15)
Fort +7, Ref +2, Will +1
DR 5/cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +7 (1d4+5)
Ranged filament +4 (drag)
Special Attacks drone, pull (filament, 10 ft.)
rd
Spell-Like Abilities (CL 3 , concentration +5)

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.

Large Demonic Vermin Cave Fisher (7HD) CR 6


XP 2400
CE Large magical beast (demon)
Init +4; Senses darkvision 60 ft.; Perception +13
Defence
AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
hp 80 (7d8+49)
Fort +11, Ref +2, Will +2
DR 5/cold iron; Immune acid, electricity, poison; Resist cold 10, fire 10
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +14 (1d8+10)
Ranged filament +5 (drag)
Space 10 ft., Reach 5 ft.
Special Attacks abyssal energy (60 ft. line of acid, 6d6 acid damage, Reflex DC 19 for half, usable every 1d4
rounds), pull (filament, 10 ft.)
th
Spell-Like Abilities (CL 7 , concentration +9)

1/day darkness, vomit swarm


Statistics
Str 30 (+10), Dex 10 (+0), Con 23 (+6), Int 10 (+0), Wis 10 (+0), Cha 15 (+2)
Base Atk +5; CMB +16 (+20 pull); CMD 26 (38 vs. trip)
Feats Improved Initiative, Improved Natural Attack (claw), Skill Focus (Perception), Toughness*,
Weapon Focus (filament)
Skills Acrobatics +10, Climb +28, Perception +13, Stealth +6
Special Abilities
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.

126
Freaks and Horrors

Earth-Infused Cave Fisher (5HD) CR 4


XP 1200
N Medium vermin (earth)
Init +0; Senses darkvision 60 ft., tremorsense 20 ft.; Perception +1
Defence
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 42 (5d8+20)
Fort +8, Ref +1, Will +4
Defensive Abilities earths armour, elemental body; Immune mind-affecting effects
Offence
Speed 20 ft., climb 20 ft., burrow 20 ft.
Melee 2 claws +10 (1d4+7)
Ranged filament +3 (drag)
Special Attacks grounded, pull (filament, 10 ft.)
Statistics
Str 22 (+6), Dex 10 (+0), Con 19 (+4), Int - , Wis 12 (+1), Cha 1 (-5)
Base Atk +3; CMB +9 (+13 pull); CMD 19 (31 vs. trip)
Feats Iron Will*
Skills Climb +14
Special Abilities
Elemental Body (Ex): An earth-infused cave fisher has a 25% chance to avoid damage from sneak attack or critical
hit and a 25% chance to avoid the effects of poison, paralysis, sleep or stunning.
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.
Grounded (Ex): When in contact with earth an earth-infused cave fisher gains a +1 morale bonus to melee attacks
and damage (already factored in).
Pull (Ex): A cave fisher gains a +4 racial bonus to pull checks made using its filament.

Large Earth-Infused Cave Fisher (9HD) CR 7


XP 3200
N Large vermin (earth)
Init -1; Senses darkvision 60 ft.; Perception +1
Defence
AC 16, touch 8, flat-footed 16 (-1 Dex, +8 natural, -1 size)
hp 103 (9d8+63)
Fort +13, Ref +2, Will +6
Defensive Abilities earths armour, elemental body; Immune mind-affecting effects
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +16 (1d6+11)
Ranged filament +4 (drag)
Space 10 ft., Reach 5 ft.
Special Attacks grounded, pull (filament, 10 ft.)
Statistics
Str 30 (+10), Dex 8 (-1), Con 24 (+7), Int - , Wis 12 (+1), Cha 1 (-5)
Base Atk +6; CMB +17 (+21 pull); CMD 26 (38 vs. trip)
Feats Iron Will*
Skills Climb +18
Special Abilities
Elemental Body (Ex): An earth-infused cave fisher has a 25% chance to avoid damage from sneak attack or critical
hit and a 25% chance to avoid the effects of poison, paralysis, sleep or stunning.
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.
Grounded (Ex): When in contact with earth an earth-infused cave fisher gains a +1 morale bonus to melee attacks
and damage (already factored in).
Pull (Ex): A cave fisher gains a +4 racial bonus to pull checks made using its filament.

127
The Lazy GM

Shadow Cave Fisher (3HD) CR 3


XP 800
N Medium vermin
Init +1; Senses darkvision 60 ft.; Perception +0
Defence
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 22 (3d8+9)
Fort +6, Ref +2, Will +1
Defensive Abilities shadow blend; Immune mind-affecting effects; Resist cold 5, electricity 5; SR 9
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +5 (1d4+3)
Ranged filament +3 (drag)
Special Attacks pull (filament, 10 ft.)
Statistics
Str 17 (+3), Dex 12 (+1), Con 17 (+3), Int - , Wis 10 (+0), Cha 4 (-3)
Base Atk +2; CMB +5 (+9 pull); CMD 16 (28 vs. trip)
Skills Climb +11
Special Abilities
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.
Shadow Blend (Su): In any illumination other than bright light, a shadow cave fisher blends into shadows to gain
concealment (20% miss chance). It can suspend or resume this as a free action.

Large Shadow Cave Fisher (7HD) CR 6


XP 2400
N Large vermin
Init +0; Senses darkvision 60 ft.; Perception +0
Defence
AC 15, touch 9, flat-footed 15 (+6 natural, -1 size)
hp 66 (7d8+35)
Fort +10, Ref +2, Will +2
Defensive Abilities shadow blend; DR 5/magic; Immune mind-affecting effects; Resist cold 10, electricity 10; SR 12
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +12 (1d6+8)
Ranged filament +4 (drag)
Space 10 ft., Reach 5 ft.
Special Attacks pull (filament, 10 ft.)
Statistics
Str 26 (+8), Dex 10 (+0), Con 21 (+5), Int - , Wis 10 (+0), Cha 4 (-3)
Base Atk +5; CMB +14 (+18 pull); CMD 24 (36 vs. trip)
Skills Climb +16
Special Abilities
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.
Shadow Blend (Su): In any illumination other than bright light, a shadow cave fisher blends into shadows to gain
concealment (20% miss chance). It can suspend or resume this as a free action.

128
Freaks and Horrors

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).

Cave Moray (3HD) CR 2


XP 600
N Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +9
Defence
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +2
Offence
Speed 20 ft.
Melee bite +5 (2d6+3)
Special Attacks ambush, recoil attack
Statistics
Str 14 (+2), Dex 17 (+3), Con 13 (+1), Int 2 (-4), Wis 13 (+1), Cha 10 (+0)
Base Atk +3; CMB +5; CMD 18 (cant be tripped)
Feats Skill Focus (Perception, Stealth)
Skills Perception +9, Stealth +10 (+14 in rocky or stony areas); Racial Modifiers +4 Stealth in rocky or stony areas
Special Abilities
Ambush (Ex): If a cave moray surprises an opponent it gains a +4 circumstance bonus to its attack roll that round.
Recoil Attack (Ex): A cave moray lunges out of its cyst up to 5 ft. to strike prey, fast enough to attack running or
flying creatures. This always counts as a charge attack, and it recoils into its cyst after an attack to lunge at an
opponent again.

Cave Moray (5HD) CR 3


XP 800
N Medium magical beast
Init +8; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +10
Defence
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 32 (5d10+5)
Fort +5, Ref +8, Will +2
Offence
Speed 20 ft.
Melee bite +7 (2d6+3)
Special Attacks ambush, recoil attack
Statistics
Str 14 (+2), Dex 18 (+4), Con 13 (+1), Int 2 (-4), Wis 13 (+1), Cha 10 (+0)
Base Atk +5; CMB +7; CMD 21 (cant be tripped)
Feats Improved Initiative, Skill Focus (Perception, Stealth)
Skills Perception +10, Stealth +12 (+16 in rocky or stony areas); Racial Modifiers +4 Stealth in rocky or stony areas
Special Abilities
Ambush (Ex): If a cave moray surprises an opponent it gains a +4 circumstance bonus to its attack roll that round.
Recoil Attack (Ex): A cave moray lunges out of its cyst up to 5 ft. to strike prey, fast enough to attack running or
flying creatures. This always counts as a charge attack, and it recoils into its cyst after an attack to lunge at an
opponent again.

129
The Lazy GM

Large Cave Moray (7HD) CR 4


XP 1200
N Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11
Defence
AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 size)
hp 59 (7d10+21)
Fort +8, Ref +10, Will +3
Offence
Speed 20 ft.
Melee bite +12 (3d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks ambush, recoil attack
Statistics
Str 22 (+6), Dex 16 (+3), Con 17 (+3), Int 2 (-4), Wis 13 (+1), Cha 10 (+0)
Base Atk +7; CMB +14; CMD 27 (cant be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception, Stealth)
Skills Perception +11, Stealth +8 (+12 in rocky or stony areas); Racial Modifiers +4 Stealth in rocky or stony areas
Special Abilities
Ambush (Ex): If a cave moray surprises an opponent it gains a +4 circumstance bonus to its attack roll that round.
Recoil Attack (Ex): A cave moray lunges out of its cyst up to 5 ft. to strike prey, fast enough to attack running or
flying creatures. This always counts as a charge attack, and it recoils into its cyst after an attack to lunge at an
opponent again.

Large Cave Moray (8HD) CR 5


XP 1600
N Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11
Defence
AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 size)
hp 68 (8d10+24)
Fort +9, Ref +11, Will +3
Offence
Speed 20 ft.
Melee bite +13 (3d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks ambush, recoil attack
Statistics
Str 22 (+6), Dex 17 (+3), Con 17 (+3), Int 2 (-4), Wis 13 (+1), Cha 10 (+0)
Base Atk +8; CMB +15; CMD 28 (cant be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception, Stealth)
Skills Perception +11, Stealth +9 (+13 in rocky or stony areas); Racial Modifiers +4 Stealth in rocky or stony areas
Special Abilities
Ambush (Ex): If a cave moray surprises an opponent it gains a +4 circumstance bonus to its attack roll that round.
Recoil Attack (Ex): A cave moray lunges out of its cyst up to 5 ft. to strike prey, fast enough to attack running or
flying creatures. This always counts as a charge attack, and it recoils into its cyst after an attack to lunge at an
opponent again.

Large Cave Moray (9HD) CR 6


XP 2400
N Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11
Defence
AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 size)
hp 76 (9d10+27)
Fort +9, Ref +11, Will +4
Offence
Speed 20 ft.
Melee bite +15 (3d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks ambush, recoil attack
Statistics
Str 22 (+6), Dex 17 (+3), Con 17 (+3), Int 2 (-4), Wis 13 (+1), Cha 10 (+0)
Base Atk +9; CMB +16; CMD 29 (cant be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception, Stealth), Weapon Focus (bite)
Skills Perception +11, Stealth +10 (+14 in rocky or stony areas); Racial Modifiers +4 Stealth in rocky or stony areas
Special Abilities
Ambush (Ex): If a cave moray surprises an opponent it gains a +4 circumstance bonus to its attack roll that round.
Recoil Attack (Ex): A cave moray lunges out of its cyst up to 5 ft. to strike prey, fast enough to attack running or
flying creatures. This always counts as a charge attack, and it recoils into its cyst after an attack to lunge at an
opponent again.

130
Freaks and Horrors

Cave Moray Variants


Various cave moray variants are given. The fiendish moray is one steeped in the power of the
lower planes, or that guards the endless caverns of the underworld. The flame-spawned
moray adds fire attacks to its abilities and could perhaps be found in volcanic areas. The half-
dragon moray given here uses a white dragon template and might be found in polar regions.
Finally the fast zombie is an undead variant that doesnt sacrifice its speed.

Fiendish Cave Moray (3HD) CR 2


XP 600
NE Medium magical beast (evil, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +9
Defence
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +2
Resist cold 5, fire 5; SR 7
Offence
Speed 20 ft.
Melee bite +5 (2d6+3)
Special Attacks ambush, recoil attack, smite good (1/day, +3 damage until target is dead)
Statistics
Str 14 (+2), Dex 17 (+3), Con 13 (+1), Int 2 (-4), Wis 13 (+1), Cha 10 (+0)
Base Atk +3; CMB +5; CMD 18 (cant be tripped)
Feats Skill Focus (Perception, Stealth)
Skills Perception +9, Stealth +10 (+14 in rocky or stony areas); Racial Modifiers +4 Stealth in rocky or stony areas
Special Abilities
Ambush (Ex): If a cave moray surprises an opponent it gains a +4 circumstance bonus to its attack roll that round.
Recoil Attack (Ex): A cave moray lunges out of its cyst up to 5 ft. to strike prey, fast enough to attack running or
flying creatures. This always counts as a charge attack, and it recoils into its cyst after an attack to lunge at an
opponent again.

Large Fiendish Cave Moray (7HD) CR 5


XP 1600
NE Large magical beast (evil, extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11
Defence
AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 size)
hp 59 (7d10+21)
Fort +8, Ref +10, Will +3
DR 5/good; Resist cold 10, fire 10; SR 10
Offence
Speed 20 ft.
Melee bite +12 (3d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks ambush, recoil attack, smite good (1/day, +7 damage until target is dead)
Statistics
Str 22 (+6), Dex 16 (+3), Con 17 (+3), Int 2 (-4), Wis 13 (+1), Cha 10 (+0)
Base Atk +7; CMB +14; CMD 27 (cant be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception, Stealth)
Skills Perception +11, Stealth +8 (+12 in rocky or stony areas); Racial Modifiers +4 Stealth in rocky or stony areas
Special Abilities
Ambush (Ex): If a cave moray surprises an opponent it gains a +4 circumstance bonus to its attack roll that round.
Recoil Attack (Ex): A cave moray lunges out of its cyst up to 5 ft. to strike prey, fast enough to attack running or
flying creatures. This always counts as a charge attack, and it recoils into its cyst after an attack to lunge at an
opponent again.

131
The Lazy GM

Flame-Spawned Cave Moray (5HD) CR 4


XP 1200
N Medium outsider (elemental, fire)
Init +9; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +10
Aura fiery aura (5 ft., 1d6 fire, Fort DC 13 negates)
Defence
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 32 (5d10+5)
Fort +5, Ref +9, Will +2
DR 5/magic; Immune fire
Weaknesses vulnerability to cold
Offence
Speed 20 ft.
Melee bite +7 (2d6+3 plus 1d6 fire plus burn)
Special Attacks ambush, burn, recoil attack
Statistics
Str 14 (+2), Dex 20 (+5), Con 13 (+1), Int 2 (-4), Wis 13 (+1), Cha 10 (+0)
Base Atk +5; CMB +7; CMD 22 (cant be tripped)
Feats Improved Initiative, Skill Focus (Perception, Stealth)
Skills Perception +10, Stealth +13 (+17 in rocky or stony areas); Racial Modifiers +4 Stealth in rocky or stony areas
Special Abilities
Ambush (Ex): If a cave moray surprises an opponent it gains a +4 circumstance bonus to its attack roll that round.
Burn (Ex): Any creature hit by a flame-spawned moray, or hitting one with natural weapons or unarmed strikes, must
make a Reflex save DC 13 or catch on fire.
Recoil Attack (Ex): A cave moray lunges out of its cyst up to 5 ft. to strike prey, fast enough to attack running or
flying creatures. This always counts as a charge attack, and it recoils into its cyst after an attack to lunge at an
opponent again.

Large Flame-Spawned Cave Moray (8HD) CR 6


XP 2400
N Large outsider (elemental, fire)
Init +8; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11
Aura fiery aura (5 ft., 1d8 fire, Fort DC 17 negates)
Defence
AC 19, touch 13, flat-footed 15 (+4 Dex, +6 natural, -1 size)
hp 68 (8d10+24)
Fort +9, Ref +12, Will +3
DR 5/magic; Immune fire
Weaknesses vulnerability to cold
Offence
Speed 20 ft.
Melee bite +13 (3d6+9 plus 1d8 fire plus burn)
Space 10 ft.; Reach 5 ft.
Special Attacks ambush, burn, recoil attack
Statistics
Str 22 (+6), Dex 19 (+4), Con 17 (+3), Int 2 (-4), Wis 13 (+1), Cha 10 (+0)
Base Atk +8; CMB +15; CMD 29 (cant be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception, Stealth)
Skills Perception +11, Stealth +10 (+14 in rocky or stony areas); Racial Modifiers +4 Stealth in rocky or stony areas
Special Abilities
Ambush (Ex): If a cave moray surprises an opponent it gains a +4 circumstance bonus to its attack roll that round.
Burn (Ex): Any creature hit by a flame-spawned moray, or hitting one with natural weapons or unarmed strikes, must
make a Reflex save DC 17 or catch on fire.
Recoil Attack (Ex): A cave moray lunges out of its cyst up to 5 ft. to strike prey, fast enough to attack running or
flying creatures. This always counts as a charge attack, and it recoils into its cyst after an attack to lunge at an
opponent again.

132
Freaks and Horrors

Half-Dragon Cave Moray (5HD) CR 5


XP 1600
N Medium dragon
Init +8; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +12
Defence
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 47 (5d10+20)
Fort +8, Ref +8, Will +2
Immune cold, paralysis, sleep
Offence
Speed 20 ft., fly 40 ft. (average)
Melee bite +11 (2d6+9)
Special Attacks ambush, breath weapon (1/day, 30 ft. cone of cold, 5d6 cold damage, Reflex DC 16 for half), recoil
attack
Statistics
Str 22 (+6), Dex 18 (+4), Con 19 (+4), Int 4 (-3), Wis 13 (+1), Cha 12 (+1)
Base Atk +5; CMB +11; CMD 25 (cant be tripped)
Feats Improved Initiative, Skill Focus (Perception, Stealth)
Skills Fly +12, Perception +12, Stealth +15 (+19 in ice and snow); Racial Modifiers +4 Stealth in ice and snow
Special Abilities
Ambush (Ex): If a cave moray surprises an opponent it gains a +4 circumstance bonus to its attack roll that round.
Recoil Attack (Ex): A cave moray lunges out of its cyst up to 5 ft. to strike prey, fast enough to attack running or
flying creatures. This always counts as a charge attack, and it recoils into its cyst after an attack to lunge at an
opponent again.

Large Half-Dragon Cave Moray (8HD) CR 7


XP 3200
N Large dragon
Init +7; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +15
Defence
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)
hp 92 (8d10+48)
Fort +12, Ref +11, Will +3
Immune cold, paralysis, sleep
Offence
Speed 20 ft., fly 40 ft. (average)
Melee bite +17 (3d6+15)
Space 10 ft.; Reach 5 ft.
Special Attacks ambush, breath weapon (1/day, 30 ft. cone of cold, 8d6 cold damage, Reflex DC 20 for half), recoil
attack
Statistics
Str 30 (+10), Dex 17 (+3), Con 23 (+6), Int 4 (-3), Wis 13 (+1), Cha 12 (+1)
Base Atk +8; CMB +19; CMD 32 (cant be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception, Stealth)
Skills Fly +12, Perception +15, Stealth +13 (+17 in ice and snow); Racial Modifiers +4 Stealth in ice and snow
Special Abilities
Ambush (Ex): If a cave moray surprises an opponent it gains a +4 circumstance bonus to its attack roll that round.
Recoil Attack (Ex): A cave moray lunges out of its cyst up to 5 ft. to strike prey, fast enough to attack running or
flying creatures. This always counts as a charge attack, and it recoils into its cyst after an attack to lunge at an
opponent again.

133
The Lazy GM

Fast Zombie Cave Moray (4HD) CR 1


XP 400
NE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +0
Defence
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 22 (4d8+4)
Fort +1, Ref +5, Will +4
Immune undead traits
Offence
Speed 30 ft.
Melee bite +6 (2d6+4)
Special Attacks quick strikes
Statistics
Str 16 (+3), Dex 19 (+4), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +3; CMB +6; CMD 20 (cant be tripped)
Feats Toughness*
Special Abilities
Quick Strikes (Ex): May make an additional bite attack at +6 modifier when taking full attack option.

Large Fast Zombie Cave Moray (9HD) CR 4


XP 1200
NE Large undead
Init +4; Senses darkvision 60 ft.; Perception +0
Defence
AC 16, touch 13, flat-footed 12 (+4 Dex, +3 natural, -1 size)
hp 44 (8d8+8)
Fort +3, Ref +7, Will +6
Immune undead traits
Offence
Speed 30 ft.
Melee bite +12 (3d6+10)
Space 10 ft.; Reach 5 ft.
Special Attacks quick strikes
Statistics
Str 24 (+7), Dex 18 (+4), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +6; CMB +14; CMD 28 (cant be tripped)
Feats Toughness*
Special Abilities
Quick Strikes (Ex): May make an additional bite attack at +6 modifier when taking full attack option.

134
Freaks and Horrors

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.

Dark Creeper (3HD) CR 2


XP 600
CN Small humanoid (dark folk)
Init +3; Senses see in darkness; Perception +4
Defence
AC 16, touch 14, flat-footed 13 (+2 armour, +3 Dex, +1 size)
hp 19 (3d8+6)
Fort +3, Ref +6, Will +1
Weaknesses light blindness
Offence
Speed 30 ft.
Melee dagger +6 (1d3/19-20 plus poison)
Special Attacks death throes, sneak attack (+1d6)
rd
Spell-Like Abilities (CL 3 , concentration +3)

At will darkness, detect magic


Statistics
Str 11 (+0), Dex 17 (+3), Con 14 (+2), Int 9 (-1), Wis 10 (+0), Cha 8 (-1)
Base Atk +2; CMB +1; CMD 14
Feats Skill Focus (Sleight of Hand), Weapon Finesse
Skills Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Racial Modifiers +4 Climb, +4 Perception,
+4 Stealth
Languages Dark Folk
Gear dagger, rags, black smear (3 doses)
Special Qualities poison use, rag armour
Special Abilities
Death Throes (Ex): When a dark creeper is slain it combusts in a flash of light, leaving its possessions. All creatures
in a 10 ft. burst must make a Fortitude save DC 13 or be blinded for 1d6 rounds. Other dark creepers in the area are
automatically blinded.
Poison Use (Ex): A dark creeper is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
Rag Armour (Ex): A dark creepers layers of rags function as armour when worn by one of their kind.
See In Darkness (Su): A dark creeper can see in darkness of any kind, including that created by deeper darkness.

135
The Lazy GM

Dark Creeper Fighter CR 3


XP 800
CN Small humanoid (dark folk) fighter 1
Init +4; Senses see in darkness; Perception +5
Defence
AC 17, touch 15, flat-footed 13 (+2 armour, +4 Dex, +1 size)
hp 36 (3d8+1d10+17)
Fort +7, Ref +7, Will +2
Weaknesses light blindness
Offence
Speed 30 ft.
Melee dagger +8 (1d3+3/19-20 plus poison)
Ranged shortbow +9 (1d4/x3, 60 ft.)
Special Attacks death throes, sneak attack (+1d6)
th
Spell-Like Abilities (CL 4 , concentration +5)

At will darkness, detect magic


Statistics
Str 16 (+3), Dex 19 (+4), Con 18 (+4), Int 9 (-1), Wis 12 (+1), Cha 6 (-2)
Base Atk +3; CMB +5; CMD 19
Feats Skill Focus (Sleight of Hand), Weapon Finesse, Weapon Focus (shortbow)*
Skills Climb +12, Perception +5, Sleight of Hand +8, Stealth +13; Racial Modifiers +4 Climb, +4 Perception,
+4 Stealth
Languages Dark Folk
Gear dagger, rags, black smear (3 doses)
Special Qualities poison use, rag armour
Special Abilities
Death Throes (Ex): When a dark creeper is slain it combusts in a flash of light, leaving its possessions. All creatures
in a 10 ft. burst must make a Fortitude save DC 16 or be blinded for 1d6 rounds. Other dark creepers in the area are
automatically blinded.
Poison Use (Ex): A dark creeper is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
Rag Armour (Ex): A dark creepers layers of rags function as armour when worn by one of their kind.
See In Darkness (Su): A dark creeper can see in darkness of any kind, including that created by deeper darkness.

Experienced Dark Creeper Fighter CR 5


XP 1600
CN Small humanoid (dark folk) fighter 3
Init +4; Senses see in darkness; Perception +5
Defence
AC 18, touch 16, flat-footed 13 (+2 armour, +4 Dex, +1 dodge, +1 size)
hp 57 (3d8+3d10+27)
Fort +8, Ref +8, Will +3
Defensive Abilities bravery +1
Weaknesses light blindness
Offence
Speed 30 ft.
Melee dagger +10 (1d3+3/19-20 plus poison)
Ranged shortbow +11 (1d4/x3, 60 ft.)
Special Attacks death throes, sneak attack (+1d6)
th
Spell-Like Abilities (CL 6 , concentration +7)

At will darkness, detect magic


Statistics
Str 16 (+3), Dex 19 (+4), Con 18 (+4), Int 9 (-1), Wis 12 (+1), Cha 6 (-2)
Base Atk +5; CMB +7; CMD 22
Feats Dodge*, Point Blank Shot, Skill Focus (Sleight of Hand), Weapon Finesse, Weapon Focus (shortbow)*
Skills Climb +12, Perception +5, Sleight of Hand +9, Stealth +14; Racial Modifiers +4 Climb, +4 Perception,
+4 Stealth
Languages Dark Folk
Gear dagger, rags, black smear (3 doses)
Special Qualities armour training 1, poison use, rag armour
Special Abilities
Death Throes (Ex): When a dark creeper is slain it combusts in a flash of light, leaving its possessions. All creatures
in a 10 ft. burst must make a Fortitude save DC 17 or be blinded for 1d6 rounds. Other dark creepers in the area are
automatically blinded.
Poison Use (Ex): A dark creeper is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
Rag Armour (Ex): A dark creepers layers of rags function as armour when worn by one of their kind.
See In Darkness (Su): A dark creeper can see in darkness of any kind, including that created by deeper darkness.

136
Freaks and Horrors

Superior Dark Creeper Fighter CR 7


XP 3200
CN Small humanoid (dark folk) fighter 5
Init +5; Senses see in darkness; Perception +5
Defence
AC 19, touch 17, flat-footed 13 (+2 armour, +5 Dex, +1 dodge, +1 size)
hp 78 (3d8+5d10+37)
Fort +9, Ref +9, Will +3
Defensive Abilities bravery +1
Weaknesses light blindness
Offence
Speed 30 ft.
Melee dagger +13/+8 (1d3+3/19-20 plus poison)
Ranged shortbow +15/+10 (1d4+1/x3, 60 ft.)
Special Attacks death throes, sneak attack (+1d6)
th
Spell-Like Abilities (CL 8 , concentration +9)

At will darkness, detect magic


Statistics
Str 16 (+3), Dex 20 (+5), Con 18 (+4), Int 9 (-1), Wis 12 (+1), Cha 6 (-2)
Base Atk +7; CMB +9; CMD 25
Feats Dodge*, Mobility, Point Blank Shot, Shot on the Run*, Skill Focus (Sleight of Hand), Weapon Finesse,
Weapon Focus (shortbow)*
Skills Climb +13, Perception +5, Sleight of Hand +10, Stealth +16; Racial Modifiers +4 Climb, +4 Perception,
+4 Stealth
Languages Dark Folk
Gear dagger, rags, black smear (3 doses)
Special Qualities armour training 1, poison use, rag armour, weapon training 1 (bows)
Special Abilities
Death Throes (Ex): When a dark creeper is slain it combusts in a flash of light, leaving its possessions. All creatures
in a 10 ft. burst must make a Fortitude save DC 18 or be blinded for 1d6 rounds. Other dark creepers in the area are
automatically blinded.
Poison Use (Ex): A dark creeper is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
Rag Armour (Ex): A dark creepers layers of rags function as armour when worn by one of their kind.
See In Darkness (Su): A dark creeper can see in darkness of any kind, including that created by deeper darkness.

Dark Creeper Rogue CR 3


XP 800
CN Small humanoid (dark folk) rogue 1
Init +6; Senses see in darkness; Perception +9
Defence
AC 19, touch 17, flat-footed 13 (+2 armour, +6 Dex, +1 size)
hp 23 (3d8+1d8+5)
Fort +2, Ref +11, Will +1
Weaknesses light blindness
Offence
Speed 30 ft.
Melee dagger +9 (1d3/19-20 plus poison)
Ranged shortbow +9 (1d4/x3 plus poison, 60 ft.)
Special Attacks death throes, sneak attack (+2d6)
th
Spell-Like Abilities (CL 4 , concentration +4)

At will darkness, detect magic


Statistics
Str 13 (+1), Dex 22 (+6), Con 12 (+1), Int 13 (+1), Wis 10 (+0), Cha 10 (+0)
Base Atk +2; CMB +2; CMD 18
Feats Skill Focus (Sleight of Hand), Weapon Finesse
Skills Acrobatics +11, Climb +10, Disable Device +11, Disguise +5, Escape Artist +11, Perception +9, Sleight of
Hand +15, Stealth +20; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk
Gear dagger, rags, black smear (3 doses), shortbow, 20 arrows
Special Qualities poison use, rag armour, trapfinding
Special Abilities
Death Throes (Ex): When a dark creeper is slain it combusts in a flash of light, leaving its possessions. All creatures
in a 10 ft. burst must make a Fortitude save DC 13 or be blinded for 1d6 rounds. Other dark creepers in the area are
automatically blinded.
Poison Use (Ex): A dark creeper is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
Rag Armour (Ex): A dark creepers layers of rags function as armour when worn by one of their kind.
See In Darkness (Su): A dark creeper can see in darkness of any kind, including that created by deeper darkness.

137
The Lazy GM

Experienced Dark Creeper Rogue CR 6


XP 2400
CN Small humanoid (dark folk) rogue 4
Init +6; Senses see in darkness; Perception +12
Defence
AC 19, touch 17, flat-footed 13 (+2 armour, +6 Dex, +1 size)
hp 42 (3d8+4d8+11)
Fort +3, Ref +13, Will +2
Defensive Abilities evasion, trap sense +1, uncanny dodge
Weaknesses light blindness
Offence
Speed 30 ft.
Melee dagger +12 (1d3/19-20 plus poison)
Ranged shortbow +12 (1d4/x3 plus poison, 60 ft.)
Special Attacks death throes, sneak attack (+3d6)
th
Spell-Like Abilities (CL 7 , concentration +7)

At will darkness, detect magic


Statistics
Str 13 (+1), Dex 22 (+6), Con 12 (+1), Int 13 (+1), Wis 10 (+0), Cha 10 (+0)
Base Atk +5; CMB +5 (+7 dirty trick); CMD 21 (23 vs. dirty trick)
Feats Combat Expertise, Improved Dirty Trick, Skill Focus (Sleight of Hand), Weapon Finesse
Skills Acrobatics +14, Bluff +6, Climb +13, Disable Device +14, Disguise +8, Escape Artist +14, Perception +12,
Sleight of Hand +18, Stealth +23; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk
Gear dagger, rags, black smear (3 doses), shortbow, 20 arrows
Special Qualities poison use, rag armour, rogue talent (powerful sneak, swift poison), trapfinding
Special Abilities
Death Throes (Ex): When a dark creeper is slain it combusts in a flash of light, leaving its possessions. All creatures
in a 10 ft. burst must make a Fortitude save DC 14 or be blinded for 1d6 rounds. Other dark creepers in the area are
automatically blinded.
Poison Use (Ex): A dark creeper is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
Rag Armour (Ex): A dark creepers layers of rags function as armour when worn by one of their kind.
See In Darkness (Su): A dark creeper can see in darkness of any kind, including that created by deeper darkness.

138
Freaks and Horrors

Superior Dark Creeper Rogue CR 9


XP 6400
CN Small humanoid (dark folk) rogue 7
Init +6; Senses see in darkness; Perception +15
Defence
AC 20, touch 18, flat-footed 13 (+2 armour, +6 Dex, +1 dodge, +1 size)
hp 62 (3d8+7d8+17)
Fort +4, Ref +14, Will +3
Defensive Abilities evasion, trap sense +2, uncanny dodge
Weaknesses light blindness
Offence
Speed 30 ft.
Melee dagger +14/+9 (1d3/19-20 plus poison)
Ranged shortbow +14/+9 (1d4/x3 plus poison, 60 ft.)
Special Attacks death throes, sneak attack (+5d6)
th
Spell-Like Abilities (CL 10 , concentration +10)

At will darkness, detect magic


Statistics
Str 13 (+1), Dex 22 (+6), Con 12 (+1), Int 13 (+1), Wis 10 (+0), Cha 11 (+0)
Base Atk +7; CMB +7 (+9 dirty trick); CMD 24 (26 vs. dirty trick)
Feats Combat Expertise, Dodge, Improved Dirty Trick, Skill Focus (Sleight of Hand), Weapon Finesse
Skills Acrobatics +17, Bluff +9, Climb +16, Disable Device +17, Disguise +11, Escape Artist +17, Perception +15,
Sleight of Hand +21, Stealth +26; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk
Gear dagger, rags, black smear (3 doses), shortbow, 20 arrows
Special Qualities poison use, rag armour, rogue talent (fast getaway, powerful sneak, swift poison), trapfinding
Special Abilities
Death Throes (Ex): When a dark creeper is slain it combusts in a flash of light, leaving its possessions. All creatures
in a 10 ft. burst must make a Fortitude save DC 16 or be blinded for 1d6 rounds. Other dark creepers in the area are
automatically blinded.
Fast Getaway (Ex): After making a successful sneak attack or Sleight of Hand check a rogue with this talent can
spend a move action to take the withdraw action.
Poison Use (Ex): A dark creeper is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
Rag Armour (Ex): A dark creepers layers of rags function as armour when worn by one of their kind.
See In Darkness (Su): A dark creeper can see in darkness of any kind, including that created by deeper darkness.

139
The Lazy GM

Dark Creeper Assassin CR 10


XP 9600
CN Small humanoid (dark folk) assassin 4/rogue 4
Init +6; Senses see in darkness; Perception +14
Defence
AC 20, touch 18, flat-footed 13 (+2 armour, +6 Dex, +1 dodge, +1 size)
hp 64 (3d8+4d8+4d8+15)
Fort +4, Ref +15, Will +3
Defensive Abilities +2 saves vs. poison, evasion, improved uncanny dodge, trap sense +1
Weaknesses light blindness
Offence
Speed 30 ft.
Melee dagger +15/+10 (1d3/19-20 plus poison)
Ranged shortbow +15/+10 (1d4/x3 plus poison, 60 ft.)
Special Attacks death attack, death throes, sneak attack (+5d6), true death
th
Spell-Like Abilities (CL 11 , concentration +11)

At will darkness, detect magic


Statistics
Str 13 (+1), Dex 22 (+6), Con 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 10 (+0)
Base Atk +8; CMB +8 (+10 dirty trick); CMD 25 (27 vs. dirty trick)
Feats Combat Expertise, Dodge, Improved Dirty Trick, Mobility, Skill Focus (Sleight of Hand), Weapon Finesse
Skills Acrobatics +15, Bluff +8, Climb +15, Disable Device +15, Disguise +9, Escape Artist +15, Perception +14,
Sense Motive +8, Sleight of Hand +19 (+23 to conceal weapon), Stealth +24; Racial Modifiers +4 Climb, +4
Perception, +4 Stealth
Languages Dark Folk
Gear dagger, rags, black smear (3 doses), shortbow, 20 arrows
Special Qualities hidden weapons, poison use, rag armour, rogue talent (powerful sneak, swift poison), 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+4 rounds (assassins choice). A Fortitude save DC
16 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.
Death Throes (Ex): When a dark creeper is slain it combusts in a flash of light, leaving its possessions. All creatures
in a 10 ft. burst must make a Fortitude save DC 16 or be blinded for 1d6 rounds. Other dark creepers in the area are
automatically blinded.
Hidden Weapons (Ex): An assassin gains a +4 bonus to Sleight of Hand checks to conceal a weapon.
Poison Use (Ex): A dark creeper is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
Rag Armour (Ex): A dark creepers layers of rags function as armour when worn by one of their kind.
See In Darkness (Su): A dark creeper can see in darkness of any kind, including that created by deeper darkness.
True Death (Su): Any attempt to revive the victim of an assassin using magic must succeed in a caster level check
DC 19 or the spell fails. Alternatively a remove curse spell against DC 14 will remove this effect.

140
Freaks and Horrors

Dark Creeper Sorcerer CR 3


XP 800
CN Small humanoid (dark folk) sorcerer 1
Init +4; Senses see in darkness; Perception +7
Defence
AC 17, touch 15, flat-footed 13 (+2 armour, +4 Dex, +1 size)
hp 22 (3d8+1d6+5)
Fort +2, Ref +7, Will +4
Weaknesses light blindness
Offence
Speed 30 ft.
Melee dagger +7 (1d3/19-20 plus poison)
Special Attacks death throes, sneak attack (+1d6)
th
Spell-Like Abilities (CL 4 , concentration +5)

At will darkness, detect magic


st
Sorcerer Spells Known (CL 1 , concentration +2)
st
1 level (4/day, save DC 12) colour spray, vanish
th
0 level (At will, save DC 11) daze, ghost sound, resistance, touch of fatigue
Statistics
Str 11 (+0), Dex 19 (+4), Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 13 (+1)
Base Atk +2; CMB +1; CMD 15
Feats Arcane Armour Training, Weapon Finesse
Skills Appraise +5, Climb +8, Perception +7, Sleight of Hand +7, Spellcraft +5, Stealth +18, Use Magic Device +5;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk
Gear dagger, rags, black smear (3 doses)
Special Qualities bloodline (shadow), bloodline arcana, bloodline power (shadowstrike), cantrips, poison use, rag
armour
Special Abilities
Bloodline Arcana: Whenever a dark creeper sorcerer casts a spell with the [darkness] descriptor it gains a
circumstance bonus to Stealth equal to the spells level for 1d4 rounds.
Death Throes (Ex): When a dark creeper is slain it combusts in a flash of light, leaving its possessions. All creatures
in a 10 ft. burst must make a Fortitude save DC 13 or be blinded for 1d6 rounds. Other dark creepers in the area are
automatically blinded.
Poison Use (Ex): A dark creeper is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
Rag Armour (Ex): A dark creepers layers of rags function as armour when worn by one of their kind.
See In Darkness (Su): A dark creeper can see in darkness of any kind, including that created by deeper darkness.
Shadowstrike (Sp): 4/day, a dark creeper sorcerer can make a melee touch attack that inflicts 1d4 nonlethal
damage. Creatures without darkvision or low-light vision are also dazzled for 1 minute.

141
The Lazy GM

Experienced Dark Creeper Sorcerer CR 5


XP 1600
CN Small humanoid (dark folk) sorcerer 3
Init +4; Senses see in darkness; Perception +8
Defence
AC 17, touch 15, flat-footed 13 (+2 armour, +4 Dex, +1 size)
hp 33 (3d8+3d6+9)
Fort +3, Ref +8, Will +5
Weaknesses light blindness
Offence
Speed 30 ft.
Melee dagger +8 (1d3/19-20 plus poison)
Special Attacks death throes, sneak attack (+1d6)
th
Spell-Like Abilities (CL 6 , concentration +7)

At will darkness, detect magic


rd
Sorcerer Spells Known (CL 3 , concentration +4)
st
1 level (6/day, save DC 12) grease, magic missile, ray of enfeeblement*, vanish
th
0 level (At will, save DC 11) daze, detect magic, ghost sound, resistance, touch of fatigue
Statistics
Str 11 (+0), Dex 19 (+4), Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 13 (+1)
Base Atk +3; CMB +2; CMD 16
Feats Arcane Armour Training, Skill Focus (Use Magic Device), Weapon Finesse
Skills Appraise +6, Climb +8, Perception +8, Sleight of Hand +8, Spellcraft +6, Stealth +19, Use Magic Device +9;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk
Gear dagger, rags, black smear (3 doses)
Special Qualities bloodline (shadow), bloodline arcana, bloodline power (shadowstrike), cantrips, poison use, rag
armour
Special Abilities
Bloodline Arcana: Whenever a dark creeper sorcerer casts a spell with the [darkness] descriptor it gains a
circumstance bonus to Stealth equal to the spells level for 1d4 rounds.
Death Throes (Ex): When a dark creeper is slain it combusts in a flash of light, leaving its possessions. All creatures
in a 10 ft. burst must make a Fortitude save DC 14 or be blinded for 1d6 rounds. Other dark creepers in the area are
automatically blinded.
Poison Use (Ex): A dark creeper is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
Rag Armour (Ex): A dark creepers layers of rags function as armour when worn by one of their kind.
See In Darkness (Su): A dark creeper can see in darkness of any kind, including that created by deeper darkness.
Shadowstrike (Sp): 4/day, a dark creeper sorcerer can make a melee touch attack that inflicts 1d4+1 nonlethal
damage. Creatures without darkvision or low-light vision are also dazzled for 1 minute.

142
Freaks and Horrors

Superior Dark Creeper Sorcerer CR 8


XP 4800
CN Small humanoid (dark folk) sorcerer 6
Init +4; Senses see in darkness; Perception +9
Defence
AC 17, touch 15, flat-footed 13 (+2 armour, +4 Dex, +1 size)
hp 49 (3d8+6d6+15)
Fort +4, Ref +9, Will +7
Weaknesses light blindness
Offence
Speed 30 ft.
Melee dagger +10 (1d3/19-20 plus poison)
Special Attacks death throes, sneak attack (+1d6)
th
Spell-Like Abilities (CL 9 , concentration +10)

At will darkness, detect magic


th
Sorcerer Spells Known (CL 6 , concentration +8)
rd
3 level (3/day, save DC 15) stinking cloud
nd
2 level (6/day, save DC 14) blur, burning gaze, darkvision*
st
1 level (7/day, save DC 13) grease, magic missile, ray of enfeeblement*, shield, vanish
th
0 level (At will, save DC 12) daze, detect magic, ghost sound, mage hand, ray of frost, resistance, touch
of fatigue
Statistics
Str 11 (+0), Dex 19 (+4), Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 14 (+2)
Base Atk +5; CMB +4; CMD 18
Feats Arcane Armour Training, Skill Focus (Use Magic Device), Tenebrous Spell, Weapon Finesse
Skills Appraise +8, Climb +8, Perception +9, Sleight of Hand +9, Spellcraft +8, Stealth +20, Use Magic Device +12;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk
Gear dagger, rags, black smear (3 doses)
Special Qualities bloodline (shadow), bloodline arcana, bloodline power (shadowstrike), cantrips, poison use, rag
armour
Special Abilities
Bloodline Arcana: Whenever a dark creeper sorcerer casts a spell with the [darkness] descriptor it gains a
circumstance bonus to Stealth equal to the spells level for 1d4 rounds.
Death Throes (Ex): When a dark creeper is slain it combusts in a flash of light, leaving its possessions. All creatures
in a 10 ft. burst must make a Fortitude save DC 15 or be blinded for 1d6 rounds. Other dark creepers in the area are
automatically blinded.
Poison Use (Ex): A dark creeper is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
Rag Armour (Ex): A dark creepers layers of rags function as armour when worn by one of their kind.
See In Darkness (Su): A dark creeper can see in darkness of any kind, including that created by deeper darkness.
Shadowstrike (Sp): 5/day, a dark creeper sorcerer can make a melee touch attack that inflicts 1d4+3 nonlethal
damage. Creatures without darkvision or low-light vision are also dazzled for 1 minute.

143
The Lazy GM

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.

Dark Stalker (6HD) CR 4


XP 1200
CN Medium humanoid (dark folk)
Init +4; Senses see in darkness; Perception +8
Defence
AC 18, touch 14, flat-footed 14 (+2 armour, +4 Dex, +2 natural)
hp 39 (6d8+12)
Fort +4, Ref +9, Will +2
Weaknesses light blindness
Offence
Speed 30 ft.
Melee 2 short swords +6/+6 (1d6+2/19-20 plus poison)
Special Attacks death throes, sneak attack (+3d6)
th
Spell-Like Abilities (CL 6 , concentration +7)

At will deeper darkness, detect magic, fog cloud


Statistics
Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 9 (-1), Wis 11 (+0), Cha 13 (+1)
Base Atk +4; CMB +6; CMD 20
Feats Double Slice, Two-Weapon Fighting, Weapon Finesse
Skills Climb +10, Perception +8, Sleight of Hand +5, Stealth +8; Racial Modifiers +4 Climb, +4 Perception,
+4 Stealth
Languages Dark Folk, Undercommon
Gear 2 shortswords, rags, 2 doses black smear
Special Qualities poison use
Special Abilities
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 15 for half.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.

144
Freaks and Horrors

Dark Stalker Shadow Cenobite CR 5


XP 1600
CN Medium humanoid (dark folk) cleric 1
Init +8; Senses see in darkness; Perception +10
Aura aura of evil
Defence
AC 18, touch 14, flat-footed 14 (+2 armour, +4 Dex, +2 natural)
hp 53 (6d8+1d8+22)
Fort +7, Ref +9, Will +6
Weaknesses light blindness
Offence
Speed 30 ft.
Melee quarterstaff +6/+6 (1d6+1/1d6)
Special Attacks channel negative energy (6/day, 1d6 damage, Will DC 13), death throes, sneak attack (+3d6),
spontaneous inflict spells
th
Spell-Like Abilities (CL 7 , concentration +10)

At will deeper darkness, detect magic, fog cloud


st
Cleric Spells Prepared (CL 1 , concentration +3)
st
1 level (2+1/day, save DC 13) cure light wounds, doom, sleep*
th
0 level (At will, save DC 12) detect magic, guidance, stabilise
Statistics
Str 12 (+1), Dex 18 (+4), Con 16 (+3), Int 11 (+0), Wis 15 (+2), Cha 17 (+3)
Base Atk +4; CMB +5; CMD 19
Feats Blind-Fight*, Improved Initiative, Selective Channeling, Two-Weapon Fighting, Weapon Finesse
Skills Climb +12, Knowledge (religion) +4, Perception +10, Sense Motive +6, Sleight of Hand +8, Stealth +8;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
Gear quarterstaff, rags, unholy symbol
Special Qualities domains (deception, night), domain powers (night hunter, sudden shift), orisons, poison use
Special Abilities
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 16 for half.
Night Hunter (Su): 5/day, as a standard action, a dark stalker cleric can merge into shadows, becoming invisible to
creatures without darkvision as long as it remains in an area of dim light or darkness and does not move. This ability
lasts for 1 round.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.
Sudden Shift (Sp): 5/day, as an immediate action in response to a melee attack against it that misses, a dark stalker
cleric can teleport up to 10 ft. to a space it can see within the reach of the creature that attacked it.

145
The Lazy GM

Dark Stalker Shadow Priest CR 9


XP 6400
CN Medium humanoid (dark folk) cleric 5
Init +8; Senses see in darkness; Perception +11
Aura aura of evil
Defence
AC 18, touch 14, flat-footed 14 (+2 armour, +4 Dex, +2 natural)
hp 87 (6d8+5d8+38)
Fort +9, Ref +10, Will +9
Weaknesses light blindness
Offence
Speed 30 ft.
Melee quarterstaff +9/+9/+4 (1d6+1/1d6)
Special Attacks channel negative energy (6/day, 3d6 damage, Will DC 17), death throes, sneak attack (+3d6),
spontaneous inflict spells
th
Spell-Like Abilities (CL 11 , concentration +14)

At will deeper darkness, detect magic, fog cloud


th
Cleric Spells Prepared (CL 5 , concentration +8)
rd
3 level (2+1/day, save DC 16) cure serious wounds, deeper darkness*, protection from energy
nd
2 level (3+1/day, save DC 15) cure moderate wounds, mirror image*, silence, spiritual weapon
st
1 level (4+1/day, save DC 14) bless, cure light wounds, doom, sanctuary, sleep*
th
0 level (At will, save DC 13) detect magic, guidance, mending, stabilise
Statistics
Str 12 (+1), Dex 18 (+4), Con 16 (+3), Int 11 (+0), Wis 16 (+3), Cha 17 (+3)
Base Atk +7; CMB +8; CMD 22
Feats Blind-Fight*, Channel Smite, Improved Channel, Improved Initiative, Selective Channeling, Two-Weapon
Fighting, Weapon Finesse
Skills Climb +12, Knowledge (religion) +6, Perception +11, Sense Motive +9, Sleight of Hand +8, Spellcraft +5,
Stealth +13; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
Gear quarterstaff, rags, unholy symbol
Special Qualities domains (deception, night), domain powers (night hunter, sudden shift), orisons, poison use
Special Abilities
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 18 for half.
Night Hunter (Su): 6/day, as a standard action, a dark stalker cleric can merge into shadows, becoming invisible to
creatures without darkvision as long as it remains in an area of dim light or darkness and does not move. This ability
lasts for 5 rounds.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.
Sudden Shift (Sp): 6/day, as an immediate action in response to a melee attack against it that misses, a dark stalker
cleric can teleport up to 10 ft. to a space it can see within the reach of the creature that attacked it.

146
Freaks and Horrors

Dark Stalker Shadow Master CR 14


XP 38400
CN Medium humanoid (dark folk) cleric 10
Init +8; Senses see in darkness; Perception +11
Aura aura of evil
Defence
AC 18, touch 14, flat-footed 14 (+2 armour, +4 Dex, +2 natural)
hp 130 (6d8+10d8+58)
Fort +12, Ref +12, Will +12
Weaknesses light blindness
Offence
Speed 30 ft.
Melee quarterstaff +13/+13/+8/+3 (1d6+1/1d6)
Special Attacks channel negative energy (9/day, 5d6 damage, Will DC 21), death throes, sneak attack (+3d6),
spontaneous inflict spells
th
Spell-Like Abilities (CL 16 , concentration +20)

At will deeper darkness, detect magic, fog cloud


th
Cleric Spells Prepared (CL 10 , concentration +13)
th
5 level (2+1/day, save DC 18) false vision*, ghoul army, true seeing
th
4 level (3+1/day, save DC 17) chaos hammer, cure critical wounds, shadow barbs, shadow conjuration*
rd
3 level (4+1/day, save DC 16) cure serious wounds, deeper darkness*, dispel magic, glyph of warding,
protection from energy
nd
2 level (5+1/day, save DC 15) cure moderate wounds, grace, mirror image*, silence, spiritual weapon,
surmount affliction
st
1 level (5+1/day, save DC 14) bless, cure light wounds, doom, ray of sickening, sanctuary, sleep*
th
0 level (At will, save DC 13) detect magic, guidance, mending, stabilise
Statistics
Str 12 (+1), Dex 18 (+4), Con 16 (+3), Int 11 (+0), Wis 17 (+3), Cha 18 (+4)
Base Atk +11; CMB +12; CMD 26
Feats Blind-Fight*, Channel Smite, Extra Channel, Improved Channel, Improved Initiative, Selective Channeling,
Skill Focus (Stealth), Two-Weapon Fighting, Weapon Finesse
Skills Climb +12, Knowledge (religion) +8, Perception +11, Sense Motive +11, Sleight of Hand +8, Spellcraft +8,
Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
Gear quarterstaff, rags, unholy symbol
Special Qualities domains (deception, night), domain powers (masters illusion, night hunter, sudden shift), orisons,
poison use
Special Abilities
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 21 for half.
Masters Illusion (Sp): Create an illusion that hides self and all allies within 30 ft., as a veil spell, for 10 rounds. Will
save DC 18 to disbelieve.
Night Hunter (Su): 6/day, as a standard action, a dark stalker cleric can merge into shadows, becoming invisible to
creatures without darkvision as long as it remains in an area of dim light or darkness and does not move. This ability
lasts for 10 rounds.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.
Sudden Shift (Sp): 6/day, as an immediate action in response to a melee attack against it that misses, a dark stalker
cleric can teleport up to 10 ft. to a space it can see within the reach of the creature that attacked it.

147
The Lazy GM

Dark Stalker Fencer CR 5


XP 1600
CN Medium humanoid (dark folk) free-hand fighter 1
Init +5; Senses see in darkness; Perception +7
Defence
AC 19, touch 15, flat-footed 14 (+2 armour, +5 Dex, +2 natural)
hp 54 (6d8+1d10+22)
Fort +7, Ref +10, Will +2
Weaknesses light blindness
Offence
Speed 30 ft.
Melee longsword +10 (1d8+4/19-20 plus poison)
Special Attacks death throes, sneak attack (+3d6)
th
Spell-Like Abilities (CL 7 , concentration +7)

At will deeper darkness, detect magic, fog cloud


Statistics
Str 18 (+4), Dex 20 (+5), Con 16 (+3), Int 13 (+1), Wis 11 (+0), Cha 11 (+0)
Base Atk +5; CMB +9 (+11 disarm and trip); CMD 24 (26 vs. disarm and trip)
Feats Combat Expertise, Improved Disarm, Improved Trip, Power Attack*, Weapon Focus (longsword)
Skills Acrobatics +8, Bluff +3, Climb +14, Intimidate +6, Perception +7, Sleight of Hand +8, Stealth +12;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
Gear longsword, rags, 2 doses black smear
Special Qualities poison use
Special Abilities
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 16 for half.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.

Experienced Dark Stalker Fencer CR 8


XP 4800
CN Medium humanoid (dark folk) free-hand fighter 4
Init +5; Senses see in darkness; Perception +8
Defence
AC 20, touch 16, flat-footed 14 (+2 armour, +5 Dex, +1 dodge, +2 natural)
hp 83 (6d8+4d10+34)
Fort +9, Ref +11, Will +3
Defensive Abilities elusive
Weaknesses light blindness
Offence
Speed 30 ft.
Melee longsword +13/+8 (1d8+4/19-20 plus poison)
Special Attacks death throes, deceptive strike, sneak attack (+3d6)
th
Spell-Like Abilities (CL 10 , concentration +11)

At will deeper darkness, detect magic, fog cloud


Statistics
Str 18 (+4), Dex 20 (+5), Con 16 (+3), Int 13 (+1), Wis 11 (+0), Cha 12 (+1)
Base Atk +8; CMB +12 (+15 disarm, +14 reposition and trip); CMD 28 (31 vs. disarm, 30 vs. reposition and trip)
Feats Bloody Assault*, Combat Expertise, Improved Disarm, Improved Reposition, Improved Trip, Intimidating
Prowess*, Power Attack*, Weapon Focus (longsword)
Skills Acrobatics +10, Bluff +6, Climb +15, Intimidate +12, Perception +8, Sleight of Hand +9, Stealth +13;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
Gear longsword, rags, 2 doses black smear
Special Qualities poison use
Special Abilities
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 18 for half.
Deceptive Strike (Ex): Gain a +1 bonus to CMB and CMD checks for disarm, and to Bluff checks to feint or create a
diversion to hide. This repaces bravery.
Elusive (Ex): Gain a +1 dodge bonus when wearing light or no armour. This replaces armour training.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.

148
Freaks and Horrors

Seasoned Dark Stalker Fencer CR 12


XP 19200
CN Medium humanoid (dark folk) free-hand fighter 8
Init +5; Senses see in darkness; Perception +10
Defence
AC 21, touch 17, flat-footed 14 (+2 armour, +5 Dex, +2 dodge, +2 natural)
hp 121 (6d8+8d10+50)
Fort +11, Ref +12, Will +4
Defensive Abilities elusive
Weaknesses light blindness
Offence
Speed 30 ft.
Melee longsword +22/+17/+12/+7 (1d8+7/19-20 plus poison)
Special Attacks death throes, deceptive strike, sneak attack (+3d6)
th
Spell-Like Abilities (CL 14 , concentration +15)

At will deeper darkness, detect magic, fog cloud


Statistics
Str 19 (+4), Dex 20 (+5), Con 16 (+3), Int 13 (+1), Wis 11 (+0), Cha 12 (+1)
Base Atk +16; CMB +20 (+24 disarm, +20 reposition and trip); CMD 37 (41 vs. disarm, 39 vs. reposition and trip)
Feats Bloody Assault*, Combat Expertise, Greater Feint, Improved Disarm, Improved Feint*, Improved Reposition,
Improved Trip, Intimidating Prowess*, Power Attack*, Second Chance, Weapon Focus (longsword),
Weapon Specialisation (longsword)*
Skills Acrobatics +11, Bluff + 7, Climb +17, Intimidate +14, Perception +10, Sleight of Hand +11, Stealth +16;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
Gear longsword, rags, 2 doses black smear
Special Qualities poison use, singleton
Special Abilities
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 20 for half.
Deceptive Strike (Ex): Gain a +2 bonus to CMB and CMD checks for disarm, and to Bluff checks to feint or create a
diversion to hide. This replaces bravery.
Elusive (Ex): Gain a +2 dodge bonus when wearing light or no armour. This replaces armour training.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.
This replaces weapon training.
Singleton (Ex): Gain a +1 bonus to attack and damage if using a one-handed weapon with nothing in the other hand.
This replaces weapon training.

149
The Lazy GM

Dark Stalker Knife Master CR 5


XP 1600
CN Medium humanoid (dark folk) knife master rogue 1
Init +6; Senses see in darkness; Perception +12
Defence
AC 20, touch 16, flat-footed 14 (+2 armour, +6 Dex, +2 natural)
hp 53 (6d8+1d8+22)
Fort +5, Ref +13, Will +2
Weaknesses light blindness
Offence
Speed 30 ft.
Melee 2 punch daggers +8/+8 (1d6+3/x3 plus poison)
Special Attacks death throes, sneak stab (+4d8 with punch dagger)
th
Spell-Like Abilities (CL 7 , concentration +9)

At will deeper darkness, detect magic, fog cloud


Statistics
Str 16 (+3), Dex 22 (+6), Con 12 (+3), Int 13 (+1), Wis 11 (+0), Cha 15 (+2)
Base Atk +4; CMB +7; CMD 23
Feats Combat Expertise, Double Slice, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +12, Bluff +8, Climb +12, Disable Device +12, Perception +12, Sense Motive +6,
Sleight of Hand +11 (+12 to conceal light blade), Stealth +16, Use Magic Device +6;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
Gear 2 punch daggers, rags, 4 doses black smear
Special Qualities hidden blade, poison use
Special Abilities
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 16 for half.
Hidden Blade (Ex): Add half knife master levels to Sleight of Hand checks to conceal a light blade. This replaces
trapfinding.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.
Sneak Stab (Ex): Sneak attack damage is +4d8 with dagger, punch dagger, kukri, swordbreaker dagger, starknife or
kerambit, and +4d4 with all other weapons. This modifies sneak attack.

150
Freaks and Horrors

Experienced Dark Stalker Knife Master CR 7


XP 3200
CN Medium humanoid (dark folk) knife master rogue 3
Init +6; Senses see in darkness; Perception +12
Defence
AC 20, touch 16, flat-footed 14 (+2 armour, +6 Dex, +2 natural)
hp 70 (6d8+3d8+30)
Fort +6, Ref +14, Will +3
Defensive Abilities blade sense +1, evasion
Weaknesses light blindness
Offence
Speed 30 ft.
Melee 2 punch daggers +10/+10/+5 (1d6+3/x3 plus poison)
Special Attacks death throes, sneak stab (+5d8 with punch dagger)
th
Spell-Like Abilities (CL 9 , concentration +11)

At will deeper darkness, detect magic, fog cloud


Statistics
Str 16 (+3), Dex 23 (+6), Con 12 (+3), Int 13 (+1), Wis 11 (+0), Cha 15 (+2)
Base Atk +6; CMB +9 (+11 disarm); CMD 25 (27 vs. disarm)
Feats Break Guard*, Combat Expertise, Double Slice, Improved Disarm, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +14, Bluff +10, Climb +15, Disable Device +14, Perception +12, Sense Motive +8,
Sleight of Hand +14 (+15 to conceal light blade), Stealth +18, Use Magic Device +10;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
Gear longsword, rags, 2 doses black smear
Special Qualities hidden blade, poison use, rogue talent (combat trick)
Special Abilities
Blade Sense (Ex): Gain listed dodge bonus to AC against attacks made using light blades. This replaces trap sense.
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 18 for half.
Hidden Blade (Ex): Add half knife master levels to Sleight of Hand checks to conceal a light blade. This replaces
trapfinding.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.
Sneak Stab (Ex): Sneak attack damage is +5d8 with dagger, punch dagger, kukri, swordbreaker dagger, starknife or
kerambit, and +5d4 with all other weapons. This modifies sneak attack.

151
The Lazy GM

Seasoned Dark Stalker Knife Master CR 10


XP 9600
CN Medium humanoid (dark folk) knife master rogue 6
Init +7; Senses see in darkness; Perception +15
Defence
AC 21, touch 17, flat-footed 14 (+2 armour, +7 Dex, +2 natural)
hp 96 (6d8+6d8+42)
Fort +7, Ref +17, Will +4
Defensive Abilities blade sense +2, evasion, uncanny dodge
Weaknesses light blindness
Offence
Speed 30 ft.
Melee 2 punch daggers +13/+13/+8/+8 (1d6+3/x3 plus poison)
Special Attacks death throes, sneak stab (+6d8 with punch dagger)
th
Spell-Like Abilities (CL 12 , concentration +14)

At will deeper darkness, detect magic, fog cloud


Statistics
Str 16 (+3), Dex 24 (+7), Con 12 (+3), Int 13 (+1), Wis 11 (+0), Cha 15 (+2)
Base Atk +8; CMB +11 (+13 disarm); CMD 28 (30 vs. disarm)
Feats Break Guard*, Combat Expertise, Double Slice, Improved Disarm, Improved Two-Weapon Fighting,
Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +18, Bluff +13, Climb +18, Disable Device +18, Perception +15, Sense Motive +11,
Sleight of Hand +18 (+25 to conceal light blade), Stealth +22, Use Magic Device +13;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
Gear longsword, rags, 2 doses black smear
Special Qualities hidden blade, poison use, rogue talent (befuddling strike, combat trick, underhanded)
Special Abilities
Blade Sense (Ex): Gain listed dodge bonus to AC against attacks made using light blades. This replaces trap sense.
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 19 for half.
Hidden Blade (Ex): Add half knife master levels to Sleight of Hand checks to conceal a light blade. This replaces
trapfinding.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.
Sneak Stab (Ex): Sneak attack damage is +6d8 with dagger, punch dagger, kukri, swordbreaker dagger, starknife or
kerambit, and +6d4 with all other weapons. This modifies sneak attack.
Underhanded (Ex): A rogue with this talent gains a +4 bonus to Sleight of Hand checks to conceal a weapon. If it
makes a sneak attack during a surprise round using a weapon that the opponent was not aware of, sneak attack
damage is automatically maximum; this can be used 2/day.

152
Freaks and Horrors

Master Dark Stalker Knife Master CR 13


XP 25600
CN Medium humanoid (dark folk) knife master rogue 9
Init +7; Senses see in darkness; Perception +18
Defence
AC 22, touch 17, flat-footed 15 (+2 armour, +7 Dex, +2 natural, +1 shield)
hp 121 (6d8+9d8+54)
Fort +8, Ref +18, Will +5
Defensive Abilities blade sense +3, evasion, uncanny dodge
Weaknesses light blindness
Offence
Speed 30 ft.
Melee 2 punch daggers +15/+15/+10/+10 (1d6+3/x3 plus poison)
Special Attacks death throes, sneak stab (+8d8 with punch dagger)
th
Spell-Like Abilities (CL 15 , concentration +17)

At will deeper darkness, detect magic, fog cloud


Statistics
Str 16 (+3), Dex 24 (+7), Con 12 (+3), Int 13 (+1), Wis 11 (+0), Cha 15 (+2)
Base Atk +10; CMB +13 (+15 disarm); CMD 30 (32 vs. disarm)
Feats Break Guard*, Combat Expertise, Double Slice, Improved Disarm, Improved Two-Weapon Fighting,
Two-Weapon Defence, Two-Weapon Feint, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +21, Bluff +16, Climb +21, Disable Device +21, Perception +18, Sense Motive +14,
Sleight of Hand +21 (+29 to conceal light blade), Stealth +25, Use Magic Device +16; Racial Modifiers +4 Climb,
+4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
Gear longsword, rags, 2 doses black smear
Special Qualities hidden blade, poison use, rogue talent (befuddling strike, combat trick, offensive defence,
underhanded)
Special Abilities
Blade Sense (Ex): Gain listed dodge bonus to AC against attacks made using light blades. This replaces trap sense.
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 20 for half.
Hidden Blade (Ex): Add half knife master levels to Sleight of Hand checks to conceal a light blade. This replaces
trapfinding.
Offensive Defence (Ex): When a rogue with this talent causes sneak attack damage with a melee attack it gains a
+8 bonus to AC for 1 round.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.
Sneak Stab (Ex): Sneak attack damage is +8d8 with dagger, punch dagger, kukri, swordbreaker dagger, starknife or
kerambit, and +8d4 with all other weapons. This modifies sneak attack.
Underhanded (Ex): A rogue with this talent gains a +4 bonus to Sleight of Hand checks to conceal a weapon. If it
makes a sneak attack during a surprise round using a weapon that the opponent was not aware of, sneak attack
damage is automatically maximum; this can be used 2/day.

