Mystical Kingdom of Monsters
Mystical Kingdom of Monsters
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Table of Contents
Table of Contents.................................................................ii Catirpel Scout (Bombyx)................................................. 32
Introduction........................................................................ 1 Catirpel Sentry (Chilopoda)............................................ 33
Enter the Monster Trainer................................................ 1 Catirpel Queen (Lepitera)............................................... 33
Challenge Rating vs. Hit Dice.........................................1 Maverik’s Chilopoda................................................... 34
Fast Play.............................................................................. 2 Celedeen........................................................................ 35
What You Need................................................................ 2 Celedeen’s Return...................................................... 36
Setup............................................................................... 2 Chaos Slasher (Craos)..................................................... 36
What the Monsters Can Do.............................................. 2 Vs Craos and the Vargouille.........................................37
Battling Alone.................................................................. 3 Cobra Flower Hero (Slytrap)........................................... 38
Capturing Monsters in Fast Play....................................... 3 Companion Monsters..................................................... 38
Growth in Fast Play.......................................................... 3 Carbuncle Companion (Quirkle)................................... 38
Heart............................................................................... 3 Carbuncle Hero (Carbuncle).......................................... 39
Chapter 1: Character Options.............................................. 4 Carbuncle Champion (Carmind).................................... 40
The Monster Trainer......................................................... 5 Daniel’s Carbuncle...................................................... 40
Defining Monsters by Their Aura.................................. 5 Dream Imp Companion (Moggish)................................ 41
Play the Trainer, not the Monster..................................7 Dream Imp Hero (Moggles).......................................... 42
Monsters Not Found Here.............................................7 Dream Imp Champion (Moggwind)............................... 42
Trainer Perks................................................................. 8 Jenna’s Moggish......................................................... 43
Monster Auror (Archetype)............................................ 10 Earth Yeti Companion (Geoyeti).................................... 44
Monster Breeder (Archetype)........................................ 11 Earth Yeti Hero (Snowstone)......................................... 44
Breeder Option: Templates.........................................11 Earth Yeti Champion (Avalynche).................................. 45
Monster Gambler (Archetype)....................................... 12 Fire Bird Companion (Squit).......................................... 46
Monster Performer (Archetype)..................................... 12 Fire Bird Hero (Strigiflame)........................................... 46
Monster Researcher (Archetype).................................... 13 Fire Bird Champion (Godigeon)..................................... 47
Monster Scout (Archetype)............................................ 13 Lightning Cat Companion (Catning).............................. 48
Trainer Spells.................................................................. 14 Lightning Cat Hero (Lychnis)......................................... 48
New Spells..................................................................... 18 Lightning Cat Champion (Lightnynx)............................. 49
New Race: Monstorin....................................................20 Root Snake Companion (Pesto)..................................... 50
Racial Traits and Spell Lists......................................... 20 Root Snake Hero (Cloves)............................................. 50
Chapter 2: Monsters.......................................................... 22 Root Snake Champion (Basilesk)................................... 51
Ailuro............................................................................. 23 Water Dog Companion (Bawby)................................... 52
Ailuropoda..................................................................... 23 Water Dog Hero (Wabirri)............................................. 52
Angels............................................................................ 24 Water Dog Champion (Dithango).................................. 53
Astral Faerie (Angerie)................................................... 24 Crurotar......................................................................... 54
Astral Faerie Champion (Valoren)................................... 25 Demons......................................................................... 55
Trainer Spells on a Monster........................................ 25 Glabrezu....................................................................... 55
Behir.............................................................................. 26 Shift Demon (Chlorite).................................................. 56
Bulette........................................................................... 27 Shift Demon Champion (Cuclaur).................................. 57
Cactus Warrior Child (Cactyke)....................................... 28 Shift Demon Champion (Cenkclaur).............................. 58
Cactus Warrior (Cactombre)........................................... 28 Shift Demon Champion (Synacl)................................... 58
Capricor......................................................................... 29 Vrock............................................................................ 59
Castor............................................................................ 30 Devils.............................................................................60
Castor Hero (Chordata)..................................................30 Osyluth........................................................................ 60
Castor Champion (Chrystofur)........................................ 31 Pit Fiend, Lesser (Asmoden)......................................... 61
Catirpel.......................................................................... 32 Dragons......................................................................... 62
Table of Contents
Ancestral Dragon Turtle (Aquario)................................ 62 Stephen and the Render..............................................91
Black Dragon Phase Spider (Arachnigon)...................... 63 Hippogryph.................................................................... 92
Bronze Dragon Sky Hero (Thundergon)......................... 64 Hippogryph Cub (Gryphcub)........................................... 92
Red Dragon Siege Golem (Endergon)............................ 65 Homunculi..................................................................... 93
Red Dragon Siege Whelp (Tridigon).............................. 66 Homunculus, Cleric (Cleribelle)..................................... 93
Red Dragon Thunder Lizard (Triceragon)....................... 66 Homunculus, Fighter (Soldrite)..................................... 93
Red Dragon Tortoise Spawn (Tortoigon)........................ 67 Homunculus, Rogue (Scoundrite)................................. 94
Shardragon Bulette Spawn (Shardrake)......................... 68 Homunculus, Sorcerer (Sorcerite)................................. 94
Shardragon Raptor Spawn (Shraptor)........................... 68 Hydra............................................................................. 95
Shardragon, Great Wyrm.............................................. 69 Inevitables..................................................................... 96
Maverik’s Shardragon................................................. 70 Arbiter........................................................................... 96
Elcu................................................................................ 70 Jubjub Bird..................................................................... 97
Elcu, Adult (Cucuy)......................................................... 71 Katnip............................................................................ 98
Elcu, Elder (Cucalon)...................................................... 71 Khale............................................................................. 99
Elementals..................................................................... 72 Khale, Child (Raskhale)................................................. 100
Elemental, Earth Champion (Harcrest).......................... 72 Water Monstorin...................................................... 100
Elemental, Earth Hero (Harbrick).................................. 73 Koaladin Warrior (Cinereus)......................................... 101
Elemental, Earth Warrior (Harcore).............................. 73 Lagomorphs................................................................. 102
Elemental, Earth Beetle (Coleoptera)............................ 74 Lagomorph Alpha (Lagomo)....................................... 102
Elemental, Earth Spider (Chitinera)............................... 74 Lagomorph Earth Rune (Kylva)................................... 102
Elemental, Magma Ram (Aerisor)................................. 75 Lagomorph Fire Rune (Kena)...................................... 103
Elemental, Storm Twins (Geminel)................................ 76 Lagomorph Ice Rune (Isa)........................................... 103
Faerie Dragon................................................................ 77 Lagomorph Light Rune (Daga)..................................... 104
Farrealmers.................................................................... 78 Lagomorph Plant Rune (Lauka)................................... 104
Farrealm Life Concept (Divinispawn)............................ 78 Lagomorph Water Rune (Laga)................................... 105
Farrealm Mind Concept (Thoughtspawn)...................... 79 Levimur....................................................................... 105
Farrealmer Traits........................................................ 79 Levimur, Elder (Lupice)................................................. 106
Farrealm Strife Concept (Maimspawn).........................80 Locan........................................................................... 107
Farrealm Warrior Concept (Warspawn)........................80 Maelae........................................................................ 108
Farrealm Wrath Concept (Fleshspawn)......................... 81 Maelae Youth (Maelbud)............................................. 108
The Seer and the Gambler.......................................... 82 Mimic.......................................................................... 109
Fel’Kraz.......................................................................... 82 Minotaur..................................................................... 110
Fel’Kraz Warrior (Kytharion)........................................... 83 Moncroak.................................................................... 110
Festrog........................................................................... 84 Nightwalker................................................................. 111
Formites........................................................................ 85 Owlbear....................................................................... 112
Formite Soldier (Formite)............................................. 85 Pendula....................................................................... 113
Formite Hive Guard (Crysallis)...................................... 86 Time Travel in the Kingdom...................................... 114
Formite Wing Guard (Formisect)................................... 86 Phoenix Lightning Hatchling (Firebolt).......................... 114
Fourclaw........................................................................ 87 Phoenix Water Hatchling (Steambringer)..................... 115
Golems.......................................................................... 88 Two Birds and One Stone.......................................... 115
Golem, Living Iron (Ironguard)...................................... 88 Piskel........................................................................... 116
Construction............................................................... 88 Pixie............................................................................. 117
Trapped with the Ironguards...................................... 89 Proginor....................................................................... 118
Golem, Living Adamantine (Towerguard)......................90 Pseudodragon.............................................................. 118
Gray Render................................................................... 90 Raptur......................................................................... 119
Trollspawn Experiment (Gnole).................................... 140
Table of Contents Trollspawn Beast (Trollhound)...................................... 140
Origins of the Gnole..................................................141
Royciel......................................................................... 120 Unicorn........................................................................ 141
The First Ancestral – Royciel......................................121 Urbanel........................................................................ 142
Rust Monster............................................................... 121 Vargouille Champion.................................................... 143
Sagitor......................................................................... 122 Viriga........................................................................... 144
Satyr............................................................................ 123 Water Crab (Canceria).................................................. 144
Scamethyst.................................................................. 124 Xendaug....................................................................... 145
The Second Ancestral – Scamethyst......................... 124 Chapter 3: Monster Training............................................ 146
Siamange..................................................................... 125 New Feats.................................................................... 147
Siyafrak........................................................................ 126 New Items................................................................... 148
Skaldak........................................................................ 126 Monster Enhancement............................................. 149
Skaldak, True Form (Eyedolor)...................................... 127 Alternative Summoning Options.................................. 149
Steel Sentry (Firaels).................................................... 128 Eidolon Evolutions....................................................... 154
Steel Sentry Hero (Firadron)......................................... 128 Monster Growth.......................................................... 155
Steel Sentry Champion (Gladiafira).............................. 129 Chapter 4: The Kingdom.................................................. 156
Swine, Armored (Suidae)............................................. 130 Wild Encounters........................................................... 157
Swine, Armored (Wildesau)......................................... 130 Eastern Regions........................................................... 157
Taurinor - Gorgon Ancestral.......................................... 131 Western Regions.......................................................... 160
Tesoroo........................................................................ 132 INDEX: MONSTERS BY CR............................................. 164
Jenna’s Tesoroo........................................................ 132 INDEX: MONSTERS BY SPELL GRANTED........................ 165
Timeslayer................................................................... 133 INDEX: MONSTERS NOT FOUND HERE.......................... 175
Treant.......................................................................... 134 Open Gaming License V1.0a......................................... 186
Treant Cousin (Rastafern)............................................. 135 Credits......................................................................... 188
Treant Cousin (Rastaflor).............................................. 135
Trisaber........................................................................ 136
Trisaber Hero (Sevord).................................................. 136
Trisaber Champion (Swordbite).................................... 137
Troglodyte Magic User (Troglospell)............................. 138
Troglodyte Warrior (Troglospear)................................. 138
Trollspawn................................................................... 139
Challenge Rating vs. Hit Dice
Introduction Mystical: Kingdom of Monsters usually references the
Challenge Rating of a Monster as opposed to its hit dice. This
The ability to summon creatures to do one’s bidding is a is noted as CR in the text.
powerful and useful tool. Spellcasters often dedicate their
lives to learning the art of summoning monsters, animals, and renowned monster trainers. Not all monsters are so friendly,
creatures from beyond reality. While specialist Wizards pour over however. There are plenty of dangers to beware, including a
musty tomes to learn how to call upon the magic of Conjuration, man-made monstrosity that threatens the lives of even the
Clerics and Witches reach out to their patrons for aid in the Kingdom’s bravest warriors.
form of summoned companions. Druids and Sorcerers tap into Interspersed between these brand new monsters are several
ancient power to draw animals and other beings into the world familiar faces that demonstrate the differences between a wild
even as Summoners construct and evolve their highly specialized creature encountered in the world and a monster used by a
eidolons for most situations. trainer or as a monstorin.
Chapter 2: Monsters
No book that calls itself a guide on monsters would be
complete without including some of those very creatures. In
Chapter 2, over 150 monsters are described. Most of the
monsters found in the world many simply call The Kingdom are
of a less fearsome variety. Young children (ages 10 and up) often
seek these companions as part of an ongoing quest to become
battle. When the battle starts, roll 1d20 and add this number.
Fast Play The monster with the highest roll goes first. If two monsters tie,
they keep their original place, but roll again to break the tie.
Have a younger group of players, or want to get straight to the AC: This number is the monster’s defense. When other
action? The fast play rules give you that option! monsters attack it, they roll 1d20 + their attack and check if they
In the fast play rules, gameplay resolves quickly without hit your monster’s AC. Unless stated otherwise, bonuses to AC
losing importance, leaving more time to roleplay and enjoy also add to Touch and Flat-Footed (see below).
your monsters. The best part is, as your party becomes more Touch: In fast play, a monster’s touch is equal to 10 + its Ref.
familiar with the rules in the Pathfinder Roleplaying Game Core Monsters make spell attacks against touch by default, and some
Rulebook, you can integrate them in part or whole along with abilities can let monsters make regular attacks against it as well.
the other rules here such as the trainer class, feats, and detailed Flat-Footed: This number is a special defense that only matters
use of spells. when other monsters have an ability called Sneak Attack. If a
Advanced players please take note: These are very simplified monster with Sneak Attack comes after your monster, watch out,
rules and are not meant to feel immediately compatible with the because they can hit your Flat-Footed and deal more damage
rest of Pathfinder. Explanations here assume those reading them to you! Thankfully, your companion monster may have a way to
are either new to the game or young enough that they will want avoid the damage in its traits or special abilities (see below).
a parent, older friend, or sibling to join them in playing. HP: Your monster’s HP is how much damage it can take before
getting knocked out. Once its HP is 0, the monster will be unable
What You Need to continue battling.
••A set of 7 gaming dice (1d4, 1d6, 1d8, 1d10 single digits, Fort, Ref, and Will: Some monsters have special abilities that
2 1d10 double digits, 1d12, and 1d20). Preferably one set for mention a Fortitude, Reflex, or Will save with a DC. When a
each player, but the dice can be shared. monster uses one of these ability against you, roll 1d20 and add
••Some friends to join you as companions or rivals. You’ll this number. If you meet or exceed the DC, the effect is weaker or
journey with your companions, challenging rivals to monster doesn’t happen at all. Each effect tells you what happens if you
battles and seeking out new monsters to capture. succeed. In fast play, ignore the DC on spell-like abilities and use
Imagination. This is the most important thing in the Kingdom. them like AVAILABLE TRAINER SPELLS (see below).
••
It is how you bring your monsters to life and enjoy their DR, Immune, Resist, and Weaknesses: Your monster may be
company as some of your closest allies. able to completely ignore some attacks or damage, but some will
hurt it more. A monster with DR takes that much less damage
Setup from regular attacks. A monster with Resist takes that much less
Each player begins with a Challenge Rating 1 (CR 1) companion damage from spells that fit the description. A monster with a
monster of their choice. These monsters can be found starting Weakness takes x2 damage from attacks and spells that fit the
on page 38. The companion monsters are: description.
Bawby, Carbuncle, Catning, Geoyeti, Pesto, and Squit. Offense: You can use any melee, ranged, or special attack on
You can all have the same monster if you want; there are your turn. Roll 1d20 and add the number next to the attack. If
plenty to go around. it meets or exceeds the other monster’s AC, you hit! Deal the
Once you have your monsters picked out, you’re done setting damage and do anything else written in the (parentheses).
up. Now you just need to know a little bit more about how to use An attack with a number in front (2 slams) or a “/” (+13/+8)
your monsters. means you can roll more than once, but each roll uses up one
of those numbers. For special attacks, unless they have rules
What the Monsters Can Do under another attack or Special Abilities (see below), have fun
Each monster has some very important numbers to look and agree on what they do with your friends. Anything that is
for, but when using the fast play rules, you only need some of a number/day (for example 5/day) can only be used twice each
them (these will be circled or highlighted on any printed copies battle (1/day can only be used once).
provided). Spell-Like Abilities: Some monsters have more magic than
When looking at a monster, from top to bottom, you need to others. They can use these spell-like abilities like special attacks.
know: At will means they can use it every turn. Constant means that it
Init: This number tells you if the monster goes first during happens all the time on its own. Anything more than 1/day can
only be used twice each battle. You can use the spell descriptions as the wild monsters, or they can battle each other while you
starting on page 14 for an idea of what these abilities do, but just finish. If you decide to battle alone, take turns. Give everybody
Fast Play
like the other powers your monster has, use your imagination! else a chance to do the same before you start another battle.
Statistics: The most important statistic for fast play is Cha This way, you can all still find and capture new monsters.
(short for Charisma). It is how your monster uses spells to hit When battling as a group, you cannot switch monsters. If you’re
other monsters. To hit another monster with a spell, roll 1d20 + battling alone, though, you can switch your monsters around. On
the spell level + one-half your Cha (some use Int or Wis instead). your turn, instead of attacking the other monster, you can switch
If you meet or exceed the other monster’s Touch, you hit. your monster for a different one. You can only switch between
Skills: Skills are important if you’re telling a story while playing. up to 3 different monsters during each battle, so choose wisely.
You can use skills to do some things when not battling, such as If one of your monsters is knocked out, you automatically start
talking to others (Bluff or Diplomacy), sneaking around (Stealth), with one of your remaining monsters on your next turn.
or looking for somebody (Perception). Usually to do something
you want to roll 1d20 and add your skill. If you meet or exceed 10 Capturing Monsters in Fast Play
+ your monster’s CR, you do exactly what you want to. If you’re Before a Monster reaches 0 HP, you can try to capture it on
trying to beat another monster at doing something make the your turn instead of attacking it. Roll 1d20. If your roll meets or
same roll, but against 10 + the other monster’s CR instead. This exceeds the monster’s CR +5, you capture it. If the other monster
is good when you want to find something first or play games like is weak (it has less than one-half its HP), or distracted in some
hide and seek. Really big or really small monsters may have a way (being asleep, stunned, etc...) it doesn’t get the +5. If the
harder time using some skills, so decide with your friends how other monster is weak and distracted, you roll against its CR –5.
you want that to work. If your monster has a higher CR, you get +5 to your roll. If
AVAILABLE TRAINER SPELLS: All monsters have spells you can the other monster has a higher CR, you get –5 to your roll. 3
use on your turn. If you look at the monsters you have, find the Other trainers’ monsters can’t be captured.
one with the highest CR and divide that by 2. That number is the
highest spell level all of your monsters can cast if they have them. Growth in Fast Play
For example, if your best monster is CR 12, all of your monsters Some monsters you don’t have to capture. Instead, you can
can use 6th-level spells (if they know them). You can use the help them grow into bigger monsters, like a bawby becoming a
spell descriptions starting on page 14 for an idea of what these wabirri. To help your monster grow:
abilities do, but just like the other powers your monster has, use 1. Capture another monster of the new CR or higher
your imagination! 2. Win 1 battle with the monster you want to help grow.
You can use your monster’s spells as many times as you have Example: For bawby to grow into a wabirri, capture a monster
them for a level. Each time you use a spell, you can mark that that is CR 5 or higher, then win a battle using bawby. Monsters
spell or another spell of the same level off. For example, a fire only grow up to higher CR’s, never to the same or lower CR’s.
bird can only use Produce Flame once every battle, but it can All monsters that can grow have similar names (like water dog,
use Fireball four times. Each time it uses Fireball, mark off either root snake, or lightning cat).
Fireball or another spell of the same level, like Daylight.
When you want to cast a spell at another monster, roll 1d20 + Heart
the spell level + one-half your Cha (some use Int or Wis instead). Heart is a special rule for fast play to help your monsters last
If you meet or exceed the other monster’s Touch, you hit. longer. If your monster is fighting a more powerful monster, add
If you can cast 1st through 3rd level spells, all damage from
•• the difference in your CR to your d20 rolls, damage rolls, and AC.
spells is 1d6 per spell level. 0-level spells deal 1d4 damage. For example, if your catning (CR 1) is battling a CR 9 monster, it
If you can cast 4th through 6th level spells, all damage from
•• gets +8 on its d20 rolls and deals +8 damage with its attacks and
spells is 1d8 per spell level. 0-level spells deal 1d6 damage. spells. If the monster uses an attack, spell, or sneak attack, your
If you can cast 7th through 9th level spells, all damage from
•• catning gains +8 to its AC, touch, or flat-footed against the attack,
spells is 1d10 per spell level. 0-level spells deal 1d8 damage. respectively.
Character Options
divine and arcane spellcasters. Most acquire the services of To a monster trainer, a monster is any creature that does
domesticated animals, while some dedicate their time to more not have class levels. Most monsters’ natural aura (as seen
exotic beings. But, for all their knowledge; for all their skill in the by classes with the ability to detect auras) is simple. This
art of handling animals and lesser beings, these groups still fail to makes it easy for a trainer to blend their own essence with
understand the bond shared between a trainer and his monsters. the monster’s while capturing it. When this book refers to
monster, it refers to the creatures a trainer can capture.
The Monster Trainer Monsters with a CR above the trainer’s level, as well as
Monster trainers have learned how to tap into the natural well those with class levels, have auras which are more complex.
of arcane power that lives within all sentient beings. It is the same The capture monster spell is generally unable to manipulate
power from which sorcerers manifest their bloodlines and with such creatures. This distinction is why monstorin are a
which summoners bond to their strange, beautiful creations. This prominent race in the Kingdom and not just an odd collection
power grants trainers the unique ability to tether the essence of of creatures for trainers to capture.
monsters to their souls.
In settings where a monster trainer can receive formal Each trainer is different because few trainers bond with the
training, most begin as young men or women undergoing the same creatures that others might. It is this perceived individuality
same regiments as a ranger. This is because so much of being that sets monster trainers apart, even from their own peers.
a member of that class involves tracking and understanding Role: Monster trainers are self–sufficient heroes who capture
other creatures. The difference between a monster trainer and
5
and use monsters to achieve greater success in all walks of
a ranger becomes apparent soon after the trainer picks up the life. How versatile a trainer can be depends on his choice
basics such as the use of bows, tracking monsters, and favored of active monster. The trainer may use a powerful animal
enemies. It is around this time that the trainer’s aura develops or magical beast that grants him few spells and instead offers
and he is chosen by a local researcher or scout for specialized him more physical options during battle. Or, he can call forth a
education. tiny fey and use its spells to confuse his enemies while he fights
them in closer quarters. At higher levels, it can be expected that
a trainer will usually have some option available to him in any
situation, even if that choice isn’t the most optimal.
Alignment: Any; see trainer aura.
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition,
each character begins play with an outfit worth 10 gp or less.
Class Skills
The monster trainer’s class skills are Appraise (Int), Bluff (Cha),
Craft (Int), Diplomacy (Cha), fly (Dex), Handle Animal (Cha), Heal
(Wis), Intimidate (Cha), Knowledge (arcana, dungeoneering,
geography, nature, religion) (Int), Perception (Wis), Perform
(Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft
(Int), and Survival (Wis).
Skill Ranks per level: 6 + Int modifier.
Class Features
All of the following are class features of the monster trainer.
Weapon and Armor Proficiency: Monster trainers are
proficient with all simple weapons, all bows and the whip. They
are proficient with light armor, but not with shields. A trainer can
cast trainer spells while wearing light armor without incurring
the normal arcane spell failure chance. Like any other arcane not grant the trainer any special senses the monster may have
spellcaster, a trainer wearing medium or heavy armor, or using to detect hidden or invisible creatures. When casting a spell in
a shield, incurs a chance of arcane spell failure if the spell in this way, the trainer’s monster draws any attacks of opportunity,
question has any somatic components. A multiclass trainer still not the trainer himself. The trainer can still cast defensively, and
incurs the normal arcane spell failure chance for arcane spells must still make a concentration check if damaged while casting as
received from other classes. though he were hit.
Spells: A monster trainer casts arcane spells that he gains from Monster Training: Every monster trainer knows and can cast
the monsters he captures. When a trainer controls a monster the capture monster spell at will. A 1st level monster trainer has
that grants him spells in some way, the trainer gains the ability already either captured his first monster or been given one by a
to cast those spells as a sorcerer of his same level. He also gains mentor such as a Monster researcher.
the ability to cast that monster’s 0-level spells (cantrips) at will, Once a monster has been captured, it can be called upon during
if it provides any. battle. Calling upon a monster requires a move action identical to
A monster trainer can cast any spell he has access to without drawing a weapon, except that the trainer doesn’t need a +1 Base
preparing it ahead of time. To gain access to or cast a spell, a Attack to call upon his monster while moving. A monster trainer
trainer must have an active monster that grants the spell and a with the Quick Draw feat and at least a +1 base attack can call
Charisma score equal to at least 10 + the spell level. The Difficulty upon a monster as a free action instead. Calling the monster back
Class for a saving throw against a trainer’s spell is 10 + the spell is also a move action equivalent to sheathing a weapon.
level + the trainer’s Charisma modifier. Calling upon a monster is a strenuous act that prevents an
Like other spellcasters, a monster trainer can cast only a certain inexperienced monster trainer from calling upon more than
number of spells of each spell level per day. His base daily one while in combat. Trainers with the monster companion feat
6 spell allotment is given on the table below. In addition, he can circumvent this since their monster does not return to their
receives bonus spells per day if he has a high Charisma essence while inactive.
score (see the Pathfinder Roleplaying Game Core Rulebook). Unlike a Wizard’s familiar or a Druid’s animal companion, the
The trainer can cast his spells through his active monster, using trainer’s monster does not gain its own actions during combat.
its space as the point of origin for line of sight and effect. This does When first called into battle, the monster appears within 10 ft. of
Character Options
its trainer still has available for the round. On subsequent rounds, monster and not the character during battle. With the tools
the trainer must use his own actions to direct his monster on a available to the monster trainer, this need not always be the
one-for-one basis. case.
When you call your active monster back into your essence, A monster trainer can call upon a monster with little to no
any damage it was dealt while active is transfered to you and the combat ability in order to access its spells (which are generally
monster is healed. This works as the heal spell, but the monster’s stronger than a battle-ready monster). He would then use the
hit points are restored to full. If your monster is ever reduced to abilities he gains from it to battle his enemies using his own
0 hit points, it returns to your essence as a free action. Damage weapons and tactics. The monster may provide a flank for him,
dealt to you in this way cannot reduce your hit points to less than but it is otherwise a noncombatant.
_
1. If you are ever reduced to 0 or fewer hit points while your Alternatively, the trainer (particularly scouts) might call
monster is active it can continue to act until combat ends or it is upon a monster with more combat savvy and direct it during
reduced to 0 hit points, at which point it returns to your essence. battle. With the right trainer perks and choice of feats, the
If you die, your monsters remain bound to your soul, and only the trainer can even fight beside his monster in a limited fashion.
strongest of spells (miracle, wish, etc...) can free them. A gray render, for example, provides the trainer with only
Eschew Materials: A monster trainer gains Eschew Materials as a few spells, but is a powerhouse that he can use to great
a bonus feat at 1st level. effect in a fight. In addition, by the time he gains the ability
Trainer Aura: The alignment displayed by the monster trainer’s to capture one at 9th level, he’ll also have 4 separate spells
aura can be misleading because it is affected by the monsters he available through his spell familiarity class feature.
has captured. A creature observing the trainer’s aura will see a In the end, the play style offered by the monster trainer 7
muddled mix of alignments, though often one will stand out more class is one of cooperation and support. The monster through
prominently, such as when a trainer captures a majority of evil which the trainer utilizes his spells and other class features
monsters. Anybody attempting to detect a trainer’s alignment becomes a part of his character without overshadowing him
requires a number of additional rounds equal to one-half the in every other way.
trainer’s level (minimum 1) to do so.
The trainer determines the exact visual nature of his aura. For Monsters Not Found Here
example, the trainer’s aura can appear to be a swirl of energy When capturing monsters not found in this or other Kingdom
around his head or a pouch of orbs at his waist containing each of Monsters books, you can always find an equivalent monster
monster he’s captured. The trainer can make his aura visible, and use its spell list. For ease of reference, we have placed
though it provides no mechanical benefit to do so. such a list starting on page 175 that you can check when
Favored Enemy: After the monster trainer has captured a playing as your monster trainer.
monster of a particular type (see ranger favored enemy types In addition, some monsters not presented in these texts
in the Pathfinder Roleplaying Game Core Rulebook), he gains a can have abilities far surpassing those you should rightfully
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and possess at a given level (at will invisibility at 2nd, wish at 9th,
Survival checks against creatures of that type. Likewise, he gets etc.) Check with your GM when capturing such a monster
a +2 bonus on weapon attack and damage rolls against them. and consider using lesser spells/abilities (vanish instead of
A trainer may make Knowledge skill checks untrained when invisibility), reducing uses per day, or some combination
attempting to identify these creatures. The monster trainer’s therein.
favored enemy bonus never increases Remember this. A monster cannot grant spells to a trainer
without a trainer unless the trainer is of a high enough level to learn them as
perk or levels in a spell anyway. In the case of invisibility and wish, those are
another class that gains 2nd- and 9th-level spells, requiring the trainer to be 4th- and
this feature. 18th-level, respectively, before he can use them in any way
(spell, spell-like, supernatural, or extraordinary ability).
Finally, Capturing monsters, in or out of these books, should
be easy enough. Just keep an eye out for outliers. Happy
hunting!
Monster Growth: Starting at 2nd level, when he gains a new Trainer Perks
trainer level, the monster trainer can improve one of the monsters Animal Companion
he has already captured. This process, called growth, allows the Because they offer few, if any spells, the trainer can
trainer to keep his monsters relevant for longer periods of time. manipulate his aura to improve the capabilities of animals he
Not every monster is able to grow in this way. See Chapter 3 for has captured.
more information on monster growth. This ability functions like the Druid animal companion ability
Spell Familiarity: At 2nd level, 19th level, and every even (part of the Nature Bond class feature) except as noted here.
trainer level between (4th, 6th, etc...), a monster trainer chooses The trainer’s effective Druid level is equal to his trainer
••
one spell granted to him by a monster he has captured. He can level –3 (minimum 1)
now cast that spell regardless of the monster he has active. At A trainer who selects an animal companion can choose
••
the time he gains these new spells, the monster trainer can also one animal he has captured that meets the requirements
swap a previous spell gained with Spell Familiarity for another of to be an animal companion for his effective Druid level.
the same level. While active, that animal becomes the trainer’s animal
Empathy: If a 3rd level monster trainer counts a particular companion. They share the trainer’s favored enemy and
monster type as a favored enemy, he can improve the initial favored terrain bonuses (if any).
attitude of other monsters of that kind. This ability functions just When the trainer gains a new level in any class that
••
like a Diplomacy check to improve the attitude of a person (see gains an animal companion, he can update his animal
the Pathfinder Roleplaying Game Core Rulebook). The trainer companion or choose a new animal he has captured that
rolls 1d20 and adds his trainer level and his Charisma bonus to meets the requirements to be an animal companion for a
determine the empathy check result. Some monsters have Druid of his effective level.
8 a starting attitude of unfriendly, but most are hostile to the Appraise Monster
trainer at the start. As a move action on his turn, the trainer can make an
To use empathy, the trainer and the monster must be within 30 appraise skill check or a monster lore knowledge skill check
feet of one another under normal visibility conditions. Generally, against a monster that he is aware of within 30 ft. to learn the
influencing a monster in this way takes 1 minute, but, as with current hit points of that monster, its CR, and whether it has
influencing people, it might take more or less time. any bonus to save if he tries to capture it. He gains his favored
Talented Trainer: The trainer is able to use the special attacks, enemy bonus to appraise checks made in this way.
defenses, and abilities of his active monster, provided those Armored Companion
abilities have an immediate effect on combat. Most afflictions, The trainer shares his armor and shield proficiencies with
curses, diseases, and poisons are not gained with talented trainer. his active monster. This also applies to armor and shield
At 3rd level, the trainer gains access to the spell-like abilities proficiencies gained as feats.
of his active monster. At 7th level, he can use its supernatural Evasion
abilities as well. Finally, at 11th level, he gains the monster’s Requires 2nd level
extraordinary abilities. If the trainer makes a successful Reflex saving throw against
The trainer and his monster share any limitations of abilities. an attack that normally deals half damage on a successful save,
For example, if the trainer uses his dragon’s breath weapon, he he instead takes no damage. Evasion can be used only if the
and the monster must both wait 1d4 rounds before one of them trainer is wearing light armor or no armor. A helpless trainer
can use it again. Self only abilities on a monster can only be used does not gain the benefit of evasion.
by the monster and only while it is active. Evasion, Improved
Trainer Perk: At 4th level, 19th level and every 4 levels between, Requires 8th level and Evasion
the trainer gains a perk that he can use whenever he has any This works like evasion, except that while the trainer still
monster active. When the trainer gains a new perk, choose from takes no damage on a successful Reflex saving throw against
the following list. Some perks are better while specific monsters attacks, he henceforth takes only half damage on a failed
are active, but all should be usable at any time. save. A helpless trainer does not gain the benefit of improved
Shared Senses: Starting at 5th level, the monster trainer evasion.
and his active monster share their senses, including blindsight, Extended Calling
darkvision, low-light vision, scent, and true seeing. When the trainer calls upon his monster, it appears anywhere
within 30 ft. of him.