153
The Lazy GM

Dark Stalker Umbral Sorcerer CR 5


XP 1600
CN Medium humanoid (dark folk) sorcerer 1
Init +5; Senses see in darkness; Perception +10
Defence
AC 19, touch 15, flat-footed 14 (+2 armour, +5 Dex, +2 natural)
hp 38 (6d8+1d6+8)
Fort +3, Ref +10, Will +5
Weaknesses light blindness
Offence
Speed 30 ft.
Melee 2 short swords +7/+7 (1d6+2/19-20 plus poison)
Special Attacks death throes, sneak attack (+3d6)
th
Spell-Like Abilities (CL 7 , concentration +10)

At will deeper darkness, detect magic, fog cloud


st
Sorcerer Spells Known (CL 1 , concentration +4)
st
1 level (4/day, save DC 14) magic missile, vanish
th
0 level (At will, save DC 13) dancing lights, ghost sound, ray of frost, resistance
Statistics
Str 14 (+2), Dex 20 (+5), Con 12 (+1), Int 13 (+1), Wis 13 (+1), Cha 17 (+3)
Base Atk +4; CMB +6; CMD 21
Feats Combat Casting, Double Slice, Eschew Materials*, Two-Weapon Fighting, Weapon Finesse
Skills Bluff +8, Climb +14, Perception +10, Sleight of Hand +10, Stealth +14, Use Magic Device +8;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
Gear 2 shortswords, rags, 2 doses black smear
Special Qualities bloodline (umbral), bloodline arcana, bloodline powers (cloak of shadows), cantrips, poison use
Special Abilities
Bloodline Arcana: A dark stalker sorcerer gains +1 to its effective caster level when it casts a spell in an area of dim
light or darkness.
Cloak of Shadows (Sp): 6/day, can grant one target a +1 bonus to Stealth for 1 round.
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 14 for half.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.

154
Freaks and Horrors

Experienced Dark Stalker Umbral Sorcerer CR 8


XP 4800
CN Medium humanoid (dark folk) sorcerer 4
Init +5; Senses see in darkness; Perception +9
Defence
AC 19, touch 15, flat-footed 14 (+2 armour, +5 Dex, +2 natural)
hp 59 (6d8+4d6+14)
Fort +4, Ref +11, Will +7
Weaknesses light blindness
Offence
Speed 30 ft.
Melee 2 short swords +9/+9/+4 (1d6+2/19-20 plus poison)
Special Attacks death throes, sneak attack (+3d6)
th
Spell-Like Abilities (CL 10 , concentration +14)

At will deeper darkness, detect magic, fog cloud


th
Sorcerer Spells Known (CL 4 , concentration +8)
nd
2 level (4/day, save DC 16) mirror image
st
1 level (7/day, save DC 15) magic missile, ray of enfeeblement*, shield, vanish
th
0 level (At will, save DC 14) arcane mark, dancing lights, ghost sound, prestidigitation, ray of frost,
resistance
Statistics
Str 14 (+2), Dex 20 (+5), Con 12 (+1), Int 13 (+1), Wis 13 (+1), Cha 18 (+4)
Base Atk +6; CMB +8; CMD 23
Feats Combat Casting, Combat Expertise, Double Slice, Eschew Materials*, Two-Weapon Fighting, Weapon Finesse
Skills Bluff +10, Climb +14, Knowledge (arcana) +8, Perception +10, Sleight of Hand +10, Stealth +16,
Use Magic Device +11; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
Gear 2 shortswords, rags, 2 doses black smear
Special Qualities bloodline (umbral), bloodline arcane, bloodline powers (coak of shadows), cantrips, poison use
Special Abilities
Bloodline Arcana: A dark stalker sorcerer gains +1 to its effective caster level when it casts a spell in an area of dim
light or darkness.
Cloak of Shadows (Sp): 7/day, can grant one target a +2 bonus to Stealth for 2 rounds.
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 16 for half.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.

155
The Lazy GM

Superior Dark Stalker Umbral Sorcerer CR 12


XP 19200
CN Medium humanoid (dark folk) sorcerer 8
Init +5; Senses see in darkness; Perception +10
Defence
AC 20, touch 16, flat-footed 14 (+2 armour, +5 Dex, +1 dodge, +2 natural)
hp 77 (6d8+8d6+22)
Fort +5, Ref +12, Will +9
Weaknesses light blindness
Offence
Speed 35 ft.
Melee 2 short swords +11/+11/+6 (1d6+2/19-20 plus poison)
Special Attacks death throes, sneak attack (+3d6)
th
Spell-Like Abilities (CL 14 , concentration +18)

At will deeper darkness, detect magic, fog cloud


th
Sorcerer Spells Known (CL 8 , concentration +12)
th
4 level (4/day, save DC 18) shadow barbs
rd
3 level (6/day, save DC 17) deeper darkness*, dispel magic, major image
nd
2 level (7/day, save DC 16) darkvision*, mirror image, resist energy, web
st
1 level (7/day, save DC 15) chill touch, magic missile, ray of enfeeblement*, shield, true strike, vanish
th
0 level (At will, save DC 14) arcane mark, dancing lights, ghost sound, mage hand, prestidigitation, ray
of frost, resistance, touch of fatigue
Statistics
Str 14 (+2), Dex 20 (+5), Con 12 (+1), Int 13 (+1), Wis 13 (+1), Cha 19 (+4)
Base Atk +8; CMB +10; CMD 26
Feats Arcane Strike, Combat Casting, Combat Expertise, Dodge*, Double Slice, Eschew Materials*, Fleet,
Two-Weapon Fighting, Weapon Finesse
Skills Bluff +14, Climb +14, Knowledge (arcana) +10, Perception +10, Sleight of Hand +10, Stealth +19,
Use Magic Device +14; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
Gear 2 shortswords, rags, 2 doses black smear
Special Qualities bloodline (umbral), bloodline arcane, bloodline powers (cloak of shadows), cantrips, poison use
Special Abilities
Bloodline Arcana: A dark stalker sorcerer gains +1 to its effective caster level when it casts a spell in an area of dim
light or darkness.
Cloak of Shadows (Sp): 7/day, can grant one target a +4 bonus to Stealth for 4 rounds.
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 18 for half.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.

156
Freaks and Horrors

Master Dark Stalker Umbral Sorcerer CR 16


XP 76800
CN Medium humanoid (dark folk) sorcerer 12
Init +5; Senses see in darkness; Perception +10
Defence
AC 20, touch 16, flat-footed 14 (+2 armour, +5 Dex, +1 dodge, +2 natural)
hp 99 (6d8+12d6+30)
Fort +7, Ref +14, Will +11
Weaknesses light blindness
Offence
Speed 30 ft.
Melee 2 short swords +13/+13/+8/+3 (1d6+2/19-20 plus poison)
Special Attacks death throes, sneak attack (+3d6)
th
Spell-Like Abilities (CL 18 , concentration +23)

At will deeper darkness, detect magic, fog cloud


th
Sorcerer Spells Known (CL 12 , concentration +17)
th
6 level (3/day, save DC 21) shadow walk
th
5 level (6/day, save DC 20) cone of cold, seeming, shadow evocation*
th
4 level (7/day, save DC 19) black tentacles, mass daze, shadow barbs, shadow conjuration*
rd
3 level (7/day, save DC 18) deeper darkness*, dispel magic, fly, major image, vampiric touch
nd
2 level (7/day, save DC 17) darkvision*, elemental touch, mirror image, resist energy, spider climb, web
st
1 level (7/day, save DC 16) chill touch, magic missile, ray of enfeeblement*, shield, true strike, vanish
th
0 level (At will, save DC 15) arcane mark, dancing lights, ghost sound, mage hand, message,
prestidigitation, ray of frost, resistance, touch of fatigue
Statistics
Str 14 (+2), Dex 20 (+5), Con 12 (+1), Int 13 (+1), Wis 13 (+1), Cha 20 (+5)
Base Atk +10; CMB +12; CMD 36
Feats Arcane Strike, Combat Casting, Combat Expertise, Defensive Combat Training, Dodge*, Double Slice,
Eschew Materials*, Fleet, Silent Spell, Two-Weapon Fighting, Weapon Finesse
Skills Bluff +18, Climb +14, Knowledge (arcana) +13, Perception +10, Sleight of Hand +10, Stealth +22,
Use Magic Device +18; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
Gear 2 shortswords, rags, 2 doses black smear
Special Qualities bloodline (umbral), bloodline arcane, bloodline powers (cloak of shadows, shadow well), cantrips,
poison use
Special Abilities
Bloodline Arcana (Ex): A dark stalker sorcerer gains +1 to its effective caster level when it casts a spell in an area of
dim light or darkness.
Cloak of Shadows (Sp): 8/day, can grant one target a +6 bonus to Stealth for 6 rounds.
Death Throes (Ex): When a dark stalker is slain it combusts in a burst of flame, leaving its possessions. All creatures
in a 20 ft. radius burst take 3d6 fire damage, Reflex save DC 20 for half.
Poison Use (Ex): A dark stalker is never at risk of poisoning itself. They commonly use black smear poison:
Black smear injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
See In Darkness (Su): A dark stalker can see in darkness of any kind, including that created by deeper darkness.
Shadow Well (Sp): A dark stalker sorcerer can use Stealth to hide even if observed and without cover or
concealment provided there is a shadow, other than its own, within 10 ft. and 1/day it can switch places with a willing
ally within 60ft. provided that both dark stalker and ally are in an area of dim light or darkness.

157
The Lazy GM

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.

Death Dog (2HD) CR 2


XP 600
NE Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9
Defence
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 18 (2d10+7)
Fort +5, Ref +5, Will +1
Offence
Speed 40 ft.
Melee 2 bites +4 (1d6+1 plus rotting death plus trip)
Statistics
Str 13 (+1), Dex 15 (+2), Con 15 (+2), Int 4 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +2; CMB +3; CMD 15 (19 vs. trip)
Feats Toughness*, Weapon Finesse
Skills Perception +9, Stealth +6, Survival +1 (+5 tracking by scent); Racial Modifiers +4 Perception, +4 Survival
when tracking by scent
Special Abilities
Rotting Death (Su): Bite injury; save Fortitude DC 13; 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.

Death Dog (4HD) CR 3


XP 800
NE Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Defence
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 34 (4d10+12)
Fort +6, Ref +6, Will +2
Offence
Speed 40 ft.
Melee 2 bites +7 (1d6+2 plus rotting death plus trip)
Statistics
Str 14 (+2), Dex 15 (+2), Con 15 (+2), Int 4 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +4; CMB +6; CMD 18 (22 vs. trip)
Feats Toughness*, Weapon Finesse, Weapon Focus (bite)
Skills Perception +10, Stealth +7, Survival +1 (+5 tracking by scent); Racial Modifiers +4 Perception, +4 Survival
when tracking by scent
Special Abilities
Rotting Death (Su): Bite injury; save Fortitude DC 14; 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.

Death Dog (5HD) CR 4


XP 1200
NE Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Defence
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 42 (5d10+15)
Fort +6, Ref +6, Will +2
Offence
Speed 40 ft.
Melee 2 bites +8 (1d6+2 plus rotting death plus trip)
Statistics
Str 14 (+2), Dex 15 (+2), Con 15 (+2), Int 4 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +5; CMB +7; CMD 19 (23 vs. trip)
Feats Run, Toughness*, Weapon Finesse, Weapon Focus (bite)
Skills Perception +10, Stealth +7, Survival +2 (+6 tracking by scent); Racial Modifiers +4 Perception, +4 Survival
when tracking by scent
Special Abilities
Rotting Death (Su): Bite injury; save Fortitude DC 14; 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.

158
Freaks and Horrors

Large Death Dog (6HD) CR 5


XP 1600
NE Large magical beast
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Defence
AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size)
hp 63 (6d10+30)
Fort +9, Ref +6, Will +3
Offence
Speed 40 ft.
Melee 2 bites +12 (1d8+6 plus rotting death plus trip)
Statistics
Str 22 (+6), Dex 13 (+1), Con 19 (+4), Int 4 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +6; CMB +13; CMD 24 (28 vs. trip)
Feats Ability Focus (rotting death), Run, Toughness*, Weapon Focus (bite)
Skills Perception +10, Stealth +2, Survival +3 (+7 tracking by scent); Racial Modifiers +4 Perception, +4 Survival
when tracking by scent
Special Abilities
Rotting Death (Su): Bite injury; save Fortitude DC 19; 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.

Large Death Dog (8HD) CR 6


XP 2400
NE Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +11
Defence
AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp 84 (8d10+40)
Fort +10, Ref +8, Will +3
Offence
Speed 40 ft.
Melee 2 bites +14 (1d8+6/19-20 plus rotting death plus trip)
Statistics
Str 22 (+6), Dex 14 (+2), Con 19 (+4), Int 4 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +8; CMB +15; CMD 27 (31 vs. trip)
Feats Ability Focus (rotting death), Improved Critical (bite), Run, Toughness*, Weapon Focus (bite)
Skills Perception +11, Stealth +4, Survival +3 (+7 tracking by scent); Racial Modifiers +4 Perception, +4 Survival
when tracking by scent
Special Abilities
Rotting Death (Su): Bite injury; save Fortitude DC 20; 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.

159
The Lazy GM

Death Dog Variants


The dread zombie form of the death dog gains the brain-eating dread zombie template, and
also has the advanced template added to increase its abilities. Another zombie form of the
death dog uses the plague zombie template, for an undead variant that lacks intelligence but
still carries disease. The demon-possessed death dog is possessed by a dretch demon, and
could have been created by an evil cult or be the hunting beast of a demonic lord. The
fiendish death dog gives a simple extraplanar variant for the same kind of purpose. Finally the
savage death dog uses the barbarian class and is a frenzied, possibly rabid, variant.

Advanced Dread Zombie Death Dog (4HD) CR 5


XP 1600
NE Medium undead
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +12
Aura unnatural aura
Defence
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 14 (4d8-4)
Fort +2, Ref +7, Will +4
Defensive Abilities channel resistance +4; Immune undead traits
Offence
Speed 40 ft.
Melee 2 bites +11 (1d6+6 plus rotting death plus trip)
Special Attacks brain consumption
Statistics
Str 22 (+6), Dex 17 (+3), Con - , Int 4 (-3), Wis 16 (+3), Cha 6 (-2)
Base Atk +4; CMB +10; CMD 23 (27 vs. trip)
Feats Run, Toughness*, Weapon Focus (bite)
Skills Perception +12, Stealth +8, Survival +3 (+7 tracking by scent); Racial Modifiers +4 Perception, +4 Survival
when tracking by scent
Special Qualities command zombies
Special Abilities
Brain Consumption (Ex): When a dread zombie makes a bite attack against a grappled or helpless foe, the
opponent must make a Fortitude save DC 18 or die as the dread zombie eats its brain. This does not affect creatures
immune to critical hits.
Command Zombies (Su): Can automatically command any normal zombies within 30 ft. as free action.
Rotting Death (Su): Bite injury; save Fortitude DC 10; 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.
Unnatural Aura (Su): Any creature of animal type within 30 ft. of a dread zombie becomes panicked until at a
distance greater than 30 ft.

160
Freaks and Horrors

Large Advanced Dread Zombie Death Dog (8HD) CR 8


XP 4800
NE Large undead
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +13
Aura unnatural aura
Defence
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 size)
hp 28 (8d8-8)
Fort +4, Ref +9, Will +5
Defensive Abilities channel resistance +4; Immune undead traits
Offence
Speed 40 ft.
Melee 2 bites +18 (1d8+10/19-20 plus rotting death plus trip)
Special Attacks brain consumption
Statistics
Str 30 (+10), Dex 16 (+3), Con - , Int 4 (-3), Wis 16 (+3), Cha 6 (-2)
Base Atk +8; CMB +19; CMD 32 (36 vs. trip)
Feats Ability Focus (rotting death), Improved Critical (bite), Run, Toughness*, Weapon Focus (bite)
Skills Perception +13, Stealth +5, Survival +5 (+9 tracking by scent); Racial Modifiers +4 Perception, +4 Survival
when tracking by scent
Special Qualities command zombies
Special Abilities
Brain Consumption (Ex): When a dread zombie makes a bite attack against a grappled or helpless foe, the
opponent must make a Fortitude save DC 24 or die as the dread zombie eats its brain. This does not affect creatures
immune to critical hits.
Command Zombies (Su): Can automatically command any normal zombies within 30 ft. as free action.
Rotting Death (Su): Bite injury; save Fortitude DC 14; 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.
Unnatural Aura (Su): Any creature of animal type within 30 ft. of a dread zombie becomes panicked until at a
distance greater than 30 ft.

Demon-Possessed Death Dog (5HD) CR 6


XP 2400
CE Medium magical beast (chaotic, evil)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Defence
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 42 (5d10+15)
Fort +6, Ref +6, Will +4
Defensive Abilities +2 to saves vs. poison; DR 10/cold iron; Resist electricity 20
Weaknesses spell vulnerability
Offence
Speed 40 ft.
Melee 2 bites +8 (1d6+2 plus rotting death plus trip)
Special Attacks profane
th
Spell-Like Abilities (CL 5 , concentration +6)

1/day scare (Will DC 13), stinking cloud (Fort DC 14)


Statistics
Str 14 (+2), Dex 15 (+2), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +5; CMB +7; CMD 19 (23 vs. trip)
Feats Iron Will, Run, Toughness*, Weapon Focus (bite)
Skills Perception +10, Stealth +7, Survival +2 (+6 tracking by scent); Racial Modifiers +4 Perception, +4 Survival
when tracking by scent
Special Qualities possessed
Special Abilities
Profane (Su): A demon-possessed death dogs attacks cause +1d6 damage to good creatures, and count as magic
and evil for the purposes of overcoming damage reduction.
Rotting Death (Su): Bite injury; save Fortitude DC 14; 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.
Spell Vulnerability (Ex): A break enchantment, dispel chaos, dispel evil, protection from chaos, protection from evil,
remove curse or virtue spell will expel the possessing dretch demon for a number of rounds equal to caster level, if
the save is failed. A dismissal spell will expel the possessing dretch demon permanently. An antimagic field
suppresses the effects of the dretch demon. Use the stats for a standard 5HD death dog in this state.

161
The Lazy GM

Fiendish Death Dog (2HD) CR 2


XP 600
NE Medium magical beast (evil, extraplanar)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9
Defence
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 17 (2d10+6)
Fort +5, Ref +5, Will +1
Resist cold 5, fire 5; SR 7
Offence
Speed 40 ft.
Melee 2 bites +4 (1d6+1 plus rotting death plus trip)
Special Attacks smite good (1/day, +2 damage until target is dead)
Statistics
Str 13 (+1), Dex 15 (+2), Con 15 (+2), Int 4 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +2; CMB +3; CMD 15 (19 vs. trip)
Feats Toughness*, Weapon Finesse
Skills Perception +9, Stealth +6, Survival +1 (+5 tracking by scent); Racial Modifiers +4 Perception, +4 Survival
when tracking by scent
Special Abilities
Rotting Death (Su): Bite injury; save Fortitude DC 13; 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.

Large Fiendish Death Dog (6HD) CR 6


XP 2400
NE Large magical beast (evil, extraplanar)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Defence
AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size)
hp 63 (6d10+30)
Fort +9, Ref +6, Will +3
DR 5/magic; Resist cold 10, fire 10; SR 11
Offence
Speed 40 ft.
Melee 2 bites +12 (1d8+6 plus rotting death plus trip)
Special Attacks smite good (1/day, +6 damage until target is dead)
Statistics
Str 22 (+6), Dex 13 (+1), Con 19 (+4), Int 4 (-3), Wis 12 (+1), Cha 6 (-2)
Base Atk +6; CMB +13; CMD 24 (28 vs. trip)
Feats Ability Focus (rotting death), Run, Toughness*, Weapon Focus (bite)
Skills Perception +10, Stealth +2, Survival +3 (+7 tracking by scent); Racial Modifiers +4 Perception, +4 Survival
when tracking by scent
Special Abilities
Rotting Death (Su): Bite injury; save Fortitude DC 19; 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.

162
Freaks and Horrors

Plague Zombie Death Dog (3HD) CR 1


XP 400
NE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +0
Defence
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 16 (3d8+3)
Fort +1, Ref +2, Will +3
Immune undead traits
Offence
Speed 40 ft.
Melee 2 bites +4 (1d6+2 plus disease)
Special Attacks death burst, disease
Statistics
Str 15 (+2), Dex 13 (+1), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +2; CMB +4; CMD 15 (19 vs. trip)
Feats Toughness*
Special Qualities staggered
Special Abilities
Death Burst (Ex): When a plague zombie dies it explodes. All adjacent creatures must make a Fortitude save DC 11
or contract zombie rot.
Disease (Su): Zombie Rot: bite; save Fort DC 11, onset 1d4 days, frequency 1/day; effect 1d2 Con, this damage
cannot be healed while creature is infected; cure 2 consecutive saves. Anyone who dies whilst infected rises as a
plague zombie in 2d6 hours.
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

Large Plague Zombie Death Dog (8HD) CR 3


XP 800
NE Large undead
Init +0; Senses darkvision 60 ft.; Perception +0
Defence
AC 12, touch 9, flat-footed 12 (+3 natural, -1 size)
hp 44 (8d8+8)
Fort +2, Ref +2, Will +6
Immune undead traits
Offence
Speed 40 ft.
Melee 2 bites +13 (1d8+8 plus disease)
Special Attacks death burst, disease
Statistics
Str 24 (+8), Dex 11 (+0), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +6; CMB +15; CMD 25 (29 vs. trip)
Feats Toughness*
Special Qualities staggered
Special Abilities
Death Burst (Ex): When a plague zombie dies it explodes. All adjacent creatures must make a Fortitude save DC 14
or contract zombie rot.
Disease (Su): Zombie Rot: bite; save Fort DC 14, onset 1d4 days, frequency 1/day; effect 1d2 Con, this damage
cannot be healed while creature is infected; cure 2 consecutive saves. Anyone who dies whilst infected rises as a
plague zombie in 2d6 hours.
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

163
The Lazy GM

Savage Death Dog CR 4


XP 1200
NE Medium magical beast barbarian 2
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9
Defence
AC 13, touch 10, flat-footed 11 (+2 Dex, +3 natural, -2 rage)
hp 82 (5d10+2d12+44)
Fort +12, Ref +6, Will +3
Defensive Abilities uncanny dodge
Offence
Speed 50 ft.
Melee 2 bites +14 (1d8+6 plus rotting death plus trip)
Special Attacks rage (9 rounds/day)
Statistics
Str 22 (+6), Dex 15 (+2), Con 21 (+5), Int 6 (-2), Wis 10 (+0), Cha 10 (+0)
Base Atk +7; CMB +13; CMD 25 (29 vs. trip)
Feats Improved Natural Attack (bite), Power Attack, Run, Toughness*, Weapon Focus (bite)
Skills Perception +9, Stealth +7, Survival +5 (+9 tracking by scent); Racial Modifiers +4 Perception, +4 Survival
when tracking by scent
Special Qualities fast movement, rage power (knockback)

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.

164
Freaks and Horrors

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).

Dire Corby (2HD) CR 1


XP 400
NE Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +6
Defence
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 15 (2d10+4)
Fort +2, Ref +4, Will +3
Defensive Abilities ferocity
Offence
Speed 30 ft., climb 30 ft.
Melee 2 claws +3 (1d4+1)
Special Attacks leap, rend (2 claws, 1d4+1)
Statistics
Str 13 (+1), Dex 12 (+1), Con 15 (+2), Int 7 (-2), Wis 10 (+0), Cha 8 (-1)
Base Atk +2; CMB +3; CMD 14
Feats Blind Fight, Skill Focus (Stealth)*
Skills Acrobatics +10, Climb +13, Perception +6, Stealth +8; Racial Modifiers +8 Acrobatics, +2 Perception
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

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.

Dire Corby Oracle CR 2


XP 600
NE Medium monstrous humanoid oracle 1
Init +1; Senses darkvision 60 ft.; Perception +8
Defence
AC 17, touch 11, flat-footed 16 (+4 armour, +1 Dex, +2 natural)
hp 25 (2d10+1d8+10)
Fort +3, Ref +4, Will +8
Defensive Abilities ferocity
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +2 (1d4)
Special Attacks leap, rend (2 claws, 1d4)
st
Oracles Spells Known (CL 1 , concentration +2)
st
1 level (4/day, save DC 12) bless, cure light wounds, bane
th
0 level (At will, save DC 11) detect magic, guidance, resistance, stabilise
Statistics
Str 11 (+0), Dex 12 (+1), Con 17 (+3), Int 11 (+0), Wis 12 (+1), Cha 12 (+1)
Base Atk +2; CMB +2; CMD 13
Feats Blind Fight, Iron Will, Skill Focus (Stealth)*
Skills Acrobatics +11, Climb +13, Knowledge (religion) +5, Perception +8, Sense Motive +6, Stealth +9;
Racial Modifiers +8 Acrobatics, +2 Perception
Languages Undercommon
Special Qualities mystery (bones), oracles curse (lame), revelation (armour of bones)
Special Abilities
Armour of Bones (Su): A dire corby oracle can conjure armour made of bones that grants a +4 armour bonus
(factored). The armour lasts for 1 hour per day, in 1 hour increments.
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

165
The Lazy GM

Experienced Dire Corby Oracle CR 4


XP 1200
NE Medium monstrous humanoid oracle 3
Init +1; Senses darkvision 60 ft.; Perception +10
Defence
AC 17, touch 11, flat-footed 16 (+4 armour, +1 Dex, +2 natural)
hp 42 (2d10+3d8+18)
Fort +4, Ref +5, Will +9
Defensive Abilities ferocity
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +4 (1d4)
Special Attacks deaths touch, leap, rend (2 claws, 1d4)
rd
Oracles Spells Known (CL 3 , concentration +4)
st
1 level (6/day, save DC 12) bless, cause fear*, cure light wounds, bane, inflict light wounds
th
0 level (At will, save DC 11) bleed, detect magic, guidance, resistance, stabilise
Statistics
Str 11 (+0), Dex 12 (+1), Con 17 (+3), Int 11 (+0), Wis 12 (+1), Cha 13 (+1)
Base Atk +4; CMB +4; CMD 15
Feats Alertness, Blind Fight, Iron Will, Skill Focus (Stealth)*
Skills Acrobatics +11, Climb +13, Knowledge (religion) +6, Perception +10, Sense Motive +10, Spellcraft +6,
Stealth +11; Racial Modifiers +8 Acrobatics, +2 Perception
Languages Undercommon
Special Qualities mystery (bones), oracles curse (lame), revelation (armour of bones, deaths touch)
Special Abilities
Armour of Bones (Su): A dire corby oracle can conjure armour made of bones that grants a +4 armour bonus
(factored). The armour lasts for 3 hours per day, in 1 hour increments.
Deaths Touch (Su): 4/day dire corby oracle can make a melee touch attack that causes 1d6+1 negative energy
damage. Used on undead this heals them and grants +2 channel resistance for 1 minute.
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

Superior Dire Corby Oracle CR 7


XP 3200
NE Medium monstrous humanoid oracle 6
Init +1; Senses darkvision 60 ft.; Perception +10
Defence
AC 17, touch 11, flat-footed 16 (+4 armour, +1 Dex, +2 natural)
hp 68 (2d10+6d8+30)
Fort +5, Ref +6, Will +11
Defensive Abilities ferocity; Immune fatigue
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +6 (1d4)
Special Attacks deaths touch, leap, rend (2 claws, 1d4)
th
Oracles Spells Known (CL 6 , concentration +8)
rd
3 level (3/day, save DC 15) animate dead*, bestow curse, cure serious wounds
nd
2 level (6/day, save DC 14) cure moderate wounds, dread bolt, false life, resist energy
st
1 level (7/day, save DC 13) bless, cause fear*, cure light wounds, bane, inflict light wounds, ray of
sickening
th
0 level (At will, save DC 12) bleed, create water, detect magic, guidance, mending, resistance, stabilise
Statistics
Str 11 (+0), Dex 12 (+1), Con 17 (+3), Int 11 (+0), Wis 12 (+1), Cha 14 (+2)
Base Atk +6; CMB +6; CMD 17
Feats Alertness, Blind Fight, Brew Potion, Iron Will, Skill Focus (Stealth)*
Skills Acrobatics +11, Climb +13, Knowledge (religion) +9, Perception +10, Sense Motive +13, Spellcraft +9,
Stealth +14; Racial Modifiers +8 Acrobatics, +2 Perception
Languages Undercommon
Special Qualities mystery (bones), oracles curse (lame), revelation (armour of bones, deaths touch)
Special Abilities
Armour of Bones (Su): A dire corby oracle can conjure armour made of bones that grants a +4 armour bonus
(factored). The armour lasts for 6 hours per day, in 1 hour increments.
Deaths Touch (Su): 5/day a dire corby oracle can make a melee touch attack that causes 1d6+3 negative energy
damage. Used on undead this heals them and grants +2 channel resistance for 1 minute.
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

166
Freaks and Horrors

Master Dire Corby Oracle CR 10


XP 9600
NE Medium monstrous humanoid oracle 9
Init +1; Senses darkvision 60 ft.; Perception +12
Defence
AC 17, touch 11, flat-footed 16 (+4 armour, +1 Dex, +2 natural)
hp 93 (2d10+9d8+42)
Fort +8, Ref +7, Will +12
Defensive Abilities ferocity; Immune fatigue
Offence
Speed 20 ft., climb 20 ft.
Melee 2 claws +8 (1d4)
Special Attacks deaths touch, leap, rend (2 claws, 1d4), soul siphon
th
Oracles Spells Known (CL 9 , concentration +11)
th
4 level (4/day, save DC 16) aura of doom, cure critical wounds, fear*, poison
rd
3 level (6/day, save DC 15) animate dead*, bestow curse, cure serious wounds, deeper darkness,
prayer
nd
2 level (7/day, save DC 14) cure moderate wounds, dread bolt, false life*, resist energy, shatter, sound
burst
st
1 level (7/day, save DC 13) bless, cause fear*, cure light wounds, bane, divine favour, inflict light
wounds, ray of sickening
th
0 level (At will, save DC 12) bleed, create water, detect magic, guidance, mending, purify food and
drink, resistance, stabilise
Statistics
Str 11 (+0), Dex 12 (+1), Con 17 (+3), Int 11 (+0), Wis 12 (+1), Cha 14 (+2)
Base Atk +8; CMB +8; CMD 19
Feats Abundant Revelations (soul siphon), Alertness, Blind Fight, Brew Potion, Great Fortitude, Iron Will,
Skill Focus (Stealth)*
Skills Acrobatics +11, Climb +13, Knowledge (religion) +12, Perception +12, Sense Motive +15, Spellcraft +12,
Stealth +16; Racial Modifiers +8 Acrobatics, +2 Perception
Languages Undercommon
Special Qualities mystery (bones), oracles curse (lame), revelation (armour of bones, deaths touch, soul siphon)
Special Abilities
Armour of Bones (Su): A dire corby oracle can conjure armour made of bones that grants a +4 armour bonus
(factored). The armour lasts for 9 hours per day, in 1 hour increments.
Deaths Touch (Su): 5/day a dire corby oracle can make a melee touch attack that causes 1d6+4 negative energy
damage. Used on undead this heals them and grants +2 channel resistance for 1 minute.
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.
Soul Siphon (Su): 2/day a dire corby oracle may unleash a ray against one opponent within 30 ft. that causes one
negative level on a ranged touch attack. The negative level lasts for 9 minutes, and the bones oracle heals 9 hit
points.

167
The Lazy GM

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.

Dire Corby Doomsinger CR 2


XP 600
NE Medium monstrous humanoid savage skald bard 1
Init +2; Senses darkvision 60 ft.; Perception +8
Defence
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 19 (2d10+1d8+4)
Fort +1, Ref +7, Will +6
Defensive Abilities ferocity
Offence
Speed 30 ft., climb 30 ft.
Melee 2 claws +3 (1d4+1)
Special Attacks leap, rend (2 claws, 1d4+1)
st
Bard Spells Known (CL 1 , concentration +3)
st
1 level (2/day, save DC 13) ear-piercing scream, sleep
th
0 level (At will, save DC 12) daze, ghost sound, lullaby, resistance
Statistics
Str 13 (+1), Dex 14 (+2), Con 13 (+1), Int 11 (+0), Wis 12 (+1), Cha 14 (+2)
Base Atk +2; CMB +3; CMD 15
Feats Blind Fight, Lingering Performance, Skill Focus (Stealth)*
Skills Acrobatics +16, Bluff +6, Climb +14, Perception +8, Perform (sing) +10, Stealth +11; Racial Modifiers +8
Acrobatics, +2 Perception, +2 Perform
Languages Undercommon
Special Qualities bardic performance (6/day, countersong, distraction, doomsong, inspiring blow,
inspire courage +1), cantrips
Special Abilities
Doomsong (Sp): As a standard action a doomsinger may expend 1 round of bardic performance to cast cause fear,
lesser confusion or hideous laughter, or 2 rounds of bardic performance to cast rage or scare, all as spell-like
st
abilities, CL 1 .
Inspiring Blow (Su): If a savage skald scores a critical hit, it may start this performance as a free action, ending
other performances. It gains +2 temporary hit points until the end of the performance and all allies within 30 ft. gain a
+1 morale bonus on their next attack prior to the start of the savage skalds next turn. This replaces fascinate.
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

168
Freaks and Horrors

Experienced Dire Corby Doomsinger CR 4


XP 1200
NE Medium monstrous humanoid savage skald bard 3
Init +2; Senses darkvision 60 ft.; Perception +10
Defence
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 32 (2d10+3d8+8)
Fort +2, Ref +8, Will +7
Defensive Abilities ferocity, well-versed (+4 saves vs. bardic performance, sonic and language-dependent effects)
Offence
Speed 30 ft., climb 30 ft.
Melee 2 claws +5 (1d4+1)
Special Attacks leap, rend (2 claws, 1d4+1)
rd
Bard Spells Known (CL 3 , concentration +5)
st
1 level (4/day, save DC 13) ear-piercing scream, grease, hypnotism, sleep
th
0 level (At will, save DC 12) daze, ghost sound, lullaby, mage hand, prestidigitation, resistance
Statistics
Str 13 (+1), Dex 14 (+2), Con 13 (+1), Int 11 (+0), Wis 12 (+1), Cha 15 (+2)
Base Atk +4; CMB +5; CMD 17
Feats Blind Fight, Extra Performance, Lingering Performance, Skill Focus (Stealth)*
Skills Acrobatics +18, Bluff +8, Climb +16, Perception +10, Perform (sing) +12, Stealth +13;
Racial Modifiers +8 Acrobatics, +2 Perception, +2 Perform
Languages Undercommon
Special Qualities bardic performance (16/day, countersong, distraction, doomsong, inspiring blow, inspire
competence +2, inspire courage +1), cantrips, versatile performance (sing)
Special Abilities
Doomsong (Sp): As a standard action a doomsinger may expend 1 round of bardic performance to cast cause fear,
lesser confusion or hideous laughter, or 2 rounds of bardic performance to cast rage or scare, all as spell-like
rd
abilities, CL 3 .
Inspiring Blow (Su): If a savage skald scores a critical hit, it may start this performance as a free action, ending
other performances. It gains +2 temporary hit points until the end of the performance and all allies within 30 ft. gain a
+1 morale bonus on their next attack prior to the start of the savage skalds next turn. This replaces fascinate.
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

169
The Lazy GM

Superior Dire Corby Doomsinger CR 7


XP 3200
NE Medium monstrous humanoid savage skald bard 6
Init +6; Senses darkvision 60 ft.; Perception +13
Defence
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 52 (2d10+6d8+14)
Fort +3, Ref +10, Will +9
Defensive Abilities ferocity, well-versed (+4 saves vs. bardic performance, sonic and language-dependent effects)
Offence
Speed 30 ft., climb 30 ft.
Melee 2 claws +7 (1d4+1)
Special Attacks leap, rend (2 claws, 1d4+1)
th
Bard Spells Known (CL 6 , concentration +9)
nd
2 level (4/day, save DC 15) cacophonous call, piercing shriek, sound burst, whispering wind
st
1 level (5/day, save DC 14) ear-piercing scream, grease, hypnotism, sleep
th
0 level (At will, save DC 13) daze, ghost sound, lullaby, mage hand, prestidigitation, resistance
Statistics
Str 13 (+1), Dex 14 (+2), Con 13 (+1), Int 11 (+0), Wis 12 (+1), Cha 16 (+3)
Base Atk +6; CMB +7; CMD 19
Feats Blind Fight, Extra Performance, Improved Initiative, Lingering Performance, Skill Focus (Stealth)*
Skills Acrobatics +21, Bluff +12, Climb +19, Perception +13, Perform (sing) +16, Stealth +16; Racial Modifiers +8
Acrobatics, +2 Perception, +2 Perform
Languages Undercommon
Special Qualities bardic performance (23/day, countersong, distraction, doomsong,incite rage, inspiring blow, inspire
competence +2, inspire courage +2), cantrips, lore master (1/day), versatile performance (sing)
Special Abilities
Doomsong (Sp): As a standard action a doomsinger may expend 1 round of bardic performance to cast cause fear,
lesser confusion or hideous laughter, or 2 rounds of bardic performance to cast rage or scare, all as spell-like
th
abilities, CL 6 .
Incite Rage (Su): A savage skald can incite rage in a target within 30 ft. (but not itself), as rage spell, that lasts for as
long as the target can hear the bards performance. Unwilling targets can make a Will save DC 16 to negate and if
successful may not be affected by the incite rage performance of that bard for 24 hours. Creatures with the rage
ability may instead rage without using rounds of their rage ability whilst the bard performs. This is a mind-affecting
effect that requires audible components. This replaces suggestion.
Inspiring Blow (Su): If a savage skald scores a critical hit, it may start this performance as a free action, ending
other performances. It gains +3 temporary hit points until the end of the performance and all allies within 30 ft. gain a
+1 morale bonus on their next attack prior to the start of the savage skalds next turn. This replaces fascinate.
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

170
Freaks and Horrors

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.

Dread Corby (2HD) CR 2


XP 600
NE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +9
Defence
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 19 (2d10+8)
Fort +4, Ref +6, Will +5
Defensive Abilities ferocity; Immune fear
Offence
Speed 30 ft., climb 30 ft.
Melee 2 claws +5 (1d4+3)
Ranged javelin +5 (1d6+3, 20 ft.)
Special Attacks screech of doom, leap, rend (2 claws, 1d4+3)
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 +11; Racial Modifiers +8 Acrobatics, +2 Perception
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
Screech of Doom (Su): 1/day a dread corby can let out a terrible shriek. One target within 30 ft. must make a Will
save DC 12 or become cowering for 1d6 rounds. All others within 100 ft. must make a Will save DC 12 or be shaken
for 1 round. Dire corbies and dread corbies are immune to this effect. This is a sonic mind-affecting fear effect.

Dread Corby Barbarian CR 3


XP 800
NE Medium monstrous humanoid barbarian 1
Init +4; Senses darkvision 60 ft.; Perception +9
Defence
AC 16, touch 12, flat-footed 12 (+4 Dex, +4 natural, -2 rage)
hp 42 (2d10+1d12+25)
Fort +10, Ref +7, Will +7
Defensive Abilities ferocity; Immune fear
Offence
Speed 40 ft., climb 30 ft.
Melee 2 claws +10 (1d4+7)
Ranged javelin +7 (1d6+7, 20 ft.)
Special Attacks rage (10 rounds/day), screech of doom, leap, rend (2 claws, 1d4+7)
Statistics
Str 25 (+7), Dex 18 (+4), Con 27 (+8), Int 9 (-1), Wis 14 (+2), Cha 14 (+2)
Base Atk +3; CMB +10; CMD 24
Feats Blind Fight, Skill Focus (Acrobatics, Stealth*)
Skills Acrobatics +21, Climb +20, Perception +9, Stealth +12; Racial Modifiers +8 Acrobatics, +2 Perception
Languages Undercommon
Special Qualities fast movement
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
Screech of Doom (Su): 1/day a dread corby can let out a terrible shriek. One target within 30 ft. must make a Will
save DC 13 or become cowering for 1d6 rounds. All others within 100 ft. must make a Will save DC 13 or be shaken
for 1 round. Dire corbies and dread corbies are immune to this effect. This is a sonic mind-affecting fear effect.

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

171
The Lazy GM

Experienced Dread Corby Barbarian CR 6


XP 2400
NE Medium monstrous humanoid barbarian 4
Init +4; Senses darkvision 60 ft.; Perception +11
Defence
AC 16, touch 12, flat-footed 12 (+4 Dex, +4 natural, -2 rage)
hp 89 (2d10+4d12+52)
Fort +12, Ref +8, Will +8
Defensive Abilities ferocity, trap sense +1, uncanny dodge; Immune fear
Offence
Speed 40 ft., climb 30 ft.
Melee 2 claws +14 (1d4+8)
Ranged javelin +10 (1d6+8, 20 ft.)
Special Attacks rage (16 rounds/day), screech of doom, leap, rend (2 claws, 1d4+8)
Statistics
Str 26 (+8), Dex 18 (+4), Con 27 (+8), Int 9 (-1), Wis 14 (+2), Cha 14 (+2)
Base Atk +6; CMB +14; CMD 28
Feats Blind Fight, Power Attack, Skill Focus (Acrobatics, Stealth*)
Skills Acrobatics +24 (+32 when jumping), Climb +23, Perception +11, Stealth +14; Racial Modifiers +8 Acrobatics,
+2 Perception
Languages Undercommon
Special Qualities fast movement, rage powers (raging leaper, reckless abandon)
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
Reckless Abandon (Ex): Whilst raging a dread corby barbarian can take a -2 penalty to AC to gain a +2 bonus to
attack rolls.
Screech of Doom (Su): 1/day a dread corby can let out a terrible shriek. One target within 30 ft. must make a Will
save DC 15 or become cowering for 1d6 rounds. All others within 100 ft. must make a Will save DC 15 or be shaken
for 1 round. Dire corbies and dread corbies are immune to this effect. This is a sonic mind-affecting fear effect.

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

172
Freaks and Horrors

Dread Corby Barbarian Lord CR 9


XP 6400
NE Medium monstrous humanoid barbarian 7
Init +4; Senses darkvision 60 ft.; Perception +13
Defence
AC 16, touch 12, flat-footed 12 (+4 Dex, +4 natural, -2 rage)
hp 146 (2d10+7d12+90)
Fort +14, Ref +9, Will +9
Defensive Abilities ferocity, improved uncanny dodge, trap sense +2; DR 1/-; Immune fear
Offence
Speed 45 ft., climb 30 ft.
Melee 2 claws +17 (1d4+8)
Ranged javelin +13 (1d6+8, 20 ft.)
Special Attacks rage (16 rounds/day), screech of doom, leap, rend (2 claws, 1d4+8)
Statistics
Str 26 (+8), Dex 18 (+4), Con 28 (+9), Int 9 (-1), Wis 14 (+2), Cha 14 (+2)
Base Atk +9; CMB +17; CMD 31
Feats Blind Fight, Cleave, Great Cleave, Power Attack, Skill Focus (Acrobatics, Stealth*)
Skills Acrobatics +27 (+38 when jumping), Climb +25, Perception +13, Stealth +16; Racial Modifiers +8 Acrobatics,
+2 Perception
Languages Undercommon
Special Qualities fast movement, rage powers (inspire ferocity, raging leaper, reckless abandon, swift foot)
Special Abilities
Inspire Ferocity (Ex): A dread corby barbarian can spend a move action to impart its reckless abandon ability to all
willing allies within 30 ft., for up to 2 rounds.
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
Reckless Abandon (Ex): Whilst raging a dread corby barbarian can take a -2 penalty to AC to gain a +2 bonus to
attack rolls.
Screech of Doom (Su): 1/day a dread corby can let out a terrible shriek. One target within 30 ft. must make a Will
save DC 16 or become cowering for 1d6 rounds. All others within 100 ft. must make a Will save DC 16 or be shaken
for 1 round. Dire corbies and dread corbies are immune to this effect. This is a sonic mind-affecting fear effect.

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.

Ghost Corby (2HD) CR 2


XP 600
NE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +9
Defence
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 19 (2d10+8)
Fort +4, Ref +6, Will +5
Defensive Abilities ferocity
Weaknesses light sensitivity
Offence
Speed 30 ft., climb 30 ft.
Melee 2 claws +5 (1d4+3)
Special Attacks leap, rend (2 claws, 1d4+3), sneak attack +2d6
nd
Spell-Like Abilities (CL 2 , concentration +3)

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

173
The Lazy GM

Ghost Corby Scout CR 3


XP 800
NE Medium monstrous humanoid rogue 1
Init +9; Senses darkvision 60 ft.; Perception +10
Defence
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 25 (2d10+1d8+10)
Fort +3, Ref +10, Will +5
Defensive Abilities ferocity
Weaknesses light sensitivity
Offence
Speed 30 ft., climb 30 ft.
Melee 2 claws +6 (1d4+4)
Special Attacks leap, rend (2 claws, 1d4+4), sneak attack +3d6
rd
Spell-Like Abilities (CL 3 , concentration +5)

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

Experienced Ghost Corby Scout CR 6


XP 2400
NE Medium monstrous humanoid rogue 4
Init +9; Senses darkvision 60 ft.; Perception +13
Defence
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 51 (2d10+4d8+22)
Fort +4, Ref +12, Will +6
Defensive Abilities evasion, ferocity, trap sense +1
Weaknesses light sensitivity
Offence
Speed 30 ft., climb 30 ft.
Melee 2 claws +10 (1d4+5)
Special Attacks leap, rend (2 claws, 1d4+5), scouts charge, sneak attack +4d6
th
Spell-Like Abilities (CL 6 , concentration +8)

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.

174
Freaks and Horrors

Superior Ghost Corby Scout CR 10


XP 9600
NE Medium monstrous humanoid rogue 8
Init +9; Senses darkvision 60 ft.; Perception +17
Defence
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 85 (2d10+8d8+38)
Fort +5, Ref +14, Will +7
Defensive Abilities evasion, ferocity, trap sense +2
Weaknesses light sensitivity
Offence
Speed 30 ft., climb 30 ft.
Melee 2 claws +13 (1d4+5)
Special Attacks leap, rend (2 claws, 1d4+5), scouts charge, sneak attack +6d6
th
Spell-Like Abilities (CL 10 , concentration +12)

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.

Ghoul Corby (2HD) CR 2


XP 600
NE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +6
Defence
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 10 (2d8+1)
Fort -1, Ref +4, Will +3
Defensive Abilities channel resistance +4, ferocity; Immune undead traits
Offence
Speed 30 ft., climb 30 ft.
Melee 2 claws +3 (1d4+1 plus paralysis), bite +3 (1d6+1 plus disease and paralysis)
Special Attacks leap, paralysis (1d4+1 rounds, DC 10, elves are immune to this effect), rend (2 claws, 1d4+1)
Statistics
Str 13 (+1), Dex 12 (+1), Con - , Int 7 (-2), Wis 10 (+0), Cha 8 (-1)
Base Atk +2; CMB +3; CMD 14
Feats Skill Focus (Stealth)*, Toughness
Skills Acrobatics +10, Climb +13, Perception +6, Stealth +8; Racial Modifiers +8 Acrobatics, +2 Perception
Languages Undercommon
Special Abilities
Disease (Su): Ghoul fever: Bite injury; save Fortitude DC 10; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3
Dex damage; cure 2 consecutive saves.
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

175
The Lazy GM

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.

Winged Corby (2HD) CR 1


XP 400
NE Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +6
Defence
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 15 (2d10+4)
Fort +2, Ref +4, Will +3
Defensive Abilities ferocity
Offence
Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +3 (1d4+1)
Special Attacks leap, rend (2 claws, 1d4+1)
Statistics
Str 13 (+1), Dex 12 (+1), Con 15 (+2), Int 7 (-2), Wis 10 (+0), Cha 8 (-1)
Base Atk +2; CMB +3; CMD 14
Feats Blind Fight, Skill Focus (Stealth)*
Skills Acrobatics +9, Climb +5, Fly +5, Perception +6, Stealth +8; Racial Modifiers +8 Acrobatics, +2 Perception
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.

Advanced Winged Corby Witch CR 3


XP 800
NE Medium monstrous humanoid witch 1
Init +3; Senses darkvision 60 ft.; Perception +10
Defence
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 30 (2d10+1d6+16)
Fort +5, Ref +6, Will +8
Defensive Abilities ferocity
Offence
Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +4 (1d4+2)
Special Attacks leap, rend (2 claws, 1d4+2)
st
Witch Spells Prepared (CL 1 , concentration +3)
st
1 level (2/day, save DC 13) cure light wounds, ear-piercing scream
th
0 level (At will, save DC 12) bleed, daze, guidance
Statistics
Str 15 (+2), Dex 16 (+3), Con 21 (+5), Int 15 (+2), Wis 16 (+3), Cha 16 (+3)
Base Atk +2; CMB +4; CMD 17
Feats Blind Fight, Combat Casting, Skill Focus (Stealth)*
Skills Acrobatics +13, Bluff +5, Climb +7, Fly +9, Knowlege (arcana) +6, Perception +10, Spellcraft +6, Stealth +11,
Use Magic Device+7 ; Racial Modifiers +8 Acrobatics, +2 Perception
Languages Undercommon
Special Qualities cantrips, hex (misfortune), patron (insanity), witchs familiar
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.
Misfortune Hex (Su): A witch can cause one creature within 30 ft. to suffer misfortune for 1 round. It must reroll any
ability check, attack roll, skill check or saving throw that it makes and use the worse result. Will save DC 12 negates,
and regardless of success that creature may not be targeted by a misfortune hex for 24 hours.

176
Freaks and Horrors

Advanced Winged Corby Experienced Witch CR 6


XP 2400
NE Medium monstrous humanoid witch 3
Init +3; Senses darkvision 60 ft.; Perception +10
Defence
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 49 (2d10+3d6+28)
Fort +6, Ref +7, Will +9
Defensive Abilities ferocity
Offence
Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +5 (1d4+2)
Special Attacks leap, rend (2 claws, 1d4+2)
rd
Witch Spells Prepared (CL 3 , concentration +6)
nd
2 level (2/day, save DC 15) death knell, vomit swarm
st
1 level (3/day, save DC 14) cure light wounds, ear-piercing scream, strong winds
th
0 level (At will, save DC 13) bleed, daze, guidance, stabilise
Statistics
Str 15 (+2), Dex 16 (+3), Con 21 (+5), Int 16 (+3), Wis 16 (+3), Cha 16 (+3)
Base Atk +3; CMB +5; CMD 18
Feats Blind Fight, Combat Casting, Hover, Skill Focus (Stealth)*
Skills Acrobatics +13, Bluff +6, Climb +7, Fly +11, Knowlege (arcana) +9, Perception +10, Spellcraft +9, Stealth +11,
Use Magic Device+9 ; Racial Modifiers +8 Acrobatics, +2 Perception
Languages Undercommon
Special Qualities cantrips, hex (cackle, misfortune), patron (insanity), witchs familiar
Special Abilities
Cackle (Su): A witch may cackle as a move action. Any creature within 30 ft. that is under the effects of a misfortune
hex caused by the witch has the duration extended by 1 round.
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.
Misfortune Hex (Su): A witch can cause one creature within 30 ft. to suffer misfortune for 1 round. It must reroll any
ability check, attack roll, skill check or saving throw that it makes and use the worse result. Will save DC 14 negates,
and regardless of success that creature may not be targeted by a misfortune hex for 24 hours.

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The Lazy GM

Advanced Winged Corby Superior Witch CR 9


XP 6400
NE Medium monstrous humanoid witch 6
Init +3; Senses darkvision 60 ft.; Perception +10
Defence
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 78 (2d10+6d6+46)
Fort +7, Ref +8, Will +11
Defensive Abilities ferocity
Offence
Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +7 (1d4+2)
Special Attacks leap, rend (2 claws, 1d4+2)
th
Witch Spells Prepared (CL 6 , concentration +9)
rd
3 level (3/day, save DC 16) distracting cacophony*, eruptive pustules, screech
nd
2 level (4/day, save DC 15) death knell, hideous laughter*, sentry skull, vomit swarm
st
1 level (4/day, save DC 14) cure light wounds, ear-piercing scream, memory lapse*, strong winds
th
0 level (At will, save DC 13) bleed, daze, guidance, stabilise
Statistics
Str 15 (+2), Dex 16 (+3), Con 21 (+5), Int 16 (+3), Wis 16 (+3), Cha 17 (+3)
Base Atk +5; CMB +7; CMD 20
Feats Blind Fight, Brew Potion, Combat Casting, Hover, Skill Focus (Stealth)*
Skills Acrobatics +14, Bluff +7, Climb +7, Fly +14, Knowlege (arcana) +12, Perception +10, Spellcraft +12,
Stealth +12, Use Magic Device +12 ; Racial Modifiers +8 Acrobatics, +2 Perception
Languages Undercommon
Special Qualities cantrips, hex (cackle, evil eye, misfortune), patron (insanity), witchs familiar
Special Abilities
Cackle (Su): A witch may cackle as a move action. Any creature within 30 ft. that is under the effects of an evil eye or
misfortune hex caused by the witch has the duration extended by 1 round.
Evil Eye (Su): A witch can affect one target within 30 ft. that it can see, causing it to suffer a -2 penalty to one of the
following (witchs choice): AC, ability checks, attacks rolls, saving throws or skill checks. This lasts for 6 rounds, or 1
round on a successful Will save DC 16. This is a mind-affecting effect.
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.
Misfortune Hex (Su): A witch can cause one creature within 30 ft. to suffer misfortune for 1 round. It must reroll any
ability check, attack roll, skill check or saving throw that it makes and use the worse result. Will save DC 16 negates,
and regardless of success that creature may not be targeted by a misfortune hex for 24 hours.

178
Freaks and Horrors

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)

Constant detect magic


3/day magic weapon
1/day dimension door
Statistics
Str 19 (+4), Dex 17 (+3), Con 14 (+2), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
Feats Iron Will, Skill Focus (Perception)
Skills Escape Artist +5, Perception +9
Special Abilities
Disenchant (Ex): A disenchanter can use its trunk to make a touch attack against any worn, held or carried magic
item to drink its magic. It makes a caster level check (+4) opposed by the targets Fortitude save. If the disenchanter
wins it drains the items magic, rendering it non-functional. Disenchanters will target the most obvious item, or use
Table 9-2 of the Core Rulebook to determine which item is affected. Artifacts are immune, and the disenchanter must
be able to physically touch an object to drain it.
Power Spray (Su): 1/day a disenchanter can release a 20 ft. cone of raw magical energy from its trunk. Creatures in
the area take 4d6 damage, Reflex save DC 14 for half. Creatures immune to effects that allow spell resistance are
immune to this effect.
Vulnerability to Dispel Magic (Ex): A disenchanter targeted by dispel magic takes 1d6 damage per caster level
(maximum 10d6, Fortitude save for half). Greater dispel magic functions similarly (maximum 20d6 damage, Fortitude
save for half).

179
The Lazy GM

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
th
Spell-Like Abilities (CL 6 , concentration +5)

Constant detect magic


3/day magic weapon
1/day dimension door
Statistics
Str 19 (+4), Dex 17 (+3), Con 14 (+2), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Base Atk +6; CMB +11; CMD 24 (28 vs. trip)
Feats Improved Natural Armour, Iron Will, Skill Focus (Perception)
Skills Escape Artist +6, Perception +10
Special Abilities
Disenchant (Ex): A disenchanter can use its trunk to make a touch attack against any worn, held or carried magic
item to drink its magic. It makes a caster level check (+6) opposed by the targets Fortitude save. If the disenchanter
wins it drains the items magic, rendering it non-functional. Disenchanters will target the most obvious item, or use
Table 9-2 of the Core Rulebook to determine which item is affected. Artifacts are immune, and the disenchanter must
be able to physically touch an object to drain it.
Power Spray (Su): 1/day a disenchanter can release a 20 ft. cone of raw magical energy from its trunk. Creatures in
the area take 4d6 damage, Reflex save DC 15 for half. Creatures immune to effects that allow spell resistance are
immune to this effect.
Vulnerability to Dispel Magic (Ex): A disenchanter targeted by dispel magic takes 1d6 damage per caster level
(maximum 10d6, Fortitude save for half). Greater dispel magic functions similarly (maximum 20d6 damage, Fortitude
save for half).

180
Freaks and Horrors

Huge Disenchanter (8HD) CR 5


XP 1600
N Huge magical beast
Init +3; Senses darkvision 60 ft., detect magic, low-light vision; Perception +11
Defence
AC 18, touch 11, flat-footed 15 (+3 Dex, +7 natural, -2 size)
hp 76 (8d10+32)
Fort +10, Ref +9, Will +5
DR 5/magic
Weaknesses vulnerability to dispel magic
Offence
Speed 50 ft.
Melee trunk +15 touch (disenchant), 2 hooves +9 (1d8+4)
Space 15 ft.; Reach 10 ft. (15 ft. with trunk)
Special Attacks power spray
th
Spell-Like Abilities (CL 8 , concentration +7)

Constant detect magic


3/day magic weapon
1/day dimension door
Statistics
Str 27 (+8), Dex 16 (+3), Con 18 (+4), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Base Atk +8; CMB +18; CMD 31 (35 vs. trip)
Feats Improved Natural Armour, Iron Will, Skill Focus (Perception), Weapon Focus (trunk)
Skills Escape Artist +7, Perception +11
Special Abilities
Disenchant (Ex): A disenchanter can use its trunk to make a touch attack against any worn, held or carried magic
item to drink its magic. It makes a caster level check (+8) opposed by the targets Fortitude save. If the disenchanter
wins it drains the items magic, rendering it non-functional. Disenchanters will target the most obvious item, or use
Table 9-2 of the Core Rulebook to determine which item is affected. Artifacts are immune, and the disenchanter must
be able to physically touch an object to drain it.
Power Spray (Su): 1/day a disenchanter can release a 20 ft. cone of raw magical energy from its trunk. Creatures in
the area take 4d6 damage, Reflex save DC 18 for half. Creatures immune to effects that allow spell resistance are
immune to this effect.
Vulnerability to Dispel Magic (Ex): A disenchanter targeted by dispel magic takes 1d6 damage per caster level
(maximum 10d6, Fortitude save for half). Greater dispel magic functions similarly (maximum 20d6 damage, Fortitude
save for half).

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The Lazy GM

Huge Disenchanter (9HD) CR 6


XP 2400
N Huge magical beast
Init +3; Senses darkvision 60 ft., detect magic, low-light vision; Perception +12
Defence
AC 18, touch 11, flat-footed 15 (+3 Dex, +7 natural, -2 size)
hp 85 (9d10+36)
Fort +10, Ref +9, Will +6
DR 5/magic
Weaknesses vulnerability to dispel magic
Offence
Speed 50 ft.
Melee trunk +16 touch (disenchant), 2 hooves +10 (1d8+4)
Space 15 ft.; Reach 10 ft. (15 ft. with trunk)
Special Attacks power spray
th
Spell-Like Abilities (CL 9 , concentration +8)

Constant detect magic


3/day magic weapon
1/day dimension door
Statistics
Str 27 (+8), Dex 16 (+3), Con 18 (+4), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Base Atk +9; CMB +19; CMD 32 (36 vs. trip)
Feats Ability Focus (power spray), Improved Natural Armour, Iron Will, Skill Focus (Perception),
Weapon Focus (trunk)
Skills Escape Artist +7, Perception +12
Special Abilities
Disenchant (Ex): A disenchanter can use its trunk to make a touch attack against any worn, held or carried magic
item to drink its magic. It makes a caster level check (+9) opposed by the targets Fortitude save. If the disenchanter
wins it drains the items magic, rendering it non-functional. Disenchanters will target the most obvious item, or use
Table 9-2 of the Core Rulebook to determine which item is affected. Artifacts are immune, and the disenchanter must
be able to physically touch an object to drain it.
Power Spray (Su): 1/day a disenchanter can release a 20 ft. cone of raw magical energy from its trunk. Creatures in
the area take 4d6 damage, Reflex save DC 20 for half. Creatures immune to effects that allow spell resistance are
immune to this effect.
Vulnerability to Dispel Magic (Ex): A disenchanter targeted by dispel magic takes 1d6 damage per caster level
(maximum 10d6, Fortitude save for half). Greater dispel magic functions similarly (maximum 20d6 damage, Fortitude
save for half).

182
Freaks and Horrors

Huge Disenchanter (10HD) CR 7


XP 3200
N Huge magical beast
Init +3; Senses darkvision 60 ft., detect magic, low-light vision; Perception +12
Defence
AC 18, touch 11, flat-footed 15 (+3 Dex, +7 natural, -2 size)
hp 95 (10d10+40)
Fort +11, Ref +10, Will +6
DR 5/magic
Weaknesses vulnerability to dispel magic
Offence
Speed 50 ft.
Melee trunk +17 touch (disenchant), 2 hooves +11 (1d8+4)
Space 15 ft.; Reach 10 ft. (15 ft. with trunk)
Special Attacks power spray
th
Spell-Like Abilities (CL 10 , concentration +9)

Constant detect magic


3/day magic weapon
1/day dimension door
Statistics
Str 27 (+8), Dex 16 (+3), Con 18 (+4), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Base Atk +10; CMB +20; CMD 33 (37 vs. trip)
Feats Ability Focus (power spray), Improved Natural Armour, Iron Will, Skill Focus (Perception),
Weapon Focus (trunk)
Skills Escape Artist +8, Perception +12
Special Abilities
Disenchant (Ex): A disenchanter can use its trunk to make a touch attack against any worn, held or carried magic
item to drink its magic. It makes a caster level check (+10) opposed by the targets Fortitude save. If the disenchanter
wins it drains the items magic, rendering it non-functional. Disenchanters will target the most obvious item, or use
Table 9-2 of the Core Rulebook to determine which item is affected. Artifacts are immune, and the disenchanter must
be able to physically touch an object to drain it.
Power Spray (Su): 1/day a disenchanter can release a 20 ft. cone of raw magical energy from its trunk. Creatures in
the area take 4d6 damage, Reflex save DC 21 for half. Creatures immune to effects that allow spell resistance are
immune to this effect.
Vulnerability to Dispel Magic (Ex): A disenchanter targeted by dispel magic takes 1d6 damage per caster level
(maximum 10d6, Fortitude save for half). Greater dispel magic functions similarly (maximum 20d6 damage, Fortitude
save for half).

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The Lazy GM

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.

Deathleech Disenchanter (6HD) CR 7


XP 3200
NE Large magical beast (evil)
Init +4; Senses darkvision 60 ft., deathsight, detect magic, low-light vision; Perception +10
Aura aura of death
Defence
AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, -1 size)
hp 51 (6d10+18)
Fort +8, Ref +9, Will +5
DR 5/magic; Immune ability damage, ability drain, cold, evil spells, negative energy; SR 14
Weaknesses vulnerability to dispel magic
Offence
Speed 50 ft.
Melee trunk +10 touch (disenchant), 2 hooves +5 (1d6+2)
Space 10 ft.; Reach 5 ft. (10 ft. with trunk)
Special Attacks death knell, energy drain (1 level, Fort DC 14), greater death knell, power spray
th
Spell-Like Abilities (CL 6 , concentration +7)

Constant detect magic


3/day magic weapon
1/day dimension door
Statistics
Str 21 (+5), Dex 19 (+4), Con 16 (+3), Int 5 (-3), Wis 12 (+1), Cha 12 (+1)
Base Atk +6; CMB +12; CMD 26 (30 vs. trip)
Feats Improved Natural Armour, Iron Will, Skill Focus (Perception)
Skills Escape Artist +7, Perception +10
Special Abilities
Aura of Death (Su): 5 ft. radius. Mindless undead will not attack a deathleech disenchanter unless attacked first.
Intelligent undead with 4 Hit Dice or fewer must make a Will save DC 14 save to attack. Intelligent undead with
greater than 4 Hit Dice are immune to this effect.
th
Death Knell (Su): 2/day, as death knell spell, Fortitude save DC 14, CL 6 .
Disenchant (Ex): A deathleech disenchanter can use its trunk to make a touch attack against any worn, held or
carried magic item to drink its magic. It makes a caster level check (+6) opposed by the targets Fortitude save. If the
disenchanter wins it drains the items magic, rendering it non-functional. Disenchanters will target the most obvious
item, or use Table 9-2 of the Core Rulebook to determine which item is affected. Artifacts are immune, and the
disenchanter must be able to physically touch an object to drain it.
Energy Drain (Su): A deathleech disenchanter gains 5 temporary hit points for every level drained.
Greater Death Knell (Su): 1/month, as death knell except that hit points and Strength gained are permanent. If he
target succeeds with a Fortitude save DC 14, the deathleech disenchanter permanently loses 1d8 hit points and 2
Strength.
Power Spray (Su): 1/day a deathleech disenchanter can release a 20 ft. cone of raw magical energy from its trunk.
Creatures in the area take 4d6 damage, Reflex save DC 16 for half. Creatures immune to effects that allow spell
resistance are immune to this effect.
Vulnerability to Dispel Magic (Ex): A deathleech disenchanter targeted by dispel magic takes 1d6 damage per
caster level (maximum 10d6, Fortitude save for half). Greater dispel magic functions similarly (maximum 20d6
damage, Fortitude save for half).

184
Freaks and Horrors

Huge Deathleech Disenchanter (10HD) CR 10


XP 9600
NE Huge magical beast (evil)
Init +4; Senses darkvision 60 ft., detect magic, low-light vision; Perception +12
Aura aura of death
Defence
AC 19, touch 12, flat-footed 15 (+4 Dex, +7 natural, -2 size)
hp 105 (10d10+50)
Fort +12, Ref +11, Will +6
DR 5/magic; Immune ability damage, ability drain, cold, evil spells, negative energy; SR 18
Weaknesses vulnerability to dispel magic
Offence
Speed 50 ft.
Melee trunk +18 touch (disenchant), 2 hooves +12 (1d8+4)
Space 15 ft.; Reach 10 ft. (15 ft. with trunk)
Special Attacks death knell, energy drain (1 level, Fort DC 16), greater death knell, power spray
th
Spell-Like Abilities (CL 10 , concentration +11)

Constant detect magic


3/day magic weapon
1/day dimension door
Statistics
Str 29 (+9), Dex 18 (+4), Con 20 (+5), Int 5 (-3), Wis 12 (+1), Cha 12 (+1)
Base Atk +10; CMB +21; CMD 35 (39 vs. trip)
Feats Ability Focus (power spray), Improved Natural Armour, Iron Will, Skill Focus (Perception),
Weapon Focus (trunk)
Skills Escape Artist +9, Perception +12
Special Abilities
Aura of Death (Su): 5 ft. radius. Mindless undead will not attack a deathleech disenchanter unless attacked first.
Intelligent undead with 4 Hit Dice or fewer must make a Will save DC 16 save to attack. Intelligent undead with
greater than 4 Hit Dice are immune to this effect.
th
Death Knell (Su): 2/day, as death knell spell, Fortitude save DC 16, CL 10 .
Disenchant (Ex): A deathleech disenchanter can use its trunk to make a touch attack against any worn, held or
carried magic item to drink its magic. It makes a caster level check (+10) opposed by the targets Fortitude save. If
the disenchanter wins it drains the items magic, rendering it non-functional. Disenchanters will target the most
obvious item, or use Table 9-2 of the Core Rulebook to determine which item is affected. Artifacts are immune, and
the disenchanter must be able to physically touch an object to drain it.
Energy Drain (Su): A deathleech disenchanter gains 5 temporary hit points for every level drained.
Greater Death Knell (Su): 1/month, as death knell except that hit points and Strength gained are permanent. If he
target succeeds with a Fortitude save DC 16, the deathleech disenchanter permanently loses 1d8 hit points and 2
Strength.
Power Spray (Su): 1/day a deathleech disenchanter can release a 20 ft. cone of raw magical energy from its trunk.
Creatures in the area take 4d6 damage, Reflex save DC 22 for half. Creatures immune to effects that allow spell
resistance are immune to this effect.
Vulnerability to Dispel Magic (Ex): A deathleech disenchanter targeted by dispel magic takes 1d6 damage per
caster level (maximum 10d6, Fortitude save for half). Greater dispel magic functions similarly (maximum 20d6
damage, Fortitude save for half).

185
The Lazy GM

Entropic Disenchanter (4HD) CR 3


XP 800
CN Large magical beast (chaotic, extraplanar)
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; Resist acid 5, fire 5; SR 8
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, smite law (1/day, +4 damage until target is dead)
th
Spell-Like Abilities (CL 4 , concentration +3)

Constant detect magic


3/day magic weapon
1/day dimension door
Statistics
Str 19 (+4), Dex 17 (+3), Con 14 (+2), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
Feats Iron Will, Skill Focus (Perception)
Skills Escape Artist +5, Perception +9
Special Abilities
Disenchant (Ex): A disenchanter can use its trunk to make a touch attack against any worn, held or carried magic
item to drink its magic. It makes a caster level check (+4) opposed by the targets Fortitude save. If the disenchanter
wins it drains the items magic, rendering it non-functional. Disenchanters will target the most obvious item, or use
Table 9-2 of the Core Rulebook to determine which item is affected. Artifacts are immune, and the disenchanter must
be able to physically touch an object to drain it.
Power Spray (Su): 1/day a disenchanter can release a 20 ft. cone of raw magical energy from its trunk. Creatures in
the area take 4d6 damage, Reflex save DC 14 for half. Creatures immune to effects that allow spell resistance are
immune to this effect.
Vulnerability to Dispel Magic (Ex): A disenchanter targeted by dispel magic takes 1d6 damage per caster level
(maximum 10d6, Fortitude save for half). Greater dispel magic functions similarly (maximum 20d6 damage, Fortitude
save for half).

186
Freaks and Horrors

Huge Entropic Disenchanter (8HD) CR 6


XP 2400
CN Huge magical beast (chaotic, extraplanar)
Init +3; Senses darkvision 60 ft., detect magic, low-light vision; Perception +11
Defence
AC 18, touch 11, flat-footed 15 (+3 Dex, +7 natural, -2 size)
hp 76 (8d10+32)
Fort +10, Ref +9, Will +5
DR 5/lawful and magic; Resist acid 10, fire 10; SR 11
Weaknesses vulnerability to dispel magic
Offence
Speed 50 ft.
Melee trunk +15 touch (disenchant), 2 hooves +9 (1d8+4)
Space 15 ft.; Reach 10 ft. (15 ft. with trunk)
Special Attacks power spray, smite law (1/day, +8 damage until target is dead)
th
Spell-Like Abilities (CL 8 , concentration +7)

Constant detect magic


3/day magic weapon
1/day dimension door
Statistics
Str 27 (+8), Dex 16 (+3), Con 18 (+4), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Base Atk +8; CMB +18; CMD 31 (35 vs. trip)
Feats Improved Natural Armour, Iron Will, Skill Focus (Perception), Weapon Focus (trunk)
Skills Escape Artist +7, Perception +11
Special Abilities
Disenchant (Ex): A disenchanter can use its trunk to make a touch attack against any worn, held or carried magic
item to drink its magic. It makes a caster level check (+8) opposed by the targets Fortitude save. If the disenchanter
wins it drains the items magic, rendering it non-functional. Disenchanters will target the most obvious item, or use
Table 9-2 of the Core Rulebook to determine which item is affected. Artifacts are immune, and the disenchanter must
be able to physically touch an object to drain it.
Power Spray (Su): 1/day a disenchanter can release a 20 ft. cone of raw magical energy from its trunk. Creatures in
the area take 4d6 damage, Reflex save DC 18 for half. Creatures immune to effects that allow spell resistance are
immune to this effect.
Vulnerability to Dispel Magic (Ex): A disenchanter targeted by dispel magic takes 1d6 damage per caster level
(maximum 10d6, Fortitude save for half). Greater dispel magic functions similarly (maximum 20d6 damage, Fortitude
save for half).

187
The Lazy GM

Fey Disenchanter (4HD) CR 4


XP 1200
N Large fey
Init +5; Senses darkvision 60 ft., detect magic, low-light vision; Perception +11
Defence
AC 16, touch 14, flat-footed 11 (+5 Dex, +2 natural, -1 size)
hp 30 (4d10+8)
Fort +6, Ref +9, Will +4
Defensive Abilities +4 saves vs. mind-affecting effects; DR 5/cold iron and magic; Resist cold 10, electricity 10;
SR 15
Weaknesses vulnerability to dispel magic
Offence
Speed 50 ft., fly 75 ft. (good)
Melee trunk +6 touch (disenchant), 2 hooves +1 (1d6+1)
Space 10 ft.; Reach 5 ft. (10 ft. with trunk)
Special Attacks power spray
th
Spell-Like Abilities (CL 4 , concentration +4)

Constant detect magic


3/day dancing lights, magic weapon
1/day dimension door, entangle (Ref DC 12), faerie fire, glitterdust (Will DC 13)
Statistics
Str 17 (+3), Dex 21 (+5), Con 14 (+2), Int 7 (-2), Wis 12 (+1), Cha 10 (+0)
Base Atk +4; CMB +8; CMD 23 (27 vs. trip)
Feats Iron Will, Skill Focus (Perception)
Skills Escape Artist +9, Fly +14, Perception +11, Stealth +8
Languages Sylvan (cannot speak)
Special Abilities
Disenchant (Ex): A disenchanter can use its trunk to make a touch attack against any worn, held or carried magic
item to drink its magic. It makes a caster level check (+4) opposed by the targets Fortitude save. If the disenchanter
wins it drains the items magic, rendering it non-functional. Disenchanters will target the most obvious item, or use
Table 9-2 of the Core Rulebook to determine which item is affected. Artifacts are immune, and the disenchanter must
be able to physically touch an object to drain it.
Power Spray (Su): 1/day a disenchanter can release a 20 ft. cone of raw magical energy from its trunk. Creatures in
the area take 4d6 damage, Reflex save DC 14 for half. Creatures immune to effects that allow spell resistance are
immune to this effect.
Vulnerability to Dispel Magic (Ex): A disenchanter targeted by dispel magic takes 1d6 damage per caster level
(maximum 10d6, Fortitude save for half). Greater dispel magic functions similarly (maximum 20d6 damage, Fortitude
save for half).

188
Freaks and Horrors

Huge Fey Disenchanter (8HD) CR 6


XP 2400
N Huge fey
Init +5; Senses darkvision 60 ft., detect magic, low-light vision; Perception +15
Defence
AC 19, touch 13, flat-footed 14 (+5 Dex, +6 natural, -2 size)
hp 76 (8d10+32)
Fort +10, Ref +11, Will +5
Defensive Abilities +4 saves vs. mind-affecting effects; DR 5/cold iron and magic; Resist cold 10, electricity 10;
SR 17
Weaknesses vulnerability to dispel magic
Offence
Speed 50 ft., fly 75 ft. (good)
Melee trunk +14 touch (disenchant), 2 hooves +8 (1d8+3)
Space 15 ft.; Reach 10 ft. (15 ft. with trunk)
Special Attacks power spray
th
Spell-Like Abilities (CL 8 , concentration +8)

Constant detect magic


3/day dancing lights, magic weapon
1/day deep slumber (Will DC 14), dimension door, entangle (Ref DC 12), faerie fire, glitterdust (Will DC
13), major image (Will DC 14)
Statistics
Str 25 (+7), Dex 20 (+5), Con 18 (+4), Int 7 (-2), Wis 12 (+1), Cha 10 (+0)
Base Atk +8; CMB +17; CMD 32 (36 vs. trip)
Feats Improved Natural Armour, Iron Will, Skill Focus (Perception), Weapon Focus (trunk)
Skills Escape Artist +13, Fly +16, Perception +15, Stealth +12; Racial Modifiers +4 Stealth
Languages Sylvan (cannot speak)
Special Qualities camouflage
Special Abilities
Camouflage (Ex): A fey disenchanter can use Stealth in any sort of terrain even if it doesnt grant cover or
concealment.
Disenchant (Ex): A disenchanter can use its trunk to make a touch attack against any worn, held or carried magic
item to drink its magic. It makes a caster level check (+8) opposed by the targets Fortitude save. If the disenchanter
wins it drains the items magic, rendering it non-functional. Disenchanters will target the most obvious item, or use
Table 9-2 of the Core Rulebook to determine which item is affected. Artifacts are immune, and the disenchanter must
be able to physically touch an object to drain it.
Power Spray (Su): 1/day a disenchanter can release a 20 ft. cone of raw magical energy from its trunk. Creatures in
the area take 4d6 damage, Reflex save DC 18 for half. Creatures immune to effects that allow spell resistance are
immune to this effect.
Vulnerability to Dispel Magic (Ex): A disenchanter targeted by dispel magic takes 1d6 damage per caster level
(maximum 10d6, Fortitude save for half). Greater dispel magic functions similarly (maximum 20d6 damage, Fortitude
save for half).

189
The Lazy GM

Half-Dragon Disenchanter (6HD) CR 6


XP 2400
N Large dragon
Init +3; Senses darkvision 60 ft., detect magic, low-light vision; Perception +13
Defence
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)
hp 63 (6d10+30)
Fort +10, Ref +8, Will +5
DR 5/magic; Immune acid, paralysis, sleep
Weaknesses vulnerability to dispel magic
Offence
Speed 50 ft., fly 100 ft. (average)
Melee trunk +13 touch (disenchant), 2 claws +13 (1d6+8), bite +13 (1d8+8)
Space 10 ft.; Reach 5 ft. (10 ft. with trunk)
Special Attacks breath weapon (1/day, 60 ft. line of acid, 6d6 acid damage, Reflex DC 18 for half), power spray
th
Spell-Like Abilities (CL 6 , concentration +6)

Constant detect magic


3/day magic weapon
1/day dimension door
Statistics
Str 27 (+8), Dex 17 (+3), Con 20 (+5), Int 7 (-2), Wis 12 (+1), Cha 10 (+0)
Base Atk +6; CMB +15; CMD 28 (32 vs. trip)
Feats Improved Natural Armour, Iron Will, Skill Focus (Perception)
Skills Acrobatics +12, Escape Artist +9, Fly +10, Perception +13
Special Abilities
Disenchant (Ex): A disenchanter can use its trunk to make a touch attack against any worn, held or carried magic
item to drink its magic. It makes a caster level check (+6) opposed by the targets Fortitude save. If the disenchanter
wins it drains the items magic, rendering it non-functional. Disenchanters will target the most obvious item, or use
Table 9-2 of the Core Rulebook to determine which item is affected. Artifacts are immune, and the disenchanter must
be able to physically touch an object to drain it.
Power Spray (Su): 1/day a disenchanter can release a 20 ft. cone of raw magical energy from its trunk. Creatures in
the area take 4d6 damage, Reflex save DC 18 for half. Creatures immune to effects that allow spell resistance are
immune to this effect.
Vulnerability to Dispel Magic (Ex): A disenchanter targeted by dispel magic takes 1d6 damage per caster level
(maximum 10d6, Fortitude save for half). Greater dispel magic functions similarly (maximum 20d6 damage, Fortitude
save for half).

190
Freaks and Horrors

Huge Half-Dragon Disenchanter (10HD) CR 9


XP 6400
N Huge dragon
Init +3; Senses darkvision 60 ft., detect magic, low-light vision; Perception +20
Defence
AC 22, touch 11, flat-footed 19 (+3 Dex, +11 natural, -2 size)
hp 125 (10d10+70)
Fort +14, Ref +10, Will +6
DR 5/magic; Immune acid, paralysis, sleep
Weaknesses vulnerability to dispel magic
Offence
Speed 50 ft., fly 100 ft. (average)
Melee trunk +21 touch (disenchant), 2 claws +20 (1d8+12), bite +20 (2d6+12)
Space 15 ft.; Reach 10 ft. (15 ft. with trunk)
Special Attacks breath weapon (1/day, 60 ft. line of acid, 10d6 acid damage, Reflex DC 22 for half), power spray
th
Spell-Like Abilities (CL 10 , concentration +10)

Constant detect magic


3/day magic weapon
1/day dimension door
Statistics
Str 35 (+12), Dex 16 (+3), Con 24 (+7), Int 7 (-2), Wis 12 (+1), Cha 10 (+0)
Base Atk +10; CMB +24; CMD 37 (41 vs. trip)
Feats Ability Focus (power spray), Improved Natural Armour, Iron Will, Skill Focus (Perception),
Weapon Focus (trunk)
Skills Acrobatics +16, Escape Artist +13, Fly +12, Perception +20
Special Abilities
Disenchant (Ex): A disenchanter can use its trunk to make a touch attack against any worn, held or carried magic
item to drink its magic. It makes a caster level check (+10) opposed by the targets Fortitude save. If the disenchanter
wins it drains the items magic, rendering it non-functional. Disenchanters will target the most obvious item, or use
Table 9-2 of the Core Rulebook to determine which item is affected. Artifacts are immune, and the disenchanter must
be able to physically touch an object to drain it.
Power Spray (Su): 1/day a disenchanter can release a 20 ft. cone of raw magical energy from its trunk. Creatures in
the area take 4d6 damage, Reflex save DC 24 for half. Creatures immune to effects that allow spell resistance are
immune to this effect.
Vulnerability to Dispel Magic (Ex): A disenchanter targeted by dispel magic takes 1d6 damage per caster level
(maximum 10d6, Fortitude save for half). Greater dispel magic functions similarly (maximum 20d6 damage, Fortitude
save for half).

191
The Lazy GM

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).

Eye Killer (6HD) CR 4


XP 1200
CE Medium magical beast
Init +2; Senses darkvision 120 ft., low-light vision; Perception +10
Defence
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (6d10+12)
Fort +7, Ref +7, Will +2
Weaknesses vulnerability to sunlight
Offence
Speed 30 ft.
Melee tail slap +10 (1d8+4 plus grab)
Ranged eye ray +8 touch (death gaze)
Special Attacks constrict (1d8+4)
Statistics
Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 2 (-4), Wis 10 (+0), Cha 12 (+1)
Base Atk +6; CMB +9 (+13 grapple); CMD 21 (cant be tripped)
Feats Improved Natural Attack (tail slap), Power Attack, Weapon Focus (tail slap)
Skills Perception +10, Stealth +8; Racial Modifiers +4 Perception
Special Abilities
Death Gaze (Ex): If an eye killer is within the radius of natural or magical illumination, it can amplify that light and
refocus it into a 50 ft. line. If the eye killer makes a ranged touch attack the target must make a Fortitude save DC 15
or perish. Even if it saves, it takes 3d6 damage. Eye killers are immune to their own gaze and that of other eye killers.
If an eye killers gaze is reflected back at it, it can amplify it and redirect it at another target as an immediate action,
with an increased Fortitude save DC 17.
Vulnerability to Sunlight (Ex): If natural sunlight (including a daylight spell) is brought within 5 ft. of an eye killer it
will immediately release a grappled foe and attempt to move as far away from the source as possible. On subsequent
rounds it is dazzled as long as it remains within 5 ft. of the light source.

Eye Killer (9HD) CR 5


XP 1600
CE Medium magical beast
Init +2; Senses darkvision 120 ft., low-light vision; Perception +12
Defence
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 67 (9d10+18)
Fort +8, Ref +8, Will +5
Weaknesses vulnerability to sunlight
Offence
Speed 30 ft.
Melee tail slap +13 (1d8+4 plus grab)
Ranged eye ray +12 touch (death gaze)
Special Attacks constrict (1d8+4)
Statistics
Str 16 (+3), Dex 14 (+2), Con 15 (+2), Int 2 (-4), Wis 10 (+0), Cha 12 (+1)
Base Atk +9; CMB +12 (+16 grapple); CMD 24 (cant be tripped)
Feats Improved Natural Attack (tail slap), Iron Will, Power Attack, Weapon Focus (eye ray, tail slap)
Skills Perception +12, Stealth +9; Racial Modifiers +4 Perception
Special Abilities
Death Gaze (Ex): If an eye killer is within the radius of natural or magical illumination, it can amplify that light and
refocus it into a 50 ft. line. If the eye killer makes a ranged touch attack the target must make a Fortitude save DC 16
or perish. Even if it saves, it takes 3d6 damage. Eye killers are immune to their own gaze and that of other eye killers.
If an eye killers gaze is reflected back at it, it can amplify it and redirect it at another target as an immediate action,
with an increased Fortitude save DC 18.
Vulnerability to Sunlight (Ex): If natural sunlight (including a daylight spell) is brought within 5 ft. of an eye killer it
will immediately release a grappled foe and attempt to move as far away from the source as possible. On subsequent
rounds it is dazzled as long as it remains within 5 ft. of the light source.

192
Freaks and Horrors

Large Eye Killer (10HD) CR 6


XP 2400
CE Large magical beast
Init +1; Senses darkvision 120 ft., low-light vision; Perception +13
Defence
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
hp 95 (10d10+40)
Fort +11, Ref +8, Will +5
Weaknesses vulnerability to sunlight
Offence
Speed 30 ft.
Melee tail slap +17 (2d6+10 plus grab)
Ranged eye ray +11 touch (death gaze)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+10)
Statistics
Str 24 (+7), Dex 12 (+1), Con 19 (+4), Int 2 (-4), Wis 10 (+0), Cha 12 (+1)
Base Atk +10; CMB +18 (+22 grapple); CMD 29 (cant be tripped)
Feats Improved Natural Attack (tail slap), Iron Will, Power Attack, Weapon Focus (eye ray, tail slap)
Skills Perception +13, Stealth +4; Racial Modifiers +4 Perception
Special Abilities
Death Gaze (Ex): If an eye killer is within the radius of natural or magical illumination, it can amplify that light and
refocus it into a 50 ft. line. If the eye killer makes a ranged touch attack the target must make a Fortitude save DC 19
or perish. Even if it saves, it takes 3d6 damage. Eye killers are immune to their own gaze and that of other eye killers.
If an eye killers gaze is reflected back at it, it can amplify it and redirect it at another target as an immediate action,
with an increased Fortitude save DC 21.
Vulnerability to Sunlight (Ex): If natural sunlight (including a daylight spell) is brought within 5 ft. of an eye killer it
will immediately release a grappled foe and attempt to move as far away from the source as possible. On subsequent
rounds it is dazzled as long as it remains within 5 ft. of the light source.

Large Eye Killer (11HD) CR 7


XP 3200
CE Large magical beast
Init +1; Senses darkvision 120 ft., low-light vision; Perception +13
Defence
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
hp 104 (11d10+44)
Fort +11, Ref +8, Will +5
Weaknesses vulnerability to sunlight
Offence
Speed 30 ft.
Melee tail slap +18 (2d6+10 plus grab)
Ranged eye ray +12 touch (death gaze)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+10)
Statistics
Str 24 (+7), Dex 12 (+1), Con 19 (+4), Int 2 (-4), Wis 10 (+0), Cha 12 (+1)
Base Atk +11; CMB +19 (+23 grapple); CMD 30 (cant be tripped)
Feats Cleave, Improved Natural Attack (tail slap), Iron Will, Power Attack, Weapon Focus (eye ray, tail slap)
Skills Perception +13, Stealth +5; Racial Modifiers +4 Perception
Special Abilities
Death Gaze (Ex): If an eye killer is within the radius of natural or magical illumination, it can amplify that light and
refocus it into a 50 ft. line. If the eye killer makes a ranged touch attack the target must make a Fortitude save DC 19
or perish. Even if it saves, it takes 3d6 damage. Eye killers are immune to their own gaze and that of other eye killers.
If an eye killers gaze is reflected back at it, it can amplify it and redirect it at another target as an immediate action,
with an increased Fortitude save DC 21.
Vulnerability to Sunlight (Ex): If natural sunlight (including a daylight spell) is brought within 5 ft. of an eye killer it
will immediately release a grappled foe and attempt to move as far away from the source as possible. On subsequent
rounds it is dazzled as long as it remains within 5 ft. of the light source.

193
The Lazy GM

Large Eye Killer (13HD) CR 8


XP 4800
CE Large magical beast
Init +1; Senses darkvision 120 ft., low-light vision; Perception +14
Defence
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
hp 136 (13d10+65)
Fort +13, Ref +9, Will +6
Weaknesses vulnerability to sunlight
Offence
Speed 30 ft.
Melee tail slap +20 (2d6+10 plus grab)
Ranged eye ray +14 touch (death gaze)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+10)
Statistics
Str 24 (+7), Dex 12 (+1), Con 20 (+5), Int 2 (-4), Wis 10 (+0), Cha 12 (+1)
Base Atk +13; CMB +21 (+25 grapple); CMD 32 (cant be tripped)
Feats Cleave, Improved Natural Attack (tail slap), Iron Will, Lunge, Power Attack, Weapon Focus (eye ray, tail slap)
Skills Perception +14, Stealth +6; Racial Modifiers +4 Perception
Special Abilities
Death Gaze (Ex): If an eye killer is within the radius of natural or magical illumination, it can amplify that light and
refocus it into a 50 ft. line. If the eye killer makes a ranged touch attack the target must make a Fortitude save DC 21
or perish. Even if it saves, it takes 3d6 damage. Eye killers are immune to their own gaze and that of other eye killers.
If an eye killers gaze is reflected back at it, it can amplify it and redirect it at another target as an immediate action,
with an increased Fortitude save DC 23.
Vulnerability to Sunlight (Ex): If natural sunlight (including a daylight spell) is brought within 5 ft. of an eye killer it
will immediately release a grappled foe and attempt to move as far away from the source as possible. On subsequent
rounds it is dazzled as long as it remains within 5 ft. of the light source.

194
Freaks and Horrors

Eye Killer Variants


The fiendish eye killer is a simple extraplanar variant, for an evil spirit or similar type of
creature. The juju zombie eye killer is an undead variant that keeps its special abilities. The
two-headed flame-spawned eye killer combines fiery abilities with two heads, both capable of
using the death gaze; an elemental variant perhaps. Finally the vampiric eye killer uses the
vampire and shadow creature templates to give an undead creature with a range of dark
powers

Fiendish Eye Killer (6HD) CR 5


XP 1600
CE Medium magical beast (evil, extraplanar)
Init +2; Senses darkvision 120 ft., low-light vision; Perception +10
Defence
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (6d10+12)
Fort +7, Ref +7, Will +2
DR 5/good; Resist cold 10, fire 10; SR 10
Weaknesses vulnerability to sunlight
Offence
Speed 30 ft.
Melee tail slap +10 (1d8+4 plus grab)
Ranged eye ray +8 touch (death gaze)
Special Attacks constrict (1d8+4), smite good (1/day, +1 attack, +6 damage until target is dead)
Statistics
Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 2 (-4), Wis 10 (+0), Cha 12 (+1)
Base Atk +6; CMB +9 (+13 grapple); CMD 21 (cant be tripped)
Feats Improved Natural Attack (tail slap), Power Attack, Weapon Focus (tail slap)
Skills Perception +10, Stealth +8; Racial Modifiers +4 Perception
Special Abilities
Death Gaze (Ex): If an eye killer is within the radius of natural or magical illumination, it can amplify that light and
refocus it into a 50 ft. line. If the eye killer makes a ranged touch attack the target must make a Fortitude save DC 15
or perish. Even if it saves, it takes 3d6 damage. Eye killers are immune to their own gaze and that of other eye killers.
If an eye killers gaze is reflected back at it, it can amplify it and redirect it at another target as an immediate action,
with an increased Fortitude save DC 17.
Vulnerability to Sunlight (Ex): If natural sunlight (including a daylight spell) is brought within 5 ft. of an eye killer it
will immediately release a grappled foe and attempt to move as far away from the source as possible. On subsequent
rounds it is dazzled as long as it remains within 5 ft. of the light source.

Large Fiendish Eye Killer (10HD) CR 7


XP 3200
CE Large magical beast (evil, extraplanar)
Init +1; Senses darkvision 120 ft., low-light vision; Perception +13
Defence
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
hp 95 (10d10+40)
Fort +11, Ref +8, Will +5
DR 5/good; Resist cold 10, fire 10; SR 12
Weaknesses vulnerability to sunlight
Offence
Speed 30 ft.
Melee tail slap +17 (2d6+10 plus grab)
Ranged eye ray +11 touch (death gaze)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+10), smite good (1/day, +1 attack, +10 damage until target is dead)
Statistics
Str 24 (+7), Dex 12 (+1), Con 19 (+4), Int 2 (-4), Wis 10 (+0), Cha 12 (+1)
Base Atk +10; CMB +18 (+22 grapple); CMD 29 (cant be tripped)
Feats Improved Natural Attack (tail slap), Iron Will, Power Attack, Weapon Focus (eye ray, tail slap)
Skills Perception +13, Stealth +4; Racial Modifiers +4 Perception
Special Abilities
Death Gaze (Ex): If an eye killer is within the radius of natural or magical illumination, it can amplify that light and
refocus it into a 50 ft. line. If the eye killer makes a ranged touch attack the target must make a Fortitude save DC 19
or perish. Even if it saves, it takes 3d6 damage. Eye killers are immune to their own gaze and that of other eye killers.
If an eye killers gaze is reflected back at it, it can amplify it and redirect it at another target as an immediate action,
with an increased Fortitude save DC 21.
Vulnerability to Sunlight (Ex): If natural sunlight (including a daylight spell) is brought within 5 ft. of an eye killer it
will immediately release a grappled foe and attempt to move as far away from the source as possible. On subsequent
rounds it is dazzled as long as it remains within 5 ft. of the light source.

195
The Lazy GM

Juju-Zombie Eye Killer (6HD) CR 5


XP 1600
CE Medium undead
Init +7; Senses darkvision 120 ft., low-light vision; Perception +10
Defence
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 39 (6d8+12)
Fort +6, Ref +8, Will +2
Defensive Abilities channel resistance +4, undead traits; DR 5/magic and slashing; Immune cold, electricity, magic
missile; Resist fire 10
Weaknesses vulnerability to sunlight
Offence
Speed 30 ft.
Melee tail slap +12 (1d8+7 plus grab)
Ranged eye ray +9 touch (death gaze)
Special Attacks constrict (1d8+7)
Statistics
Str 20 (+5), Dex 16 (+3), Con - , Int 2 (-4), Wis 10 (+0), Cha 12 (+1)
Base Atk +6; CMB +11 (+15 grapple); CMD 24 (cant be tripped)
Feats Improved Initiative*, Improved Natural Attack (tail slap), Power Attack, Toughness*, Weapon Focus (tail slap)
Skills Climb +13, Perception +10, Stealth +9; Racial Modifiers +8 Climb, +4 Perception
Special Abilities
Death Gaze (Ex): If an eye killer is within the radius of natural or magical illumination, it can amplify that light and
refocus it into a 50 ft. line. If the eye killer makes a ranged touch attack the target must make a Fortitude save DC 14
or perish. Even if it saves, it takes 3d6 damage. Eye killers are immune to their own gaze and that of other eye killers.
If an eye killers gaze is reflected back at it, it can amplify it and redirect it at another target as an immediate action,
with an increased Fortitude save DC 16.
Vulnerability to Sunlight (Ex): If natural sunlight (including a daylight spell) is brought within 5 ft. of an eye killer it
will immediately release a grappled foe and attempt to move as far away from the source as possible. On subsequent
rounds it is dazzled as long as it remains within 5 ft. of the light source.

Large Juju-Zombie Eye Killer (10HD) CR 7


XP 3200
CE Large undead
Init +6; Senses darkvision 120 ft., low-light vision; Perception +13
Defence
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, -1 size)
hp 65 (10d8+20)
Fort +8, Ref +9, Will +5
Defensive Abilities channel resistance +4, undead traits; DR 5/magic and slashing; Immune cold, electricity, magic
missile; Resist fire 10
Weaknesses vulnerability to sunlight
Offence
Speed 30 ft.
Melee tail slap +19 (2d6+13 plus grab)
Ranged eye ray +12 touch (death gaze)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+13)
Statistics
Str 28 (+9), Dex 14 (+2), Con - , Int 2 (-4), Wis 10 (+0), Cha 12 (+1)
Base Atk +10; CMB +20 (+24 grapple); CMD 32 (cant be tripped)
Feats Improved Initiative*, Improved Natural Attack (tail slap), Iron Will, Power Attack, Toughness*, Weapon Focus
(eye ray, tail slap)
Skills Climb +17, Perception +13, Stealth +5; Racial Modifiers +8 Climb, +4 Perception
Special Abilities
Death Gaze (Ex): If an eye killer is within the radius of natural or magical illumination, it can amplify that light and
refocus it into a 50 ft. line. If the eye killer makes a ranged touch attack the target must make a Fortitude save DC 16
or perish. Even if it saves, it takes 3d6 damage. Eye killers are immune to their own gaze and that of other eye killers.
If an eye killers gaze is reflected back at it, it can amplify it and redirect it at another target as an immediate action,
with an increased Fortitude save DC 18.
Vulnerability to Sunlight (Ex): If natural sunlight (including a daylight spell) is brought within 5 ft. of an eye killer it
will immediately release a grappled foe and attempt to move as far away from the source as possible. On subsequent
rounds it is dazzled as long as it remains within 5 ft. of the light source.

196
Freaks and Horrors

Two-Headed Flame Spawned Eye Killer (6HD) CR 7


XP 3200
CE Medium outsider (elemental, fire)
Init +3; Senses darkvision 120 ft., low-light vision; Perception +12
Aura fiery aura (5 ft., 1d6 fire, Fort DC 15)
Defence
AC 21, touch 14, flat-footed 17 (+3 Dex, +1 dodge, +7 natural)
hp 45 (6d10+12)
Fort +7, Ref +8, Will +2
DR 5/magic; Immune fire
Weaknesses vulnerability to cold, vulnerability to sunlight
Offence
Speed 30 ft.
Melee tail slap +10 (1d6+4 plus 1d6 fire plus burn plus grab)
Ranged 2 eye rays +9 touch (death gaze)
Special Attacks burn, constrict (1d8+4)
Statistics
Str 16 (+3), Dex 16 (+3), Con 14 (+2), Int 2 (-4), Wis 10 (+0), Cha 12 (+1)
Base Atk +6; CMB +9 (+13 grapple); CMD 23 (cant be tripped)
Feats Alertness*, Combat Reflexes*, Dodge, Mobility, Weapon Focus (tail slap)
Skills Perception +12, Sense Motive +2, Stealth +9; Racial Modifiers +4 Perception
Special Abilities
Burn (Ex): Creatures hit by a flame-spawned eye killers tail slap must make a Reflex save DC 15 or catch on fire.
Creatures hitting a flame-spawned eye-killer with natural or unarmed attacks take 1d6 fire damage and must also
make a Reflex save DC 15 or catch on fire.
Death Gaze (Ex): If an eye killer is within the radius of natural or magical illumination, it can amplify that light and
refocus it into a 50 ft. line. An eye killer makes a ranged touch attack. If it uses one of its heads it can do so as a swift
action, and the target must make a Fortitude save DC 15 or perish. If it uses both heads against the same target this
is resolved as a single ranged attack and has a Fortitude save DC 17. Even if the target saves, it takes 3d6 damage.
Eye killers are immune to their own gaze and that of other eye killers. If an eye killers gaze is reflected back at it, it
can amplify it and redirect it at another target as an immediate action, with an increased Fortitude save DC 17 (19 for
two heads).
Vulnerability to Sunlight (Ex): If natural sunlight (including a daylight spell) is brought within 5 ft. of an eye killer it
will immediately release a grappled foe and attempt to move as far away from the source as possible. On subsequent
rounds it is dazzled as long as it remains within 5 ft. of the light source.

Large Two-Headed Flame-Spawned Eye Killer (10HD) CR 10


XP 9600
CE Large outsider (elemental, fire)
Init +2; Senses darkvision 120 ft., low-light vision; Perception +15
Aura fiery aura (5 ft., 1d8 fire, Fort DC 19)
Defence
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, -1 size)
hp 95 (10d10+40)
Fort +11, Ref +9, Will +5
DR 10/magic; Immune fire
Weaknesses vulnerability to cold, vulnerability to sunlight
Offence
Speed 30 ft.
Melee tail slap +17 (1d8+10 plus 1d8 fire plus burn plus grab)
Ranged 2 eye rays +12 touch (death gaze)
Space 10 ft.; Reach 10 ft.
Special Attacks burn, constrict (2d6+10)
Statistics
Str 24 (+7), Dex 14 (+2), Con 19 (+4), Int 2 (-4), Wis 10 (+0), Cha 12 (+1)
Base Atk +10; CMB +18 (+22 grapple); CMD 31 (cant be tripped)
Feats Alertness*, Combat Reflexes*, Dodge, Iron Will, Mobility, Weapon Focus (eye ray, tail slap)
Skills Perception +15, Sense Motive +2, Stealth +5; Racial Modifiers +4 Perception
Special Abilities
Burn (Ex): Creatures hit by a flame-spawned eye killers tail slap must make a Reflex save DC 19 or catch on fire.
Creatures hitting a flame-spawned eye-killer with natural or unarmed attacks take 1d8 fire damage and must also
make a Reflex save DC 19 or catch on fire.
Death Gaze (Ex): If an eye killer is within the radius of natural or magical illumination, it can amplify that light and
refocus it into a 50 ft. line. An eye killer makes a ranged touch attack. If it uses one of its heads it can do so as a swift
action, and the target must make a Fortitude save DC 19 or perish. If it uses both heads against the same target this
is resolved as a single ranged attack and has a Fortitude save DC 21. Even if the target saves, it takes 3d6 damage.
Eye killers are immune to their own gaze and that of other eye killers. If an eye killers gaze is reflected back at it, it
can amplify it and redirect it at another target as an immediate action, with an increased Fortitude save DC 21 (23 for
two heads).
Vulnerability to Sunlight (Ex): If natural sunlight (including a daylight spell) is brought within 5 ft. of an eye killer it
will immediately release a grappled foe and attempt to move as far away from the source as possible. On subsequent
rounds it is dazzled as long as it remains within 5 ft. of the light source.

197
The Lazy GM

Vampiric Shadow Eye Killer (9HD) CR 8


XP 4800
CE Medium undead (augmented magical beast)
Init +8; Senses darkvision 120 ft., low-light vision; Perception +19
Defence
AC 26, touch 15, flat-footed 21 (+4 Dex, +1 dodge, +11 natural)
hp 76 (9d8+36); fast healing 5
Fort +9, Ref +12, Will +6
Defensive Abilities channel resistance +4, shadow blend; DR 10/magic and silver; Immune undead traits;
Resist cold 10, electricity 10; SR 14
Weaknesses vampire weaknesses, vulnerability to sunlight
Offence
Speed 30 ft.
Melee tail slap +16 (1d8+6 plus grab), slam +15 (1d4+6 plus energy drain)
Ranged eye ray +14 touch (death gaze)
Special Attacks blood drain (1d4 Con), children of the night, create spawn, constrict (1d8+6), dominate (Will DC 17),
energy drain (2 levels, Fort DC 17)
Statistics
Str 22 (+6), Dex 18 (+4), Con - , Int 4 (-3), Wis 12 (+1), Cha 16 (+3)
Base Atk +9; CMB +15 (+19 grapple); CMD 30 (cant be tripped)
Feats Alertness*, Combat Reflexes*, Dodge*, Improved Initiative*, Improved Natural Attack (tail slap), Iron Will,
Lightning Reflexes*, Power Attack, Toughness*, Weapon Focus (eye ray, tail slap)
Skills Bluff +11, Perception +19, Sense Motive +11, Stealth +19; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense
Motive, +8 Stealth
Special Qualities change shape (dire bat, wolf; beast shape II), shadowless, spider climb
Special Abilities
Children of the Night (Su): Standard action, 1/day. Summon 1d6+1 rat swarms, 1d4+1 bat swarms or 2d6 wolves,
which arrive in 2d6 rounds and serve for 1 hour.
Create Spawn (Su): Any humanoid slain by blood drain or energy drain will rise as spawn under command of
vampire in 1d4 days. Can have up to 18HD of spawn at any one time.
Death Gaze (Ex): If an eye killer is within the radius of natural or magical illumination, it can amplify that light and
refocus it into a 50 ft. line. If the eye killer makes a ranged touch attack the target must make a Fortitude save DC 17
or perish. Even if it saves, it takes 3d6 damage. Eye killers are immune to their own gaze and that of other eye killers.
If an eye killers gaze is reflected back at it, it can amplify it and redirect it at another target as an immediate action,
with an increased Fortitude save DC 19.
Dominate (Su): Standard action, range 30 ft., Humanoid target must make Will save DC 17 or fall under vampires
th
influence as per dominate person spell, CL 12 .
th
Gaseous Form (Su): Standard action, can assume gaseous form at will, as spell CL 5 , but lasts indefinitely. Gain fly
speed 20 ft. (perfect).
Shadow Blend (Su): In any illumination other than bright light, a shadow eye killer blends into shadows to gain
concealment (20% miss chance). It can suspend or resume this as a free action.
Shadowless (Ex): Casts no shadows or reflection.
Spider Climb (Ex): Can climb walls as if under spider climb spell.
Vulnerability to Sunlight (Ex): If natural sunlight (including a daylight spell) is brought within 5 ft. of an eye killer it
will immediately release a grappled foe and attempt to move as far away from the source as possible. On subsequent
rounds it is dazzled as long as it remains within 5 ft. of the light source.

198
Freaks and Horrors

Large Vampiric Shadow Eye Killer (13HD) CR 12


XP 19200
CE Large undead (augmented magical beast)
Init +7; Senses darkvision 120 ft., low-light vision; Perception +21
Defence
AC 26, touch 13, flat-footed 22 (+3 Dex, +1 dodge, +13 natural, -1 size)
hp 110 (13d8+52); fast healing 5
Fort +11, Ref +13, Will +7
Defensive Abilities channel resistance +4, shadow blend; DR 10/magic and silver; Immune undead traits;
Resist cold 15, electricity 15; SR 18
Weaknesses vampire weaknesses, vulnerability to sunlight
Offence
Speed 30 ft.
Melee tail slap +23 (2d6+10 plus grab), slam +22 (1d6+10 plus energy drain)
Ranged eye ray +16 touch (death gaze)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain (1d4 Con), children of the night, create spawn, constrict (1d8+10), dominate (Will DC
19), energy drain (2 levels, Fort DC 19)
Statistics
Str 30 (+10), Dex 16 (+3), Con - , Int 4 (-3), Wis 12 (+1), Cha 16 (+3)
Base Atk +13; CMB +24 (+28 grapple); CMD 387 (cant be tripped)
Feats Alertness*, Cleave, Combat Reflexes*, Dodge*, Improved Initiative*, Improved Natural Attack (tail slap),
Iron Will, Lightning Reflexes*, Lunge, Power Attack, Toughness*, Weapon Focus (eye ray, tail slap)
Skills Bluff +11, Perception +21, Sense Motive +11, Stealth +16; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense
Motive, +8 Stealth
Special Qualities change shape (dire bat, wolf; beast shape II), shadowless, spider climb
Special Abilities
Children of the Night (Su): Standard action, 1/day. Summon 1d6+1 rat swarms, 1d4+1 bat swarms or 2d6 wolves,
which arrive in 2d6 rounds and serve for 1 hour.
Create Spawn (Su): Any humanoid slain by blood drain or energy drain will rise as spawn under command of
vampire in 1d4 days. Can have up to 26HD of spawn at any one time.
Death Gaze (Ex): If an eye killer is within the radius of natural or magical illumination, it can amplify that light and
refocus it into a 50 ft. line. If the eye killer makes a ranged touch attack the target must make a Fortitude save DC 19
or perish. Even if it saves, it takes 3d6 damage. Eye killers are immune to their own gaze and that of other eye killers.
If an eye killers gaze is reflected back at it, it can amplify it and redirect it at another target as an immediate action,
with an increased Fortitude save DC 21.
Dominate (Su): Standard action, range 30 ft., Humanoid target must make Will save DC 19 or fall under vampires
th
influence as per dominate person spell, CL 12 .
th
Gaseous Form (Su): Standard action, can assume gaseous form at will, as spell CL 5 , but lasts indefinitely. Gain fly
speed 20 ft. (perfect).
Shadow Blend (Su): In any illumination other than bright light, a shadow eye killer blends into shadows to gain
concealment (20% miss chance). It can suspend or resume this as a free action.
Shadowless (Ex): Casts no shadows or reflection.
Spider Climb (Ex): Can climb walls as if under spider climb spell.
Vulnerability to Sunlight (Ex): If natural sunlight (including a daylight spell) is brought within 5 ft. of an eye killer it
will immediately release a grappled foe and attempt to move as far away from the source as possible. On subsequent
rounds it is dazzled as long as it remains within 5 ft. of the light source.

199
The Lazy GM

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).

Flail Snail (4HD) CR 4


XP 1200
N Large magical beast
Init -1; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +5
Defence
AC 18, touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 size)
hp 30 (4d10+8)
Fort +6, Ref +3, Will +2
Defensive Abilities retraction, warp magic; Immune poison; Resist fire 10
Offence
Speed 10 ft., climb 10 ft.
Melee 4 slams +7 (1d6+3)
Space 10 ft.; Reach 10 ft.
Statistics
Str 16 (+3), Dex 8 (-1), Con 14 (+2), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Base Atk +4; CMB +8; CMD 17 (cant be tripped)
Feats Power Attack, Weapon Focus (slam)
Skills Climb +15, Perception +5, Stealth +0
Languages Flail Snail (sign language, slime writing, cannot speak)
Special Qualities mucus, slime rope, suction
Special Abilities
Mucus (Ex): As a free action a flail snail can secrete a trail of mucus that covers its space and lasts for 10 minutes.
This can be slimy or sticky. Sticky mucus turns a space into difficult terrain. A character entering a space of slimy
mucus must make a Reflex save DC 14 or fall prone. Flail snails may cross either kind without effect. Fire causes a
mucus-filled space to dry and revert to normal.
Retraction (Ex): A flail snail can retreat into its shell as a free action, increasing natural armour by +6, but it cannot
move or attack whilst retracted. It can return to normal as a free action.
Slime Rope (Ex): A flail snail can turn its mucus into a strand up to 60 ft. long, which can support the snail and up to
1000 lbs of extra weight. A snail can climb the rope at 10 ft., or lower itself at a rate of 20 ft. per round. If a snail
breaks contact the slime decomposes in 1d4 rounds. Other characters can climb the rope with a DC 20 check.
Suction (Ex): A flail snail can climb sheer surfaces and ceilings with no chance of falling off unless it is pinned and
actively peeled away as part of a grapple.
Warp Magic (Su): Any time a spell targets a flail snail there is an 80% chance that it will produce a random effect
instead. Only spells that directly target the snail are affected, not area effect spells. If a spell is warped, roll 1d10. 1-3
Spell misfires. For the next 1d4 rounds the caster must make a concentration check DC 15 to cast spells; 4-6 Spell
misfires and affects creature nearest the flail snail; 7-9 Spell fails, nothing happens; 10 Spell rebounds on caster (as
spell turning).

200
Freaks and Horrors

Flail Snail (7HD) CR 5


XP 1600
N Large magical beast
Init -1; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +6
Defence
AC 19, touch 8, flat-footed 19 (-1 Dex, +11 natural, -1 size)
hp 52 (7d10+14)
Fort +7, Ref +4, Will +3
Defensive Abilities retraction, warp magic; Immune poison; Resist fire 10
Offence
Speed 10 ft., climb 10 ft.
Melee 4 slams +10 (1d8+3)
Space 10 ft.; Reach 10 ft.
Statistics
Str 16 (+3), Dex 8 (-1), Con 14 (+2), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Base Atk +7; CMB +11; CMD 20 (cant be tripped)
Feats Improved Natural Armour, Improved Natural Attack (slam), Power Attack, Weapon Focus (slam)
Skills Climb +16, Perception +6, Stealth +1
Languages Flail Snail (sign language, slime writing, cannot speak)
Special Qualities mucus, slime rope, suction
Special Abilities
Mucus (Ex): As a free action a flail snail can secrete a trail of mucus that covers its space and lasts for 10 minutes.
This can be slimy or sticky. Sticky mucus turns a space into difficult terrain. A character entering a space of slimy
mucus must make a Reflex save DC 15 or fall prone. Flail snails may cross either kind without effect. Fire causes a
mucus-filled space to dry and revert to normal.
Retraction (Ex): A flail snail can retreat into its shell as a free action, increasing natural armour by +6, but it cannot
move or attack whilst retracted. It can return to normal as a free action.
Slime Rope (Ex): A flail snail can turn its mucus into a strand up to 60 ft. long, which can support the snail and up to
1000 lbs of extra weight. A snail can climb the rope at 10 ft., or lower itself at a rate of 20 ft. per round. If a snail
breaks contact the slime decomposes in 1d4 rounds. Other characters can climb the rope with a DC 20 check.
Suction (Ex): A flail snail can climb sheer surfaces and ceilings with no chance of falling off unless it is pinned and
actively peeled away as part of a grapple.
Warp Magic (Su): Any time a spell targets a flail snail there is an 80% chance that it will produce a random effect
instead. Only spells that directly target the snail are affected, not area effect spells. If a spell is warped, roll 1d10. 1-3
Spell misfires. For the next 1d4 rounds the caster must make a concentration check DC 15 to cast spells; 4-6 Spell
misfires and affects creature nearest the flail snail; 7-9 Spell fails, nothing happens; 10 Spell rebounds on caster (as
spell turning).

201
The Lazy GM

Huge Flail Snail (8HD) CR 6


XP 2400
N Huge magical beast
Init -2; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +7
Defence
AC 20, touch 6, flat-footed 20 (-2 Dex, +14 natural, -2 size)
hp 76 (8d10+32)
Fort +10, Ref +4, Will +3
Defensive Abilities retraction, warp magic; Immune poison; Resist fire 10
Offence
Speed 10 ft., climb 10 ft.
Melee 4 slams +14 (2d6+7)
Space 15 ft.; Reach 15 ft.
Statistics
Str 24 (+7), Dex 6 (-2), Con 18 (+4), Int 5 (-3), Wis 13 (+1), Cha 8 (-1)
Base Atk +8; CMB +17; CMD 25 (cant be tripped)
Feats Improved Natural Armour, Improved Natural Attack (slam), Power Attack, Weapon Focus (slam)
Skills Climb +20, Perception +7, Stealth -4
Languages Flail Snail (sign language, slime writing, cannot speak)
Special Qualities mucus, slime rope, suction
Special Abilities
Mucus (Ex): As a free action a flail snail can secrete a trail of mucus that covers its space and lasts for 10 minutes.
This can be slimy or sticky. Sticky mucus turns a space into difficult terrain. A character entering a space of slimy
mucus must make a Reflex save DC 18 or fall prone. Flail snails may cross either kind without effect. Fire causes a
mucus-filled space to dry and revert to normal.
Retraction (Ex): A flail snail can retreat into its shell as a free action, increasing natural armour by +6, but it cannot
move or attack whilst retracted. It can return to normal as a free action.
Slime Rope (Ex): A flail snail can turn its mucus into a strand up to 60 ft. long, which can support the snail and up to
1000 lbs of extra weight. A snail can climb the rope at 10 ft., or lower itself at a rate of 20 ft. per round. If a snail
breaks contact the slime decomposes in 1d4 rounds. Other characters can climb the rope with a DC 20 check.
Suction (Ex): A flail snail can climb sheer surfaces and ceilings with no chance of falling off unless it is pinned and
actively peeled away as part of a grapple.
Warp Magic (Su): Any time a spell targets a flail snail there is an 80% chance that it will produce a random effect
instead. Only spells that directly target the snail are affected, not area effect spells. If a spell is warped, roll 1d10. 1-3
Spell misfires. For the next 1d4 rounds the caster must make a concentration check DC 15 to cast spells; 4-6 Spell
misfires and affects creature nearest the flail snail; 7-9 Spell fails, nothing happens; 10 Spell rebounds on caster (as
spell turning).

202
Freaks and Horrors

Huge Flail Snail (9HD) CR 7


XP 3200
N Huge magical beast
Init -2; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +8
Defence
AC 20, touch 6, flat-footed 20 (-2 Dex, +14 natural, -2 size)
hp 85 (9d10+36)
Fort +10, Ref +4, Will +6
Defensive Abilities retraction, warp magic; Immune poison; Resist fire 10
Offence
Speed 10 ft., climb 10 ft.
Melee 4 slams +15 (2d6+7)
Space 15 ft.; Reach 15 ft.
Statistics
Str 24 (+7), Dex 6 (-2), Con 18 (+4), Int 5 (-3), Wis 13 (+1), Cha 8 (-1)
Base Atk +9; CMB +18; CMD 26 (cant be tripped)
Feats Improved Natural Armour, Improved Natural Attack (slam), Iron Will, Power Attack, Weapon Focus (slam)
Skills Climb +20, Perception +8, Stealth -4
Languages Flail Snail (sign language, slime writing, cannot speak)
Special Qualities mucus, slime rope, suction
Special Abilities
Mucus (Ex): As a free action a flail snail can secrete a trail of mucus that covers its space and lasts for 10 minutes.
This can be slimy or sticky. Sticky mucus turns a space into difficult terrain. A character entering a space of slimy
mucus must make a Reflex save DC 18 or fall prone. Flail snails may cross either kind without effect. Fire causes a
mucus-filled space to dry and revert to normal.
Retraction (Ex): A flail snail can retreat into its shell as a free action, increasing natural armour by +6, but it cannot
move or attack whilst retracted. It can return to normal as a free action.
Slime Rope (Ex): A flail snail can turn its mucus into a strand up to 60 ft. long, which can support the snail and up to
1000 lbs of extra weight. A snail can climb the rope at 10 ft., or lower itself at a rate of 20 ft. per round. If a snail
breaks contact the slime decomposes in 1d4 rounds. Other characters can climb the rope with a DC 20 check.
Suction (Ex): A flail snail can climb sheer surfaces and ceilings with no chance of falling off unless it is pinned and
actively peeled away as part of a grapple.
Warp Magic (Su): Any time a spell targets a flail snail there is an 80% chance that it will produce a random effect
instead. Only spells that directly target the snail are affected, not area effect spells. If a spell is warped, roll 1d10. 1-3
Spell misfires. For the next 1d4 rounds the caster must make a concentration check DC 15 to cast spells; 4-6 Spell
misfires and affects creature nearest the flail snail; 7-9 Spell fails, nothing happens; 10 Spell rebounds on caster (as
spell turning).

203
The Lazy GM

Huge Flail Snail (11HD) CR 8


XP 4800
N Huge magical beast
Init -2; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +10
Defence
AC 20, touch 6, flat-footed 20 (-2 Dex, +14 natural, -2 size)
hp 104 (11d10+44)
Fort +11, Ref +5, Will +6
Defensive Abilities retraction, warp magic; Immune poison; Resist fire 10
Offence
Speed 10 ft., climb 10 ft.
Melee 4 slams +17 (2d6+7/19-20)
Space 15 ft.; Reach 15 ft.
Statistics
Str 24 (+7), Dex 6 (-2), Con 18 (+4), Int 5 (-3), Wis 13 (+1), Cha 8 (-1)
Base Atk +11; CMB +20; CMD 28 (cant be tripped)
Feats Improved Critical (slam), Improved Natural Armour, Improved Natural Attack (slam), Iron Will, Power Attack,
Weapon Focus (slam)
Skills Climb +20, Perception +10, Stealth -4
Languages Flail Snail (sign language, slime writing, cannot speak)
Special Qualities mucus, slime rope, suction
Special Abilities
Mucus (Ex): As a free action a flail snail can secrete a trail of mucus that covers its space and lasts for 10 minutes.
This can be slimy or sticky. Sticky mucus turns a space into difficult terrain. A character entering a space of slimy
mucus must make a Reflex save DC 19 or fall prone. Flail snails may cross either kind without effect. Fire causes a
mucus-filled space to dry and revert to normal.
Retraction (Ex): A flail snail can retreat into its shell as a free action, increasing natural armour by +6, but it cannot
move or attack whilst retracted. It can return to normal as a free action.
Slime Rope (Ex): A flail snail can turn its mucus into a strand up to 60 ft. long, which can support the snail and up to
1000 lbs of extra weight. A snail can climb the rope at 10 ft., or lower itself at a rate of 20 ft. per round. If a snail
breaks contact the slime decomposes in 1d4 rounds. Other characters can climb the rope with a DC 20 check.
Suction (Ex): A flail snail can climb sheer surfaces and ceilings with no chance of falling off unless it is pinned and
actively peeled away as part of a grapple.
Warp Magic (Su): Any time a spell targets a flail snail there is an 80% chance that it will produce a random effect
instead. Only spells that directly target the snail are affected, not area effect spells. If a spell is warped, roll 1d10. 1-3
Spell misfires. For the next 1d4 rounds the caster must make a concentration check DC 15 to cast spells; 4-6 Spell
misfires and affects creature nearest the flail snail; 7-9 Spell fails, nothing happens; 10 Spell rebounds on caster (as
spell turning).

204
Freaks and Horrors

Flail Snail Variants


The flail snail spellscar oracle uses the advanced template and levels of oracle (with the
spellscar mystery) this build requires the use of primal magic events. It builds on the natural
spell-warping effects of the flail snail; gamesmasters may wish to decide that the flail snail
oracles own spells can affect it normally. The entropic flail snail adds a dash of chaos to an
already warped creature, whilst the thessalmonster flail snail turns it into a more deadly
mutated beast. Finally the zombie flail snail is a slow-moving but relentless undead foe.

Advanced Flail Snail Spellscar Oracle CR 6


XP 2400
N Large magical beast oracle 1
Init -4; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +13
Defence
AC 21, touch 9, flat-footed 21 (+12 natural, -1 size)
hp 52 (4d10+1d8+26)
Fort +9, Ref +4, Will +8
Defensive Abilities retraction, warp magic; Immune poison; Resist fire 10
Offence
Speed 10 ft., climb 10 ft.
Melee 4 slams +9 (1d6+5)
Space 10 ft.; Reach 10 ft.
st
Oracle Spells Known (CL 1 , concentration +4)
st
1 level (4/day, save DC 14) bless, comprehend languages, cure light wounds
th
0 level (At will, save DC 13) detect magic, read magic, resistance, stabilise
Statistics
Str 20 (+5), Dex 10 (+0), Con 20 (+5), Int 11 (+0), Wis 20 (+5), Cha 16 (+3)
Base Atk +4; CMB +10; CMD 20 (cant be tripped)
Feats Alertness, Power Attack, Weapon Focus (slam)
Skills Climb +19, Knowledge (history) +4, Knowledge (planes) +4, Perception +13, Sense Motive +11, Spellcraft +4,
Stealth +1
Languages Flail Snail (sign language, slime writing, cannot speak)
Special Qualities mucus, mystery (spellscar), oracles curse (deaf), orisons, revelation (eldritch bolt), slime rope,
suction
Special Abilities
Eldritch Bolt (Su): 6/day, a flail snail oracle can make a ranged touch attack on any one foe within 30 ft. to cause
1d8 force damage, no save.
Mucus (Ex): As a free action a flail snail can secrete a trail of mucus that covers its space and lasts for 10 minutes.
This can be slimy or sticky. Sticky mucus turns a space into difficult terrain. A character entering a space of slimy
mucus must make a Reflex save DC 17 or fall prone. Flail snails may cross either kind without effect. Fire causes a
mucus-filled space to dry and revert to normal.
Oracles Curse (Ex): Treated at all times as if deafened; -4 penalty to initative, automatically fail Perception checks
based on sound and take a -4 penalty to opposed Perception checks. Spells are treated as if cast with Silent Spell
but with no increase in level or casting time.
Retraction (Ex): A flail snail can retreat into its shell as a free action, increasing natural armour by +6, but it cannot
move or attack whilst retracted. It can return to normal as a free action.
Slime Rope (Ex): A flail snail can turn its mucus into a strand up to 60 ft. long, which can support the snail and up to
1000 lbs of extra weight. A snail can climb the rope at 10 ft., or lower itself at a rate of 20 ft. per round. If a snail
breaks contact the slime decomposes in 1d4 rounds. Other characters can climb the rope with a DC 20 check.
Suction (Ex): A flail snail can climb sheer surfaces and ceilings with no chance of falling off unless it is pinned and
actively peeled away as part of a grapple.
Warp Magic (Su): Any time a spell targets a flail snail there is an 80% chance that it will produce a random effect
instead. Only spells that directly target the snail are affected, not area effect spells. If a spell is warped, roll 1d10. 1-3
Spell misfires. For the next 1d4 rounds the caster must make a concentration check DC 15 to cast spells; 4-6 Spell
misfires and affects creature nearest the flail snail; 7-9 Spell fails, nothing happens; 10 Spell rebounds on caster (as
spell turning).

205
The Lazy GM

Advanced Flail Snail Experienced Spellscar Oracle CR 9


XP 6400
N Large magical beast oracle 4
Init -4; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +13
Defence
AC 21, touch 9, flat-footed 21 (+12 natural, -1 size)
hp 84 (4d10+4d8+44)
Fort +10, Ref +5, Will +10
Defensive Abilities mystic null, retraction, warp magic; Immune poison; Resist fire 10
Offence
Speed 10 ft., climb 10 ft.
Melee 4 slams +12 (1d6+5)
Space 10 ft.; Reach 10 ft.
th
Oracle Spells Known (CL 4 , concentration +7)
nd
2 level (4/day, save DC 15) cure moderate wounds, hold person, obscure object*
st
1 level (7/day, save DC 14) bless, comprehend languages, cure light wounds, entropic shield, ray of
enfeeblement*
th
0 level (At will, save DC 13) detect magic, guidance, purify food and drink, read magic, resistance,
stabilise
Statistics
Str 20 (+5), Dex 10 (+0), Con 20 (+5), Int 11 (+0), Wis 20 (+5), Cha 17 (+3)
Base Atk +7; CMB +13; CMD 23 (cant be tripped)
Feats Alertness, Combat Casting, Power Attack, Weapon Focus (slam)
Skills Climb +19, Knowledge (history) +7, Knowledge (planes) +7, Perception +13, Sense Motive +14, Spellcraft +7,
Stealth +1
Languages Flail Snail (sign language, slime writing, cannot speak)
Special Qualities mucus, oracles curse (deaf), orisons, revelation (eldritch bolt, mystic null), slime rope, suction
Special Abilities
Eldritch Bolt (Su): 6/day, a flail snail oracle can make a ranged touch attack on any one foe within 30 ft. to cause
1d8+2 force damage, no save.
Mucus (Ex): As a free action a flail snail can secrete a trail of mucus that covers its space and lasts for 10 minutes.
This can be slimy or sticky. Sticky mucus turns a space into difficult terrain. A character entering a space of slimy
mucus must make a Reflex save DC 19 or fall prone. Flail snails may cross either kind without effect. Fire causes a
mucus-filled space to dry and revert to normal.
Mystic Null (Ex): Gain a +2 insight bonus on saves against spells and spell-like abilities.
Oracles Curse (Ex): Treated at all times as if deafened; -4 penalty to initative, automatically fail Perception checks
based on sound and take a -4 penalty to opposed Perception checks. Spells are treated as if cast with Silent Spell
but with no increase in level or casting time.
Retraction (Ex): A flail snail can retreat into its shell as a free action, increasing natural armour by +6, but it cannot
move or attack whilst retracted. It can return to normal as a free action.
Slime Rope (Ex): A flail snail can turn its mucus into a strand up to 60 ft. long, which can support the snail and up to
1000 lbs of extra weight. A snail can climb the rope at 10 ft., or lower itself at a rate of 20 ft. per round. If a snail
breaks contact the slime decomposes in 1d4 rounds. Other characters can climb the rope with a DC 20 check.
Suction (Ex): A flail snail can climb sheer surfaces and ceilings with no chance of falling off unless it is pinned and
actively peeled away as part of a grapple.
Warp Magic (Su): Any time a spell targets a flail snail there is an 80% chance that it will produce a random effect
instead. Only spells that directly target the snail are affected, not area effect spells. If a spell is warped, roll 1d10. 1-3
Spell misfires. For the next 1d4 rounds the caster must make a concentration check DC 15 to cast spells; 4-6 Spell
misfires and affects creature nearest the flail snail; 7-9 Spell fails, nothing happens; 10 Spell rebounds on caster (as
spell turning).