Trainer Perks
Extraordinary Channeler (Ex) versa. This does not allow the monster or the trainer to make
Character Options
Requires Talented Trainer (Extraordinary) more attacks than they normally could with a full attack action.
If the trainer has captured a monster with an extraordinary Smite Monster
ability that the trainer could normally use while that monster Once per day, the trainer or his active monster can Smite
is active, he gains that ability even while another monster is an enemy, as per the Paladin’s Smite Evil ability. Instead of
active. The ability is chosen when this perk is gained. affecting creatures based on their alignment, Smite Monster
Fast Movement (Ex) only affects the trainer’s favored enemies. The trainer can take
The trainer and his active monster increase their base land this perk more than once and gain additional uses per day.
speed by +10 feet. This benefit applies only when wearing no Supernatural Channeler (Su)
armor, light armor, or medium armor, and not carrying a heavy Requires Talented Trainer (Supernatural)
load. Apply this bonus before modifying speed because of any If the trainer has captured a monster with a supernatural
load carried or armor worn. This bonus stacks with any other ability that the trainer could normally use while that monster
bonuses to land speed. is active, he gains that ability even while another monster is
Favored Enemy, Improved [Link] ability is chosen when the perk is gained.
Requires 8th level Tough Companion (Ex)
The trainer chooses one monster type he has captured. His If the trainer’s active monster has fewer hit dice than the
favored enemy bonus against that type of monster increases trainer has levels, that monster gains extra hit points equal to
to +4. 6 times the difference. For example, a 4th level trainer with a
Inspiring Trainer (Su) 1 hit die monster grants it +18 hit points. This ability does not
Once per round as a swift action, the trainer can aid his increase the monster’s actual hit dice. 9
active monster in combat through encouraging shouts and Trainer’s Familiar
cheerleading. This gives the monster a +2 bonus to attacks When one of the trainer’s monsters begins to fall behind
and damage for one round. The trainer can use this ability a in its usefulness against more powerful foes, the trainer can
number of times per day equal to 3 + the his Charisma modifier. adapt that monster to fill a new role.
Mettle This ability functions like the Wizard familiar ability (which
Requires 2nd level is part of the Arcane Bond class feature) except as noted here.
If the trainer makes a successful Fortitude or Will saving The trainer’s effective Wizard level is equal to his trainer
••
throw against an attack that normally deals damage or creates level –3 (minimum 1)
an effect on a successful save, he instead takes no damage and A trainer who selects a familiar can choose one monster
••
suffers no ill effect. A helpless trainer does not gain the benefit he has captured that meets the requirements to be a
of mettle. familiar for his effective Wizard level. While active, that
Monster Summoning monster becomes the trainer’s familiar.
The trainer learns the spells Summon Monster and Summon When the trainer gains a new level in any class that gains
••
Nature’s Ally for each spell level he can cast. He can only a familiar, he can update his familiar or choose a new
summon monsters he has captured that appear on those lists. monster he has captured that meets the requirements to
Natural Armor be a familiar for a Wizard of his effective level.
While wearing no armor, the trainer adds his active Uncanny Dodge (Ex)
monster’s natural armor bonus to his AC as his skin takes on The trainer and his active monster each gain Uncanny Dodge,
an identical texture. as the Monk ability of the same name.
Run With Me Uncanny Dodge, Improved (Ex)
When the trainer takes a move action, his active monster Requires Uncanny Dodge
can also move up to half its speed as part of the same action The trainer and his active monster each gain Improved
and vice versa. This perk can be chosen twice, at which point Uncanny Dodge, as the Monk ability of the same name.
the trainer or his monster can move at full speed instead. Warrior Companion (Ex)
Side-By-Side The trainer shares his weapon proficiencies with his active
For each attack the trainer makes as part of a full attack monster. He can take this perk twice to share all combat feats
action, his active monster can also make one attack and vice he has with his active monster.
Great Trainer: A 9th level monster trainer gains a +2 bonus to of that monster instead. This ability works in all ways like the
capture monsters from his continued use of the spell. Shapechange spell, except as noted here.
Temporary Control (Sp): Beginning at 10th level, the monster The trainer can only become a monster he has captured.
••
trainer can cast charm monster as a spell-like ability a number of The trainer counts as his own active monster for the
••
times per day equal to 3 + his Charisma modifier. The spell only purpose of available spells, other effects, and abilities.
works on creatures he can capture and lasts only up to 1 round The trainer can use this ability 3 times per day, and he cannot
per level. The trainer cannot have another monster active when have a monster active while doing so.
using temporary control.
Channel Monster: In addition to the spells he can cast with Monster Auror (Archetype)
Spell Familiarity, a 13th level monster trainer has mastered the
ability to retain a small selection of spells even while he has no Trainer Archetype
active monster. To use Channel Monster, the trainer must first Monster aurors are the masters of essence; able to capture
rest for 8 hours. The same rules that apply to a Wizard preparing the magic created by monsters without the need to capture
spells apply to the trainer in this regard. the monster itself. Often, an auror will only ever keep his initial
After resting, the trainer can choose a single monster he has monster and use it to its fullest potential rather than capture a
captured. He gains the ability to cast all spells that monster variety of monsters as he levels up.
grants him, even if he has another monster active. The trainer Capture Essence (Ex): Although they can capture monsters,
cannot cast these spells through his active monster. aurors prefer to capture the spells and abilities those monsters
Swap Monster (Ex): Starting at 15th level, the monster trainer would grant trainers instead. This allows aurors to gain access to
can exchange his active monster for another he has spells other trainers have to wait for if a monster’s CR is too high.
10 captured during battle. The active monster must be within As a swift action when interacting with a monster that is able
30 ft. of the trainer for him to use this ability. to grant him spells, the auror can roll 1d20 + his auror level +
The new monster appears within the trainer’s usual range of his Charisma modifier. If his check result is higher than 10 + the
10 ft. (or 30 ft. with the right perk). The trainer then decides if he monster’s CR, the auror randomly adds one of the monster’s
will suffer the damage dealt to his previous monster or apply it to available spells to his spell list. If he succeeds by 5 or more, he can
his new active monster instead. For example, if the trainer calls instead choose a spell to learn. If the monster is able to use the
a monster back that has been dealt 40 damage during battle, he spell in any way (even as a supernatural or extraordinary ability)
can either take 40 damage or deal 40 damage to his new monster. and targets the auror with it, he learns the spell automatically.
This damage is dealt all at once and cannot be prevented, but it The auror always knows when he’s learned all of the spells a
can be healed either naturally or with magic after the fact. given monster can teach him.
Master Trainer (Ex): When the monster trainer reaches 17th The auror cannot cast a spell gained in this way through his
level, he learns a special secret that has eluded most trainers active monster unless it could already cast the spell itself.
their entire lives. He can now capture a single monster without Essence Training: At 2nd level, and every even level thereafter,
any saves or checks. He can do this once, and the monster must the auror can choose one spell from the trainer spell list and add
still be one he is able to capture. that spell to his spells known. This spell is the result of training
Each time the trainer gains a new trainer level beyond 17th, and conditioning the auror has done behind the scenes. When
he gains a new charge of master trainer. To use this charge, the the auror gains a new spell from essence training, he can also
trainer must first set free the monster he captured with the trade one he already learned from this ability for another of the
ability previously. He is then free to seek out another monster same spell level. This ability replaces spell familiarity.
to capture instead. If able, the dismissed monster returns to the Trainer Perks: The following trainer perks complement the
location from which it was captured, traversing planes to do so if auror archetype: Animal companion, evasion, improved evasion,
it must. If it is unable to return, the monster instead appears in a mettle, trainer’s familiar, uncanny dodge, and improved uncanny
space adjacent to the trainer and is free to do as it wishes. dodge.
Cunning monsters previously captured with master trainer Essence Focus: At 9th level, the auror gains a +2 bonus to his
may sometimes seek the trainer out once more in order to capture essence check. When he succeeds, he now gains up to
punish him for capturing them in the first place. two spells instead of one. This ability replaces great trainer.
The Monster Within (Ex): Rather than summon a monster at Master Auror: Once per day, a 17th level auror can learn a
20th level, a monster trainer can transform himself into a version monster’s spell of his choice automatically. In addition, if he can
identify a spell being cast by a monster, the auror can then cast acts independently. Her companion is not considered an active
that spell without first learning it. The auror retains the spell monster for the purpose of trainer class features such as talented
Character Options
for a number of hours equal to his level, at which point he must trainer, but still grants the breeder spells if it would grant them to
attempt to learn it as normal or lose it until he sees it cast again. another trainer. Breeder’s companion updates monster training
This ability replaces master trainer. and replaces spell familiarity and channel monster.
Essence Apotheosis (Ex): At 20th level, the auror is always Advanced Monster Growth: Beginning at 2nd level, the breeder
treated as being under the effects of a mind blank spell. Once per can enhance the monsters she calls upon. When her active
day, he can cast any spell he knows as an extraordinary ability. monsters has a CR lower than her breeder level, that monster
This ability replaces the monster within. gains a bonus to attacks equal to the difference between its CR
and the breeder’s level (minimum 1). It also gains a bonus to its
Monster Breeder (Archetype) damage and AC equal to half that difference, rounded down. The
AC bonus is a deflection bonus
Trainer Archetype For example, a 6th-level breeder with a CR 1 monster grants
Monster breeders are able to change the very nature of that monster a +5 bonus to attacks, +2 to damage, and a +2
their companions through the process of monster growth. By deflection bonus to AC.
sacrificing some of the versatility given to other trainers, breeders Beginning at 9th level, the breeder also adds one-half the
can instead call upon more focused and powerful monsters over difference to her active monster’s saving throws.
time. This ability updates monster growth and replaces great trainer.
Breeder’s Companion: The breeder begins play with her choice Trainer Perks: The following trainer perks complement the
of either an animal companion or a familiar. This feature functions breeder archetype: Appraise monster, fast movement,
in all ways as the class features granted to druids and wizards monster summoning, natural armor, and tough 11
(respectively). The breeder uses her class level to determine the companion.
benefits granted to her companion. She does not also begin play
with a monster at 1st level, but can call upon up to one captured Breeder Option: Templates
monster that she controls like any trainer while her companion As an alternative to the advanced monster growth class
feature above, the breeder might wish to apply templates
to her monsters that bring their CR up to an acceptable
value (breeder’s level). Given the varying strengths of many
templates, this is a potentially powerful option, but it does
add flavor to the class and gives access to a piece of the
Pathfinder game not often utilized by players.
Most breeders will use this option to apply simple templates,
but if one wishes to seek out more complex templates, the
Game Master has a few options for how to provide them.
Many breeders, for example, keep journals of the various
different templates they’ve encountered. Finding one of
these journals is equivalent to finding a book of magic spells.
There are some exotic merchants and hidden treasure
troves with scrolls describing techniques that will apply a
template to a single monster. These scrolls are often valued
at the Template’s CR increase squared x 2,000 gold (or trainer
currency found within the Kingdom, called TP/trainer points).
Some breeders are able to blend the essence of their
monsters to produce new companions entirely. In cases such as
this, they usually require a monster that has similar properties
to the template they wish to apply. Using this technique, a
breeder can apply the white half-dragon template to her
monsters once she captures a white dragon or half-dragon.
Monster Gambler (Archetype) Monster Performer (Archetype)
Monster gamblers enjoy the payoff of a little risk. They Monster performers are almost as varied as trainers because
challenge other trainers with their unique way of thinking that no one type of performance can appeal to everybody. Troupes
makes them unpredictable in battle. of performers, equally skilled in battle and showmanship, will
Stack the Deck: The gambler or his active monster can take up sometimes adventure together and have often proven as effective
to a –5 penalty to a single d20 roll as a free action and grant it as as any other party thanks to the versatility they possess and the
a bonus to the other’s next attempt to perform the same action. monsters they raise.
Take the Advantage (Ex): The gambler gains no bonus on Spells per Day: The performer’s spells per day are more
weapon attack and damage rolls against his favored enemies. limited than other trainers’. Refer to the table presented here
Instead, he gains sneak attack. The gambler’s sneak attack when determining the performer’s spells per day.
damage is 1d6 at 2nd level and increases by 1d6 at every even Trainer Perks: Performers gain the Inspiring trainer perk at 1st
level thereafter. The gambler’s active monster can allow use level. At 4th level, the performer gains grand performance. This
sneak attack, and its effective level is equal to the gambler’s ability replaces the performer’s normal progression of trainer
when overcoming uncanny dodge or similar abilities. This perks.
ability updates the gambler’s favored enemy and replaces spell Grand Performance (Ex): This ability functions like the bard’s
familiarity. bardic performance ability except as noted here.
Play the Odds (Ex): Once per day, a 9th level gambler or his The performer’s effective bard level is equal to his trainer
••
active monster can reroll a single d20 before learning the outcome, level –3.
but must keep the second result. This ability replaces great The performer’s active monster can maintain the
12
••
trainer. performance, if it meets the requirements to do so, in the
Trainer Perks: The following trainer perks complement event that the performer would be prevented from taking
the gambler archetype: Appraise monster, evasion, improved a free action to maintain it. If both the performer and his
evasion, improved uncanny dodge, fast movement, side-by-side, monster are prevented from maintaining the effect, it ends
smite monster, and uncanny dodge. as expected.
Character Options
bonus is equal to his level. 1st — — — —
Trainer Archetype Weapon and Armor 2nd — — — —
Monster researchers are dedicated students of monsters and Proficiency: The scout is 3rd — — — —
their interactions with the world. They focus on the spellcasting proficient with all simple and 4th 0 — — —
aspects of monster training to tap into more potential than other martial weapons, with all types 5th 1 — — —
trainers. of armor and with shields 6th 1 — — —
Researchers have very little time to commit to physical (except tower shields). He 7th 1 0 — —
training. As a result, their talents in that area suffer, but they gain suffers no arcane spell failure 8th 1 1 — —
more esoteric knowledge of monsters and an increased pool of for casting spells while wearing 9th 2 1 — —
available spells. armor or using a shield. 10th 2 1 0 —
Hit Dice and Base Attack: d6. The researcher’s base attack Spells per Day: The scout’s 11th 2 1 1 —
bonus is equal to one-half his class level. spells per day are more limited 12th 2 2 1 —
Weapon and Armor Proficiency: The researcher is not than other trainers. Refer to 13th 3 2 1 0
proficient with armor and suffers arcane spell failure in all armor the table presented here when 14th 3 2 1 1
types. determining the scout’s spells 15th 3 2 2 1
Researcher’s Knowledge (Ex): A researcher adds half his class per day. Scouts also do not 16th 3 3 2 1
level (minimum 1) to all monster lore Knowledge skill checks receive a monster’s cantrips like 17th 4 3 2 1
and may make all Knowledge skill checks related to monsters other trainers do.
13
18th 4 3 2 2
untrained. Monster Companion: The 19th 4 3 3 2
Channel Monster: The researcher gains channel monster at scout gains Monster Companion 20th 4 4 3 3
2nd, 6th, 10th, 14th, and 18th level. This ability replaces spell as a bonus feat at 1st level.
familiarity at the stated levels and channel monster at 13th level. Detection (Su): As a standard
Bonus Feat: At 13th level, the researcher gains one bonus action, a scout can detect
feat from the following list: Augment Summoning, Extra Perk, monsters. This ability functions
Improved Familiar, or any item creation or metamagic feat. as detect animals or plants,
Trainer Perks: The following trainer perks complement the but with any creature that
researcher archetype: Appraise monster, extended calling, share a type with a monster
extraordinary channeler, monster summoning, supernatural he has captured.
channeler, and trainer’s familiar. Smite Monster (Su): At 2nd
level, 19th level, and every
Monster Scout (Archetype) 4 levels between, the scout
gains the smite monster
Trainer Archetype perk. This ability replaces
Monster scouts are elite warriors with special training that Spell Familiarity at the
allows them to fight alongside their monster in battle. A scout’s stated levels.
monsters are typically more physical in nature than those raised Trainer Perks: The
by other trainers, but they lack the ability to cast more powerful following trainer perks
spells. complement the scout
Scouts are divided into two camps; reeves and sentinels. Reeves archetype: Animal
are sanctioned by the king to protect his lands. Most reeves wear companion, armored
the heavy armor all scouts are proficient with, and many of them companion, natural
worship one or more of the gods of their world. Sentinels are armor, run with me,
more commonly seen as mercenaries or sell swords. They put side-by-side, tough
their faith in nature and wear light or medium armor to make the companion, and warrior
most use of their Dexterity. companion.
Trainer Spells BristleAPG: Trade natural armor for bonus on natural attacks.
If a monster can cast a spell, whether as an actual spell or Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
as a special ability, chances are a trainer can learn to cast it as Charm Animal: Makes one animal your friend.
well. This means there are some unique spells that only trainers Charm Person: Makes one person your friend.
(particularly those who have successfully captured a demon or Chill Touch: Touch deals damage and possibly 1 Str damage.
devil) can cast. It also means that many of the spells a trainer can Color Spray: Affects weak creatures.
learn by capturing monsters can also be learned by one or more Command: One subject obeys selected command for 1 round.
other classes. Regardless of what other class may learn these Cure Light Wounds: Heals target. Damages undead.
spells, the monster trainer always casts them as arcane spells. Detect Animals or Plants: Detects kinds of animals or plants.
To help keep tracking to a minimum, this section lists all spells Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or
granted by the monsters found in Chapter 3. objects of selected alignment.
The Spell Index at the end of the book also lists these spells in Detect Undead: Reveals undead within 60 ft.
alphabetical order with the monsters that provide them. Trainers Disguise Self: Changes your appearance.
with extra coin lying around will sometimes buy a tome with Ear-Piercing ScreamUM: Deal sonic damage and daze target.
similar information and use it to find the monsters they want to Enlarge Person: Humanoid creature doubles in size.
capture during their career. Treat such tomes as spellbooks. Entangle: Plants entangle everyone in 40-ft. radius.
Some of these spells can be found in sources outside of the Expeditious Retreat: Your base speed increases by 30 ft.
Pathfinder Roleplaying Game Core Rulebook. APG
= Advanced Faerie Fire: Outlines subjects with light.
Player’s Guide, ARG
= Advanced Race Guide, UC
= Ultimate Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Campaign, and = Ultimate Magic. A Spell with * after it Hydraulic PushAPG: Wave of water bull rushes an enemy.
14
UM
is a new spell introduced at the end of the list. Identify: Gives +10 bonus to identify magic items.
Inflict Light Wounds: Touch deals damage. Heals undead.
0-Level Trainer Spells IronbeardARG: Beard grants AC and can attack enemies.
Bleed: Cause a stabilized creature to resume dying. Jump: Subject gets bonus on Acrobatics checks.
Capture Monster*: Capture monsters for use in training. Mage Armor: Gives subject +4 armor bonus.
Create Water: Creates 2 gallons/level of pure water. Magic Fang: One natural weapon gets +1 attack and damage.
Dancing Lights: Creates torches or other lights. Magic Missile: Deals damage with no attack or save.
Daze: Humanoid creature loses its next action. Magic Stone: Three stones gain bonus attack and damage.
Detect Magic: Detects spells and magic items within 60 ft. Magic Weapon: Weapon gains +1 bonus.
Detect Poison: Detects poison in one creature or object. Obscuring Mist: Fog surrounds you.
Flare: Dazzles one creature (–1 penalty on attack rolls). Produce Flame: 1d6 damage + 1/level, touch or thrown.
Fury Guard*: Make attacks of opportunity as spellcaster. Protection from Chaos/Evil/Good/Law: +2 to AC and saves,
Ghost Sound: Figment sounds. plus additional protection against selected alignment.
Guidance: +1 on one attack roll, saving throw, or skill check. Ray of Enfeeblement: Ray causes Str penalty.
Light: Object shines like a torch. Remove Fear: Suppresses fear or gives +4 on saves against fear
Lullaby: Makes subject drowsy. Sanctuary: Opponents can’t attack you, and you can’t attack.
Mage Hand: 5-pound telekinesis. Shadow WeaponUM: Create a quasi-real masterwork weapon.
Ray of Frost: Ray deals 1d3 cold damage. Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Read Magic: Read scrolls and spellbooks. Shillelagh: Cudgel or quarterstaff becomes +1 weapon.
Resistance: Subject gains +1 bonus on saving throws. Shock ShieldUC: Shield of force deals electricity damage.
Stabilize: Cause a dying creature to stabilize. Shocking Grasp: Touch delivers electricity damage.
That Which Was*: Replicate other spells Silent Image: Creates minor illusion of your design.
Virtue: Subject gains 1 temporary hp. Sleep: Puts 4 HD of creatures into magical slumber.
Speak with Animals: You can talk to animals.
1st-Level Trainer Spells Stone FistAPG: Your unarmed strikes become lethal.
Ant HaulAPG: Triples carrying capacity of a creature. True Strike: +20 on your next attack roll.
Blend ARG
: Make Stealth checks without cover or concealment. VanishAPG: As invisibility for 1 round/level (5 max).
Blinding Dust*: Temporarily blind an enemy.
2nd-Level Trainer Spells Shatter: Sonic energy damages objects or crystalline creatures.
Acid Arrow: Ranged touch attack deals acid damage. Silence: Negates sound in 20-ft. radius.
Character Options
Aid: Grants bonuses and temporary hp. Soften Earth and Stone: Changes stone or dirt.
Alter Self: Assume form of a Small or Medium humanoid. Spectral Hand: Disembodied hand delivers touch attacks.
Animal Aspect : You gain some qualities of an animal.
UC
Spider Climb: Grants ability to walk on walls and ceilings.
Arcane Lock: Magically locks a portal or chest. Stone CallAPG: 2d6 damage to all creatures in area.
Augury: Learns whether an action will be good or bad. Tree Shape: You look exactly like a tree for 1 hour/level.
Barkskin: Grants bonus to natural armor. Web: Fills area with sticky spiderwebs that grab at foes.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Wood Shape: Reshapes wooden objects to suit you.
Binding EarthARG: Earth and stone count as difficult terrain.
Blindness/Deafness: Makes subject blinded or deafened. 3rd-Level Trainer Spells
Bloodhound APG
: Gives caster the scent special ability. Ablative BarrierUC: Surrounds the target with layers of force.
Blur: Attacks miss subject 20% of the time. Aqueous OrbAPG: Creates rolling sphere of water.
Bull’s Strength: Subject gains +4 to Str for 1 min./level. Arcane Sight: Magical auras become visible to you.
Calm Emotions: Calms creatures, negating emotion effects. Battlefield Adept*: Use Dodge, Mobility and Spring Attack.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Blink: You randomly vanish and reappear for 1 round per level.
Certain Grip : Improves Acrobatics, Climb, and CMD.
UC
BurrowUM: Target gains a burrow speed of 15.
Chill Metal: Cold metal damages those who touch it. Burst of NettlesUM: Burst deals 3d6 damage and 1d6 acid.
Continual Flame: Makes a permanent, heatless light. Call lightning: Calls down lightning bolts from the sky.
Cure Moderate Wounds: Heals target. Damages undead. Cloak of WindsAPG: Creates screen of strong wind
Darkness: 20-ft. radius of supernatural shadow. around you. 15
Daze Monster: Living creature loses its next action. Cure Serious Wounds: Heals target. Damages undead.
Detect Thoughts: Allows “listening” to surface thoughts. Daylight: 60-ft. radius of bright light.
Eagle’s Splendor: Subject gains +4 Cha for 1 min./level. Deep Slumber: Puts 10 HD of creatures to sleep.
Fog Cloud: Fog obscures vision. Deeper Darkness: Object sheds supernatural shadow.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level. Dispel Magic: Cancels one magical spell or effect.
Frigid Touch : Target takes cold damage and is staggered.
UM
Displacement: Attacks miss subject 50% of the time.
Gallant Inspiration APG
: Bonus on failed attack roll or skill check. Disrupting Roar*: A mighty roar disrupts magic.
Glitterdust: Blinds creatures, outlines invisible creatures. Fireball: Deals fire damage in an area.
Heat Metal: Makes metal so hot it damages others. Fly: Subject flies at speed of 60 ft.
Hideous Laughter: Subject loses actions for 1 round/level. Gaseous Form: Gain insubstantial and fly slowly.
Inflict Moderate Wounds: Deals damage. Heals undead. Haste: Creatures move faster.
Instant Armor APG
: Summon armor temporarily. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Invisibility: Subject is invisible until it attacks. Hold Person: Paralyzes one humanoid for 1 round/level.
Knock: Opens locked or magically sealed door. Hydraulic TorrentAPG: Torrent of water bull rushes creatures.
Levitate: Subject moves up and down at your direction. Inflict Serious Wounds: Deals damage. Heals undead.
Make Whole: Repairs an object. Invisibility Purge: Dispels invisibility within 5 ft./level.
Mimic Object*: Become an object temporarily. Lightning Bolt: Electricity deals 1d6/level damage.
Minor Image: As silent image, plus some sound. Magic Circle against Chaos/Evil/Good/Law: As protection.
Mirror Image: Creates decoy duplicates of you. Magic Fang, Greater: One natural weapon gets + 1/four levels.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Magic Weapon, Greater: Weapon gains +1 bonus/four levels.
Pernicious PoisonUM: Target takes a -4 penalty against poison. Major Image: As silent image, plus additional effects.
Protection from Arrows: Subject resists ranged attacks. Monstrous Physique IUM: Become a monstrous humanoid.
Pyrotechnics: Turns fire into blinding light or thick smoke. Neutralize Poison: Immunizes against/removes poison.
Resist Energy: Ignores damage from specified energy type. Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Scare: Frightens creatures of less than 6 HD. Protection from Energy: Absorbs damage from energy.
Scorching Ray: Ranged touch attack deals fire damage. Quench: Extinguishes fires.
See Invisibility: Reveals invisible creatures or objects. Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Resinous SkinUC: You gain DR 5/piercing and +4 to CMD. Grove of RespiteAPG: Creates trees and a small spring.
Sands of TimeUM: Target temporarily ages. Holy Smite: Harms and possibly blinds evil creatures.
Shifting Sand APG
: Creates difficult terrain and erases tracks. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Sleet Storm: Hampers vision and movement. Inflict Critical Wounds: Deals damage. Heals undead.
Slow: Subjects take only one action/round. Invisibility, Greater: Subject can attack and stay invisible.
Speak with Plants: You can talk to plants and plant creatures. Locate Creature: Indicates direction to familiar creature.
Spike Growth: Creatures in area take damage, may be slowed. Minor Creation: Creates one cloth or wood object.
Spit Venom : Spit blinding black adder venom.
UM
Monstrous Physique IIUM: Become a monstrous humanoid.
Stinking Cloud: Nauseating vapors, 1 round/level. Order’s Wrath: Harms and dazes chaotic creatures.
Suggestion: Compelled subject follows stated course of action. Rainbow Pattern: Lights fascinate 24 HD of creatures.
Thundering Drums APG
: 1d8 damage/level and knocked prone. Remove Curse: Frees object or person from curse.
Tongues: Speak and understand any language. Resilient Sphere: Force globe protects but traps one subject.
Vampiric Touch: Deals damage, grants temporary HP. Ride the WavesUM: Target can breathe water and swim.
Versatile WeaponAPG: Weapon bypasses some DR. Rusting Grasp: Your touch corrodes iron and alloys.
Water Breathing: Subjects can breathe underwater. Shadow Conjuration: Mimics spells as illusions.
Wind Wall: Deflects arrows, smaller creatures, and gases. Shadow ProjectionAPG: Temporarily become a shadow.
Shout: Deafens all within cone and deals 5d6 sonic damage.
4th-Level Trainer Spells Solid Fog: Blocks vision and slows movement.
Air Walk: Subject treads on air as if solid. Spell Immunity: Subject is immune to one spell per 4 levels.
Animal Aspect, Greater : Gain the qualities of animals. Spike Stones: Creatures in area take damage, may be slowed.
16
UC
Character Options
Icy Prison : Thick ice holds and damages the target.
UM
Globe of Invulnerability: Stops spell effects.
Inflict Light Wounds, Mass: Deals 1d8 damage in an area. Heroism, Greater: Gives bonus to actions and fear immunity.
Interposing Hand: Hand provides cover against 1 opponent. Inflict Moderate Wounds, Mass: Deals damage in an area.
Lightning ArcUM: Targets in a line take 1d6 electricity/level. Ironwood: Magic wood is as strong as steel.
Major Creation: As minor creation, plus stone and metal. Major Curse: As bestow curse, but harder to remove.
Mind Fog: Subjects in fog get –10 to Wis and Will checks. Mislead: Turns you invisible and creates illusory double.
Persistent Image: Creates illusion without concentration. Move Earth: Digs trenches and builds hills.
Polymorph: Gives one willing subject a new form. Owl’s Wisdom, Mass: Subjects gain +4 Wis for 1 min./level.
Prying Eyes: 1d4 + 1/level floating eyes scout for you. Path of the WindsARG: Winds clear area, become wind wall.
Shadow Evocation: Mimics spells as illusions. Programmed Image: As major image, but triggered by event.
Snake Staff APG
: Transforms wood into snakes to fight for you. Repulsion: Creatures can’t approach you.
Spell Resistance: Subject gains SR 12 + level. Shadow Walk: Step into shadow to travel rapidly.
Symbol of Sleep: Triggered rune puts creatures to sleep. Spellstaff: Stores one spell in wooden quarterstaff.
Telekinesis: Moves objects or creatures. Suggestion, Mass: Subjects follow commands.
Telepathic Bond: Link lets allies communicate. Transformation: You gain combat bonuses.
Transmute Mud to Rock: Transforms mud to rock. Transport via Plants: Move from one plant to another.
Transmute Rock to Mud: Transforms rock to mud. True Seeing: Lets you see all things as they really are.
Wall of Force: Wall is immune to damage. Veil: Changes appearance of a group of creatures.
Wall of Stone: Creates a stone wall that can be shaped. Word of Recall: Teleports you back to designated place. 17
Wall of Thorns: Thorns damage anyone who tries to pass.
Waves of Fatigue: Several targets become fatigued. 7th-Level Trainer Spells
Animate Plants: One or more plants animate and fight for you.
6th-Level Trainer Spells Arcane Sight, Greater: Magical auras become visible to you.
Acid Fog: Fog deals acid damage. Blasphemy: Affects non-evil targets.
Analyze Dweomer: Reveals magical aspects of subject. Caustic EruptionUM: Burst deals 1d6 acid/level and lingers.
Animate Objects: Objects attack your foes. Changestaff: Your staff becomes a treant on command.
Antimagic Field: Negates magic within 10 ft. Control Weather: Changes weather in local area.
Battlemind LinkUM: You and an ally gain attack and AC bonuses. Cure Serious Wounds, Mass: Heals damage in an area.
Bear’s Endurance, Mass: Subjects gain +4 Con for 1 min./level. Delayed Blast Fireball: Deals fire damage in an area.
Blade Barrier: Wall of blades deals 1d6/level damage. Dictum: Kills, paralyzes, staggers, or deafens nonlawful targets.
Bull’s Strength, Mass: Subjects gain +4 Str for 1 min./level. Elemental Body IV: Turns you into a Huge elemental.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level. Ethereal Jaunt: You become ethereal for 1 round/level.
Chain Lightning: 1d6/level damage and 1 secondary bolt/level. Fire Storm: Deals 1d6/level fire damage.
Chains of Fire ARG
: Fire damage and 1 secondary bolt/level. Fly, MassAPG: One creature/level gains ability to fly.
Cloak of DreamsAPG: Creatures within 5 ft. fall asleep. Forcecage: Cube or cage of force imprisons all inside.
Cold Ice StrikeUM: Cone of ice slivers deals 1d6 cold/level. Hold Person, Mass: As hold person, but all within 30 ft.
Contingency: Sets trigger condition for another spell. Holy Word: Affects nongood subjects.
Control Water: Raises or lowers bodies of water. Hostile Juxtaposition, GreaterUC: Switch places with target.
Cure Moderate Wounds, Mass: Heals damage in an area. Ice bodyUM: Your body becomes living ice.
Dispel Magic, Greater: Cancels magical spells or effects. Inflict Serious Wounds, Mass: Deals damage in an area.
Eagle’s Splendor, Mass: Subjects gain +4 Cha for 1 min./level. Invisibility, Mass: As invisibility, but affects all in range.
Elemental Body III: Turns you into a Large elemental. Plane Shift: As many as eight subjects travel to another plane.
Eyebite: Target becomes panicked, sickened, and comatose. Prismatic Spray: Rays hit subjects with variety of effects.
Flesh to Stone: Turns subject creature into statue. Project Image: Illusory double can talk and cast spells.
Fluid Form APG
: Transform into water. RampartAPG: Creates 5-ft.-thick earthen barrier.
Forceful Hand: Hand pushes creatures away. Regenerate: Subject’s severed limbs grow back.
Reverse Gravity: Objects and creatures fall upward. Energy Drain: Subject gains 2d4 negative levels.
Scouring WindsUM: Winds block vision and deal 3d6 damage. Etherealness: Travel to Ethereal Plane with companions.
Shadow Conjuration, Greater: Mimics spells as illusions. Fiery BodyAPG: You gain various fire-related powers.
Siege of TreesUC: Transforms trees into catapults. Foresight: “Sixth sense” warns of impending danger.
Simulacrum: Creates partially real double of a creature. Hold Monster, Mass: As hold monster, but all within 30 ft.
Spell Turning: Reflect 1d4+6 spell levels back at caster. Icy Prison, MassUM: As icy prison, but it affects 1 creature/level.
Statue: Subject can become a statue at will. Mage’s Disjunction: Dispels magic, disenchants magic items.
Sunbeam: Beam blinds and deals 4d6 damage. Meteor Swarm: Exploding spheres each deal 6d6 fire damage.
Symbol of Stunning: Triggered rune stuns creatures. Power Word Kill: Kills one creature with 100 hp or less.
VortexAPG: Creates a whirlpool in water. Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Word of Chaos: Affects nonchaotic subjects. Ride the LightningUM: Transform into electricity.
Shades: Mimics spells as illusions.
8th-Level Trainer Spells Siege of Trees, GreaterUC: Transforms trees into catapults.
Antipathy: Object or location repels certain creatures. Storm of Vengeance: Storm rains acid, lightning, and hail.
Atavism, Mass : One animal/level gains advanced template.
UM
Symbol of VulnerabilityUM: Triggered rune gives penalties.
Cloak of Chaos: Defends against lawful spells. Time Stop: You act freely for 1d4+1 rounds.
Cure Critical Wounds, Mass: Heals damage in an area. TsunamiAPG: Huge wave damages and sweeps up all in its path.
Earthquake: Intense tremor shakes 80-ft.-radius. Wail of the Banshee: Deals damage to 1 creature/level.
Holy Aura: Gain armor and resistance against evil. Winds of VengeanceAPG: Fly and attack with wind.
Horrid Wilting: Deals 1d6/level damage within 30 ft. World WaveAPG: Move across distances using earth or water.
18 Inflict Critical Wounds, Mass: Deals damage in an area.
Iron Body: Your body becomes living iron. New Spells
Moment of Prescience: Gain insight bonus on one action.
Polar Ray: Ranged touch attack deals cold damage. Battlefield Adept
Power Word Stun: Stuns creature with 150 hp or less. With a dash of magic, your movements in battle become hard
Prismatic Wall: Wall’s colors have array of effects. to predict.
Protection from Spells: Confers +8 resistance bonus. School abjuration; Level Bard 2, Ranger 2, Monster Trainer 3,
Prying Eyes, Greater: As prying eyes, but eyes have true seeing. Sorcerer/Wizard 3,
Scintillating Pattern: Twisting colors affect the target. Casting Time 1 Standard Action
SeamantleAPG: Sheathes you in protective water. Components V, S
Shadow Evocation, Greater: Mimics spells as illusions. Range: Personal
Shield of Law: Defends against chaos spells. Duration: 1 round per 2 levels (maximum 5 rounds)
Shout, Greater: Devastating yell deals sonic damage Description: You gain the benefits of the Dodge, Mobility, and
Spell Immunity, Greater: Subject is immune to spells. Spring Attack feats for the duration of this spell.
StormBoltsAPG: 1d8 damage/level (max 20d8) to targets. If you can cast Battlefield Adept without preparing it first,
Sunburst: Blinds all within 10 ft., deals 6d6 damage. you can learn feats with Dodge, Mobility, or Spring Attack as a
Sympathy: Object or location attracts certain creatures. prerequisite. Those feats can only be used while the spell lasts.
Telekinetic Sphere: As resilient sphere, but you move the
sphere telekinetically. Blinding Dust
Unholy Aura: Defends against good spells. School conjuration (creation); Level Bard 1, Druid 1, Monster
Wall of Lava APG
: Wall damages foes that try to enter. Trainer 1, Ranger 1, Sorcerer/Wizard 1
Whirlwind: Cyclone deals damage and can pick up creatures. Casting Time 1 Swift Action
Components S
9th-Level Trainer Spells Range: 5 ft.
Clashing Rocks APG
: 20d6 damage to target creature. Target: One creature that relies on ordinary vision to see.
Elemental Swarm: Summons multiple elementals. Duration: Instantaneous
Saving Throw: None; Spell Resistance no Target: You
Description: You create a small handful of sand that is then Duration: Instantaneous
Character Options
blown into the target’s eyes. A successful touch attack renders Saving Throw: none; Spell Resistance no
the target blind until it can clear its eyes as a standard action. Description: When an enemy within your reach would perform
The target can also remove this effect by being doused in water an action that normally draws attacks of opportunity, you gain
or otherwise flushing its eyes in some fashion. a primary bite or slam (your choice)attack appropriate for your
size (1d6/x2 for a medium creature) that you can use to make
Capture Monster the attack of opportunity. You can use your Intelligence, Wisdom,
School universal; Level Monster Trainer 0 or Charisma in place of Strength to determine the attack and
Casting Time 1 Standard Action damage.
Components none When you know or have prepared fury guard, you can cast
Range: close (25 ft. plus 5 ft. per 2 levels) spells that would enhance natural attacks and target your fury
Target: One monster guard attack.
Duration: Instantaneous
Saving Throw: Will negates, see text; Spell Resistance yes Mimic Object
Description: The target is captured and drawn into the School transmutation (polymorph); Level Bard 2, Monster
trainer’s aura. Its body is removed from combat until the trainer Trainer 2, Sorcerer/Wizard 2
calls upon it again. The target gets a +5 bonus to its save while Casting Time 1 Standard Action
at or above half its total hit points. It gets a +2 bonus while at Components V, S, M (a piece of the object you plan to become)
or above one-quarter of its total hit points. The trainer adds his Range: personal
Charisma bonus (if any) to beat the subject’s Spell Resistance. Target: you 19
Monsters with a CR above the trainer’s level, an already Duration: 1 min./level (D)
captured monster, and any creature with class levels cannot be Description: You can assume the general shape of any
captured in this way. Mindless (Int –) creatures are immune to Medium object, such as a massive chest, a stout bed, or a door.
Capture Monster and must be obtained by other means. You feel like the object, but do not have its hardness, nor can you
substantially alter your size or weight. You gain a +20 bonus on
Disrupting Roar Disguise checks when imitating an object in this manner. When
School evocation [sonic]; Level Bard 3, Druid 4, Monster the spell ends, anything placed on or within
Trainer 3, Sorcerer/Wizard 3 your form falls to the ground around
Casting Time 1 Standard Action you, unharmed.
Components V
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude half; Spell Resistance yes
Description: Any creature in the area of the roar takes 1d6
points of sonic damage per 2 caster levels (maximum 5d6). In
addition, a creature that fails its saving throw also loses any
energy resistance and spell resistance it has for 1 round per level
(maximum 5 rounds).
This spell can instead be used to counter or dispel any spell of
equal or lower spell level that grants resistance or absorption.
Fury Guard
School evocation; Level Druid 0, Ranger 1, Sorcerer/Wizard 0
Casting Time 1 Immediate Action
Components S
Range: Personal
That Which Was
School evocation; Level Sorcerer/Wizard 0, Trainer 0 Sometimes, when a monster trainer dies, one of his loyal
Description: You can replicate the effect of 1 spell that was monsters will change its essence to honor that trainer,
cast since the end of your last turn. The spell is copied in all ways, transforming into a new being; one with a history, a purpose,
but you choose new targets (if any) or a new area in which it is and perhaps even a grudge.
cast. You must be able to supply all components of the spell. If In forbidden tomes written by dangerous spellcasters of the
the spell requires a divine focus, you can substitute a mirror as a past lie rituals for binding a mortal’s soul to monstrous flesh.
focus instead. While most of these ancient rites are used to create deadly
When you prepare or cast this spell, it must be at a level in creatures, there are those which can be used for better deeds.
which you intend to use it, so if you are replicating a 3rd level However they come into being, these new entities are called
spell, or intend to, you must prepare this spell in a 3rd level or monstorin. Monstorin are instilled with a lust for adventuring akin
higher spell slot. When replicating a spell not normally found on to humans. With their new perspective of the world, many begin
your class’ spell list, the spell must be cast at one level higher. adventuring careers of their own as clerics, fighters, rogues, or
Spontaneous spellcasters (such as Sorcerers) are better suited even wizards. Once in a while these adventuring monstorin even
to cast this spell than spellcasters who prepare spells. become trainers themselves.
Physical Description: A monstorin looks like a hybrid of a
New Race: Monstorin more common race and a monster. In areas where dwarves
On some worlds, magic can seep into creatures and change are prevalent, for example, a monstorin (particularly one that
them. Over time, some of these creatures experience an started as an elemental or a bulette) may grow or shrink into a
awakening similar to that which can be granted by Druids. stocky half-breed. Elves might use naturalistic rituals to turn their
20 This change, however, is both physical and spiritual, warriors into bear or leopard monstorin. A carbuncle may take
transforming what was a monster into a different being on the semblance of the unfortunate goblin who died protecting
entirely. it in battle.
Character Options
they once were. They become humanoid (monstorin), but retain intelligent or previously acted as trainer companions might
any other subtypes they had and are still affected by spells that practice a religion similar to the races they were around most
target their original type. before transforming.
The decision to change one’s core being is not made lightly, Adventurers: Monstorin largely view the world as a new
and the transformation is most apparent to other monsters and opportunity and a multitude of possibilities. Where previously
monster trainers because the monstorin’s essence changes and they may have been viewed as pets, companions, or threats,
it can no longer be captured. monstorin can now visit towns and share an ale with the local
Society: Monstorin do not congregate with their own kind like constable. Rather than play back up or villain to an adventuring
most creatures. Some remain with the monsters from which they party delving through catacombs, the monstorin can be one of
spawned; acting as the voice their species may not otherwise those adventurers.
have. Others seek refuge in humanoid villages and cities, where
they hope to become adventurers and learn more about the
world.
Monstorin who become monster trainers rarely capture
members of their own species, as they see such an act as unfair
to their brethren.
Relations: In the Kingdom, monstorin live alongside other
humanoids without a second thought. On other worlds,
monstorin may be seen as abominations, dangerous, or evil; 21
sometimes despite their best intentions. They could also be
viewed as exotic cousins to races that are already fairly monstrous
(such as lycanthropes or rakshasa).
Alignment and Religion: Monstorin can be of any alignment,
though most retain the alignment of the monsters from which
they spawned. This shift in personality may have been part of the
change that made them monstorin in the first place.
Chapter 2: Monsters
Outlined in this chapter are the fascinating creatures found AVAILABLE TRAINER SPELLS (ALL AILURO) Next
throughout the realms of Mystical: Kingdom of Monsters. Once Level Spells
you capture one of these monsters, you should be able to refer 0 Fury Guard
directly to its page when using it. 1st Bristle, Magic Fang, Shillelagh, Stone Fist, True Strike
2nd Barkskin, Bear’s Endurance, Tree Shape
Ailuro 3rd Greater Magic Fang
CR 5 XP 1,600 4th Arboreal Hammer, Grove of Respite, Thorn Body
N Small magical beast 5th Spell Resistance, Wall of Thorns
Init +7; Senses darkvision 60 ft., see in darkness; Perception +5 6th Ironwood, Mass Bear’s Endurance, Transport via
DEFENSE Plants
AC 19, touch 14, flat-footed 16 (+3 Dex, +5 natural, +1 size) 7th Siege of Trees
hp 51 (6d10+18) 8th Iron Body
Fort +8, Ref +8, Will +3 9th Greater Siege of Trees
DR 5/evil or silver; Resist cold 10, fire 10; SR 16
OFFENSE Ailuropoda
Speed 20 ft., climb 20 ft. CR 12 XP 19,200
Melee 2 claws +10 (1d3+2, plus rend), bite +10 (1d4+2) N Large magical beast
Special Attacks rend (2 claws, 1d3+3) Init +5; Senses darkvision 60 ft., see in darkness; Perception +12
STATISTICS DEFENSE
Str 15, Dex 17, Con 17, Int 6, Wis 12, Cha 10 AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1
Base Atk +6; CMB +8; CMD 21 size) 23
Feats Improved Initiative, Power Attack, Weapon Finesse hp 138 (12d10+72)
Skills Climb +18 (+22 in forests), Perception +5, Stealth +11 (+15 Fort +14, Ref +9, Will +5
in forests) DR 10/evil or silver; Resist cold 15, fire 15; SR 23
Languages understands Common and Elven OFFENSE
SQ tree shape (3/day) Speed 30 ft., climb 30 ft. Space 10 ft.; Reach 10 ft. (bite, 5 ft.)
SPECIAL ABILITIES Melee 2 claws +10 (1d6+8, plus rend), bite +10 (1d8+8)
Tree Shape (Su): Ailuro can assume the form of a Large living Special Attacks rend (2 claws, 1d6+12)
tree or shrub or a Large dead tree trunk with a small number of STATISTICS
limbs up to 3 times per day, as per the Tree Shape spell. Str 27, Dex 13, Con 23, Int 6, Wis 12, Cha 10
MONSTORIN TRAITS Base Atk +12; CMB +21 (+23 bull rush); CMD 32 (34 vs. bull rush)
+2 Dex, +2 Wis, –2 Int: Ailuro are quick and alert, but know Feats Improved Initiative, Power Attack, Weapon Finesse,
little beyond what they must to survive. Improved Natural Attack (bite), Improved Critical (bite),
Small: Ailuros are Small creatures and gain a +1 size bonus to Improved Bull Rush
their AC, a +1 size bonus on attack rolls, a –1 penalty to their Skills Climb +18 (+22 in forests), Perception +12, Stealth +11 (+15
CMB and CMD, and a +4 size bonus on Stealth checks. in forests)
Slow Speed: Ailuros have a base speed of 20 ft. Languages understands Common and Elven
Darkvision: Ailuros gain darkvision out to 60 ft. SQ tree shape (3/day, as ailuro)
Monstrous Humanoid: Ailuros are monstrous humanoids. Ailuropoda can be used as an exotic
Tree Climber (Ex): Ailuro’s gain a climb speed of 20 ft. This also mount. It’s bamboo harness can
grants them a +8 racial bonus to climb checks. seat a medium or small
Resistances (Ex): Ailuro monstorin gain cold and fire creature.
resistance 5 and Spell Resistance up to 11 + their
character level.
Previous AVAILABLE TRAINER SPELLS (ALL ASTRAL FAERIES)
Angels Level Spells
Angels have long battled with devils in the heavens and 0 Fury Guard
demons in the primordial lands beyond the Kingdom. When the 1st Cure Light Wounds, Detect Evil, Protection from Evil,
first devils were summoned into the Kingdom to be captured, Remove Fear
researchers opposed to the idea summoned an equal number 2nd Aid, Invisibility, See Invisibility
of angels to keep the beasts in check. While their plan did not 3rd Continual Flame, Daylight, Dispel Magic
ultimately work, the angels have still become a useful means of 4th Dimensional Anchor, Discern Lies, Holy Smite,
countering most evil outsiders. Remove Curse
Angelic monstorin are have taken a mortal form to live with 5th Atonement, Dispel Evil, Plane Shift, Spell Resistance
and around the humans of the Kingdom. They are devout heroes 6th Blade Barrier, Mass Cure Moderate Wounds
who seek justice and punish evildoers. 7th Holy Word
8th Holy Aura
Astral Faerie (Angerie) 9th Foresight
CR 12 XP 19,200
NG Tiny outsider (angel, extraplanar, good) MONSTORIN TRAITS
Init +10; Senses darkvision 60 ft., low-light vision; Perception +2 Wis, +2 Cha: Angel monstorin are wise with a commanding
+26 presence.
Aura protective aura Medium: Angels are medium creatures and have no bonuses or
DEFENSE penalties due to their size.
24 AC 29, touch 16, flat-footed 23 (+6 Dex, +13 natural; +4 Normal Speed: Angels have a base speed of 30 feet.
deflection vs. evil) Outsider (native) (Ex): Angels count as outsiders with the
hp 172 (15d10+90) native subtype for any effect related to race or creature type.
Fort +15, Ref +15, Will +11; +4 vs. poison, +4 resistance vs. evil Darkvision: Angels gain darkvision out to 60 ft.
Defensive Abilities uncanny dodge; DR 10/evil; Immune acid, Damage Reduction (Ex): Angels gain DR 5/magic
cold, petrification; Resist electricity 10, fire 10; SR 25 Resistances (Ex): Angels gain acid and electricity resistance
OFFENSE 5 and a bonus to saving throws against petrification effects
Speed 30 ft., fly 60 ft. (good) equal to one-half their character level.
Melee slam +20 (1d4+6)
Ranged +2 composite longbow of endless ammunition +22/+17
(1d4+6)
Space 2-1/2 ft.; Reach 0 ft.
SPELL-LIKE ABILITIES (CL 11TH)
5/day—aid, continual flame, detect evil, discern lies (DC 20),
dispel evil (DC 21), dispel magic, holy smite (DC 20), plane shift
(DC 23), protection from evil, remove curse, remove disease
3/day—cure light wounds, see invisibility
1/day—blade barrier (DC 22), mass cure moderate wounds
STATISTICS
Str 18, Dex 23, Con 19, Int 18, Wis 18, Cha 23
Base Atk +15; CMB +17; CMD 33
Feats Alertness, Great Fortitude, Improved Initiative, Iron
Will, Point Blank Shot, Rapid Shot Toughness, Weapon Focus
(longbow)
Skills Acrobatics +24, Craft (any one) +22, Diplomacy +24, Fly
+32, Intimidate +24, Knowledge (planes) +22, Knowledge
(religion) +19, Perception +26, Sense Motive +26, Stealth +32
Languages Celestial, Draconic, Infernal; truespeech
Next
Astral Faerie Champion (Valoren) Trainer Spells on a Monster
CR 20 XP 307,200 The trainer spells special quality found later in this chapter
NG Medium outsider (angel, extraplanar, good) indicates that a monster can cast the spells on its trainer list
Init +10; Senses darkvision 60 ft., low-light vision; Perception up to the indicated caster level. Unless stated otherwise,
+26 monsters with this quality cast as a generic trainer of the
Aura protective aura indicated caster level. Monsters without this quality (such as
DEFENSE the valoren) can only use spells and abilities listed on their
AC 41, touch 16, flat-footed 35 (+6 Dex, +25 natural; +4 stat block.
deflection vs. evil)
hp 217 (15d10+135)
Fort +20, Ref +11, Will +13; +4 vs. poison, +4 resistance vs. evil
Defensive Abilities medium fortification, uncanny dodge; DR 10/
evil; Immune acid, cold, petrification; Resist fire 15; SR 25
OFFENSE
Speed 50 ft., fly 100 ft. (good)
Melee slam +27 (1d8+18)
Ranged +2 composite longbow of endless ammunition +22/+17
(1d8+14)
SPELL-LIKE ABILITIES (CL 19TH)
5/day—aid, continual flame, detect evil, discern lies (DC 23), 25
dispel evil (DC 24), dispel magic, holy aura (DC 27), holy smite
(DC 23), holy word (DC 26), invisibility (self only), plane shift
(DC 24), protection from evil, remove curse, remove disease
3/day—cure light wounds, see invisibility
1/day—blade barrier (DC 25), mass cure moderate wounds
1/week—foresight
STATISTICS
Str 34, Dex 23, Con 27, Int 22, Wis 22, Cha 29
Base Atk +15; CMB +27; CMD 43
Feats Alertness, Great Fortitude, Improved Initiative, Iron
Will, Point Blank Shot, Rapid Shot Toughness, Weapon Focus
(longbow)
Skills Acrobatics +24, Craft (any one) +24, Diplomacy +27, Fly +28,
Intimidate +27, Knowledge (planes) +26, Knowledge (religion)
+21, Perception +28, Sense Motive +28, Stealth +24, swim +8
Languages Celestial, Draconic, Infernal; truespeech
SPECIAL ABILITIES
Protective Aura (Su): Against attacks made or effects created by
evil creatures, this ability provides a +4 deflection bonus to AC
and a +4 resistance bonus on saving throws to anyone within
20 feet of the angel. Otherwise, it functions as a magic circle
against evil effect and a lesser globe of invulnerability, both
with a radius of 20 feet (caster level equals angel’s HD). The
defensive benefits from the circle are not included in an angel’s
statistics block.
Previous MONSTORIN TRAITS
Behir +2 Dex, +2 Wis, –2 Str: Behir monstorin are quick and alert, but
CR 8 XP 4,800 physically weak.
N Huge magical beast Medium: Behirs are medium creatures and have no bonuses or
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8 penalties due to their size.
DEFENSE Fast Movement: Even without their many legs, behirs are quick
AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size) on their feet. They have a base speed of 40 feet.
hp 105 (10d10+50) Low-Light Vision: Behirs can see twice as far as humans in
Fort +12, Ref +8, Will +5 conditions of dim light.
Immune electricity Darkvision: Behirs gain darkvision out to 60 ft.
OFFENSE Monstrous Humanoid: Behirs are considered monstrous
Speed 40 ft., climb 20 ft. Space 15 ft.; Reach 10 ft. humanoids.
Melee bite +15 (2d6+9 plus grab) Lightning Breath (Su): Twice per day, as a standard action,
Special Attacks breath weapon (20-foot line, 7d6 electricity behirs can make a breath weapon attack that deals 3d6 points
damage, Reflex DC 20 for half, usable every 1d4 rounds), of electricity damage in a 20 ft. line. All creatures within
constrict (2d6+9), rake (6 claws +14, 1d4+6), swallow whole the affected area must make a Reflex saving throw to avoid
(2d8+9 bludgeoning damage, AC 16, 10 hp) taking damage. The save DC is 10 + 1/2 the behir’s character
STATISTICS level + its Con modifier. Those who succeed take half damage
Str 23, Dex 12, Con 21, Int 7, Wis 14, Cha 12 from the attack.
Base Atk +10; CMB +18 (+22 grapple); CMD 29 (can’t be Lightning Resistance (Ex): Behir monstorin gain electricity
26 tripped) resistance 5.
Feats Alertness, Cleave, Great Cleave, Power Attack,
Weapon Focus (bite)
Skills Climb +14, Perception +8, Stealth +5
Languages understands Common
SPECIAL ABILITIES
Grab (Ex): A behir’s grab attack works against creatures of any
size category. It can constrict the same round it establishes a
hold. On any round that it maintains its hold, the behir can
choose to rake the grappled target or swallow it whole.
AVAILABLE TRAINER SPELLS
Level Spells
0 Dancing Lights, Flare, Fury Guard, Light, Mage Hand
1st Magic Missile, Magic Weapon, Shock Shield, Shocking
Grasp, True Strike
2nd Animal Aspect, Bloodhound, Heat Metal, Resist
Energy (electricity only), Scare
3rd Battlefield Adept, Greater Magic Weapon, Lightning
Bolt, Thundering Drums
4th Ball Lightning, Elemental Body I (air or water only),
Greater Animal Aspect
5th Break Enchantment, Elemental Body II (air or water
only)
6th Chain Lightning, Elemental Body IV (air or water
only), Globe of Invulnerability
7th Elemental Body IV (air or water only)
8th Protection from Spells
9th Ride the Lightning
Savage Bite (Ex): A bulette’s bite is particularly dangerous. It Next
Bulette applies 1-1/2 times its Strength modifier to damage inflicted
CR 7 XP 4,800 with its bite attack, and threatens a critical hit on a 19–20.
Stone-colored skin and a gaping maw complement this monster’s AVAILABLE TRAINER SPELLS
squat form. Level Spells
N Huge magical beast 1st Cause Fear, Enlarge Person, Jump, Magic Weapon,
Init +6; Senses darkvision 60 ft., low-light vision, scent, Sanctuary
tremorsense 60 ft.; Perception +11 2nd Acid Arrow, Soften Earth and Stone
DEFENSE 3rd Burrow, Disrupting Roar, Greater Magic Weapon,
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size) Thundering Drums
hp 84 (8d10+40) 4th Fear, Stone Shape, Stoneskin
Fort +11, Ref +8, Will +5
OFFENSE MONSTORIN TRAITS
Speed 40 ft., burrow 20 ft. +2 Str, +2 Con, –2 Cha: Bulette monstorin are physically strong,
Melee bite +13 (2d8+9/19–20) and 2 claws +12 (2d6+6) but can be short tempered.
Space 15 ft.; Reach 10 ft. Medium: Bulettes are medium creatures and have no bonuses
Special Attacks leap, savage bite or penalties due to their size.
STATISTICS Normal Speed: Bulettes have a base speed of 30 feet.
Str 23, Dex 15, Con 20, Int 2, Wis 13, Cha 6 Burrow (Ex): Bulettes have a burrow speed of 20 feet.
Base Atk +8; CMB +16; CMD 28 (32 vs. trip) Low-Light Vision: Bulettes can see twice as far as humans in
Feats Improved Initiative, Iron Will, Skill Focus (Perception), conditions of dim light. 27
Weapon Focus (bite) Darkvision: Bulettess gain darkvision out to 60 ft.
Skills Acrobatics +9 (+17 jumping), Perception +11; Racial Jumper (Ex): Bulettes always count as having a running start
Modifiers +4 on Acrobatics checks made to jump when they jump.
SPECIAL ABILITIES Bite (Ex): Bulettes have a primary natural bite attack that deals
Leap (Ex): A bulette can perform a special kind of pounce attack 1d4 points of damage.
by jumping into combat. When a bulette charges, it can make
a DC 20 Acrobatics check to jump into the air and land next to
its enemies. If it makes the Acrobatics check, it can follow up
with four claw attacks against foes in reach, but cannot make
a bite attack.
Previous
Cactus Warrior Child (Cactyke) Cactus Warrior (Cactombre)
CR 4 XP 1,200 CR 7 XP 3,200
N Small plant N Medium plant
Init +8; Senses darkvision 60 ft., low-light vision; Perception +14 Init +2; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE DEFENSE
AC 22, touch 15, flat-footed 18 (+4 Dex, +7 natural, +1 size) AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
hp 40 (9d8) Fort +6; Ref +7; Will +5 hp 65 (10d8+20)
Defensive Abilities bleed; DR 5/slashing; Immune plant traits Fort +11; Ref +5; Will +5
OFFENSE Defensive Abilities bleed; DR 5/slashing; Immune plant traits
Speed 20 ft. OFFENSE
Melee 2 slams +11 (1d3, plus bleed) Speed 20 ft. Melee 2 slams +9 (1d6+2, plus bleed)
Special Attacks bleed (1 damage) Special Attacks bleed (1 damage, see text)
STATISTICS STATISTICS
Str 11, Dex 19, Con 10, Int 13, Wis 15, Cha 14 Str 15, Dex 15, Con 14, Int 13, Wis 15, Cha 14
Base Atk +6; CMB +5; CMD 19 Base Atk +7; CMB +9; CMD 21
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Skill Feats Cleave, Great Fortitude, Improved Natural Attack (slam),
Focus (Perception), Weapon Finesse Skill Focus (Perception), Power Attack
Skills Acrobatics +13, Perception +14, Stealth +17 (+21 in desert Skills Acrobatics +12, Perception +15, Stealth +12 (+16 in desert
terrain); Racial Modifiers +4 Stealth in desert terrain terrain); Racial Modifiers +4 Stealth in desert terrain
28 Languages Common SQ desert stride Languages Common SQ desert stride
SPECIAL ABILITIES (Cactus Child/Warrior) AVAILABLE TRAINER SPELLS
Bleed (Ex): When a cactus warrior successfully attacks or is Level Spells
attacked by a creature in melee, that creature takes 1 bleed 0 Bleed, Create Water, Fury Guard
damage. This damage is cumulative, but all bleed damage from 1st Blinding Dust, Bristle, Detect Animals or Plants,
one cactus warrior can be healed by a single DC 15 Heal check. Expeditious Retreat, Goodberry
Magical healing stops the bleeding immediately. 2nd Barkskin, Bloodhound, Certain Grip, Instant Armor,
Desert Stride (Ex): Cactus warriors can move through any Resist Energy
sort of desert-related difficult terrain at their full movement 3rd Burst of Nettles, Daylight, Shifting Sand, Spike Growth
rate without taking any penalties or suffering any damage. 4th Arboreal Hammer, Command Plants, Freedom of
Magical enchantments designed to impede movement in such Movement, Thorn Body
conditions still affect them. 5th Absorb Toxicity, Blight, Control Winds, Wall of Thorns
6th Blade Barrier, Path of the Winds, Repulsion
MONSTORIN TRAITS 7th Animate Plants, Scouring Winds, Sunbeam
+2 Str, +2 Wis, –2 Dex: Cactus Warrior monstorin are strong 8th Iron Body, Sunburst, Whirlwind
and alert, but can be slow to react. 9th Winds of
Medium: A cactus warrior’s size gives no bonuses or penalties. Vengeance
Slow Movement: Cactus warriors have a base speed of 20 feet,
but their speed is never modified by armor or encumbrance.
Low-Light Vision: Cactus warriors can see twice as far as
humans in conditions of dim light.
Darkvision: Cactus warriors gain darkvision out to 60 ft.
Needles: In light or no armor, a cactus warrior is always
considered to have armor spikes. It is proficient in their use.
Immunities: Cactus Warriors are immune to magic sleep effects
and gain a +2 racial saving throw bonus against enchantment
spells and effects.
Lightning Resistance (Ex): Gains electricity resistance 5.
AVAILABLE TRAINER SPELLS Next
Capricor Level Spells
CR 15 XP 51,200 0 Daze, Detect Magic, Detect Poison, Resistance,
NG Large fey Stabilize, Virtue
Init +10; Senses low-light vision; Perception +19 1st Entangle, Expeditious Retreat, Goodberry, Ironbeard,
DEFENSE Jump
AC 18, touch 15, flat-footed 12 (+6 Dex, +3 natural, –1 size) 2nd Barkskin, Binding Earth, Daze Monster, Soften Earth
hp 287 (25d6+200); fast healing 10 and Stone
Fort +16, Ref +22, Will +17 3rd Daylight, Speak with Plants, Stone Shape
Immune plant traits; Resist acid 5, cold 5, electricity 10 4th Atavism, Grove of Respite, Mass Daze, True Form
OFFENSE 5th Atonement, Awaken, Transmute Mud to Rock,
Speed 40 ft., climb 40 ft., fly 20 ft. (clumsy) Transmute Rock to Mud
Melee slam +22 (1d8+11 plus daze), bite +22 (1d8+11), gore +22 6th Move Earth
(1d8+11), 2 hooves +17 (1d6+5) 7th Greater Arcane Sight, Rampart, Sunbeam
Space 10 ft.; Reach 10 ft. 8th Earthquake, Mass Atavism, Sunburst
Special Attacks trample (2d8+22, DC 29) 9th Antipathy, Sympathy
STATISTICS
Str 33, Dex 23, Con 26, Int 12, Wis 17, Cha 14 MONSTORIN TRAITS
Base Atk +12; CMB +24; CMD 40 +2 Str, +2 Wis: Capricor monstorin are strong and alert, but
Feats Awesome Blow, Improved Bull Rush, Improved Natural rough around the edges.
Attack (slam), Improved Initiative, Improved Vital Strike, Medium: Capricors are medium creatures and have no bonuses 29
Lightning Reflexes, Power Attack or penalties due to their size.
Skills Climb +47, Diplomacy +29, Fly +23, Heal +30, Perception Base Speed: Capricors have a base speed of 30 feet.
+30, Sense Motive +30, Stealth +29 (+37 in heavy plant growth) Fey: Capricor are treated as fey creatures for the purpose of
Languages Common spells and effects.
SPECIAL ABILITIES Low-Light Vision: Capricors can see twice as far as humans in
Daze (Ex): Any creature hit by a capricor’s slam attack must conditions of dim light.
succeed on a DC 29 Fortitude save or be dazed 1d2 rounds. The Fertile Soil: Capricor sorcerers with the verdant bloodline treat
save DC is Strength-based. their Charisma score as 2 points higher for all sorcerer spells
and class abilities. Capricor clerics with the Plant domain use
their domain powers and spells at +1 caster level. This trait
does not give capricors early access to level-based powers; it
only affects powers that they could already use without this
trait.
Treacherous Earth (Su): Once per day, a capricor can will the
earth to rumble and shift, transforming a 10-foot-radius patch
of earth, unworked stone, or sand into an area of difficult
terrain centered on a square it can touch. This lasts for a
number of minutes equal to its character level, after which
the ground returns to normal.
Previous
Castor Castor Hero (Chordata)
CR 3 XP 800 CR 5 XP 1,600
N Tiny magical beast (aquatic) N Small magical beast (aquatic)
Init +3; Senses blindsense 30 ft., low-light vision; Perception +8 Init +2; Senses blindsense 30 ft., low-light vision; Perception +8
DEFENSE DEFENSE
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size) AC 20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)
hp 26 (4d10+4) hp 37 (6d10+4)
Fort +5, Ref +7, Will +4 Fort +8, Ref +7, Will +5
OFFENSE Defensive Abilities Crystal Hide, Evasion
Speed 20 ft., swim 40 ft. OFFENSE
Melee 2 claws +7 (1d2–1) Speed 30 ft., swim 30 ft.