206
Freaks and Horrors

Advanced Flail Snail Superior Spellscar Oracle CR 13


XP 25600
N Large magical beast oracle 8
Init -2; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +13
Defence
AC 21, touch 9, flat-footed 21 (+12 natural, -1 size)
hp 126 (4d10+8d8+68)
Fort +11, Ref +6, Will +12
Defensive Abilities mystic null, retraction, warp magic; Immune poison; Resist fire 10
Offence
Speed 10 ft., climb 10 ft.
Melee 4 slams +15 (1d6+5)
Space 10 ft.; Reach 10 ft.
th
Oracle Spells Known (CL 8 , concentration +12)
th
4 level (4/day, save DC 18) cure critical wounds, lesser globe of invulnerability*, symbol of slowing
rd
3 level (6/day, save DC 17) communal share language, cure serious wounds, dispel magic*, glyph of
warding
nd
2 level (7/day, save DC 16) cure moderate wounds, enthrall, hold person, obscure object*, spiritual
weapon
st
1 level (7/day, save DC 15) bane, bless, comprehend languages, cure light wounds, entropic shield, ray
of enfeeblement*, shield of faith
th
0 level (At will, save DC 14) detect magic, detect poison, guidance, mending, purify food and drink, read
magic, resistance, stabilise
Statistics
Str 20 (+5), Dex 10 (+0), Con 20 (+5), Int 11 (+0), Wis 20 (+5), Cha 18 (+4)
Base Atk +10; CMB +16; CMD 26 (cant be tripped)
Feats Abundant Revelations (eldritch scar), Alertness, Combat Casting, Disruptive Spell, Power Attack,
Weapon Focus (slam)
Skills Climb +19, Knowledge (arcane) +7, Knowledge (history) +9, Knowledge (planes) +9, Perception +13 (+16 for
all but hearing), Sense Motive +16, Spellcraft +9, Stealth +1, Use Magic Device +11
Languages Flail Snail (sign language, slime writing, cannot speak)
Special Qualities mucus, mystery (spellscar), oracles curse (deaf), orisons, revelation (eldritch bolt, eldritch scar,
mystic null), slime rope, suction
Special Abilities
Eldritch Bolt (Su): 7/day, a flail snail oracle can make a ranged touch attack on any one foe within 30 ft. to cause
1d8+4 force damage, no save.
Eldritch Scar (Su): 2/day, as a swift action a flail snail oracle can cause a creature damaged by one of its spells to
be marked with an eldritch scar. The next time that creature attempts to cast a spell, use a spell-like ability or activate
a magic item it triggers a primal magic event of CR 8 and the scar vanishes. The scar fades in 24 hours and can be
th
removed by any effect that removes a curse (CL 8 ), but if this attempt fails it triggers a primal magic event and the
scar does not fade. A creature may only be marked by one eldritch scar.
Mucus (Ex): As a free action a flail snail can secrete a trail of mucus that covers its space and lasts for 10 minutes.
This can be slimy or sticky. Sticky mucus turns a space into difficult terrain. A character entering a space of slimy
mucus must make a Reflex save DC 21 or fall prone. Flail snails may cross either kind without effect. Fire causes a
mucus-filled space to dry and revert to normal.
Mystic Null (Ex): Gain a +2 insight bonus on saves against spells, supernatural and spell-like abilities.
Oracles Curse (Ex): Treated at all times as if deafened; -2 penalty to initative, automatically fail Perception checks
based on sound and take a -4 penalty to opposed Perception checks. Spells are treated as if cast with Silent Spell
but with no increase in level or casting time.
Retraction (Ex): A flail snail can retreat into its shell as a free action, increasing natural armour by +6, but it cannot
move or attack whilst retracted. It can return to normal as a free action.
Slime Rope (Ex): A flail snail can turn its mucus into a strand up to 60 ft. long, which can support the snail and up to
1000 lbs of extra weight. A snail can climb the rope at 10 ft., or lower itself at a rate of 20 ft. per round. If a snail
breaks contact the slime decomposes in 1d4 rounds. Other characters can climb the rope with a DC 20 check.
Suction (Ex): A flail snail can climb sheer surfaces and ceilings with no chance of falling off unless it is pinned and
actively peeled away as part of a grapple.
Warp Magic (Su): Any time a spell targets a flail snail there is an 80% chance that it will produce a random effect
instead. Only spells that directly target the snail are affected, not area effect spells. If a spell is warped, roll 1d10. 1-3
Spell misfires. For the next 1d4 rounds the caster must make a concentration check DC 15 to cast spells; 4-6 Spell
misfires and affects creature nearest the flail snail; 7-9 Spell fails, nothing happens; 10 Spell rebounds on caster (as
spell turning).

207
The Lazy GM

Advanced Flail Snail Master Spellscar Oracle CR 17


XP 102400
N Large magical beast oracle 12
Init +0; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +15
Defence
AC 21, touch 9, flat-footed 21 (+12 natural, -1 size)
hp 168 (4d10+12d8+92)
Fort +13, Ref +8, Will +16
Defensive Abilities mystic null, retraction, warp magic; Immune poison; Resist fire 10
Offence
Speed 10 ft., climb 10 ft.
Melee 4 slams +17 (1d6+4)
Space 10 ft.; Reach 10 ft.
th
Oracle Spells Known (CL 12 , concentration +16)
th
6 level (3/day, save DC 20) antimagic field*, greater glyph of warding, mass cure moderate wounds
th
5 level (5/day, save DC 19) break enchantment*, life bubble, mass cure light wounds, symbol of sleep
th
4 level (7/day, save DC 18) battle trance, cure critical wounds, lesser globe of invulnerability*, suppress
primal magic, symbol of slowing
rd
3 level (7/day, save DC 17) communal share language, cure serious wounds, dispel magic*, glyph of
warding, meld into stone, prayer, stone shape
nd
2 level (7/day, save DC 16) bulls strength, cure moderate wounds, enthrall, hold person, obscure
object*, spiritual weapon, surmount affliction
st
1 level (7/day, save DC 15) bane, bless, comprehend languages, cure light wounds, entropic shield, ray
of enfeeblement*, shield of faith
th
0 level (At will, save DC 14) create water, detect magic, detect poison, guidance, mending, purify food
and drink, read magic, resistance, stabilise
Statistics
Str 20 (+5), Dex 10 (+0), Con 20 (+5), Int 11 (+0), Wis 20 (+5), Cha 19 (+4)
Base Atk +13; CMB +19; CMD 29 (cant be tripped)
Feats Abundant Revelations (eldritch scar), Alertness, Arcane Strike, Combat Casting, Disruptive Spell, Iron Will,
Power Attack, Weapon Focus (slam)
Skills Climb +19, Knowledge (arcane) +9, Knowledge (history) +11, Knowledge (planes) +11, Perception +15 (+18
for all but hearing), Sense Motive +18, Spellcraft +11, Stealth +3, Use Magic Device +13
Languages Flail Snail (sign language, slime writing, cannot speak)
Special Qualities mucus, mystery (spellscar), oracles curse (deaf), orisons, revelation (eldritch bolt, eldritch scar,
mystic null), slime rope, suction, trigger primal event
Special Abilities
Eldritch Bolt (Su): 7/day, a flail snail oracle can make a ranged touch attack on any one foe within 60 ft. to cause
1d8+6 force damage, no save.
Eldritch Scar (Su): 2/day, as a swift action a flail snail oracle can cause a creature damaged by one of its spells to
be marked with an eldritch scar. The next time that creature attempts to cast a spell, use a spell-like ability or activate
a magic item it triggers a primal magic event of CR 12 and the scar vanishes. The scar fades in 24 hours and can be
th
removed by any effect that removes a curse (CL 12 ), but if this attempt fails it triggers a primal magic event and the
scar does not fade. A creature may only be marked by one eldritch scar.
Mucus (Ex): As a free action a flail snail can secrete a trail of mucus that covers its space and lasts for 10 minutes.
This can be slimy or sticky. Sticky mucus turns a space into difficult terrain. A character entering a space of slimy
mucus must make a Reflex save DC 23 or fall prone. Flail snails may cross either kind without effect. Fire causes a
mucus-filled space to dry and revert to normal.
Mystic Null (Ex): Gain a +4 insight bonus on saves against spells, supernatural and spell-like abilities.
Oracles Curse (Ex): Treated at all times as if deafened; automatically fail Perception checks based on sound and
take a -4 penalty to opposed Perception checks. Spells are treated as if cast with Silent Spell but with no increase in
level or casting time.
Retraction (Ex): A flail snail can retreat into its shell as a free action, increasing natural armour by +6, but it cannot
move or attack whilst retracted. It can return to normal as a free action.
Slime Rope (Ex): A flail snail can turn its mucus into a strand up to 60 ft. long, which can support the snail and up to
1000 lbs of extra weight. A snail can climb the rope at 10 ft., or lower itself at a rate of 20 ft. per round. If a snail
breaks contact the slime decomposes in 1d4 rounds. Other characters can climb the rope with a DC 20 check.
Suction (Ex): A flail snail can climb sheer surfaces and ceilings with no chance of falling off unless it is pinned and
actively peeled away as part of a grapple.
Trigger Primal Event (Su): 1/day as an immediate action a flail snail oracle can cause any spellcaster within 30 ft.
currently casting a spell (including itself) to cause a primal event when the spell is cast. A spellcaster may make a
caster level check with a DC equal to 15 + twice spells level to prevent the primal event.
Warp Magic (Su): Any time a spell targets a flail snail there is an 80% chance that it will produce a random effect
instead. Only spells that directly target the snail are affected, not area effect spells. If a spell is warped, roll 1d10. 1-3
Spell misfires. For the next 1d4 rounds the caster must make a concentration check DC 15 to cast spells; 4-6 Spell
misfires and affects creature nearest the flail snail; 7-9 Spell fails, nothing happens; 10 Spell rebounds on caster (as
spell turning).

208
Freaks and Horrors

Entropic Flail Snail (4HD) CR 4


XP 1200
CN Large magical beast (chaotic, extraplanar)
Init -1; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +5
Defence
AC 18, touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 size)
hp 30 (4d10+8)
Fort +6, Ref +3, Will +2
Defensive Abilities retraction, warp magic; Immune poison; Resist acid 5, fire 10; SR 9
Offence
Speed 10 ft., climb 10 ft.
Melee 4 slams +7 (1d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks smite law (1/day, +4 damage until target is dead)
Statistics
Str 16 (+3), Dex 8 (-1), Con 14 (+2), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Base Atk +4; CMB +8; CMD 17 (cant be tripped)
Feats Power Attack, Weapon Focus (slam)
Skills Climb +15, Perception +5, Stealth +0
Languages Flail Snail (sign language, slime writing, cannot speak)
Special Qualities mucus, slime rope, suction
Special Abilities
Mucus (Ex): As a free action a flail snail can secrete a trail of mucus that covers its space and lasts for 10 minutes.
This can be slimy or sticky. Sticky mucus turns a space into difficult terrain. A character entering a space of slimy
mucus must make a Reflex save DC 14 or fall prone. Flail snails may cross either kind without effect. Fire causes a
mucus-filled space to dry and revert to normal.
Retraction (Ex): A flail snail can retreat into its shell as a free action, increasing natural armour by +6, but it cannot
move or attack whilst retracted. It can return to normal as a free action.
Slime Rope (Ex): A flail snail can turn its mucus into a strand up to 60 ft. long, which can support the snail and up to
1000 lbs of extra weight. A snail can climb the rope at 10 ft., or lower itself at a rate of 20 ft. per round. If a snail
breaks contact the slime decomposes in 1d4 rounds. Other characters can climb the rope with a DC 20 check.
Suction (Ex): A flail snail can climb sheer surfaces and ceilings with no chance of falling off unless it is pinned and
actively peeled away as part of a grapple.
Warp Magic (Su): Any time a spell targets a flail snail there is an 80% chance that it will produce a random effect
instead. Only spells that directly target the snail are affected, not area effect spells. If a spell is warped, roll 1d10. 1-3
Spell misfires. For the next 1d4 rounds the caster must make a concentration check DC 15 to cast spells; 4-6 Spell
misfires and affects creature nearest the flail snail; 7-9 Spell fails, nothing happens; 10 Spell rebounds on caster (as
spell turning).

209
The Lazy GM

Huge Entropic Flail Snail (8HD) CR 7


XP 3200
CN Huge magical beast (chaotic, extraplanar)
Init -2; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +7
Defence
AC 20, touch 6, flat-footed 20 (-2 Dex, +14 natural, -2 size)
hp 76 (8d10+32)
Fort +10, Ref +4, Will +3
Defensive Abilities retraction, warp magic; DR 5/lawful; Immune poison; Resist acid 10, fire 10; SR 12
Offence
Speed 10 ft., climb 10 ft.
Melee 4 slams +14 (2d6+7)
Space 15 ft.; Reach 15 ft.
Special Attacks smite law (1/day, +8 damage until target is dead)
Statistics
Str 24 (+7), Dex 6 (-2), Con 18 (+4), Int 5 (-3), Wis 13 (+1), Cha 8 (-1)
Base Atk +8; CMB +17; CMD 25 (cant be tripped)
Feats Improved Natural Armour, Improved Natural Attack (slam), Power Attack, Weapon Focus (slam)
Skills Climb +20, Perception +7, Stealth -4
Languages Flail Snail (sign language, slime writing, cannot speak)
Special Qualities mucus, slime rope, suction
Special Abilities
Mucus (Ex): As a free action a flail snail can secrete a trail of mucus that covers its space and lasts for 10 minutes.
This can be slimy or sticky. Sticky mucus turns a space into difficult terrain. A character entering a space of slimy
mucus must make a Reflex save DC 18 or fall prone. Flail snails may cross either kind without effect. Fire causes a
mucus-filled space to dry and revert to normal.
Retraction (Ex): A flail snail can retreat into its shell as a free action, increasing natural armour by +6, but it cannot
move or attack whilst retracted. It can return to normal as a free action.
Slime Rope (Ex): A flail snail can turn its mucus into a strand up to 60 ft. long, which can support the snail and up to
1000 lbs of extra weight. A snail can climb the rope at 10 ft., or lower itself at a rate of 20 ft. per round. If a snail
breaks contact the slime decomposes in 1d4 rounds. Other characters can climb the rope with a DC 20 check.
Suction (Ex): A flail snail can climb sheer surfaces and ceilings with no chance of falling off unless it is pinned and
actively peeled away as part of a grapple.
Warp Magic (Su): Any time a spell targets a flail snail there is an 80% chance that it will produce a random effect
instead. Only spells that directly target the snail are affected, not area effect spells. If a spell is warped, roll 1d10. 1-3
Spell misfires. For the next 1d4 rounds the caster must make a concentration check DC 15 to cast spells; 4-6 Spell
misfires and affects creature nearest the flail snail; 7-9 Spell fails, nothing happens; 10 Spell rebounds on caster (as
spell turning).

210
Freaks and Horrors

Huge Thessalmonster Flail Snail (7HD) CR 8


XP 4800
N Huge aberration
Init +0; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +8
Defence
AC 22, touch 8, flat-footed 22 (+14 natural, -2 size)
hp 66 (7d10+28); fast healing 5
Fort +9, Ref +5, Will +3
Defensive Abilities retraction, warp magic; Immune poison; Resist fire 10
Offence
Speed 40 ft., climb 10 ft.
Melee 4 slams +13 (1d8+7), bite +12 (2d6+7), 8 bites +7 (2d6+3 plus 1d6 acid)
Space 15 ft.; Reach 15 ft.
Special Attacks spit acid (1/day, 40 ft. line of acid for 4d6 acid damage, Reflex DC 17 for half)
Statistics
Str 24 (+7), Dex 10 (+0), Con 18 (+4), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Base Atk +7; CMB +16; CMD 26 (cant be tripped)
Feats Combat Reflexes*, Improved Natural Armour, Improved Natural Attack (slam), Power Attack,
Weapon Focus (slam)
Skills Climb +20, Perception +8, Stealth -2; Racial Modifiers +2 Perception
Languages Flail Snail (sign language, slime writing, cannot speak)
Special Qualities hydra traits, mucus, slime rope, suction
Special Abilities
Hydra Traits (Ex): A thessal-snails eight serpentine heads can only be targeted by sunder effects all other attacks
affect the body. A head has a hardness of 0 and 11 hit points, which must be caused in one blow. This causes 11
points of damage to the thessal-snail, and it may no longer attack with that head.
Mucus (Ex): As a free action a thessal- snail can secrete a trail of mucus that covers its space and lasts for 10
minutes. This can be slimy or sticky. Sticky mucus turns a space into difficult terrain. A character entering a space of
slimy mucus must make a Reflex save DC 17 or fall prone. Flail snails may cross either kind without effect. Fire
causes a mucus-filled space to dry and revert to normal.
Retraction (Ex): A thessal-snail can retreat into its shell as a free action, increasing natural armour by +6, but it
cannot move or attack whilst retracted. It can return to normal as a free action.
Slime Rope (Ex): A thessal-snail can turn its mucus into a strand up to 60 ft. long, which can support the snail and up
to 1000 lbs of extra weight. A snail can climb the rope at 10 ft., or lower itself at a rate of 20 ft. per round. If a snail
breaks contact the slime decomposes in 1d4 rounds. Other characters can climb the rope with a DC 20 check.
Suction (Ex): A thessal-snail can climb sheer surfaces and ceilings with no chance of falling off unless it is pinned
and actively peeled away as part of a grapple.
Warp Magic (Su): Any time a spell targets a thessal-snail there is an 80% chance that it will produce a random effect
instead. Only spells that directly target the snail are affected, not area effect spells. If a spell is warped, roll 1d10. 1-3
Spell misfires. For the next 1d4 rounds the caster must make a concentration check DC 15 to cast spells; 4-6 Spell
misfires and affects creature nearest the thessal-snail; 7-9 Spell fails, nothing happens; 10 Spell rebounds on caster
(as spell turning).

211
The Lazy GM

Gargantuan Thessalmonster Flail Snail (11HD) CR 11


XP 12800
N Gargantuan aberration
Init +0; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +12
Defence
AC 24, touch 6, flat-footed 24 (+18 natural, -4 size)
hp 126 (11d10+66); fast healing 5
Fort +13, Ref +7, Will +6
Defensive Abilities retraction, warp magic; Immune poison; Resist fire 10
Offence
Speed 10 ft., climb 10 ft.
Melee 4 slams +19 (2d6+11/19-20), bite +18 (2d8+11), 8 bites +13 (2d8+5 plus 1d6 acid)
Space 20 ft.; Reach 20 ft.
Special Attacks spit acid (1/day, 40 ft. line of acid for 4d6 acid damage, Reflex DC 21 for half)
Statistics
Str 32 (+11), Dex 10 (+0), Con 22 (+6), Int 5 (-3), Wis 13 (+1), Cha 8 (-1)
Base Atk +11; CMB +26; CMD 36 (cant be tripped)
Feats Combat Reflexes*, Improved Critical (slam), Improved Natural Armour, Improved Natural Attack (slam),
Iron Will, Power Attack, Weapon Focus (slam)
Skills Climb +24, Perception +12, Stealth -6; Racial Modifiers +2 Perception
Languages Flail Snail (sign language, slime writing, cannot speak)
Special Qualities hydra traits, mucus, slime rope, suction
Special Abilities
Hydra Traits (Ex): A thessal-snails eight serpentine heads can only be targeted by sunder effects all other attacks
affect the body. A head has a hardness of 0 and 11 hit points, which must be caused in one blow. This causes 11
points of damage to the thessalmonster, and it may no longer attack with that head.
Mucus (Ex): As a free action a thessal-snail can secrete a trail of mucus that covers its space and lasts for 10
minutes. This can be slimy or sticky. Sticky mucus turns a space into difficult terrain. A character entering a space of
slimy mucus must make a Reflex save DC 21 or fall prone. Thessal-snails may cross either kind without effect. Fire
causes a mucus-filled space to dry and revert to normal.
Retraction (Ex): A thessal-snail can retreat into its shell as a free action, increasing natural armour by +6, but it
cannot move or attack whilst retracted. It can return to normal as a free action.
Slime Rope (Ex): A thessal-snail can turn its mucus into a strand up to 60 ft. long, which can support the snail and up
to 1000 lbs of extra weight. A snail can climb the rope at 10 ft., or lower itself at a rate of 20 ft. per round. If a snail
breaks contact the slime decomposes in 1d4 rounds. Other characters can climb the rope with a DC 20 check.
Suction (Ex): A thessal-snail can climb sheer surfaces and ceilings with no chance of falling off unless it is pinned
and actively peeled away as part of a grapple.
Warp Magic (Su): Any time a spell targets a thessal-snail there is an 80% chance that it will produce a random effect
instead. Only spells that directly target the snail are affected, not area effect spells. If a spell is warped, roll 1d10. 1-3
Spell misfires. For the next 1d4 rounds the caster must make a concentration check DC 15 to cast spells; 4-6 Spell
misfires and affects creature nearest the thessal-snail; 7-9 Spell fails, nothing happens; 10 Spell rebounds on caster
(as spell turning).

Zombie Flail Snail (6HD) CR 2


XP 600
NE Large undead
Init -2; Senses darkvision 60 ft; Perception +0
Defence
AC 10, touch 7, flat-footed 10 (-2 Dex, +3 natural, -1 size)
hp 33 (6d8+6)
Fort +2, Ref +0, Will +5
DR 5/slashing; Immune undead traits
Offence
Speed 10 ft., climb 10 ft.
Melee 4 slams +7 (1d6+4)
Space 10 ft.; Reach 10 ft.
Statistics
Str 18 (+4), Dex 6 (-2), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +4; CMB +9; CMD 17 (cant be tripped)
Feats Toughness*
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

212
Freaks and Horrors

Huge Zombie Flail Snail (12HD) CR 5


XP 1600
NE Huge undead
Init -3; Senses darkvision 60 ft.; Perception +0
Defence
AC 9, touch 5, flat-footed 9 (-3 Dex, +4 natural, -2 size)
hp 66 (12d8+12)
Fort +4, Ref +1, Will +8
DR 5/slashing; Immune undead traits
Offence
Speed 10 ft., climb 10 ft.
Melee 4 slams +14 (1d8+8)
Space 15 ft.; Reach 15 ft.
Statistics
Str 26 (+8), Dex 4 (-3), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +8; CMB +18; CMD 25 (cant be tripped)
Feats Toughness*
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

213
The Lazy GM

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.

214
Freaks and Horrors

Medium Flumph (6HD) CR 3


XP 800
LG Medium aberration
Init +2; Senses darkvision 60 ft.; Perception +12
Defence
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 33 (6d8+6)
Fort +3, Ref +4, Will +7
Offence
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +6 (1d6+3 plus acid injection)
Special Attacks stench spray
Statistics
Str 14 (+2), Dex 15 (+2), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
Base Atk +4; CMB +6; CMD 21 (cant be tripped)
Feats Alertness, Defensive Combat Training, Dodge
Skills Diplomacy +5, Fly +17, Perception +12, Sense Motive +9, Stealth +10
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 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 (+6); 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.

Medium Flumph (7HD) CR 4


XP 1200
LG Medium aberration
Init +2; Senses darkvision 60 ft.; Perception +13
Defence
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 38 (7d8+7)
Fort +3, Ref +4, Will +7
Offence
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +8 (1d6+3 plus acid injection)
Special Attacks stench spray
Statistics
Str 14 (+2), Dex 15 (+2), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
Base Atk +5; CMB +7; CMD 22 (cant be tripped)
Feats Alertness, Defensive Combat Training, Dodge, Weapon Focus (sting)
Skills Diplomacy +6, Fly +18, Perception +13, Sense Motive +9, 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 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 (+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.

215
The Lazy GM

Medium Flumph (10HD) CR 5


XP 1600
LG Medium aberration
Init +3; Senses darkvision 60 ft.; Perception +15
Defence
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 55 (10d8+10)
Fort +4, Ref +8, Will +9
Offence
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +10 (1d6+3 plus acid injection)
Special Attacks stench spray
Statistics
Str 14 (+2), Dex 16 (+3), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
Base Atk +7; CMB +9; CMD 26 (cant be tripped)
Feats Alertness, Defensive Combat Training, Dodge, Lightning Reflexes, Weapon Focus (sting)
Skills Diplomacy +9, Fly +21, Perception +15, Sense Motive +12, Stealth +14
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 16 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 (+10); 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.

216
Freaks and Horrors

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.

Dream-Eater Flumph (4HD) CR 4


XP 1200
CE Small aberration
Init +4; Senses darkvision 120 ft.; Perception +14
Defence
AC 20, touch 16, flat-footed 15 (+4 Dex, +1 dodge, +4 natural, +1 size)
hp 26 (4d8+8)
Fort +3, Ref +5, Will +7
Immune mind-affecting effects
Offence
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +8 (1d4+4 plus acid injection)
Special Attacks dream-eating, psychic assault, stench spray
Statistics
Str 16 (+3), Dex 19 (+4), Con 15 (+2), Int 12 (+1), Wis 16 (+3), Cha 14 (+2)
Base Atk +3; CMB +5; CMD 19 (cant be tripped)
Feats Dodge, Weapon Finesse
Skills Diplomacy +6, Fly +21, Knowledge (planes) +9, Knowledge (religion) +9, Perception +14, Sense Motive +7,
Stealth +19; Racial Modifiers +8 Knowledge (planes), +8 Knowledge (religion), +4 Perception, +4 Stealth
Languages Aklo, Common
Special Qualities telepathy 30 ft. (with other dream-eaters)
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.
Dream Eating (Su): As a full round action that provokes an attack of opportunity a dream-eater can consume a
creatures subconscious dreams. This causes 1d4 Charisma damage and grants the dream-eater an equal number of
psychic points, up to a maximum of 4. Will save DC 14 negates. Sleeping creatures get a -2 penalty to save but wake
up if the save is successful.
Psychic Assault (Su): As a swift action a dream-eater can imbue its melee attacks with psychic points. 1 point
target is dazzled for 1d6 rounds. 3 points target is staggered for 1d6 rounds. Will save DC 14 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 (+8); 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.

217
The Lazy GM

Medium Dream-Eater Flumph (7HD) CR 6


XP 2400
CE Medium aberration
Init +2; Senses darkvision 120 ft.; Perception +19
Defence
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 52 (7d8+21)
Fort +5, Ref +4, Will +8
Immune mind-affecting effects
Offence
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +11 (1d6+7 plus acid injection)
Special Attacks dream-eating, psychic assault, stench spray
Statistics
Str 20 (+5), Dex 15 (+2), Con 17 (+3), Int 12 (+1), Wis 16 (+3), Cha 14 (+2)
Base Atk +5; CMB +10; CMD 25 (cant be tripped)
Feats Alertness, Defensive Combat Training, Dodge, Weapon Focus (sting)
Skills Diplomacy +9, Fly +20, Knowledge (planes) +9, Knowledge (religion) +9, Perception +19, Sense Motive +12,
Stealth +16; Racial Modifiers +8 Knowledge (planes), +8 Knowledge (religion), +4 Perception, +4 Stealth
Languages Aklo, Common
Special Qualities telepathy 30 ft. (with other dream-eaters)
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.
Dream Eating (Su): As a full round action that provokes an attack of opportunity a dream-eater can consume a
creatures subconscious dreams. This causes 1d4 Charisma damage and grants the dream-eater an equal number of
psychic points, up to a maximum of 7. Will save DC 15 negates. Sleeping creatures get a -2 penalty to save but wake
up if the save is successful.
Psychic Assault (Su): As a swift action a dream-eater can imbue its melee attacks 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. Will save DC 15 negates.
Stench Spray (Ex): 20 ft. line, every 1d4 rounds. Creatures hit must make a Fortitude save DC 16 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.

218
Freaks and Horrors

Dream-Eater Flumph Void Disciple CR 8


XP 6400
CE Small aberration oracle 4
Init +5; Senses darkvision 120 ft.; Perception +17
Defence
AC 25, touch 17, flat-footed 19 (+4 armour, +5 Dex, +1 dodge, +4 natural, +1 size)
hp 48 (4d8+4d8+12)
Fort +3, Ref +7, Will +13
Defensive Abilities +4 saves against disease; Immune mind-affecting effects
Offence
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +12 (1d4+6 plus acid injection)
Special Attacks dream-eating, psychic assault, stench spray
th
Oracle Spells Known (CL 4 , concentration +8)
nd
2 level (4/day, save DC 16) dust of twilight*, eagles spendour, inflict moderate wounds
st
1 level (7/day, save DC 15) doom, entropic shield*, inflict light wounds, ray of sickening, sanctuary
th
0 level (At will, save DC 14) bleed, detect magic, guidance, read magic, resistance, stabilise
Statistics
Str 18 (+4), Dex 21 (+5), Con 13 (+1), Int 12 (+1), Wis 20 (+5), Cha 19 (+4)
Base Atk +6; CMB +9; CMD 25 (cant be tripped)
Feats Dodge, Extra Revelation (x2), Weapon Finesse
Skills Diplomacy +9, Fly +22, Intimidate +12, Knowledge (arcana) +8, Knowledge (planes) +9,
Knowledge (religion) +9, Perception +17, Sense Motive +16, Stealth +26; Racial Modifiers +8 Knowledge (planes),
+8 Knowledge (religion), +4 Perception, +4 Stealth
Languages Aklo, Common
Special Qualities mystery (dark tapestry), oracles curse (wasting), orisons, revelation (brain drain, cloak of
darkness, interstellar void, many forms), telepathy 30 ft. (with other dream-eaters)
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.
Brain Drain (Su): 1/day, as a standard action a dark tapestry oracle can violently probe the mind of one creature
within 100 ft., Will save DC 16 to negate and the victim knows where the attack has come from. If successful, target
takes 4d4 damage and the oracle retains knowledge for 4 rounds as if using a detect thoughts spell. During this time
it may take a full-round action to make one Knowledge check using the targets bonus. This is a mind-affecting effect.
Cloak of Darkness (Su): A dark tapestry oracle can conjure a cloak of shadow that grants a +4 armour bonus and a
+2 circumstance bonus to Stealth. It may do so for up to 4 one hour increments per day. (Factored already).
Dream Eating (Su): As a full round action that provokes an attack of opportunity a dream-eater can consume a
creatures subconscious dreams. This causes 1d4 Charisma damage and grants the dream-eater an equal number of
psychic points, up to a maximum of 8. Will save DC 18 negates. Sleeping creatures get a -2 penalty to save but wake
up if the save is successful.
Interstellar Void (Su): 1/day as a standard action one target within 30 ft. takes 4d6 cold damage, Fortitude save DC
16 negates.
Many Forms (Su): As a standard action a dark tapestry oracle can assume the form of any Small or Medium
humanoid, as per the alter self spell. It can do so for up to 4 one minute increments per day.
Psychic Assault (Su): As a swift action a dream-eater can imbue its melee attacks 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. Will save DC 18 negates.
Stench Spray (Ex): 20 ft. line, every 1d4 rounds. Creatures hit must make a Fortitude save DC 15 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 (+12); 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.
Wasting (Ex): The oracle suffers a -4 penalty to all Charisma-based skill checks except Intimidate, and gains a +4
competence bonus to all saves against disease.

219
The Lazy GM

Superior Dream-Eater Flumph Void Disciple CR 13


XP 25600
CE Small aberration oracle 9
Init +5; Senses darkvision 120 ft.; Perception +22
Defence
AC 27, touch 17, flat-footed 21 (+6 armour, +5 Dex, +1 dodge, +4 natural, +1 size)
hp 93 (4d8+9d8+35)
Fort +7, Ref +9, Will +15
Defensive Abilities +4 saves against disease; Immune mind-affecting effects, sickened
Offence
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +15 (1d4+6 plus acid injection)
Special Attacks dream-eating, psychic assault, stench spray
th
Oracle Spells Known (CL 9 , concentration +14)
th
4 level (5/day, save DC 19) black tentacles*, inflict critical wounds, planar adapation, unholy blight
rd
3 level (7/day, save DC 18) dispel magic, inflict serious wounds, protection from energy, searing light,
tongues*
nd
2 level (7/day, save DC 17) dust of twilight*, eagles spendour, inflict moderate wounds, shard of
chaos, silence, spiritual weapon
st
1 level (7/day, save DC 16) doom, divine favour, entropic shield*, inflict light wounds, obscuring mist,
ray of sickening, sanctuary
th
0 level (At will, save DC 15) bleed, create water, detect magic, guidance, read magic, resistance,
stabilise, virtue
Statistics
Str 18 (+4), Dex 21 (+5), Con 13 (+1), Int 12 (+1), Wis 20 (+5), Cha 20 (+5)
Base Atk +9; CMB +12; CMD 28 (cant be tripped)
Feats Abundant Revelations (brain drain), Dodge, Extra Revelation (x2), Great Fortitude, Toughness,
Weapon Finesse
Skills Diplomacy +15, Fly +22, Intimidate +18, Knowledge (arcana) +13, Knowledge (planes) +9,
Knowledge (religion) +9, Perception +22, Sense Motive +21, Stealth +28; Racial Modifiers +8 Knowledge (planes),
+8 Knowledge (religion), +4 Perception, +4 Stealth
Languages Aklo, Common
Special Qualities mystery (dark tapestry), oracles curse (wasting), orisons, revelation (brain drain, cloak of
darkness, gift of madness, interstellar void, many forms), telepathy 30 ft. (with other dream-eaters)
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.
Brain Drain (Su): 3/day, as a standard action a dark tapestry oracle can violently probe the mind of one creature
within 100 ft., Will save DC 19 to negate and the victim knows where the attack has come from. If successful, target
takes 9d4 damage and the oracle retains knowledge for 9 rounds as if using a detect thoughts spell. During this time
it may take a full-round action to make one Knowledge check using the targets bonus. This is a mind-affecting effect.
Cloak of Darkness (Su): A dark tapestry oracle can conjure a cloak of shadow that grants a +6 armour bonus and a
+4 circumstance bonus to Stealth. It may do so for up to 9 one hour increments per day. (Factored already).
Dream Eating (Su): As a full round action that provokes an attack of opportunity a dream-eater can consume a
creatures subconscious dreams. This causes 1d4 Charisma damage and grants the dream-eater an equal number of
psychic points, up to a maximum of 13. Will save DC 21 negates. Sleeping creatures get a -2 penalty to save but
wake up if the save is successful.
Gift of Madness (Su): 8/day, may cause a single living creature within 30 ft. to become confused for 9 rounds. Will
save DC 19 negates. This is a mind-affecting compulsion effect.
Interstellar Void (Su): 1/day as a standard action one target within 30 ft. takes 9d6 cold damage, Fortitude save DC
19 negates.
Many Forms (Su): As a standard action a dark tapestry oracle can assume the form of any Small or Medium
humanoid, as per the alter self spell or a Small or Medium animal as per beast shape I. It can do so for up to 9 one
minute increments per day.
Psychic Assault (Su): As a swift action a dream-eater can imbue its melee attacks 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 21
negates.
Stench Spray (Ex): 20 ft. line, every 1d4 rounds. Creatures hit must make a Fortitude save DC 17 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 (+15); 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.
Wasting (Ex): The oracle suffers a -4 penalty to all Charisma-based skill checks except Intimidate, gains a +4
competence bonus to all saves against disease and is immune to the sickened condition.

220
Freaks and Horrors

Master Dream-Eater Flumph Void Disciple CR 17


XP 102400
CE Small aberration oracle 13
Init +5; Senses darkvision 120 ft.; Perception +26
Defence
AC 29, touch 17, flat-footed 23 (+8 armour, +5 Dex, +1 dodge, +4 natural, +1 size)
hp 123 (4d8+13d8+47)
Fort +8, Ref +10, Will +17
Immune disease, mind-affecting effects, sickened
Offence
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +18 (1d4+6 plus acid injection)
Special Attacks dream-eating, psychic assault, stench spray
th
Oracle Spells Known (CL 13 , concentration +18)
th
6 level (4/day, save DC 21) mass inflict moderate wounds, music of the spheres, planar ally, planar
binding*
th
5 level (7/day, save DC 20) feeblemind*, flame strike, mass inflict light wounds, plane shift, true seeing
th
4 level (7/day, save DC 19) black tentacles*, dimensional anchor, inflict critical wounds, planar
adapation, shadow barbs, unholy blight
rd
3 level (7/day, save DC 18) borrow fortune, dispel magic, inflict serious wounds, protection from energy,
searing light, tongues*
nd
2 level (7/day, save DC 17) dust of twilight*, eagles spendour, grace, inflict moderate wounds, shard of
chaos, silence, spiritual weapon
st
1 level (7/day, save DC 16) doom, divine favour, entropic shield*, inflict light wounds, obscuring mist,
ray of sickening, sanctuary
th
0 level (At will, save DC 15) bleed, create water, detect magic, detect poison, guidance, read magic,
resistance, stabilise, virtue
Statistics
Str 18 (+4), Dex 21 (+5), Con 13 (+1), Int 12 (+1), Wis 20 (+5), Cha 21 (+5)
Base Atk +12; CMB +15; CMD 31 (cant be tripped)
Feats Abundant Revelations (brain drain, dweller in darkness, interstellar void), Dodge, Extra Revelation (x2),
Great Fortitude, Toughness, Weapon Finesse
Skills Diplomacy +19, Fly +22, Intimidate+22, Knowledge (arcana) +17, Knowledge (planes) +9,
Knowledge (religion) +9, Perception +26, Sense Motive +25, Stealth +30; Racial Modifiers +8 Knowledge (planes),
+8 Knowledge (religion), +4 Perception, +4 Stealth
Languages Aklo, Common
Special Qualities mystery (dark tapestry), oracles curse (wasting), orisons, revelation (brain drain, cloak of
darkness, dweller in darkness, gift of madness, interstellar void, many forms), telepathy 30 ft. (other dream-eaters)
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.
Brain Drain (Su): 4/day, as a standard action a dark tapestry oracle can violently probe the mind of one creature
within 100 ft., Will save DC 21 to negate and the victim knows where the attack has come from. If successful, target
takes 13d4 damage and the oracle retains knowledge for 13 rounds as if using a detect thoughts spell. During this
time it may take a full-round action to make one Knowledge check using the targets bonus. This is a mind-affecting
effect.
Cloak of Darkness (Su): A dark tapestry oracle can conjure a cloak of shadow that grants a +8 armour bonus and a
+6 circumstance bonus to Stealth. It may do so for up to 13 one hour increments per day. (Factored already).
Dream Eating (Su): As a full round action that provokes an attack of opportunity a dream-eater can consume a
creatures subconscious dreams. This causes 1d4 Charisma damage and grants the dream-eater an equal number of
psychic points, up to a maximum of 17. Will save DC 23 negates. Sleeping creatures get a -2 penalty to save but
wake up if the save is successful.
Dweller in Darkness (Sp): 2/day can attract the attention of an alien intelligence from the void of space. This
functions as a phantasmal killer spell. Will and Fortitude save DC 21 to negate. This is a mind-affecting fear effect.
Gift of Madness (Su): 8/day, may cause a single living creature within 30 ft. to become confused for 13 rounds. Will
save DC 21 negates. This is a mind-affecting compulsion effect.
Interstellar Void (Su): 3/day as a standard action one target within 30 ft. takes 13d6 cold damage and is fatigued,
Fortitude save DC 21 negates.
Many Forms (Su): As a standard action a dark tapestry oracle can assume the form of any Small or Medium
humanoid, as per the alter self spell, a Small or Medium animal as per beast shape I or a Small or Medium magical
beast as beast shape III. It can do so for up to 13 one minute increments per day.
Psychic Assault (Su): As a swift action a dream-eater can imbue its melee attacks 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 23
negates.
Stench Spray (Ex): 20 ft. line, every 1d4 rounds. Creatures hit must make a Fortitude save DC 19 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 (+18); 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.
Wasting (Ex): The oracle suffers a -4 penalty to all Charisma-based skill checks except Intimidate and is immune to
disease and the sickened condition.

221
The Lazy GM

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.

222
Freaks and Horrors

Experienced Flumph Starwalker CR 5


XP 1600
LG Small aberration sorcerer 4
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9
Defence
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 35 (2d8+4d4+16)
Fort +3, Ref +3, Will +10
Resist cold 5, fire 5
Offence
Speed 10 ft., fly 25 ft. (perfect)
Melee sting +6 (1d4 plus acid injection)
Special Attacks minute meteors, stench spray
th
Sorcerer Spells Known (CL 4 , concentration +6)
nd
2 level (4/day, save DC 14) resist energy
st
1 level (7/day, save DC 13) magic missile, shield, silent image, unseen servant*
th
0 level (At will, save DC 12) daze, detect magic, light, mage hand, read magic, resistance
Statistics
Str 10 (+0), Dex 14 (+2), Con 15 (+2), Int 12 (+1), Wis 16 (+3), Cha 15 (+2)
Base Atk +3; CMB +2; CMD 14 (cant be tripped)
Feats Eschew Materials*, Fleet, Improved Initiative, Weapon Finesse
Skills Diplomacy +5, Fly +19, Knowledge (planes) +8, Perception +9, Sense Motive +6, Spellcraft +7, Stealth +11
Languages Aklo, Common
Special Qualities bloodline (starsoul), bloodline arcane, bloodline power (minute meteors, voidwalker), 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+2 fire damage. Reflex save DC 14 negates.
Stench Spray (Ex): 20 ft. line, every 1d4 rounds. Creatures hit must make a Fortitude save DC 15 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 (+6); 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.
Voidwalker (Ex): A starsouled sorcerer gains low-light vison and resist cold and fire 5.

223
The Lazy GM

Superior Flumph Starwalker CR 9


XP 6400
LG Small aberration sorcerer 8
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10
Defence
AC 18, touch 14, flat-footed 15 (+2 Dex, +1 dodge, +4 natural, +1 size)
hp 57 (2d8+8d4+28)
Fort +4, Ref +6, Will +12
Resist cold 5, fire 5
Offence
Speed 15 ft., fly 30 ft. (perfect)
Melee sting +8 (1d4 plus acid injection)
Special Attacks minute meteors, stench spray
th
Sorcerer Spells Known (CL 8 , concentration +11)
th
4 level (3/day, save DC 17) charm monster
rd
3 level (6/day, save DC 16) blink*, fireball, gaseous form
nd
2 level (7/day, save DC 15) admonishing ray, glitterdust*, resist energy, share language
st
1 level (7/day, save DC 14) adjuring step, magic missile, ray of enfeeblement, shield, silent image,
unseen servant*
th
0 level (At will, save DC 13) acid splash, daze, detect magic, light, mage hand, message, read magic,
resistance
Statistics
Str 10 (+0), Dex 14 (+2), Con 15 (+2), Int 12 (+1), Wis 16 (+3), Cha 16 (+3)
Base Atk +5; CMB +4; CMD 17 (cant be tripped)
Feats Dodge*, Eschew Materials*, Fleet (x2), Improved Initiative, Lightning Reflexes, Weapon Finesse
Skills Diplomacy +9, Fly +19, Knowledge (planes) +11, Perception +10, Sense Motive +7, Spellcraft +10, Stealth +12
Languages Aklo, Common
Special Qualities bloodline (starsoul), bloodline arcane, bloodline power (minute meteors, voidwalker), 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): 6/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+4 fire damage. Reflex save DC 17 negates.
Stench Spray (Ex): 20 ft. line, every 1d4 rounds. Creatures hit must make a Fortitude save DC 17 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 (+8); 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.
Voidwalker (Ex): A starsouled sorcerer gains low-light vison and resist cold and fire 5.

224
Freaks and Horrors

Master Flumph Starwalker CR 13


XP 25600
LG Small aberration sorcerer 12
Init +6; Senses darkvision 60 ft., low-light vision; Perception +11
Defence
AC 18, touch 14, flat-footed 15 (+2 Dex, +1 dodge, +4 natural, +1 size)
hp 79 (2d8+12d4+40)
Fort +6, Ref +8, Will +14
Resist cold 5, fire 5
Offence
Speed 20 ft., fly 35 ft. (perfect)
Melee sting +10 (1d4 plus acid injection)
Special Attacks aurora borealis, minute meteors, stench spray
th
Sorcerer Spells Known (CL 12 , concentration +15)
th
6 level (3/day, save DC 19) serenity
th
5 level (5/day, save DC 18) elemental body II, life bubble, overland flight*
th
4 level (6/day, save DC 17) call lightning storm*, charm monster, greater invisibility, rainbow pattern
rd
3 level (7/day, save DC 16) blink*, fireball, gaseous form, magic circle against evil, slow
nd
2 level (7/day, save DC 15) admonishing ray, glitterdust*, knock, resist energy, share language, twisted
space
st
1 level (7/day, save DC 14) adjuring step, magic missile, ray of enfeeblement, shield, silent image,
unseen servant*
th
0 level (At will, save DC 13) acid splash, daze, detect magic, light, mage hand, message, read magic,
resistance, touch of fatigue
Statistics
Str 10 (+0), Dex 14 (+2), Con 15 (+2), Int 12 (+1), Wis 16 (+3), Cha 17 (+3)
Base Atk +7; CMB +6; CMD 19 (cant be tripped)
Feats Dodge*, Eschew Materials*, Fleet (x3), Improved Counterspell, Improved Initiative, Lightning Reflexes,
Weapon Finesse
Skills Diplomacy +12, Fly +19, Knowledge (planes) +14, Perception +11, Sense Motive +8, Spellcraft +13,
Stealth +13
Languages Aklo, Common
Special Qualities bloodline (starsoul), bloodline arcane, bloodline power (aurora borealis, minute meteors,
voidwalker), 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.
Aurora Borealis (Sp): A starsouled sorcerer can create a wall of curuscating colours that acts as a wall of fire spell
except that it inflicts cold damage and does not radiate heat. In addition, one side of the wall can fascinate up to 12
HD of creatures within 10 ft. of the wall, Will save DC 19 negates. The aurora can be used for up to 12 rounds per
day, these need not be consecutive.
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): 6/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+6 fire damage. Reflex save DC 19 negates.
Stench Spray (Ex): 20 ft. line, every 1d4 rounds. Creatures hit must make a Fortitude save DC 19 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 (+10); 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.
Voidwalker (Ex): A starsouled sorcerer gains low-light vison, resist cold and fire 5, and no longer needs to breathe.

225
The Lazy GM

Resolute Flumph (2HD) CR 1


XP 400
LG Small aberration (extraplanar, lawful)
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
Resist acid 5, cold 5, fire 5; SR 6
Offence
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +5 (1d4 plus acid injection)
Special Attacks smite chaos (1/day, +2 damage until target is dead), 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.

Medium Resolute Flumph (6HD) CR 4


XP 1200
LG Medium aberration (extraplanar, lawful)
Init +2; Senses darkvision 60 ft.; Perception +12
Defence
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 33 (6d8+6)
Fort +3, Ref +4, Will +7
DR 5/chaotic; Resist acid 10, cold 10, fire 10; SR 9
Offence
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +6 (1d6+3 plus acid injection)
Special Attacks smite chaos (1/day, +6 damage until target is dead), stench spray
Statistics
Str 14 (+2), Dex 15 (+2), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
Base Atk +4; CMB +6; CMD 21 (cant be tripped)
Feats Alertness, Defensive Combat Training, Dodge
Skills Diplomacy +5, Fly +17, Perception +12, Sense Motive +9, Stealth +10
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 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 (+6); 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.

226
Freaks and Horrors

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.

227
The Lazy GM

Gargantuan Froghemoth (20HD) CR 15


XP 51200
N Gargantuan aberration
Init +6; Senses all-round vision, blindsight 30 ft., darkvision 60 ft.; Perception +18
Defence
AC 31, touch 8, flat-footed 29 (+2 Dex, +23 natural, -4 size)
hp 270 (20d8+180)
Fort +15, Ref +10, Will +13
Immune electricity (partial); Resist fire 10
Weaknesses slowed by electricity
Offence
Speed 20 ft., swim 30 ft.
Melee bite +25 (3d6+14/19-20 plus grab), 4 tentacles +23 (2d6+7 plus grab), tongue +23 (1d6+7 plus grab)
Space 20 ft.; Reach 20 ft. (40 ft. with tongue)
Special Attacks constrict (tentacle, 1d8+14), swallow whole (4d6+14 damage, AC 21, hp 27)
Statistics
Str 38 (+14), Dex 14 (+2), Con 28 (+9), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +15; CMB +33 (+35 bull rush, +37 grapple); CMD 45 (47 vs. bull rush, 49 vs. trip)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes,
Lunge, Multiattack, Power Attack, Skill Focus (Stealth)
Skills Perception +18, Stealth +13 (+21 in marshes), Swim +22; 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.

Gargantuan Froghemoth (21HD) CR 16


XP 76800
N Gargantuan aberration
Init +6; Senses all-round vision, blindsight 30 ft., darkvision 60 ft.; Perception +18
Defence
AC 31, touch 8, flat-footed 29 (+2 Dex, +23 natural, -4 size)
hp 283 (21d8+189)
Fort +16, Ref +11, Will +13
Immune electricity (partial); Resist fire 10
Weaknesses slowed by electricity
Offence
Speed 20 ft., swim 30 ft.
Melee bite +25 (3d6+14/19-20 plus grab), 4 tentacles +23 (2d6+7 plus grab), tongue +23 (1d6+7 plus grab)
Space 20 ft.; Reach 20 ft. (40 ft. with tongue)
Special Attacks constrict (tentacle, 1d8+14), swallow whole (4d6+14 damage, AC 21, hp 28)
Statistics
Str 38 (+14), Dex 14 (+2), Con 28 (+9), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +15; CMB +33 (+35 bull rush, +37 grapple); CMD 45 (47 vs. bull rush, 49 vs. trip)
Feats Awesome Blow, Cleave, Critical Focus, Improved Bull Rush, Improved Critical (bite), Improved Initiative,
Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill Focus (Stealth)
Skills Perception +18, Stealth +14 (+22 in marshes), Swim +22; 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.

228
Freaks and Horrors

Gargantuan Froghemoth (23HD) CR 17


XP 102400
N Gargantuan aberration
Init +6; Senses all-round vision, blindsight 30 ft., darkvision 60 ft.; Perception +19
Defence
AC 32, touch 8, flat-footed 30 (+2 Dex, +24 natural, -4 size)
hp 310 (23d8+207)
Fort +16, Ref +11, Will +14
Immune electricity (partial); Resist fire 10
Weaknesses slowed by electricity
Offence
Speed 20 ft., swim 30 ft.
Melee bite +27 (3d6+14/19-20 plus grab), 4 tentacles +25 (2d6+7 plus grab), tongue +25 (1d6+7 plus grab)
Space 20 ft.; Reach 20 ft. (40 ft. with tongue)
Special Attacks constrict (tentacle, 1d8+14), swallow whole (4d6+14 damage, AC 22, hp 31)
Statistics
Str 38 (+14), Dex 14 (+2), Con 28 (+9), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +17; CMB +35 (+37 bull rush, +39 grapple); CMD 47 (49 vs. bull rush, 51 vs. trip)
Feats Awesome Blow, Cleave, Critical Focus, Improved Bull Rush, Improved Critical (bite), Improved Initiative,
Improved Natural Armour, Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill Focus (Stealth)
Skills Perception +19, Stealth +15 (+23 in marshes), Swim +22; 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.

229
The Lazy GM

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.

Entropic Froghemoth (16HD) CR 14


XP 38400
CN Huge aberration (chaotic, extraplanar)
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
DR 10/lawful; Immune electricity (partial); Resist acid 15, fire 15; SR 19
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), smite law (1/day, +16 damage until target is dead), 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.

Gargantuan Entropic Froghemoth (20HD) CR 16


XP 76800
CN Gargantuan aberration (chaotic, extraplanar)
Init +6; Senses all-round vision, blindsight 30 ft., darkvision 60 ft.; Perception +18
Defence
AC 31, touch 8, flat-footed 29 (+2 Dex, +23 natural, -4 size)
hp 270 (20d8+180)
Fort +15, Ref +10, Will +13
DR 10/lawful; Immune electricity (partial); Resist acid 15, fire 15; SR 21
Weaknesses slowed by electricity
Offence
Speed 20 ft., swim 30 ft.
Melee bite +25 (3d6+14/19-20 plus grab), 4 tentacles +23 (2d6+7 plus grab), tongue +23 (1d6+7 plus grab)
Space 20 ft.; Reach 20 ft. (40 ft. with tongue)
Special Attacks constrict (tentacle, 1d8+14), smite law (1/day, +20 damage until target is dead), swallow whole
(4d6+14 damage, AC 21, hp 27)
Statistics
Str 38 (+14), Dex 14 (+2), Con 28 (+9), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +15; CMB +33 (+35 bull rush, +37 grapple); CMD 45 (47 vs. bull rush, 49 vs. trip)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes,
Lunge, Multiattack, Power Attack, Skill Focus (Stealth)
Skills Perception +18, Stealth +13 (+21 in marshes), Swim +22; 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.

230
Freaks and Horrors

Flame-Spawned Froghemoth (18HD) CR 16


XP 76800
N Huge outsider (elemental, fire)
Init +6; Senses all-round vision, blindsight 30 ft., darkvision 60 ft.; Perception +17
Aura fiery aura (5 ft., 2d6 fire, Fort DC 26)
Defence
AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, -2 size)
hp 207 (18d8+126)
Fort +13, Ref +10, Will +12
DR 10/magic; Immune electricity (partial), elemental traits, fire
Weaknesses slowed by electricity, vulnerability to cold
Offence
Speed 20 ft., swim 30 ft.
Melee bite +21 (2d6+10/19-20 plus 2d6 fire plus burn plus grab), 4 tentacles +19 (1d8+5 plus 2d6 fire plus burn plus
grab), tongue +19 (1d4+5 plus 2d6 fire plus burn plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with tongue)
Special Attacks burn (2d6, Reflex DC 26), constrict (tentacle, 1d6+10 plus 2d6 fire), swallow whole (3d6+10
damage plus 2d6 fire, AC 20, hp 20)
Statistics
Str 30 (+10), Dex 15 (+2), Con 24 (+7), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +13; CMB +25 (+27 bull rush, +29 grapple); CMD 37 (39 vs. bull rush, 41 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 +16 (+24 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.
Burn (Ex): Anyone hit by a flame-spawned froghemothss attack, or who attacks a flame-spawned froghemoth with
an unarmed strike or natural weapons takes 2d6 fire damage and must make Reflex save DC 26 or catch on fire.
Fiery Aura (Ex): Anyone within 5 ft. of a flame-spawned froghemoth must make a Fortitude save DC 26 or take 2d6
fire damage per round.
Slowed by Electricity (Ex): Although a froghemoth is immune to electricity, whenever it would otherwise take such
damage it is slowed for 1 round.

Gargantuan Flame-Spawned Froghemoth (20HD) CR 17


XP 102400
N Gargantuan outsider (elemental, fire)
Init +7; Senses all-round vision, blindsight 30 ft., darkvision 60 ft.; Perception +18
Aura fiery aura (5 ft., 2d6 fire, Fort DC 29)
Defence
AC 34, touch 9, flat-footed 31 (+3 Dex, +25 natural, -4 size)
hp 270 (20d8+180)
Fort +15, Ref +11, Will +13
DR 10/magic; Immune electricity (partial), elemental traits, fire
Weaknesses slowed by electricity, vulnerability to cold
Offence
Speed 20 ft., swim 30 ft.
Melee bite +25 (3d6+14/19-20 plus 2d6 fire plus burn plus grab), 4 tentacles +23 (2d6+7 plus 2d6 fire plus burn plus
grab), tongue +23 (1d6+7 plus 2d6 fire plus burn plus grab)
Space 20 ft.; Reach 20 ft. (40 ft. with tongue)
Special Attacks burn (2d6, Reflex DC 29), constrict (tentacle, 1d8+14 plus 2d6 fire), swallow whole (4d6+14
damage plus 2d6 fire, AC 22, hp 27)
Statistics
Str 38 (+14), Dex 16 (+3), Con 28 (+9), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +15; CMB +33 (+35 bull rush, +37 grapple); CMD 46 (48 vs. bull rush, 50 vs. trip)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes,
Lunge, Multiattack, Power Attack, Skill Focus (Stealth)
Skills Perception +18, Stealth +14 (+22 in marshes), Swim +22; 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.
Burn (Ex): Anyone hit by a flame-spawned froghemothss attack, or who attacks a flame-spawned froghemoth with
an unarmed strike or natural weapons takes 2d6 fire damage and must make Reflex save DC 29 or catch on fire.
Fiery Aura (Ex): Anyone within 5 ft. of a flame-spawned froghemoth must make a Fortitude save DC 29 or take 2d6
fire damage per round.
Slowed by Electricity (Ex): Although a froghemoth is immune to electricity, whenever it would otherwise take such
damage it is slowed for 1 round.

231
The Lazy GM

Mighty Gargantuan Froghemoth (23HD) CR 22


XP 614400
N Gargantuan aberration
Init +11; Senses all-round vision, blindsight 30 ft., darkvision 60 ft.; Perception +24
Defence
AC 37, touch 13, flat-footed 30 (+2 Dex, +5 dodge, +24 natural, -4 size)
hp 540 (23d8+437)
Fort +21, Ref +16, Will +19
DR 7/-; Immune electricity (partial), mind-affecting effects, paralysis, sleep; Resist fire 10; SR 34
Weaknesses slowed by electricity
Offence
Speed 40 ft., swim 60 ft.
Melee bite +37 (3d6+14/19-20 plus grab), 4 tentacles +35 (2d6+7 plus grab), tongue +35 (1d6+7 plus grab)
Space 20 ft.; Reach 20 ft. (40 ft. with tongue)
Special Attacks constrict (tentacle, 1d8+14), swallow whole (4d6+14 damage, AC 22, hp 54)
Statistics
Str 38 (+14), Dex 14 (+2), Con 28 (+9), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Atk +17; CMB +45 (+47 bull rush, +49 grapple); CMD 62 (64 vs. bull rush, 66 vs. trip)
Feats Awesome Blow, Cleave, Critical Focus, Improved Bull Rush, Improved Critical (bite), Improved Initiative,
Improved Natural Armour, Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill Focus (Stealth)
Skills Perception +24, Stealth +20 (+28 in marshes), Swim +27; 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.

Zombie Froghemoth (20HD) CR 7


XP 3200
NE Huge undead
Init +0; Senses darkvision 60 ft.; Perception +0
Defence
AC 12, touch 8, flat-footed 12 (+4 natural, -2 size)
hp 110 (20d8+20)
Fort +6, Ref +6, Will +12
DR 5/slashing; Immune undead traits
Offence
Speed 20 ft., swim 30 ft.
Melee bite +24 (2d6+11), 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+11), swallow whole (3d6+11 damage, AC 12, hp 11)
Statistics
Str 32 (+11), Dex 11 (+0), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +15; CMB +28; CMD 38 (42 vs. trip)
Feats Toughness*
Skills Stealth -8 (+0 in marshes), Swim +19; Racial Modifiers +8 Stealth in marshes
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

232
Freaks and Horrors

Gargantuan Zombie Froghemoth (26HD) CR 9


XP 6400
NE Gargantuan undead
Init +1; Senses darkvision 60 ft.; Perception +0
Defence
AC 14, touch 7, flat-footed 13 (+1 Dex, +7 natural, -4 size)
hp 143 (26d8+26)
Fort +8, Ref +9, Will +15
DR 5/slashing; Immune undead traits
Offence
Speed 20 ft., swim 30 ft.
Melee bite +30 (3d6+15), 4 tentacles +25 (2d6+7 plus grab), tongue +25 (1d6+7 plus grab)
Space 20 ft.; Reach 20 ft. (40 ft. with tongue)
Special Attacks constrict (tentacle, 1d8+15), swallow whole (4d6+15 damage, AC 13, hp 14)
Statistics
Str 40 (+15), Dex 12 (+1), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +19; CMB +38; CMD 49 (53 vs. trip)
Feats Toughness*
Skills Stealth -11 (-3 in marshes), Swim +23; Racial Modifiers +8 Stealth in marshes
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

233
The Lazy GM

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 (2HD) CR 1/2


XP 200
N Small aberration
Init +2; Senses all-round vision, darkvision 60 ft.; Perception +8
Defence
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 11 (2d8+2)
Fort +1, Ref +2, Will +2
DR 5/slashing or piercing
Weaknesses explosion
Offence
Speed 5 ft., fly 60 ft. (average)
Melee 2 claws +3 (1d4+1 plus grab), bite +3 (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 +1; CMB +1 (+5 grapple); CMD 13 (cant be tripped)
Feats Flyby Attack
Skills Fly +9, Perception +8, Stealth +11; 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.

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.

234
Freaks and Horrors

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.

235
The Lazy GM

Medium Gorbel (6HD) CR 4


XP 1200
N Medium aberration
Init +1; Senses all-round vision, darkvision 60 ft.; Perception +13
Defence
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 39 (6d8+12)
Fort +4, Ref +3, Will +5
DR 5/slashing or piercing
Weaknesses explosion
Offence
Speed 5 ft., fly 60 ft. (average)
Melee 2 claws +8 (1d6+3 plus grab), bite +7 (1d8+3)
Special Attacks grab and bite
Statistics
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 8 (-1), Wis 10 (+0), Cha 8 (-1)
Base Atk +4; CMB +7 (+11 grapple); CMD 18 (cant be tripped)
Feats Flyby Attack, Step Up, Weapon Focus (claw)
Skills Fly +10, Perception +13, Stealth +10; 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 1d6 damage to all
creatures within 5 ft. (Reflex save DC 15 for half).
Grab and Bite (Ex): A gorbel can bite a grappled opponent as a swift action with a +4 attack bonus.

Medium Gorbel (9HD) CR 5


XP 1600
N Medium aberration
Init +1; Senses all-round vision, darkvision 60 ft.; Perception +16
Defence
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 58 (9d8+18)
Fort +5, Ref +4, Will +6
DR 5/slashing or piercing
Weaknesses explosion
Offence
Speed 5 ft., fly 60 ft. (average)
Melee 2 claws +10 (1d6+3 plus grab), bite +9 (1d8+3)
Special Attacks grab and bite
Statistics
Str 16 (+3), Dex 13 (+1), Con 14 (+2), Int 8 (-1), Wis 10 (+0), Cha 8 (-1)
Base Atk +6; CMB +9 (+13 grapple); CMD 20 (cant be tripped)
Feats Flyby Attack, Following Step, Hover, Step Up, Weapon Focus (claw)
Skills Fly +13, Perception +16, 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 1d6 damage to all
creatures within 5 ft. (Reflex save DC 16 for half).
Grab and Bite (Ex): A gorbel can bite a grappled opponent as a swift action with a +4 attack bonus.

236
Freaks and Horrors

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.

Dread Ghoul Gorbel (5HD) CR 4


XP 1200
CE Small undead (augmented aberration)
Init +4; Senses all-round vision, darkvision 60 ft., scent; Perception +14
Defence
AC 21, touch 15, flat-footed 17 (+4 Dex, +6 natural, +1 size)
hp 22 (5d8)
Fort +1, Ref +5, Will +6
Defensive Abilities channel resistance +2; DR 5/slashing or piercing; Immune undead traits
Weaknesses explosion
Offence
Speed 5 ft., fly 60 ft. (average)
Melee 2 claws +8 (1d4+2 plus grab plus paralysis), bite +8 (1d6+2 plus paralysis)
Special Attacks command ghouls, create spawn, grab and bite, paralysis
Statistics
Str 14 (+2), Dex 18 (+4), Con - , Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
Base Atk +3; CMB +4 (+8 grapple); CMD 18 (cant be tripped)
Feats Flyby Attack, Step Up, Weapon Finesse
Skills Fly +14, Perception +14, Stealth +16, Survival +15; Racial Modifiers +4 Perception, +8 Survival
Special Abilities
All-Round Vision (Ex): A gorbels eyestalks enable it to see in all directions at once. It cannot be flanked.
Command Ghouls (Su): A dread ghoul can automatically command all normal ghouls within 30 ft. as a free action.
Normal ghouls will not attack a dread ghoul unless compelled.
Create Spawn (Su): Any creature slain by a dread ghoul and not eaten rises as a free-willed dread ghoul the
following midnight. A protection from evil or gentle repose spell cast upon the corpse prevents this.
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.
Paralysis (Ex): A creature damaged by a dread ghouls attack must make a Fortitude save DC 12 or be paralyzed for
1d4+1 rounds. Elves are immune to this effect.