Space 2-1/2 ft.; Reach 0 ft. Melee 2 claws +8 (1d4+1)
Special Attacks spray Special Attacks spray (30-ft. line, 6d6 damage, Reflex DC 16 for
STATISTICS half, usable every 1d4 rounds)
Str 8, Dex 17, Con 13, Int 6, Wis 17, Cha 10 STATISTICS
Base Atk +4; CMB +1; CMD 14 Str 13, Dex 15, Con 17, Int 6, Wis 17, Cha 10
Feats Improved natural armor, Weapon Finesse Base Atk +6; CMB +6; CMD 18
Skills Perception +8, Stealth +17 (+21 while underwater), swim Feats Improved natural armor, weapon focus (claw), improved
+15; Racial Modifiers +4 Stealth while underwater natural weapon (claw)
30 SQ amphibious Skills Perception +8, Stealth +11 (+15 while underwater), swim
SPECIAL ABILITIES +14; Racial Modifiers +4 Stealth while underwater
Spray (Su): Each castor can forcefully spray water from its mouth SQ amphibious
in a line out to 20 feet. This spray is treated as a breath weapon SPECIAL ABILITIES
and requires a Reflex save DC 13 for half damage. The first Crystal Hide (Ex): A chordata’s fur is made up of tiny, crystalline
time a castor uses spray during battle, it deals 4d6 damage. filaments that more easily deflect attacks and spells. When a
Afterward, its spray deals 1d6 points of damage for each round chordata fights defensively, it gains a +4 bonus to AC. When
the castor waits before using it again, to a maximum of 4d6 using the total defense action, it gains a +4 bonus to AC and
damage after 4 rounds. The save is Constitution-based. Reflex saves.
MONSTORIN TRAITS Next
Castor Champion (Chrystofur) +2 Con, +2 Wis, –2 Dex: Castor monstorin are tough and
CR 7 XP 3,200 attentive, but can be slow to react.
N Medium magical beast Medium: Castors are medium creatures and have no bonuses
Init +2; Senses blindsense 30 ft., low-light vision; Perception +9 or penalties due to their size.
DEFENSE Base Speed: Castors have a base speed of 30 feet. They can
AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural) swim at 30 ft. per round and gain a +8 racial bonus to swim
hp 92 (8d10+48) checks.
Fort +12, Ref +9, Will +7 Low-Light Vision: Castors can see twice as far as humans in
Defensive Abilities Crystal Hide, Evasion conditions of dim light.
OFFENSE Amphibious: Castors can breathe both air and water.
Speed 30 ft. Water Sense: Castors can sense vibrations in water, granting
Melee 2 claws +14 (1d6+5 plus rend) them blindsense 30 feet against creatures that are touching
Special Attacks rake (2 claws +14, 1d6+5 plus rend), rend (2 the same body of water.
claws, 1d6+7) Claws: Castors gain 2 claw attacks that deal 1d4 + Strength
STATISTICS modifier damage on a hit.
Str 21, Dex 17, Con 23, Int 10, Wis 21, Cha 14
Base Atk +8; CMB +13 (+15 to grapple); CMD 26 (28 vs. grapple)
Feats Improved natural armor, weapon focus (claw), improved
natural weapon (claw), power attack
Skills Perception +9, Stealth +10 (+14 while underwater), swim 31
+16; Racial Modifiers +4 Stealth while underwater
SQ amphibious
SPECIAL ABILITIES
Crystal Hide (Ex): A chrystofur’s fur is made up of tiny, crystalline
filaments that more easily deflect attacks and spells. When a
chrystofur fights defensively, it gains a +4 bonus to AC. When
using the total defense action, it gains a +4 bonus to AC and
Reflex saves.
AVAILABLE TRAINER SPELLS (ALL CASTORS)
Level Spells
0 Create Water
1st Magic Fang, Obscuring Mist, Stone Fist
2nd Bear’s Endurance, Fog Cloud, Instant Armor
3rd Greater Magic Fang, Water Breathing
4th Control Water
5th Ice Storm
6th Cone of Cold, Mass Bear’s Endurance
7th Elemental Body IV (water only)
8th Horrid Wilting
9th Elemental Swarm (earth or water only),
World Wave
Previous
Catirpel Catirpel Scout (Bombyx)
CR 3 XP 800 CR 2 XP 600
N Medium magical beast N Small magical beast
Init +9; Senses darkvision 60 ft.; Perception +8 Init +11; Senses darkvision 60 ft.; Perception +8
DEFENSE DEFENSE
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural) AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 34 (4d10+12) hp 19 (3d10+3)
Fort +7, Ref +6, Will +5 (+4 vs. mind-affecting effects) Fort +4, Ref +5, Will +5 (+4 vs. mind-affecting effects)
OFFENSE OFFENSE
Speed 30 ft., climb 30 ft. Speed 20 ft., climb 20 ft.
Melee 4 slams +7 (1d4+3 plus grab), bite +7 (1d6+3 plus poison) Melee 2 slams +5 (1d3+1), bite +5 (1d4+1 plus poison)
Special Attacks constrict (1d6+3), lunge STATISTICS
STATISTICS Str 12, Dex 15, Con 12, Int 8, Wis 18, Cha 15
Str 16, Dex 21, Con 16, Int 8, Wis 18, Cha 15 Base Atk +3; CMB +3 (+7 grapple); CMD 15 (19 vs. trip)
Base Atk +4; CMB +7 (+11 grapple); CMD 22 (30 vs. trip) Feats Combat Reflexes, Improved Initiative
Feats Combat Reflexes, Improved Initiative Skills Climb +9, Perception +8, Stealth +7 (+19 in forests); Racial
Skills Climb +11, Perception +8, Stealth +5 (+17 in forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in forests)
Modifiers +4 Perception, +4 Stealth (+12 in forests) SPECIAL ABILITIES
SPECIAL ABILITIES Poison (Ex): Bite—injury; save Fort DC 14; effect 1d3 Dex
32 Lunge (Ex): A catirpel’s body is capable of reaching much damage. The save DC is Constitution-based and includes a +2
farther than normal for a creature of its size. As a full-attack racial bonus.
action, it can make a single slam attack at double its normal MONSTORIN TRAITS
reach. When a catirpel attacks with slam in this manner, it gains +2 Str, +2 Con: Catirpel monstorin are strong and tough with no
a +4 bonus on its attack roll. A catirpel cannot make attacks of immediate flaws. Female catirpel (lepitera monstorin) gain +2
opportunity with its lunge. Dex, +2 Cha instead.
Poison (Ex): Bite—injury; save Fort DC 18; frequency 1/round for Medium: Catirpels are medium creatures and have no bonuses
3 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is or penalties due to their size.
Constitution-based and includes a +2 racial bonus. Base Speed: Catirpels have a base speed of 30 feet.
Low-Light Vision: Catirpels can see twice as far as humans in
conditions of dim light.
Multi-Armed: Catirpels have four arms and can wield multiple
weapons. When doing so, only one of those weapons is
considered primary.
Next
Catirpel Sentry (Chilopoda) Catirpel Queen (Lepitera)
CR 6 XP 2,400 CR 6 XP 2,400
N Large magical beast N Medium magical beast
Init +9; Senses darkvision 60 ft.; Perception +10 Init +11; Senses darkvision 60 ft.; Perception +10
DEFENSE DEFENSE
AC 21, touch 14, flat-footed 16 (+5 Dex, +7 natural, –1 size) AC 22, touch 17, flat-footed 15 (+7 Dex, +5 natural)
hp 87 (7d10+49) hp 70 (7d10+35)
Fort +11, Ref +9, Will +7 (+4 vs. mind-affecting effects) Fort +9, Ref +10, Will +7 (+4 vs. mind-affecting effects)
OFFENSE OFFENSE
Speed 40 ft., climb 40 ft. Speed 15 ft., climb 15 ft., fly 30 ft. (perfect)
Melee 6 slams +9 (1d8+11 plus grab), bite +9 (1d8+11 plus poison) Melee 4 slams +10 (1d4+5), bite +10 (1d6+5 plus poison)
Special Attacks constrict (1d8+7), lunge SPELL-LIKE ABILITIES (CL 5th)
Space 10 ft.; Reach 10 ft. At will—Faerie Fire
STATISTICS 3/day—Glitterdust (DC 16), Magic Missile (3 missiles)
Str 24, Dex 21, Con 24, Int 12, Wis 22, Cha 19 STATISTICS
Base Atk +5; CMB +13 (+17 grapple); CMD 28 (34 vs. trip) Str 20, Dex 25, Con 20, Int 12, Wis 22, Cha 19
Feats Combat Reflexes, Improved Initiative, Improved Natural Base Atk +5; CMB +10 (+14 grapple); CMD 27 (cannot be tripped)
Attack (Slam), Power Attack (used) Feats Combat Reflexes, flyby Attack, Improved Initiative,
Skills Climb +15, Perception +10, Stealth +9 (+21 in forests); Wingover
Racial Modifiers +4 Perception, +4 Stealth (+12 in forests) Skills Climb +13, Fly +18, Perception +10, Stealth +11 (+23 33
SPECIAL ABILITIES in forests); Racial Modifiers +4 Perception, +4 Stealth
Lunge (Ex): As a full-attack action, a chilopoda can make a single (+12 in forests)
slam attack at double its normal reach. When a chilopoda SPECIAL ABILITIES
attacks with slam in this manner, it gains a +4 bonus on its Poison (Ex): Bite—injury; save Fort DC 20; frequency 1/round for
attack roll. A chilopoda cannot make attacks of opportunity 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is
with its lunge. Constitution-based and includes a +2 racial bonus.
Poison (Ex): Bite—injury; save Fort DC 22; frequency 1/round AVAILABLE TRAINER SPELLS (ALL CATIRPELS)
for 6 rounds; effect 1d3 Dex damage; Level Spells
cure 1 save. The save DC is 0 Detect Poison
Constitution-based and 1st Ant Haul, Color Spray, Expeditious Retreat, Faerie
includes a +2 racial Fire, Magic Missile
bonus. 2nd Bull’s Strength, Certain Grip, Glitterdust, Spider Climb,
Web
3rd Poison
4th Strong Jaw
5th Absorb Toxicity,
Polymorph
6th Mass Bull’s
Strength
Previous
Maverik’s Chilopoda
Reaching into her pouch, Jenna withdrew a red-covered book that was considerably larger than it had any right to be when
compared to the satchel’s small size. Daniel laughed at the sight, while Maverik grew confused.
“How did you get that thing in there?”
Jenna smiled, “Oh, you mean my bag? It’s enchanted to hold things larger than it is. I just can’t put anything sharp in there or it
would break.”
Clearing her throat, the researcher opened her tome, “But that’s neither here nor there. Let’s get you two started.”
The older man looked ready to ask another question, but one look from Jenna quieted him and he sat back again while she read
from the entry to which she’d opened.
“Bombyx, also called the five inch monster, is a tiny insect native to the fields and forests of the Kingdom. The ease of capturing
these beasts combined with their potential to grow into three different forms makes them a great choice for any trainer just
starting out.”
Jenna looked up to find Daniel leaning into her and almost stumbled back in surprise, “Ack! What are you doing so close?”
“I’m trying to see a picture,” the younger boy replied. “Or does this musty old thing have none?
“Of course it has pictures,” Jenna scolded as she turned the page, “they’re right… Hold on. Where’d Maverik disappear to?”
She looked around for a moment before hearing Maverik’s whelp cry out through the tall brush. Turning to Daniel, Jenna put a
finger to her lips.
“Follow me, but be quiet. I think Maverik’s in danger.”
With a nod from her companion, the two of them set off toward their ally.
34 After pushing through several yards of brush, Jenna and Daniel finally reached a small clearing where Maverik’s monstorin was
locked in battle with a full-grown chilopoda. Tridigon was already pretty beat up, but it had managed to injure the larger insect.
Careful to avoid the 6 ft. bug that loomed over the comparatively tiny dragonling, Jenna stalked over to Maverik, “What are you
doing? You’re not ready to face a monstorin of this strength. You could get yourself killed? Worse, you could get your companion
badly hurt!”
Instead of giving her his attention, the other trainer ordered his tridigon to dodge the chilopoda’s charge as the monstorin bore
down on them all. The whelp hesitated, but moved at the last second, forcing Jenna and Maverik to both dive out of the way.
Helping Jenna up, Maverik stepped back over to get a good view of the battle as he flippantly replied, “I’m really more of a doer
than a listener. We’ll be fine, just tell me how to capture this thing again.”
Jenna wasn’t sure she’d just heard him correctly, “What?! There’s no way you could capture that monster, let alone control it if
you did. Get tridigon out of there and let’s run back to the road before the chilopoda decides to…”
Her sentence was cut off as the monstorin did what she was about to warn against. Drawing in air, the chilopoda slammed itself
onto the ground and grew to almost 10 feet long. Rather than be caught by its increased size, all three trainers and tridigon were
forced to move out of the way.
“No time to argue,” Maverik yelled from the other side of the monstorin. “Tell me what I’m doing!”
With an angry huff, Jenna directed the man, “Concentrate on it; picture your essence reaching out and wrapping around the
monstorin. Like a blanket, not a rope! You have to hurry, before it attacks you and breaks your focus.”
The chilopoda was immediately onto Maverik’s plan and turned away from tridigon as it prepared to charge the trainer. Jenna
watched the large monstorin rear back and slam itself down in her friend’s direction.
Unable to watch, the researcher closed her eyes, but heard no screams of pain from being crushed under a giant worm.
Cautiously, she looked up and found Maverik rubbing his gauntlet, out of which a slight blue glow was fading.
“That wasn’t so hard,” Maverik said with a broad smile as his tridigon made its way back to his side. Ignoring Jenna’s shocked
stare, he turned to Daniel. “You ready to take a stab at it, kid?”
AVAILABLE TRAINER SPELLS Next
Celedeen Level Spells
CR 17 XP 102,400 0 Detect Magic, Flare, Read Magic
CG Small fey 1st Color Spray, Entangle, Faerie Fire, Silent Image, Sleep
Init +9; Senses low-light vision; Perception +39 2nd Blur, Eagle’s Splendor, Invisibility, Owl’s Wisdom
DEFENSE 3rd Haste, Sands of Time, Slow, Speak with Plants
AC 30, touch 30, flat-footed 11 (+8 Dex, +1 dodge, +10 insight, 4th Dimension Door, Dimensional Anchor, Remove Curse
+1 size) 5th Spell Resistance, Telepathic Bond
hp 143 (26d6+52) 6th Cloak of Dreams, Contingency, Mass Cure Moderate
Fort +11; Ref +25 ; Will +27 Wounds, Mass Eagle’s Splendor
Defensive Abilities improved evasion, wisdom of ages; DR 15/ 7th Greater Arcane Sight, Regenerate
epic; Immune electricity, plant traits; SR 32 8th Antipathy, Moment of Prescience, Word of Recall
OFFENSE 9th Foresight, Time Stop
Speed 20; fly 40 ft. (perfect)
Melee slam +22 (1d3 plus sands of time) MONSTORIN TRAITS
Special Attacks entangle +2 Wis, +2 Cha: Celedeen’s status as a time walker gives it great
SPELL-LIKE ABILITIES (CL 26th) insight and a profound understanding of people.
Constant—foresight Small: Celedeen are Small creatures and gain a +1 size bonus to
At will—blur, dimension door, dimensional anchor, haste, their AC, a +1 size bonus on attack rolls, a –1 penalty to their
invisibility (self only), major image (DC 17), sands of time, slow CMB and CMD, and a +4 size bonus on Stealth checks..
3/day—mass cure moderate wounds, sleep Fast Movement: Celedeen monstorin have a base speed of 30 35
1/day—time stop, word of recall feet. Their wings may not provide lift enough to fly, but they
STATISTICS do allow them to move more quickly than other creatures
Str 10, Dex 26, Con 13, Int 22, Wis 30, Cha 20 their size.
Base Atk +13; CMB +12; CMD 31 Low-Light Vision: Celedeen can see twice as far as humans in
Feats Cleave, Combat Expertise, Dodge, Flyby Attack, Great conditions of dim light.
Fortitude, Improved Initiative, Improved Natural Attack Time Walker: Celedeen are enigmatic beings who traverse
(slam), Iron Will, Lightning Reflexes, Power Attack, Skill Focus time. As monstorin, they lose this ability, but retain a +2
(Perception), Toughness, Weapon Finesse racial bonus to saving throws against mind-affecting effects as
Skills Bluff +29, Diplomacy +29, Fly +38, Intimidate +29, well as all saving throws made to resist death effects, saving
Knowledge (arcana, history, local, planes) +33, Perception +39, throws against negative energy effects, Fortitude saves made
Sense Motive +33, Stealth +28, Survival +33 to remove negative levels, and Constitution checks
Languages telepathy 100 ft. made to stabilize if reduced to negative hit points.
SPECIAL ABILITIES Ageless: Celedeen monstorin
Entangle (Su): A celedeen can use the entangle spell as a do not age like other
supernatural ability at will. The celedeen is immune to its own creatures. Instead, a
entangle. The celedeen’s caster level is equal to its hit dice. celedeen can opt to age into
Wisdom of Ages (Ex): A celedeen adds its Wisdom modifier as an an older category at any time in
insight bonus to its AC. If the celedeen would lose its Dexterity its lifespan of about two-hundred
to AC, it also loses this bonus. years. Once a celedeen has aged,
it cannot become younger
again without the aid of a
limited wish or
stronger spell.
Regardless of its age category, a
celedeen still dies when its time is
up.
Previous Celedeen’s Return The monster’s expression changed from confusion to shock
After twenty years as a trainer, and seven more as a coach as it recognized him too; to which he stood tall, “What? You
for kids just getting into the game, he was ready to retire. It had expected me to be younger? I guess your powers didn’t exactly
been a good journey, and he’d finally earned enough money to work out the way you planned. It’s been almost thirty years
settle down with his faithful companion. here. Where have you been?”
Maybe I’ll reach out to some old friends, the aging He knew it wouldn’t answer, but it did start motioning him
adventurer briefly considered before his thoughts turned to toward the portal.
the one person he couldn’t bring himself to see, or hurt, again. “Oh no,” he told the monster, “not again. I’m retired. Find
For years, she’d waited for him while he traveled the world, somebody else to do your dirty work.”
winning glory and fame. Finally, when he reached the height The creature started to sing a sad song in its own language,
of his career, she, too, had come to a crossroads in hers. They and images of the land he’d saved before danced in his head. It
spoke of leaving together, of giving it all up to be together, but was in trouble again, and the monster wanted him to help. In
the prospect of claiming his one last title had been too much. exchange, it offered him a chance to rest afterward.
When the tournament was over, he’d won the hearts of The trainer was about to turn down the offer, having wanted
millions, but she was nowhere to be found. He looked her up to rest already, but something inside him stirred and he found
one last time before moving on, even went so far as to visit the himself walking toward the portal; his companion by his side.
town she and her growing family moved into, but he couldn’t As he drew near, a new sense of wonder filled him and he
bear to face her. So, he packed up and left back to the city, smiled, “Alright, one more adventure wouldn’t hurt, I guess.”
where he took his job as coach.
Clearing his thoughts, the trainer began the task of releasing Chaos Slasher (Craos)
36 the last of the monsters he’d captured over the years. He’d CR 12 XP 4,800
already given many of the beasts away to young and promising CN Large outsider (chaotic, extraplanar)
trainers eager to possess a piece of his legacy. The rest, his Init +8; Senses darkvision 60 ft.; Perception +19
favorites, he wanted to reward for their faithfulness by giving DEFENSE
them their freedom once more. AC 27, touch 12, flat-footed 17 (+4 Dex, +14 natural, –1 size)
After saying goodbye to his former companions, the trainer hp 152 (16d10+64)
turned to the last monster he was sure he’d ever keep, “Alright, Fort +14, Ref +12, Will +7
let’s go find us a place to call home, shall we?” Defensive Abilities Slick Skin (DC 13); DR 10/lawful; Immune
The little dragon engine joined him as he started walking to chaos, color blind, polymorph; SR 22
nowhere in particular. They traveled in relative silence for a OFFENSE
while, with the whirring gears and occasional puffs of smoke Speed 40 ft.; climb 40 ft. Space 10 ft.; Reach 10 ft.
that escaped the dragonling’s frame breaking up the monotony. Melee 2 claws +21 (1d8+6/19-20 plus rend), bite +21 (1d8+6)
As the sun began to set, dark storm clouds rolled in over the Special Attacks rend (2 claws, 1d8+9), retaliate
trainer and his companion, and together they ran for the cover SPELL-LIKE ABILITIES (CL 12th)
of some trees to avoid the rain. Before they could reach the At Will—battlemind link
copse, however, a swirling vortex of green energy opened up, 3/day—chaos hammer (DC 16), hold person (DC 14)
and a short monster with translucent wings flew out. 1/day—hold monster (DC 17), telekinesis (DC 17)
It was a little smaller than the trainer, and its skin was the STATISTICS
same color as the vortex. It hovered just barely off the ground Str 23, Dex 15, Con 19, Int 8, Wis 11, Cha 15
as it flitted about for a moment in confusion. Finally, the Base Atk +16; CMB +23; CMD 35 (45 vs. grapple)
creature spotted him and flew over. Feats Great Cleave, Improved Bull Rush, Improved Critical (claw),
Recognizing newcomer as it approached, the trainer Improved Initiative, Improved Natural Attack (claw), Iron Will,
groaned, “You?! What are you doing here now?” Power Attack
The last time he’d seen this particular monster, it dragged Skills Acrobatics +21, Climb +33, Intimidate +26, Perception +19,
him to some kingdom to help show the people there how to Stealth +21
train monsters. When he was done, the monster dumped him Languages Common; SQ improved tracking
off where it took him before it disappeared, never to be seen SPECIAL ABILITIES
or heard from again. Color Blind (Ex): Slashers are naturally immune to
the following effects - color spray, prismatic sphere, prismatic Vs Craos and the Vargouille Next
spray, prismatic wall, scintillating pattern and any similar spell Maverik and Daniel stood across from the boy who
or effect. introduced himself as Kyle before challenging them to a two-
Retaliate (Ex): A slasher can make a claw attack as an immediate on-two battle. Jenna stood off to the side, where she would
action when it takes damage. act as referee. In front of the two friends, Tridigon and Stephen
Slick Skin (Su): The slasher is naturally slick, as if having the faced off against the two dangerous looking monstorin their
grease spell cast on armor. A creature that strikes a slasher opponent had called upon.
with a melee weapon must succeed at a Reflex save or drop The kid adjusted his spectacles, which glared in the sunlight
the weapon. as he issued his first commands to his monsters, “Craos, go
AVAILABLE TRAINER SPELLS after them both with your claws. Vargouille, ready yourself to
Level Spells use Injure.”
0 Bleed, Daze, Detect Magic, Fury Guard The large, reptilian creature flexed its arms as two wicked
1st Blend, Detect Law, Protection from Law claws extended from each, then deftly stepped into tridigon’s
2nd Daze Monster, Hold Person, Protection from Arrows space before the dragonling could react. Slicing at Maverik’s
3rd Arcane Sight, Disrupting Roar, Magic Circle against companion, the monstorin didn’t stop as it shifted across to
Law, Poison Daniel’s carbuncle and attacked it as well.
4th Chaos Hammer, Dimension Door, Mass Daze Daniel winced as Stephen cried out when struck, “That
5th Dispel Law, Hold Monster, Polymorph, Telekinesis craos is nuts. Stephen, try to confuse it.”
6th Analyze Dweomer, Battlemind Link “It’s pretty strong,” Maverik agreed as he considered what
MONSTORIN TRAITS to do about the large monster. “Tridigon, get behind that thing
+2 Con, +2 Cha, –2 Int: [Link] tough and intimidating, but and trip it.” 37
not very bright. While Tridigon moved into position, Stephen’s gem glowed
Medium: A slasher’s size gives no bonuses or penalties. brightly for a moment, then went unexpectedly dark again.
Base Speed: Slashers have a base speed of 30 feet. Kyle laughed “I guess you don’t know much about my
Monstrous Humanoid: As monstrous humanoids, slashers monster. He resists your psychic powers. Vargouille, they’ve
have darkvision out to 60 ft. moved. strike at slasher, now!”
Grease (Sp): Once per day, a slasher can cast Grease as a spell- The winged head made a strange, gurgling noise as a bolt
like ability. of energy shot out and struck the reptile, causing Maverik
Claws (Ex): Slashers have 2 natural claw attacks that deal 1d6 and Daniel to both gasp in shock and confusion as the brute
damage on a successful hit. These claw attacks can score a became enraged and slashed out at their monstorin in quick
critical threat on a natural 19-20. succession before stepping out from between them.
Previous AVAILABLE TRAINER SPELLS
Cobra Flower Hero (Slytrap) Level Spells
CR 6 XP 2,400 0 Bleed, Detect Poison, Lullaby
N Large Plant 1st Blend, Charm Animal, Command, Magic Fang, True
Init +3; Senses blindsight 30 ft., low-light vision; Perception +3 Strike
DEFENSE 2nd Acid Arrow, Barkskin, Calm Emotions, Certain Grip,
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size) Pernicious Poison
hp 66 (7d8+35) 3rd Battlefield Adept, Greater Magic Fang, Poison, Spit
Fort +10; Ref +5; Will +5; Immune plant traits Venom
OFFENSE 4th Charm Monster, Command Plants, Fear, Strong Jaw
Speed 30 ft.; Climb 30 ft. 5th Acidic Spray, Hold Monster, Snake Staff, Waves of
Melee bite +9 (1d8+7 plus 1d6 acid and grab) Fatigue
Space 10 ft.; Reach 10 ft. 6th Acid Fog, Ironwood, Transport Via Plants
Special Attacks constrict (1d8+7 plus 1d6 acid)
STATISTICS Companion Monsters
Str 21, Dex 17, Con 20, Int 2, Wis 17, Cha 13 Companion Monsters are a subset of monster found within
Base Atk +5; CMB +11 (+15 grapple); CMD 24 (can’t be tripped) the Kingdom that are raised by breeders and given away to new
Feats Combat Expertise, Power Attack, Skill Focus (stealth) trainers by researchers. Their growth and training focuses on a
Skills Acrobatics +11, Climb +13, Stealth +13, Swim +13; Racial more defined role in battle. Some companions are better suited
Modifiers +4 Acrobatics, +4 Climb, +4 Stealth, +4 Swim as warriors or spellcasters, while others excel at the tasks of
38 sneaking around or keeping a party whole and healthy.
MONSTORIN TRAITS
+2 Str, +2 Con, –2 Int: Earth yeti monstorin are well known for
their strength and toughness.
Medium: Earth yetis have no bonuses or penalties due to their
size.
Base Speed: Earth yetis have a base speed of 30 feet.
Monstrous Humanoid: Earth yetis are monstrous humanoids
with the giant subtype.
Low-Light Vision: Earth yetis can see twice as far as humans
in conditions of dim light.
Darkvision: Earth yetis gain darkvision out to 60 ft.
Tremorsense: Earth yetis can pinpoint the location of
creatures touching the ground within 20 feet.
Cold to the Touch (Su): A creature that strikes an earth
yeti with a natural or unarmed melee attack takes
1d6 cold damage. The earth yeti can suppress or
resume this ability at will as a free action.
Previous
Fire Bird Companion (Squit) Fire Bird Hero (Strigiflame)
CR 1 XP 400 CR 4 XP 600
N Tiny magical beast (fire) N Small magical beast (fire)
Init +3; Senses darkvision 60 ft.; Perception +5 Init +7; Senses darkvision 60 ft.; Perception +9
DEFENSE DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size) AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 11 (2d10); fast healing 2 hp 39 (6d10+6); fast healing 2
Fort +3, Ref +3, Will +3; Defensive Abilities Elemental Body; Fort +6, Ref +5, Will +5; Defensive Abilities Elemental Body;
Immune fire; Weaknesses vulnerability to cold DR 5/magic; Immune fire; Weaknesses vulnerability to cold
OFFENSE OFFENSE
Speed 20 ft.; firewalk Speed 30 ft., fly 60 ft. (average); firewalk
Melee bite +3 (1d3–1), 2 talons +3 (1d2–1) Melee bite +7 (1d4 plus 1d6 fire), 2 talons +7 (1d3 plus 1d6 fire)
Space 2-1/2 ft.; Reach 0 ft. Special Attacks breath weapon (20-foot cone, 4d6 fire, DC 14 half,
Special Attacks breath weapon (10-foot cone, 2d6 fire, DC 11 half, usable every 1d4 rounds; at 4 rounds, deals 4d8 fire instead)
usable every 1d4 rounds; at 4 rounds, deals 2d8 fire instead) SPELL-LIKE ABILITIES (CL 4TH; Concentration +7)
SPELL-LIKE ABILITIES (CL 2ND; Concentration +4) At Will—flare (DC 13), light (self only), produce flame
At Will—flare (DC 12), light (self only), produce flame 3/day—scorching ray
1/day—heat metal (DC 14); scorching ray 1/day—heat metal (DC 15)
STATISTICS STATISTICS
46 Str 9, Dex 17, Con 11, Int 11, Wis 11, Cha 14 Str 11, Dex 17, Con 13, Int 15, Wis 11, Cha 16
Base Atk +2; CMB +3; CMD 12 Base Atk +6; CMB +2; CMD 16
Feats Combat Casting Feats Combat Casting, Improved Initiative, Lightning Reflexes
Skills Bluff +7, Perception +5, Stealth +11 Skills Bluff +12, Fly +16, Perception +9, Stealth +16
Languages understands Common; SQ firewalk Languages understands Common; SQ firewalk
SPECIAL ABILITIES
Breath Weapon (Su): Each fire bird can breathe fire from its beak
in a cone out to 10 feet. Creatures caught in the cone require
a Reflex save DC 11 for half damage. The first time a fire bird
uses its breath weapon during battle, it deals 2d8 damage.
Afterward, its breath weapon deals 2d6 points of damage
unless it waits at least 4 rounds to use it again. The save is
Constitution-based.
Elemental Body (Ex): Each time a fire bird is exposed to a poison,
paralysis, sleep, or stunning effect, it has a 25% chance to avoid
it. In addition, there is a 25% chance that a sneak attack or
critical hit deals no extra damage.
Firewalk: Fire birds can fly with perfect
maneuverability when flying
through fire. They can also
walk through flames as
though walking on air
via the Air Walk spell.
AVAILABLE TRAINER SPELLS (ALL FIRE BIRDS) Next
Fire Bird Champion (Godigeon) Level Spells
CR 10 XP 9,600 0 Dancing Lights, Flare, Light
N Medium magical beast (fire) 1st Produce Flame
Init +7; Senses darkvision 60 ft.; Perception +10 2nd Heat Metal, Resist Energy (cold or fire only), Scorching
DEFENSE Ray, Owl’s Wisdom
AC 21, touch 14, flat-footed 17 (+3 Dex, +1 dodge, +7 natural) 3rd Continual Flame, Daylight, Fireball, Protection from
hp 84 (13d10+13); fast healing 2 Energy (cold or fire only)
Fort +9, Ref +9, Will +10; Defensive Abilities Elemental Body; 4th Air Walk, Elemental Body I (fire only), Wall of Fire
DR 10/magic; Immune fire; Weaknesses vulnerability to cold 5th Elemental Body II (fire only)
OFFENSE 6th Chains of Fire, Elemental Body III (fire only),
Speed 40 ft., fly 80 ft. (average) 7th Delayed Blast Fireball, Elemental Body IV (fire only)
Melee bite +15 (1d6+2 plus 1d6 fire), 2 talons +15 (1d4+2 plus 8th Sunburst, Wall of Lava
1d6 fire), 2 wings +13 (1d4+1 plus 1d6 fire) 9th Meteor Swarm
Special Attacks breath weapon (30-foot cone, 10d6 fire, DC 17 MONSTORIN TRAITS (ALL FIRE BIRDS)
half, usable every 1d4 rounds; at 4 rounds, deals 10d8 fire +2 Dex, +2 Int, –2 Wis: Fire birds are quick, smart, and brash.
instead) Medium: Fire bird monstorin have no bonuses or penalties due
SPELL-LIKE ABILITIES (CL 10TH; Concentration +13) to their size.
At Will—flare (DC 13), light (self only), produce flame Base Speed: Fire birds have a base speed of 30 feet.
5/day—scorching ray (2 rays); heat metal (DC 15) Outsider (fire, native: Fire birds are native outsiders with the
3/day—Wall of Fire fire subtype. They gain low-light vision and darkvision out to 47
STATISTICS 60 feet.
Str 15, Dex 16, Con 13, Int 16, Wis 11, Cha 16 Fire in the Blood: Fire birds gain fast healing 2 for 1 round
Base Atk +13; CMB +11; CMD 25 anytime they take fire damage. They can heal up to 2 hit
Feats Combat Casting, Dodge, Improved Initiative, Iron Will, points per level per day.