Ectoplasmic Gorbel (3HD) CR 2


XP 600
CE Small undead
Init +2; Senses all-round vision, darkvision 60 ft.; Perception +0
Defence
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 16 (3d8+3)
Fort +1, Ref +3, Will +3
DR 5/slashing or piercing; Immune undead traits
Weaknesses explosion
Offence
Speed 5 ft., fly 60 ft. (average)
Melee 2 claws +5 (1d4+2 plus grab), bite +5 (1d6+2)
Special Attacks grab and bite, horrifying ooze
Statistics
Str 14 (+2), Dex 14 (+2), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +2; CMB +3 (+7 grapple); CMD 15 (cant be tripped)
Feats Toughness*
Skills Fly +4
Special Qualities air walk (as the spell), phase lurch
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 an ectoplasmic 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
negative energy damage to all creatures within 5 ft. (Reflex save DC 11 for half).
Grab and Bite (Ex): A gorbel can bite a grappled opponent as a swift action with a +4 attack bonus.
Horrifying Ooze (Su): A creature hit by claws must make a Will save DC 11 or be shaken for 1d4 rounds.
Phase Lurch (Su): An ectoplasmic gorbel can move through solid obstacles at speed 5 ft. (fly 30 ft.) provided it
begins and ends its turn outside the obstacle. It may not pass through corporeal beings.

237
The Lazy GM

Medium Ectoplasmic Gorbel (6HD) CR 5


XP 1600
CE Medium undead
Init +1; Senses all-round vision, darkvision 60 ft.; Perception +0
Defence
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 33 (6d8+6)
Fort +2, Ref +3, Will +5
DR 5/slashing or piercing; Immune undead traits
Weaknesses explosion
Offence
Speed 5 ft., fly 60 ft. (average)
Melee 2 claws +8 (1d6+4 plus grab), bite +8 (1d8+4)
Special Attacks grab and bite
Statistics
Str 18 (+4), Dex 12 (+1), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +4; CMB +8 (+12 grapple); CMD 19 (cant be tripped)
Feats Toughness*
Skills Fly +1
Special Qualities air walk (as the spell), phase lurch
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 an ectoplasmic 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 1d6
negative energy 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.
Horrifying Ooze (Su): A creature hit by claws must make a Will save DC 13 or be shaken for 1d4 rounds.
Phase Lurch (Su): An ectoplasmic gorbel can move through solid obstacles at speed 5 ft. (fly 30 ft.) provided it
begins and ends its turn outside the obstacle. It may not pass through corporeal beings.

Fiendish Gorbel (2HD) CR 1/2


XP 200
NE Small aberration (evil, extraplanar)
Init +2; Senses all-round vision, darkvision 60 ft.; Perception +8
Defence
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 11 (2d8+2)
Fort +1, Ref +2, Will +2
DR 5/slashing or piercing; Resist cold 5, fire 5; SR 4
Weaknesses explosion
Offence
Speed 5 ft., fly 60 ft. (average)
Melee 2 claws +3 (1d4+1 plus grab), bite +3 (1d6+1)
Special Attacks grab and bite, smite good (1/day, +2 damage until target is dead)
Statistics
Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 8 (-1), Wis 9 (-1), Cha 8 (-1)
Base Atk +1; CMB +1 (+5 grapple); CMD 13 (cant be tripped)
Feats Flyby Attack
Skills Fly +9, Perception +8, Stealth +11; 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.

238
Freaks and Horrors

Fiendish Gorbel (4HD) CR 2


XP 600
NE Small aberration (evil, extraplanar)
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; Resist cold 5, fire 5; SR 7
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, smite good (1/day, +4 damage until target is dead)
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.

Medium Fiendish Gorbel (6HD) CR 5


XP 1600
NE Medium aberration (evil, extraplanar)
Init +1; Senses all-round vision, darkvision 60 ft.; Perception +13
Defence
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 39 (6d8+12)
Fort +4, Ref +3, Will +5
DR 5/good and slashing or piercing; Resist cold 10, fire 10; SR 10
Weaknesses explosion
Offence
Speed 5 ft., fly 60 ft. (average)
Melee 2 claws +8 (1d6+3 plus grab), bite +7 (1d8+3)
Special Attacks grab and bite, smite good (1/day, +6 damage until target is dead)
Statistics
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 8 (-1), Wis 10 (+0), Cha 8 (-1)
Base Atk +4; CMB +7 (+11 grapple); CMD 18 (cant be tripped)
Feats Flyby Attack, Step Up, Weapon Focus (claw)
Skills Fly +10, Perception +13, Stealth +10; 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 1d6 damage to all
creatures within 5 ft. (Reflex save DC 15 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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The Lazy GM

Plant-Imbued Gorbel (5HD) CR 6


XP 2400
N Small plant
Init +2; Senses darkvision 90 ft.; Perception +13
Defence
AC 21, touch 13, flat-footed 19 (+2 Dex, +8 natural, +1 size)
hp 27 (5d8+5); fast healing 5
Fort +2, Ref +3, Will +5
Defensive Abilities acute senses; DR 5/magic and slashing or piercing; SR 17
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
th
Spell-Like Abilities (CL 9 , concentration +10)

1/day sunburst (Ref DC 19), tree stride


3/day entangle (Ref DC 12), magic fang
At will freedom of movement
Statistics
Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 13 (+1), 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 +13, Sense Motive +9, Stealth +14 (+18 in forest terrain); Racial Modifiers +4 Perception,
+4 Stealth (in forest terrain)
Languages Sylvan
Special Qualities woodland stride
Special Abilities
Acute Senses (Ex): A plant-imbued gorbel can sense anything within 60 ft. including invisible foes or targets within
heavy fog or other obscuring conditions. It may attack without a miss chance, cannot be surprised or flanked, and
th
gains improved uncanny dodge as if a 5 level rogue.
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.
Woodland Stride (Ex): A plant-imbued gorbel may move through any sort of undergrowth at full speed. Magic
designed to impede movement affects it normally.

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Freaks and Horrors

Medium Plant-Imbued Gorbel (9HD) CR 7


XP 3200
N Medium plant
Init +1; Senses darkvision 60 ft.; Perception +17
Defence
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 58 (9d8+18); fast healing 5
Fort +5, Ref +4, Will +7
Defensive Abilities acute senses; DR 10/magic and slashing or piercing; SR 18
Weaknesses explosion
Offence
Speed 5 ft., fly 60 ft. (average)
Melee 2 claws +10 (1d6+3 plus grab), bite +9 (1d8+3)
Special Attacks grab and bite
th
Spell-Like Abilities (CL 9 , concentration +10)

1/day sunburst (Ref DC 19), tree stride


3/day entangle (Ref DC 12), magic fang
At will freedom of movement
Statistics
Str 16 (+3), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 13 (+1), Cha 8 (-1)
Base Atk +6; CMB +9 (+13 grapple); CMD 20 (cant be tripped)
Feats Flyby Attack, Following Step, Hover, Step Up, Weapon Focus (claw)
Skills Fly +13, Perception +17, Sense Motive +13, Stealth +13 (+17 in forest terrain);
Racial Modifiers +4 Perception, +4 Stealth (in forest terrain)
Languages Sylvan
Special Qualities woodland stride
Special Abilities
Acute Senses (Ex): A plant-imbued gorbel can sense anything within 60 ft. including invisible foes or targets within
heavy fog or other obscuring conditions. It may attack without a miss chance, cannot be surprised or flanked, and
th
gains improved uncanny dodge as if a 9 level rogue.
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 1d6 damage to all
creatures within 5 ft. (Reflex save DC 16 for half).
Grab and Bite (Ex): A gorbel can bite a grappled opponent as a swift action with a +4 attack bonus.
Woodland Stride (Ex): A plant-imbued gorbel may move through any sort of undergrowth at full speed. Magic
designed to impede movement affects it normally.

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The Lazy GM

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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Freaks and Horrors

Large Harpy (11HD) CR 6


XP 2400
CE Large monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +8
Defence
AC 16, touch 11, flat-footed 14 (+2 armour, +1 Dex, +1 dodge, +3 natural, -1 size)
hp 82 (11d10+22)
Fort +7, Ref +8, Will +8
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +15/+10/+5 (1d8+5), 2 talons +10 (1d8+2)
Special Attacks captivating song
Statistics
Str 20 (+5), Dex 13 (+1), Con 14 (+2), Int 7 (-2), Wis 12 (+1), Cha 18 (+4)
Base Atk +11; CMB +17; CMD 29
Feats Dodge, Flyby Attack, Great Fortitude, Hover, Skill Focus (Bluff, Fly)
Skills Bluff +11, Fly +13, Intimidate +9, Perception +8, Perform (song) +8
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.

Large Harpy (12HD) CR 7


XP 3200
CE Large monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +8
Defence
AC 17, touch 12, flat-footed 14 (+2 armour, +2 Dex, +1 dodge, +3 natural, -1 size)
hp 90 (12d10+24)
Fort +8, Ref +10, Will +9
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +16/+11/+6 (1d8+5), 2 talons +11 (1d8+2)
Special Attacks captivating song
Statistics
Str 20 (+5), Dex 14 (+2), Con 14 (+2), Int 7 (-2), Wis 12 (+1), Cha 18 (+4)
Base Atk +12; CMB +18; CMD 31
Feats Dodge, Flyby Attack, Great Fortitude, Hover, Skill Focus (Bluff, Fly)
Skills Bluff +12, Fly +14, Intimidate +9, Perception +8, Perform (song) +9
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 20 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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The Lazy GM

Large Harpy (14HD) CR 8


XP 4800
CE Large monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +9
Defence
AC 17, touch 12, flat-footed 14 (+2 armour, +2 Dex, +1 dodge, +3 natural, -1 size)
hp 105 (14d10+28)
Fort +8, Ref +11, Will +10
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +18/+13/+8 (1d8+5), 2 talons +16 (1d8+2)
Special Attacks captivating song
Statistics
Str 20 (+5), Dex 14 (+2), Con 14 (+2), Int 7 (-2), Wis 12 (+1), Cha 18 (+4)
Base Atk +14; CMB +20; CMD 33
Feats Dodge, Flyby Attack, Great Fortitude, Hover, Multiattack, Skill Focus (Bluff, Fly)
Skills Bluff +13, Fly +14, Intimidate +10, Perception +9, Perform (song) +10
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 21 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.

244
Freaks and Horrors

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.

245
The Lazy GM

Experienced Harpy Archer CR 8


XP 4800
CE Medium monstrous humanoid fighter 4
Init +4; Senses darkvision 60 ft.; Perception +11
Defence
AC 18, touch 15, flat-footed 13 (+2 armour, +4 Dex, +1 dodge, +1 natural)
hp 75 (7d10+4d10+15)
Fort +7, Ref +10, Will +7
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +14/+9/+4 (1d8+3), 2 talons +9 (1d6+1)
Ranged shortbow +16/+11/+6 (1d6/x3, 65 ft.)
Special Attacks captivating song, trick shot (disarm)
Statistics
Str 16 (+3), Dex 19 (+4), Con 12 (+1), Int 9 (-1), Wis 12 (+1), Cha 16 (+3)
Base Atk +11; CMB +14; CMD 29
Feats Dodge, Far Shot*, Flyby Attack, Great Fortitude, Hover, Mobility, Point Blank Shot*, Shot on the Run*,
Weapon Focus (shortbow)
Skills Bluff +6, Craft (fletcher) +4, Fly +14, Intimidate +10, Perception +11, Perform (song) +6
Languages Common
Gear leather armour, morningstar, shortbow, 20 arrows, standard treasure
Special Qualities hawkeye
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 18 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.
Hawkeye (Ex): An archer gains a +1 bonus to Perception checks and the range increment of any bow she uses
increases by 5 ft. This replaces bravery.
Trick Shot (Ex): An archer may perform a disarm manoeuvre (with a CMB of +10) with her bow against any target
within 30 ft. This replaces armour training.

Harpy Archer Nemesis CR 11


XP 12800
CE Medium monstrous humanoid fighter 7
Init +5; Senses darkvision 60 ft.; Perception +13
Defence
AC 19, touch 16, flat-footed 13 (+2 armour, +5 Dex, +1 dodge, +1 natural)
hp 98 (7d10+7d10+21)
Fort +8, Ref +12, Will +8
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +17/+12/+7 (1d8+3), 2 talons +14 (1d6+1)
Ranged shortbow +21/+16/+11 (1d6+3/x3, 70 ft.), rapid shot shortbow +19/+19/+14/+9 (1d6+3/x3, 70 ft.)
Special Attacks captivating song, trick shot (disarm, sunder)
Statistics
Str 16 (+3), Dex 20 (+5), Con 12 (+1), Int 9 (-1), Wis 12 (+1), Cha 16 (+3)
Base Atk +14; CMB +17; CMD 33
Feats Dodge, Far Shot*, Flyby Attack, Great Fortitude, Hover, Mobility, Point Blank Shot*, Rapid Shot,
Shot on the Run*, Weapon Focus (shortbow), Weapon Specialisation (shortbow)*
Skills Bluff +6, Craft (fletcher) +5, Fly +16, Intimidate +10, Perception +13, Perform (song) +6
Languages Common
Gear leather armour, morningstar, shortbow, 20 arrows, standard treasure
Special Qualities expert archer, hawkeye
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 20 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.
Expert Archer (Ex): An archer gains a +1 bonus to all attack and damage rolls made with a bow. This replaces
weapon training.
Hawkeye (Ex): An archer gains a +2 bonus to Perception checks and the range increment of any bow she uses
increases by 10 ft. This replaces bravery.
Trick Shot (Ex): An archer may perform a disarm or sunder manoeuvre (with a CMB of +13) with her bow against
any target within 30 ft. This replaces armour training.

246
Freaks and Horrors

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.

247
The Lazy GM

Experienced Harpy Siren CR 10


XP 9600
CE Medium monstrous humanoid sound striker bard 6
Init +3; Senses darkvision 60 ft.; Perception +18
Defence
AC 17, touch 14, flat-footed 13 (+2 armour, +3 Dex, +1 dodge, +1 natural)
hp 65 (7d10+6d8)
Fort +6, Ref +13, Will +12
Defensive Abilities well-versed
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +11/+6/+1 (1d8), 2 talons +6 (1d6)
Special Attacks captivating song
th
Bard Spells Known (CL 6 , concentration +12)
nd
2 level (4/day, save DC 18) detect thoughts, distracting cacophony, eagles splendour, mirror image
st
1 level (5/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 23 (+6)
Base Atk +11; CMB +11; CMD 25
Feats Ability Focus (captivating song), Dodge, Eschew Materials, Flyby Attack, Great Fortitude, Harmonic Spell,
Skill Focus (Bluff)
Skills Bluff +25, Fly +16, Intimidate +19, Perception +18, Perform (song) +22, Sense Motive +12,
Use Magic Device +16
Languages Common
Gear leather armour, morningstar, standard treasure
Special Qualities bardic performance (20/day, countersong, distraction, fascinate, inspire courage +2, wordstrike),
cantrips, loremaster (1/day), versatile performance (sing), weird words
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 24 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.
Weird Words (Su): As a standard action a harpy bard may affect up to 6 creatures within 30 ft. with a potent burst of
sound. This causes 1d8+6 damage to each creature (of piercing, bludgeoning or slashing type chosen by bard).
Fortitude save DC 19 for half. This replaces suggestion.
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+3 damage to an object or half this to a living being. This replaces inspire competence.

248
Freaks and Horrors

Harpy Siren Virago CR 13


XP 25600
CE Medium monstrous humanoid sound striker bard 9
Init +3; Senses darkvision 60 ft.; Perception +21
Defence
AC 17, touch 14, flat-footed 13 (+2 armour, +3 Dex, +1 dodge, +1 natural)
hp 79 (7d10+9d8)
Fort +7, Ref +14, Will +13
Defensive Abilities well-versed
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +13/+8/+3 (1d8), 2 talons +8 (1d6)
Special Attacks captivating song
th
Bard Spells Known (CL 9 , concentration +16)
rd
3 level (4/day, save DC 20) confusion, crushing despair, displacement, lesser geas
nd
2 level (5/day, save DC 19) detect thoughts, distracting cacophony, eagles splendour, mirror image
st
1 level (6/day, save DC 18) cure light wounds, fumbletongue, grease, vanish, ventriloquism
th
0 level (At will, save DC 17) 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 24 (+7)
Base Atk +13; CMB +13; CMD 27
Feats Ability Focus (captivating song), Dodge, Eschew Materials, Flyby Attack, Great Fortitude, Harmonic Spell,
Lingering Performance, Skill Focus (Bluff)
Skills Bluff +29, Fly +19, Intimidate +23, Perception +21, Perform (song) +26, Sense Motive +15,
Use Magic Device +20
Languages Common
Gear leather armour, morningstar, standard treasure
Special Qualities bardic performance (27/day, countersong, dirge of doom, distraction, fascinate, inspire courage
+2, inspire greatness, wordstrike), cantrips, loremaster (1/day), versatile performance (sing), weird words
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 27 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.
Weird Words (Su): As a standard action a harpy bard may affect up to 9 creatures within 30 ft. with a potent burst of
sound. This causes 1d8+7 damage to each creature (of piercing, bludgeoning or slashing type chosen by bard).
Fortitude save DC 21 for half. This replaces suggestion.
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+4 damage to an object or half this to a living being. This replaces inspire competence.

249
The Lazy GM

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.

250
Freaks and Horrors

Experienced Harpy Fury CR 10


XP 9600
CE Medium monstrous humanoid cleric 6
Init +1; Senses darkvision 60 ft.; Perception +11
Aura aura of evil
Defence
AC 15, touch 12, flat-footed 13 (+2 armour, +1 Dex, +1 dodge, +1 natural)
hp 84 (7d10+6d8+19)
Fort +10, Ref +8, Will +14
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +12/+7/+2 (1d8+1), 2 talons +7 (1d6)
Special Attacks captivating song, channel negative energy (8/day, 3d6, Will DC 20), malign eye, spontaneous inflict
spells, touch of overwhelming hunger
th
Cleric Spells Prepared (CL 6 , concentration +10)
rd
3 level (3+1/day, save DC 17) bestow curse*, contagion, deeper darkness, dispel magic
nd
2 level (4+1/day, save DC 16) cure moderate wounds, dread bolt, feast of ashes*, hold person, sound
burst
st
1 level (4+1/day, save DC 15) bane*, cure light wounds, entropic shield, murderous command, ray of
sickening
th
0 level (At will, save DC 14) bleed, detect magic, resistance, stabilise
Statistics
Str 12 (+1), Dex 13 (+1), Con 12 (+1), Int 9 (-1), Wis 18 (+4), Cha 21 (+5)
Base Atk +11; CMB +12; CMD 24
Feats Dodge, Flyby Attack, Great Fortitude, Improved Channeling, Selective Channeling, Skill Focus (Bluff),
Vital Strike
Skills Bluff +12, Fly +11, Intimidate +11, Knowledge (religion) +6, Perception +11, Perform (song) +10
Languages Common
Gear leather armour, morningstar, standard treasure
Special Qualities domains (curse, famine), domain powers (good fortune, 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 21 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.
Good Fortune (Ex): 1/day a harpy cleric may reroll any d20 check that she has just made, but must use the result of
the second roll even if it is worse.
Malign Eye (Su): 7/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): 7/day a harp cleric may make a melee touch attack against one target. This
causes the target to suffer a -3 penalty to attack, damage and concentration checks for 1 round. A Will save DC 17
negates the concentration penalty but not the other effects.

251
The Lazy GM

Harpy Fury Harridan CR 14


XP 38400
CE Medium monstrous humanoid cleric 10
Init +1; Senses darkvision 60 ft.; Perception +11
Aura aura of evil
Defence
AC 15, touch 12, flat-footed 13 (+2 armour, +1 Dex, +1 dodge, +1 natural)
hp 110 (7d10+10d8+27)
Fort +12, Ref +9, Will +16
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +15/+10/+5 (1d8+1), 2 talons +10 (1d6)
Special Attacks captivating song, channel negative energy (9/day, 5d6, Will DC 23), famine bringer, malign eye,
spontaneous inflict spells, touch of overwhelming hunger
th
Cleric Spells Prepared (CL 10 , concentration +14)
th
5 level (2+1/day, save DC 19) greater contagion, hungry pit*, symbol of pain
th
4 level (4+1/day, save DC 18) debilitating portent, giant vermin, plague carrier, freedom of movement*,
unholy blight
rd
3 level (4+1/day, save DC 17) agonizing rebuke, bestow curse*, contagion, deeper darkness, dispel
magic
nd
2 level (5+1/day, save DC 16) cure moderate wounds, dread bolt, enemys heart, feast of ashes*, hold
person, sound burst
st
1 level (5+1/day, save DC 15) bane*, cure light wounds, entropic shield, forbid action, murderous
command, ray of sickening
th
0 level (At will, save DC 14) bleed, detect magic, resistance, stabilise
Statistics
Str 12 (+1), Dex 13 (+1), Con 12 (+1), Int 9 (-1), Wis 18 (+4), Cha 22 (+6)
Base Atk +14; CMB +15; CMD 27
Feats Death From Above, Dodge, Flyby Attack, Great Fortitude, Hover, Improved Channeling, Selective Channeling,
Skill Focus (Bluff), Vital Strike
Skills Bluff +14, Fly +12, Intimidate +12, Knowledge (religion) +7, Perception +11, Perform (song) +12
Languages Common
Gear leather armour, morningstar, standard treasure
Special Qualities domains (curse, famine), domain powers (famine bringer, good fortune, 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 24 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.
Famine Bringer (Su): As a standard action a harpy cleric may emit a 20 ft. aura that induces hunger. Enemies within
the area must make a Will save DC 19 or begin to suffer unnatural hunger. Thereafter they must make a Constitution
check (DC 10 +1 per round) or take 1d6 nonlethal damage; this effect persists even if they subsequently leave the
area of the aura, as long as the aura persists. Anyone taking damage also gains the fatigued condition. Healing will
remove nonlethal damage but not the hunger nor the fatigue unless specifically stated. Anyone making their saving
throw is immune to the aura of that particular harpy cleric for 24 hours. A harpy cleric may maintain this aura for up to
10 rounds per day; these do not need to be consecutive.
Good Fortune (Ex): 1/day a harpy cleric may reroll any d20 check that she has just made, but must use the result of
the second roll even if it is worse.
Malign Eye (Su): 7/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): 7/day a harpy cleric may make a melee touch attack against one target. This
causes the target to suffer a -5 penalty to attack, damage and concentration checks for 1 round. A Will save DC 19
negates the concentration penalty but not the other effects.

252
Freaks and Horrors

Fiendish Harpy (7HD) CR 5


XP 1600
CE Medium monstrous humanoid (evil, extraplanar)
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
DR 5/good; Resist cold 10, fire 10; SR 10
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +8/+3 (1d8+1), 2 talons +3 (1d6)
Special Attacks captivating song, smite good (1/day, +3 attack, +7 damage until target is dead)
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.

Large Fiendish Harpy (11HD) CR 7


XP 3200
CE Large monstrous humanoid (evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +8
Defence
AC 16, touch 11, flat-footed 14 (+2 armour, +1 Dex, +1 dodge, +3 natural, -1 size)
hp 82 (11d10+22)
Fort +7, Ref +8, Will +8
DR 10/good; Resist cold 15, fire 15; SR 12
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +15/+10/+5 (1d8+5), 2 talons +10 (1d8+2)
Special Attacks captivating song, smite good (1/day, +4 attack, +11 damage until target is dead)
Statistics
Str 20 (+5), Dex 13 (+1), Con 14 (+2), Int 7 (-2), Wis 12 (+1), Cha 18 (+4)
Base Atk +11; CMB +17; CMD 29
Feats Dodge, Flyby Attack, Great Fortitude, Hover, Skill Focus (Bluff, Fly)
Skills Bluff +11, Fly +13, Intimidate +9, Perception +8, Perform (song) +8
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.

253
The Lazy GM

Roc Harpy (14HD) CR 9


XP 6400
CE Huge monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +9
Defence
AC 17, touch 8, flat-footed 17 (+2 armour, +7 natural, -2 size)
hp 133 (14d10+56)
Fort +10, Ref +10, Will +10
Offence
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +21/+16/+11 (2d6+9), 2 talons +19 (2d6+4)
Special Attacks captivating song
Statistics
Str 28 (+9), Dex 12 (+1), Con 18 (+4), Int 7 (-2), Wis 12 (+1), Cha 18 (+4)
Base Atk +14; CMB +25; CMD 36
Feats Ability Focus (captivating song), Flyby Attack, Great Fortitude, Hover, Multiattack, Skill Focus (Bluff, Fly)
Skills Bluff +13, Fly +11, Intimidate +10, Perception +9, Perform (song) +10
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 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.

254
Freaks and Horrors

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.

Intellect Devourer (8HD) CR 8


XP 4800
CE Small aberration
Init +10; Senses blindsight 60 ft., detect magic; Perception +19
Defence
AC 22, touch 17, flat-footed 16 (+6 Dex, +5 natural, +1 size)
hp 84 (8d8+48)
Fort +7, Ref +8, Will +8
DR 10/adamantine and magic; Immune fire, mind-affecting effects; Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +13 (1d4+1)
Special Attacks body thief, sneak attack +3d6
th
Spell-Like Abilities (CL 8 , concentration +11)

Constant detect magic


At will confusion (Will DC 17, single target only), daze monster (Will DC 15, no HD limit), inflict serious
wounds (Fort DC 16), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 12 (+1), Dex 23 (+6), Con 21 (+5), Int 16 (+3), Wis 10 (+0), Cha 17 (+3)
Base Atk +6; CMB +6; CMD 22 (26 vs. trip)
Feats Improved Initiative, Iron Will, Toughness, Weapon Finesse
Skills Bluff +19, Disguise +11, Knowledge (local) +14, Perception +19, Sense Motive +8, Stealth +29,
Use Magic Device +11; Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Languages Undercommon (cannot speak), telepathy 100 ft.
Special Abilities
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell.

255
The Lazy GM

Intellect Devourer (10HD) CR 9


XP 6400
CE Small aberration
Init +10; Senses blindsight 60 ft., detect magic; Perception +21
Defence
AC 23, touch 18, flat-footed 16 (+6 Dex, +1 dodge, +5 natural, +1 size)
hp 105 (10d8+60)
Fort +8, Ref +9, Will +9
DR 10/adamantine and magic; Immune fire, mind-affecting effects; Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +14 (1d4+1)
Special Attacks body thief, sneak attack +3d6
th
Spell-Like Abilities (CL 10 , concentration +13)

Constant detect magic


At will confusion (Will DC 17, single target only), daze monster (Will DC 15, no HD limit), inflict serious
wounds (Fort DC 16), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 12 (+1), Dex 23 (+6), Con 21 (+5), Int 16 (+3), Wis 10 (+0), Cha 17 (+3)
Base Atk +7; CMB +7; CMD 24 (28 vs. trip)
Feats Dodge, Improved Initiative, Iron Will, Toughness, Weapon Finesse
Skills Bluff +21, Disguise +13, Knowledge (local) +16, Perception +21, Sense Motive +10, Stealth +31,
Use Magic Device +13; Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Languages Undercommon (cannot speak), telepathy 100 ft.
Special Abilities
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell

256
Freaks and Horrors

Intellect Devourer (12HD) CR 10


XP 9600
CE Small aberration
Init +10; Senses blindsight 60 ft., detect magic; Perception +23
Defence
AC 23, touch 18, flat-footed 16 (+6 Dex, +1 dodge, +5 natural, +1 size)
hp 126 (12d8+72)
Fort +9, Ref +10, Will +10
DR 10/adamantine and magic; Immune fire, mind-affecting effects; Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +16 (1d4+1)
Special Attacks body thief, sneak attack +3d6
th
Spell-Like Abilities (CL 12 , concentration +16)

Constant detect magic


At will confusion (Will DC 18, single target only), daze monster (Will DC 16, no HD limit), inflict serious
wounds (Fort DC 17), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 12 (+1), Dex 23 (+6), Con 21 (+5), Int 16 (+3), Wis 10 (+0), Cha 18 (+4)
Base Atk +9; CMB +9; CMD 26 (30 vs. trip)
Feats Dodge, Improved Initiative, Iron Will, Nimble Moves, Toughness, Weapon Finesse
Skills Bluff +24, Disguise +16, Knowledge (local) +18, Perception +23, Sense Motive +12, Stealth +33,
Use Magic Device +16; Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Languages Undercommon (cannot speak), telepathy 100 ft.
Special Abilities
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell

257
The Lazy GM

Medium Intellect Devourer (14HD) CR 11


XP 12800
CE Medium aberration
Init +9; Senses blindsight 60 ft., detect magic; Perception +25
Defence
AC 21, touch 16, flat-footed 15 (+5 Dex, +1 dodge, +5 natural)
hp 161 (14d8+98)
Fort +10, Ref +9, Will +11
DR 10/adamantine and magic; Immune fire, mind-affecting effects; Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +15 (1d8+3)
Special Attacks body thief, sneak attack +3d6
th
Spell-Like Abilities (CL 14 , concentration +18)

Constant detect magic


At will confusion (Will DC 18, single target only), daze monster (Will DC 16, no HD limit), inflict serious
wounds (Fort DC 17), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 16 (+3), Dex 21 (+5), Con 23 (+6), Int 16 (+3), Wis 10 (+0), Cha 18 (+4)
Base Atk +10; CMB +13; CMD 29 (33 vs. trip)
Feats Dodge, Improved Initiative, Improved Natural Attack (claws), Iron Will, Nimble Moves, Toughness,
Weapon Finesse
Skills Bluff +26, Disguise +18, Knowledge (local) +20, Perception +25, Sense Motive +14, Stealth +30,
Use Magic Device +18; Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Languages Undercommon (cannot speak), telepathy 100 ft.
Special Abilities
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell

258
Freaks and Horrors

Medium Intellect Devourer (16HD) CR 12


XP 19200
CE Medium aberration
Init +10; Senses blindsight 60 ft., detect magic; Perception +27
Defence
AC 22, touch 17, flat-footed 15 (+6 Dex, +1 dodge, +5 natural)
hp 184 (16d8+112)
Fort +11, Ref +11, Will +12
DR 10/adamantine and magic; Immune fire, mind-affecting effects; Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +18 (1d8+3)
Special Attacks body thief, sneak attack +3d6
th
Spell-Like Abilities (CL 16 , concentration +20)

Constant detect magic


At will confusion (Will DC 18, single target only), daze monster (Will DC 16, no HD limit), inflict serious
wounds (Fort DC 17), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 16 (+3), Dex 22 (+6), Con 23 (+6), Int 16 (+3), Wis 10 (+0), Cha 18 (+4)
Base Atk +12; CMB +15; CMD 32 (36 vs. trip)
Feats Dodge, Improved Initiative, Improved Natural Attack (claws), Iron Will, Mobility, Nimble Moves, Toughness,
Weapon Finesse
Skills Bluff +28, Disguise +20, Knowledge (local) +22, Perception +27, Sense Motive +16, Stealth +33,
Use Magic Device +20; Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Languages Undercommon (cannot speak), telepathy 100 ft.
Special Abilities
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell

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The Lazy GM

Intellect Devourer Variants


The dream-eater intellect devourer adds another level of psychic ability to the creature,
creating one that can feed on thoughts as well as brains. The fiendish intellect devourer is a
simple extraplanar variant, for a creature that definitely comes from another plane of
existence. The intellect devourer dreamshadow uses levels of sorcerer, with the mixed
dreamspun and shadow bloodlines, a creature of thought and darkness. Finally the intellect
devourer spy uses levels of rogue, with the spy archetype, for a particularly devious infiltrator
(perhaps an arch-villain manipulating events in the campaign world).

Dream-Eater Intellect Devourer (10HD) CR 11


XP 12800
CE Small aberration
Init +11; Senses blindsight 60 ft., darkvision 60 ft., detect magic; Perception +22
Defence
AC 24, touch 19, flat-footed 16 (+7 Dex, +1 dodge, +5 natural, +1 size)
hp 125 (10d8+80)
Fort +10, Ref +10, Will +10
DR 10/adamantine and magic; Immune fire, mind-affecting effects; Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +15 (1d4+4)
Special Attacks body thief, dream-eating, psychic assault, sneak attack +3d6
th
Spell-Like Abilities (CL 10 , concentration +15)

Constant detect magic


At will confusion (Will DC 19, single target only), daze monster (Will DC 17, no HD limit), inflict serious
wounds (Fort DC 18), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 18 (+4), Dex 25 (+7), Con 25 (+7), Int 18 (+4), Wis 12 (+1), Cha 21 (+5)
Base Atk +7; CMB +10; CMD 28 (32 vs. trip)
Feats Dodge, Improved Initiative, Iron Will, Toughness, Weapon Finesse
Skills Bluff +23, Disguise +15, Knowledge (local) +17, Knowledge (planes) +20, Knowledge (religion) +20,
Perception +22, Sense Motive +11, Stealth +32, Use Magic Device +15;
Racial Modifiers +8 Bluff, +8 Knowledge (planes), +8 Knowledge (religion), +8 Perception, +8 Stealth
Languages Undercommon (cannot speak), telepathy 100 ft.
Special Abilities
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
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 10. Will save DC 20 negates.
Sleeping creature gets -2 penalty to save but wakes up if save is successful.
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 20 negates.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell

260
Freaks and Horrors

Medium Dream-Eater Intellect Devourer (16HD) CR 12


XP 19200
CE Medium aberration
Init +11; Senses blindsight 60 ft., darkvision 60 ft., detect magic; Perception +28
Defence
AC 23, touch 18, flat-footed 15 (+7 Dex, +1 dodge, +5 natural)
hp 216 (16d8+144)
Fort +13, Ref +12, Will +13
DR 10/adamantine and magic; Immune fire, mind-affecting effects; Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +19 (1d8+6)
Special Attacks body thief, dream-eating, psychic assault, sneak attack +3d6
th
Spell-Like Abilities (CL 16 , concentration +22)

Constant detect magic


At will confusion (Will DC 20, single target only), daze monster (Will DC 18, no HD limit), inflict serious
wounds (Fort DC 19), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 22 (+6), Dex 24 (+7), Con 27 (+8), Int 18 (+4), Wis 12 (+1), Cha 22 (+6)
Base Atk +12; CMB +18; CMD 36 (40 vs. trip)
Feats Dodge, Improved Initiative, Improved Natural Attack (claws), Iron Will, Mobility, Nimble Moves, Toughness,
Weapon Finesse
Skills Bluff +30, Disguise +22, Knowledge (local) +23, Knowledge (planes) +23, Knowledge (religion) +23,
Perception +28, Sense Motive +17, Stealth +34, Use Magic Device +22;
Racial Modifiers +8 Bluff, +8 Knowledge (planes), +8 Knowledge (religion), +8 Perception, +8 Stealth
Languages Undercommon (cannot speak), telepathy 100 ft.
Special Abilities
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
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 16. Will save DC 24 negates.
Sleeping creature gets -2 penalty to save but wakes up if save is successful.
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 24 negates.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell

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The Lazy GM

Fiendish Intellect Devourer (8HD) CR 9


XP 6400
CE Small aberration (evil, extraplanar)
Init +10; Senses blindsight 60 ft., detect magic; Perception +19
Defence
AC 22, touch 17, flat-footed 16 (+6 Dex, +5 natural, +1 size)
hp 84 (8d8+48)
Fort +7, Ref +8, Will +8
DR 10/adamantine and magic and 5/good; Immune fire, mind-affecting effects; Resist cold 20, electricity 20,
sonic 20; SR 23
Weaknesses vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +13 (1d4+1)
Special Attacks body thief, smite good (1/day, +3 attack, +8 damage until target is dead), sneak attack +3d6
th
Spell-Like Abilities (CL 8 , concentration +11)

Constant detect magic


At will confusion (Will DC 17, single target only), daze monster (Will DC 15, no HD limit), inflict serious
wounds (Fort DC 16), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 12 (+1), Dex 23 (+6), Con 21 (+5), Int 16 (+3), Wis 10 (+0), Cha 17 (+3)
Base Atk +6; CMB +6; CMD 22 (26 vs. trip)
Feats Improved Initiative, Iron Will, Toughness, Weapon Finesse
Skills Bluff +19, Disguise +11, Knowledge (local) +14, Perception +19, Sense Motive +8, Stealth +29,
Use Magic Device +11; Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Languages Undercommon (cannot speak), telepathy 100 ft.
Special Abilities
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell.

262
Freaks and Horrors

Medium Fiendish Intellect Devourer (14HD) CR 12


XP 19200
CE Medium aberration (evil, extraplanar)
Init +9; Senses blindsight 60 ft., detect magic; Perception +25
Defence
AC 21, touch 16, flat-footed 15 (+5 Dex, +1 dodge, +5 natural)
hp 161 (14d8+98)
Fort +10, Ref +9, Will +11
DR 10/adamantine, good and magic; Immune fire, mind-affecting effects; Resist cold 20, electricity 20, sonic 20;
SR 23
Weaknesses vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +15 (1d8+3)
Special Attacks body thief, smite good (1/day, +4 attack, +14 damage until target is dead), sneak attack +3d6
th
Spell-Like Abilities (CL 14 , concentration +18)

Constant detect magic


At will confusion (Will DC 18, single target only), daze monster (Will DC 16, no HD limit), inflict serious
wounds (Fort DC 17), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 16 (+3), Dex 21 (+5), Con 23 (+6), Int 16 (+3), Wis 10 (+0), Cha 18 (+4)
Base Atk +10; CMB +13; CMD 29 (33 vs. trip)
Feats Dodge, Improved Initiative, Improved Natural Attack (claws), Iron Will, Nimble Moves, Toughness,
Weapon Finesse
Skills Bluff +26, Disguise +18, Knowledge (local) +20, Perception +25, Sense Motive +14, Stealth +30,
Use Magic Device +18; Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Special Abilities
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell.

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The Lazy GM

Intellect Devourer Dreamshadow CR 13


XP 25600
CE Small aberration crossblooded sorcerer 5
Init +12; Senses blindsight 60 ft., detect magic; Perception +21
Defence
AC 23, touch 18, flat-footed 16 (+7 Dex, +5 natural, +1 size)
hp 123 (8d8+5d6+70)
Fort +7, Ref +10, Will +12
DR 10/adamantine and magic; Immune fire, mind-affecting effects; Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses -2 to Will saves, vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +16 (1d4+1)
Special Attacks body thief, sneak attack +3d6
th
Sorcerer Spells Known (CL 5 , concentration +11)
nd
2 level (5/day, save DC 18) augury*, detect thoughts
st
1 level (7/day, save DC 17) magic missile, memory lapse, ray of enfeeblement*, shield
th
0 level (At will, save DC 16) bleed, flare, mage hand, resistance, touch of fatigue
th
Spell-Like Abilities (CL 13 , concentration +19)

Constant detect magic


At will confusion (Will DC 20, single target only), daze monster (Will DC 18, no HD limit), inflict serious
wounds (Fort DC 19), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 12 (+1), Dex 25 (+7), Con 19 (+4), Int 18 (+4), Wis 14 (+2), Cha 22 (+6)
Base Atk +8; CMB +8; CMD 25 (29 vs. trip)
Feats Arcane Strike, Eschew Materials*, Improved Counterspell, Improved Initiative, Iron Will,
Spell Focus (enchantment), Toughness, Weapon Finesse
Skills Bluff +30, Disguise +14, Intimidate +14, Knowledge (arcana) +12, Knowledge (local) +15, Perception +21,
Sense Motive +18, Spellcraft +15, Stealth +35, Use Magic Device +22; Racial Modifiers +8 Bluff, +8 Perception,
+8 Stealth
Languages Undercommon (cannot speak), telepathy 100 ft.
Special Qualities bloodline (dreamspun/shadow), bloodline arcana, bloodline powers (combat precognition, lullaby),
cantrips, crossblooded
Special Abilities
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Combat Precognition (Su): An intellect devourer dreamshadow gains a +1 insight bonus to initiative.
Lullaby (Sp): 9/day an intellect devourer dreamshadow can use lullaby as a spell-like effect. The duration is 1 minute
and does not require concentration. The effect gives a -4 penalty to saves against sleep effects.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell.

264
Freaks and Horrors

Superior Intellect Devourer Dreamshadow CR 18


XP 153600
CE Small aberration crossblooded sorcerer 10
Init +14; Senses blindsight 60 ft., detect magic; Perception +21
Defence
AC 23, touch 18, flat-footed 16 (+7 Dex, +5 natural, +1 size)
hp 171 (8d8+10d6+100)
Fort +9, Ref +12, Will +15
DR 10/adamantine and magic; Immune fire, mind-affecting effects; Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses -2 to Will saves, vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +19 (1d4+1)
Special Attacks body thief, sneak attack +3d6
th
Sorcerer Spells Known (CL 10 , concentration +16)
th
4 level (6/day, save DC 20) phantasmal killer, shadow conjuration*
rd
3 level (7/day, save DC 19) deep slumber*, dispel magic, major image
nd
2 level (7/day, save DC 18) alter self, augury*, detect thoughts, mirror image
st
1 level (7/day, save DC 17) expeditious retreat, magic missile, memory lapse, ray of enfeeblement*,
shield
th
0 level (At will, save DC 16) bleed, dancing lights, flare, ghost sound, mage hand, ray of frost,
resistance, touch of fatigue
th
Spell-Like Abilities (CL 18 , concentration +24)

Constant detect magic


At will confusion (Will DC 20, single target only), daze monster (Will DC 18, no HD limit), inflict serious
wounds (Fort DC 19), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 12 (+1), Dex 25 (+7), Con 19 (+4), Int 18 (+4), Wis 14 (+2), Cha 23 (+6)
Base Atk +11; CMB +11; CMD 28 (32 vs. trip)
Feats Arcane Strike, Blind-Fight*, Combat Expertise, Eschew Materials*, Improved Counterspell, Improved Initiative,
Iron Will, Spell Focus (enchantment), Tenebrous Spell, Toughness, Weapon Finesse
Skills Bluff +30, Disguise +14, Intimidate +19, Knowledge (arcana) +17, Knowledge (local) +15, Perception +21,
Sense Motive +23, Spellcraft +20, Stealth +40, Use Magic Device +27; Racial Modifiers +8 Bluff, +8 Perception,
+8 Stealth
Languages Undercommon (cannot speak), telepathy 100 ft.
Special Qualities bloodline (dreamspun/shadow), bloodline arcana, bloodline powers (combat precognition,
dreamshaper, lullaby), cantrips, crossblooded
Special Abilities
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Combat Precognition (Su): An intellect devourer dreamshadow gains a +3 insight bonus to initiative.
Dreamshaper (Su): 1/day an intellect devourer dreamshadow can manipulate the dreamscape of sleeping creatures.
This can be used to alter memories as a modify memory spell, or gain information as a speak with dead spell. Will
save DC 21 negates, with other modifiers as per a nightmare spell.
Lullaby (Sp): 9/day an intellect devourer dreamshadow can use lullaby as a spell-like effect. The duration is 1 minute
and does not require concentration. The effect gives a -4 penalty to saves against sleep effects.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell.

265
The Lazy GM

Master Intellect Devourer Dreamshadow CR 23


XP 819200
CE Small aberration crossblooded sorcerer 15
Init +15; Senses blindsight 60 ft., detect magic; Perception +24
Defence
AC 23, touch 18, flat-footed 16 (+7 Dex, +5 natural, +1 size)
hp 218 (8d8+15d6+130)
Fort +11, Ref +14, Will +17
DR 10/adamantine and magic; Immune fire, mind-affecting effects; Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses -2 to Will saves, vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +21 (1d4+1)
Special Attacks body thief, sneak attack +3d6
th
Sorcerer Spells Known (CL 15 , concentration +22)
th
7 level (5/day, save DC 24) hungry darkness, power word blind*
th
6 level (7/day, save DC 23) antimagic field, shadow walk*, true seeing
th
5 level (7/day, save DC 22) false vision, feeblemind, possess object, shadow evocation*
th
4 level (7/day, save DC 21) phantasmal killer, scrying, shadow conjuration*, shadow projection
rd
3 level (7/day, save DC 20) deep slumber*, dispel magic, major image, nondetection
nd
2 level (7/day, save DC 19) alter self, augury*, detect thoughts, false life, mirror image
st
1 level (7/day, save DC 18) expeditious retreat, magic missile, memory lapse, ray of enfeeblement*,
shield
th
0 level (At will, save DC 17) bleed, dancing lights, flare, ghost sound, mage hand, ray of frost,
resistance, touch of fatigue
rd
Spell-Like Abilities (CL 23 , concentration +30)

Constant detect magic


At will confusion (Will DC 21, single target only), daze monster (Will DC 19, no HD limit), inflict serious
wounds (Fort DC 20), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 12 (+1), Dex 25 (+7), Con 19 (+4), Int 18 (+4), Wis 14 (+2), Cha 24 (+7)
Base Atk +13; CMB +13; CMD 30 (34 vs. trip)
Feats Arcane Shield, Arcane Strike, Blind-Fight*, Combat Expertise, Eschew Materials*, Improved Counterspell,
Improved Initiative, Iron Will, Silent Spell*, Spell Focus (enchantment), Stealthy, Still Spell, Tenebrous Spell,
Toughness, Weapon Finesse
Skills Bluff +31, Disguise +17, Escape Artist +9, Intimidate +25, Knowledge (arcana) +27, Knowledge (local) +15,
Perception +24, Sense Motive +23, Spellcraft +25, Stealth +44, Use Magic Device +33; Racial Modifiers +8 Bluff,
+8 Perception, +8 Stealth
Languages Undercommon (cannot speak), telepathy 100 ft.
Special Qualities bloodline (dreamspun/shadow), bloodline arcana, bloodline powers (combat precognition,
dreamshaper, enveloping darkness, lullaby), cantrips, crossblooded
Special Abilities
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Combat Precognition (Su): An intellect devourer dreamshadow gains a +4 insight bonus to initiative.
Dreamshaper (Su): 1/day an intellect devourer dreamshadow can manipulate the dreamscape of sleeping creatures.
This can be used to alter memories as a modify memory spell, or gain information as a speak with dead spell. Will
save DC 24 negates, with other modifiers as per a nightmare spell.
Enveloping Darkness (Su): 1/day an intellect devourer dreamshadow can create an area of deeper darkness that
only it can see through. All other creatures within the area are entangled unless using freedom of movement or a
similar effect.
Lullaby (Sp): 10/day an intellect devourer dreamshadow can use lullaby as a spell-like effect. The duration is 1
minute and does not require concentration. The effect gives a -4 penalty to saves against sleep effects.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell.

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Freaks and Horrors

Intellect Devourer Spy CR 12


XP 19200
CE Small aberration rogue 4
Init +12; Senses blindsight 60 ft., detect magic; Perception +21
Defence
AC 25, touch 20, flat-footed 16 (+8 Dex, +1 dodge, +5 natural, +1 size)
hp 118 (8d8+4d8+64)
Fort +7, Ref +14, Will +10
Defensive Abilities evasion, uncanny dodge; DR 10/adamantine and magic; Immune fire, mind-affecting effects;
Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +18 (1d4+1)
Special Attacks body thief, sneak attack +5d6
th
Spell-Like Abilities (CL 12 , concentration +17)

Constant detect magic


At will confusion (Will DC 19, single target only), daze monster (Will DC 17, no HD limit), inflict serious
wounds (Fort DC 18), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 12 (+1), Dex 27 (+8), Con 19 (+4), Int 20 (+5), Wis 12 (+1), Cha 20 (+5)
Base Atk +9; CMB +9; CMD 28 (32 vs. trip)
Feats Combat Expertise, Dodge, Improved Initiative, Iron Will, Toughness, Weapon Finesse
Skills Acrobatics +20, Bluff +25 (+27 with deception), Climb +12, Diplomacy +17, Disguise +17, Escape Artist +20,
Knowledge (local) +17, Linguistics +16, Perception +21, Sense Motive +13, Sleight of Hand +20, Stealth +32,
Survival +13, Use Magic Device +17; Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Languages Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, Undercommon (cannot speak), telepathy
100 ft.
Special Qualities poison use, rogue talent (honeyed words, swift poison), skilled liar
Special Abilities
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+5d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Honeyed Words (Ex): 1/day an intellect devourer spy may roll two dice for a Bluff check and take the better result.
Poison Use (Ex): An intellect devourer spy never risks poisoning itself when applying poison to a blade. This
replaces trap sense.
Skilled Liar (Ex): An intellect devourer spy gains a +2 bonus to Bluff attempts made to deceive somebody. This
replaces trapfinding.
Swift Poison (Ex): An intellect devourer spy may apply poison to a weapon as a move action.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell.

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The Lazy GM

Superior Intellect Devourer Spy CR 16


XP 76800
CE Small aberration rogue 8
Init +13; Senses blindsight 60 ft., detect magic; Perception +25
Defence
AC 26, touch 21, flat-footed 16 (+9 Dex, +1 dodge, +5 natural, +1 size)
hp 160 (8d8+8d8+88)
Fort +8, Ref +17, Will +11
Defensive Abilities evasion, improved uncanny dodge; DR 10/adamantine and magic; Immune fire, mind-affecting
effects; Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +22 (1d4+1)
Special Attacks body thief, sneak attack +7d6
th
Spell-Like Abilities (CL 16 , concentration +21)

Constant detect magic


At will confusion (Will DC 19, single target only), daze monster (Will DC 17, no HD limit), inflict serious
wounds (Fort DC 18), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 12 (+1), Dex 28 (+9), Con 19 (+4), Int 20 (+5), Wis 12 (+1), Cha 20 (+5)
Base Atk +12; CMB +12 (+14 trip); CMD 32 (38 vs. trip)
Feats Combat Expertise, Dodge, Improved Initiative, Improved Trip, Iron Will, Mobility, Toughness, Weapon Finesse
Skills Acrobatics +25, Bluff +29 (+33 with deception), Climb +16, Diplomacy +21, Disguise +21, Escape Artist +25,
Knowledge (local) +21, Linguistics +19, Perception +25, Sense Motive +17, Sleight of Hand +25, Stealth +36,
Survival +16, Use Magic Device +20; Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Languages Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Orc, Sylvan, Undercommon
(cannot speak), telepathy 100 ft.
Special Qualities poison use, rogue talent (befuddling strike, deft palm, honeyed words, swift poison), skilled liar
Special Abilities
Befuddling Strike (Ex): When an intellect devourer spy delivers sneak attack damage to an enemy, that enemy
takes a -2 penalty to attack rolls against the intellect devourer spy for 1d4 rounds.
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+7d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Deft Palm (Ex): An intellect devourer spy can use Sleight of Hand to conceal a weapon in plain sight, even if it is
being observed.
Honeyed Words (Ex): 2/day an intellect devourer spy may roll two dice for a Bluff check and take the better result.
Poison Use (Ex): An intellect devourer spy never risks poisoning itself when applying poison to a blade. This
replaces trap sense.
Skilled Liar (Ex): An intellect devourer spy gains a +4 bonus to Bluff attempts made to deceive somebody. This
replaces trapfinding.
Swift Poison (Ex): An intellect devourer spy may apply poison to a weapon as a move action.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell.

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Freaks and Horrors

Master Intellect Devourer Spy CR 20


XP 307200
CE Small aberration rogue 12
Init +13; Senses blindsight 60 ft., detect magic; Perception +29
Defence
AC 26, touch 21, flat-footed 16 (+9 Dex, +1 dodge, +5 natural, +1 size)
hp 202 (8d8+12d8+112)
Fort +10, Ref +19, Will +13
Defensive Abilities evasion, improved uncanny dodge; DR 10/adamantine and magic; Immune fire, mind-affecting
effects; Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses vulnerability to protection from evil
Offence
Speed 40 ft.
Melee 4 claws +25 (1d4+1)
Special Attacks body thief, sneak attack +9d6
th
Spell-Like Abilities (CL 20 , concentration +25)

Constant detect magic


At will confusion (Will DC 19, single target only), daze monster (Will DC 17, no HD limit), inflict serious
wounds (Fort DC 18), invisibility, reduce person (self only)
3/day cure moderate wounds, globe of invulnerability
Statistics
Str 12 (+1), Dex 28 (+9), Con 19 (+4), Int 20 (+5), Wis 13 (+1), Cha 20 (+5)
Base Atk +15; CMB +15 (+19 trip); CMD 35 (41 vs. trip)
Feats Combat Expertise, Dodge, Greater Trip, Improved Initiative, Improved Trip, Iron Will, Mobility, Spring Attack,
Toughness, Weapon Finesse
Skills Acrobatics +29, Bluff +33 (+39 with deception), Climb +20, Diplomacy +25, Disguise +25, Escape Artist +29,
Knowledge (local) +25, Linguistics +19, Perception +29, Sense Motive +21, Sleight of Hand +29, Stealth +40,
Survival +20, Use Magic Device +24; Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Languages Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Orc, Sylvan, Undercommon
(cannot speak), telepathy 100 ft.
Special Qualities poison use, rogue talent (befuddling strike, deft palm, honeyed words, knock-out blow, master of
disguise, swift poison), skilled liar
Special Abilities
Befuddling Strike (Ex): When an intellect devourer spy delivers sneak attack damage to an enemy, that enemy
takes a -2 penalty to attack rolls against the intellect devourer spy for 1d4 rounds.
Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its
size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is
a coup de grace attempt that inflicts 8d4+9d6+8 points of damage. If the victim is slain (or already dead), the intellect
devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster
spell. The intellect devourer has full access to all of its host's defensive and offensive abilities save for spellcasting
and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not
have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to
uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the
body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity
and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not
harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Deft Palm (Ex): An intellect devourer spy can use Sleight of Hand to conceal a weapon in plain sight, even if it is
being observed.
Honeyed Words (Ex): 2/day an intellect devourer spy may roll two dice for a Bluff check and take the better result.
Knock-Out Blow (Ex): An intellect devourer spy may elect to forgo sneak attack damage and deal a knock-out blow
instead. This deals normal attack damage but instead of sneak attack damage the target falls unconscious for 1d4
rounds. A Fortitude save DC 21 reduces this effect to staggered for 1 round.
Master of Disguise (Ex): 1/day an intellect devourer spy may gain a +10 bonus to a Disguise check.
Poison Use (Ex): An intellect devourer spy never risks poisoning itself when applying poison to a blade. This
replaces trap sense.
Skilled Liar (Ex): An intellect devourer spy gains a +6 bonus to Bluff attempts made to deceive somebody. This
replaces trapfinding.
Swift Poison (Ex): An intellect devourer spy may apply poison to a weapon as a move action.
Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell.

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The Lazy GM

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.

270
Freaks and Horrors

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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The Lazy GM

Large Jackalwere (9HD) CR 5


XP 1600
CE Large magical beast (shapechanger)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +11
Defence
AC 18, touch 13, flat-footed 14 (+2 armour, +3 Dex, +1 dodge, +3 natural, -1 size)
hp 85 (9d10+36)
Fort +10, Ref +9, Will +4
DR 5/cold iron
Offence
Speed 30 ft.
Melee mwk battleaxe +15/+10 (1d10+6/x3), bite +12 (1d8+3) or bite +14 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks sleep gaze, weapon intuition
Statistics
Str 23 (+6), Dex 16 (+3), Con 19 (+4), Int 12 (+1), Wis 12 (+1), Cha 13 (+1)
Base Atk +9; CMB +16; CMD 30
Feats Ability Focus (sleep gaze), Alertness, Dodge, Multiattack, Power Attack
Skills Acrobatics +11, Bluff +9, Perception +11, Sense Motive +3, Stealth +7, Survival +9 ; 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 (+13).
Sleep Gaze (Su): 30 ft. gaze attack, sleep for 3 minutes (a standard action or damage rouses the creature). Will DC
17 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.

272
Freaks and Horrors

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.

Half-Janni Jackalwere (7HD) CR 6


XP 2400
CE Medium outsider (augmented magical beast, shapechanger)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defence
AC 20 touch 16, flat-footed 14 (+2 armour, +5 Dex, +1 dodge, +2 natural)
hp 52 (7d10+14)
Fort +7, Ref +10, Will +5
DR 5/cold iron
Offence
Speed 30 ft., fly 20 ft. (good)
Melee mwk battleaxe +11/+6 (1d8+3/x3), bite +8 (1d6+1) or bite +10 (1d6+4)
Special Attacks sleep gaze, weapon intuition
th
Spell-Like Abiltities (CL 7 , concentration +10)

3/day invisibility (self only), speak with animals


2/day enlarge/reduce person (Fort DC 14)
Statistics
Str 17 (+3), Dex 20 (+5), Con 15 (+2), Int 14 (+2), Wis 16 (+3), Cha 16 (+3)
Base Atk +7; CMB +10; CMD 26
Feats Ability Focus (sleep gaze), Alertness, Dodge, Multiattack
Skills Acrobatics +13, Bluff +12, Fly +9, Perception +14, Sense Motive +5, Stealth +13, Survival +10 ;
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 (+16).
Sleep Gaze (Su): 30 ft. gaze attack, sleep for 3 minutes (a standard action or damage rouses the creature). Will DC
18 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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The Lazy GM

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.

Experienced Jackalwere Bandit CR 6


XP 2400
CE Medium magical beast (shapechanger) rogue 4
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +12
Defence
AC 20, touch 17, flat-footed 13 (+2 armour, +6 Dex, +1 dodge, +1 natural)
hp 52 (3d10+4d8+18)
Fort +6, Ref +13, Will +2
Defensive Abilities evasion, trap sense +1; DR 5/cold iron
Offence
Speed 30 ft.
Melee mwk battleaxe +10/+5 (1d8+3/x3), punch dagger +9/+4 (1d4+3/x3), bite +4 (1d6+1) or bite +9 (1d6+4)
Ranged chakram +13 (1d8+3, 30 ft.)
Special Attacks sneak attack +2d6, 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 +6; CMB +9; CMD 26
Feats Alertness, Dodge, Mobility, Spring Attack, Weapon Focus (chakram)*
Skills Acrobatics +16, Appraise +13, Bluff +14, Climb +13, Craft (trapmaking) +9, Perception +12, Sense Motive +12,
Stealth +16, Survival +9 ; Racial Modifiers +2 Bluff, +2 Survival
Languages Common
Gear leather armour, masterwork battleaxe, punch dagger, chakram, standard treasure
Special Qualities ambush, change shape (human, hybrid and jackal; polymorph), jackal empathy, rogue talent (snap
shot, weapon training), trapfinding
Special Abilities
Ambush (Ex): A jackalwere bandit may make a move action, standard action and swift action in a surprise round, not
just a move or standard action. This repaces uncanny dodge.
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 (+18).
Sleep Gaze (Su): 30 ft. gaze attack, sleep for 3 minutes (a standard action or damage rouses the creature). Will DC
15 negates. A creature that successfully saves cannot be affected by the sleep gaze of that particular jackalwere for
24 hours. A sleep effect.
Snap Shot (Ex): A jackalwere bandit make treat its initiative roll as 20 during a surprise round but only with a ranged
attack. It uses its normal initiative roll in subsequent rounds.
Weapon Intuition (Ex): Proficient with simple and martial melee weapons.

274
Freaks and Horrors

Superior Jackalwere Bandit CR 9


XP 6400
CE Medium magical beast (shapechanger) rogue 7
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +17
Defence
AC 20, touch 17, flat-footed 13 (+2 armour, +6 Dex, +1 dodge, +1 natural)
hp 75 (3d10+7d8+27)
Fort +7, Ref +14, Will +3
Defensive Abilities evasion, trap sense +2; DR 5/cold iron
Offence
Speed 35 ft.
Melee mwk battleaxe +13/+8 (1d8+4/x3), punch dagger +12/+7 (1d4+4/x3), bite +7 (1d6+2) or bite +12 (1d6+6)
Ranged chakram +15 (1d8+4, 30 ft.)
Special Attacks sneak attack +4d6, sleep gaze, weapon intuition
Statistics
Str 18 (+4), Dex 22 (+6), Con 15 (+2), Int 16 (+3), Wis 10 (+0), Cha 14 (+2)
Base Atk +8; CMB +12; CMD 29
Feats Alertness, Dodge, Fleet, Mobility, Spring Attack, Weapon Focus (chakram)*
Skills Acrobatics +19, Appraise +16, Bluff +17, Climb +17, Craft (trapmaking) +15, Intimidate +8, Perception +17,
Sense Motive +17, Stealth +19, Survival +12 ; Racial Modifiers +2 Bluff, +2 Survival
Languages Common
Gear leather armour, masterwork battleaxe, punch dagger, chakram, standard treasure
Special Qualities ambush, change shape (human, hybrid and jackal; polymorph), jackal empathy, rogue talent
(powerful sneak, snap shot, weapon training), trapfinding
Special Abilities
Ambush (Ex): A jackalwere bandit may make a move action, standard action and swift action in a surprise round, not
just a move or standard action. This repaces uncanny dodge.
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 (+21).
Powerful Sneak (Ex): As a full round action a jackalwere bandit can choose to take a -2 penalty to attacks for 1
round, but any 1s rolled for sneak attack damage are treated as 2s.
Sleep Gaze (Su): 30 ft. gaze attack, sleep for 3 minutes (a standard action or damage rouses the creature). Will DC
17 negates. A creature that successfully saves cannot be affected by the sleep gaze of that particular jackalwere for
24 hours. A sleep effect.
Snap Shot (Ex): A jackalwere bandit make treat its initiative roll as 20 during a surprise round but only with a ranged
attack. It uses its normal initiative roll in subsequent rounds.
Weapon Intuition (Ex): Proficient with simple and martial melee weapons.

275
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Master Jackalwere Bandit CR 12


XP 19200
CE Medium magical beast (shapechanger) rogue 10
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +20
Defence
AC 20, touch 17, flat-footed 13 (+2 armour, +6 Dex, +1 dodge, +1 natural)
hp 97 (3d10+10d8+36)
Fort +8, Ref +16, Will +4
Defensive Abilities evasion, trap sense +3; DR 5/cold iron
Offence
Speed 35 ft.
Melee mwk battleaxe +15/+10 (1d8+4/x3), punch dagger +14/+9 (1d4+4/x3), bite +9 (1d6+2) or bite +14 (1d6+6)
Ranged chakram +17 (1d8+4, 30 ft.)
Special Attacks fearsome strike, sneak attack +5d6, sleep gaze, weapon intuition
Statistics
Str 18 (+4), Dex 22 (+6), Con 15 (+2), Int 16 (+3), Wis 10 (+0), Cha 15 (+2)
Base Atk +10; CMB +14; CMD 31
Feats Alertness, Deadly Aim, Distance Thrower, Dodge, Fleet, Mobility, Spring Attack, Weapon Focus (chakram)*
Skills Acrobatics +22, Appraise +19, Bluff +20, Climb +20, Craft (trapmaking) +18, Intimidate +14, Perception +20,
Sense Motive +20, Stealth +22, Survival +15 ; Racial Modifiers +2 Bluff, +2 Survival
Languages Common
Gear leather armour, masterwork battleaxe, punch dagger, chakram, standard treasure
Special Qualities ambush, change shape (human, hybrid and jackal; polymorph), jackal empathy, rogue talent (hide
in plain sight, powerful sneak, snap shot, terrain mastery, weapon training), trapfinding
Special Abilities
Ambush (Ex): A jackalwere bandit may make a move action, standard action and swift action in a surprise round, not
just a move or standard action. This repaces uncanny dodge.
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.
Fearsome Strike (Ex): 2/day, when a jackalwere bandit confirms a critical hit and a sneak attack against an
opponent it may choose to make the opponent frightened for 2 rounds. This replaces improved uncanny dodge and
cannot be used in conjunction with a critical feat.
Hide in Plain Sight (Ex): When in desert terrain a jackalwere bandit can use Stealth to hide even when being
observed.
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 (+24).
Powerful Sneak (Ex): As a full round action a jackalwere bandit can choose to take a -2 penalty to attacks for 1
round, but any 1s rolled for sneak attack damage are treated as 2s.
Sleep Gaze (Su): 30 ft. gaze attack, sleep for 3 minutes (a standard action or damage rouses the creature). Will DC
18 negates. A creature that successfully saves cannot be affected by the sleep gaze of that particular jackalwere for
24 hours. A sleep effect.
Snap Shot (Ex): A jackalwere bandit make treat its initiative roll as 20 during a surprise round but only with a ranged
attack. It uses its normal initiative roll in subsequent rounds.
Terrain Mastery (Ex): When in desert terrain a jackalwere bandit gains a +2 bonus to initiative checks, and to
Knowledge (geography), Perception, Stealth and Survival checks, and it may not be tracked.
Weapon Intuition (Ex): Proficient with simple and martial melee weapons.