Lightning Reflexes, Mobility, Multiattack Born in Flame: Fire birds are immune to light-based blindness
Skills Bluff +19, Fly +19, Perception +16, and dazzle effects. They are treated as +1 level higher when
Sense Motive +16, Stealth +19 casting light-based spells and spells with the fire descriptor
Languages or using light-based or fire-based class features. If a fire bird
understands has an Intelligence score of 11 or higher, it also gains the
Common following spell-like abilities (the caster level is equal to the
SQ firewalk user’s character level): At Will—light, 1/day—flare, produce
flame
Previous
Lightning Cat Companion (Catning) Lightning Cat Hero (Lychnis)
CR 1 XP 400 CR 3 XP 800
N Tiny magical beast N Small magical beast
Init +9; Senses low-light vision, darkvision 60 ft.; Perception +4 Init +8; Senses low-light vision, darkvision 60 ft.; Perception +5
DEFENSE DEFENSE
AC 20, touch 17, flat-footed 15 (+5 Dex, +3 natural, +2 size) AC 20, touch 15, flat-footed 16 (+4 Dex, +5 natural, +1 size)
hp 11 (2d10); fast healing 2 hp 16 (3d10); fast healing 2
Fort +0, Ref +8, Will +3 Fort +1, Ref +7, Will +3
Defensive Abilities Elemental Body; Immune electricity Defensive Abilities Elemental Body; Immune electricity
OFFENSE OFFENSE
Speed 20 ft., stormwalk Speed 30 ft., stormwalk
Melee bite +8 (1d3–2), 2 claws +8 (1d2–2) Melee bite +7 (1d4 plus 1d6 electricity), 2 claws +7 (1d3 plus 1d6
Space 2-1/2 ft.; Reach 0 ft. electricity)
SPELL-LIKE ABILITIES (CL 2nd) Special Attacks pounce
At Will—flare (DC 12), light (self only) SPELL-LIKE ABILITIES (CL 3rd)
1/hour—hold person (DC 14) At Will—flare (DC 12), light (self only)
3/day—magic missile 1/hour—hold person (DC 14)
STATISTICS 3/day—magic missile
Str 6, Dex 21, Con 10, Int 10, Wis 11, Cha 15 STATISTICS
48 Base Atk +2; CMB +5; CMD 13 Str 10, Dex 19, Con 10, Int 10, Wis 11, Cha 15
Feats Improved Initiative Base Atk +3; CMB +2; CMD 16
Skills Escape Artist +10, Fly +9 (+17 with stormwalk), Intimidate Feats Improved Initiative, Weapon Finesse
+6, Perception +4, Stealth +13 Skills Escape Artist +10, Fly +7 (+15 with stormwalk), Intimidate
Languages understands Common +6, Perception +5, Stealth +8
SPECIAL ABILITIES Languages understands Common
Elemental Body (Ex): Each time a lightning cat is exposed to a
poison, paralysis, sleep, or stunning effect, it has a 25% chance
to avoid it. In addition, there is a 25% chance that a sneak attack
or critical hit deals no extra damage.
Stormwalk: lightning cats can fly with perfect maneuverability
when flying through rain or lightning. They can also walk on air
as though via the Air Walk spell during a rainstorm,.
AVAILABLE TRAINER SPELLS (ALL LIGHTNING CATS) Next
Lightning Cat Champion (Lightnynx) Level Spells
CR 6 XP 2,400 0 Dancing Lights, Flare, Light
N Medium magical beast 1st Ironbeard, Magic Fang, Magic Missile, Shield, Shock
Init +10; Senses low-light vision, darkvision 60 ft.; Perception +9 Shield
DEFENSE 2nd Cat’s Grace, Heat Metal, Resist Energy (electricity only)
AC 25, touch 16, flat-footed 19 (+6 Dex, +9 natural) 3rd Call lightning, Greater Magic Fang, Lightning Bolt, Hold
hp 34 (4d10+12); fast healing 2 Person
Fort +4, Ref +10, Will +8 4th Air Walk, Ball Lightning, Resilient Sphere, Shout
Defensive Abilities Elemental Body; Immune electricity 5th Call Lightning Storm, Hold Monster, Lightning Arc, Wall
OFFENSE of Force
Speed 30 ft., stormwalk 6th Antimagic Field, Chain Lightning, Mass Cat’s Grace,
Melee bite +10 (1d6+4 plus 1d6 electricity), 2 claws +10 (1d4+4 Repulsion
plus 1d6 electricity and rend) 7th Forcecage, Mass Hold Person
Special Attacks pounce, rend (2 claws, 1d4+6 plus 1d6 electricity) 8th Greater Shout, Stormbolts, Sunburst
SPELL-LIKE ABILITIES (CL 4th) 9th Mage’s Disjunction, Mass Hold Monster
At Will—flare (DC 14), light (self only)
1/hour—hold person (DC 16) MONSTORIN TRAITS
3/day—magic missile, lightning bolt (DC 17) +2 Dex, +2 Cha: Lightning cats are agile and well liked.
STATISTICS Medium: Lightning cat monstorin have no bonuses or penalties
Str 18, Dex 22, Con 16, Int 14, Wis 15, Cha 19 due to their size. 49
Base Atk +4; CMB +8; CMD 24 Fast movement: Lightning cats have a base speed of 40 feet.
Feats Improved Initiative, Weapon Finesse Storm in the Blood: Lightning cats gain fast healing 2 for 1
Skills Escape Artist +13, Fly +6 (+13 with stormwalk), Intimidate round anytime they take electricity damage. They can heal up
+11, Perception +9, Stealth +13 to 2 hit points per level per day.
Languages understands Common Lightning Born: Lightning cats are immune to light-based
blindness and dazzle effects. They are treated as +1 level
higher when casting light-based spells and spells with the
electricity descriptor or using light-based or electricity-based
class features. In addition, once per day as a swift action,
lightning cats can deal 1d6 electricity damage
with melee attacks. This lasts for up to 1
round per character level, and the
lightning cat can end its effect as a
free action.
Previous
Root Snake Companion (Pesto) Root Snake Hero (Cloves)
CR 1 XP 400 CR 4 XP 1,200
N Tiny magical beast N Small magical beast
Init +3; Senses low-light vision, darkvision 60 ft.; Perception +5 Init +2; Senses low-light vision, darkvision 60 ft.; Perception +6
DEFENSE DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size) AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
hp 16 (2d10+5) hp 25 (3d10+9)
Fort +4, Ref +3, Will +3; Defensive Abilities Elemental Body; Fort +5, Ref +3, Will +5
Resist acid 5, electricity 5 Defensive Abilities Elemental Body; DR 5/magic; Resist acid 5,
OFFENSE electricity 5
Speed 15 ft.; woodland stride OFFENSE
Melee bite +3 (1d3–1), 2 vines –1 (2d6) Speed 20 ft.; woodland stride
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with vines) Melee bite +5 (1d4+1), 2 vines +1 (2d6+2)
SPELL-LIKE ABILITIES (CL 2nd) Space 5 ft.; Reach 5 ft. (10 ft. with vines)
At Will— barkskin, bleed (DC 13), detect poison SPELL-LIKE ABILITIES (CL 3rd)
1/hour— entangle (DC 14), goodberry At Will— barkskin, bleed (DC 13), detect poison
3/day—inflict light wounds (DC 14), magic stone, shillelagh (self 1/hour— entangle (DC 14), goodberry
only, 1 used) 3/day— inflict light wounds (DC 14), magic stone, shillelagh (self
STATISTICS only, 1 used)
50 Str 8, Dex 17, Con 13, Int 17, Wis 11, Cha 15 STATISTICS
Base Atk +2; CMB +5; CMD 13 Str 12, Dex 15, Con 15, Int 17, Wis 11, Cha 15
Feats Combat Casting, Toughness Base Atk +3; CMB +4; CMD 16
Skills Diplomacy +7, Heal +5, Intimidate +7, Knowledge (nature) Feats Combat Casting, Iron Will, Toughness
+8, Perception +5, Survival +5, Stealth +11 (+15 in forests) Skills Diplomacy +8, Heal +6, Intimidate +8, Knowledge (nature)
Languages understands Common +9, Perception +6, Survival +6, Stealth +6 (+10 in forests)
SPECIAL ABILITIES (ALL ROOT SNAKES) Languages understands Common
Elemental Body (Ex): Each time a root snake is exposed to a
poison, paralysis, sleep, or stunning effect, it has a 25% chance
to avoid it. In addition, there is a 25% chance that a sneak attack
or critical hit deals no extra damage.
Shillelagh (Sp): Root snakes can cast shillelagh on their own vines,
granting themselves +1 to attacks and damage and increasing
their vine damage to 2d6 for up to 4 minutes.
Woodland Stride (Ex): Root snakes may move through any sort
of undergrowth (such as natural
thorns, briars, overgrown areas,
and similar terrain) at their
normal speed and without
taking damage or suffering
any other impairment. Areas
that have been magically
manipulated to impede
motion, however, still affect
them.
AVAILABLE TRAINER SPELLS (ALL ROOT SNAKES) Next
Root Snake Champion (Basilesk) Level Spells
CR 9 XP 6,400 0 Bleed, Detect Poison, Lullaby
N Medium magical beast 1st Cure/Inflict Light Wounds, Entangle, Goodberry, Magic
Init +3; Senses low-light vision, darkvision 60 ft.; Perception +11 Stone, Shillelagh
DEFENSE 2nd Barkskin, Blend, Cure/Inflict Moderate Wounds
AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural) 3rd Neutralize Poison, Poison, Resinous Skin, Spit Venom
hp 75 (6d10+42) 4th Blight, Command Plants, Grove of Respite, Thorn Body
Fort +11, Ref +5, Will +9 5th Mass Cure/Inflict Light Wounds, Snake Staff, Wall of
Defensive Abilities Elemental Body; DR 5/magic; Immune acid; Thorns
Resist electricity 10 6th Ironwood, Mass Cure/Inflict Moderate Wounds,
OFFENSE Spellstaff
Speed 30 ft.; woodland stride 7th Changestaff, Siege of Trees
Melee bite +11 (1d6+5), 2 vines +7 (2d6+6) 8th Horrid Wilting, Scintillating Pattern
Space 5 ft.; Reach 5 ft. (10 ft. with vines) 9th Greater Siege of Trees
SPELL-LIKE ABILITIES (CL 6th)
At Will— barkskin, detect poison, inflict light wounds (DC 16) MONSTORIN TRAITS
1/hour—entangle (DC 16), goodberry +4 Con, +2 Int, +2 Wis, +2 Cha, –2 Dex: Root snakes are very
3/day—inflict moderate wounds (DC 17), magic stone, shillelagh resilient and take well to magic in all its forms..
(self only, 1 used) Medium: Root snake monstorin have no bonuses or penalties
STATISTICS due to their size. 51
Str 20, Dex 17, Con 22, Int 21, Wis 15, Cha 19 Base Speed: Root snakes have a base speed of 30 feet.
Base Atk +6; CMB +9; CMD 20 Monstrous Humanoid: As monstrous humanoids, root snakes
Feats Combat Casting, Combat Expertise, Iron Will, Toughness gain darkvision out to 60 feet.
Skills Diplomacy +13, Heal +11, Intimidate +13, Woodland Stride: Root snakes may move through any sort of
Knowledge (nature) +14, Perception +11, Survival +11, undergrowth (such as natural thorns, briars, overgrown
Stealth +3 (+7 in forests); areas, and similar terrain) at her normal speed and without
Languages understands Common taking damage or suffering any other impairment. Areas
that have been magically manipulated to impede motion,
however, still affect them.
Healthy: Root snakes gain a
+4 bonus on Fortitude saves
against disease and poison,
including magical diseases.
Previous
Water Dog Companion (Bawby) Water Dog Hero (Wabirri)
CR 1 XP 400 CR 5 XP 1,600
N Small magical beast (water) N Medium magical beast (water)
Init +3; Senses Scent; Perception +1 (+9 to detect a scent) Init +4; Senses Scent; Perception +3 (+11 to detect a scent)
DEFENSE DEFENSE
AC 12, touch 11, flat-footed 11 (–1 Dex, +1 +1 natural, +1 size) AC 15, touch 10, flat-footed 15 (+0 Dex, +5 natural)
hp 16 (2d10+5); fast healing 2 (works only while underwater) hp 31 (3d10+15); fast healing 2 (works only while underwater)
Fort +6, Ref –1, Will +1 Fort +9, Ref +1, Will +3; DR 5/magic
OFFENSE OFFENSE
Speed 20 ft., swim 20 ft. Speed 30 ft., swim 30 ft.
Melee bite +3 (1d4), 2 claws +3 (1d3) Melee bite +7 (1d6+4), 2 claws +7 (1d4+4)
Ranged waterball +2 (20 ft., 1d6 nonlethal damage) Ranged waterball +3 (20 ft., 1d8+4 nonlethal damage)
Special Attacks breath weapon (15-foot cone, 1d8 acid, DC 12 Special Attacks breath weapon (15-foot cone, 1d8 acid, DC 15
half, usable every 4 rounds), waterball half, usable every 4 rounds), waterball
STATISTICS SPELL-LIKE ABILITIES (CL 3rd)
Str 11, Dex 9, Con 12, Int 3, Wis 9, Cha 8 At Will—create water, detect poison, resistance, stabilize, virtue
Base Atk +2; CMB +1; CMD 10 1/hour— hydraulic push (DC 12)
Feats Great Fortitude, Improved Initiative, Toughness 3/day— acid arrow (DC 13), quench
Skills Perception +1 (+9 to detect a scent), Stealth +3, swim STATISTICS
52 +17; Racial Modifiers +2 Perception, +4 Swim Str 19, Dex 11, Con 18, Int 3, Wis 13, Cha 12
Languages understands Common Base Atk +3; CMB +7; CMD 17
SQ water breathing 1/day (CL 2nd) Feats Great Fortitude, Improved Initiative, Toughness
SPECIAL ABILITIES (ALL WATER DOGS) Skills Perception +3 (+11 to detect a scent), swim +22; Racial
Elemental Body (Ex): Each time a water dog is exposed to a Modifiers +2 Perception, +4 Swim
poison, paralysis, sleep, or stunning effect, it has a 25% chance Languages understands Common
to avoid it. In addition, there is a 25% chance that a sneak attack SQ water breathing 1/day
or critical hit deals no extra damage. (CL 3rd)
Waterball (Su): A water dog can create a cohesive ball of water
and throw it at a distant target as a ranged attack. Waterballs
can be thrown underwater or through a border between air
and water with no penalties to range or on the attack roll. A
waterball can be used to snuff out a non-magical fire the size of
a torch instead of attacking a creature. To use it in this way, the
water dog must succeed on a ranged touch attack against the
source of the fire. Waterballs do not retain their cohesiveness
when not grasped or thrown by a creature with this ability.
Water Breathing (Su): Once per day, a water dog can use water
breathing, as the spell.
AVAILABLE TRAINER SPELLS (ALL WATER DOGS) Next
Water Dog Champion (Dithango) Level Spells
CR 11 XP 12,800 0 Create Water, Detect Poison, Lullaby, Resistance,
N Medium magical beast (water) Stabilize, Virtue
Init +6; Senses Scent; Perception +5 (+13 to detect a scent) 1st Cure Light Wounds, Hydraulic Push, Magic Fang
DEFENSE 2nd Acid Arrow, Bloodhound, Cure Moderate Wounds
AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural) 3rd Aqueous Orb, Greater Magic Fang, Hydraulic Torrent,
hp 100 (8d10+56); fast healing 2 Water Breathing
Fort +14, Ref +5, Will +8; DR 10/magic 4th Elemental Body I (water only), Freedom of Movement,
OFFENSE Resilient Sphere, Ride the Waves
Speed 30 ft., swim 30 ft. 5th Elemental Body II (water only), Geyser, Transmute Mud
Melee bite +15 (1d6+7), 2 claws +15 (1d4+7) to Rock, Transmute Rock to Mud
Ranged waterball +10 (20 ft., 1d8+7 nonlethal damage) 6th Control Water, Elemental Body III (water only), Fluid
Special Attacks breath weapon (30-foot cone, 4d6 acid, DC 20 Form
half, usable every 1d4 rounds), waterball 7th Elemental Body IV (water only), Ice Body, Vortex
SPELL-LIKE ABILITIES (CL 8th) 8th Iron Body, Moment of Prescience, Seamantle
At Will—create water, detect poison, resistance, stabilize, virtue 9th Foresight, Tsunami
1/hour— hydraulic push (DC 14)
3/day— control water, empowered acid arrow (DC 15), quench
STATISTICS
Str 25, Dex 15, Con 22, Int 7, Wis 17, Cha 16 53
Base Atk +8; CMB +15; CMD 28
Feats Dodge, Empower Spell-Like Ability, Great Fortitude,
Improved Initiative, Power Attack, Toughness
Skills Perception +5 (+13 to detect a scent), swim +30; Racial
Modifiers +2 Perception, +4 Swim
Languages understands Common
SQ water breathing 3/day (CL 8th)
MONSTORIN TRAITS
+2 Str, +2 Con, –2 Int: Water dogs are equal parts strength and
endurance.
Medium: Water dog monstorin have no bonuses or penalties
due to their size.
Base Speed: Water dogs have a base speed of 30 feet. They
also have a swim speed of 30 feet.
Hydrated Vitality: Water dogs gain fast healing 2 for 1 round
anytime they submerge completely within a body of
natural salt water, fresh water, or brackish water.
Stagnant, poisoned, or trapped water (such as water
within an artificial pit or a bag of holding) does not
activate this ability. A water dog can heal up to 2 hit points
per level per day with this ability, after which it ceases
to function.
Scent (Ex): Water dogs gain scent.
Water Child: Water dogs gain a +4 racial bonus on Swim checks,
can always take 10 while swimming, and may choose Aquan
as a bonus language.
Previous AVAILABLE TRAINER SPELLS
Crurotar Level Spells
CR 9 XP 6,400 0 Bleed, Resistance
N Huge magical beast 1st Bristle, Command, Magic Fang
Init +4; Senses low-light vision; Perception +23 2nd Barkskin
DEFENSE 3rd Greater Magic Fang, Resinous Skin
AC 19, touch 8, flat-footed 19 (+11 natural, –2 size) 4th Lesser Globe of Invulnerability, Strong Jaw, Thorn Body
hp 150 (12d10+84) 5th Greater Command, Spell Resistance, Stoneskin
Fort +15, Ref +8, Will +8 ; DR 5/adamantine; Immune polymorph 6th Flesh to Stone, Globe of Invulnerability
(see bleed); SR 23 7th Spell Turning, Statue
OFFENSE 8th Iron Body, Protection from Spells
Speed 20 ft., swim 30 ft.; sprint 9th Regenerate
Melee bite +19 (2d6+13/19–20 plus grab) and tail slap +14
(2d10+4) MONSTORIN TRAITS
Space 15 ft.; Reach 15 ft. +2 Str, +2 Cha: Crurotar monstorin are naturally imposing.
Special Attacks bleed (1d6), death roll (2d6+13 plus trip), swallow Medium: Crurotar monstorin have no bonuses or penalties due
whole (2d6+9/19–20, AC 15, 14 hp) to their size.
STATISTICS Base Speed: Crurotars have a base speed of 20 feet, but gain a
Str 29, Dex 10, Con 21, Int 7, Wis 14, Cha 11 +10 foot racial bonus to their speed when using the charge,
Base Atk +12; CMB +23 (+27 grapple); CMD 33 (37 vs. trip) run, or withdraw actions. In addition, once per minute, a
54 Feats Improved Critical (bite), Improved Initiative, Iron crurotar can sprint, increasing its land speed to 40 feet for 1
Will, Run, Skill Focus (Perception, Stealth) round.
Skills Perception +23, Stealth +15 (+23 in water), swim +32; Hold Breath (Ex): A crurotar can hold its breath for a number of
Racial Modifiers +8 Stealth in water rounds equal to 4 times its Constitution score before it risks
Languages understands Common drowning.
SQ hold breath Naturally Resistant: Crurotars gain +1 natural armor and spell
SPECIAL ABILITIES resistance equal to 11 + their character level.
Bleed (Ex): A crurotar’s scales are razor sharp. Any creature that
contacts it with a natural attack or unarmed strike takes 1d6
bleed damage. Polymorph effects that modify a creature’s flesh
(examples: barkskin, flesh to stone, stoneskin) increase
the bleed damage to 2d6 for 3 rounds.
Death Roll (Ex): When grappling a foe of its size or
smaller, a crurotar can perform a death roll upon
making a successful grapple check. As it clings to its foe,
it tucks in its legs and rolls rapidly, twisting and
wrenching its victim. The crurotar inflicts its
bite damage and knocks the creature prone.
If successful, the crurotar maintains its grapple.
Hold Breath (Ex): A crurotar can hold its breath for a
number of rounds equal to 4 times its Constitution score
before it risks drowning.
Sprint (Ex): Once per minute a crurotar may sprint,
increasing its land speed to 40 feet for 1 round.
AVAILABLE TRAINER SPELLS Next
Demons Level Spells
Demons make potent companions for monster trainers, but 0 Bleed, Detect Magic, Flare, Read Magic
they can be difficult to capture. Powerful trainers in search of 1st Bristle, Magic Fang
demons will usually scour entire countrysides before stumbling 2nd Mirror Image
upon some cult that has made the mistake of calling one into 3rd Dispel Magic, Greater Magic Fang
reality. A few trainers have even gone so far as to attempt to do 4th Chaos Hammer, Confusion, Dimension Door, Unholy
so themselves; often to terrible success. Some animals, magical Blight
beasts, and monstrous humanoids can occasionally grow into 5th Spell Resistance
demons. 6th True Seeing, Greater Dispel Magic, Veil
Demonic monstorin are often on the run from their kin. Many 7th Reverse Gravity, Spell Turning
go against their nature in hopes that they can remove the stigma 8th Cloak of Chaos, Power Word Stun
of their heritage. 9th Foresight
MONSTORIN TRAITS
Glabrezu +2 Str, +2 Cha, –2 Dex: Glabrezu monstorin are strong with a
CR 13 XP 25,600 commanding presence.
CE Huge outsider (chaotic, demon, evil, extraplanar) Medium: Glabrezu are medium creatures and have no bonuses
Init +0; Senses darkvision 60 ft., true seeing; Perception +26 or penalties due to their size.
DEFENSE Normal Speed: Glabrezu have a base speed of 30 feet.
AC 28, touch 8, flat-footed 28 (+20 natural, –2 size) Outsider (native) (Ex): Glabrezu count as outsiders with the
hp 186 (12d10+120) native subtype for any effect related to race or creature type. 55
Fort +18, Ref +4, Will +11 Darkvision: Glabrezu gain darkvision out to 60 ft.
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, Damage Reduction (Ex): Glabrezu gain DR 5/magic
fire 10; SR 24 Resistances (Ex): Glabrezu gain electricity resistance 5 and a
OFFENSE bonus to saving throws against poison effects equal to one-
Speed 40 ft. half their character level.
Melee 2 pincers +20 (2d8+10/19–20 plus rend), 2 claws +20
(1d6+10), bite +20 (1d8+10)
Space 15 ft.; Reach 15 ft.
Special Attacks rend (2 pincers, 2d8+15)
SPELL-LIKE ABILITIES (CL 14th)
Constant—true seeing
5/day—chaos hammer (DC 19), confusion (DC 19), dimension
door, dispel magic, mirror image, reverse gravity (DC 22),
unholy blight
1/day—power word stun, summon (level 4, 1 glabrezu 20% or
1d2 vrocks 50%)
1/month—Wish (granted to a mortal humanoid only)
STATISTICS
Str 31, Dex 11, Con 31, Int 16, Wis 16, Cha 20
Base Atk +12; CMB +24; CMD 34
Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive,
Power Attack, Vital Strike
Skills Bluff +28, Diplomacy +22, Intimidate +22, Knowledge
(history) +18, Knowledge (local) +18, Perception +26, Sense
Motive +18, Stealth +7, Use Magic Device +17; Racial Modifiers
+8 Bluff, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Previous AVAILABLE TRAINER SPELLS (ALL SHIFT DEMONS)
Shift Demon (Chlorite) Level Spells
CR 12 XP 19,200 0 Bleed, Detect Magic, Flare, Light, Read Magic
CE Tiny outsider (chaotic, demon, evil, extraplanar) 1st Cause Fear, Inflict Light Wounds, Detect Good
Init +10; Senses darkvision 60 ft.; Perception +39 2nd Blindness/Deafness, Darkness, Invisibility, Produce
Aura confusion (5 ft., DC 23) Flame, See Invisibility
DEFENSE 3rd Continual Flame, Dispel Magic, Gaseous Form, Magic
AC 27, touch 18, flat-footed 21 (+6 Dex, +9 natural, +2 size) Circle against Law
hp 171 (18d10+72) 4th Bestow Curse, Chaos Hammer, Dimension Door,
Fort +17, Ref +17, Will +9 Unholy Blight
DR 5/cold iron and good; Immune electricity, poison, polymorph; 5th Dispel Good, Plane Shift
Resist acid 5, cold 5, fire 5; SR 23 6th Blade Barrier, Mass Inflict Moderate Wounds, True
OFFENSE Seeing
Speed 15 ft. 7th Fire Storm, Word of Chaos
Melee slam +27 (1d4–1), 2 claws +26 (1d2–1) 8th Cloak of Chaos, Unholy Aura
Space 2-1/2 ft.; Reach 0 ft. 9th Power Word Kill
Special Attacks breath weapon (15-ft. cone, 9d6 damage, Fort MONSTORIN TRAITS
DC 23 half, usable every 1d4 rounds) +2 Int, +2 Cha: Shift Demon monstorin are cunning and cruel.
SPELL-LIKE ABILITIES (CL 12TH) Medium: Shift demons are medium creatures and have no
At will—cause fear (DC 15), dimension door bonuses or penalties due to their size.
56 3/day—chaos hammer (DC 18), unholy aura (DC 22), Normal Speed: Shift demons have a base speed of 30 feet.
unholy blight (DC 18) Outsider (native) (Ex): Shift demons count as outsiders with
1/day— summon (level 3, 1 chlorite 50%) the native subtype for any effect related to race or creature
STATISTICS type.
Str 9, Dex 23, Con 18, Int 12, Wis 14, Cha 18 Darkvision: Shift demons gain darkvision out to 60 ft.
Base Atk +18; CMB +22; CMD 31 Damage Reduction (Ex): Shift demons gain DR 5/magic
Feats Great Fortitude, Improved Initiative, Improved Natural Resistances (Ex): Shift demons gain acid and electricity
Attack (slam), Iron Will, Skill Focus (Perception), Weapon Focus resistance 5 and a bonus to saving throws against poison
(slam) effects equal to one-half their character level.
Skills Bluff +25, climb +27, Escape Artist +27, Intimidate +25,
Perception +37, Sense Motive +23, Survival +20; Racial
Modifiers +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft.
SPECIAL ABILITIES
Aura of Confusion (Su): As the spell (CL 12th). A creature that
successfully saves cannot be affected again by that chlorite’s
aura of confusion for one day. Other demons are immune to
the chlorite’s aura of confusion. The save DC is Charisma-based.
Breath Weapon (Su): Once every 1d4 rounds, a chlorite can
breathe forth a cone of bluish gas in a 40-foot cone. The gas
lingers in the area for 1d2 rounds before dispersing. The save
DC is Constitution-based.
Aura of Confusion (Su): As the spell (CL 19th). A creature that Next
Shift Demon Champion (Cuclaur) successfully saves cannot be affected again by that chlorite’s
CR 19 XP 204,800 aura of confusion for one day. Other demons are immune to
CE Huge outsider (chaotic, demon, evil, extraplanar) the chlorite’s aura of confusion. The save DC is Charisma-based.
Init +8; Senses darkvision 60 ft.; Perception +41 Breath Weapon (Su): Once every 1d4 rounds, a cuclaur can
Aura confusion (10 ft., DC 26) breathe forth a cone of bluish gas in a 40-foot cone. The gas
DEFENSE lingers in the area for 1d2 rounds before dispersing. A creature
AC 36, touch 12, flat-footed 32 (+4 Dex, +24 natural, –2 size) killed by a chlorite’s breath weapon is entirely destroyed.
hp 330 (20d10+220) Creatures killed in this manner can only be restored to life
Fort +25, Ref +16, Will +12 by a miracle, wish, or true resurrection spell. The save DC is
DR 10/cold iron and good; Immune electricity, poison, Constitution-based.
polymorph; Resist acid 10, cold 10, fire 10; SR 29 Change Shape (Ex): Once per round, as a swift action, a shift
OFFENSE demon champion can change its form between each of the
Speed 40 ft. listed forms. Each form has its own special attacks and abilities
Melee 2 slams +32 (2d6+13 plus daze), Gore +31 (2d6+13) as described in its entry.
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (40-ft. cone, 10d6 damage, Fort
DC 31 half, usable every 1d4 rounds), daze (slam, Fort DC 33
negates, dazed 1d3 rounds)
SPELL-LIKE ABILITIES (CL 19TH)
At will—cause fear (DC 17), dimension door, true seeing 57
3/day—chaos hammer (DC 20), unholy aura (DC 24), unholy
blight (DC 20)
1/day—word of chaos (DC 23), summon (level 5, 1 Cuclaur, 1d4
glabrezu, or 2d4 vrocks 35%)
STATISTICS
Str 37, Dex 19, Con 33, Int 16, Wis 18, Cha 22
Base Atk +20; CMB +35; CMD 47
Feats Awesome Blow, Cleave, Great Fortitude, Improved
Bull Rush, Improved Initiative, Improved Natural Attack (slam),
Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus
(slam)
Skills Bluff +29, climb +36, Escape Artist +27,
Intimidate +29, Perception +41, Sense Motive +26,
Survival +24; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common;
telepathy 100 ft.
SQ change shape (Cuclaur, Cenkclaur, and
Synacl; polymorph)
SPECIAL ABILITIES
Previous
Shift Demon Champion (Cenkclaur) Shift Demon Champion (Synacl)
CR 19 XP 204,800 CR 19 XP 204,800
As a Cenkclaur, the shift demon champion keeps its abilities and As a Synacl, the shift demon champion keeps its abilities and
statistics, except as described here. It can change form 1/round statistics, except as described here. It can change form 1/round
as a swift action. If slowed, it can change as part of a move as a swift action. If slowed, it can change as part of a move
action instead. This is a polymorph effect. action instead. This is a polymorph effect.
OFFENSE OFFENSE
Speed 40 ft.; fly 40 ft. (clumsy) Speed 50 ft.; climb 25 ft., swim 50 ft.
Melee 2 claws +31 (2d6+13 plus burn), slam +32 (2d6+13 plus Melee bite +31 (2d6+13 plus burn and grab), 2 claws +31 (2d6+13
burn) plus rend)
Space 15 ft.; Reach 15 ft.` Space 15 ft.; Reach 15 ft.
Special Attacks burn (2d6, DC 31), powerful charge (slam, Special Attacks burn (2d6, DC 31), rake (2 claws +31, 2d6+13 plus
4d6+26 plus burn), pounce rend), rend (2 claws, 2d6+19)
58
be destroyed by casting bless on the affected creatures or by Next
Vrock sprinkling them with holy water. This attack can also be halted
CR 9 XP 6,400 by effects that remove or provide immunity to disease.
CE Large outsider (chaotic, demon, evil, extraplanar) Stunning Screech (Su): Once per hour, a vrock can emit a shrill
Init +6; Senses darkvision 60 ft.; Perception +23 screech. All creatures except demons within a 30-foot-radius
DEFENSE spread must succeed on a DC 21 Fortitude save or be stunned
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size) for 1 round. The save DC is Constitution-based.
hp 112 (9d10+63) AVAILABLE TRAINER SPELLS
Fort +13, Ref +10, Will +6 Level Spells
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, 1st Entangle
fire 10; SR 20 2nd Mirror Image
OFFENSE 3rd Dispel Magic, Heroism
Speed 30 ft., fly 50 ft. (average) 4th Dimension Door, Shout
Melee 2 claws +13 (2d6+5), bite +13 (1d8+5), 2 talons +13 5th Polymorph, Spell Resistance, Telekinesis
(1d6+5) 6th True Seeing, Greater Dispel Magic, Veil
Space 10 ft.; Reach 10 ft. 7th Scouring Winds, Word of Chaos
Special Attacks dance of ruin, spores, stunning screech 8th Greater Shout, Power Word Stun
SPELL-LIKE ABILITIES (CL 12th) 9th Wail of the Banshee
At will—dimension door MONSTORIN TRAITS
1/day—heroism, mirror image, summon (level 3, 1 vrock 35%) +2 Con, +2 Cha, –2 Str: Vrock monstorin are tough and cunning.
STATISTICS Medium: Vrocks are medium creatures and have no 59
Str 21, Dex 15, Con 25, Int 14, Wis 16, Cha 16 bonuses or penalties due to their size.
Base Atk +9; CMB +15; CMD 27 Normal Speed: Vrocks have a base speed of 30 feet.
Feats Cleave, Combat Reflexes, Improved Initiative, Lightning Gliding Wings (Ex): Vrocks take no damage from falling. While
Reflexes, Power Attack in midair, a vrock can move up to 5 feet in any horizontal
Skills Fly +12, Intimidate +15, Knowledge (planes) +14, direction for every 1 foot it falls, at a speed of 60 feet per
Perception +23, Sense Motive +15, Spellcraft +14, Stealth +10, round. If subjected to a strong wind or any other effect that
Survival +15; Racial Modifiers +8 Perception causes a creature to rise, it can take advantage of the updraft
Languages Abyssal, Celestial, Common; telepathy 100 ft. to increase the distance it can glide.
SPECIAL ABILITIES Outsider (native) (Ex): Vrocks count as outsiders with the
Dance of Ruin (Su): A vrock can dance and chant as a full-round native subtype for any effect related to race or creature type.
action—at the end of 3 rounds, a crackling wave of energy Darkvision: Vrocks gain darkvision out to 60 ft.
explodes from the vrock, dealing 5d6 points of electricity Resistances (Ex): Vrock gain
damage to all creatures within 100 feet. A DC 17 Reflex save electricity resistance 5
halves this damage. For each additional vrock that joins in and a bonus to saving
the dance, the damage increases by 5d6 and the DC to avoid throws against poison
the effect increases by +1, to a maximum of 20d6 when four effects equal to their
or more vrocks are dancing (the DC continues to increase character level.
with additional vrocks, but the damage does not). The dance
immediately ends and must be started anew if any of the
participating vrocks is slain, stunned, or otherwise prevented
from dancing. The save DC is Charisma-based.
Spores (Ex): A vrock can release a cloud of spores from its body
once every 3 rounds as a free action. Adjacent creatures take
1d8 points of damage from the spores, plus 1d4 points of
damage per round for 10 rounds as the spores grow into thick
green vines. Although ugly, the vines are harmless and wither
away in 1d4 days if not shaved off before then. The spores can
Previous AVAILABLE TRAINER SPELLS
Devils Level Spells
Like demons, trainers find that devils are difficult monsters to 0 Bleed, Daze, Detect Magic, Ghost Sound, Read Magic
come by. Most often, those who allow themselves to be captured 1st Cause Fear, Disguise Self, Ray of Enfeeblement, Silent
are outcasts or nearing the end of their lifespan and seeking a Image, Vanish
soul to corrupt. Devil companions can grow into different devils 2nd Alter Self, Hideous Laughter, Invisibility, Pernicious
when the trainer is of a high enough level. Poison, Scare
Devil monstorin are tortured beings who wish to set right their 3rd Fly, Major Image, Poison, Suggestion
wrongs or to prevent the further empowering of evil. 4th Dimension Door, Fear, Greater Invisibility, True Form
5th Hostile Juxtaposition, Persistent Image, Polymorph,
Osyluth Spell Resistance
CR 9 XP 6,400 6th Mislead, Programmed Image, Veil
LE Large outsider (devil, evil, extraplanar, lawful) 7th Blasphemy, Ethereal Jaunt, Project Image
Init +9; Senses darkvision 60 ft.; Perception +19 8th Antipathy, Protection from Spells, Sympathy
Aura fear (5 ft., DC 19, 1d6 rounds) 9th Etherealness, Foresight, Winds of Vengeance
DEFENSE
AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size) MONSTORIN TRAITS
hp 105 (10d10+50); Fort +12, Ref +12, Will +7 +2 Dex, +2 Cha, –2 Wis: Osyluth monstorin are quick and silver
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20 tongued, but can sometimes come off as rash or unthinking.
OFFENSE Medium: Osyluths are medium creatures and have no bonuses
60 Speed 40 ft., fly 60 ft. (good) or penalties due to their size.
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), Normal Speed: Osyluths have a base speed of 30 feet.
sting +14 melee (3d4+5 plus poison) Outsider (native) (Ex): Osyluths count as outsiders with the
Space 10 ft.; Reach 10 ft. native subtype for any effect related to race or creature type.
SPELL-LIKE ABILITIES (CL 12th) Darkvision: Osyluths gain darkvision out to 60 ft.
Constant—fly Tail Slap (Ex): Osyluths have a natural tail attack that does 1d8
At will—dimension door, invisibility (self only) points of damage plus their Str modifier. This also grants them
5/day—major image (DC 17), wall of ice a +2 racial bonus to Acrobatics checks made to balance.
3/day—quickened invisibility (self only) Resistances (Ex): Osyluths gain .spell resistance equal to 6 +
1/day—summon (level 4, 1 bone devil, 35%) their character level and a bonus to saving throws against
STATISTICS poison effects equal to their character level.
Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +16; CMD 31
Feats Alertness, Combat Reflexes, Improved Initiative,
Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate
+17, Knowledge (planes) +16, Perception +19,
Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal;
telepathy 100 ft.
SPECIAL ABILITIES
Sting—injury; save Fort DC 20; frequency
1/round
for 6 rounds; effect 1d3 Str damage; cure 2
consecutive saves. The save DC is Constitution-
based.
Next
Pit Fiend, Lesser (Asmoden)
CR 19 XP 204,800 AVAILABLE TRAINER SPELLS (ALL PIT FIENDS)
LE Large outsider (devil, evil, extraplanar, lawful) Level Spells
Init +13; Senses darkvision 60 ft., see in darkness; Perception 0 Bleed, Daze, Detect Magic, Flare, Light, Read Magic
+32 1st Protection from Good, Silent Image
Aura fear (20 ft., DC 23) 2nd Invisibility, Scorching Ray
DEFENSE 3rd Fireball, Hold Person, Magic Circle Against Good,
AC 38, touch 18, flat-footed 29 (+9 Dex, +20 natural, –1 size) Poison
hp 333 (19d10+228); regeneration 5 (good weapons, good spells) 4th Dimension Door, Dimensional Anchor, Greater
Fort +23, Ref +20, Will +18 Invisibility, Wall of Fire
DR 15/good and silver; Immune fire, poison; Resist acid 10, cold 5th Hold Monster, Persistent Image, Spell Resistance
10; SR 31 6th Greater Dispel Magic
OFFENSE 7th Blasphemy, Dictum, Mass Hold Person
Speed 40 ft., fly 60 ft. (average) 8th Power Word Stun, Unholy Aura
Melee 2 claws +31 (2d8+13), 2 wings +29 (2d6+6), bite +31 9th Mass Hold Monster, Meteor Swarm
(4d6+13 plus poison), tail slap +29 (2d8+6 plus grab) MONSTORIN TRAITS
Space 10 ft., Reach 10 ft. +2 Str, +2 Int: Pit fiend monstorin are strong, smart, and lacking
Special Attacks constrict 2d8+19 in imperfections.
SPELL-LIKE ABILITIES (CL 17th) Medium: Pit fiends are medium creatures and have no bonuses
At will—dimension door, invisibility or penalties due to their size. 61
5/day—blasphemy (DC 25), create undead, fireball (DC 21), Normal Speed: Pit fiends have a base speed of 30 feet.
greater dispel magic, magic circle against good, mass hold Outsider (native) (Ex): Pit fiends count as outsiders with the
monster (DC 27), persistent image (DC 23), power word stun, native subtype for any effect related to race or creature type.
scorching ray, trap the soul (DC 26), unholy aura (DC 26), wall Darkvision: Pit fiends gain darkvision out to 60 ft.
of fire Flame Touch (Su): Pit fiends can treat any weapons they wield
3/day—quickened fireball (DC 21) as though they had the flaming weapon property. Nonmagical
1/day—meteor swarm, summon (level 9, any 1 CR 19 or lower weapons take 1d6 points of fire damage per round when used
devil, 50%) in this way.
STATISTICS Resistances (Ex): Pit fiends gain DR 5/magic and spell resistance
Str 36, Dex 29, Con 35, Int 26, Wis 30, Cha 26 equal to 6 + their character level.
Base Atk +19; CMB +33 (+37 grapple); CMD 52
Feats Cleave, Great Cleave, Improved Initiative, Improved Iron
Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack,
Quicken Spell-Like Ability (fireball), Vital Strike
Skills Appraise +16, Bluff +30, Diplomacy +30, Disguise +26,
Fly +29, Intimidate +30, Knowledge (arcana) +27, Knowledge
(planes) +30, Knowledge (religion) +30, Perception +32, Sense
Motive +32, Spellcraft +30, Stealth +27, Survival +21, Use Magic
Device +27
Languages Celestial, Common, Draconic, Infernal; telepathy 100
ft.
SPECIAL ABILITIES
Poison (Ex): Bite—injury; save Fort DC 31; frequency 1/round for
10 rounds; effect 1d6 Con damage; cure 3 consecutive saves.
The save DC is Constitution-based.
Previous For each size category larger than the aquario’s size, it takes a
Dragons cumulative –10 penalty on this CMB check.
Dragons are fierce, sentient creatures that roam the Kingdom, Gaseous Form (Su): An aquario can use gaseous form, as the
challenging and defeating the most cunning of trainers. So spell, on itself once per day.
powerful are dragons that even the reeves avoid conflict with Shell (Su): As a move action, an aquario can pull its extremities
them when possible. and head into its shell. It cannot move or attack as long as it
Unlike other monsters, every dragon is an individual that remains in this state, but its armor bonus from natural armor
does not grow in the same way other monsters can. Instead, a increases by +4 as long as it does.
dragon ages, much as it would when free from the influence of AVAILABLE TRAINER SPELLS
its trainer. A trainer cannot capture a red dragon siege whelp at Level Spells
6th level and change it into a red dragon tortoise spawn at 13th, 1st Mage Armor, Shield
nor can it become a red dragon siege golem at 20th level. 2nd Fog Cloud, Protection from Arrows, Resist Energy
3rd Gaseous Form, Protection from Energy
Ancestral Dragon Turtle (Aquario) 4th Cloud Shape, Dimensional Anchor, Solid Fog,
CR 11 XP 12,800 Wandering Star Motes
NG Huge dragon (air, aquatic)
Init +4; Senses low-light vision, darkvision 60 ft., scent; Perception MONSTORIN TRAITS
+16 +2 Con, +2 Cha: Aquario monstorin are tough, but considerate.
DEFENSE Medium: Aquarios are medium creatures and have no bonuses
AC 23, touch 8, flat-footed 23 (+15 natural, –2 size) or penalties due to their size.
62 hp 126 (12d12+48) Fort +12, Ref +10, Will +9 Slow Movement: Aquarios have a base speed of 20 feet, but
Immune fire, sleep, paralysis their speed is never modified by armor or encumbrance.
OFFENSE Natural Armor: An aquario gains +1 natural armor. When using
Speed 20 ft., swim 30 ft., fly 30 ft. (perfect) total defense, this bonus rises to +4.
Melee bite +16 (3d6+6), 2 claws +16 (2d6+6) Fog Cloud (Sp): An aquario can cast Fog Cloud once per day. Its
Space 15 ft.; Reach 10 ft.; Special Attacks breath weapon, capsize caster level is equal to its character level.
STATISTICS Translucent: Because their skin tone naturally blends with the
Str 23, Dex 14, Con 17, Int 10, Wis 15, Cha 14 surrounding area, aquarios gain a +4 racial bonus to Stealth
Base Atk +12; CMB +20; CMD 32 (36 vs. trip) checks. They can also attempt to hide while being observed,
Feats Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, but they must still have something to hide behind.
Improved Initiative, Lightning Reflexes, Power Attack
Skills Diplomacy +17, Fly +6, Intimidate +17, Perception +17,
Sense Motive +17, Stealth +17, Survival +17, swim +29; Racial
Modifiers +8 Stealth
Languages Auran, Aquan, Common, Draconic
SQ air born, gaseous form (CL 12), shell, trainer spells (as scout,
CL 12th)
SPECIAL ABILITIES
Air Born (Ex): When in flight, an aquario gains a +1 morale bonus
on attack and damage rolls with ranged attacks.
Breath Weapon (Su): Cloud of steam 20 feet high, 25 feet wide,
and 50 feet long, once every 1d4 rounds, 12d6 fire damage,
Reflex DC 20 half; effective both on the surface and
underwater. The save DC is Constitution-based.
Capsize (Ex): An aquario can attempt to capsize a boat or
ship by ramming it as a charge attack and making a
CMB check. The DC of this check is 25, or the result of
the boat captain’s Profession (sailor) check, whichever is higher.
AVAILABLE TRAINER SPELLS Next
Black Dragon Phase Spider (Arachnigon) Level Spells
CR 10 XP 9,600 0 Detect Magic, Light, Mage Hand, Read Magic,
NE Large dragon Resistance
Init +7; Senses darkvision 60 ft., low-light vision; Perception +14 1st Cause Fear, Mage Armor, Magic Missile, Obscuring
DEFENSE Mist, True Strike
AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size) 2nd Blur, Darkness, Scare, Spider Climb, Web
hp 115 (10d10+60) 3rd Blink, Hold Person, Poison, Slow
Fort +13, Ref +10, Will +4; Defensive Abilities ethereal jaunt; 4th Arcane Eye, Black Tentacles, Dimension Door,
Immune acid, sleep, paralysis Enervation
OFFENSE 5th Absorb Toxicity, Cone of Cold, Shadow Evocation, Wall
Speed 40 ft., climb 40 ft. of Force
Melee bite +18 (2d6+13 plus poison and grab), 2 claws +18 6th Acid Fog, Contingency
(1d6+9) 7th Ethereal Jaunt, Forcecage, Greater Arcane Sight
Space 10 ft.; Reach 10 ft. 8th Horrid Wilting, Moment of Prescience
Special Attacks breath weapon (60-ft. line, 5d8 acid damage, 9th Etherealness
Reflex DC 21 for half, usable every 1d4 rounds), ethereal
ambush
STATISTICS
Str 29, Dex 17, Con 22, Int 9, Wis 13, Cha 12 MONSTORIN TRAITS
Base Atk +10; CMB +20 (+24 grapple); CMD 33 (41 vs. trip) +2 Str, +2 Dex, +2 Con, +4 Cha, –2 Int 63
Feats Ability Focus (poison), Improved Initiative, Improved Medium: Arachnigons are medium creatures and have no
Natural Attack (bite), Power Attack, Skill Focus (Stealth) bonuses or penalties due to their size.
Skills Climb +30, Perception +14, Normal Speed: Arachnigons have a base speed of 30 feet and a
Stealth +12 climb speed of 30 feet which grants them a +8 bonus to climb
Languages Common, Draconic; SQ trainer spells (CL 10th) checks.
SPECIAL ABILITIES Dragon’s Blood: Arachnigons count as dragons when affected
Ethereal Ambush (Ex): A dragon spider that attacks foes on by spells or abilities. They gain darkvision out to 60 feet and
the Material Plane in a surprise round can take a full round low-light vision. They are also immune to magical sleep effects
of actions if it begins the combat by phasing into the Material and paralysis effects.
Plane from the Ethereal Plane.
Ethereal Jaunt (Su): A dragon spider can shift from the Ethereal
Plane to the Material Plane as a free action, and shift back again
as a move action (or as part of a move action). The ability is
otherwise identical to ethereal jaunt (CL 10th).
Poison (Ex): Bite—injury; save Fort DC 23; frequency 1/round
for 8 rounds; effect 1d2 Constitution damage; cure 2
consecutive saves. The save DC is
Constitution-based.
Previous negates the bull rush and halves the initial damage.
Bronze Dragon Sky Hero (Thundergon) Electricity Aura (Su): A thundergon is surrounded by an aura of
CR 18 XP 153,600 electricity. Creatures within 5 feet take 1d6 points of electricity
NG Gargantuan dragon (air) damage at the beginning of the dragon’s turn.
Init +5; Senses dragon senses; Perception +36 Wind Mastery (Su): For up to 90 minutes per day, a thundergon,
Aura electricity aura (5 ft., 1d6 electricity), frightful presence along with creatures or vessels within 50 feet, can move at
(270 ft., DC 28) twice its normal speed outside of combat.
DEFENSE AVAILABLE TRAINER SPELLS
AC 36, touch 7, flat-footed 34 (+1 Dex, +29 natural, -4 size) Level Spells
hp 253 (22d12+110) 0 Create Water, Detect Magic, Light, Mage Hand, Read
Fort +18, Ref +16, Will +20 Magic
DR 15/magic; Immune electricity, paralysis, sleep; SR 28 1st Mage Armor, Obscuring Mist, Shock Shield, Shocking
OFFENSE Grasp, True Strike
Speed 40 ft., fly 250 ft. (perfect); swim 60 ft. 2nd Blur, Detect Thoughts, Fog Cloud, Invisibility, Mirror
Melee bite +27 (4d6+13/19–20), 2 claws +27 (2d8+9), tail slap Image
+25 (2d8+13), 2 wings +25 (2d6+4) 3rd Arcane Sight, Dispel Magic, Lightning Bolt, Heroism
Space 20 ft.; Reach 15 ft. (20 ft. with bite) 4th Dimension Door, Ice Storm, Solid Fog, Stoneskin
Special Attacks air current (60-ft. cone, DC 26, 9d6 damage 5th Call Lightning Storm, Interposing Hand, Mind Fog
and bull rush 45 ft.), breath weapon (120-ft. line, DC 26, 18d6 6th Mass Suggestion, Mislead, Path of the Winds
electricity), crush (4d6+16, DC 26), tail sweep (2d6+16, DC 7th Greater Arcane Sight, Spell Turning, Statue
64 26) 8th Antipathy, Moment of Prescience, Stormbolts
SPELL-LIKE ABILITIES (CL 12th) 9th Foresight, Tsunami
At will—create water, detect thoughts (DC 18), fog cloud MONSTORIN TRAITS
5/day —shocking grasp +2 Dex, +2 Wis, –2 Str: Thundergon monstorin sacrifice power
3/day—call lightning storm for agility and insight.
STATISTICS Medium: Thundergons’ gives no bonuses or penalties.
Str 29, Dex 12, Con 21, Int 20, Wis 25, Cha 24 Fast Movement: Thundergons have a base speed of 40 feet.
Base Atk +22; CMB +35; CMD 46 (50 vs. trip) While moving, they can glide up to 40 feet in a single round.
Feats Alertness, Cleave, flyby Attack, Great Cleave, Hover, If a thundergon doesn’t end its turn on the ground, it falls.
Improved Critical (bite), Improved Initiative, Improved Vital Dragon’s Blood: As dragons, thundergons gain darkvision out
Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike to 60 feet, low-light vision, and immunity to magical sleep
Skills Diplomacy +32, Fly +36, Handle Animal +29, Intimidate effects and paralysis
+32, Knowledge (arcana, geography, history) +30, Perception effects.
+36, Sense Motive +36, Spellcraft +30, Stealth +14, swim +34;
Racial Modifiers +8 Fly
Languages Auran, Common, Draconic, Elven, Gnome, 2 more
SQ change shape (animal or humanoid, polymorph),
trainer spells (CL 12th), wind mastery (90 min)
SPECIAL ABILITIES
Air Born (Ex): When in flight, a thundergon gains a +1 morale
bonus on attack and damage rolls with ranged attacks.
Air Current (Su): Instead of a line of electricity, a thundergon
can use its breath weapon to blow enemies in a 60 foot cone
away. Targets must make a Reflex save or take 9d6 points of
damage and be pushed up to 45 feet as though with bull rush.
A creature that strikes a solid surface, such as an unyielding
wall, takes additional falling damage equal to the remaining
distance it would be pushed and falls prone. A successful save
vorpal weapon—alternatively, miracle or wish can be used to Next
Red Dragon Siege Golem (Endergon) slay it while it is at negative hit points.
CR 20 XP 307,200 Smog Aura (Ex): Endergon is surrounded by an aura of intense
CE Gargantuan construct (augmented dragon, fire) heat and noxious gas. All creatures within 10 feet take 2d6
Init +2; Senses dragon senses, smoke vision; Perception +35 points of fire damage at the beginning of its turn and risks
Aura smog (10 ft., 2d6 fire plus poison), frightful presence (330 being poisoned.
ft., DC 29) Smog – inhaled; save Fort 24; frequency 1/round for 4 rounds;
DEFENSE effect 1d4 Constitution damage; cure 2 saves.
AC 40, touch 4, flat-footed 40 (-2 Dex, +36 natural, –4 size) Melt Stone (Su): Endergon can use its breath weapon to melt
hp 219 (29d10+60); fast healing 10 rock at a range of 100 feet, affecting a 55-foot-radius area. The
Fort +9, Ref +7, Will +16 area becomes lava to a depth of 1 foot. Any creature in contact
Defensive Abilities indestructible; DR 15/epic; Immune construct with the lava takes 20d6 points of fire damage on the first
traits, fire; Resist all except cold 15; SR 35 round, 10d6 on the second, and none thereafter as the lava
OFFENSE hardens and cools. If used on a wall or ceiling, treat this ability
Speed 40 ft., fly 250 ft. (clumsy) as an avalanche that deals fire damage.
Melee bite +40 (4d6+22/19-20), 2 claws +40 (2d8+15), 2 wings Smoke Vision (Ex): Endergon can see perfectly in smoky
+40 (2d6+7), tail slap +40 (2d8+22) conditions (such as those created by pyrotechnics).
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, 22d10 fire, DC 24,
usable every 1d4 rounds), crush (Medium creatures, 4d6+22,
DC 24), melt stone, tail sweep (Small creatures, 2d6+22, DC 24) 65
SPELL-LIKE ABILITIES (CL 20th)
At will—detect magic, pyrotechnics (DC 17), wall of fire
STATISTICS
Str 41, Dex 6, Con –, Int 20, Wis 21, Cha 20
Base Atk +29; CMB +48; CMD 56 (60 vs. trip)
Feats Cleave, Critical Focus, Greater Vital Strike, Improved Critical
(bite), Improved Initiative, Improved Iron Will, Improved Vital
Strike, Iron Will, Multiattack, Power Attack, Quicken Spell,
Stunning Critical, Vital Strike, Wingover
Skills Appraise +35, Bluff +35, Diplomacy +35, Fly +14, Intimidate
+35, Knowledge (arcana) +35, Knowledge (history) +35,
Perception +35, Sense Motive +35, Spellcraft +35, Stealth +16
Languages Common, Draconic; SQ trainer spells (CL 20th)
SPECIAL ABILITIES
Indestructible (Ex): Endergon is nearly impossible to destroy.
Even if reduced below 0 hit points, its fast healing continues to
restore hit points, though the golem is helpless unless above
0 hit points. It can only be permanently destroyed if reduced
to negative hit points and then decapitated using an adamantine
Previous
Red Dragon Siege Whelp (Tridigon) Red Dragon Thunder Lizard (Triceragon)
CR 6 XP 2,400 CR 15 XP 25,600
N Small construct (augmented dragon, fire) N Huge dragon (augmented magical beast, fire)
Init +6; Senses dragon senses; Perception +10 Init +2; Senses low-light vision, tremorsense 20 ft.; Perception
DEFENSE +21
AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size) DEFENSE
hp 54 (8d10+10) Fort +2, Ref +4, Will +4 AC 30, touch 10, flat-footed 30 (+2 Dex, +20 natural, –2 size)
DR 5/adamantine; Immune construct traits, fire hp 162 (12d10+96); fast healing 2 (cold negates)
Weaknesses Vulnerability to cold Fort +18, Ref +10, Will +7; Defensive Abilities fire healing
OFFENSE OFFENSE
Speed 40 ft., fly 150 ft. (average) Speed 30 ft.
Melee bite +13 (1d6+6), 2 claws +13 (1d4+4) Melee gore +22 (2d10+19), bite +21 (2d8+13 plus burn)
Special Attacks breath weapon (20-ft. cone, DC 13, 2d10 fire, Space 15 ft.; Reach 15 ft.
usable every 1d4 rounds) Special Attacks breath weapon (50-ft. cone, 11d10 fire, DC 24,
STATISTICS usable every 1d4 rounds), burn (2d6, DC 24), lava puddle,
Str 18, Dex 14, Con –, Int 10, Wis 11, Cha 10 powerful charge (gore, 4d10+38), trample (1d8+19, DC 29)
Base Atk +8; CMB +11; CMD 23 (27 vs. trip) STATISTICS
Feats Improved Initiative, Iron Will, Power Attack, Vital Strike Str 36, Dex 15, Con 27, Int 12, Wis 12, Cha 15
Skills Bluff +11, Fly +15, Intimidate +11, Perception +11, Base Atk +10; CMB +20; CMD 29 (33 vs. trip)
66 Sense Motive +11, Stealth +17 Feats Great Fortitude, Improved Bull Rush, Improved Critical,
Languages Understands Common and Draconic Iron Will, Power Attack, Run, Skill Focus (Perception), Weapon
MONSTORIN TRAITS Focus (gore)
+2 Str, +2 Int: Red dragon monstorin powerful with a keen Skills Perception +24
intellect. SPECIAL ABILITIES
Medium: Red dragons are medium creatures and have no Fire Healing (Ex): When struck by a magical fire effect, the
bonuses or penalties due to their size. triceragon heals 1 point of damage per 10 points of damage
Base Speed: Red dragons have a base speed of 30 feet. that the fire effect would have dealt.
Tortoigons have 20 ft. speed, but don’t reduce their speed for Lava Puddle (Su): Once per day as a full-round action, a triceragon
armor or encumbrance. can vomit forth a puddle of lava that fills its space to a depth
Fiery Hide: Red dragons gain +1 natural armor and may choose of 2–3 inches and counts as difficult terrain. Any creature
to deal fire damage equal to 1 + 1/4 their character level that moves through this puddle of lava takes 2d6 points of
(maximum 5) when hit with natural or unarmed attacks. fire damage. This damage continues for 1d3 rounds after the
Endergon monstorin can forego the fire damage and gain +3 creature leaves the lava pool, although then it only inflicts 1d6
natural armor instead. points of fire damage per round. The lava puddle solidifies and
Dragon’s Blood: Red dragon monstorin are dragons. is safe to touch after 12 rounds. At the GM’s discretion, this
They gain darkvision out to 60 feet and puddle of lava could start secondary fires.
low-light vision. They are also immune to
magical sleep effects and paralysis
effects.
Superheated (Su): Tortoigons are immune to attacks made with Next
Red Dragon Tortoise Spawn (Tortoigon) wooden weapons, including ranged attacks with common
CR 13 XP 25,600 arrows or spears. A non-magical, wooden weapon that strikes a
N Huge dragon (augmented magical beast, earth, fire) tortoigon is immediately destroyed (no save). Magical wooden
Init +2; Senses low-light vision, scent; Perception +21 weapons and wooden creatures that attack a tortoigon take
DEFENSE 3d6+8 fire damage (Fortitude DC 23 half).
AC 31, touch 8, flat-footed 31 (+23 natural, –2 size) AVAILABLE TRAINER SPELLS (ALL RED DRAGONS)
hp 148 (11d10+88); fast healing 2 (cold negates) Level Spells
Fort +15, Ref +7, Will +7 0 Bleed, Detect Magic, Light, Mage Hand, Read Magic
Immune fire, see superheated; SR 17 1st Bristle, Magic Missile, Produce Flame, Shield, True
OFFENSE Strike
Speed 20 ft., burrow 20 ft. 2nd Alter Self, Detect Thoughts, Pyrotechnics, Resist
Melee bite +23 (4d6+21/19-20 plus 1d6 fire and grab), 2 claws Energy, See Invisibility
+22 (2d6+14 plus 1d6 fire), Tail Slap +17 (2d8+7 plus 1d6 fire 3rd Dispel Magic, Displacement, Haste, Tongues
and trip) 4th Dimension Door, Fear, Fire Shield, Wall of Fire
Space 15 ft.; Reach 15 ft. 5th Polymorph, Spell Resistance, Telekinesis, Wall of
Special Attacks scorching ray (3 rays, 4d6 fire, usable every 1d4 Force
rounds), swallow whole (2d8+14, AC 25, 22 hp) 6th Antimagic Field, Contingency, Greater Dispel Magic
STATISTICS 7th Mass Hold Person, Spell Turning
Str 38, Dex 10, Con 27, Int 9, Wis 15, Cha 10 8th Greater Shout, Moment of Prescience, Prismatic Wall
Base Atk +8; CMB +23 (+27 grapple); CMD 31 (35 vs. trip) 9th Foresight 67
Feats Great Fortitude, Improved Initiative, Improved Natural
Weapon (bite), Iron Will, Lunge, Skill Focus (Perception),
Toughness, Weapon Focus (bite)
Skills Perception +21
SQ armored stomach,
hold breath, shell
SPECIAL ABILITIES
Armored Stomach (Ex):
A tortoigon’s body is difficult
to cut through—its stomach
gains a +4 bonus to its AC and has
double the normal hit points when
determining the success of a creature
attempting to cut its way free.
Scorching Ray (Su): Tortoigons lack the ability to
breath fire like other dragons. Instead, they
can launch scorching rays, as the spell, from
their mouths every 1d4 rounds.
Shell (Su): As a move action, a tortoigon
can pull its extremities and head into
its shell. It cannot move or attack
as long as it remains in this state,
but its armor bonus from natural
armor increases by +4 as long
as it does.
Previous
Shardragon Bulette Spawn (Shardrake) Shardragon Raptor Spawn (Shraptor)
CR 6 XP 2,400 CR 12 XP 19,200
N Small Dragon (augmented magical beast, earth) N Large Dragon (augmented magical beast, earth)
Init +9; Senses darkvision 60 ft., low-light vision, scent, Init +6; Senses darkvision 60 ft., low-light vision, scent,
tremorsense 60 ft.; Perception +15 tremorsense 60 ft.; Perception +28
DEFENSE DEFENSE
AC 27, touch 16, flat-footed 22 (+5 Dex, +11 natural, +1 size) AC 25, touch 11, flat-footed 22 (+2 Dex, +13 natural, –1 size)
hp 68 (8d10+24) hp 161 (17d10+68)
Fort +6, Ref +11, Will +5 Fort +14, Ref +12, Will +9
Immune electricity, sleep, paralysis Immune electricity, sleep, paralysis
OFFENSE OFFENSE
Speed 40 ft., burrow 40 ft. Speed 60 ft., burrow 60 ft.
Melee bite +12 (1d6+3/19–20) and 2 claws +11 (1d4+2) Melee bite +26 (2d6+13/17–20 plus grab) and 2 claws +25
Special Attacks lightning bolt (120-ft. line, DC 14, 8d6 electricity, (1d8+9)
usable every 1d4 rounds), leap, savage bite Space 10 ft.; Reach 10 ft.
STATISTICS Special Attacks empowered lightning bolt (120-ft. line, DC 16,
Str 14, Dex 21, Con 16, Int 4, Wis 13, Cha 13 15d6 electricity, usable every 1d4 rounds), pounce, savage bite,
Base Atk +8; CMB +9; CMD 24 (28 vs. trip) swallow whole (2d6+9, AC 16, hp 16)
Feats Improved Initiative, Iron Will, Skill Focus (Perception), STATISTICS
68 Weapon Focus (bite) Str 28, Dex 15, Con 19, Int 4, Wis 15, Cha 16
Skills Acrobatics +13 (+21 jumping), climb +13, Perception Base Atk +17; CMB +27 (+31 grapple); CMD 39
+15, Stealth +9; Racial Modifiers +4 on Acrobatics checks made Feats Bleeding Critical, Critical Focus, Diehard, Endurance,
to jump Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill
Languages understands Common; Draconic Focus (Perception), Weapon Focus (bite)
SPECIAL ABILITIES Skills Acrobatics +22 (+30 jumping), climb +29, Perception +28,
Leap (Ex): A shardragon can perform a special kind of pounce Stealth –2; Racial Modifiers +4 on Acrobatics checks made to
attack by jumping into combat. When it charges, the shardragon jump
can make a DC 20 Acrobatics check to jump into the air and Languages understands Common; Draconic
land next to its enemies. If it makes the Acrobatics check, it SPECIAL ABILITIES
can follow up with four claw attacks against foes in reach, but Empowered Lightning Bolt (Su): As the spell, usable every 1d4
cannot make a bite attack. rounds.
Lightning Bolt (Su): As the spell, usable every 1d4 rounds.
Savage Bite (Ex): A shardragon’s bite is particularly
dangerous. It applies 1-1/2 times its
Strength modifier to damage inflicted
with its bite attack, and threatens a
critical hit on a 19–20.