276
Freaks and Horrors

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.

Experienced Jackalwere Gunslinger CR 7


XP 3200
CE Medium magical beast (shapechanger) gunslinger 5
Init +10; Senses darkvision 60 ft., low-light vision, scent; Perception +15
Defence
AC 21, touch 18, flat-footed 13 (+2 armour, +6 Dex, +2 dodge, +1 natural)
hp 65 (3d10+5d10+21)
Fort +9, Ref +13, Will +5
Defensive Abilities nimble +1; DR 5/cold iron
Offence
Speed 30 ft.
Melee mwk battleaxe +11/+6 (1d8+2/x3), bite +5 (1d6+1) or bite +10 (1d6+3)
Ranged pistol +15 (1d8+6/x4, 20 ft., misfire 1/5 ft.)
Special Attacks gun training 1 (pistol), sleep gaze, weapon intuition
Statistics
Str 14 (+2), Dex 22 (+6), Con 15 (+2), Int 14 (+2), Wis 16 (+3), Cha 14 (+2)
Base Atk +8; CMB +10; CMD 28
Feats Alertness, Dodge, Extra Grit*, Gunsmithing*, Improved Initiative, Weapon Focus (pistol)
Skills Acrobatics +16, Bluff +15, Perception +15, Sense Motive +10, Stealth +16, Survival +16;
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,
gunslinger initiative, pistol whip, quick clear, utility shot), grit (5 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 (+19).
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.

277
The Lazy GM

Superior Jackalwere Gunslinger CR 10


XP 9600
CE Medium magical beast (shapechanger) gunslinger 8
Init +10; Senses darkvision 60 ft., low-light vision, scent; Perception +20
Defence
AC 22, touch 19, flat-footed 13 (+2 armour, +6 Dex, +3 dodge, +1 natural)
hp 90 (3d10+8d10+30)
Fort +11, Ref +15, Will +6
Defensive Abilities nimble +2; DR 5/cold iron
Offence
Speed 30 ft.
Melee mwk battleaxe +14/+9/+4 (1d8+2/x3), bite +8 (1d6+1) or bite +13 (1d6+3)
Ranged pistol +18 (1d8+6/x4, 20 ft., misfire 1/5 ft.)
Special Attacks gun training 1 (pistol), sleep gaze, weapon intuition
Statistics
Str 14 (+2), Dex 22 (+6), Con 15 (+2), Int 14 (+2), Wis 16 (+3), Cha 14 (+2)
Base Atk +11; CMB +13; CMD 32
Feats Ability Focus (sleep gaze), Alertness, Dodge, Extra Grit (x2)*, Gunsmithing*, Improved Initiative,
Point Blank Shot, Weapon Focus (pistol)
Skills Acrobatics +19, Bluff +18, Perception +20, Sense Motive +13, Stealth +19, Survival +19;
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, dead shot, gunslingers
dodge, gunslinger initiative, pistol whip, quick clear, startling shot, targeting, utility shot), grit (7 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 (+22).
Sleep Gaze (Su): 30 ft. gaze attack, sleep for 3 minutes (a standard action or damage rouses the creature). Will DC
19 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.

278
Freaks and Horrors

Master Jackalwere Gunslinger CR 13


XP 25600
CE Medium magical beast (shapechanger) gunslinger 11
Init +10; Senses darkvision 60 ft., low-light vision, scent; Perception +23
Defence
AC 22, touch 19, flat-footed 13 (+2 armour, +6 Dex, +3 dodge, +1 natural)
hp 116 (3d10+11d10+39)
Fort +12, Ref +16, Will +7
Defensive Abilities nimble +2; DR 5/cold iron
Offence
Speed 30 ft.
Melee mwk battleaxe +17/+12/+7 (1d8+2/x3), bite +11 (1d6+1) or bite +16 (1d6+3)
Ranged pistol +21 (1d8+6/x4, 20 ft., misfire 1/5 ft.), musket +20 (1d12+6/x4, 40 ft., misfire 1-2/5 ft.)
Special Attacks gun training 2 (musket, pistol), sleep gaze, weapon intuition
Statistics
Str 14 (+2), Dex 22 (+6), Con 15 (+2), Int 14 (+2), Wis 17 (+3), Cha 14 (+2)
Base Atk +14; CMB +16; CMD 35
Feats Ability Focus (sleep gaze), Alertness, Dodge, Extra Grit (x2)*, Gunsmithing*, Improved Initiative,
Point Blank Shot, Precise Shot*, Rapid Reload (pistol), Weapon Focus (pistol)
Skills Acrobatics +22, Bluff +21, Perception +23, Sense Motive +18, Stealth +22, Survival +22;
Racial Modifiers +2 Bluff, +2 Survival
Languages Common
Gear leather armour, masterwork battleaxe, musket, pistol, black powder, 20 shots, standard treasure
Special Qualities change shape (human, hybrid and jackal; polymorph), deeds (bleeding wound, deadeye, dead
shot, expert loading, gunslingers dodge, gunslinger initiative, lightning reload, pistol whip, quick clear, startling shot,
targeting, utility shot), grit (7 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 (+25).
Sleep Gaze (Su): 30 ft. gaze attack, sleep for 3 minutes (a standard action or damage rouses the creature). Will DC
21 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.

279
The Lazy GM

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.

280
Freaks and Horrors

Experienced Jackalwere Magus CR 8


XP 4800
CE Medium magical beast (shapechanger) magus 6
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Defence
AC 17, touch 14, flat-footed 13 (+2 armour, +4 Dex, +1 natural)
hp 76 (3d10+6d8+33)
Fort +11, Ref +9, Will +7
DR 5/cold iron
Offence
Speed 30 ft.
Melee mwk khopesh +14/+9 (1d8+5/19-20), bite +7 (1d6+2) or bite +12 (1d6+7)
Special Attacks sleep gaze, spell combat, spellstrike, weapon intuition
th
Magus Spells Prepared (CL 6 , concentration +9)
nd
2 level (4/day, save DC 15) cats grace, invisibility, mirror image, stone call
st
1 level (5/day, save DC 14) burning hands, jump, shield, shocking grasp, true strike
th
0 level (At will, save DC 13) dancing lights, 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
nd
grasp, true strike, 2 acid arrow, blur, cats grace, invisibility, mirror image, stone call.
Statistics
Str 20 (+5), Dex 19 (+4), Con 17 (+3), Int 17 (+3), Wis 12 (+1), Cha 10 (+0)
Base Atk +7; CMB +12 (+14 trip); CMD 26 (28 vs. trip)
Feats Alertness, Combat Expertise, Exotic Weapon Proficiency (khopesh), Improved Initiative, Improved Trip,
Weapon Focus (khopesh)*
Skills Acrobatics +12, Bluff +6, Knowledge (arcana) +11, Perception +10, Ride +12, Sense Motive +6, Spellcraft +11,
Stealth +12, Survival +7, Use Magic Device +8 ; Racial Modifiers +2 Bluff, +2 Survival
Languages Common
Gear leather armour, masterwork khopesh, spellbook, standard treasure
Special Qualities arcane pool (6 points), cantrips, change shape (human, hybrid and jackal; polymorph), jackal
empathy, magus arcana (enduring blade, spell shield), spell recall
Special Abilities
Arcane Pool (Su): A jackalwere magus has a pool of 6 points. It can spend 1 point as a swift action to grant a held
weapon up to a +2 enhancement bonus for 6 minutes, including, if desired, any of the dancing, flaming, flaming burst,
frost, icy burst, keen, shock, shocking burst, speed or vorpal properties as long as the total enhancement bonus is +2
or lower.
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
14 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 Recall (Su): As a swift action a jackalwere magus can recall any spell that it has already cast, by expending
points from its arcane pool equal to the level of the spell. The spell is restored to the list of spells prepared.
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.

281
The Lazy GM

Superior Jackalwere Magus CR 11


XP 12800
CE Medium magical beast (shapechanger) magus 9
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +12
Defence
AC 17, touch 14, flat-footed 13 (+2 armour, +4 Dex, +1 natural)
hp 102 (3d10+9d8+45)
Fort +12, Ref +10, Will +8
DR 5/cold iron
Offence
Speed 30 ft.
Melee mwk khopesh +16/+11 (1d8+5/19-20), bite +9 (1d6+2) or bite +14 (1d6+7)
Special Attacks improved spell combat, sleep gaze, spellstrike, weapon intuition
th
Magus Spells Prepared (CL 9 , concentration +13)
rd
3 level (4/day, save DC 17) burst of speed, fly, keen edge, lightning bolt
nd
2 level (5/day, save DC 16) acid arrow, cats grace, invisibility, mirror image, stone call
st
1 level (6/day, save DC 15) burning hands, flare burst, jump, shield, shocking grasp, true strike
th
0 level (At will, save DC 14) dancing lights, 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
nd rd
grasp, true strike, 2 acid arrow, blur, cats grace, invisibility, mirror image, stone call, 3 burst of speed, fly, keen
edge, lightning bolt, slow, versatile weapon.
Statistics
Str 20 (+5), Dex 19 (+4), Con 17 (+3), Int 18 (+4), Wis 12 (+1), Cha 10 (+0)
Base Atk +9; CMB +14 (+16 trip); CMD 28 (30 vs. trip)
Feats Alertness, Combat Expertise, Exotic Weapon Proficiency (khopesh), Improved Feint, Improved Initiative,
Improved Trip, Weapon Focus (khopesh)*
Skills Acrobatics +13, Bluff +8, Knowledge (arcana) +13, Perception +12, Ride +13, Sense Motive +9, Spellcraft +13,
Stealth +13, Survival +9, Use Magic Device +9 ; Racial Modifiers +2 Bluff, +2 Survival
Languages Common
Gear leather armour, masterwork khopesh, spellbook, standard treasure
Special Qualities arcane pool (8 points), cantrips, change shape (human, hybrid and jackal; polymorph), jackal
empathy, knowledge pool, magus arcana (accurate strike, enduring blade, spell shield), medium armour, spell recall
Special Abilities
Accurate Strike (Ex): A jackalwere magus can expend 2 points from its arcane pool as a swift action. All melee
weapon attacks made until the end of its turn are resolved as melee touch attacks.
Arcane Pool (Su): A jackalwere magus has a pool of 8 points. It can spend 1 point as a swift action to grant a held
weapon up to a +3 enhancement bonus for 6 minutes, including, if desired, any of the dancing, flaming, flaming burst,
frost, icy burst, keen, shock, shocking burst, speed or vorpal properties as long as the total enhancement bonus is +3
or lower.
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).
Knowledge Pool (Su): A jackalwere magus can expend up to 4 points from its arcane pool and for each point
prepare one magus spell not currently in its spellbook. These spells can be re-used with spell recall but only until it
next prepares spells.
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.
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. It gains a +2 bonus to concentration checks when doing so.
Spell Recall (Su): As a swift action a jackalwere magus can recall any spell that it has already cast, by expending
points from its arcane pool equal to the level of the spell. The spell is restored to the list of spells prepared.
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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Freaks and Horrors

Master Jackalwere Magus CR 14


XP 38400
CE Medium magical beast (shapechanger) magus 12
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +13
Defence
AC 17, touch 14, flat-footed 13 (+2 armour, +4 Dex, +1 natural)
hp 127 (3d10+12d8+57)
Fort +14, Ref +11, Will +10
DR 5/cold iron
Offence
Speed 30 ft.
Melee mwk khopesh +19/+14/+9 (1d8+5/17-20), bite +12 (1d6+2) or bite +17 (1d6+7)
Special Attacks improved spell combat, sleep gaze, spellstrike, weapon intuition
th
Magus Spells Prepared (CL 12 , concentration +16)
th
4 level (4/day, save DC 18) dimension door, phantasmal killer, river of wind, stoneskin
rd
3 level (5/day, save DC 17) burst of speed, fly, keen edge, lightning bolt, slow
nd
2 level (6/day, save DC 16) acid arrow, blur, cats grace, invisibility, mirror image, stone call
st
1 level (6/day, save DC 15) burning hands, flare burst, jump, shield, shocking grasp, true strike
th
0 level (At will, save DC 14) dancing lights, 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
nd rd
grasp, true strike, 2 acid arrow, blur, cats grace, invisibility, mirror image, stone call, 3 burst of speed, fly, keen
th
edge, lightning bolt, slow, versatile weapon, 4 dimension door, fire shield, phantasmal killer, river of wind,
stoneskin, wall of fire.
Statistics
Str 20 (+5), Dex 19 (+4), Con 17 (+3), Int 18 (+4), Wis 12 (+1), Cha 10 (+0)
Base Atk +12; CMB +17 (+19 trip); CMD 31 (33 vs. trip)
Feats Alertness, Bleeding Critical, Combat Expertise, Critical Focus, Exotic Weapon Proficiency (khopesh),
Improved Critical (khopesh), Improved Feint, Improved Initiative, Improved Trip, Weapon Focus (khopesh)*
Skills Acrobatics +15, Bluff +10, Knowledge (arcana) +15, Perception +13, Ride +15, Sense Motive +11,
Spellcraft +15, Stealth +15, Survival +10, Use Magic Device +11 ; Racial Modifiers +2 Bluff, +2 Survival
Languages Common
Gear leather armour, masterwork khopesh, spellbook, standard treasure
Special Qualities arcane pool (10 points), cantrips, change shape (human, hybrid and jackal; polymorph), fighter
training, improved spell recall, jackal empathy, knowledge pool, magus arcana (accurate strike, dispelling strike,
enduring blade, spell shield), medium armour
Special Abilities
Accurate Strike (Ex): A jackalwere magus can expend 2 points from its arcane pool as a swift action. All melee
weapon attacks made until the end of its turn are resolved as melee touch attacks.
Arcane Pool (Su): A jackalwere magus has a pool of 10 points. It can spend 1 point as a swift action to grant a held
weapon up to a +3 enhancement bonus for 6 minutes, including, if desired, any of the dancing, flaming, flaming burst,
frost, icy burst, keen, shock, shocking burst, speed or vorpal properties as long as the total enhancement bonus is +3
or lower.
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.
Dispelling Strike (Su): As a swift action a jackalwere magus can expend points from its arcane pool to imbue its
weapon with a dispelling property for 1 minute. The next creature struck is affected as if by a targeted dispel magic
th
spell (CL 12 ), except that the effect will not dispel spells with a higher level than the number of points imbued in the
effect. Once the strike is made the effect dissipates whether the dispel is effective or not.
Improved Spell Recall (Su): As a swift action a jackalwere magus can recall any spell that it has already cast, by
expending points from its arcane pool equal to half the level of the spell (minimum 1), or can prepare any other spell
of the same level from its spellbook by expending points from its arcane pool equal to the spells level. The spell is
restored to the list of spells prepared.
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 (+14).
Knowledge Pool (Su): A jackalwere magus can expend up to 4 points from its arcane pool and for each point
prepare one magus spell not currently in its spellbook. These spells can be re-used with spell recall but only until it
next prepares spells.
Sleep Gaze (Su): 30 ft. gaze attack, sleep for 3 minutes (a standard action or damage rouses the creature). Will DC
17 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. It gains a +2 bonus to concentration checks when doing so.
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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The Lazy GM

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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Freaks and Horrors

Huge Kamadan (9HD) CR 6


XP 2400
NE Huge magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9
Defence
AC 19, touch 11, flat-footed 16 (+2 Dex, +1 dodge, +8 natural, -2 size)
hp 94 (9d10+45)
Fort +11, Ref +8, Will +4
Offence
Speed 40 ft.
Melee bite +14 (1d8+7), 2 claws +14 (1d4+7), snakes +9 (1d6+3)
Space 15 ft.; Reach 10 ft. (15 ft. with snakes)
Special Attacks breath weapon (30 ft. cone, sleep, Fortitude save DC 19 negates, usable every 1d4 rounds),
pounce, snakes
Statistics
Str 25 (+7), Dex 14 (+2), Con 20 (+5), Int 5 (-3), Wis 12 (+1), Cha 9 (-1)
Base Atk +9; CMB +18; CMD 31 (35 vs. trip)
Feats Combat Reflexes, Dodge, Mobility, Nimble Moves, Spring Attack
Skills Acrobatics +7 (+11 when jumping), Perception +9, Stealth +3; 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 19
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.

Huge Kamadan (10HD) CR 7


XP 3200
NE Huge magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9
Defence
AC 19, touch 11, flat-footed 16 (+2 Dex, +1 dodge, +8 natural, -2 size)
hp 105 (10d10+50)
Fort +12, Ref +9, Will +4
Offence
Speed 40 ft.
Melee bite +15 (1d8+7), 2 claws +15 (1d4+7), snakes +10 (1d6+3)
Space 15 ft.; Reach 10 ft. (15 ft. with snakes)
Special Attacks breath weapon (30 ft. cone, sleep, Fortitude save DC 20 negates, usable every 1d4 rounds),
pounce
Statistics
Str 25 (+7), Dex 14 (+2), Con 20 (+5), Int 5 (-3), Wis 12 (+1), Cha 9 (-1)
Base Atk +10; CMB +19; CMD 32 (36 vs. trip)
Feats Combat Reflexes, Dodge, Mobility, Nimble Moves, Spring Attack
Skills Acrobatics +8 (+12 when jumping), Perception +9, Stealth +3; 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 20
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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The Lazy GM

Huge Kamadan (11HD) CR 8


XP 4800
NE Huge magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Defence
AC 19, touch 11, flat-footed 16 (+2 Dex, +1 dodge, +8 natural, -2 size)
hp 115 (11d10+55)
Fort +12, Ref +9, Will +4
Offence
Speed 40 ft.
Melee bite +16 (1d8+7), 2 claws +16 (1d6+7), snakes +11 (1d6+3)
Space 15 ft.; Reach 10 ft. (15 ft. with snakes)
Special Attacks breath weapon (30 ft. cone, sleep, Fortitude save DC 20 negates, usable every 1d4 rounds),
pounce, snakes
Statistics
Str 25 (+7), Dex 14 (+2), Con 20 (+5), Int 5 (-3), Wis 12 (+1), Cha 9 (-1)
Base Atk +11; CMB +20; CMD 33 (37 vs. trip)
Feats Combat Reflexes, Dodge, Improved Natural Attack (claws), Mobility, Nimble Moves, Spring Attack
Skills Acrobatics +8 (+12 when jumping), Perception +10, Stealth +3; 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 20
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.

286
Freaks and Horrors

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.

Cave Kamadan (7HD) CR 6


XP 2400
NE Large magical beast
Init +1; Senses blindsight, darkvision 60 ft., low-light vision, scent; Perception +8
Defence
AC 17, touch 11, flat-footed 15 (+1 Dex, +1 dodge, +6 natural, -1 size)
hp 66 (7d10+28)
Fort +9, Ref +6, Will +3
Weaknesses light blindness
Offence
Speed 40 ft., climb 20 ft.
Melee bite +10 (1d6+4), 2 claws +10 (1d3+4), snakes +5 (1d4+2)
Space 10 ft.; Reach 5 ft. (10 ft. with snakes)
Special Attacks breath weapon (30 ft. cone, sleep, Fortitude save DC 17 negates, usable every 1d4 rounds),
pounce, snakes
Statistics
Str 19 (+4), Dex 13 (+1), Con 18 (+4), Int 3 (-4), Wis 12 (+1), Cha 9 (-1)
Base Atk +7; CMB +12; CMD 24 (28 vs. trip)
Feats Combat Reflexes, Dodge, Mobility, Spring Attack
Skills Acrobatics +6 (+10 when jumping), Climb +12, Perception +8, Stealth +5 (+9 in areas of natural stone);
Racial Modifiers +4 Stealth (+8 in areas of natural stone)
Languages Aklo
Special Abilities
Breath Weapon (Su): 30 ft. cone of gas that makes living creatures fall asleep for 5 minutes (Fortitude save DC 17
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.

Huge Cave Kamadan (10HD) CR 7


XP 3200
NE Huge magical beast
Init +1; Senses blindsight, darkvision 60 ft., low-light vision, scent; Perception +9
Defence
AC 18, touch 9, flat-footed 17 (+1 Dex, +9 natural, -2 size)
hp 125 (10d10+70)
Fort +15, Ref +8, Will +6
Weaknesses light blindness
Offence
Speed 40 ft.
Melee bite +17 (1d8+8), 2 claws +16 (1d4+8), snakes +11 (1d6+4)
Space 15 ft.; Reach 10 ft. (15 ft. with snakes)
Special Attacks breath weapon (30 ft. cone, sleep, Fortitude save DC 21 negates, usable every 1d4 rounds),
pounce, snakes
Statistics
Str 27 (+8), Dex 12 (+1), Con 22 (+6), Int 3 (-4), Wis 12 (+1), Cha 9 (-1)
Base Atk +10; CMB +20; CMD 31 (35 vs. trip)
Feats Great Fortitude, Iron Will, Nimble Moves, Toughness, Weapon Focus (bite)
Skills Acrobatics +7 (+11 when jumping), Climb +16, Perception +9, Stealth +2 (+6 in areas of natural stone);
Racial Modifiers +4 Stealth (+8 in areas of natural stone)
Languages Aklo
Special Abilities
Breath Weapon (Su): 30 ft. cone of gas that makes living creatures fall asleep for 5 minutes (Fortitude save DC 21
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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The Lazy GM

Half-Dragon Kamadan (7HD) CR 7


XP 3200
NE Large dragon
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +11
Defence
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, -1 size)
hp 80 (7d10+42)
Fort +11, Ref +7, Will +3
Immune acid, paralysis, sleep
Offence
Speed 40 ft., fly 80 ft. (average)
Melee bite +13 (1d6+7), 2 claws +13 (1d3+7), snakes +8 (1d4+3)
Space 10 ft.; Reach 5 ft. (10 ft. with snakes)
Special Attacks breath weapon (30 ft. cone, sleep, Fortitude save DC 19 negates, usable every 1d4 rounds), breath
weapon (1/day, 30 ft. cone of acid, 7d6 acid damage, Reflex DC 19 for half), pounce, snakes
Statistics
Str 25 (+7), Dex 15 (+2), Con 22 (+6), Int 7 (-2), Wis 12 (+1), Cha 11 (+0)
Base Atk +7; CMB +15; CMD 28 (32 vs. trip)
Feats Combat Reflexes, Dodge, Mobility, Spring Attack
Skills Acrobatics +12 (+16 when jumping), Fly +10, Perception +11, Stealth +12; 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 19
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.

Huge Half-Dragon Kamadan (10HD) CR 9


XP 6400
NE Huge dragon
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defence
AC 23, touch 11, flat-footed 20 (+2 Dex, +1 dodge, +12 natural, -2 size)
hp 135 (10d10+80)
Fort +15, Ref +9, Will +4
Immune acid, paralysis, sleep
Offence
Speed 40 ft., fly 80 ft. (average)
Melee bite +19 (1d8+11), 2 claws +19 (1d4+11), snakes +14 (1d6+5)
Space 15 ft.; Reach 10 ft. (15 ft. with snakes)
Special Attacks breath weapon (30 ft. cone, sleep, Fortitude save DC 23 negates, usable every 1d4 rounds), breath
weapon (1/day, 30 ft. cone of acid, 10d6 acid damage, Reflex DC 23 for half), pounce, snakes
Statistics
Str 33 (+11), Dex 14 (+2), Con 26 (+8), Int 7 (-2), Wis 12 (+1), Cha 11 (+0)
Base Atk +10; CMB +23; CMD 36 (40 vs. trip)
Feats Combat Reflexes, Dodge, Mobility, Nimble Moves, Spring Attack
Skills Acrobatics +15 (+19 when jumping), Fly +11, Perception +14, Stealth +11; 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 23
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.

288
Freaks and Horrors

Missing Kamadan (5HD) CR 7


XP 3200
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
Defensive Abilities displacement, evasion
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 +7; Racial Modifiers +9 Stealth
Languages Aklo
Special Qualities invisibility, shadowed
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.
Displacement (Su): A missing kamadan always appears about 2 ft. from its actual location and gains a 50 % miss
chance to all attacks made against it. A true seeing spell reveals its actual location.
Invisibility (Su): If it does not attack for 1 round, a missing kamadan can become invisible (as the spell) as a free
action. It becomes visible again if it attacks, or if it suffers damage.
Shadowed (Su): A missing kamadan gains a bonus to Stealth equal to Hit Dice and can make Stealth checks even
when observed or in normal or bright light.
Snakes (Ex): A kamadans snakes attack simultaneously. This is always a secondary attack.

Huge Missing Kamadan (9HD) CR 9


XP 6400
NE Huge magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9
Defence
AC 19, touch 11, flat-footed 16 (+2 Dex, +1 dodge, +8 natural, -2 size)
hp 94 (9d10+45)
Fort +11, Ref +8, Will +4
Defensive Abilities displacement, evasion
Offence
Speed 40 ft.
Melee bite +14 (1d8+7), 2 claws +14 (1d4+7), snakes +9 (1d6+3)
Space 15 ft.; Reach 10 ft. (15 ft. with snakes)
Special Attacks breath weapon (30 ft. cone, sleep, Fortitude save DC 19 negates, usable every 1d4 rounds),
pounce, snakes
Statistics
Str 25 (+7), Dex 14 (+2), Con 20 (+5), Int 5 (-3), Wis 12 (+1), Cha 9 (-1)
Base Atk +9; CMB +18; CMD 31 (35 vs. trip)
Feats Combat Reflexes, Dodge, Mobility, Nimble Moves, Spring Attack
Skills Acrobatics +7 (+11 when jumping), Perception +9, Stealth +12; Racial Modifiers +13 Stealth
Languages Aklo
Special Qualities invisibility, shadowed
Special Abilities
Breath Weapon (Su): 30 ft. cone of gas that makes living creatures fall asleep for 5 minutes (Fortitude save DC 19
negates). Slapping or wounding a sleeping creature wakes it, but normal noise does not. This is a sleep effect.
Displacement (Su): A missing kamadan always appears about 2 ft. from its actual location and gains a 50 % miss
chance to all attacks made against it. A true seeing spell reveals its actual location.
Invisibility (Su): If it does not attack for 1 round, a missing kamadan can become invisible (as the spell) as a free
action. It becomes visible again if it attacks, or if it suffers damage.
Shadowed (Su): A missing kamadan gains a bonus to Stealth equal to Hit Dice and can make Stealth checks even
when observed or in normal or bright light.
Snakes (Ex): A kamadans snakes attack simultaneously. This is always a secondary attack.

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The Lazy GM

Shadow Kamadan (5HD) CR 5


XP 1600
NE Large outsider (augmented 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
Defensive Abilities shadow blend; DR 5/magic; Resist cold 10, electricity 10; SR 11
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.
Shadow Blend (Su): In any illumination other than bright light, a shadow kamadan blends into shadows to gain
concealment (20% miss chance). It can suspend or resume this as a free action.
Snakes (Ex): A kamadans snakes attack simultaneously. This is always a secondary attack.

Huge Shadow Kamadan (9HD) CR 7


XP 3200
NE Huge outsider (augmented magical beast)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9
Defence
AC 19, touch 11, flat-footed 16 (+2 Dex, +1 dodge, +8 natural, -2 size)
hp 94 (9d10+45)
Fort +11, Ref +8, Will +4
Defensive Abilities shadow blend; DR 5/magic; Resist cold 10, electricity 10; SR 13
Offence
Speed 40 ft.
Melee bite +14 (1d8+7), 2 claws +14 (1d4+7), snakes +9 (1d6+3)
Space 15 ft.; Reach 10 ft. (15 ft. with snakes)
Special Attacks breath weapon (30 ft. cone, sleep, Fortitude save DC 19 negates, usable every 1d4 rounds),
pounce, snakes
Statistics
Str 25 (+7), Dex 14 (+2), Con 20 (+5), Int 5 (-3), Wis 12 (+1), Cha 9 (-1)
Base Atk +9; CMB +18; CMD 31 (35 vs. trip)
Feats Combat Reflexes, Dodge, Mobility, Nimble Moves, Spring Attack
Skills Acrobatics +7 (+11 when jumping), Perception +9, Stealth +3; 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 19
negates). Slapping or wounding a sleeping creature wakes it, but normal noise does not. This is a sleep effect.
Shadow Blend (Su): In any illumination other than bright light, a shadow kamadan blends into shadows to gain
concealment (20% miss chance). It can suspend or resume this as a free action.
Snakes (Ex): A kamadans snakes attack simultaneously. This is always a secondary attack.

290
Freaks and Horrors

Zombie Kamadan (7HD) CR 3


XP 800
NE Large undead
Init +1; Senses darkvision 60 ft.; Perception +0
Defence
AC 13, touch 10, flat-footed 12 (+1 Dex, +3 natural, -1 size)
hp 38 (7d8+7)
Fort +2, Ref +3, Will +5
DR 5/slashing; Immune undead traits
Offence
Speed 40 ft.
Melee bite +8 (1d6+4), 2 claws +8 (1d3+4), snakes +3 (1d4+2)
Space 10 ft.; Reach 5 ft. (10 ft. with snakes)
Statistics
Str 19 (+4), Dex 13 (+1), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +5; CMB +10; CMD 21 (25 vs. trip)
Feats Toughness*
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

Huge Zombie Kamadan (13HD) CR 6


XP 2400
NE Huge undead
Init +1; Senses darkvision 60 ft.; Perception +0
Defence
AC 13, touch 9, flat-footed 12 (+1 Dex, +4 natural, -2 size)
hp 71 (13d8+13)
Fort +4, Ref +5, Will +8
DR 5/slashing; Immune undead traits
Offence
Speed 40 ft.
Melee bite +15 (1d8+8), 2 claws +15 (1d4+8), snakes +10 (1d6+4)
Space 15 ft.; Reach 10 ft. (15 ft. with snakes)
Statistics
Str 27 (+8), Dex 12 (+1), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +9; CMB +19; CMD 30 (34 vs. trip)
Feats Toughness*
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

291
The Lazy GM

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
th
Spell-Like Abilities (CL 6 , concentration +7)

At will animate rope, shatter (Fort DC 13), stone shape


1/day stone tell
Statistics
Str 19 (+4), Dex 17 (+3), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 13 (+1)
Base Atk +3; CMB +6; CMD 20
Feats Dodge, Mobility, Skill Focus (Perception)
Skills Acrobatics +12, Bluff +10, Craft (rope) +10, Craft (sculpture) +10, Perception +14, Perform (dance) +10,
Stealth +16
Languages Common, Sylvan
Special Qualities stone stride
Special Abilities
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 16 each round or become entangled for 1 round.
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 14 negates. Sonic, mind-affecting effect. Fey are immune.

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
th
Spell-Like Abilities (CL 9 , concentration +11)

At will animate rope, shatter (Fort DC 14), stone shape


1/day stone tell
Statistics
Str 19 (+4), Dex 17 (+3), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 14 (+2)
Base Atk +4; CMB +7; CMD 27
Feats Defensive Combat Training, Dodge, Mobility, Sidestep, Skill Focus (Perception)
Skills Acrobatics +15, Bluff +14, Craft (rope) +13, Craft (sculpture) +13, Perception +17, Perform (dance) +14,
Stealth +19
Languages Common, Sylvan
Special Qualities stone stride
Special Abilities
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.
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 16 negates. Sonic, mind-affecting effect. Fey are immune

292
Freaks and Horrors

Medium Korred (11HD) CR 6


XP 2400
CN Medium fey
Init +2; Senses low-light vision; Perception +22
Defence
AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 71 (11d6+33)
Fort +6, Ref +9, Will +9
DR 5/cold iron; SR 15
Offence
Speed 30 ft.
Melee club +11 (1d6+9)
Special Attacks animated hair, rock throwing (100 ft.), stunning laugh
th
Spell-Like Abilities (CL 11 , concentration +13)

At will animate rope, shatter (Fort DC 14), stone shape


1/day stone tell
Statistics
Str 23 (+6), Dex 15 (+2), Con 16 (+3), Int 12 (+1), Wis 14 (+2), Cha 14 (+2)
Base Atk +5; CMB +11; CMD 30
Feats Defensive Combat Training, Dodge, Mobility, Power Attack, Sidestep, Skill Focus (Perception)
Skills Acrobatics +16, Bluff +16, Craft (rope) +15, Craft (sculpture) +15, Perception +22, Perform (dance) +16,
Stealth +16
Languages Common, Sylvan
Special Qualities stone stride
Special Abilities
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.
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 17 negates. Sonic, mind-affecting effect. Fey are immune

Medium Korred (14HD) CR 7


XP 3200
CN Medium fey
Init +3; Senses low-light vision; Perception +25
Defence
AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 natural)
hp 91 (14d6+42)
Fort +7, Ref +12, Will +11
DR 5/cold iron; SR 15
Offence
Speed 30 ft.
Melee club +13/+8 (1d6+9)
Special Attacks animated hair, rock throwing (100 ft.), stunning laugh
th
Spell-Like Abilities (CL 14 , concentration +16)

At will animate rope, shatter (Fort DC 14), stone shape


1/day stone tell
Statistics
Str 23 (+6), Dex 16 (+3), Con 16 (+3), Int 12 (+1), Wis 14 (+2), Cha 14 (+2)
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 +19, Craft (rope) +18, Craft (sculpture) +18, Perception +25, Perform (dance) +19,
Stealth +20
Languages Common, Sylvan
Special Qualities stone stride
Special Abilities
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.
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 19 negates. Sonic, mind-affecting effect. Fey are immune

293
The Lazy GM

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.

Blighted Korred (6HD) CR 6


XP 2400
CE Small fey
Init +3; Senses darkvision 60 ft., low-light vision; Perception +16
Defence
AC 19, touch 15, flat-footed 15 (+3 Dex, +1 dodge, +4 natural, +1 size)
hp 57 (6d8+30); fast healing 5
Fort +6, Ref +8, Will +7
Defensive Abilities fungal regeneration; DR 10/cold iron and good; Immune disease, paralysis, poison, polymorph;
Resist cold 10, electricity 10; SR 17
Offence
Speed 30 ft.
Melee club +10 (1d4+9)
Ranged thorn throw +7 (1d4+6, 20 ft.)
Special Attacks animated hair, parasitic bond, rock throwing (100 ft.), stunning laugh, thorn throw
th
Spell-Like Abilities (CL 6 , concentration +8)

At will animate rope, shatter (Fort DC 14), stone shape


1/day stone tell
Statistics
Str 23 (+6), Dex 17 (+3), Con 18 (+4), Int 12 (+1), Wis 14 (+2), Cha 15 (+2)
Base Atk +3; CMB +8; CMD 22
Feats Dodge, Mobility, Skill Focus (Perception), Toughness*
Skills Acrobatics +12, Bluff +11, Craft (rope) +10, Craft (sculpture) +10, Knowledge (nature) +3, Perception +16,
Perform (dance) +11, Stealth +18; Racial Modifers +2 Knowledge (nature), +2 Perception, +2 Stealth
Languages Common, Sylvan
Special Qualities stone stride, tainted blood, unity
Special Abilities
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 16 each round or become entangled for 1 round.
Fungal Rejuvenation (Su): As long as a blighted korred is on moist earth within 100 ft. of a blighted tree it has fast
healing 5.
Parasitic Bond (Su): 1/day a blighted korred can cause one of its thrown thorns to burrow into the target. For 5
rounds any damage taken by the korred is halved equally between the korred and the target of the parasitic bond. A
Fortitude save DC 17 negates. This is a curse and a disease effect.
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 15 negates. Sonic, mind-affecting effect. Fey are immune.
Tainted Blood (Ex): Any creature that makes a successful bite attack against a blighted korred, swallows one whole
or otherwise ingests one must make a Fortitude save DC 17 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 korred can hurl a handful of thorns at one target within 20 ft.,
treated as a ranged attack.
Unity (Su): A blighted korred has telepathy with other blighted fey within 100 ft., allowing it to exchange information
but not use the senses of other blighted fey.

294
Freaks and Horrors

Medium Blighted Korred (11HD) CR 8


XP 4800
CE Medium fey
Init +2; Senses low-light vision; Perception +24
Defence
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 115 (11d8+66); fast healing 5
Fort +8, Ref +9, Will +9
Defensive Abilities fungal regeneration; DR 10/cold iron and good; Immune disease, paralysis, poison, polymorph;
Resist cold 10, electricity 10; SR 19
Offence
Speed 30 ft.
Melee club +13 (1d6+12)
Ranged thorn throw +7 (1d6+8, 20 ft.)
Special Attacks animated hair, parasitic bond, rock throwing (100 ft.), stunning laugh, thorn throw
th
Spell-Like Abilities (CL 11 , concentration +14)

At will animate rope, shatter (Fort DC 15), stone shape


1/day stone tell
Statistics
Str 27 (+8), Dex 15 (+2), Con 20 (+5), Int 12 (+1), Wis 14 (+2), Cha 16 (+3)
Base Atk +5; CMB +13; CMD 32
Feats Defensive Combat Training, Dodge, Mobility, Power Attack, Sidestep, Skill Focus (Perception), Toughness*
Skills Acrobatics +16, Bluff +17, Craft (rope) +15, Craft (sculpture) +15, Knowledge (nature) +3, Perception +24,
Perform (dance) +17, Stealth +18; Racial Modifers +2 Knowledge (nature), +2 Perception, +2 Stealth
Languages Common, Sylvan
Special Qualities stone stride, tainted blood, unity
Special Abilities
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.
Fungal Rejuvenation (Su): As long as a blighted korred is on moist earth within 100 ft. of a blighted tree it has fast
healing 5.
Parasitic Bond (Su): 1/day a blighted korred can cause one of its thrown thorns to burrow into the target. For 5
rounds any damage taken by the korred is halved equally between the korred and the target of the parasitic bond. A
Fortitude save DC 20 negates. This is a curse and a disease effect.
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
Tainted Blood (Ex): Any creature that makes a successful bite attack against a blighted korred, swallows one whole
or otherwise ingests one must make a Fortitude save DC 20 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 korred can hurl a handful of thorns at one target within 20 ft.,
treated as a ranged attack.
Unity (Su): A blighted korred has telepathy with other blighted fey within 100 ft., allowing it to exchange information
but not use the senses of other blighted fey.

295
The Lazy GM

Divine Guardian Korred (9HD) CR 6


XP 2400
CN Small fey
Init +7; Senses low-light vision; Perception +24
Defence
AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp 49 (9d6+18); fast healing 5
Fort +5, Ref +9, Will +10
Defensive Abilities ability healing; DR 5/cold iron; Immune disease, mind-affecting effects, poison; SR 15
Weaknesses bound to the faith
Offence
Speed 60 ft.
Melee club +9 (1d4+6)
Special Attacks animated hair, rock throwing (100 ft.), stunning laugh
th
Spell-Like Abilities (CL 9 , concentration +13)

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

296
Freaks and Horrors

Medium Divine Guardian Korred (14HD) CR 8


XP 4800
CN Medium fey
Init +7; Senses low-light vision; Perception +32
Defence
AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 natural)
hp 91 (14d6+42); fast healing 5
Fort +7, Ref +12, Will +13
Defensive Abilities ability healing; DR 5/cold iron; Immune disease, mind-affecting effects, poison; SR 15
Weaknesses bound to the faith
Offence
Speed 60 ft.
Melee club +13/+8 (1d6+9)
Special Attacks animated hair, rock throwing (100 ft.), stunning laugh
th
Spell-Like Abilities (CL 14 , concentration +18)

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

297
The Lazy GM

Korred Mountain Druid CR 7


XP 3200
CN Small fey druid 3
Init +3; Senses low-light vision; Perception +17
Defence
AC 16, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 natural, +1 size)
hp 73 (6d6+3d8+39)
Fort +9, Ref +8, Will +12
DR 5/cold iron; SR 15
Offence
Speed 30 ft.
Melee club +11 (1d4+7)
Special Attacks animated hair, rock throwing (100 ft.), spontaneous summon natures ally, stunning laugh
rd
Druid Spells Prepared (CL 3 , concentration +7)
nd
2 level (2+1/day, save DC 16) chill metal, fog cloud, stone call*
st
1 level (3+1/day, save DC 15) cure light wounds, endure elements, shillelagh, stone fist*
th
0 level (At will, save DC 14) create water, flare, guidance, resistance
th
Spell-Like Abilities (CL 9 , concentration +11)

At will animate rope, shatter (Fort DC 14), stone shape


1/day stone tell
Statistics
Str 21 (+5), Dex 15 (+2), Con 18 (+4), Int 12 (+1), Wis 19 (+4), Cha 15 (+2)
Base Atk +5; CMB +9; CMD 22
Feats Animal Affinity, Dodge, Endurance, Mobility, Skill Focus (Perception)
Skills Acrobatics +11, Bluff +11, Climb +14, Craft (rope) +10, Craft (sculpture) +10, Handle Animal +12, Knowledge
(geography) +2, Knowledge (nature) +11, Perception +17, Perform (dance) +11, Ride +4, Stealth +16, Survival +7
Languages Common, Druidic, Sylvan
Special Qualities foothold, mountaineer, nature bond (mountain domain), nature sense, orisons, stone stride,
sure-footed, wild empathy +5
Special Abilities
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 16 each round or become entangled for 1 round.
Foothold (Su): 7/day a mountain druid can cause a stone surface up to 10 ft. square to mold itself. A horizontal
surface counts as difficult terrain and a Medium-sized or smaller creature moving through it takes a -2 penalty to
Acrobatics checks and CMD. A vertical surface provides a +10 bonus to Climb checks. The effect lasts 1 hour.
Mountaineer (Ex): A mountain druid gains a +1 bonus to initiative, Climb, Knowledge (geography), Perception,
Stealth and Survival checks in mountainous terrain (factored in). This replaces woodland stride.
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 16 negates. Sonic, mind-affecting effect. Fey are immune.
Sure-Footed (Ex): A mountain druid suffers no penalty to Acrobatics checks or speed when crossing steep slopes,
rubble or scree. Replaces trackless step.

298
Freaks and Horrors

Experienced Korred Mountain Druid CR 10


XP 9600
CN Small fey druid 6
Init +5; Senses low-light vision; Perception +20
Defence
AC 16, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 natural, +1 size)
hp 102 (6d6+6d8+54)
Fort +11, Ref +9, Will +15
Defensive Abilities spire walker; DR 5/cold iron; SR 15
Offence
Speed 30 ft.
Melee club +13/+8 (1d4+7)
Special Attacks animated hair, rock throwing (100 ft.), spontaneous summon natures ally, stunning laugh
th
Druid Spells Prepared (CL 6 , concentration +11)
rd
3 level (3+1/day, save DC 18) cloak of winds*, cure moderate wounds, ice spears, natures exile
nd
2 level (4+1/day, save DC 17) chill metal, fog cloud, gust of wind, resist energy, stone call*
st
1 level (4+1/day, save DC 16) cure light wounds, endure elements, faeirie fire, shillelagh, stone fist*
th
0 level (At will, save DC 15) create water, flare, guidance, resistance
th
Spell-Like Abilities (CL 12 , concentration +14)

At will animate rope, shatter (Fort DC 14), stone shape


1/day stone tell
Statistics
Str 21 (+5), Dex 15 (+2), Con 18 (+4), Int 12 (+1), Wis 20 (+5), Cha 15 (+2)
Base Atk +7; CMB +11; CMD 24
Feats Animal Affinity, Dodge, Endurance, Heroic Recovery, Mobility, Skill Focus (Perception)
Skills Acrobatics +13, Bluff +11, Climb +19, Craft (rope) +12, Craft (sculpture) +12, Handle Animal +15, Knowledge
(geography) +4, Knowledge (nature) +14, Perception +20, Perform (dance) +11, Ride +4, Stealth +18, Survival +10
Languages Common, Druidic, Sylvan
Special Qualities foothold, mountaineer, nature bond (mountain domain), nature sense, orisons, spire walker,
stone stride, sure-footed, wild empathy +8, wild shape (1/day, beast shape I)
Special Abilities
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 18 each round or become entangled for 1 round.
Foothold (Su): 8/day a mountain druid can cause a stone surface up to 10 ft. square to mold itself. A horizontal
surface counts as difficult terrain and a Medium-sized or smaller creature moving through it takes a -2 penalty to
Acrobatics checks and CMD. A vertical surface provides a +10 bonus to Climb checks. The effect lasts 1 hour.
Mountaineer (Ex): A mountain druid gains a +3 bonus to initiative, Climb, Knowledge (geography), Perception,
Stealth and Survival checks in mountainous terrain (factored in). This replaces woodland stride.
Spire Walker (Ex): A mountain druid does not lose its Dex bonus when climbing. It is immune to altitude sickness
and ignores the effects of cold weather as if under an endure elements spell. This replaces resist natures lure.
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.
Sure-Footed (Ex): A mountain druid suffers no penalty to Acrobatics checks or speed when crossing steep slopes,
rubble or scree. Replaces trackless step.

299
The Lazy GM

Superior Korred Mountain Druid CR 13


XP 25600
CN Small fey druid 9
Init +6; Senses low-light vision; Perception +22
Defence
AC 16, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 natural, +1 size)
hp 130 (6d6+9d8+69)
Fort +12, Ref +10, Will +16
Defensive Abilities mountain stance, spire walker; DR 5/cold iron; SR 15
Offence
Speed 30 ft.
Melee club +15/+10 (1d4+7)
Special Attacks animated hair, rock throwing (100 ft.), spontaneous summon natures ally, stunning laugh, thin air
th
Druid Spells Prepared (CL 9 , concentration +14)
th
5 level (2+1/day, save DC 20) call lightning storm, geyser*, transmute rock to mud
th
4 level (3+1/day, save DC 19) air walk, grove of respite, spike stones, stoneskin*
rd
3 level (4+1/day, save DC 18) cloak of winds*, communal spider climb, cure moderate wounds, ice
spears, natures exile
nd
2 level (5+1/day, save DC 17) chill metal, fog cloud, gust of wind, resist energy, stone call*,
unshakeable chill
st
1 level (5+1/day, save DC 16) cure light wounds, frostbite, endure elements, faeirie fire, shillelagh,
stone fist*
th
0 level (At will, save DC 15) create water, flare, guidance, resistance
th
Spell-Like Abilities (CL 15 , concentration +17)

At will animate rope, shatter (Fort DC 14), stone shape


1/day stone tell
Statistics
Str 21 (+5), Dex 15 (+2), Con 18 (+4), Int 12 (+1), Wis 20 (+5), Cha 15 (+2)
Base Atk +9; CMB +13; CMD 26
Feats Animal Affinity, Diehard, Dodge, Endurance, Fast Healer, Heroic Recovery, Mobility, Skill Focus (Perception)
Skills Acrobatics +15, Bluff +12, Climb +22, Craft (rope) +14, Craft (sculpture) +13, Handle Animal +19, Knowledge
(geography) +5, Knowledge (nature) +16, Perception +22, Perform (dance) +12, Ride +4, Stealth +20, Survival +11
Languages Common, Druidic, Sylvan
Special Qualities foothold, mountaineer, nature bond (mountain domain), nature sense, orisons, stone stride,
sure-footed, wild empathy +11, wild shape (2/day, beast shape II, elemental body I)
Special Abilities
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 19 each round or become entangled for 1 round.
Foothold (Su): 8/day a mountain druid can cause a stone surface up to 10 ft. square to mold itself. A horizontal
surface counts as difficult terrain and a Medium-sized or smaller creature moving through it takes a -2 penalty to
Acrobatics checks and CMD. A vertical surface provides a +10 bonus to Climb checks. The effect lasts 1 hour.
Mountain Stance (Ex): A mountain druid is immune to petrification and gains a +4 bonus to saving throws or CMD to
resist attempts to push, pull, bull rush, drag or otherwise move it from a position. This does not protect against
grapple, trip or overrun. This replaces venom immunity.
Mountaineer (Ex): A mountain druid gains a +4 bonus to initiative, Climb, Knowledge (geography), Perception,
Stealth and Survival checks in mountainous terrain (factored in). This replaces woodland stride.
Spire Walker (Ex): A mountain druid does not lose its Dex bonus when climbing. It is immune to altitude sickness
and ignores the effects of cold weather as if under an endure elements spell. This replaces resist natures lure.
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 19 negates. Sonic, mind-affecting effect. Fey are immune.
Sure-Footed (Ex): A mountain druid suffers no penalty to Acrobatics checks or speed when crossing steep slopes,
rubble or scree. This replaces trackless step.
Thin Air (Su): A mountain druid can create a 5 ft. aura around itself of thin air. Creaures starting their turn in the area
must make a Fortitude save DC 19 or become fatigued. Fatigued creatures starting their turn in the area must make
a Fortitude save DC 19 or suffer altitude sickness, taking1 point of ability damage to each ability score. This does not
affect creatures who do not breathe. The druid can maintain this aura for up to 9 rounds which do not need to be
consecutive.

300
Freaks and Horrors

Master Korred Mountain Druid CR 17


XP 102400
CN Small fey druid 13
Init +8; Senses low-light vision; Perception +31
Defence
AC 16, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 natural, +1 size)
hp 168 (6d6+13d8+89)
Fort +16, Ref +11, Will +18
Defensive Abilities mountain stance, spire walker; DR 5/cold iron; SR 15
Offence
Speed 30 ft.
Melee club +18/+13/+8 (1d4+7)
Special Attacks animated hair, rock throwing (100 ft.), spontaneous summon natures ally, stunning laugh, thin air
th
Druid Spells Prepared (CL 13 , concentration +18)
th
7 level (1+1/day, save DC 22) control weather, flesh to stone*
th
6 level (2+1/day, save DC 21) eagle aerie, suffocation*, wall of stone
th
5 level (4+1/day, save DC 20) call lightning storm, fickle winds, geyser*, transmute mud to rock,
transmute rock to mud
th
4 level (5+1/day, save DC 19) air walk, grove of respite, kiss of the first world, spike stones, stoneskin*,
volcanic storm
rd
3 level (5+1/day, save DC 18) cloak of winds*, communal spider climb, cure moderate wounds, ice
spears, natures exile, snare
nd
2 level (5+1/day, save DC 17) chill metal, fog cloud, gust of wind, resist energy, stone call*,
unshakeable chill
st
1 level (5+1/day, save DC 16) cure light wounds, frostbite, endure elements, faeirie fire, shillelagh,
stone fist*
th
0 level (At will, save DC 15) create water, flare, guidance, resistance
th
Spell-Like Abilities (CL 19 , concentration +22)

At will animate rope, shatter (Fort DC 15), stone shape


1/day stone tell
Statistics
Str 21 (+5), Dex 15 (+2), Con 18 (+4), Int 12 (+1), Wis 20 (+5), Cha 16 (+3)
Base Atk +12; CMB +16; CMD 29
Feats Animal Affinity, Diehard, Dodge, Endurance, Fast Healer, Great Fortitude, Heroic Recovery, Mobility,
Natural Spell, Skill Focus (Perception)
Skills Acrobatics +16, Bluff +16, Climb +25, Craft (rope) +15, Craft (sculpture) +14, Handle Animal +21, Knowledge
(geography) +7, Knowledge (nature) +17, Perception +31, Perform (dance) +16, Ride +4, Stealth +26, Survival +13
Languages Common, Druidic, Sylvan
Special Qualities foothold, mountain stone, mountaineer, nature bond (mountain domain), nature sense, orisons,
stone stride, sure-footed, wild empathy +16, wild shape (4/day, beast shape III, elemental body III, giant form I)
Special Abilities
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 21 each round or become entangled for 1 round.
Foothold (Su): 8/day a mountain druid can cause a stone surface up to 10 ft. square to mold itself. A horizontal
surface counts as difficult terrain and a Medium-sized or smaller creature moving through it takes a -2 penalty to
Acrobatics checks and CMD. A vertical surface provides a +10 bonus to Climb checks. The effect lasts 1 hour.
Mountain Stance (Ex): A mountain druid is immune to petrification and gains a+4 bonus to saving throws or CMD to
resist attempts to push, pull, bull rush, drag or otherwise move it from a position. This does not protect against
grapple, trip or overrun. Replaces venom immunity.
Mountain Stone (Ex): A mountain druid can transform itself into a rocky outcrop and back again at will, as the statue
spell. This replaces thousand faces.
Mountaineer (Ex): A mountain druid gains a +6 bonus to initiative, Climb, Knowledge (geography), Perception,
Stealth and Survival checks in mountainous terrain (factored in). This replaces woodland stride.
Spire Walker (Ex): A mountain druid does not lose its Dex bonus when climbing. It is immune to altitude sickness
and ignores the effects of cold weather as if under an endure elements spell. This replaces resist natures lure.
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 22 negates. Sonic, mind-affecting effect. Fey are immune.
Sure-Footed (Ex): A mountain druid suffers no penalty to Acrobatics checks or speed when crossing steep slopes,
rubble or scree. Replaces trackless step.
Thin Air (Su): A mountain druid can create a 5 ft. aura around itself of thin air. Creaures starting their turn in the area
must make a Fortitude save DC 21 or become fatigued. Fatigued creatures starting their turn in the area must make
a Fortitude save DC 21 or suffer altitude sickness, taking1 point of ability damage to each ability score. This does not
affect creatures who do not breathe. The druid can maintain this aura for up to 13 rounds which do not need to be
consecutive.

301
The Lazy GM

Korred Wild Stalker CR 5


XP 1600
CN Small fey ranger 1
Init +4; Senses low-light vision; Perception +17
Defence
AC 18, touch 16, flat-footed 13 (+4 Dex, +1 dodge, +2 natural, +1 size)
hp 55 (6d6+1d10+29)
Fort +8, Ref +11, Will +8
DR 5/cold iron; SR 15
Offence
Speed 30 ft.
Melee club +11 (1d4+9)
Special Attacks animated hair, rock throwing (100 ft.), stunning laugh
th
Spell-Like Abilities (CL 7 , concentration +8)

At will animate rope, shatter (Fort DC 13), stone shape


1/day stone tell
Statistics
Str 23 (+6), Dex 19 (+4), Con 18 (+4), Int 10 (+0), Wis 16 (+3), Cha 13 (+1)
Base Atk +4; CMB +9; CMD 24
Feats Dodge, Mobility, Power Attack, Skill Focus (Perception)
Skills Acrobatics +13, Bluff +10, Craft (rope) +9, Perception +17, Perform (dance) +10, Stealth +17, Survival +12
(+13 to follow tracks)
Languages Common, Sylvan
Special Qualities stone stride, strong senses, track +1, wild empathy +2
Special Abilities
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.
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.
Strong Senses (Ex): A korred wild stalker gains a +2 bonus to Perception checks. This replaces favoured enemy.
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 14 negates. Sonic, mind-affecting effect. Fey are immune.

302
Freaks and Horrors

Experienced Korred Wild Stalker CR 8


XP 4800
CN Small fey ranger 4
Init +4; Senses low-light vision; Perception +21
Defence
AC 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, -2 rage, +1 size)
hp 107 (6d6+4d10+64)
Fort +12, Ref +13, Will +11
Defensive Abilities uncanny dodge; DR 5/cold iron; SR 15
Offence
Speed 30 ft.
Melee club +17/+12 (1d4+13)
Special Attacks animated hair, rage of the wild (8 rounds), rock throwing (100 ft.), stunning laugh
th
Ranger Spells Prepared (CL 4 , concentration +7)
st
1 level (1/day, save DC 14) hunters howl
th
Spell-Like Abilities (CL 10 , concentration +11)

At will animate rope, shatter (Fort DC 13), stone shape


1/day stone tell
Statistics
Str 28 (+9), Dex 19 (+4), Con 22 (+6), Int 10 (+0), Wis 16 (+3), Cha 13 (+1)
Base Atk +7; CMB +15; CMD 30
Feats Dodge, Endurance*, Improved Sunder, Mobility, Power Attack, Skill Focus (Perception)
Skills Acrobatics +16, Bluff +13, Craft (rope) +9, Knowledge (nature) +6, Perception +21, Perform (dance) +10,
Stealth +20, Survival +15 (+17 to follow tracks)
Languages Common, Sylvan
Special Qualities favoured terrain (forests +2), stone stride, strong senses, track +2, wild empathy +5
Special Abilities
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 19 each round or become entangled for 1 round.
Favoured Terrain (Ex): Gains the listed bonus to initiative, Knowledge (geography), Perception, Stealth and Survival
when in the appropriate terrain. Cannot be tracked in such terrain.
st
Rage of the Wild (Ex): Gains rage as if a 1 level barbarian. This replaces hunters bond.
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.
Strong Senses (Ex): A korred wild stalker gains a +3 bonus to Perception checks. This replaces favoured enemy.
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 16 negates. Sonic, mind-affecting effect. Fey are immune.

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

303
The Lazy GM

Superior Korred Wild Stalker CR 12


XP 19200
CN Small fey ranger 8
Init +5; Senses low-light vision; Perception +29
Defence
AC 17, touch 15, flat-footed 11 (+5 Dex, +1 dodge, +2 natural, -2 rage, +1 size)
hp 157 (6d6+8d10+92)
Fort +14, Ref +16, Will +12
Defensive Abilities uncanny dodge; DR 5/cold iron; SR 15
Offence
Speed 30 ft.
Melee club +22/+17/+12 (1d4+13)
Special Attacks animated hair, combat style (two-handed weapons), rage of the wild (16 rounds),
rock throwing (100 ft.), stunning laugh
th
Ranger Spells Prepared (CL 8 , concentration +11)
nd
2 level (2/day, save DC 15) bloodhound, spike growth
st
1 level (2/day, save DC 14) hunters howl, resist energy
th
Spell-Like Abilities (CL 14 , concentration +15)

At will animate rope, shatter (Fort DC 13), stone shape


1/day stone tell
Statistics
Str 28 (+9), Dex 20 (+5), Con 22 (+6), Int 10 (+0), Wis 16 (+3), Cha 13 (+1)
Base Atk +11; CMB +19 (+21 sunder); CMD 35 (37 vs. sunder)
Feats Cleave*, Dodge, Endurance*, Improved Sunder, Mobility, Power Attack, Skill Focus (Perception),
Spring Attack, Weapon Focus (club)
Skills Acrobatics +21, Bluff +17, Craft (rope) +9, Knowledge (nature) +10, Perception +29, Perform (dance) +10,
Stealth +25, Survival +19 (+23 to follow tracks)
Languages Common, Sylvan
Special Qualities favoured terrain (forests +4, mountains +2), rage powers (knockdown), stone stride,
strong senses, swift tracker, track +4, wild empathy +9, woodland stride
Special Abilities
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 22 each round or become entangled for 1 round.
Favoured Terrain (Ex): Gains the listed bonus to initiative, Knowledge (geography), Perception, Stealth and Survival
when in the appropriate terrain. Cannot be tracked in such terrain.
Knockdown (Ex): Once per rage a korred wild stalker may make a trip attack in place of a melee attack, without
provoking an attack of opportunity. If successful the target takes 9 damage and is knocked prone.
th
Rage of the Wild (Ex): Gains rage as if a 5 level barbarian. This replaces hunters bond.
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.
Strong Senses (Ex): A korred wild stalker gains a +4 bonus to Perception checks. This replaces favoured enemy.
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.

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)

304
Freaks and Horrors

Master Korred Wild Stalker CR 16


XP 76800
CN Small fey ranger 12
Init +5; Senses low-light vision; Perception +34
Defence
AC 17, touch 15, flat-footed 11 (+5 Dex, +1 dodge, +2 natural, -2 rage, +1 size)
hp 207 (6d6+12d10+120)
Fort +16, Ref +18, Will +14
Defensive Abilities evasion, uncanny dodge; DR 5/cold iron; SR 15
Offence
Speed 30 ft.
Melee club +26/+21/+16 (1d4+13)
Special Attacks animated hair, combat style (two-handed weapons), rage of the wild (24 rounds),
rock throwing (100 ft.), stunning laugh
th
Ranger Spells Prepared (CL 12 , concentration +15)
rd
3 level (2/day, save DC 16) burst of speed, cure moderate wounds
nd
2 level (3/day, save DC 15) bloodhound, locate weakness, spike growth
st
1 level (3/day, save DC 14) hunters howl, resist energy
th
Spell-Like Abilities (CL 18 , concentration +20)

At will animate rope, shatter (Fort DC 14), stone shape


1/day stone tell
Statistics
Str 28 (+9), Dex 20 (+5), Con 22 (+6), Int 10 (+0), Wis 16 (+3), Cha 14 (+2)
Base Atk +15; CMB +23 (+25 sunder); CMD 39 (41 vs. sunder)
Feats Cleave*, Dazing Assault, Dodge, Endurance*, Furious Focus*, Great Cleave, Improved Sunder, Mobility,
Power Attack, Skill Focus (Perception), Spring Attack, Weapon Focus (club)
Skills Acrobatics +25, Bluff +22, Craft (rope) +11, Knowledge (nature) +12, Perception +34, Perform (dance) +11,
Stealth +29, Survival +23 (+29 to follow tracks)
Languages Common, Sylvan
Special Qualities camouflage, favoured terrain (forests +4, mountains +2), quarry, rage powers (groundbreaker,
knockdown), stone stride, strong senses, swift tracker, track +6, wild empathy +14, woodland stride
Special Abilities
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 24 each round or become entangled for 1 round.
Favoured Terrain (Ex): Gains the listed bonus to initiative, Knowledge (geography), Perception, Stealth and Survival
when in the appropriate terrain. Cannot be tracked in such terrain.
Groundbreaker (Ex): Once per rage a korred wild stalker can attack the floor as a standard action, which
automatically hits and deals normal damage. If the damage overcomes the floors hardness, the space occupied by
the korred wild stalker, and all adjacent spaces, become difficult terrain. Creatures in these spaces, except the korred
wild stalker, must make a Reflex save DC 15 or be knocked prone.
Knockdown (Ex): Once per rage a korred wild stalker may make a trip attack in place of a melee attack, without
provoking an attack of opportunity. If successful the target takes 9 damage and is knocked prone.
th
Rage of the Wild (Ex): Gains rage as if a 8 level barbarian. This replaces hunters bond.
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.
Strong Senses (Ex): A korred wild stalker gains a +5 bonus to Perception checks. This replaces favoured enemy.
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.

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)

305
The Lazy GM

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
th
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

306
Freaks and Horrors

Huge Leucrotta (10HD) CR 8


XP 4800
CE Huge magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +2
Defence
AC 19, touch 8, flat-footed 19 (+11 natural, -2 size)
hp 115 (10d10+60)
Fort +13, Ref +7, Will +7
Immune disease, poison
Offence
Speed 60 ft., climb 30 ft.
Melee bite +17 (3d6+13/19-20), 2 hooves +12 (1d8+4)
Space 15 ft.; Reach 10 ft.
Special Attacks lure, powerful bite
Statistics
Str 29 (+9), Dex 10 (+0), Con 22 (+6), Int 11 (+0), Wis 14 (+2), Cha 18 (+4)
Base Atk +10; CMB +21; CMD 31 (35 vs. trip)
Feats Ability Focus (lure), Improved Initiative, Iron Will, Skill Focus (Bluff, Stealth)
Skills Bluff +20, Climb +17, 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 21 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 10 .
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.

Huge Leucrotta (12HD) CR 9


XP 6400
CE Huge magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +2
Defence
AC 19, touch 8, flat-footed 19 (+11 natural, -2 size)
hp 138 (12d10+72)
Fort +14, Ref +8, Will +8
Immune disease, poison
Offence
Speed 60 ft., climb 30 ft.
Melee bite +20 (3d6+15/17-20), 2 hooves +15 (1d8+5)
Space 15 ft.; Reach 10 ft.
Special Attacks lure, powerful bite
Statistics
Str 30 (+10), Dex 10 (+0), Con 22 (+6), Int 11 (+0), Wis 14 (+2), Cha 18 (+4)
Base Atk +12; CMB +24; CMD 34 (38 vs. trip)
Feats Ability Focus (lure), Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Bluff, Stealth)
Skills Bluff +22, Climb +18, Stealth +13
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 22 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 12 .
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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The Lazy GM

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.

Dread Zombie Leucrotta (6HD) CR 6


XP 2400
CE Large undead (augmented magical beast)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +2
Defence
AC 20, touch 9, flat-footed 21 (+11 natural, -1 size)
hp 39 (6d8+12)
Fort +6, Ref +5, Will +4
Defensive Abilities channel resistance +2; Immune disease, poison, undead traits
Offence
Speed 60 ft., climb 30 ft. (cannot run)
Melee bite +12 (2d6+10/19-20), 2 hooves +7 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks brain consumption, lure, powerful bite
Statistics
Str 25 (+7), Dex 10 (+0), Con - , Int 7 (-2), Wis 14 (+2), Cha 13 (+1)
Base Atk +6; CMB +14; CMD 24 (28 vs. trip)
Feats Improved Initiative, Skill Focus (Bluff, Stealth), Toughness*
Skills Bluff +7, Climb +15, Stealth +5
Languages Common
Special Qualities command zombies, sound mimicry (voices), unnatural aura
Special Abilities
Brain Consumption (Ex): When a dread zombie makes a successful grapple attack to deal damage with its bite
against a helpless or pinned foe the target must make a Fortitude save DC 20 or die as the dread zombie eats its
brain. Creatures immune to critical hits or without heads are immune to this effect.
Command Zombies (Su): A dread zombie can command any normal zombies within 30 ft. as a free action. Normal
zombies will not attack a dread zombie unless magically compelled.
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 14 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.
Unnatural Aura (Su): Any creature with the animal type automatically becomes panicked as long as it remains within
30 ft. of a dread zombie.

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Freaks and Horrors

Huge Dread Zombie Leucrotta (10HD) CR 9


XP 6400
CE Huge undead (augmented magical beast)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +2
Defence
AC 22, touch 7, flat-footed 22 (-1 Dex, +15 natural, -2 size)
hp 75 (10d8+30)
Fort +9, Ref +6, Will +7
Defensive Abilities channel resistance +2; Immune disease, poison, undead traits
Offence
Speed 60 ft., climb 30 ft. (cannot run)
Melee bite +19 (3d6+16/19-20), 2 hooves +14 (1d8+5)
Space 15 ft.; Reach 10 ft.
Special Attacks brain consumption, lure, powerful bite
Statistics
Str 33 (+11), Dex 8 (-1), Con - , Int 7 (-2), Wis 14 (+2), Cha 14 (+2)
Base Atk +10; CMB +23; CMD 32 (36 vs. trip)
Feats Ability Focus (lure), Improved Initiative, Iron Will, Skill Focus (Bluff, Stealth), Toughness*
Skills Bluff +10, Climb +19, Stealth +2
Languages Common
Special Qualities command zombies, sound mimicry (voices), unnatural aura
Special Abilities
Brain Consumption (Ex): When a dread zombie makes a successful grapple attack to deal damage with its bite
against a helpless or pinned foe the target must make a Fortitude save DC 26 or die as the dread zombie eats its
brain. Creatures immune to critical hits or without heads are immune to this effect.
Command Zombies (Su): A dread zombie can command any normal zombies within 30 ft. as a free action. Normal
zombies will not attack a dread zombie unless magically compelled.
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 19 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 10 .
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.
Unnatural Aura (Su): Any creature with the animal type automatically becomes panicked as long as it remains within
30 ft. of a dread zombie.

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The Lazy GM

Fey Leucrotta (8HD) CR 7


XP 3200
CE Large fey
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +13
Defence
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)
hp 76 (8d10+32)
Fort +10, Ref +9, Will +6
Defensive Abilities +4 to saves vs. mind-affecting effects; DR 5/cold iron; Immune disease, poison; Resist cold 10,
electricity 10
Offence
Speed 60 ft., climb 30 ft., fly 90 ft. (good)
Melee bite +11 (2d6+6/19-20), 2 hooves +6 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks lure, powerful bite
th
Spell-Like Abilities (CL 8 , concentration +10)

3/day dancing lights


1/day deep slumber (Will DC 15), entangle (Ref DC 13), faerie fire, glitterdust (Will DC 14), major image
(Will DC 15)
Statistics
Str 19 (+4), Dex 16 (+3), Con 18 (+4), Int 13 (+1), Wis 14 (+2), Cha 20 (+5)
Base Atk +8; CMB +13; CMD 26 (30 vs. trip)
Feats Improved Initiative, Iron Will, Skill Focus (Bluff, Stealth)
Skills Acrobatics +14, Bluff +19, Climb +23, Fly +16, Perception +13, Sense Motive +10, Stealth +17;
Racial Modifiers +4 Stealth
Languages Common, Sylvan
Special Qualities camouflage, long step, sound mimicry (voices)
Special Abilities
Camouflage (Ex): A fey leucrotta can use Stealth even in terrain that offers no cover or concealment.
Long Step (Su): A fey leucrotta can teleport up to 80 ft. as a move action every 1d4 rounds.
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 19 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

310
Freaks and Horrors

Huge Fey Leucrotta (12HD) CR 11


XP 12800
CE Huge fey
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +17
Defence
AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, -2 size)
hp 138 (12d10+72)
Fort +14, Ref +10, Will +8
Defensive Abilities +4 to saves vs. mind-affecting effects; DR 5/cold iron; Immune disease, poison; Resist cold 10,
electricity 10
Offence
Speed 60 ft., climb 30 ft., fly 90 ft. (good)
Melee bite +19 (3d6+13/17-20), 2 hooves +14 (1d8+4)
Space 15 ft.; Reach 10 ft.
Special Attacks lure, powerful bite
th
Spell-Like Abilities (CL 12 , concentration +14)

3/day dancing lights


1/day confusion (Will DC 16), deep slumber (Will DC 15), entangle (Will DC 13), faerie fire, feeblemind
(Will DC 17), glitterdust (Will DC 14), major image (Will DC 15)
Statistics
Str 28 (+9), Dex 14 (+2), Con 22 (+6), Int 13 (+1), Wis 14 (+2), Cha 20 (+5)
Base Atk +12; CMB +23; CMD 35 (39 vs. trip)
Feats Ability Focus (lure), Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Bluff, Stealth)
Skills Acrobatics +17, Bluff +26, Climb +32, Fly +17, Perception +17, Sense Motive +14, Stealth +19;
Racial Modifiers +4 Stealth
Languages Common, Sylvan
Special Qualities camouflage, long step, sound mimicry (voices), vanish
Special Abilities
Camouflage (Ex): A fey leucrotta can use Stealth even in terrain that offers no cover or concealment.
Long Step (Su): A fey leucrotta can teleport up to 120 ft. as a move action every 1d4 rounds.
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 23 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 10 .
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
Vanish (Su): 12/day, as a move action a fey leucrotta can become invisible for 1 round.

Fiendish Leucrotta (6HD) CR 6


XP 2400
CE Large magical beast (evil, extraplanar)
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
DR 5/good; Immune disease, poison; Resist cold 10, fire 10; SR 11
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, smite good (1/day, +3 attack, +6 damage until target is dead)
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

311
The Lazy GM

Huge Fiendish Leucrotta (10HD) CR 9


XP 6400
CE Huge magical beast (evil, extraplanar)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +2
Defence
AC 19, touch 8, flat-footed 19 (+11 natural, -2 size)
hp 115 (10d10+60)
Fort +13, Ref +7, Will +7
DR 5/good; Immune disease, poison; Resist cold 10, fire 10; SR 14
Offence
Speed 60 ft., climb 30 ft.
Melee bite +17 (3d6+13/19-20), 2 hooves +12 (1d8+4)
Space 15 ft.; Reach 10 ft.
Special Attacks lure, powerful bite, smite good (1/day, +4 attack, +10 damage until target is dead)
Statistics
Str 29 (+9), Dex 10 (+0), Con 22 (+6), Int 11 (+0), Wis 14 (+2), Cha 18 (+4)
Base Atk +10; CMB +21; CMD 31 (35 vs. trip)
Feats Ability Focus (lure), Improved Initiative, Iron Will, Skill Focus (Bluff, Stealth)
Skills Bluff +20, Climb +17, 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 21 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 10 .
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.

Half-Dragon Leucrotta (8HD) CR 8


XP 4800
CE Large dragon
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +13
Defence
AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, -1 size)
hp 100 (8d10+56)
Fort +13, Ref +7, Will +6
Immune cold, disease, paralysis, poison, sleep
Offence
Speed 60 ft., climb 30 ft., fly 120 ft. (average)
Melee bite +16 (2d6+13/19-20), 2 claws +11 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (1/day, 30 ft. cone of cold, 8d6 cold damage, Reflex DC 21 for half), lure, powerful
bite
Statistics
Str 29 (+9), Dex 12 (+1), Con 24 (+7), Int 13 (+1), Wis 14 (+2), Cha 20 (+5)
Base Atk +8; CMB +18; CMD 29 (33 vs. trip)
Feats Improved Initiative, Iron Will, Skill Focus (Bluff, Stealth)
Skills Acrobatics +12, Bluff +16, Climb +28, Fly +10, Perception +13, Sense Motive +10, 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 19 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

312
Freaks and Horrors

Huge Half-Dragon Leucrotta (12HD) CR 11


XP 12800
CE Huge dragon
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +17
Defence
AC 23, touch 8, flat-footed 23 (+15 natural, -2 size)
hp 174 (12d10+108)
Fort +17, Ref +8, Will +8
Immune cold, disease, paralysis, poison, sleep
Offence
Speed 60 ft., climb 30 ft., fly 120 ft. (average)
Melee bite +24 (3d6+21/17-20), 2 claws +19 (1d8+7)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (1/day, 30 ft. cone of cold, 12d6 cold damage, Reflex DC 25 for half), lure, powerful
bite
Statistics
Str 38 (+14), Dex 10 (+0), Con 28 (+9), Int 13 (+1), Wis 14 (+2), Cha 20 (+5)
Base Atk +12; CMB +28; CMD 38 (42 vs. trip)
Feats Ability Focus (lure), Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Bluff, Stealth)
Skills Acrobatics +15, Bluff +23, Climb +37, Fly +11, Perception +17, Sense Motive +14, Stealth +13
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 23 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 12 .
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

313
The Lazy GM

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.

314
Freaks and Horrors

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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The Lazy GM

Large Medusa (16HD) CR 12


XP 19200
LE Large monstrous humanoid
Init +6; Senses all-round vision, darkvision 60 ft.; Perception +24
Defence
AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp 184 (16d10+96)
Fort +11, Ref +12, Will +11
Offence
Speed 30 ft.
Melee dagger +19/+14/+9/+4 (1d6+4/19-20), snake bite +14 (1d6+2 plus poison)
Ranged mwk longbow +19/+14/+9/+4 (1d8/x3, 100 ft.), rapid shot mwk longbow +17/+17/+12/+7/+2 (1d8/x3, 100 ft.)
Space 10 ft.; Reach 10 ft.
Special Attacks petrifying gaze
Statistics
Str 18 (+4), Dex 14 (+2), Con 22 (+6), Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
Base Atk +16; CMB +21; CMD 33
Feats Ability Focus (petrifying gaze), Improved Initiative, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot,
Snap Shot, Weapon Focus (longbow)
Skills Bluff +19, Disguise +19, Intimidate +22, Perception +24, 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 23 negates.
Poison (Ex): Bite injury; save Fortitude DC 24; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.

316
Freaks and Horrors

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.

317
The Lazy GM

Brazen Medusa Pythian CR 13


XP 25600
LE Large monstrous humanoid sorcerer 5
Init +6; Senses all-round vision, darkvision 60 ft.; Perception +18
Defence
AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp 131 (8d10+5d6+70)
Fort +8, Ref +9, Will +13
DR 5/adamantine and magic; Immune poison
Offence
Speed 30 ft.
Melee dagger +13/+8 (1d6+4/19-20), 2 claws +13 (1d6+4), tail slap +13 (1d8+4 plus grab), bite +13 (1d6+4 plus
poison), snake bite +8 (1d6+2 plus poison)
Ranged mwk longbow +13/+8 (1d8/x3, 100 ft.)
Special Attacks constrict (1d8+4), petrifying gaze
th
Sorcerer Spells Known (CL 5 , concentration +10)
nd
2 level (5/day, save DC 17) acid arrow, blur, delay poison*, see invisibility
st
1 level (7/day, save DC 16) comprehend languages, disguise self, hypnotism*, lock gaze, magic missile
th
0 level (At will, save DC 15) arcane mark, detect magic, mage hand, prestigitation, read magic,
resistance
Statistics
Str 18 (+4), Dex 15 (+2), Con 20 (+5), Int 14 (+2), Wis 17 (+3), Cha 20 (+5)
Base Atk +10; CMB +15; CMD 27 (cannot be tripped)
Feats Ability Focus (petrifying gaze), Eschew Materials*, Expanded Arcana, Improved Familiar, Improved Initiative,
Point Blank Shot, Power Attack, Weapon Focus (longbow)
Skills Bluff +13, Disguise +13, Intimidate +16, Knowledge (arcana) +10, Knowledge (planes) +7, Perception +18,
Spellcraft +10, Stealth +9, Survival +14, Use Magic Device +13; Racial Modifiers +4 Perception
Languages Common, Draconic, Infernal
Gear dagger, mwk longbow, 20 arrows, fiendish viper familar
Special Qualities bloodline (serpentine), bloodline arcana, bloodline power (serpents fang, serpent friend), cantrips
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Bloodline Arcana: When a medusa sorcerer casts a mind-affecting or language-dependent spell it will affect
animals, humanoids and magical beasts as if they were monstrous humanoids who can understand her language.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 21 negates.
Poison (Ex): Snake bite injury; save Fortitude DC 21; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2
consecutive saves.
Serpents Fang (Ex): For up to 8 rounds per day a medusa sorcerers bite attack counts as magical for the purposes
of overcoming DR, and delivers poison. Bite injury; save Fortitude DC 17; frequency 1/round for 6 rounds; effect
1d2 Con; cure 1 save.
Serpentfriend (Ex): A medusa sorcerer can use speak with animals at will to communicate with reptilian animals,
rd
and gains a viper familiar with an effective level of 3 .

318
Freaks and Horrors

Brazen Medusa Pythian Queen CR 18


XP 153600
LE Large monstrous humanoid sorcerer 10
Init +6; Senses all-round vision, darkvision 60 ft.; Perception +18
Defence
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 179 (8d10+10d6+100)
Fort +10, Ref +11, Will +16
DR 5/adamantine and magic; Immune poison
Offence
Speed 30 ft.
Melee dagger +16/+11/+6 (1d6+4/19-20), 2 claws +16 (1d6+4), tail slap +16 (1d8+4 plus grab), bite +16 (1d6+4 plus
poison), snake bite +11 (1d6+2 plus poison)
Ranged mwk longbow +16/+11/+6 (1d8/x3, 100 ft.)
Special Attacks constrict (1d8+4), petrifying gaze
th
Sorcerer Spells Known (CL 10 , concentration +15)
th
5 level (4/day, save DC 20) polymorph
th
4 level (6/day, save DC 19) phantasmal killer, poison*, scrying
rd
3 level (7/day, save DC 18) dispel magic, fireball, fly, summon monster III (reptiles only)*
nd
2 level (7/day, save DC 17) acid arrow, blur, delay poison*, knock, see invisibility, rope trick
st
1 level (7/day, save DC 16) comprehend languages, disguise self, hypnotism*, lock gaze, magic
missile, true strike
th
0 level (At will, save DC 15) arcane mark, daze, detect magic, mage hand, message, prestigitation,
read magic, resistance, touch of fatigue
Statistics
Str 18 (+4), Dex 15 (+2), Con 20 (+5), Int 14 (+2), Wis 17 (+3), Cha 21 (+5)
Base Atk +13; CMB +18; CMD 30 (cannot be tripped)
Feats Ability Focus (petrifying gaze), Eschew Materials*, Expanded Arcana, Improved Familiar, Improved Initiative,
Point Blank Shot, Power Attack, Skill Focus (Bluff, Intimidate), Weapon Focus (longbow)
Skills Bluff +16, Disguise +13, Escape Artist +4, Intimidate +19, Knowledge (arcana) +15, Knowledge (history) +7,
Knowledge (planes) +12, Perception +18, Spellcraft +15, Stealth +9, Survival +14, Use Magic Device +13;
Racial Modifiers +4 Perception
Languages Common, Draconic, Infernal
Gear dagger, mwk longbow, 20 arrows, fiendish viper familar
Special Qualities bloodline (serpentine), bloodline arcana, bloodline power (serpents fang, serpent friend,
snakeskin), cantrips
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Bloodline Arcana: When a medusa sorcerer casts a mind-affecting or language-dependent spell it will affect
animals, humanoids and magical beasts as if they were monstrous humanoids who can understand her language.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 24 negates.
Poison (Ex): Snake bite injury; save Fortitude DC 24; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2
consecutive saves.
Serpents Fang (Ex): For up to 8 rounds per day a medusa sorcerers bite attack counts as magical for the purposes
of overcoming DR, and delivers poison. Bite injury; save Fortitude DC 20; frequency 1/round for 6 rounds; effect
1d2 Con; cure 2 consecutive saves.
Serpentfriend (Ex): A medusa sorcerer can use speak with animals at will to communicate with reptilian animals,
th
and gains a viper familiar with an effective level of 7 .
Snakeskin (Ex): A medusa sorcerer gains a +1 bonus to natural armour and a +2 bonus to Escape Artist checks.

319
The Lazy GM

Brazen Medusa Arch-Pythian CR 23


XP 819200
LE Large monstrous humanoid sorcerer 15
Init +6; Senses all-round vision, darkvision 60 ft.; Perception +18
Defence
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, -1 size)
hp 226 (8d10+15d6+130)
Fort +12, Ref +13, Will +18
DR 5/adamantine and magic; Immune poison
Offence
Speed 30 ft.
Melee dagger +18/+13/+8 (1d6+4/19-20), 2 claws +18 (1d6+4), tail slap +18 (1d8+4 plus grab), bite +18 (1d6+4 plus
poison), snake bite +13 (1d6+2 plus poison)
Ranged mwk longbow +18/+13/+8 (1d8/x3, 100 ft.)
Special Attacks constrict (1d8+4), petrifying gaze
th
Sorcerer Spells Known (CL 15 , concentration +21)
th
7 level (4/day, save DC 23) insanity, phase door, prismatic spray, summon monster VII (reptiles only)*
th
6 level (7/day, save DC 22) disintegrate, form of the dragon I, mass suggestion*, true seeing
th
5 level (7/day, save DC 21) feeblemind, fire snake, hold monster*, polymorph, prying eyes
th
4 level (7/day, save DC 20) black tentacles, moonstruck, phantasmal killer, poison*, scrying
rd
3 level (7/day, save DC 19) arcane sight, dispel magic, fireball, fly, summon monster III (reptiles only)*
nd
2 level (7/day, save DC 18) acid arrow, blur, delay poison*, knock, see invisibility, rope trick, web
st
1 level (7/day, save DC 17) comprehend languages, disguise self, hypnotism*, lock gaze, magic
missile, true strike
th
0 level (At will, save DC 16) arcane mark, daze, detect magic, mage hand, message, prestigitation,
read magic, resistance, touch of fatigue
Statistics
Str 18 (+4), Dex 15 (+2), Con 20 (+5), Int 14 (+2), Wis 17 (+3), Cha 22 (+6)
Base Atk +15; CMB +20; CMD 32 (cannot be tripped)
Feats Ability Focus (petrifying gaze), Eschew Materials*, Expanded Arcana (x2), Extent Spell, Improved Familiar,
Improved Initiative, Improved Share Spells, Point Blank Shot, Power Attack, Skill Focus (Bluff, Intimidate),
Weapon Focus (longbow)
Skills Bluff +17, Disguise +14, Escape Artist +5, Intimidate +20, Knowledge (arcana) +20,
Knowledge (geography) +7, Knowledge (history) +12, Knowledge (planes) +12, Perception +18, Spellcraft +20,
Stealth +9, Survival +14, Use Magic Device +14; Racial Modifiers +4 Perception
Languages Common, Draconic, Infernal
Gear dagger, mwk longbow, 20 arrows, fiendish viper familar
Special Qualities bloodline (serpentine), bloodline arcana, bloodline power (den of vipers, serpents fang, serpent
friend, snakeskin), cantrips
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Bloodline Arcana: When a medusa sorcerer casts a mind-affecting or language-dependent spell it will affect
animals, humanoids and magical beasts as if they were monstrous humanoids who can understand her language.
Den of Vipers (Sp): 1/day a medusa sorcerer can call a swarm of vipers that acts as a creeping doom spell except
that the swarms poison causes 1d2 Con damage and any other creatures sharing the same space as the swarm is
entangled.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 27 negates.
Poison (Ex): Snake bite injury; save Fortitude DC 26; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2
consecutive saves.
Serpents Fang (Ex): For up to 9 rounds per day a medusa sorcerers bite attack counts as magical for the purposes
of overcoming DR, and delivers poison. Bite injury; save Fortitude DC 22; frequency 1/round for 6 rounds; effect
1d4 Con; cure 2 consecutive saves.
Serpentfriend (Ex): A medusa sorcerer can use speak with animals at will to communicate with reptilian animals,
th
and gains a viper familiar with an effective level of 13 .
Snakeskin (Ex): A medusa sorcerer gains a +2 bonus to natural armour and a +3 bonus to Escape Artist checks.

320
Freaks and Horrors

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.

Medusa Lotus Geisha CR 10


XP 9600
LE Medium monstrous humanoid bard 2/rogue1
Init +7; Senses all-round vision, darkvision 60 ft.; Perception +15
Defence
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 103 (8d10+2d8+1d8+46)
Fort +6, Ref +14, Will +8
Offence
Speed 30 ft.
Melee fighting fan +12/+7 (1d4+1/x3), snake bite +7 (1d4 plus poison)
Ranged mwk shuriken +13/+6 (1d3, 10 ft.)
Special Attacks petrifying gaze, sneak attack +1d6
nd
Bard Spells Known (CL 2 , concentration +6)
st
1 level (3/day, save DC 15) charm person, memory lapse, vanish
th
0 level (At will, save DC 14) daze, ghost sound, lullaby, mage hand, prestidigitation
Statistics
Str 12 (+1), Dex 17 (+3), Con 18 (+4), Int 16 (+3), Wis 11 (+0), Cha 19 (+4)
Base Atk +9; CMB +10 (+12 steal); CMD 23 (25 vs. steal)
Feats Combat Expertise, Improved Initiative, Improved Steal, Persuasive, Spell Focus (enchantment)*, Quick Draw,
Weapon Finesse
Skills Acrobatics +12, Appraise +10, Bluff +15, Diplomacy +17, Disguise +15, Intimidate +17, Knowledge (local) +12,
Perception +15, Perform (dance) +13, Profession (courtesan) +10, Sense Motive +11, Stealth +14;
Racial Modifiers +4 Perception
Languages Common
Gear fighting fan, 10 shuriken
Special Qualities bardic performance (10/day, countersong, distraction, fascinate, inspire courage +1), cantrips,
enrapturing performance, trapfinding, versatile performance
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Enrapturing Performance (Su): A medusa lotus geisha may make a bardic performance directed at a single person.
This costs one use of bardic performance, and she may not have a bardic performance and an enrapturing
performance ongoing at the same time. Enrapturing performance gives +2 to the save DC against fascination, or
increases the bonus for inspire courage by +1. This replaces well-versed.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 19 negates.
Poison (Ex): Bite injury; save Fortitude DC 19; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.

321
The Lazy GM

Experienced Medusa Lotus Geisha CR 13


XP 25600
LE Medium monstrous humanoid bard 4/rogue2
Init +7; Senses all-round vision, darkvision 60 ft.; Perception +15
Defence
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 131 (8d10+4d8+2d8+60)
Fort +7, Ref +16, Will +10
Defensive Abilities evasion
Offence
Speed 30 ft.
Melee fighting fan +15/+10/+5 (1d4+1/x3), snake bite +10 (1d4 plus poison)
Ranged mwk shuriken +16/+11/+6 (1d3, 10 ft.)
Special Attacks petrifying gaze, sneak attack +1d6
th
Bard Spells Known (CL 4 , concentration +9)
nd
2 level (2/day, save DC 17) alter self, detect thoughts
st
1 level (4/day, save DC 16) charm person, memory lapse, unnatural lust, vanish
th
0 level (At will, save DC 15) daze, ghost sound, lullaby, mage hand, open/close, prestidigitation
Statistics
Str 12 (+1), Dex 17 (+3), Con 18 (+4), Int 16 (+3), Wis 11 (+0), Cha 20 (+5)
Base Atk +12; CMB +13 (+15 steal); CMD 26 (28 vs. steal)
Feats Combat Expertise, Improved Feint, Improved Initiative, Improved Steal, Persuasive,
Spell Focus (enchantment)*, Quick Draw, Weapon Finesse
Skills Acrobatics +13, Appraise +10, Bluff +18, Diplomacy +22, Disguise +17, Intimidate +18, Knowledge (local) +12,
Perception +15, Perform (dance) +15, Perform (sing) +15, Profession (courtesan) +10, Sense Motive +12,
Sleight of Hand +13, Stealth +14, Use Magic Device +15; Racial Modifiers +4 Perception
Languages Common
Gear fighting fan, 10 shuriken
Special Qualities bardic performance (14/day, countersong, distraction, fascinate, inspire competence, inspire
courage +1), cantrips, enrapturing performance, rogue talent (swift poison), trapfinding, versatile performance
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Enrapturing Performance (Su): A medusa lotus geisha may make a bardic performance directed at a single person.
This costs one use of bardic performance, and she may not have a bardic performance and an enrapturing
performance ongoing at the same time. Enrapturing performance gives +2 to the save DC against fascination, or
increases the bonus for inspire competence or inspire courage by +1. This replaces well-versed.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 22 negates.
Poison (Ex): Bite injury; save Fortitude DC 21 frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.
Swift Poison (Ex): A medusa lotus geisha can apply poison to a weapon as a move action.

322
Freaks and Horrors

Medusa Lotus Geisha Madam CR 16


XP 76800
LE Medium monstrous humanoid bard 6/rogue3
Init +7; Senses all-round vision, darkvision 60 ft.; Perception +16
Defence
AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
hp 158 (8d10+6d8+3d8+74)
Fort +9, Ref +17, Will +12
Defensive Abilities evasion, trap sense +1
Offence
Speed 30 ft.
Melee fighting fan +17/+12/+7 (1d4+1/x3), snake bite +12 (1d4 plus poison)
Ranged mwk shuriken +18/+13/+8 (1d3, 10 ft.)
Special Attacks petrifying gaze, sneak attack +2d6
th
Bard Spells Known (CL 6 , concentration +11)
nd
2 level (4/day, save DC 17) alter self, cats grace, detect thoughts, eagles splendour
st
1 level (5/day, save DC 16) charm person, memory lapse, unnatural lust, vanish
th
0 level (At will, save DC 15) daze, ghost sound, lullaby, mage hand, open/close, prestidigitation
Statistics
Str 12 (+1), Dex 17 (+3), Con 18 (+4), Int 16 (+3), Wis 11 (+0), Cha 21 (+5)
Base Atk +14; CMB +15 (+17 dirty trick or steal); CMD 29 (31 vs. dirty trick or steal)
Feats Combat Expertise, Dodge, Greater Spell Focus (enchantment)*, Improved Dirty Trick, Improved Feint,
Improved Initiative, Improved Steal, Persuasive, Spell Focus (enchantment)*, Quick Draw, Weapon Finesse
Skills Acrobatics +15, Appraise +12, Bluff +20, Diplomacy +25, Disguise +19, Intimidate +22, Knowledge (local) +14,
Perception +16, Perform (dance) +19, Perform (sing) +18, Profession (courtesan) +12, Sense Motive +13,
Sleight of Hand +15, Stealth +16, Use Magic Device +16; Racial Modifiers +4 Perception
Languages Common
Gear fighting fan, 10 shuriken
Special Qualities bardic performance (18/day, countersong, distraction, fascinate, inspire competence, inspire
courage +2, suggestion), cantrips, enrapturing performance, rogue talent (swift poison), trapfinding, versatile
performance
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Enrapturing Performance (Su): A medusa lotus geisha may make a bardic performance directed at a single person.
This costs one use of bardic performance, and she may not have a bardic performance and an enrapturing
performance ongoing at the same time. Enrapturing performance gives +2 to the save DC against fascination and
suggestion, or increases the bonus for inspire competence and inspire courage by +1. This replaces well-versed.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 23 negates.
Poison (Ex): Bite injury; save Fortitude DC 22 frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.
Swift Poison (Ex): A medusa lotus geisha can apply poison to a weapon as a move action.

323
The Lazy GM

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.

324
Freaks and Horrors

Medusa Wendifa Priestess CR 15


XP 51200
LE Medium monstrous humanoid oracle 8
Init +7; Senses all-round vision, darkvision 60 ft.; Perception +21
Defence
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 136 (8d10+8d8+56)
Fort +7, Ref +11, Will +16
Offence
Speed 30 ft.
Melee dagger +17/+12/+7 (1d4/19-20), snake bite +12 (1d4 plus poison)
Ranged mwk longbow +18/+13/+8 (1d8/x3, 100 ft.)
Special Attacks petrifying gaze
th
Oracle Spells Prepared (CL 8 , concentration +13)
th
4 level (4/day, save DC 19) charm monster*, inflict critical wounds, spiritual ally
rd
3 level (6/day, save DC 18) bestow curse, cure serious wounds, fear*, inflict serious wounds
nd
2 level (7/day, save DC 17) defending bone, death knell, hideous laughter*, inflict moderate wounds,
levitate*, minor image*, spiritual weapon
st
1 level (7/day, save DC 16) cause fear, cure light wounds, haze of dreams, hide from undead, inflict
light wounds, obscuring mist, speak with animals*
th
0 level (At will, save DC 15) bleed, create water, detect magic, detect poison, ghost sound*, guidance,
mage hand*, read magic, resistance, stabilize
Statistics
Str 10 (+0), Dex 17 (+3), Con 16 (+3), Int 14 (+2), Wis 18 (+4), Cha 20 (+5)
Base Atk +14; CMB +14; CMD 27
Feats Brew Potion, Command Undead*, Improved Initiative, Point Blank Shot, Precise Shot, Skeleton Summoner,
Spell Focus (necromancy), Undead Master, Weapon Finesse
Skills Bluff +15, Disguise +15, Intimidate +18, Knowledge (religion) +17, Perception +21, Sense Motive +15,
Spellcraft +15, Stealth +16, Survival +15, Swim +11; Racial Modifiers +4 Perception
Languages Common
Gear dagger, mwk longbow, 20 arrows
Special Qualities mystery (juju), oracles curse (haunted), orisons, revelations (natural divination, spirit vessels,
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 23 negates.
Poison (Ex): Bite injury; save Fortitude DC 21; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.
Spirit Vessels (Su): A medusa wendifa can control up to 48HD of undead created by animate dead. Any zombies or
juju zombies created by animate dead, create undead or similar have maxiumum hit points.
Undead Servitude (Su): A medusa wendifa can channel negative energy 8/day but only for the purposes of
commanding undead. Will save DC 19 negates.

325
The Lazy GM

Medusa Wendifa High Priestess CR 19


XP 204800
LE Medium monstrous humanoid oracle 12
Init +7; Senses all-round vision, darkvision 60 ft.; Perception +23
Defence
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 170 (8d10+12d8+72)
Fort +11, Ref +13, Will +18
Offence
Speed 30 ft.
Melee dagger +20/+15/+10/+5 (1d4/19-20), snake bite +15 (1d4 plus poison)
Ranged mwk longbow +21/+16/+11/+6 (1d8/x3, 100 ft.)
Special Attacks petrifying gaze
th
Oracle Spells Prepared (CL 12 , concentration +17)
th
6 level (3/day, save DC 21) magic jar*, mass inflict moderate wounds, word of recall
th
5 level (6/day, save DC 20) create undead (juju zombies only)*, mass inflict light wounds, raise dead,
slay living, telekinesis*
th
4 level (7/day, save DC 19) charm monster*, death ward, debilitating portent, inflict critical wounds,
spiritual ally
rd
3 level (7/day, save DC 18) bestow curse, cure serious wounds, fear*, inflict serious wounds, remove
curse, speak with dead
nd
2 level (7/day, save DC 17) defending bone, desecrate, death knell, hideous laughter*, hold person,
inflict moderate wounds, levitate*, minor image*, spiritual weapon
st
1 level (7/day, save DC 16) cause fear, cure light wounds, haze of dreams, hide from undead, inflict
light wounds, obscuring mist, speak with animals*
th
0 level (At will, save DC 15) bleed, create water, detect magic, detect poison, ghost sound*, guidance,
mage hand*, read magic, resistance, stabilize, virtue
Statistics
Str 10 (+0), Dex 17 (+3), Con 16 (+3), Int 14 (+2), Wis 18 (+4), Cha 21 (+5)
Base Atk +17; CMB +17; CMD 30
Feats Brew Potion, Command Undead*, Ectoplasmic Spell, Great Fortitude, Improved Initiative, Point Blank Shot,
Precise Shot, Skeleton Summoner, Spell Focus (necromancy), Undead Master, Weapon Finesse
Skills Bluff +17, Disguise +17, Intimidate +20, Knowledge (religion) +20, Perception +23, Sense Motive +19,
Spellcraft +18, Stealth +18, Survival +17, Swim +13; Racial Modifiers +4 Perception
Languages Common
Gear dagger, mwk longbow, 20 arrows
Special Qualities mystery (juju), oracles curse (haunted), orisons, revelations (natural divination, path of the snake,
spirit vessels, 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): 3/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.
Path of the Snake (Su): 1/day, whilst in contact with earth or a living plant, a medusa wendifa may become
incorporeal. Whilst in this form she can only move, but may move through anything not made of force. This effect
lasts for up to 12 rounds and may be ended as a standard action.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 25 negates.
Poison (Ex): Bite injury; save Fortitude DC 23; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.
Spirit Vessels (Su): A medusa wendifa can control up to 72HD of undead created by animate dead. Any zombies or
juju zombies created by animate dead, create undead or similar have maxiumum hit points.
Undead Servitude (Su): A medusa wendifa can channel negative energy 8/day but only for the purposes of
commanding undead. Will save DC 21 negates.

326
Freaks and Horrors

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.

Medusa Zen Archer CR 10


XP 9600
LE Medium monstrous humanoid fighter 1/monk 2
Init +8; Senses all-round vision, darkvision 60 ft.; Perception +19
Defence
AC 21, touch 18, flat-footed 16 (+4 Dex, +1 dodge, +3 natural, +3 Wis)
hp 117 (8d10+1d10+2d10+57)
Fort +12, Ref +13, Will +12
Offence
Speed 30 ft.
Melee dagger +14/+9 (1d4+1/19-20), unarmed strike +14/+9 (1d6+1), snake bite +9 (1d4 plus poison)
Ranged mwk longbow +16/+11 (1d8/x3, 100 ft.), bow flurry +15/+15/+10 (1d8/x3, 100 ft.)
Special Attacks flurry of blows (+9/+9), perfect strike, petrifying gaze, unarmed strike
Statistics
Str 12 (+1), Dex 19 (+4), Con 20 (+5), Int 12 (+1), Wis 17 (+3), Cha 13 (+1)
Base Atk +10; CMB +11; CMD 29
Feats Deflect Arrows*, Dodge*, Far Shot, Improved Initiative, Manyshot*, Mobility, Perfect Strike*, Point Blank Shot,
Precise Shot, Weapon Finesse, Weapon Focus (longbow)*
Skills Acrobatics +11, Bluff +10, Craft (fletcher) +8, Disguise +10, Intimidate +13, Perception +19, Stealth +16;
Racial Modifiers +4 Perception
Languages Common
Gear dagger, mwk longbow, 20 arrows
Special Qualities way of the bow
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Flurry of Blows (Ex): A medusa zen archer can only use her flurry of blows attack with bows.
Perfect Strike (Ex): A medusa zen archer gains Perfect Strike as a bonus feat, which she may use with a bow. This
replaces stunning fist.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 16 negates.
Poison (Ex): Bite injury; save Fortitude DC 20; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.
Way of the Bow (Ex): A medusa zen archer gains Weapon Focus as a bonus feat. This replaces evasion.

327
The Lazy GM

Experienced Medusa Zen Archer CR 13


XP 25600
LE Medium monstrous humanoid fighter 2/monk 4
Init +9; Senses all-round vision, darkvision 60 ft.; Perception +22
Defence
AC 22, touch 19, flat-footed 16 (+5 Dex, +1 dodge, +3 natural, +3 Wis)
hp 151 (8d10+2d10+4d10+74)
Fort +14, Ref +15, Will +13
Defensive Abilities still mind
Offence
Speed 40 ft.
Melee dagger +19/+14/+9 (1d4+1/19-20), unarmed strike +19/+14/+9 (1d8+1), snake bite +14 (1d4 plus poison)
Ranged mwk longbow +21/+16/+11 (1d8/x3, 105 ft.), bow flurry +20/+20/+15/+10 (1d8/x3, 105 ft.)
Special Attacks flurry of blows (+13/+13), perfect strike, petrifying gaze, point blank master, unarmed strike
Statistics
Str 12 (+1), Dex 20 (+5), Con 20 (+5), Int 12 (+1), Wis 17 (+3), Cha 13 (+1)
Base Atk +14; CMB +15; CMD 34
Feats Deflect Arrows*, Dodge*, Far Shot, Improved Initiative, Manyshot*, Mobility, Perfect Strike*,
Point Blank Master*, Point Blank Shot, Precise Shot, Shot on the Run, Weapon Finesse, Weapon Focus (longbow)*
Skills Acrobatics +14, Bluff +12, Craft (fletcher) +9, Disguise +11, Intimidate +14, Perception +22, Sense Motive +8,
Stealth +19; Racial Modifiers +4 Perception
Languages Common
Gear dagger, mwk longbow, 20 arrows
Special Qualities fast movement, hawkeye, ki pool (5 points, magic), slow fall 20 ft., way of the bow, zen archery
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Flurry of Blows (Ex): A medusa zen archer can only use her flurry of blows attack with bows.
Hawkeye (Ex): A medusa zen archer gains a +1 bonus to Perception and +5 ft. to the range increment of any bow
she uses. This replaces bravery.
Ki Pool (Su): As well as the usual benefits a medusa zen archer may spend 1 ki point to increase the range of her
bow attacks by 50 ft. for 1 round.
Perfect Strike (Ex): A medusa zen archer gains Perfect Strike as a bonus feat, which she may use with a bow. This
replaces stunning fist.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 18 negates.
Poison (Ex): Bite injury; save Fortitude DC 22; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.
Way of the Bow (Ex): A medusa zen archer gains Weapon Focus as a bonus feat. This replaces evasion.
Zen Archery (Ex): A medusa zen archer may use her Wisdom modifier instead of her Dexterity modifier when
attacking with a bow.

328
Freaks and Horrors

Superior Medusa Zen Archer CR 16


XP 76800
LE Medium monstrous humanoid fighter 3/monk 6
Init +9; Senses all-round vision, darkvision 60 ft.; Perception +25
Defence
AC 23, touch 20, flat-footed 17 (+5 Dex, +1 dodge, +3 natural, +4 Wis)
hp 184 (8d10+3d10+6d10+91)
Fort +15, Ref +17, Will +16
Defensive Abilities still mind
Offence
Speed 50 ft.
Melee dagger +21/+16/+11/+6 (1d4+1/19-20), unarmed strike +21/+16/+11/+6 (1d8+1), snake bite +16 (1d4 plus
poison)
Ranged mwk longbow +23/+18/+13/+8 (1d8/x3, 105 ft.), bow flurry +22/+22/+17/+15/+7 (1d8/x3, 105 ft.)
Special Attacks flurry of blows (+15/+15/+10), ki arrows, perfect strike, petrifying gaze, point blank master, trick shot,
unarmed strike
Statistics
Str 12 (+1), Dex 20 (+5), Con 20 (+5), Int 12 (+1), Wis 18 (+4), Cha 13 (+1)
Base Atk +16; CMB +17; CMD 37
Feats Deflect Arrows*, Dodge*, Far Shot, Focused Shot*, Improved Initiative, Improved Precise Shot, Manyshot*,
Mobility, Parting Shot*, Perfect Strike*, Point Blank Master*, Point Blank Shot, Precise Shot, Shot on the Run,
Vital Strike, Weapon Finesse, Weapon Focus (longbow)*
Skills Acrobatics +16 (+22 jumping), Bluff +14, Craft (fletcher) +10, Disguise +12, Intimidate +15, Perception +25,
Sense Motive +11, Stealth +21; Racial Modifiers +4 Perception
Languages Common
Gear dagger, mwk longbow, 20 arrows
Special Qualities fast movement, hawkeye, high jump, ki pool (7 points, magic), slow fall 30 ft., way of the bow, zen
archery
Special Abilities
All-Round Vision (Ex): A medusas snake hair allows her to see in all directions. She cannot be flanked.
Flurry of Blows (Ex): A medusa zen archer can only use her flurry of blows attack with bows.
Hawkeye (Ex): A medusa zen archer gains a +1 bonus to Perception and +5 ft. to the range increment of any bow
she uses. This replaces bravery.
Ki Arrows (Su): A medusa zen archer may spend 1 point from her ki pool to grant her arrows damage equal to her
unarmed strikes (1d8) until her next turn. This replaces purity of body.
Ki Pool (Su): As well as the usual benefits a medusa zen archer may spend 1 ki point to increase the range of her
bow attacks by 50 ft. for 1 round.
Perfect Strike (Ex): A medusa zen archer gains Perfect Strike as a bonus feat, which she may use with a bow. This
replaces stunning fist.
Petrifying Gaze (Su): Turn to stone permanently, 30 ft, Fortitude save DC 19 negates.
Poison (Ex): Bite injury; save Fortitude DC 23; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive
saves.
Trick Shot (Ex): A medusa zen archer can perform a disarm manoeuvre with her bow at any target within 20 ft.,
using a CMB of +13. This replaces armour training.
Way of the Bow (Ex): A medusa zen archer gains Weapon Focus as a bonus feat. This replaces evasion.
Zen Archery (Ex): A medusa zen archer may use her Wisdom modifier instead of her Dexterity modifier when
attacking with a bow.

329
The Lazy GM

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.

330
Freaks and Horrors

Huge Mobat (8HD) CR 6


XP 2400
N Huge magical beast
Init +2; Senses blindsense 120 ft., low-light vision, scent; Perception +7
Defence
AC 17, touch 10, flat-footed 15 (+2 Dex, +7 natural, -2 size)
hp 84 (8d10+40)
Fort +11, Ref +8, Will +3
Offence
Speed 20 ft., fly 40 ft. (good)
Melee bite +13 (3d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks screech
Statistics
Str 25 (+7), Dex 14 (+2), Con 20 (+5), Int 6 (-2), Wis 13 (+1), Cha 6 (-2)
Base Atk +8; CMB +17; CMD 29
Feats Ability Focus (screech), Flyby Attack, Skill Focus (Fly, Stealth)
Skills Fly +10, Perception +7 (+11 when using blindsense), Stealth +3; 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 21 or be staggered for 1d3 rounds. Other mobats are immune to this effect. Sonic,
mind-affecting effect.

Huge Mobat (10HD) CR 7


XP 3200
N Huge magical beast
Init +2; Senses blindsense 120 ft., low-light vision, scent; Perception +8
Defence
AC 17, touch 10, flat-footed 15 (+2 Dex, +7 natural, -2 size)
hp 105 (10d10+50)
Fort +12, Ref +9, Will +4
Offence
Speed 20 ft., fly 40 ft. (good)
Melee bite +16 (3d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks screech
Statistics
Str 25 (+7), Dex 14 (+2), Con 20 (+5), Int 6 (-2), Wis 13 (+1), Cha 6 (-2)
Base Atk +10; CMB +19; CMD 31
Feats Ability Focus (screech), Flyby Attack, Skill Focus (Fly, Stealth), Weapon Focus (bite)
Skills Fly +10, Perception +8 (+12 when using blindsense), Stealth +4; 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 22 or be staggered for 1d3 rounds. Other mobats are immune to this effect. Sonic,
mind-affecting effect.

331
The Lazy GM

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.

Advanced Vampiric Mobat (6HD) CR 6


XP 2400
N Large magical beast
Init +4; Senses blindsense 120 ft., low-light vision, scent; Perception +10
Defence
AC 19, touch 13, flat-footed 15 (+4 Dex, +6 natural, -1 size)
hp 63 (6d10+30)
Fort +10, Ref +9, Will +5
Offence
Speed 20 ft., fly 40 ft. (good)
Melee bite +10 (2d6+7 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks blood drain (1d2 Con), grab, screech
Statistics
Str 21 (+5), Dex 19 (+4), Con 20 (+5), Int 10 (+0), Wis 17 (+3), Cha 10 (+0)
Base Atk +6; CMB +12 (+16 grapple); CMD 26
Feats Ability Focus (screech), Flyby Attack, Skill Focus (Stealth)
Skills Fly +13, Perception +10 (+14 when using blindsense), Stealth +10; 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 20 or be staggered for 1d3 rounds. Other mobats are immune to this effect. Sonic,
mind-affecting effect.

Huge Advanced Vampiric Mobat (10HD) CR 8


XP 4800
N Huge magical beast
Init +4; Senses blindsense 120 ft., low-light vision, scent; Perception +13
Defence
AC 21, touch 12, flat-footed 17 (+4 Dex, +9 natural, -2 size)
hp 125 (10d10+70)
Fort +14, Ref +11, Will +6
Offence
Speed 20 ft., fly 40 ft. (good)
Melee bite +18 (3d6+13 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks blood drain (1d2 Con), grab, screech
Statistics
Str 29 (+9), Dex 18 (+4), Con 24 (+7), Int 10 (+0), Wis 17 (+3), Cha 10 (+0)
Base Atk +10; CMB +21 (+25 grapple); CMD 35
Feats Ability Focus (screech), Flyby Attack, Skill Focus (Fly, Stealth), Weapon Focus (bite)
Skills Fly +16, Perception +13 (+17 when using blindsense), Stealth +9; 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 24 or be staggered for 1d3 rounds. Other mobats are immune to this effect. Sonic,
mind-affecting effect.

332
Freaks and Horrors

Fiendish Terror Mobat (4HD) CR 3


XP 800
NE Large magical beast (evil, extraplanar)
Init +2; Senses blindsense 120 ft., darkvision 60 ft., low-light vision, scent; Perception +6
Aura fear (as spell, 20 ft., Will DC 10)
Defence
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 34 (4d10+12)
Fort +7, Ref +6, Will +2
Defensive Abilities negative energy absorption (heals 1 hit point for every 3 damage from negative energy effects);
Immune fear effects; Resist cold 5, fire 5; SR 8
Offence
Speed 20 ft., fly 40 ft. (good)
Melee bite +6 (2d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks screech, smite good (1/day, +4 damage until target is dead)
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.

Huge Fiendish Terror Mobat (8HD) CR 7


XP 3200
NE Huge magical beast (evil, extraplanar)
Init +2; Senses blindsense 120 ft., low-light vision, scent; Perception +7
Aura fear (as spell, 20 ft., Will DC 12)
Defence
AC 17, touch 10, flat-footed 15 (+2 Dex, +7 natural, -2 size)
hp 84 (8d10+40)
Fort +11, Ref +8, Will +3
Defensive Abilities negative energy absorption (heals 1 hit point for every 3 damage from negative energy effects);
DR 5/good; Immune fear effects; Resist cold 10, fire 10; SR 12
Offence
Speed 20 ft., fly 40 ft. (good)
Melee bite +13 (3d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks screech, smite good (1/day, +8 damage until target is dead)
Statistics
Str 25 (+7), Dex 14 (+2), Con 20 (+5), Int 6 (-2), Wis 13 (+1), Cha 6 (-2)
Base Atk +8; CMB +17; CMD 29
Feats Ability Focus (screech), Flyby Attack, Skill Focus (Fly, Stealth)
Skills Fly +10, Perception +7 (+11 when using blindsense), Stealth +3; 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 21 or be staggered for 1d3 rounds. Other mobats are immune to this effect. Sonic,
mind-affecting effect.

333
The Lazy GM

Flame-Spawned Mobat (6HD) CR 5


XP 1600
N Large outsider (elemental, fire)
Init +3; Senses blindsense 120 ft., darkvision 60 ft., low-light vision, scent; Perception +6
Aura fiery aura (5 ft., 1d8 fire, Fort DC 16 negates)
Defence
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)
hp 51 (6d10+18)
Fort +8, Ref +8, Will +3
DR 5/magic; Immune fire
Weaknesses vulnerability to cold
Offence
Speed 20 ft., fly 40 ft. (good)
Melee bite +8 (2d6+4 plus 1d8 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks burn, screech
Statistics
Str 17 (+3), Dex 17 (+3), Con 16 (+3), Int 6 (-2), Wis 13 (+1), Cha 6 (-2)
Base Atk +6; CMB +10; CMD 23
Feats Ability Focus (screech), Flyby Attack, Skill Focus (Stealth)
Skills Fly +10, Perception +6 (+10 when using blindsense), Stealth +7; Racial Modifiers +4 Perception when using
blindsense
Languages Ignan, Undercommon (cannot speak)
Special Abilities
Burn (Ex): Any creature hit by a flame-spawned mobat, or hitting one with natural weapons or unarmed strikes, must
make a Reflex save DC 16 or catch on fire.
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.

Huge Flame-Spawned Mobat (10HD) CR 9


XP 6400
N Huge outsider (elemental, fire)
Init +3; Senses blindsense 120 ft., darkvision 60 ft., low-light vision, scent; Perception +8
Aura fiery aura (5 ft., 2d6 fire, Fort DC 20 negates)
Defence
AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, -2 size)
hp 105 (10d10+50)
Fort +12, Ref +10, Will +4
DR 10/magic; Immune fire
Weaknesses vulnerability to cold
Offence
Speed 20 ft., fly 40 ft. (good)
Melee bite +16 (3d6+10 plus 2d6 fire)
Space 15 ft.; Reach 10 ft.
Special Attacks burn, screech
Statistics
Str 25 (+7), Dex 16 (+3), Con 20 (+5), Int 6 (-2), Wis 13 (+1), Cha 6 (-2)
Base Atk +10; CMB +19; CMD 32
Feats Ability Focus (screech), Flyby Attack, Skill Focus (Fly, Stealth), Weapon Focus (bite)
Skills Fly +11, Perception +8 (+12 when using blindsense), Stealth +5; Racial Modifiers +4 Perception when using
blindsense
Languages Ignan, Undercommon (cannot speak)
Special Abilities
Burn (Ex): Any creature hit by a flame-spawned mobat, or hitting one with natural weapons or unarmed strikes, must
make a Reflex save DC 20 or catch on fire.
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 22 or be staggered for 1d3 rounds. Other mobats are immune to this effect. Sonic,
mind-affecting effect.

334
Freaks and Horrors

Zombie Mobat (6HD) CR 2


XP 600
NE Large undead
Init +1; Senses darkvision 60 ft.; Perception +0
Defence
AC 13, touch 10, flat-footed 12 (+1 Dex, +3 natural, -1 size)
hp 33 (6d8+6)
Fort +2, Ref +3, Will +5
DR 5/slashing; Immune undead traits
Offence
Speed 20 ft., fly 40 ft. (clumsy)
Melee bite +7 (2d6+6)
Space 10 ft.; Reach 5 ft.
Statistics
Str 19 (+4), Dex 13 (+1), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +4; CMB +9; CMD 20
Feats Toughness*
Skills Fly -9
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

Huge Zombie Mobat (12HD) CR 5


XP 1600
NE Huge undead
Init +1; Senses darkvision 60 ft.; Perception +0
Defence
AC 13, touch 9, flat-footed 12 (+1 Dex, +4 natural, -2 size)
hp 66 (12d8+12)
Fort +4, Ref +5, Will +8
DR 5/slashing; Immune undead traits
Offence
Speed 20 ft., fly 40 ft. (clumsy)
Melee bite +15 (3d6+12)
Space 15 ft.; Reach 10 ft.
Statistics
Str 29 (+8), Dex 12 (+1), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +9; CMB +19; CMD 30
Feats Toughness*
Skills Fly -11
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

335
The Lazy GM

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.

336
Freaks and Horrors

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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The Lazy GM

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

338
Freaks and Horrors

Morlock Wild Rager CR 7


XP 3200
CE Medium monstrous humanoid barbarian 5
Init +9; Senses darkvision 120 ft., scent; Perception +1
Defence
AC 14, touch 13, flat-footed 9 (+5 Dex, +1 natural, -2 rage)
hp 102 (3d10+5d12+53)
Fort +11, Ref +11, Will +7
Defensive Abilities rage conversion, trap sense +1; Immune disease, poison
Weaknesses light blindness
Offence
Speed 50 ft., climb 30 ft.
Melee club +15/+10 (1d6+7), wild fighting club +13/+13/+8 (1d6+7), bite +10 (1d4+3)
Special Attacks leap attack, rage (17 rounds per day), sneak attack +1d6, swarming
Statistics
Str 24 (+7), Dex 21 (+5), Con 23 (+6), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Base Atk +8; CMB +15; CMD 30
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack
Skills Acrobatics +19 (+24 when jumping), Climb +28, Stealth +11 (+15 in caverns); Racial Modifiers +8 Acrobatics,
+16 Climb, +4 Stealth in caverns
Languages Undercommon
Special Qualities expert climber, fast movement, rage power (raging leaper, renewed vigour), uncontrolled rage,
wild fighting
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.
Rage Conversion (Ex):A wild rager who fails a saving throw against a mind-affecting effect may make a new throw
at the beginning of its next turn. If this succeeds it rages and becomes confused, as described under uncontrolled
rage.
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.
Uncontrolled Rage (Ex): When a wild rager reduces a foe to 0 hit points it must make a Will save DC 14 or become
confused. For the remainder of its current turn it attacks the nearest creature other than itself, thereafter it behaves as
if under a confusion spell. A wild rager may attempt a new Will save at the end of each round that it is confused.
These rounds do not count against its total rounds of rage for the day, but it cannot use rage powers whilst confused.
Wild Fighting (Ex): A wild rager may make a full attack action and make one extra attack at its highest bonus. Until
the beginning of its next turn, however, it suffers a -2 penalty to all attacks and a -4 penalty to AC. It may do so even
when not raging. This replaces uncanny dodge.

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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The Lazy GM

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.

340
Freaks and Horrors

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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The Lazy GM

Morlock High Priest CR 13


XP 25600
CE Medium monstrous humanoid cleric 10
Init +8; Senses darkvision 120 ft., scent; Perception +12
Aura aura of evil, aura of madness
Defence
AC 16, touch 15, flat-footed 11 (+4 Dex, +1 dodge, +1 natural)
hp 127 (5d10+10d8+55)
Fort +11, Ref +13, Will +16
Immune disease, poison
Weaknesses light blindness
Offence
Speed 45 ft., climb 30 ft.
Melee club +14/+9/+4 (1d6+2), bite +9 (1d4+1)
Special Attacks channel negative energy (3/day, 5d6 damage, Will save DC 17), leap attack, sneak attack +1d6,
spontaneous inflict spells, swarming
th
Cleric Spells Prepared (CL 10 , concentration +15)
th
5 level (3+1/day, save DC 20) constricting coils, nightmare*, raise dead, slay living
th
4 level (4+1/day, save DC 19) confusion*, cure critical wounds, divine power, spit venom, unholy blight
rd
3 level (4+1/day, save DC 18) agonizing rebuke, deeper darkness, dispel magic, meld into stone, rage*
nd
2 level (5+1/day, save DC 17) bulls strength, cure moderate wounds, death knell, instrument of agony,
shard of chaos, touch of idiocy*
st
1 level (5+1/day, save DC 16) bane, cause fear, cure light wounds, doom*, entropic shield, magic stone
th
0 level (At will, save DC 15) bleed, guidance, stabilise, virtue
Statistics
Str 14 (+2), Dex 18 (+4), Con 17 (+3), Int 7 (-2), Wis 20 (+5), Cha 10 (+0)
Base Atk +12; CMB +14; CMD 29
Feats Dodge, Fleet, Improved Channeling, Improved Initiative, Lightning Reflexes, Mobility, Power Attack,
Selective Channeling
Skills Acrobatics +17, Climb +23, Knowledge (religion) +5, Perception +12, Stealth +12 (+16 in caverns);
Racial Modifiers +8 Acrobatics, +16 Climb, +4 Stealth in caverns
Languages Undercommon
Special Qualities domains (demon, madness), domain powers (aura of madness, chaos blade, fury of the abyss,
vision of madness), expert climber, orisons
Special Abilities
Aura of Madness (Su): A morlock cleric can emit a 30 ft. aura for up to 10 rounds per day (these do not need to be
consecutive). Enemies within the aura must make a Will save DC 20 or be affected by confusion. This effect ends if
they leave the area of the aura or the aura ends. A creature that successfully makes its save cannot be affected by
the aura of that morlock cleric for 24 hours.
Chaos Blade (Su): 1/day a morlock cleric can touch a melee weapon and grant it the anarchic property for 5 rounds.
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): 8/day, as a swift action a morlock cleric may grant itself a +5 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): 8/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 +5 bonus to the chosen checks, and takes a -5 penalty to the other
two. This lasts for 3 rounds.

342
Freaks and Horrors

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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The Lazy GM

Babau-Possessed Morlock Murderer CR 8


XP 4800
CE Medium monstrous humanoid rogue 5 (chaotic, evil)
Init +11; Senses darkvision 120 ft., scent; Perception +15
Defence
AC 17, touch 16, flat-footed 11 (+5 Dex, +1 dodge, +1 natural)
hp 76 (3d10+5d8+37)
Fort +6, Ref +16, Will +6
Defensive Abilities evasion, uncanny dodge; DR 10/cold iron; Immune disease, poison; Resist electricity 20
Weaknesses light blindness, spell vulnerability
Offence
Speed 40 ft., climb 30 ft.
Melee club +11/+6 (1d6+5), bite +6 (1d4+2)
Special Attacks brutal beating, leap attack, profane, sneak attack +6d6, swarming
Statistics
Str 20 (+5), Dex 24 (+7), Con 18 (+4), Int 7 (-2), Wis 14 (+2), Cha 12 (+1)
Base Atk +6; CMB +11; CMD 29
Feats Dodge, Improved Initiative, Lightning Reflexes, Power Attack
Skills Acrobatics +25, Climb +31, Escape Artist +13, Intimidate +10, Perception +15, Stealth +21 (+25 in caverns);
Racial Modifiers +8 Acrobatics, +16 Climb, +4 Stealth in caverns
Languages Undercommon
Special Qualities expert climber, frightening, possessed, protective slime, 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.
Possessed (Su): The possessing babau demon cannot directly control the morlock, nor can it be targeted by spells
except those mention under spell vulnerability. It is not damaged if the host is damaged but if the host is killed it
appears in its square. It can be detected with divination, and can choose to leave the host as a standard action,
appearing in an adjacent square.
Profane (Su): A babau-possessed morlocks melee attacks deal +1d6 damage to creatures of good alignment and
count as magic and evil for the purposes of overcoming DR. It gains a +4 profane bonus to Perception and Stealth
checks.
Protective Slime (Su): Any weapon striking a babau-possessed morlock takes 1d8 acid damage, not reduced by
hardness. Any creature hitting the morlock with unarmed strikes or natural weapons also takes this damage. A Reflex
save DC 15 negates in all cases.
Spell Vulnerability (Ex): A dispel chaos or dispel evil spell ejects the demon, causing it to appear in an adjacent
square for a number of rounds equal to the casters level. A Will save negates this. A banishment, break
enchantment or remove curse spell causes the demon to return to its home plane.A Will save negates. An antimagic
field suppresses all the abilities granted by possession and prevents the demon from communicating with its host. In
all cases the host loses the abilities granted by the demon and becomes an ordinary 5th level morlock murderer. Any
effect first needs to overcome the babaus spell resistance of 17.
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 Fast Zombie (4HD) CR 2


XP 600
NE Medium undead
Init +5; Senses darkvision 120 ft.; Perception +0
Defence
AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 16 (3d8+3)
Fort +1, Ref +6, Will +4
Immune undead traits
Offence
Speed 50 ft., climb 30 ft.
Melee club +6 (1d6+3), slam +6 (1d4+3), bite +1 (1d4+1)
Special Attacks quick strikes
Statistics
Str 16 (+3), Dex 21 (+5), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +3; CMB +6; CMD 21
Feats Toughness*
Skills Climb +11
Special Abilities
Quick Strikes (Ex): When a fast zombie makes a full attack it can make an additional slam attack with a +6 attack
bonus.

344
Freaks and Horrors

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.

345
The Lazy GM

Large Peryton (9HD) CR 6


XP 2400
CE Large magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10
Defence
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 94 (9d10+45)
Fort +11, Ref +8, Will +5
DR 5/magic
Offence
Speed 30 ft., fly 60 ft. (good)
Melee gore +17 (1d8+8/15-20), 2 hooves +14 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks horrific critical, shadow mark (+10 ranged touch)
Statistics
Str 26 (+8), Dex 14 (+2), Con 21 (+5), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)
Base Atk +9; CMB +18; CMD 30 (34 vs. trip)
Feats Flyby Attack, Improved Critical (gore), Improved Initiative, Multiattack, Weapon Focus (gore)
Skills Fly +13, Perception +10, Stealth +8
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 15 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 15 or become frightened for 1 round. This last is a mind-affecting fear effect.

Large Peryton (10HD) CR 7


XP 3200
CE Large magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +11
Defence
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 105 (10d10+50)
Fort +12, Ref +9, Will +5
DR 5/magic
Offence
Speed 30 ft., fly 60 ft. (good)
Melee gore +18 (1d8+8/15-20), 2 hooves +15 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks horrific critical, shadow mark (+11 ranged touch)
Statistics
Str 26 (+8), Dex 14 (+2), Con 21 (+5), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)
Base Atk +10; CMB +19; CMD 31 (35 vs. trip)
Feats Flyby Attack, Improved Critical (gore), Improved Initiative, Multiattack, Weapon Focus (gore)
Skills Fly +13, Perception +11, 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 16 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 16 or become frightened for 1 round. This last is a mind-affecting fear effect.

346
Freaks and Horrors

Large Peryton (11HD) CR 8


XP 4800
CE Large magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +11
Defence
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 115 (11d10+55)
Fort +12, Ref +9, Will +5
DR 5/magic
Offence
Speed 30 ft., fly 60 ft. (good)
Melee gore +19 (2d6+8/15-20), 2 hooves +16 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks horrific critical, shadow mark (+12 ranged touch)
Statistics
Str 26 (+8), Dex 14 (+2), Con 21 (+5), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)
Base Atk +11; CMB +20; CMD 32 (36 vs. trip)
Feats Flyby Attack, Improved Critical (gore), Improved Initiative, Improved Natural Attack (gore), Multiattack,
Weapon Focus (gore)
Skills Fly +14, Perception +11, Stealth +10
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 16 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 16 or become frightened for 1 round. This last is a mind-affecting fear effect.

Large Peryton (13HD) CR 9


XP 6400
CE Large magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +11
Defence
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 136 (13d10+65)
Fort +13, Ref +10, Will +6
DR 5/magic
Offence
Speed 30 ft., fly 60 ft. (good)
Melee gore +21 (2d6+8/15-20), 2 hooves +18 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks horrific critical, shadow mark (+14 ranged touch)
Statistics
Str 26 (+8), Dex 14 (+2), Con 21 (+5), Int 11 (+0), Wis 14 (+2), Cha 13 (+1)
Base Atk +13; CMB +22; CMD 34 (38 vs. trip)
Feats Death From Above, Flyby Attack, Improved Critical (gore), Improved Initiative, Improved Natural Attack (gore),
Multiattack, Weapon Focus (gore)
Skills Fly +16, Perception +11, Stealth +12
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 17 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 17 or become frightened for 1 round. This last is a mind-affecting fear effect.

347
The Lazy GM

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.

Advanced Fiendish Peryton (5HD) CR 6


XP 2400
CE Medium magical beast (evil, extrapalanr)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +12
Defence
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 52 (5d10+25)
Fort +9, Ref +9, Will +5
DR 5/magic and good; Resist cold 10, fire 10; SR 11
Offence
Speed 30 ft., fly 60 ft. (good)
Melee gore +11 (1d6+5/18-20), 2 hooves +5 (1d4+2)
Special Attacks horrific critical, shadow mark (+10 ranged touch), smite good (1/day, +3 attack and +5 damage until
target is dead)
Statistics
Str 21 (+5), Dex 20 (+5), Con 21 (+5), Int 15 (+2), Wis 18 (+4), Cha 16 (+3)
Base Atk +5; CMB +10; CMD 25 (29 vs. trip)
Feats Flyby Attack, Improved Initiative, Weapon Focus (gore)
Skills Acrobatics +13, Fly +17, Perception +12, Stealth +13
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 15 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 15 or become frightened for 1 round. This last is a mind-affecting fear effect.