AVAILABLE TRAINER SPELLS (ALL SHARDRAGONS) Next
Shardragon, Great Wyrm Level Spells
CR 18 XP 153,600 0 Bleed, Detect Magic, Flare, Fury Guard, Ghost Sound,
N Gargantuan dragon (earth) Light, Read Magic, Resistance
Init +3; Senses dragon senses; Perception +29 1st Blinding Dust, Identify, Jump, Mage Armor, Shock
Aura electricity (10ft., 1d6 electricity), frightful presence (270 Shield
ft., DC 25) 2nd Arcane Lock, Knock, Resist Energy, Shatter, Stone Call
DEFENSE 3rd Arcane Sight, Burrow, Disrupting Roar, Lightning Bolt
AC 36, touch 5, flat-footed 36 (–1 Dex, +31 natural, –4 size) 4th Dragon’s Breath, Stoneskin
hp 310 (21d12+159) 5th Hold Monster, Spell Resistance
Fort +19, Ref +11, Will +17 6th Chain Lightning, Mass Hold Person
DR 15/magic; Immune electricity, paralysis, sleep; SR 27 7th Greater Arcane Sight, Reverse Gravity, Simulacrum
OFFENSE 8th Iron Body, Moment of Prescience, Stormbolts
Speed 40 ft., burrow 40 ft., fly 250 ft. (clumsy) 9th Clashing Rocks, Ride the Lightning
Melee bite +33 (4d6+19/17-20), 2 claws +32 (2d8+13), 2 wings
+28 (2d6+6), tail slap +28 (2d8+19) MONSTORIN TRAITS
Space 20 ft.; Reach 15 ft. (20 ft. with bite) +2 Str, +2 Dex, +2 Con, –2 Int, –2 Wis: Shardragon monstorin
Special Attacks chain lightning (within 1,200 feet, DC 20, 20d6 are physically adept, but lack in cognitive and reasoning skills.
electricity, usable every 1d4 rounds), crush (Medium creatures, Medium: Shardragons are medium creatures and have no
DC 31, 4d6+19), savage bite, tail sweep (Small creatures, DC bonuses or penalties due to their size.
31, 2d6+19) Fast Movement: Shardragons have a base speed of 40 feet and 69
SPELL-LIKE ABILITIES (CL 18th) a +4 racial bonus to Acrobatics checks made to jump.
At will—ghost sound (DC 14),dragon’s breath (DC 18, acid or Dragon’s Blood: Shardragons count as dragons when affected
electricity only), minor image (DC 16), ventriloquism (DC 15) by spells or abilities. They gain darkvision out to 60 feet and
STATISTICS low-light vision. They are also immune to magical sleep effects
Str 37, Dex 6, Con 25, Int 16, Wis 21, Cha 19 and paralysis effects.
Base Atk +23; CMB +40; CMD 48 (50 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend
Spell, Hover, Improved Critical (bite), Improved Initiative,
Multiattack, Quicken Spell, Shatter Defenses,
Weapon Focus (bite)
Skills Bluff +26, Fly +9, Intimidate +26,
Knowledge (arcana, geography, local) +27,
Perception +29, Spellcraft +27, Stealth +11,
Survival +29
Languages Auran, Common, Draconic, Giant, Terran
SQ sound imitation, trainer spells (CL 18th)
SPECIAL ABILITIES
Chain Lightning (Su): Shardragons lack the ability to breathe
electricity like other dragons. Instead, they can cast chain
lightning, as the spell, from their mouths every 1d4 rounds.
Electricity Aura (Su): A shardragon is surrounded by an aura of
electricity. Creatures within 10 feet take 1d6 points of electricity
damage at the beginning of the dragon’s turn.
Previous Maverik’s Shardragon Base Atk +6; CMB +9; CMD 19 (can’t be tripped)
“I don’t understand your obsession with always capturing Feats Ability Focus (spine tingler), Great Fortitude, Improved
the elder stages of a monstorin family,” Jenna complained as Initiative
she followed Maverik up the slope of the mountain. “There Skills Bluff +13, Intimidate +13, Knowledge (the planes) +10,
were plenty of acceptable shardrakes, and even some Perception +9, Sense Motive +9, Stealth +17, Survival +9
shraptors, down there, but you just have to get yourself a Languages Common
shardragon. Why?” SQ ghostly games (large), that which was (CL 5th, CR 5,
Maverick stopped his ascent and turned back to the 3rd-level spells, DC 15)
researcher with a smile on his weathered face, “When you’ve SPECIAL ABILITIES
been training monsters as long as I have, you eventually Ghostly Games (Sp): As a full round action, an elcu can take
realize that there is less time to devote to training a single, or possession of an unattended large or smaller object. This turns
even a handful of new companions through all of their stages.” the elcu into an animated object of the appropriate size for up
He winked, “Besides, you know as well as I do that it’s more to one round per hit dice of the elcu. Once the duration is up,
thrilling this way. Otherwise you wouldn’t have joined us. the object is destroyed, or the elcu otherwise leaves the object,
Right, Daniel?” it can escape on its next turn, taking half the damage dealt to
“Right,” the younger trainer agreed as he passed Jenna and the object it possessed in the process.
joined their friend. “Come on, Jenna. If we’re lucky, we may Spine Tingler (Su): A living creature touched by an elcu must
even find a thundergon up there with them. That would be a make a DC 18 Fortitude save or immediately drops anything it
great find for your research.” is holding and fall prone, shivering for 1 round. It is not helpless
The girl was inclined to agree with them both, “Alright, but but is unable to make any actions during this round. The save
70 you take that one if we find it, Daniel. I already have lychnis and DC is Constitution-based and includes a +2 racial bonus.
Maverik’s about to capture his own lightning-type monstorin. That Which Was (Su): As a standard action, an elcu can imitate
How much further?” any spell of 3rd level or lower or spell-like ability of a CR 5 or
She looked up as she asked her question and watched a lower creature used within 30 feet of it since the end of its last
shadow block the sun briefly when one of the huge, winged turn. The elcu has a caster level of 5th. The save DC (if any) to
monstorin flew by. resist an imitated spell or spell-like ability is 10 + one-half the
“There she is,” Maverik said as his gauntleted hand followed elcu’s hit dice + the elcu’s Charisma modifier
the earth scales monster. Pointing a little further up the incline, In addition, any spell or spell-like ability meeting the same
he added, “And that would be her nest. Let’s go.” requirements that directly targets an elcu is reflected back on
the attacker with full effect (caster level and save DC equal to
Elcu that of the original caster). The spell does still affect the elcu
CR 5 XP 1,600 as well.
CN Small outsider (native, incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 19, touch 19, flat-footed 15 (+4 Dex, +4 deflection, +1 size)
hp 39 (6d10+6)
Fort +5; Ref +9; Will +5; Defensive Abilities incorporeal
OFFENSE
Speed 20 ft., fly 20 ft. (perfect)
Melee incorporeal touch +11 (1d4 plus spine tingler)
Special Attacks spine tingler (DC 18)
SPELL-LIKE ABILITIES (CL 5th)
Constant—light (self only)
At will—flare (DC 14), scare (DC 16), shatter (DC 16)
3/day—gaseous form, that which was
STATISTICS
Str —, Dex 18, Con 12, Int 12, Wis 10, Cha 19
Next
Elcu, Adult (Cucuy) Elcu, Elder (Cucalon)
CR 11 XP 12,800 CR 17 XP 102,400
CN Medium outsider (native, incorporeal) CN Medium outsider (native, incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +16 Init +7; Senses darkvision 60 ft.; Perception +9
DEFENSE DEFENSE
AC 18, touch 18, flat-footed 13 (+3 Dex, +5 deflection) AC 22, touch 22, flat-footed 17 (+5 Dex, +7 deflection)
hp 97 (13d10+26) hp 150 (20d10+40)
Fort +8; Ref +11; Will +8; Defensive Abilities incorporeal Fort +12; Ref +17; Will +14
OFFENSE Defensive Abilities incorporeal
Speed 30 ft., fly 30 ft. (perfect) OFFENSE
Melee incorporeal touch +16 (1d4 plus spine tingler) Speed 30 ft., fly 30 ft. (perfect)
Special Attacks spine tingler (DC 22) Melee incorporeal touch +25 (1d4 plus spine tingler)
SPELL-LIKE ABILITIES (CL 11th) Special Attacks spine tingler (DC 28)
Constant—light (self only) SPELL-LIKE ABILITIES (CL 17th)
At will—flare (DC 15), major image (DC 20), scare (DC 17), shatter Constant—light (self only)
(DC 17) At will—flare (DC 17), major image (DC 22), scare (DC 19), shatter
3/day—gaseous form, shadow conjuration (DC 21)/evocation (DC 19), shadow conjuration (DC 23)/evocation (DC 24)
(DC 22), that which was 3/day—gaseous form, greater shadow conjuration (DC 26)/
STATISTICS evocation (DC 27), programmed image (DC 25), shades
Str —, Dex 16, Con 14, Int 12, Wis 10, Cha 21 (DC 28), that which was, vanish 71
Base Atk +13; CMB +9; CMD 19 (can’t be tripped) STATISTICS
Feats Alertness, Ability Focus (spine tingler), Combat Casting, Str —, Dex 20, Con 18, Int 16, Wis 14, Cha 25
Great Fortitude, Improved Initiative, Improved Spell Focus Base Atk +20; CMB +25; CMD 35 (can’t be tripped)
Skills Bluff +21, Intimidate +21, Knowledge (the planes) +17, Feats Alertness, Ability Focus (spine tingler), Combat Casting,
Perception +20, Sense Motive +20, Stealth +19, Survival +16 Great Fortitude, Improved Initiative, Improved Spell Focus,
Languages Common; SQ ghostly games (huge), that which was Lightning Reflexes, Skill Focus (bluff, stealth)
(CL 11th, CR 11, 6th-level spells, DC 21) Skills Bluff +36, Intimidate +30, Knowledge (the planes) +26,
MONSTORIN TRAITS Perception +29, Sense Motive +29, Stealth +34, Survival +25
+2 Dex, +2 Cha, –2 Str: Elcu monstorin are quick with words Languages Common
and action, but have trouble with physical interaction. SQ ghostly games (gargantuan), that which was (CL 17th, CR 17,
Medium: Elcus are medium creatures and have no bonuses or 9th-level spells, DC 27)
penalties due to their size. AVAILABLE TRAINER SPELLS
Base Speed: Elcus have a base speed of 30 feet. Elcu trainers learn all of cucalon’s spell-like abilities as spells
Outsider: Elcus are native outsiders. They have darkvision out of their appropriate level.
to 60 feet.
Lesser Incorporeality: Elcus can become incorporeal as a move
action for a number of rounds per day equal to their character
level. This ability does not allow them to pass through
objects such as walls or gates, but has all other benefits of
incorporeality.
The rounds
need not be
consecutive.
Spell Resistance:
Elcus have Spell
Resistance equal to
6 + their level.
Previous Stone Shards (Ex): As a standard action up to 8 times per day,
Elementals the harcrest can blast enemies within 45 feet with heavy
Elementals are amongst the most common monsters captured shards of stone. It may launch up to two shards at a time.
in the Kingdom because they can be found with some ease and Each shard requires a ranged touch attack to hit and deals 4d6
often have little willpower of their own. In addition, their natural points of piercing and bludgeoning damage. The shards may be
growth into larger and more varied forms makes them a favorite launched at the same or different targets, but all shards must
companion of trainers who are just learning to raise monsters. be aimed at targets within 30 feet of each other and launched
When a trainer reaches a level at which he can call upon the simultaneously. Damage reduction can reduce this damage.
next available elemental, he can choose to simply increase CR AVAILABLE TRAINER SPELLS (ALL EARTH ELEMENTALS)
of the elemental he’s calling or turn it into another elemental Level Spells
that shares a type with the original. For example, a trainer with 0 Daze, Fury Guard
a small earth elemental companion can change it into a medium 1st Blinding Dust, Magic Stone, Sanctuary, Shield, Stone
magma elemental when he reaches 4th level. At 6th level, Fist
when his companion grows again, he can keep it as a magma 2nd Acid Arrow, Daze Monster, Soften Earth and Stone
elemental or change it into either a fire or earth elemental. 3rd Burrow, Spike Growth, Thundering Drums
4th Mass Daze, Spike Stones, Stone Shape, Stoneskin
Elemental, Earth Champion (Harcrest) 5th Spell Resistance, Transmute Rock to Mud
CR 5 XP 1,600 6th Transformation
N Large outsider (earth, elemental, extraplanar) 7th Regenerate
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; 8th Iron Body
72 Perception +11 9th Clashing Rocks
DEFENSE MONSTORIN TRAITS
AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size) +2 Str, +2 Con, –2 Dex: Earth elemental monstorin make up for
hp 68 (8d10+24) their lack of speed with a strong, tough exterior.
Fort +9, Ref +1, Will +6 Medium: An earth elemental’s size gives no bonus or penalty.
DR 5/—; Immune elemental traits, trip Slow Speed: Earth elementals have a base speed of 20 feet.
OFFENSE Their speed is never modified by armor or encumbrance.
Speed 20 ft., burrow 20 ft., earth glide Stability: Earth elementals gain a +4 racial bonus to their
Melee 2 slams +14 (2d6+7) Combat Maneuver Defense when resisting a bull rush or trip
Space 10 ft.; Reach 10 ft. attempt while standing on the ground.
Special Attacks stone shards Outsider (native) (Ex): Earth Elementals count as outsiders
STATISTICS with the native subtype for effects related to creature type.
Str 24, Dex 8, Con 17, Int 6, Wis 11, Cha 11 Darkvision: Earth elementals gain darkvision out to 60 ft.
Base Atk +8; CMB +16; CMD 25 Acid-Carved (Ex): Earth elementals gain .acid resistance 5.
Feats Cleave, Greater Bull Rush, Improved Bull Rush, Improved Any time an earth elemental takes acid damage, it gains fast
Overrun, Power Attack healing 2 for 1 round. It can only regain up to 2 hit points per
Skills Appraise +6, climb +15, Knowledge (dungeoneering) +3, level per day from this
Knowledge (planes) +6, Perception +11, Stealth +5 ability.
Languages understands Common; Terran
SPECIAL ABILITIES
Earth Glide (Ex): Harcrest can pass through stone, dirt, or almost
any other sort of earth except metal as easily as a fish swims
through water. If protected against fire damage, it can even
glide through lava. Its burrowing leaves behind no tunnel or
hole, nor does it create any ripple or other sign of its presence.
A move earth spell cast on an area containing a burrowing
harcrest flings the elemental back 30 feet, stunning the creature
for 1 round unless it succeeds on a DC 15 Fortitude save.
Next
Elemental, Earth Hero (Harbrick) Elemental, Earth Warrior (Harcore)
CR 3 XP 800 CR 1 XP 400
N Medium outsider (earth, elemental, extraplanar) N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception
+7 +4
DEFENSE DEFENSE
AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural) AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 34 (4d10+12) hp 13 (2d10+2)
Fort +7, Ref +0, Will +4 Fort +4, Ref –1, Will +3
Immune elemental traits Immune elemental traits
OFFENSE OFFENSE
Speed 20 ft., burrow 20 ft., earth glide Speed 20 ft., burrow 20 ft., earth glide
Melee slam +9 (1d8+7) Melee slam +6 (1d6+4)
Special Attacks earthen reach Special Attacks earth strike
STATISTICS STATISTICS
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11 Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +9; CMD 18 Base Atk +2; CMB +4; CMD 13
Feats Cleave, Improved Bull Rush, Power Attack Feats Improved Bull Rush, Power Attack
Skills Appraise +1, climb +10, Knowledge (dungeoneering) +2, Skills Appraise +1, climb +7, Knowledge (dungeoneering)
Knowledge (planes) +2, Perception +7, Stealth +3 +1, Knowledge (planes) +1, Perception +4, Stealth +7 73
Languages understands Common; Terran Languages understands Common; Terran
SPECIAL ABILITIES SPECIAL ABILITIES
Earth Glide (Ex): A burrowing harbrick can pass through stone, Earth Glide (Ex): A burrowing harcore can pass through stone,
dirt, or almost any other sort of earth except metal as easily as dirt, or almost any other sort of earth except metal as easily as
a fish swims through water. If protected against fire damage, a fish swims through water. If protected against fire damage,
it can even glide through lava. Its burrowing leaves behind no it can even glide through lava. Its burrowing leaves behind no
tunnel or hole, nor does it create any ripple or other sign of tunnel or hole, nor does it create any ripple or other sign of
its presence. A move earth spell cast on an area containing a its presence. A move earth spell cast on an area containing a
burrowing harbrick flings the elemental back 30 feet, stunning burrowing harcore flings the elemental back 30 feet, stunning
the creature for 1 round unless it succeeds on a DC 15 Fortitude the creature for 1 round unless it succeeds on a DC 15 Fortitude
save. save.
Earthen Reach (Ex): If the harbrick can sense an opponent with Earth Strike (Ex): When a harcore is reduced to 0 hit points, it
its tremorsense, it can take a –2 penalty to its attack and reach explodes in a burst of elemental energy, dealing 2d6 damage to
through the earth, striking at that opponent from any distance. all creatures within 20 feet. A creature that makes a successful
DC 14 Reflex save takes only half damage. This save DC is
Constitution-based.
Previous
Elemental, Earth Beetle (Coleoptera) Elemental, Earth Spider (Chitinera)
CR 5 XP 1,600 CR 9 XP 6,400
CE Large outsider (earth, elemental, extraplanar) CE Huge outsider (earth, elemental, extraplanar)
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception Init +6; Senses darkvision 60 ft., tremorsense 60 ft.; Perception
+11 +15
DEFENSE DEFENSE
AC 18, touch 9, flat-footed 18 (+9 natural, –1 size) AC 23, touch 10, flat-footed 21 (+2 Dex, +13 natural, –2 size)
hp 68 (8d10+24) hp 125 (10d10+70)
Fort +9, Ref +2, Will +6; DR 5/—; Immune elemental traits Fort +14, Ref +5, Will +9; DR 5/—; Immune elemental traits
OFFENSE OFFENSE
Speed 40 ft., burrow 40 ft., climb 40 ft. Speed 40 ft., burrow 40 ft., climb 40 ft.
Melee bite +12 (1d8+7 plus grab and poison), slam +13 (2d6+5) Melee bite +17 (2d6+9 plus poison), slam +17 (2d8+9), 2 claws
Space 10 ft.; Reach 5 ft. +13 (1d8+4)
Special Attacks heedless assault, powerful charge (slam, 4d6+10) Space 15 ft.; Reach 10 ft. (claw 5 ft.)
STATISTICS Special Attacks crush (Small creatures, 2d8+13, DC 22), trample
Str 20, Dex 10, Con 17, Int 6, Wis 11, Cha 11 (2d8+13, DC 26)
Base Atk +8; CMB +14 (+18 when grappling); CMD 24 (28 vs. STATISTICS
grapple or trip) Str 28, Dex 14, Con 25, Int 10, Wis 15, Cha 15
Feats Greater Bull Rush, Improved Bull Rush, Improved Base Atk +10; CMB +21 (+25 with crush); CMD 33 (41 vs. trip)
74 Overrun, Power Attack, Weapon Focus (Slam) Feats Greater Bull Rush, Improved Initiative, Improved Overrun,
Skills Climb +24, Knowledge (dungeoneering) +9, Power Attack, Weapon Focus (Slam)
Knowledge (planes) +9, Perception +11, Stealth –8 Skills Climb +30, Knowledge (dungeoneering) +13, Knowledge
Languages understands Common; Terran (planes) +13, Perception +15, Stealth +7
SPECIAL ABILITIES Languages understands Common; Terran
Heedless Assault (Ex): A coleoptera can still use slam and SPECIAL ABILITIES
powerful charge against other targets while it has a creature Trample (Ex): Chitineras gain a +2 racial bonus to the DC of
grappled, and it can continue to bite the grappled target. trample because of their many legs.
Poison (Ex): Stonemaker—injury; save Fort DC 17; frequency 1/ Poison (Ex): Stonemaker—injury; save Fort DC 22; frequency 1/
round for 4 rounds; effect 1d2 Dexterity damage; cure 1 save. round for 4 rounds; effect 1d2 Dexterity damage; cure 1 save.
The save DC is Constitution-based. The save DC is Constitution-based.
MONSTORIN TRAITS AND Trainer Spells
Coleoptera and Chitinera have the same traits as other earth
elementals except as follows. They trade Thundering Drums
for Poison as a 3rd-level spell.
+2 Str, +2 Con: They do not receive a penalty to their Dexterity.
Base Speed: 30 feet. Their speed is never modified by armor or
encumbrance.
Acid-Carved: They do not receive this trait.
AVAILABLE TRAINER SPELLS Next
Elemental, Magma Ram (Aerisor) Level Spells
CR 14 XP 38,400 0 Flare, Light
N Huge outsider (earth, elemental, extraplanar, fire) 1st Blinding Dust, Produce Flame, Sanctuary, Shield
Init +3; Senses darkvision 60 ft.; Perception +11 2nd Scorching Ray, Soften Earth and Stone
DEFENSE 3rd Burrow, Continual Flame, Fireball, Thundering Drums
AC 19, touch 7, flat-footed 19 (–1 Dex, +11 natural, –2 size) 4th Stone Shape, Stoneskin, Wall of Fire
hp 190 (19d10+95) 5th Spell Resistance
Fort +16, Ref +10, Will +6 6th Chains of Fire, Transformation
DR 5/—; Immune fire, elemental traits 7th Delayed Blast Fireball, Caustic Eruption
Weaknesses vulnerability to cold 8th Wall of Lava
OFFENSE 9th Fiery Body
Speed 30 ft., burrow 20 ft.; earth glide MONSTORIN TRAITS
Melee gore +20 (2d6+8), 2 hooves +15 (1d10+4 plus burn) +2 Str, +2 Con, –2 Int: Magma elemental monstorin are brutish
Space 15 ft.; Reach 10 ft. and stubborn.
Special Attacks burn (1d6, DC 16), lava puddle, powerful charge Medium: Magma elementals are medium creatures and have
(gore, 4d6+16) no bonuses or penalties due to their size.
STATISTICS Normal Speed: Magma elementals have a base speed of 30
Str 26, Dex 8, Con 20, Int 6, Wis 11, Cha 11 feet. When it moves, a magma elemental leaves behind
Base Atk +19; CMB +29; CMD 38 smoldering flames for 1 round that deal 1d4 points of fire
Feats Great Cleave, Greater Bull Rush, Improved Initiative, damage to creatures passing over them. 75
Power Attack, Weapon Focus (gore), Improved Natural Weapon Flame Charge: Magma elementals gain a +10 foot racial bonus
(hoof), Greater Overrun to their speed when using the charge, run, or withdraw
Skills Climb +16 (+20 in mountains), Perception +11 actions.
Languages understands Common; Ignan Outsider (native) (Ex): Magma Elementals count as outsiders
SQ earth glide with the native subtype for effects related to creature type.
SPECIAL ABILITIES Darkvision: Magma elementals gain darkvision out to 60 ft.
Burn (Ex): An aerisor’s burn DC includes a –2 racial penalty, as Flame-Carved (Ex): Magma elementals gain .fire resistance 5.
their fires don’t burn quite as hot as true elemental flames. Any time an magma elemental takes fire damage, it gains fast
Earth Glide (Ex): A burrowing aerisor can pass through stone, healing 2 for 1 round. It can only regain up to 2 hit points per
dirt, lava, or almost any other sort of earth except metal as level per day from this ability.
easily as a fish swims through water. Its burrowing leaves
behind no tunnel or hole, nor does it create any ripple, though
the area it passes through feels warm for 1 round afterward
and often retains a strangely smooth texture, as if the stone had
been polished. A move earth spell cast on an area containing a
burrowing aerisor flings it back 30 feet, stunning the creature
for 1 round unless it succeeds on a DC 15 Fortitude save.
Lava Puddle (Su): Once per day as a full-round action, an aerisor
can vomit forth a puddle of lava that fills its space to a depth
of 2–3 inches and counts as difficult terrain. Any creature
that moves through this puddle of lava takes 2d6 points of
fire damage. This damage continues for 1d3 rounds after the
creature leaves the lava pool, although then it only inflicts 1d6
points of fire damage per round. The lava puddle solidifies and
is safe to touch after a number of rounds equal to the aerisor’s
Hit Dice. At the GM’s discretion, this puddle of lava could start
secondary fires.
Previous MONSTORIN TRAITS
Elemental, Storm Twins (Geminel) +2 Dex, +2 Con, –2 Int: Storm elemental monstorin are quick
CR 12 XP 19,200 and tough with a child-like demeanor.
N Huge outsider (air, elemental, extraplanar, water) Medium: Storm elementals are medium creatures and have no
Init +16; Senses darkvision 60 ft.; Perception +19 bonuses or penalties due to their size.
DEFENSE Base Speed: Storm elementals have a base speed of 30 feet.
AC 27, touch 21, flat-footed 14 (+12 Dex, +1 dodge, +6 natural, While moving, they can glide up to 30 feet in a single round. If
–2 size) a storm elemental doesn’t end its turn on the ground, it falls.
hp 162 (13d10+65) Outsider (native) (Ex): Storm Elementals count as outsiders
Fort +15, Ref +20, Will +9 with the native subtype for effects related to creature type.
DR 10/—; Immune electricity, elemental traits Darkvision: Storm elementals gain darkvision out to 60 ft.
OFFENSE Storm-Born (Ex): Storm elementals gain .electricity resistance
Speed fly 100 ft. (perfect), swim 100 ft. 5. Any time a storm elemental takes electricity damage, it
Melee 2 slams +23 (2d6+3 plus 2d6 electricity) gains fast healing 2 for 1 round. It can only regain up to 2 hit
Ranged waterball 20 ft., +23 (2d6+3) points per level per day from this ability.
Space 15 ft.; Reach 15 ft.
Special Attacks metal mastery, spark leap AVAILABLE TRAINER SPELLS
SPELL-LIKE ABILITIES (CL 13th) Level Spells
At will—aqueous orb (DC 18), create water, fog cloud 0 Create Water
3/day—quench, call lightning (DC 20) 1st Obscuring Mist
76 STATISTICS 2nd Fog Cloud
Str 16, Dex 35, Con 24, Int 8, Wis 17, Cha 21 3rd Call Lightning, Cloak of Winds, Sleet Storm, Wind Wall
Base Atk +13; CMB +18; CMD 41 4th Ball Lightning, Cloud Shape, Ice Storm, True Form
Feats Blind-Fight, Dodge, Greater Spell Focus (evocation), 5th Call Lightning Storm, Control Winds
Improved Initiative, Iron Will, Mobility, Weapon Finesse 6th Path of the Winds
Skills Acrobatics +28, Escape Artist +28, Fly +16, Intimidate +17, 7th Control Weather, Scouring Winds, Sunbeam
Knowledge (planes) +15, Perception +19 8th Stormbolts, Sunburst, Whirlwind
Language Auran 9th Storm of Vengeance, Winds of Vengeance
SQ alter size, trainer spells (CL 13th)
SPECIAL ABILITIES
Alter Size (Su): Geminels are naturally tiny creatures, but they
can change their size, growing up to huge size at will as a move
action (like drawing a weapon). This also allows a geminel to
squeeze past any opening through which air can pass. At small
and tiny, a geminel’s size bonus to attacks and AC becomes 1
and 2, respectively, but it takes an equal penalty to CMB and
CMD. There is no bonus at medium size, a –1 at large and a –2
at huge. The geminel’s CMB and CMD gain an equal bonus
at large and huge to compensate. Unlike most creatures that
change size, a geminel’s attacks never deal more or less
damage.
Metal Mastery (Ex): A geminel gains a +3 bonus on attack
rolls if its opponent is wearing metal armor, is wielding a
metal weapon, or is made of metal (such as an iron golem).
Spark Leap (Ex): A geminel gains a +10 bonus on bull
rush, disarm, overrun, and trip attacks when it charges
a creature against whom its metal mastery ability applies.
AVAILABLE TRAINER SPELLS Next
Faerie Dragon Level Spells
CR 2 XP 600 0 Create Water, Daze, Flare, Ghost Sound, Mage Hand
CG Tiny dragon 1st Color Spray, Faerie Fire, Silent Image, Sleep
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8 2nd Daze Monster, Invisibility, Minor Image, See
DEFENSE Invisibility
AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, 3rd Aqueous Orb, Deep Slumber, Hold Person, Major
+2 size) Image
hp 22 (3d12+3) 4th Greater Invisibility, Mass Daze, Rainbow Pattern,
Fort +4, Ref +6, Will +5 Wandering Star Motes
Immune paralysis, sleep; SR 13 5th Break Enchantment, Hold Monster, Persistent Image,
OFFENSE Symbol of Sleep
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft. 6th Cloak of Dreams, Fluid Form, Greater Heroism,
Melee bite +4 (1d3-1) Programmed Image
Space 2-1/2 ft.; Reach 0 ft. 7th Mass Hold Person, Project Image, Symbol of Stunning
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 8th Moment of Prescience, Prismatic Wall, Scintillating
negates, usable every 1d4 rounds) Pattern
SPELL-LIKE ABILITIES (CL 3rd) 9th Foresight, Prismatic Sphere
3/day—greater invisibility (self only) MONSTORIN TRAITS
STATISTICS +2 Con, +2 Cha: Faerie dragon monstorin are tough and
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16 likeable. 77
Base Atk +3; CMB +4; CMD 14 (18 vs. trip) Small: Faerie dragons are small creatures and gain a +1 size
Feats Acrobatic, Dodge bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty
Skills Acrobatics +9, Bluff +9, Diplomacy +9, Fly +21, Perception to their CMB and CMD, and a +4 size bonus on Stealth checks.
+8, Sense Motive +8, Stealth +17, swim +9, Use Magic Device Slow Speed: Faerie dragons’ speed is 20 ft.
+9 Dragon’s Blood: Faerie dragons count as dragons when affected
Languages Draconic, Elven, Sylvan; understands Common; by spells or abilities. They gain darkvision out to 60 feet and
telepathy 100 ft. low-light vision. They are also immune to magical sleep effects
SQ alter size, trainer spells (CL 3rd) and paralysis effects.
SPECIAL ABILITIES
Breath Weapon (Su): 5-foot cone, euphoria for 1d6 rounds, DC
12 Fort negates. Creatures affected by euphoria are staggered,
sickened, and immune to fear effects for the duration. A
faerie dragon can use this breath weapon once every
1d4 rounds. The save DC is Constitution-based.
Previous SPECIAL ABILITIES
Farrealmers Caster Level (Ex): The divinispawn is considered a cleric of its
The plane on which the Kingdom exists sits closer than many caster level for the purpose of referenced spells and abilities.
to the edge of reality known by researchers as the Dreamlands. It Channel Chaotic Energy (Su): A divinispawn can channel energy
is this chaotic place through which monsters travel into existence in a manner similar to a cleric, but its ability to heal or harm is
after leaving the Astral Realm. It is also from the Dreamlands that unstable. It can choose to heal all chaotic creatures in its area
the original farrealmers were called into reality. or harm all lawful creatures. When the divinispawn channels
When they manifest in the world, farrealmers take on aspects energy either way, there is a 50% chance that neutral creatures
of abstract concepts such as life, the mind, and wrath. Born in the area are also affected.
directly from the manifestation of dreams, they are naturally Fury of the Abyss (Su): As a swift action, a divinispawn can
chaotic, but many researchers are of the notion that the guidance give itself a +6 enhancement bonus on melee attacks, melee
of strong trainers can keep the farrealmers under control. damage rolls, and combat maneuver checks for 1 round. During
An unfortunate side effect of the farrealmers’ presence is the this round, it takes a –2 penalty to AC. The divinispawn can use
change they bring upon some trainers. Over time, these poor this ability 7 times per day (This is already applied here).
individuals find themselves changing, becoming more chaotic Restorative Touch (Su): A divinispawn can touch a creature,
in their own nature. Without caution, some have even become letting healing power flow through it to relieve the creature of
farrealmers themselves. a minor condition. Its touch can remove the dazed, fatigued,
shaken, sickened, or staggered condition. The divinispawn
Farrealm Life Concept (Divinispawn) chooses which condition is removed. It can use this ability 7
CR 11 XP 12,800 times per day.
78 CN Medium outsider (chaotic, extraplanar, farrealmer) MONSTORIN TRAITS
Init +7; Senses Darkvision 60 ft.; Perception +8 Farrealmer monstorin use the base statistics of other
DEFENSE humanoids, but they switch one ability score bonus with a
AC 23, touch 12, flat-footed 23 (+4 deflection, +11 natural, –2 penalty of equal value. For example a farrealmer gnome
fury of the abyss) can have +2 Str, +2 Con, –2 Cha or +2 Str, +2 Cha, –2 Con.
hp 85 (10d10+30) Humanoids without both an equal bonus and penalty to their
Fort +9, Ref +10, Will +11; Immune farrealmer traits; Resist varies ability scores (example: goblins and humans) gain +2 Cha, –2
OFFENSE Wis in addition to their other bonuses. This cannot be used to
Speed 20 ft. grant a farrealmer +4 Cha.
Melee quarterstaff +22/+17 (1d6+12/19–20) or quarterstaff Aberration: All farrealmers become aberrations
+20/+15 (1d6+10/19–20) and quarterstaff +20/+15 (1d6+8/19– with their original
20) or 2 slams +16 (1d8+4) humanoid
Special Attacks channel chaotic energy 4/day (DC 14, 6d6), fury subtype.
of the Abyss (+6, 7/day, 1 used)
STATISTICS
Str 18, Dex 17, Con 14, Int 12, Wis 18, Cha 8
Base Atk +10; CMB +14; CMD 27
Feats Combat Casting, Improved Critical (quarterstaff), Improved
Initiative, Improved Two-Weapon Fighting, Toughness, Weapon
Focus (quarterstaff)
Skills Diplomacy +8, Knowledge (history) +6, Knowledge (planes)
+6, Knowledge (religion) +14, Perception +8, Sense Motive +13,
Spellcraft +10, swim +12
Languages Common;
SQ trainer spells (CL 10th, uses Wisdom), Restorative Touch (7/
day)
Invisibility Field (Sp): A thoughtspawn can make itself Invisible as Next
Farrealm Mind Concept (Thoughtspawn) a swift action for a number of rounds per day equal to its wizard
CR 9 XP 6,400 level. These rounds need not be consecutive. This otherwise
CN Small aberration (extraplanar, farrealmer, gnome) functions as greater invisibility.