Large Advanced Fiendish Peryton (9HD) CR 8


XP 4800
CE Large magical beast (evil, extraplanar)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +16
Defence
AC 21, touch 13, flat-footed 17 (+4 Dex, +8 natural, -1 size)
hp 112 (9d10+63)
Fort +13, Ref +10, Will +7
DR 5/magic and good; Resist cold 10, fire 10; SR 13
Offence
Speed 30 ft., fly 60 ft. (good)
Melee gore +19 (1d8+10/15-20), 2 hooves +16 (1d6+5)
Space 10 ft.; Reach 5 ft.
Special Attacks horrific critical, shadow mark (+12 ranged touch), smite good (1/day, +3 attack and +9 damage until
target is dead)
Statistics
Str 30 (+10), Dex 18 (+4), Con 25 (+7), Int 15 (+2), Wis 18 (+4), Cha 16 (+3)
Base Atk +9; CMB +20; CMD 34 (38 vs. trip)
Feats Flyby Attack, Improved Critical (gore), Improved Initiative, Multiattack, Weapon Focus (gore)
Skills Acrobatics +16, Fly +18, Perception +16, Stealth +12
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 17 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 17 or become frightened for 1 round. This last is a mind-affecting fear effect.

348
Freaks and Horrors

Dread Ghoul Peryton (5HD) CR 5


XP 1600
CE Medium undead (augmented magical beast)
Init +9; Senses darkvision 60 ft., low-light vision, scent; Perception +12
Defence
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 32 (5d8+10)
Fort +6, Ref +9, Will +5
Defensive Abilities channel resistance +4; DR 5/magic
Offence
Speed 30 ft., climb 30 ft., fly 60 ft. (good)
Melee gore +10 (1d6+4/18-20 plus paralysis), 2 hooves +4 (1d4+2 plus paralysis)
Special Attacks command ghouls, create spawn, horrific critical, paralysis, shadow mark (+10 ranged touch)
Statistics
Str 19 (+4), Dex 20 (+5), Con - , Int 13 (+1), Wis 18 (+4), Cha 14 (+2)
Base Atk +5; CMB +9; CMD 24 (28 vs. trip)
Feats Flyby Attack, Improved Initiative, Weapon Focus (gore)
Skills Climb +12, Fly +17, Perception +12, Stealth +13, Survival +12; Racial Modifiers +8 Survival
Languages Common
Special Abilities
Command Ghouls (Su): A dread ghoul can command all normal ghouls within 30 ft., and normal ghouls will not
attack a dread ghoul unless compelled.
Create Spawn (Su): Any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a free-
willed dread ghoul. A gentle repose or protection from evil spell cast on the corpse will prevent this.
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.
Paralysis (Ex): Any creature damaged by a dread ghouls natural attacks must make a Fortitude save DC 14 or be
paralysed for 1d4+1 rounds. Elves are immune to this 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.

Large Dread Ghoul Peryton (9HD) CR 7


XP 3200
CE Large undead (augmented magical beast)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +16
Defence
AC 21, touch 13, flat-footed 17 (+4 Dex, +8 natural, -1 size)
hp 58 (9d8+18)
Fort +8, Ref +10, Will +7
Defensive Abilities channel resistance +4; DR 5/magic
Offence
Speed 30 ft., climb 30 ft., fly 60 ft. (good)
Melee gore +18 (1d8+9/15-20 plus paralysis), 2 hooves +15 (1d6+4 plus paralysis)
Space 10 ft.; Reach 5 ft.
Special Attacks command ghouls, create spawn, horrific critical, paralysis, shadow mark (+12 ranged touch)
Statistics
Str 28 (+9), Dex 18 (+4), Con - , Int 13 (+1), Wis 18 (+4), Cha 14 (+2)
Base Atk +9; CMB +19; CMD 33 (37 vs. trip)
Feats Flyby Attack, Improved Critical (gore), Improved Initiative, Multiattack, Weapon Focus (gore)
Skills Climb +17, Fly +18, Perception +16, Stealth +12, Survival +12; Racial Modifiers +8 Survival
Languages Common
Special Abilities
Command Ghouls (Su): A dread ghoul can command all normal ghouls within 30 ft., and normal ghouls will not
attack a dread ghoul unless compelled.
Create Spawn (Su): Any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a free-
willed dread ghoul. A gentle repose or protection from evil spell cast on the corpse will prevent this.
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 16 or be shaken for 1 round. This is a
mind-affecting fear effect.
Paralysis (Ex): Any creature damaged by a dread ghouls natural attacks must make a Fortitude save DC 16 or be
paralysed for 1d4+1 rounds. Elves are immune to this 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 16 or become frightened for 1 round. This last is a mind-affecting fear effect.

349
The Lazy GM

Fey Peryton (5HD) CR 5


XP 1600
CE Medium fey
Init +9; Senses darkvision 60 ft., low-light vision; Perception +10
Defence
AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp 42 (5d10+15)
Fort +7, Ref +9, Will +3
Defensive Abilities +4 saves vs. mind-affecting effects, evasion; DR 5/cold iron and magic
Offence
Speed 30 ft., fly 60 ft. (perfect)
Melee gore +8 (1d6+2/18-20), 2 hooves +2 (1d4+1)
Special Attacks horrific critical, shadow mark (+10 ranged touch)
th
Spell-Like Abilities (CL 5 , concentration +7)

3/day dancing lights


1/day deep slumber (Will DC 15), entangle (Ref DC 13), faerie fire, glitterdust (Will DC 14)
Statistics
Str 15 (+2), Dex 20 (+5), Con 17 (+3), Int 13 (+1), Wis 14 (+2), Cha 14 (+2)
Base Atk +5; CMB +7; CMD 22 (26 vs. trip)
Feats Flyby Attack, Improved Initiative, Weapon Focus (gore)
Skills Acrobatics +13, Bluff +10, Fly +21, Perception +10, Sense Motive +7, Stealth +13, Survival +7
Languages Common, Sylvan
Special Qualities vanish
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.
Vanish (Su): 5/day a fey peryton can become invisible for 1 round as a swift action.

Large Fey Peryton (9HD) CR 7


XP 3200
CE Large fey
Init +8; Senses darkvision 60 ft., low-light vision; Perception +14
Defence
AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, -1 size)
hp 94 (9d10+45)
Fort +11, Ref +10, Will +5
Defensive Abilities +4 saves vs. mind-affecting effects, evasion; DR 5/cold iron and magic; SR 18
Offence
Speed 30 ft., fly 60 ft. (perfect)
Melee gore +16 (1d8+7/15-20), 2 hooves +13 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks horrific critical, shadow mark (+12 ranged touch)
th
Spell-Like Abilities (CL 9 , concentration +11)

3/day dancing lights


1/day confusion (Will DC 16), deep slumber (Will DC 15), entangle (Ref DC 13), faerie fire, glitterdust
(Will DC 14), major image (Will DC 15)
Statistics
Str 24 (+7), Dex 18 (+4), Con 21 (+5), Int 13 (+1), Wis 14 (+2), Cha 14 (+2)
Base Atk +9; CMB +17; CMD 31 (35 vs. trip)
Feats Flyby Attack, Improved Critical (gore), Improved Initiative, Multiattack, Weapon Focus (gore)
Skills Acrobatics +16, Bluff +14, Fly +22, Perception +14, Sense Motive +11, Stealth +12, Survival +11
Languages Common, Sylvan
Special Qualities vanish
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 16 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 16 or become frightened for 1 round. This last is a mind-affecting fear effect.
Vanish (Su): 9/day a fey peryton can become invisible for 1 round as a swift action.

350
Freaks and Horrors

Half-Dragon Peryton (7HD) CR 7


XP 3200
CE Medium dragon
Init +7; Senses darkvision 60 ft., low-light vision; Perception +12
Defence
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 80 (7d10+42)
Fort +11, Ref +8, Will +4
DR 5/magic; Immune fire, paralysis, sleep
Offence
Speed 30 ft., fly 60 ft. (good)
Melee gore +15 (1d6+7/18-20), 2 claws +12 (1d4+3)
Special Attacks breath weapon (1/day, 30 ft. cone of fire, 7d6 fire damage, Reflex save DC 19 for half), horrific
critical, shadow mark (+10 ranged touch)
Statistics
Str 25 (+7), Dex 16 (+3), Con 23 (+6), Int 13 (+1), Wis 14 (+2), Cha 14 (+2)
Base Atk +7; CMB +14; CMD 27 (31 vs. trip)
Feats Flyby Attack, Improved Initiative, Multiattack, Weapon Focus (gore)
Skills Acrobatics +13, Fly +17, Intimidate +9, Perception +12, Sense Motive +9, Stealth +13, Survival +9
Languages Common, Draconic
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 15 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 15 or become frightened for 1 round. This last is a mind-affecting fear effect.

Large Half-Dragon Peryton (11HD) CR 10


XP 9600
CE Large dragon
Init +6; Senses darkvision 60 ft., low-light vision; Perception +16
Defence
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, -1 size)
hp 148 (11d10+88)
Fort +15, Ref +9, Will +5
DR 5/magic; Immune fire, paralysis, sleep
Offence
Speed 30 ft., fly 60 ft. (good)
Melee gore +23 (2d6+12/15-20), 2 claws +20 (1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (1/day, 30 ft. cone of fire, 11d6 fire damage, Reflex save DC 23 for half), horrific
critical, shadow mark (+12 ranged touch)
Statistics
Str 34 (+12), Dex 14 (+2), Con 27 (+8), Int 13 (+1), Wis 14 (+2), Cha 14 (+2)
Base Atk +11; CMB +24; CMD 36 (40 vs. trip)
Feats Flyby Attack, Improved Critical (gore), Improved Initiative, Improved Natural Attack (gore), Multiattack,
Weapon Focus (gore)
Skills Acrobatics +16, Fly +18, Intimidate +13, Perception +16, Sense Motive +13, Stealth +12, Survival +13
Languages Common, Draconic
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 17 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 17 or become frightened for 1 round. This last is a mind-affecting fear effect.

351
The Lazy GM

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.

352
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.

353
The Lazy GM

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.

Blighted Quickling (4HD) CR 5


XP 1600
CE Small fey
Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
Defence
AC 22, touch 19, flat-footed 14 (+7 Dex, +1 dodge, +3 natural, +1 size)
hp 34 (4d8+16)
Fort +4, Ref +11, Will +6
Defensive Abilities evasion, fungal rejuvenation, natural invisibility, supernatural speed, uncanny dodge;
DR 10/cold iron and good; Immune disease, paralysis, poison, polymorph; Resist cold 10, electricity 10; SR 16
Weaknesses slow susceptibility
Offence
Speed 120 ft.
Melee shortsword +10 (1d4+1/19-20)
Ranged thorn throw +10 (1d3, 20 ft.)
Special Attacks parasitic bond, thorn throw, sneak attack +1d6
th
Spell-Like Abilities (CL 6 , concentration +9)

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.

354
Freaks and Horrors

Entropic Quickling (4HD) CR 3


XP 800
CE Small fey (chaotic, extraplanar)
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;
Resist cold 5, fire 5; SR 8
Weaknesses slow susceptibility
Offence
Speed 120 ft.
Melee shortsword +10 (1d4-1/19-20)
Special Attacks smite law (1/day, +2 attack and +4 damage until target is dead), 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 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.

355
The Lazy GM

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.

Expert Quickling Scout CR 7


XP 3200
CE Small fey rogue 4
Init +9; Senses low-light vision; Perception +14
Defence
AC 22, touch 21, flat-footed 12 (+9 Dex, +1 dodge, +1 natural, +1 size)
hp 52 (4d6+4d8+20)
Fort +4, Ref +17, 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 +15 (1d4/19-20)
Special Attacks scouts charge, sneak attack +3d6
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
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.

356
Freaks and Horrors

Master Quickling Scout CR 11


XP 12800
CE Small fey rogue 8
Init +9; Senses low-light vision; Perception +18
Defence
AC 22, touch 21, flat-footed 12 (+9 Dex, +1 dodge, +1 natural, +1 size)
hp 82 (4d6+8d8+32)
Fort +5, Ref +19, Will +9
Defensive Abilities evasion, natural invisibility, supernatural speed, trap sense +2, uncanny dodge; DR 5/cold iron
Weaknesses slow susceptibility
Offence
Speed 120 ft.
Melee shortsword +18/+13 (1d4/19-20)
Special Attacks scouts charge, sneak attack +5d6, skirmisher
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 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.

357
The Lazy GM

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

358
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

Large Skum (6HD) CR 5


XP 1600
LE Large monstrous humanoid (aquatic)
Init +0; Senses darkvision 60 ft.; Perception +9
Defence
AC 14, touch 9, flat-footed 14 (+5 natural, -1 size)
hp 69 (6d10+36)
Fort +7, Ref +5, Will +5
Resist cold 10
Offence
Speed 20 ft., swim 40 ft.
Melee trident +13/+8 (2d6+7), claw +10 (1d6+3), bite +10 (2d6+3)
Ranged trident +6 (2d6+7, 10 ft.)
Space 10 ft.; Reach 10 ft.
Statistics
Str 24 (+7), Dex 11 (+0), Con 21 (+5), Int 10 (+0), Wis 10 (+0), Cha 6 (-2)
Base Atk +6; CMB +14; CMD 24
Feats Improved Natural Attack (bite), Multiattack*, Toughness, Weapon Focus (trident)
Skills Intimidate +7, Perception +9 (+13 underwater), Stealth +5 (+9 underwater), Swim +24;
Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear trident
Special Qualities amphibious

Large Skum (7HD) CR 6


XP 2400
LE Large monstrous humanoid (aquatic)
Init +0; Senses darkvision 60 ft.; Perception +10
Defence
AC 14, touch 9, flat-footed 14 (+5 natural, -1 size)
hp 80 (7d10+42)
Fort +7, Ref +5, Will +5
Resist cold 10
Offence
Speed 20 ft., swim 40 ft.
Melee trident +14/+9 (2d6+7), claw +11 (1d6+3), bite +11 (2d6+3)
Ranged trident +7 (2d6+7, 10 ft.)
Space 10 ft.; Reach 10 ft.
Statistics
Str 24 (+7), Dex 11 (+0), Con 21 (+5), Int 10 (+0), Wis 10 (+0), Cha 6 (-2)
Base Atk +7; CMB +15; CMD 25
Feats Improved Natural Attack (bite), Intimidating Prowess, Multiattack*, Toughness, Weapon Focus (trident)
Skills Intimidate +15, Perception +10 (+14 underwater), Stealth +6 (+10 underwater), Swim +25;
Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear trident
Special Qualities amphibious

359
The Lazy GM

Skum (Ulat-Kini) Variants


These are skum mostly with various class levels added cleric, fighter and rogue. They are
not particularly high level, on the assumption that the aboleths would tend to cull any servants
who become too powerful. The skum cleric (which uses the Void domain and the Ocean
subdomain of the Water domain) has the highest level possibly this creature could be a
demagogue leader of renegade skum, potential, if untrustworthy, allies for player characters
fighting the schemes of the aboleths. A large skum fighter, possibly a specially bred heavy
warrior, and a skum zombie are given as well.

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.

360
Freaks and Horrors

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.

Skum High Priest CR 11


XP 12800
LE Medium monstrous humanoid (aquatic) cleric 8
Init +1; Senses darkvision 60 ft.; Perception +11
Aura aura of evil
Defence
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 85 (2d10+8d8+38)
Fort +8, Ref +6, Will +14
Defensive Abilities guarded mind; Resist cold 20
Offence
Speed 20 ft., swim 40 ft.
Melee trident +11/+6 (1d8+3), claw +9 (1d4+1), bite +9 (1d6+1)
Ranged trident +9 (1d8+3, 10 ft.)
Special Attacks channel negative energy (5/day, 4d6 damage, Will DC 16), spontaneous inflict spells, surge
th
Cleric Spells Prepared (CL 8 , concentration +11)
th
4 level (2+1/day, save DC 17) control water*, divine power, freedom of movement
rd
3 level (4+1/day, save DC 16) deeper darkness, fly*, hydrophobia, prayer, summon monster III
nd
2 level (4+1/day, save DC 15) cure moderate wounds, resist energy, silence, slipstream*, summon
monster II
st
1 level (5+1/day, save DC 14) cause fear, cure light wounds, doom, endure elements, obscuring mist*,
shield of faith
th
0 level (At will, save DC 13) create water, detect magic, resistance, stabilise
Statistics
Str 17 (+3), Dex 13 (+1), Con 15 (+2), Int 12 (+1), Wis 16 (+3), Cha 10 (+0)
Base Atk +8; CMB +11; CMD 22
Feats Extra Channel, Improved Channel, Iron Will, Multiattack*, Selective Channeling, Toughness
Skills Craft (weapons) +8, Intimidate +8, Knowledge (religion) +10, Perception +11 (+15 underwater), Spellcraft +9,
Stealth +9 (+13 underwater), Swim +18; Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear trident, unholy symbol
Special Qualities amphibious, domains (ocean, void), domain powers (guarded mind, part the veil, surge), orisons
Special Abilities
Guarded Mind (Ex): A skum cleric gains a +2 insight bonus on saves against mind-affecting effects.
Part the Veil (Su): 4/day a skum cleric may use a swift action to boost a spell that allows a Will save. If the victim
fails its Will save it is confused for a number of rounds equal to the spell level, as well as suffering the spells normal
effects. It may make a new save each round to end the confusion effect. This is a mind-affecting effect.
Surge (Su): 6/day as a standard action a skum cleric can summon a wave that pushes or pulls a single creature,
using a CMB of +7 to perform a bull rush or drag combat manoeuvre.

361
The Lazy GM

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

Skum Fighter Sergeant CR 4


XP 1200
LE Medium monstrous humanoid (aquatic) fighter 2
Init +2; Senses darkvision 60 ft.; Perception +5
Defence
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 48 (2d10+2d10+26)
Fort +8, Ref +5, Will +3
Defensive Abilities bravery +1; Resist cold 10
Offence
Speed 20 ft., swim 40 ft.
Melee trident +10 (1d8+5), claw +7 (1d4+2), bite +7 (1d6+2)
Ranged trident +7 (1d8+5, 10 ft.)
Statistics
Str 20 (+5), Dex 15 (+2), Con 21 (+5), Int 8 (-1), Wis 10 (+0), Cha 8 (-1)
Base Atk +4; CMB +9; CMD 21
Feats Intimidating Prowess*, Multiattack*, Power Attack, Toughness, Weapon Focus (trident)*
Skills Intimidate +11, Perception +5 (+9 underwater), Stealth +2 (+6 underwater), Swim +18;
Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear trident
Special Qualities amphibious

Skum Fighter Captain CR 6


XP 2400
LE Medium monstrous humanoid (aquatic) fighter 4
Init +2; Senses darkvision 60 ft.; Perception +5
Defence
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 73 (2d10+4d10+40)
Fort +9, Ref +6, Will +4
Defensive Abilities bravery +1; Resist cold 10
Offence
Speed 20 ft., swim 40 ft.
Melee trident +12/+7 (1d8+7), claw +9 (1d4+2), bite +9 (1d6+2)
Ranged trident +9 (1d8+7, 10 ft.)
Statistics
Str 20 (+5), Dex 15 (+2), Con 21 (+5), Int 8 (-1), Wis 10 (+0), Cha 8 (-1)
Base Atk +6; CMB +11; CMD 23
Feats Cleave, Intimidating Prowess*, Multiattack*, Power Attack, Toughness, Weapon Focus (trident)*,
Weapon Specialisation (trident)*
Skills Intimidate +13, Perception +5 (+9 underwater), Stealth +2 (+6 underwater), Swim +18;
Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear trident
Special Qualities amphibious, armour training 1

362
Freaks and Horrors

Large Skum Fighter CR 9


XP 6400
LE Large monstrous humanoid (aquatic) fighter 4
Init +2; Senses darkvision 60 ft.; Perception +9
Defence
AC 20, touch 12, flat-footed 17 (+3 armour, +2 Dex, +1 dodge, +5 natural, -1 size)
hp 139 (6d10+4d10+84)
Fort +13, Ref +8, Will +6
Defensive Abilities bravery +1; Resist cold 10
Offence
Speed 20 ft., swim 40 ft.
Melee trident +19/+14 (2d6+11), claw +16 (1d6+4), bite +16 (2d6+4)
Ranged trident +12 (2d6+11, 10 ft.)
Space 10 ft.; Reach 10 ft.
Statistics
Str 28 (+9), Dex 14 (+2), Con 25 (+7), Int 8 (-1), Wis 10 (+0), Cha 8 (-1)
Base Atk +10; CMB +20; CMD 32
Feats Cleave, Dodge, Improved Natural Attack (bite), Intimidating Prowess*, Multiattack*, Power Attack*, Toughness,
Weapon Focus (trident), Weapon Specialisation (trident)*
Skills Intimidate +21, Perception +9 (+13 underwater), Stealth +4 (+8 underwater), Swim +17;
Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear studded leather, trident
Special Qualities amphibious, armour training 1

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

363
The Lazy GM

Experienced Skum Rogue CR 5


XP 1600
LE Medium monstrous humanoid (aquatic) rogue 3
Init +8; Senses darkvision 60 ft.; Perception +9
Defence
AC 17, touch 15, flat-footed 12 (+4 Dex, +1 dodge, +2 natural)
hp 42 (2d10+3d8+18)
Fort +3, Ref +10, Will +5
Defensive Abilities evasion, trap sense +1; Resist cold 10
Offence
Speed 20 ft., swim 40 ft.
Melee trident +6 (1d8+2), claw +4 (1d4+1), bite +4 (1d6+1)
Ranged trident +8 (1d8+2, 10 ft.)
Special Attacks sneak attack +2d6
Statistics
Str 15 (+2), Dex 18 (+4), Con 15 (+2), Int 14 (+2), Wis 12 (+1), Cha 8 (-1)
Base Atk +4; CMB +6; CMD 21
Feats Dodge, Improved Initiative, Multiattack*, Toughness
Skills Acrobatics +11, Bluff +6, Climb +10, Escape Artist +11, Intimidate +7, Perception +9 (+13 underwater),
Sleight of Hand +11, Stealth +12 (+16 underwater), Swim +16, Use Magic Device +5;
Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear trident
Special Qualities amphibious, rogue talent (resiliency), trapfinding
Special Abilities
Resiliency (Ex): 1/day a skum rogue gains 3 temporary hit points when bought below 0 hit points. These stabilise it
and prevent it dying for 1 minute. If a skum rogues hit points drop below 0 again when this duration ends it is dying
again.

Superior Skum Rogue CR 8


XP 4800
LE Medium monstrous humanoid (aquatic) rogue 6
Init +8; Senses darkvision 60 ft.; Perception +12
Defence
AC 17, touch 15, flat-footed 12 (+4 Dex, +1 dodge, +2 natural)
hp 68 (2d10+6d8+30)
Fort +4, Ref +12, Will +6
Defensive Abilities evasion, trap sense +2, uncanny dodge; Resist cold 10
Offence
Speed 20 ft., swim 40 ft.
Melee trident +9/+4 (1d8+2), claw +6 (1d4+1), bite +6 (1d6+1)
Ranged trident +11 (1d8+2, 10 ft.)
Special Attacks sneak attack +3d6
Statistics
Str 15 (+2), Dex 19 (+4), Con 15 (+2), Int 14 (+2), Wis 12 (+1), Cha 8 (-1)
Base Atk +6; CMB +8; CMD 23
Feats Dodge, Mobility, Improved Initiative, Multiattack*, Toughness, Weapon Focus (trident)*
Skills Acrobatics +13, Bluff +10, Climb +13, Escape Artist +15, Intimidate +10, Perception +12 (+16 underwater),
Sleight of Hand +15, Stealth +15 (+19 underwater), Swim +16, Use Magic Device +9;
Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
Gear trident
Special Qualities amphibious, rogue talent (powerful sneak, resiliency, weapon training), trapfinding
Special Abilities
Powerful Sneak (Ex): If a skum rogue takes a full round action it takes a -2 penalty to all attack rolls until its next turn
but any 1s rolled for sneak attack damage are counted as 2s during this time.
Resiliency (Ex): 1/day a skum rogue gains 3 temporary hit points when bought below 0 hit points. These stabilise it
and prevent it dying for 1 minute. If a skum rogues hit points drop below 0 again when this duration ends it is dying
again.

364
Freaks and Horrors

Zombie Skum (3HD) CR 1


XP 400
NE Medium undead (aquatic)
Init +0; Senses darkvision 60 ft.; Perception +0
Defence
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 16 (3d8+3)
Fort +1, Ref +1, Will +3
DR 5/slashing; Immune undead traits
Offence
Speed 20 ft., swim 40 ft.
Melee trident +5 (1d8+3), slam +5 (1d4+3), bite +0 (1d6+1)
Ranged trident +2 (1d8+2, 10 ft.)
Statistics
Str 17 (+3), Dex 11 (+0), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +2; CMB +5 CMD 15
Feats Toughness*
Skills Swim +11
Gear trident
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

Large Zombie Skum (8HD) CR 5


XP 1600
NE Large undead (aquatic)
Init -1; Senses darkvision 60 ft.; Perception +0
Defence
AC 11, touch 8, flat-footed 11 (-1 Dex, +3 natural, -1 size)
hp 44 (8d8+8)
Fort +2, Ref +1, Will +6
DR 5/slashing; Immune undead traits
Offence
Speed 20 ft., swim 40 ft.
Melee trident +13/+8 (2d6+8), slam +13 (1d6+8), bite +8 (1d8+4)
Ranged trident +4 (2d6+8, 10 ft.)
Space 10 ft.; Reach 10 ft.
Statistics
Str 26 (+8), Dex 9 (-1), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +6; CMB +15; CMD 24
Feats Toughness*
Skills Swim +16
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

365
The Lazy GM

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.

366
Freaks and Horrors

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.

Medium Volt (9HD) CR 5


XP 1600
N Medium aberration
Init +7; Senses darkvision 60 ft.; Perception +10
Defence
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 58 (9d8+18)
Fort +5, Ref +8, Will +7
Immune electricity
Offence
Speed fly 30 ft. (good)
Melee bite +9 (1d6+2 plus attach), tail slap +7 (1d6+1 plus shock)
Special Attacks blood drain (1d4 Constitution)
Statistics
Str 14 (+2), Dex 17 (+3), Con 15 (+2), Int 2 (-4), Wis 13 (+1), Cha 6 (-2)
Base Atk +6; CMB +8 (+16 grapple when attached); CMD 21
Feats Hover, Improved Initiative, Lightning Reflexes, Multiattack, Weapon Finesse
Skills Fly +13, Perception +10
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 12 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 3d4 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.

Medium Volt (11HD) CR 6


XP 2400
N Medium aberration
Init +7; Senses darkvision 60 ft.; Perception +11
Defence
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 71 (11d8+22)
Fort +5, Ref +8, Will +8
Immune electricity
Offence
Speed fly 30 ft. (good)
Melee bite +12 (1d6+2 plus attach), tail slap +9 (1d6+1 plus shock)
Special Attacks blood drain (1d4 Constitution)
Statistics
Str 14 (+2), Dex 17 (+3), Con 15 (+2), Int 2 (-4), Wis 13 (+1), Cha 6 (-2)
Base Atk +8; CMB +10 (+18 grapple when attached); CMD 23
Feats Hover, Improved Initiative, Lightning Reflexes, Multiattack, Weapon Finesse, Weapon Focus (bite)
Skills Fly +14, Perception +11
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 12 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 3d4 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.

367
The Lazy GM

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.

Entropic Volt (3HD) CR 2


XP 600
CN Small aberration (chaotic, extraplanar)
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; Resist acid 5, fire 5; SR 7
Offence
Speed fly 30 ft. (good)
Melee bite +6 (1d4 plus attach), tail slap +1 (1d4 plus shock)
Special Attacks blood drain (1d4 Constitution), smite law (1/day, +3 damage until target is dead)
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.

Medium Entropic Volt (9HD) CR 6


XP 2400
CN Medium aberration (chaotic, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +10
Defence
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 58 (9d8+18)
Fort +5, Ref +8, Will +7
DR 5/lawful; Immune electricity; Resist acid 10, fire 10; SR 11
Offence
Speed fly 30 ft. (good)
Melee bite +9 (1d6+2 plus attach), tail slap +7 (1d6+1 plus shock)
Special Attacks blood drain (1d4 Constitution), smite law (1/day, +9 damage until target is dead)
Statistics
Str 14 (+2), Dex 17 (+3), Con 15 (+2), Int 2 (-4), Wis 13 (+1), Cha 6 (-2)
Base Atk +6; CMB +8 (+16 grapple when attached); CMD 21
Feats Hover, Improved Initiative, Lightning Reflexes, Multiattack, Weapon Finesse
Skills Fly +13, Perception +10
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 12 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 3d4 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.

368
Freaks and Horrors

Missing 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
Defensive Abilities displacement, evasion, invisibility; 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, Stealth +13
Special Qualities shadowed
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.
Displacement (Su): A missing volt appears about 2 ft. from its actual position, gaining a 50% miss chance against
attacks. True seeing and similar effects will reveal its true location.
Invisibility (Su): A missing volt can become invisible as a free action if it does nothing for 1 round. It becomes visible
if it attacks or if it takes damage.
Shadowed (Su): A missing volt gains a +5 bonus to Stealth and can make Stealth checks even when observed or in
bright light.
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.

Primitive Volt (3HD) CR 3


XP 800
N Small aberration
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Defence
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 25 (3d8+12)
Fort +6, Ref +6, Will +4
Immune electricity
Offence
Speed fly 30 ft. (good)
Melee bite +6 (1d4+2 plus attach), tail slap +1 (1d4+1 plus shock)
Special Attacks blood drain (1d4 Constitution)
Statistics
Str 14 (+2), Dex 17 (+3), Con 17 (+3), Int 1 (-5), Wis 13 (+1), Cha 4 (-3)
Base Atk +2; CMB +3 (+11 grapple when attached); CMD 16
Feats Great Fortitude*, Lightning Reflexes, Skill Focus (Perception)*, Toughness*, Weapon Finesse
Skills Fly +9, Perception +10
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 15 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.

369
The Lazy GM

Medium Primitive Volt (9HD) CR 9


XP 6400
N Medium aberration
Init +7; Senses darkvision 60 ft, low-light vision, scent.; Perception +13
Defence
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 85 (9d8+45)
Fort +9, Ref +8, Will +7
Immune electricity
Offence
Speed fly 30 ft. (good)
Melee bite +11 (1d6+4 plus attach), tail slap +8 (1d6+2 plus shock)
Special Attacks blood drain (1d4 Constitution)
Statistics
Str 18 (+4), Dex 17 (+3), Con 19 (+4), Int 1 (-5), Wis 13 (+1), Cha 4 (-3)
Base Atk +6; CMB +10 (+18 grapple when attached); CMD 23
Feats Great Fortitude*, Hover, Improved Initiative, Lightning Reflexes, Multiattack, Skill Focus (Perception)*,
Toughness*, Weapon Focus (bite)
Skills Fly +13, Perception +13
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 14 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 3d4 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.

Storm Volt (7HD) CR 5


XP 1600
N Small aberration (air)
Init +6; Senses darkvision 60 ft.; Perception +10
Defence
AC 19, touch 17, flat-footed 13 (+6 Dex, +2 natural, +1 size)
hp 31 (7d8)
Fort +2, Ref +10, Will +7
Defensive Abilities elemental body; Immune electricity
Offence
Speed fly 30 ft. (perfect)
Melee bite +12 (1d4-2 plus attach), tail slap +10 (1d4-2 plus shock)
Special Attacks blood drain (1d4 Constitution), breath weapon (every 1d4 rounds, 60 ft. cone of windstorm, see
below)
Statistics
Str 6 (-2), Dex 22 (+6), Con 11 (+0), Int 1 (-5), Wis 15 (+2), Cha 8 (-1)
Base Atk +5; CMB +2 (+10 grapple when attached); CMD 18
Feats Hover, Lightning Reflexes, Multiattack, Weapon Finesse
Skills Fly +21, Perception +10
Special Qualities gaseous form
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.
Breath Weapon (Su): Once every 1d4 rounds a storm volt can breathe a 60 ft. cone of wind. Creatures in the area
must make an Acrobatics or Strength check DC 12. Non-flying creatures that fail are knocked prone, flying creatures
are blown back 5 ft. for every point by which they fail their save. If they hit a solid object in this move they take 1d6
damage per 5 ft. of movement remaining.
Elemental Body (Ex): A storm volt has a 25% chance to avoid the effects of critical hits, paralysis, poison, sleep,
sneak attack or stun effects.
th
Gaseous Form (Su): 1/day a storm volt can use gaseous form (CL 7 ) on itself.
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.

370
Freaks and Horrors

Medium Storm Volt (11HD) CR 7


XP 3200
N Medium aberration (air)
Init +9; Senses darkvision 60 ft.; Perception +12
Defence
AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 60 (11d8+11)
Fort +4, Ref +10, Will +9
Defensive Abilities elemental body; Immune electricity
Offence
Speed fly 30 ft. (perfect)
Melee bite +14 (1d6 plus attach), tail slap +11 (1d6 plus shock)
Special Attacks blood drain (1d4 Constitution), breath weapon (every 1d4 rounds, 60 ft. cone of windstorm, see
below)
Statistics
Str 10 (+0), Dex 21 (+5), Con 13 (+1), Int 1 (-5), Wis 15 (+2), Cha 8 (-1)
Base Atk +8; CMB +8 (+16 grapple when attached); CMD 23
Feats Hover, Improved Initiative, Lightning Reflexes, Multiattack, Weapon Finesse, Weapon Focus (bite)
Skills Fly +20, Perception +12
Special Qualities gaseous form
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 12 and can be struck or grappled. It is removed if its foe wins a grapple check or Escape Artist check.
Breath Weapon (Su): Once every 1d4 rounds a storm volt can breathe a 60 ft. cone of wind. Creatures in the area
must make an Acrobatics or Strength check DC 14. Non-flying creatures that fail are knocked prone, flying creatures
are blown back 5 ft. for every point by which they fail their save. If they hit a solid object in this move they take 1d6
damage per 5 ft. of movement remaining.
Elemental Body (Ex): A storm volt has a 25% chance to avoid the effects of critical hits, paralysis, poison, sleep,
sneak attack or stun effects.
th
Gaseous Form (Su): 1/day a storm volt can use gaseous form (CL 11 ) on itself.
Shock (Su): A volt deals 3d4 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.

371
The Lazy GM

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.

372
Freaks and Horrors

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.

373
The Lazy GM

Large Xill (13HD) CR 8


XP 4800
LE Large outsider (evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +17
Defence
AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +7 natural, +2 shield, -1 size)
hp 123 (13d10+52)
Fort +12, Ref +11, Will +7
SR 17
Offence
Speed 40 ft.
Melee shortswords +20/+20/+15/+10 (1d8+7/19-20), claw +20 (1d6+7 plus grab), bite +14 (1d4+3 plus paralysis)
or 4 claws +20 (1d6+7 plus grab), bite +19 (1d4+7 plus paralysis)
Ranged 2 longbows +15 (2d6/x3, 100 ft.)
Space 10 ft.; Reach 10 ft.
Special Attacks implant, paralysis (1d4 hours, Fort DC 20)
Statistics
Str 25 (+7), Dex 17 (+3), Con 18 (+4), Int 15 (+2), Wis 12 (+1), Cha 11 (+0)
Base Atk +13; CMB +21 (+25 grapple); CMD 35
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Weapon Focus (claw, shortsword)
Skills (armour -2) Acrobatics +17, Bluff +16, Intimidate +16, Knowledge (arcana) +18, Knowledge (planes) +18,
Perception +17, Sense Motive +17, Stealth +13
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.

374
Freaks and Horrors

Large Xill (16HD) CR 10


XP 9600
LE Large outsider (evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +20
Defence
AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +7 natural, +2 shield, -1 size)
hp 152 (16d10+64)
Fort +14, Ref +14, Will +8
SR 17
Offence
Speed 40 ft.
Melee shortswords +23/+23/+18/+13/+8 (1d8+7/19-20), claw +23 (1d6+7 plus grab), bite +17 (1d4+3 plus paralysis)
or 4 claws +23 (1d6+7 plus grab), bite +22 (1d4+7 plus paralysis)
Ranged 2 longbows +19 (2d6/x3, 100 ft.)
Space 10 ft.; Reach 10 ft.
Special Attacks implant, paralysis (1d4 hours, Fort DC 22)
Statistics
Str 25 (+7), Dex 18 (+4), Con 18 (+4), Int 15 (+2), Wis 12 (+1), Cha 11 (+0)
Base Atk +16; CMB +24 (+26 trip, +28 grapple); CMD 39 (41 vs. trip)
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Improved Trip, Iron Will,
Weapon Focus (claw, shortsword)
Skills (armour -2) Acrobatics +21, Bluff +19, Intimidate +19, Knowledge (arcana) +21, Knowledge (planes) +21,
Perception +20, Sense Motive +20, 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.

375
The Lazy GM

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.

Nightmare Xill (9HD) CR 7


XP 3200
LE Medium outsider (evil, extraplanar)
Init +10; Senses darkvision 120 ft.; Perception +13
Aura fear aura (60 ft., Will DC 16), frightful presence (30 ft., Will DC 16)
Defence
AC 23, touch 16, flat-footed 17 (+6 Dex, +5 natural, +2 shield)
hp 67 (9d10+18); regeneration 5
Fort +8, Ref +12, Will +6
Defensive Abilities feign death, illusion resistance; DR 5/good and silver; SR 17
Offence
Speed 40 ft., fly 10 ft. (perfect)
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 +15 (1d8/x3, 100 ft.)
Special Attacks implant, night terrors, paralysis (1d4 hours, Fort DC 16)
th
Spell-Like Abilities (CL 9 , concentration +11)

Constant protection from good


3/day detect thoughts (Will DC 14), dream, nightmare (Will DC 17), suggestion (Will DC 15)
1/day shadow walk
Statistics
Str 17 (+3), Dex 22 (+6), Con 14 (+2), Int 17 (+3), Wis 12 (+1), Cha 15 (+2)
Base Atk +9; CMB +12 (+16 grapple); CMD 28
Feats Combat Reflexes, Improved Initiative, Iron Will, Weapon Focus (claw, shortsword)
Skills (armour -2) Acrobatics +16, Bluff +14, Intimidate +18, Knowledge (arcana) +15, Knowledge (planes) +15,
Perception +13, Sense Motive +13, Stealth +20, Use Magic Device +14; Racial Modifiers +4 Intimidate, +4 Stealth
Languages Common, Infernal
Gear heavy steel shield, 2 shortswords, 2 longbows, 40 arrows
Special Qualities multiweapon mastery, planewalk
Special Abilities
Fear Aura (Su): All creatures within a 60 ft. radius that see or hear a nightmare xill must make a Will save DC 16 or
be shaken for as long as they are within the area. Whether the save is successful or not a creature can only be
affected by the fear aura of that particular nightmare xill once in 24 hours.
Feign Death (Ex): When a nightmare xill becomes unconscious it can make itself appear dead as an immediate
action. Any creature that physically interacts with it must make a Heal check or Will save DC 17 to realise that it is
alive.
Frightful Presence (Su): A nightmare xills frightful presence activates if it charges, attacks during a surprise round
or succeeds in an Intimidate or Perform check DC 15.
Illusion Resistance (Ex): A nightmare xill automatically disbelieves any illusions and has a +4 bonus to saving
throws to resist illusion effects.
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.
Night Terrors (Su): If a nightmare xill enters a creatures dreams through its dream or nightmare spell-like ability it
can control the dream. If the subject fails a Will save DC 16 it is trapped in the dream for 1 hour and takes 1d4
Charisma damage, is fatigued and unable to regain arcane spells for 24 hours. It may attempt a new save every
hour, but will awaken after 8 hours or when the nightmare xill releases it. If it suffers Charisma damage equal to or
greater than its Charisma score, it dies.
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.
Regeneration (Ex): Good-aligned weapons, silver weapons and spells with the good descriptor cause a nightmare
xills regeneration to stop working for 1 round.

376
Freaks and Horrors

Resolute Xill (9HD) CR 7


XP 3200
LE Medium outsider (evil, extraplanar, lawful)
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
DR 5/chaotic; Resist acid 10, cold 10, fire 10; 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), smite chaos (1/day, +9 damage until target is dead)
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.

377
The Lazy GM

Large Resolute Xill (13HD) CR 9


XP 6400
LE Large outsider (evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft.; Perception +17
Defence
AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +7 natural, +2 shield, -1 size)
hp 123 (13d10+52)
Fort +12, Ref +11, Will +7
DR 10/chaotic; Resist acid 15, cold 15, fire 15; SR 17
Offence
Speed 40 ft.
Melee shortswords +20/+20/+15/+10 (1d8+7/19-20), claw +20 (1d6+7 plus grab), bite +14 (1d4+3 plus paralysis)
or 4 claws +20 (1d6+7 plus grab), bite +19 (1d4+7 plus paralysis)
Ranged 2 longbows +15 (2d6/x3, 100 ft.)
Space 10 ft.; Reach 10 ft.
Special Attacks implant, paralysis (1d4 hours, Fort DC 20), smite chaos (1/day, +13 damage until target is dead)
Statistics
Str 25 (+7), Dex 17 (+3), Con 18 (+4), Int 15 (+2), Wis 12 (+1), Cha 11 (+0)
Base Atk +13; CMB +21 (+25 grapple); CMD 35
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Weapon Focus (claw, shortsword)
Skills (armour -2) Acrobatics +17, Bluff +16, Intimidate +16, Knowledge (arcana) +18, Knowledge (planes) +18,
Perception +17, Sense Motive +17, Stealth +13
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.

378
Freaks and Horrors

Xill Trophy Hunter CR 9


XP 6400
LE Medium outsider (evil, extraplanar) ranger 3
Init +10; Senses darkvision 60 ft.; Perception +19
Defence
AC 21, touch 16, flat-footed 15 (+6 Dex, +5 natural)
hp 93 (9d10+3d10+27)
Fort +11, Ref +15, Will +10
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 rifle +19 (1d10/x4, 80 ft., misfire 1)
Special Attacks favoured enemy (humans +2), firearm style, implant, paralysis (1d4 hours, Fort DC 18)
Statistics
Str 16 (+3), Dex 22 (+6), Con 14 (+2), Int 17 (+3), Wis 18 (+4), Cha 13 (+1)
Base Atk +12; CMB +15 (+19 grapple); CMD 31
Feats Amateur Gunslinger*, Combat Reflexes, Endurance*, Improved Initiative, Iron Will,
Weapon Focus (claw, rifle, shortsword)
Skills Acrobatics +21, Bluff +16, Intimidate +13, Knowledge (arcana) +15, Knowledge (nature) +15,
Knowledge (planes) +15, Perception +19, Sense Motive +19, Stealth +21, Survival +19 (+24 following tracks)
Languages Common, Infernal
Gear 2 shortswords, rifle, metal cartridge, 40 bullets
Special Qualities deeds (deadeye, gunslingers dodge, quick clear), favoured terrain (ethereal plane +2),
grit (4 points), improved tracking, multiweapon mastery, planewalk, track +3
Special Abilities
Favoured Enemy (Ex): Gains the listed bonus to attack, damage, Bluff, Knowledge, Perception, Sense Motive and
Survival rolls against the appropriate foe.
Favoured Terrain (Ex): Gains the listed bonus to initiative, Knowledge (geography), Perception, Stealth and Survival
when in the appropriate terrain. Cannot be tracked in such terrain.
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.
Improved Tracking (Ex): A xill trophy hunter gains a +2 bonus to Survival checks to follow tracks. It may make a
Knowledge (nature) check at DC 15 to discern type, condition and general behaviour of any animal or magical beast
it is tracking. This replaces wild empathy.
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.

379
The Lazy GM

Superior Xill Trophy Hunter CR 12


XP 19200
LE Medium outsider (evil, extraplanar) ranger 6
Init +10; Senses darkvision 60 ft.; Perception +22
Defence
AC 21, touch 16, flat-footed 15 (+6 Dex, +5 natural)
hp 118 (9d10+6d10+36)
Fort +13, Ref +17, Will +11
SR 17
Offence
Speed 40 ft.
Melee shortswords +19/+19/+14/+9 (1d6+3/19-20), claw +19 (1d4+3 plus grab), bite +13 (1d3+1 plus paralysis)
or 4 claws +19 (1d4+3 plus grab), bite +18 (1d3+3 plus paralysis)
Ranged rifle +22 (1d10/x4, 80 ft., misfire 1)
Special Attacks favoured enemy (humans +4, magical beasts +2), firearm style, hunters aim, implant, paralysis
(1d4 hours, Fort DC 19)
rd
Ranger Spells Prepared (CL 3 , concentration +7)
st
1 level (2/day, save DC 15) abundant ammunition, longshot
Statistics
Str 16 (+3), Dex 22 (+6), Con 14 (+2), Int 17 (+3), Wis 18 (+4), Cha 13 (+1)
Base Atk +15; CMB +18 (+22 grapple); CMD 34
Feats Amateur Gunslinger*, Combat Reflexes, Endurance*, Improved Initiative, Iron Will, Point Blank Shot,
Rapid Reload, Weapon Focus (claw, rifle, shortsword)
Skills Acrobatics +24, Bluff +16, Intimidate +16, Knowledge (arcana) +18, Knowledge (nature) +18,
Knowledge (planes) +18, Perception +22, Sense Motive +22, Stealth +24, Survival +22 (+30 following tracks)
Languages Common, Infernal
Gear 2 shortswords, rifle, metal cartridge, 40 bullets
Special Qualities deeds (deadeye, gunslingers dodge, quick clear, utility shot), favoured terrain (ethereal plane +2),
grit (4 points), improved tracking, multiweapon mastery, planewalk, track +6
Special Abilities
Favoured Enemy (Ex): Gains the listed bonus to attack, damage, Bluff, Knowledge, Perception, Sense Motive and
Survival rolls against the appropriate foe.
Favoured Terrain (Ex): Gains the listed bonus to initiative, Knowledge (geography), Perception, Stealth and Survival
when in the appropriate terrain. Cannot be tracked in such terrain.
Hunters Aim (Ex): When a xill trophy hunter targets one of its favoured enemies with a firearm it treats the first two
range increments as a touch attack. This replaces hunters bond.
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.
Improved Tracking (Ex): A xill trophy hunter gains a +2 bonus to Survival checks to follow tracks. It may make a
Knowledge (nature) check at DC 15 to discern type, condition and general behaviour of any animal or magical beast
it is tracking. This replaces wild empathy.
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.

380
Freaks and Horrors

Xill Queen (14HD) CR 11


XP 12800
LE Large outsider (evil, extraplanar, lawful)
Init +10; Senses darkvision 60 ft.; Perception +18
Aura fear aura (60 ft., Will DC 20), frightful presence (30 ft., Will DC 20)
Defence
AC 25, touch 16, flat-footed 18 (+6 Dex, +1 dodge, +7 natural, +2 shield, -1 size)
hp 133 (14d10+56)
Fort +13, Ref +15, Will +7
Defensive Abilities feign death, illusion resistance; DR 10/chaotic, good and silver; Resist acid 15, cold 15, fire 15;
SR 17
Offence
Speed 40 ft.
Melee shortswords +21/+21/+16/+11 (1d8+7/19-20), claw +21 (1d6+7 plus grab), bite +15 (1d4+3 plus paralysis)
or 4 claws +21 (1d6+7 plus grab), bite +20 (1d4+7 plus paralysis)
Ranged 2 longbows +19 (2d6/x3, 100 ft.)
Space 10 ft.; Reach 10 ft.
Special Attacks dream slave, implant, night terrors, paralysis (1d4 hours, Fort DC 21), smite chaos (1/day, +3 attack
and +14 damage until target is dead)
th
Spell-Like Abilities (CL 14 , concentration +17)

Constant protection from good


3/day deep slumber (Will DC 16), detect thoughts (Will DC 15), dream, invisibility, nightmare (Will DC
18), plane shift (Will DC 20), shadow walk, suggestion (Will DC 16)
1/day feeblemind (Will DC 18), modifiy memory (Will DC 19), shadow conjuration (Will DC 17), shadow
evocation (Will DC 18)
Statistics
Str 25 (+7), Dex 23 (+6), Con 18 (+4), Int 19 (+4), Wis 12 (+1), Cha 17 (+3)
Base Atk +14; CMB +22 (+26 grapple); CMD 39
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Weapon Focus (claw, shortsword)
Skills (armour -2) Acrobatics +21, Bluff +20, Intimidate +24, Knowledge (arcana) +21, Knowledge (planes) +21,
Perception +18, Sense Motive +18, Stealth +21, Survival +18, Use Magic Device +20;
Racial Modifiers +4 Intimidate, +4 Stealth
Languages Common, Infernal
Gear heavy steel shield, 2 shortswords, 2 longbows, 40 arrows
Special Qualities multiweapon mastery, planewalk
Special Abilities
Dream Slave (Su): Instead of killing a creature with its night terrors ability, a xill queen can enslave it with a
permanent dominate monster effect. This heals it of all Charisma damage from night terrors.
Fear Aura (Su): All creatures within a 60 ft. radius that see or hear a xill queen must make a Will save DC 20 or be
shaken for as long as they are within the area. Whether the save is successful or not a creature can only be affected
by the fear aura of that particular xill queen once in 24 hours.
Feign Death (Ex): When a xill queen becomes unconscious it can make itself appear dead as an immediate action.
Any creature that physically interacts with it must make a Heal check or Will save DC 21 to realise that it is alive.
Frightful Presence (Su): A xill queens frightful presence activates if it charges, attacks during a surprise round or
succeeds in an Intimidate or Perform check DC 15.
Illusion Resistance (Ex): A xill queen automatically disbelieves any illusions and has a +4 bonus to saving throws to
resist illusion effects.
Implant (Ex): As a standard action, a xill queen can lay 2d6 eggs in a helpless creature. A xill queen'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 queen never takes penalties to an attack roll when fighting with multiple weapons,
and treats claws as primary attacks even when also wielding weapons.
Night Terrors (Su): If a xill queen enters a creatures dreams through its dream or nightmare spell-like ability it can
control the dream. If the subject fails a Will save DC 20 it is trapped in the dream for 1 hour and takes 1d4 Charisma
damage, is fatigued and unable to regain arcane spells for 24 hours. It may attempt a new save every hour, but will
awaken after 8 hours or when the xill queen releases it. If it suffers Charisma damage equal to or greater than its
Charisma score, it dies.
Planewalk (Ex): A xill queen 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 queen is
immobile. As a xill queen 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 queen can take a single willing or helpless creature with it when it
switches planes.
Regeneration (Ex): Good-aligned weapons, silver weapons and spells with the good descriptor cause a xill queens
regeneration to stop working for 1 round.

381
The Lazy GM

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.

382
Freaks and Horrors

Huge Yeti (10HD) CR 6


XP 2400
N Huge monstrous humanoid (cold)
Init +0; Senses darkvision 60 ft., scent; Perception +14
Defence
AC 18, touch 8, flat-footed 18 (+10 natural, -2 size)
hp 95 (10d10+40)
Fort +9, Ref +7, Will +8
Immune cold
Weaknesses vulnerability to fire
Offence
Speed 40 ft., climb 30 ft.
Melee 2 claws +17 (1d8+9 plus 1d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks frightful gaze, rend (2 claws, 1d8+13 plus 1d6 cold)
Statistics
Str 28 (+9), Dex 10 (+0), Con 19 (+4), Int 9 (-1), Wis 12 (+1), Cha 10 (+0)
Base Atk +10; CMB +21 (+23 bull rush); CMD 31 (33 vs. bull rush)
Feats Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Power Attack
Skills Climb +26, Intimidate +13, Perception +14, Stealth +3 (+11 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 15 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.

Huge Yeti (11HD) CR 7


XP 3200
N Huge monstrous humanoid (cold)
Init +0; Senses darkvision 60 ft., scent; Perception +15
Defence
AC 18, touch 8, flat-footed 18 (+10 natural, -2 size)
hp 104 (11d10+44)
Fort +9, Ref +7, Will +8
Immune cold
Weaknesses vulnerability to fire
Offence
Speed 40 ft., climb 30 ft.
Melee 2 claws +18 (1d8+9 plus 1d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks frightful gaze, rend (2 claws, 1d8+13 plus 1d6 cold)
Statistics
Str 28 (+9), Dex 10 (+0), Con 19 (+4), Int 9 (-1), Wis 12 (+1), Cha 10 (+0)
Base Atk +11; CMB +22 (+24 bull rush and drag); CMD 32 (34 vs. bull rush and drag)
Feats Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Drag, Power Attack
Skills Climb +26, Intimidate +14, Perception +15, Stealth +4 (+12 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 15 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.

383
The Lazy GM

Huge Yeti (13HD) CR 8


XP 4800
N Huge monstrous humanoid (cold)
Init +0; Senses darkvision 60 ft., scent; Perception +17
Defence
AC 18, touch 8, flat-footed 18 (+10 natural, -2 size)
hp 136 (13d10+65)
Fort +11, Ref +8, Will +9
Immune cold
Weaknesses vulnerability to fire
Offence
Speed 40 ft., climb 30 ft.
Melee 2 claws +20 (1d8+9 plus 1d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks frightful gaze, rend (2 claws, 1d8+13 plus 1d6 cold)
Statistics
Str 28 (+9), Dex 10 (+0), Con 20 (+5), Int 9 (-1), Wis 12 (+1), Cha 10 (+0)
Base Atk +13; CMB +24 (+26 bull rush and drag); CMD 34 (36 vs. bull rush and drag)
Feats Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Drag, Power Attack
Skills Climb +26, Intimidate +16, Perception +17, Stealth +6 (+14 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 16 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.

384
Freaks and Horrors

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.

Fiendish Yeti (6HD) CR 5


XP 1600
NE Large monstrous humanoid (cold, evil, extraplanar)
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
DR 5/good; Immune cold; Resist fire 10; SR 10
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), smite good (1/day, +6 damage until target is
dead)
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.

Huge Fiendish Yeti (10HD) CR 7


XP 3200
NE Huge monstrous humanoid (cold, evil, extraplanar)
Init +0; Senses darkvision 60 ft., scent; Perception +14
Defence
AC 18, touch 8, flat-footed 18 (+10 natural, -2 size)
hp 95 (10d10+40)
Fort +9, Ref +7, Will +8
DR 5/good; Immune cold; Resist fire 10; SR 12
Offence
Speed 40 ft., climb 30 ft.
Melee 2 claws +17 (1d8+9 plus 1d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks frightful gaze, rend (2 claws, 1d8+13 plus 1d6 cold), smite good (1/day, +10 damage until target is
dead)
Statistics
Str 28 (+9), Dex 10 (+0), Con 19 (+4), Int 9 (-1), Wis 12 (+1), Cha 10 (+0)
Base Atk +10; CMB +21 (+23 bull rush); CMD 31 (33 vs. bull rush)
Feats Ability Focus (frightful gaze), Cleave, Great Fortitude, Improved Bull Rush, Power Attack
Skills Climb +26, Intimidate +13, Perception +14, Stealth +3 (+11 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 17 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.

385
The Lazy GM

Foo Yeti (9HD) CR 6


XP 2400
NG Large outsider (augmented monstrous humanoid, cold, good)
Init +1; Senses darkvision 60 ft., scent; Perception +13
Defence
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)
hp 76 (9d10+27)
Fort +8, Ref +7, Will +9
Defensive Abilities paired protectors, stony defence; DR 5/bludgeoning; Immune cold
Weaknesses vulnerability to fire
Offence
Speed 40 ft., climb 30 ft.
Melee 2 claws +14 (1d6+6 plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks frightful gaze, rend (2 claws, 1d6+9 plus 1d6 cold)
Statistics
Str 22 (+6), Dex 12 (+1), Con 16 (+3), Int 13 (+1), Wis 12 (+1), Cha 10 (+0)
Base Atk +9; CMB +16 (+18 bull rush); CMD 27 (29 vs. bull rush)
Feats Awesome Blow, Cleave, Great Fortitude, Improved Bull Rush, Iron Will*, Power Attack
Skills Climb +23, Intimidate +12, Perception +13, Stealth +7 (+15 in snow); Racial Modifiers +4 Stealth (+12 in
snow)
Languages Aklo, Celestial, Common
Special Qualities freeze
Special Abilities
Cold (Su): A foo 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.
Freeze (Ex): A foo yeti can hold itself so still it appears to be a statue. A foo yeti that uses freeze can Take 10 on its
Stealth check to hide in plain sight as a stone statue. It can maintain this position for as long as it wishes.
Frightful Gaze (Su): Creatures within 30 ft. that meet a foo 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.
Paired Protectors (Su): When two or more foo creatures are within 30 ft. of one another, they both gain the benefit
of a protection from evil spell with caster level equal to the highest Hit Dice of the affected foo creatures. This effect
can be dispelled, but if it is, a foo creature can reactivate it as a swift action.
Stony Defence (Su): A foo yeti can harden its skin as an immediate action, gaining hardness 8 but reducing its
speed by 10 ft. until the end of its next turn. It can do this up to 9 times per day.

Huge Foo Yeti (13HD) CR 9


XP 6400
NG Huge outsider (augmented monstrous humanoid, cold, good)
Init +0; Senses darkvision 60 ft., scent; Perception +17
Defence
AC 20, touch 8, flat-footed 20 (+12 natural, -2 size)
hp 149 (13d10+78)
Fort +12, Ref +8, Will +11
Defensive Abilities paired protectors, stony defence; DR 5/bludgeoning; Immune cold
Weaknesses vulnerability to fire
Offence
Speed 40 ft., climb 30 ft.
Melee 2 claws +21 (1d8+10 plus 1d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks frightful gaze, rend (2 claws, 1d8+15 plus 1d6 cold)
Statistics
Str 30 (+10), Dex 10 (+0), Con 22 (+6), Int 13 (+1), Wis 12 (+1), Cha 10 (+0)
Base Atk +13; CMB +25 (+27 bull rush and drag); CMD 35 (37 vs. bull rush and drag)
Feats Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Drag, Iron Will*,
Power Attack
Skills Climb +27, Intimidate +16, Perception +17, Stealth +6 (+14 in snow); Racial Modifiers +4 Stealth (+12 in
snow)
Languages Aklo, Celestial, Common
Special Qualities freeze
Special Abilities
Cold (Su): A foo 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.
Freeze (Ex): A foo yeti can hold itself so still it appears to be a statue. A foo yeti that uses freeze can Take 10 on its
Stealth check to hide in plain sight as a stone statue. It can maintain this position for as long as it wishes.
Frightful Gaze (Su): Creatures within 30 ft. that meet a foo yetis gaze must make a Will save DC 16 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.
Paired Protectors (Su): When two or more foo creatures are within 30 ft. of one another, they both gain the benefit
of a protection from evil spell with caster level equal to the highest Hit Dice of the affected foo creatures. This effect
can be dispelled, but if it is, a foo creature can reactivate it as a swift action.
Stony Defence (Su): A foo yeti can harden its skin as an immediate action, gaining hardness 8 but reducing its
speed by 10 ft. until the end of its next turn. It can do this up to 13 times per day.

386
Freaks and Horrors

Frenzied Yeti (6HD) CR 5


XP 1600
N Large monstrous humanoid (cold) barbarian 1
Init +1; Senses darkvision 60 ft., scent; Perception +9
Defence
AC 15, touch 8, flat-footed 14 (+1 Dex, +7 natural, -2 rage, -1 size)
hp 82 (6d10+1d12+43)
Fort +12, Ref +6, Will +9
Immune cold
Weaknesses vulnerability to fire
Offence
Speed 50 ft., climb 30 ft.
Melee 2 claws +14 (1d6+8 plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks frightful gaze, rend (2 claws, 1d6+12 plus 1d6 cold), rage (8 rounds per day)
Statistics
Str 27 (+8), Dex 12 (+1), Con 23 (+6), Int 7 (-2), Wis 14 (+2), Cha 12 (+1)
Base Atk +7; CMB +16; CMD 25
Feats Ability Focus (frightful gaze), Cleave, Great Fortitude, Power Attack
Skills Climb +22, Intimidate +11, Perception +9, Stealth +1 (+9 in snow); Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
Special Qualities fast movement
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 16 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.

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

Half-Dragon Yeti (6HD) CR 6


XP 2400
N Large dragon (cold)
Init +1; Senses darkvision 60 ft., scent; Perception +10
Defence
AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, -1 size)
hp 63 (6d10+30)
Fort +9, Ref +6, Will +6
Immune cold, paralysis, sleep
Weaknesses vulnerability to fire
Offence
Speed 40 ft., climb 30 ft., fly 80 ft. (average)
Melee 2 claws +13 (1d6+8 plus 1d6 cold), bite +8 (1d8+4 plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (1/day, 30 ft. cone of cold, 6d6 cold damage, Reflex DC 18), frightful gaze,
rend (2 claws, 1d6+12 plus 1d6 cold)
Statistics
Str 27 (+8), Dex 12 (+1), Con 21 (+5), Int 11 (+0), Wis 12 (+1), Cha 12 (+1)
Base Atk +6; CMB +15; CMD 26
Feats Cleave, Great Fortitude, Power Attack
Skills Climb +25, Fly +8, Intimidate +10, Perception +10, Stealth +10 (+18 in snow), Survival +10;
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.

387
The Lazy GM

Huge Half-Dragon Yeti (10HD) CR 8


XP 4800
N Huge dragon (cold)
Init +0; Senses darkvision 60 ft., scent; Perception +14
Defence
AC 22, touch 8, flat-footed 22 (+14 natural, -2 size)
hp 125 (10d10+70)
Fort +12, Ref +7, Will +8
Immune cold, paralysis, sleep
Weaknesses vulnerability to fire
Offence
Speed 40 ft., climb 30 ft., fly 80 ft. (average)
Melee 2 claws +21 (1d8+13 plus 1d6 cold), bite +16 (2d6+6 plus 1d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (1/day, 30 ft. cone of cold, 10d6 cold damage, Reflex DC 22), frightful gaze,
rend (2 claws, 1d8+19 plus 1d6 cold)
Statistics
Str 36 (+13), Dex 10 (+0), Con 25 (+7), Int 11 (+0), Wis 12 (+1), Cha 12 (+1)
Base Atk +10; CMB +25 (+27 bull rush); CMD 35 (37 vs. bull rush)
Feats Cleave, Great Fortitude, Hover, Improved Bull Rush, Power Attack
Skills Climb +34, Fly +9, Intimidate +14, Perception +14, Stealth +9 (+17 in snow), Survival +14;
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 16 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.

Zombie Yeti (8HD) CR 3


XP 800
NE Large undead (cold)
Init +0; Senses darkvision 60 ft.; Perception +0
Defence
AC 12, touch 9, flat-footed 12 (+3 natural, -1 size)
hp 44 (8d8+8)
Fort +2, Ref +2, Will +6
DR 5/slashing; Immune undead traits
Offence
Speed 40 ft., climb 30 ft.
Melee 2 claws +10 (1d6+5)
Space 10 ft.; Reach 10 ft.
Statistics
Str 21 (+5), Dex 10 (+0), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +6; CMB +12; CMD 22
Feats Toughness*
Skills Climb +13, Stealth -4 (+4 in snow)
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

388
Freaks and Horrors

Huge Zombie Yeti (14HD) CR 6


XP 2400
NE Huge undead (cold)
Init -1; Senses darkvision 60 ft.; Perception +0
Defence
AC 11, touch 7, flat-footed 11 (-1 Dex, +4 natural, -2 size)
hp 77 (14d8+14)
Fort +4, Ref +3, Will +9
DR 5/slashing; Immune undead traits
Offence
Speed 40 ft., climb 30 ft.
Melee 2 claws +18 (1d8+10)
Space 15 ft.; Reach 15 ft.
Statistics
Str 30 (+10), Dex 8 (-1), Con - , Int - , Wis 10 (+0), Cha 10 (+0)
Base Atk +10; CMB +22; CMD 31
Feats Toughness*
Skills Climb +18, Stealth -9 (+3 in snow)
Special Qualities staggered
Special Abilities
Staggered (Ex): Can only perform a single move action or standard action per round, but may move and attack as
part of a charge action.

389
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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.

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