Init +6; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE Farrealmer Traits
AC 23, touch 18, flat-footed 20 (+4 deflection, +2 Dex, +1 dodge, Farrealmers are chaotic outsiders that call the Dreamlands
+5 natural, +1 size); (+4 dodge vs. giants) their home. Only the toughest of farrealmers ever survive on
hp 119 (14d8+56) the material plane.
Fort +12, Ref +13, Will +11; +2 vs. illusions Traits: Farrealmers possess a particular suite of traits (unless
Immune farrealmer traits; Resist varies otherwise noted in a creature’s entry) as summarized here.
OFFENSE • Immunity to mind-affecting effects.
Speed 20 ft. • When a farrealmer is dealt damage, it gains resistance
Melee dagger +8 (1d3–2/19–20) and/or damage reduction against similar attacks for 1 round.
Ranged dagger +10 (1d3–2/19–20) The resistance equals the farrealmer’s hit dice.
Special Attacks blinding ray (7/day); +1 on attack rolls against • Farrealmers gain Toughness as a bonus feat. For every 5
goblinoid and reptilian humanoids hit dice a farrealmer possesses, it gains a +2 deflection bonus
SPELL-LIKE ABILITIES (CL 10th) to AC.
At will— mage armor • Farrealmers have good Fortitude, Reflex, and Will saves.
5/day—shadow evocation (DC 20) • Except where otherwise noted, farrealmers speak
1/day—ghost sound, silent image Common. Farrealmer aberrations speak the original languages 79
STATISTICS of their race.
Str 6, Dex 14, Con 16, Int 18, Wis 14, Cha 12 • A farrealmer’s natural weapons, as well as any weapons
Base Atk +10; CMB +7; CMD 20 it wields, are treated as chaotic for the purpose of resolving
Feats Combat Casting, Dodge, Empower Spell, Greater Spell Focus damage reduction.
(illusion), Lightning Reflexes, Improved Initiative, Toughness
Skills Acrobatics +17, Appraise +19, Craft (any one) +19,
Knowledge (arcana, geography, local, nature, planes) +19,
Perception +8, Perform (oratory) +5, Spellcraft +19, Stealth +21
Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan
SQ trainer spells (CL 10, uses Intelligence), extended illusions (+5
rounds), invisibility field (10 rounds)
SPECIAL ABILITIES
Caster Level (Ex): The thoughtspawn is considered a wizard of its
caster level for the purpose of referenced spells and abilities.
Blinding Ray (Sp): As a standard action, a thoughtspawn can fire
a shimmering ray at any foe within 30 feet as a ranged touch
attack. The ray causes creatures to be blinded for 1 round.
Creatures with more Hit Dice than the thoughtspawn’s
wizard level are dazzled for 1 round instead. It can use this
ability a number of times per day equal to 3 + its
Intelligence modifier.
Extended Illusions (Su): Any illusion spell a thoughtspawn
casts with a duration of “concentration” lasts a
number of additional rounds equal to 1/2 its wizard
level after it stops maintaining concentration
(minimum +1 round).
Previous
Farrealm Strife Concept (Maimspawn) Farrealm Warrior Concept (Warspawn)
CR 3 XP 800 CR 17 XP 51,200
CN Medium aberration (extraplanar, farrealmer, human) CN Medium outsider (extraplanar, farrealmer)
Init +3; Senses Perception +8 Init +7; Senses Perception +25
DEFENSE DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) AC 36, touch 23, flat-footed 29(+6 deflection, +7 Dex, +13
hp 22 (4d8+4) natural)
Fort +3, Ref +6, Will +4 hp 264 (23d10+138); loses 46 hit points when not transformed
Defensive Abilities evasion, uncanny dodge; Immune farrealmer Fort +23, Ref +20, Will +12
traits; Resist varies Immune farrealmer traits; Resist varies
OFFENSE OFFENSE
Speed 30 ft. Speed 35 ft.
Melee 4 shortswords +4/+4/+4/+4 (1d6/19–20) or 4 slams +6 Melee scimitar +28/+23/+18/+13 (1d6+4/15–20) or 2 slams +24
(1d4) (1d4+4)
Special Attacks sneak attack +2d6 Special Attacks farrealm warrior
SPELL-LIKE ABILITIES (CL 4th) SPELL-LIKE ABILITIES (CL 20th)
3/day—daze 1/day—quickened transformation (represented here)
2/day—disguise self STATISTICS
STATISTICS Str 19, Dex 24, Con 20, Int 10, Wis 8, Cha 12
80 Str 11, Dex 16, Con 10, Int 13, Wis 12, Cha 18 Base Atk +23; CMB +20; CMD 43
Base Atk +3; CMB +3; CMD 15 Feats Bleeding Critical, Combat Reflexes, Critical Focus, Fleet,
Feats Improved Feint, Multiweapon Fighting, Toughness, Improved Critical (scimitar), Iron Will, Power Attack, Quicken
Weapon Finesse Spell-Like Ability (Transformation), Skill Focus (Acrobatics),
Skills Bluff +11, Diplomacy +11, Disguise +11, Perception +8, Toughness, Weapon Finesse, Weapon Focus (scimitar)
Sense Motive +8, Sleight of Hand +9, Skills Climb +30, Acrobatics +37, Intimidate +27,
Stealth +9 Perception +25, Sense Motive +25, swim +30
Languages Common, Elven Languages Common
SPECIAL ABILITIES
Farrealm Warrior (Ex): A warspawn
can take a –4 penalty to its AC and deal
four times its weapon damage (4d6) as it
reinforces the weapon with twisted energy
from the farrealm.
AVAILABLE TRAINER SPELLS (ALL FARREALMERS) Next
Farrealm Wrath Concept (Fleshspawn) Level Spells
CR 15 XP 51,200 0 Daze, Detect Magic, Ghost Sound, Guidance, Mage
CN Large outsider (extraplanar, farrealmer) Hand, Resistance
Init +1; Senses darkvision 60 ft.; Perception +20 1st Color Spray, Disguise Self, Mage Armor, Protection
DEFENSE From Law, Silent Image
AC 30, touch 14, flat-footed 29 (+6 deflection, +1 Dex, +16 2nd Daze Monster, Detect Thoughts, Hold Person, Mirror
natural, –2 enrage, –1 size) Image, Silence
hp 216 (16d10+128); loses 80 hit points when not enraged 3rd Blindness/Deafness, Cure Serious Wounds, Major
Fort +17, Ref +11, Will +14; +6 vs. spells and supernatural or Image, Rage
spell-like abilities, +4 vs. enchantments 4th Chaos Hammer, Greater Invisibility, Mass Daze, Thorn
Immune farrealmer traits, frightened, nauseated, shaken, Body
sickened; Resist varies 5th Break Enchantment, Cloudkill, Persistent Image,
OFFENSE Shadow Evocation
Speed 30 ft. 6th Blade Barrier, Programmed Image, Transformation
Melee heavy flail +24/+19/+14/+9 (2d8+16/17–20) or 2 slams 7th Project Image, Regenerate
+24 (1d8+16/17–20 plus grab) 8th Cloak of Chaos, Greater Shadow Evocation, Mass
Space 10 ft.; Reach 10 ft. Cure Critical Wounds
Special Attacks enrage (38 rounds/day) 9th Foresight
STATISTICS
Str 26, Dex 12, Con 24, Int 14, Wis 12, Cha 8 81
Base Atk +16; CMB +25; CMD 36
Feats Critical Focus, Exhausting Critical, Improved Critical (slam),
Improved Natural Attack (slam), Tiring Critical, Power Attack,
Toughness, Weapon Focus (flail, slam)
Skills Acrobatics +20, climb +27, Intimidate +18,
Knowledge (planes) +18, Perception +20,
Stealth +13
Languages Common
SPECIAL ABILITIES
Enrage (Ex): The fleshspawn can enter a greater
barbarian rage as the class feature for up to 38
rounds per day. While enraged, it grows one size
category larger, the critical threat range of its attacks
doubles, and it deals double its strength damage with attacks
(already represented). A fleshspawn does not become fatigued
if its enrage is dispelled and may enrage again on its next turn
if conscious and able to do so.
Previous The Seer and the Gambler
“You realize I can’t just let you walk away,” the eerie man Fel’Kraz
pointed out as he took off his top hat and tipped it toward the CR 4 XP 1,200
ground. The top of the crumpled and torn headpiece folded N Tiny aberration (incorporeal, shapechanger)
out as two balls of energy dropped onto the mausoleum’s Init +1; Senses darkvision 60 ft.; Perception +9
stone floor. When they landed, each of the orbs turned into Aura frightful presence (60 ft., DC 15)
a wild-looking monstorin with sickly green skin and swirls of DEFENSE
energy that moved in patterns around its body. One of the AC 17, touch 17, flat-footed 15 (+3 deflection, +1 Dex, +1 dodge,
monsters wielded a staff and wore familiar vestments that +2 size)
Daniel couldn’t place at the moment. The other creature wore hp 26 (4d8+8)
nothing more than ripped shorts, but small spikes dotted Fort +4, Ref +2, Will +6
the creature’s body here and there, and it’s under bite was Defensive Abilities incorporeal; Immune charm, sleep
prominent when it smiled viciously at the young trainer. OFFENSE
Behind Daniel, Jenna gasped and put her effort back into Speed 30 ft. Space 2-1/2 ft.; Reach 0 ft.
opening the door that had shut tight behind them. Without Melee bite +6 (1d3)
Maverik around to help, the boy was sure they could only SPELL-LIKE ABILITIES (CL 18th)
leave if they defeated the gambler and made him let them At will—detect thoughts (DC 15)
out. It made sense to him, anyway, since their captor had STATISTICS
appeared right after the heavy stone portal slammed closed Str – (18 while corporeal), Dex 13, Con 14, Int 13, Wis 14, Cha 17
unexpectedly. Base Atk +3; CMB +2; CMD 13 (17 while corporeal)
82 The man’s wicked smile was as creepy as his monstorin’s, Feats Dodge, Great Fortitude
“You probably don’t recognize my two companions, so allow Skills Bluff +14 (+18 while using change shape ability), Diplomacy
me to explain. These are foulspawn. Men and women who +9, Disguise +14 (+34 while using change shape ability),
come in contact with the Void are sometimes transformed Perception +9, Sense Motive +9, Stealth +13; Racial Modifiers
into creatures just like the thoughtspawn and the divinispawn +4 Bluff, +4 Disguise
you see before you now.” Languages Empath (60 ft.) or Common when able to speak.
“Oh no,” Daniel groaned sadly as he recognized the seer’s SQ change shape (see text), perfect copy, mimicry
garments now. “Friar, what has he done to you?” SPECIAL ABILITIES
Growing angry, Daniel pointed at the gambler as he called Change Shape (Su): A fel’kraz uses its ability to detect thoughts
upon his render. With Jenna preoccupied, he had no choice to learn the fears of other creatures. When threatened, it tries
but to try and use Stephen as well. He still wasn’t technically to become something that represents those fears. A fel’kraz
very good at it, but given the circumstances, felt he had no can use its change shape to mimic any polymorph spell of 4th
choice. level or lower. The fel’kraz loses its incorporeal trait if it takes
When his monsters appeared in the space between him and the form of a corporeal creature.
his opponent, Daniel yelled out, “Let the friar go and change Empath (Su): Fel’kraz possess a crude form of telepathy, allowing
him back, you monster!” them to transmit mild impressions and remembered sensations
“Oh, good call,” the man said while still smiling, “even if you to other creatures. A fel’kraz can relate a feeling of fear or the
didn’t mean that literally.” faint smell of leaves, but cannot directly harm an enemy, warn
He took off his coat and revealed that he was, in fact, one of an ally of a monster, or tell of a treasure under a dirt mound.
the spiked monstorin as well, “Let’s make a wager, shall we? If Mimicry (Ex): A fel’kraz is proficient in all weapons, armor, and
you can beat my companions, I’ll let you, the friar, and the girl shields. In addition, a fel’kraz that takes an appropriate form
go free; no harm, no foul.” (has limbs, is able to speak, etc...) can use any spell trigger or
He laughed at his own pun before continuing, “If I win, I’m spell completion item as if the spells were on its spell list. Its
going to capture you.” caster level is 4.
Perfect Copy (Ex): When a fel’kraz uses change shape, it can
assume the appearance of specific individuals.
AVAILABLE TRAINER SPELLS Next
Fel’Kraz Warrior (Kytharion) In addition to the spells below, all fel’kraz grant their trainers
CR 8 XP 4,800 access to every polymorph spell with a target of you at the
N Medium monstrous humanoid appropriate levels.
Init +1; Senses darkvision 60 ft.; Perception +9 Level Spells
Aura frightful presence (60 ft., DC 16) 0 Detect Magic, Ghost Sound, Mage Hand, Read Magic
DEFENSE 1st Cause Fear, Magic Fang/Weapon, Shadow Weapon
AC 21, touch 10, flat-footed 20 (–1 Dex, +1 dodge, +11 natural) 2nd Blur, Detect Thoughts, Scare, Spectral Hand
hp 69 (6d10+36) 3rd Displacement, Gaseous Form, Greater Magic Fang/
Fort +10, Ref +4, Will +7 Weapon
Defensive Abilities blur; Immune charm, polymorph, sleep 4th Dimensional Anchor, Fear, Shadow Projection, True
OFFENSE Form
Speed 30 ft. 5th Fabricate, Interposing Hand, Polymorph, Telepathic
Melee bite +14 (1d8+10/19–20), 4 claws +14 (1d6+8) Bond
Space 5 ft.; Reach 5 ft. (10 ft. with 2 claws) 6th Forceful Hand, Shadow Walk, Transformation
Special Attacks displaced, savage bite MONSTORIN TRAITS (IMPERFECT KYTHARION)
SPELL-LIKE ABILITIES (CL 18th) +2 Con, +2 Cha, –2 Dex: Kytharion monstorin are fearsome and
At will—mage hand, spectral hand intimidating, but their physical form is awkward.
1/day—greater magic fang/weapon (+4, used) Medium: Kytharia are medium creatures and have no bonuses
STATISTICS or penalties due to their size.
Str 18, Dex 9, Con 22, Int 13, Wis 14, Cha 17 Base Speed: Kytharia have a base speed of 30 feet. 83
Base Atk +6; CMB +10; CMD 20 (22 vs. Trip) Skills: kytharia gain a +2 bonus to Climb and Intimidate checks.
Feats Combat Expertise, Dodge, Great Fortitude Monstrous Humanoid: As monstrous humanoids, Kytharia
Skills Climb +12, Bluff +12, Diplomacy +11, Intimidate +16, gain darkvision out to 60 feet and empathy out to 60 ft.
Perception +11, Sense Motive +11, Racial Modifiers +4 Climb, Lesser Mimicry: A Kytharion monstorin gains proficiency in 1
+4 Intimidate armor, shield, or weapon of its choice.
Languages Common, Empath (60 ft.); SQ mimicry Spectral Hands: A Kytharion can use mage hand and spectral
SPECIAL ABILITIES hand each once per day. Its
Displaced (Su): When hit by a magic, corporeal attack or spell, a caster level is equal to its
kytharion has a 50% chance to take half damage. When attacking character level.
an incorporeal creature, it only has a 50% chance to deal half
damage. Antimagic fields make a kytharion incorporeal.
Mimicry (Ex): A kytharion is proficient in all weapons, armor, and
shields. In addition, it can use any spell trigger or spell
completion item as if the spells were on its spell list.
Its caster level is 6.
Savage Bite (Ex): A kytharion’s bite applies 1-1/2 times its
Strength modifier to damage inflicted with its bite attack, and
threatens a critical hit
on a 19–20.
Previous Feed (Su): Every time a festrog makes a successful bite attack, it
Festrog feeds on its opponent’s flesh and gains 5 temporary hit points.
CR 1 XP 400 The festrog cannot have more than 5 temporary hit points
NE Medium undead gained by this ability at one time.
Init +1; Senses darkvision 60 ft., scent; Perception +6 Four-Footed Run (Ex): A festrog can run on all fours at a speed
DEFENSE of 50 feet if it doesn’t hold or carry anything in its hands. When
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural) running on all fours, it is treated as if it had the Run feat.
hp 9 (2d8)
Fort +0, Ref +1, Will +4 AVAILABLE TRAINER SPELLS
Immune undead traits Level Spells
OFFENSE 0 Bleed, Guidance, Resistance
Speed 30 ft.; four-footed run 1st Chill Touch, Detect Undead, Inflict Light Wounds,
Melee bite +4 (1d6+3 plus feed), 2 claws +5 (1d4+3) Magic Fang, True Strike
Special Attacks charging trip, diseased pustules, feed 2nd Bloodhound, Inflict Moderate Wounds, Spectral Hand
STATISTICS 3rd Greater Magic Fang, Inflict Serious Wounds, Stinking
Str 17, Dex 13, Con —, Int 10, Wis 12, Cha 11 Cloud, Vampiric Touch
Base Atk +1; CMB +4; CMD 15 (19 vs. trip) 4th Bestow Curse, Dragon’s Breath, Fear, Inflict Critical
Feats Weapon Focus (claw) Wounds
Skills Climb +8, Perception +6, Stealth +6, Survival +3 5th Cloudkill, Mass Inflict Light Wounds, Slay Living
Languages Common 6th Mass Inflict Moderate Wounds
84 SPECIAL ABILITIES 7th Mass Inflict Serious Wounds, Regenerate
Charging Trip (Ex): A festrog that hits with its bite after 8th Mass Inflict Critical Wounds
making a charge attack on all fours can attempt to trip its 9th Energy Drain
opponent (+4 bonus). This trip does not provoke attacks of
opportunity. MONSTORIN TRAITS
Diseased Pustules (Ex): When a festrog takes damage from a +2 Str, +2 Wis, –2 Cha: Festrog monstorin are strong and
piercing or slashing weapon, some of its boils rupture, squirting attentive, but not well liked.
the attacker with puslike fluids. The noxious secretions act as Medium: Festrogs are medium creatures and have no bonuses
Stinking Cloud, except or penalties due to their size.
they only target that Fast Movement: Festrogs have a base speed of 40 feet.
creature. The effect Four-Footed Run (Ex): Festrogs can run on all fours at a speed
lasts 1d4+1 rounds. of 50 feet if they don’t hold or carry anything in their hands.
When running on all fours, Festrogs are treated as if they have
the Run feat.
Half-Undead (Ex): Festrogs count as undead for effects related
to creature type. Spells that heal the living harm festrogs,
while spells that harm the living heal festrogs. They also take
no penalties from energy-draining effects, though they can
still be killed if they accrue more negative levels than they
have Hit Dice. After 24 hours, any negative levels they’ve
gained are removed without any additional saving throws.
Darkvision: Festrogs gain darkvision out to 60 ft.
Resistances(Ex): Festrogs gain a +2 racial bonus on saving
throws against disease and mind-affecting effects.
Bite (Ex): Festrogs gain a natural bite attack that deals 1d4
points of damage plus 1-1/2 times their Str modifier. When
they charge, festrogs an attempt to trip an opponent with a
successful bite attack. They gain a +4 racial bonus to do so.
AVAILABLE TRAINER SPELLS Next
Formites 0 Detect Poison, Resistance
Formites are what remains of a failed attempt to bring a 1st Ant Haul, Detect Chaos, Protection from Chaos
sentient race of insects into the Kingdom and turn them into 2nd Bull’s Strength, Certain Grip, Detect Thoughts, Spider
slaves and monsters suitable for capturing. While the remnants Climb
of that race have long since died off or left back to their plane 3rd Burrow, Haste, Magic Circle Against Chaos, Poison
of origin, these lesser creatures exist as a reminder of that time. 4th Charm Monster, Confusion, Dimension Door, Order’s
Though not inherently sentient on their own, formites Wrath
still possess a rudimentary hive mind that allows them to 5th Cone of Cold, Hold Monster, Wall of Force
communicate with each other and warn of danger should 6th Mass Bull’s Strength, True Seeing
unprepared trainers find themselves in a nest. 7th Dictum, Ice Body
As monstorin, formites resemble their ancient brethren, 8th Prismatic Wall, Shield of Law
but trade their hive mind for simplistic intellect and a grasp of 9th Clashing Rocks
humanoid society. MONSTORIN TRAITS
+2 Str, +2 Dex, –2 Int: Formites are strong and quick, but
Formite Soldier (Formite) without their hive mind can become misguided and confused.
CR 4 XP 1,200 Small: Formites are Small creatures and gain a +1 size bonus to
LN Tiny magical beast their AC, a +1 size bonus on attack rolls, a –1 penalty to their
Init +9; Senses darkvision 60 ft., hive mind 50 ft.; Perception +12 CMB and CMD, and a +4 size bonus on Stealth checks.
DEFENSE Fast Movement: Formites have a base speed of 30 feet. They
AC 18, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 Size) are never encumbered by armor or a heavy load. 85
hp 42 (5d10+15) Skills: Formites gain a +2 bonus to Acrobatics and Climb checks.
Fort +7, Ref +9, Will +4 Monstrous Humanoid: Formites count as monstrous
Immune cold, poison, petrification; Resist electricity 10, fire 10, humanoids when affected by spells or abilities. They gain
sonic 10; SR 11 darkvision out to 60 feet.
OFFENSE Latent Hive Mind: Allied
Speed 20 ft.; burrow 5 ft., climb 20 ft. formites within 50 ft. of
Melee bite +12 (1d4+1 plus poison), 2 claws +12 (1d4+1) each other gain a +3
Space 2-1/2 ft.; Reach 0 ft. bonus to the aid another
SPELL-LIKE ABILITIES (CL 4th) action instead of +2.
At will—detect chaos, detect thoughts (DC 14) They cannot be flanked
STATISTICS unless they are
Str 13, Dex 20, Con 16, Int 14, Wis 16, Cha 15 all flanked.
Base Atk +5; CMB +8; CMD 19 (23 vs. trip)
Feats Alertness, Improved Initiative, Improved Natural Weapon
(claw)
Skills Acrobatics +13, Climb +9, Sense Motive +10, Stealth +15,
Perception +10; SQ hive mind
SPECIAL ABILITIES
Hive Mind (Ex): While 2 or more formites are within 50 ft. of
each other they are in constant communication. If one is aware
of danger, they all are. They cannot be flanked or caught flat-
footed while their hive mind is active.
Poison (Ex): Bite—injury; save Fort DC 15; frequency 1/round for
6 rounds; effect 1d2 Str damage; cure 1 save. The save DC is
Constitution-based.
Previous
Formite Hive Guard (Crysallis) Formite Wing Guard (Formisect)
CR 12 XP 19,200 CR 9 XP 6,400
LN Tiny magical beast LN Small magical beast
Init +9; Senses darkvision 60 ft., hive mind 50 ft.; Perception +32 Init +8; Senses darkvision 60 ft., hive mind 50 ft.; Perception +18
DEFENSE DEFENSE
AC 27, touch 17, flat-footed 27 (+5 deflection, +10 natural, +2 AC 24, touch 20, flat-footed 15 (+8 Dex, +1 dodge, +4 natural,
size) +1 size)
hp 150 (20d10+40); fast healing 2 hp 102 (12d10+36); fast healing 2
Fort +13, Ref +11, Will +17 Fort +11, Ref +12, Will +9
Immune cold, poison, petrification; Resist electricity 10, fire 10, Immune cold, poison, petrification; Resist electricity 10, fire 10,
sonic 10; SR 26 sonic 10; SR 18
OFFENSE OFFENSE
Speed —; fly 20 ft. (perfect) Speed 10 ft.; fly 40 ft. (good)
Melee Slam +20 (1d4–2) Melee sting +15 (1d6+16 plus poison), 2 claws +15 (1d4+11)
Space 2-1/2 ft.; Reach 0 ft. Ranged stinger 20 ft., +15 (1d6+11 plus poison)
SPELL-LIKE ABILITIES (CL 17th) SPELL-LIKE ABILITIES (CL 12th)
Constant—detect chaos, detect thoughts (DC 17), true seeing Constant—detect chaos, detect thoughts (DC 17)
5/day—calm emotions (DC 17), charm monster (DC 19) 3/day—dimension door, hold monster (DC 18), magic circle
3/day—dimension door, hold monster (DC 20), magic circle against chaos
86 against chaos, order’s wrath (DC 19) 1/day—absorb toxicity (DC 18), order’s wrath (DC 17)
1/day—dictum (DC 22), shield of law (DC 23) STATISTICS
STATISTICS Str 13, Dex 26, Con 16, Int 20, Wis 20, Cha 17
Str 6, Dex —, Con 14, Int 20, Wis 20, Cha 21 Base Atk +12; CMB +12, CMD 31 (cannot be tripped)
Base Atk +20; CMB +16; CMD 34 (can’t be tripped) Feats Dodge, Mobility, Flyby Attack, Power Attack (used), Wind
Feats Alertness, Arcane Strike, Eschew Materials, Great Fortitude, Stance, Weapon Finesse
Greater Spell Focus (enchantment), Improved Counterspell, Skills Acrobatics +23, Climb +16, Intimidate +20, Perception +20,
Improved Initiative, Lightning Reflexes, Magical Aptitude Sense Motive +20, Stealth +27, Survival +20
Skills Appraise +25, Bluff +28, Diplomacy +25, Fly +21 Intimidate Languages – ; SQ hive mind
+25, Perception +32, Sense Motive +32, Spellcraft +32, Stealth SPECIAL ABILITIES
+13 Poison (Ex): Sting—injury; save Fort DC 19; frequency 1/round
Languages telepathy 100 ft.; SQ hive mind, psionic nature, trainer for 6 rounds; effect 1d3 Str
spells (CL 12th, uses Intelligence) damage; cure 2 saves. The
SPECIAL ABILITIES save DC is Constitution-
Psionic Nature (Su): Without a Dexterity score, a crysallis must based.
rely on its psionic nature to survive. It gains
a deflection bonus to AC equal to its
Intelligence bonus and a Fly speed equal
to its Intelligence score with perfect
maneuverability. In addition, the crysallis
can apply its Intelligence modifier to
Initiative and Dexterity checks as well
as Acrobatics, Escape Artist, Fly, and
Stealth checks. It is incapable of using
Disable Device, Ride, or Sleight of Hand.
The crysallis loses these abilities in an
antimagic field, but gains them again
immediately upon leaving it.
AVAILABLE TRAINER SPELLS Next
Fourclaw Level Spells
CR 18 XP 153,600 1st Detect Law, Ear-Piercing Scream, Inflict Light Wounds,
CE Large outsider (chaotic, evil, extraplanar) Magic Fang, Vanish
Init +9; Senses darkvision 60 ft., low-light vision, scent; 2nd Bloodhound, Inflict Moderate Wounds, Shatter
Perception +33 3rd Battlefield Adept, Greater Magic Fang, Inflict Serious
DEFENSE Wounds, Rage
AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, –1 size) 4th Dimension Door, Dimensional Anchor, Fear, Inflict
hp 262 (25d10+175) Critical Wounds
Fort +15, Ref +19, Will +19 MONSTORIN TRAITS
DR 15/cold iron and slashing +2 Str, +2 Cha, –2 Dex, –4 Wis: Fourclaw monstorin are naturally
OFFENSE intimidating, but lack sense and mobility.
Speed 50 ft.; climb 20 ft., swim 20 ft. Medium: Fourclaws’ size gives no bonuses or penalties.
Melee bite +36 (2d8+11/19–20), 4 claws +36 (3d6+11) Base Speed: Fourclaws have a base speed of 30 feet.
Space 10 ft.; Reach 10 ft. (15 ft. with lunge) Four-Armed (Ex): Fourclaws have 4 arms they can use to
Special Attacks pounce, rend (2 claws, 3d6+16) wield multiple weapons. When doing so, only one weapon is
SPELL-LIKE ABILITIES (CL 20th) considered the fourclaw’s primary, while the others are all off
Constant—detect law, tongues hand weapons.
At will—dimension door, vanish Claws (Ex): When first adventuring, fourclaw monstorin do not
5/day—battlefield adept, dispel law, ear-piercing scream (DC start out as adept as their monstrous cousins. They gain 2
18), poison (DC 20), rage, shatter (DC 19) natural claw attacks. These are primary attacks that deal 1d4 87
3/day—true seeing damage on a hit.
STATISTICS
Str 33, Dex 21, Con 24, Int 12, Wis 20, Cha 25
Base Atk +25; CMB +37 (+39 bull rush); CMD 52 (54 vs. bull rush,
54 vs. trip)
Feats Awesome Blow, Blind-Fight, Cleave, Combat
Reflexes, Great Cleave, Improved
Bull Rush, Improved Critical
(bite), Improved Initiative, Improved
Vital Strike, Power Attack, Vital Strike, Weapon Focus (bite),
Weapon Focus (claw)
Skills Acrobatics +21, Bluff +22, Climb +19, Intimidate +32,
Knowledge (arcana) +29, Knowledge (planes) +29,
Perception +33, Sense Motive +33, Stealth +25, Swim +19
Languages Common; tongues
Previous Feats cleave, critical focus (bastard sword), great cleave, great
Golems fortitude, improved initiative, iron will, improved critical
In a world of fantastic monsters, few can believe that there are (bastard sword), power attack (used), skill focus (perception),
those who would prefer the company of soulless creatures such weapon focus (bastard sword)
as golems. Over the years since the current King took his thrown, Skills perception +24
these unquestioning warriors have shown up in place of sentient SPECIAL ABILITIES
guards on more and more frequent occasion. Breath Weapon (Ex): As a swift action once every 1d4+1 rounds,
The King’s goal was simple: Create perfect war machines with an ironguard can exhale a 10-foot cube of poisonous gas.
which to challenge the dwarves and the elves in their own lands. This gas cloud persists for 1 round; any creature within the
The men and women who disagreed with this and left their area when the golem creates it (as well as any creature that
homes, traveling east. Eventually, the automatons followed. Away passes through the cloud during the remainder of that round)
from the influence of their masters, some became monsters of is exposed to the cloud’s poisonous effects. This poison is
their own. Others are bartered or sold for a good price since they magically created each time the golem uses this power.
cannot be captured by ordinary means. Poison (Ex): Breath weapon—inhaled; save Fort 19; frequency
1/round for 4 rounds; effect 1d4 Constitution damage; cure 2
Golem, Living Iron (Ironguard) saves. The save DC is Constitution-based.
CR 13 XP 25,600 Powerful Blows (Ex): Shield bash deals one and a half times the
N Large construct (living golem) ironguard’s Str modifier damage and crits on a 19–20.
Init +3; Senses darkvision 60 ft., low-light vision; Perception +24 AVAILABLE TRAINER SPELLS (ALL LIVING GOLEMS)
DEFENSE Level Spells
88 AC 28, touch 8, flat-footed 28 (–1 Dex, +18 natural, +2 1st Identify, Magic Weapon, Sanctuary, Shield, True Strike
shield, –1 size) 2nd Certain Grip, Instant Armor, Pernicious Poison,
hp 181 (18d10+72) Protection from Arrows, Resist Energy
Fort +19, Ref +10, Will +13 3rd Dispel Magic, Greater Magic Weapon, Poison, Spit
DR 15/adamantine; Immune bleed, paralysis, poison, sleep; Venom
Resist all 15; SR 24 4th Dragon’s Breath (acid only), Lesser Globe of
OFFENSE Invulnerability, Spell Immunity, Stoneskin
Speed 20 ft. MONSTORIN TRAITS (ALL LIVING GOLEMS)
Melee bastard sword +23/+18/+13/+8 (2d8+23/17–20) or shield +2 Con, +2 Cha, –2 Dex: Living Golem monstorin are tough and
bash +22/+17/+12/+7 (1d8+29/19–20) respected by others, but rigid in their motions.
Space 10 ft.; Reach 10 ft.; Medium: A living golem’s size grants no bonuses or penalties.
Special Attacks breath weapon, poison, powerful blows Slow Speed: A living golem’s base speed is 20 feet. Wearing
STATISTICS armor or carrying a heavy load doesn’t encumber them.
Str 32, Dex 9, Con 18, Int 3, Wis 11, Cha 1 Armored Body: A living golem begins play with a suit of
Base Atk +18; CMB +30; CMD 39 (cannot be disarmed) masterwork full plate armor that it cannot remove. The golem
is proficient with this armor and can safely sleep in it.
Construction Half-Life: It takes twice as long for a living golem to drown,
Crafting ironguards and towerguards requires the same starve, succumb to fatigue, or suffer from any similar effect.
materials and most of the same spells as iron golems and When reduced to 0 or fewer hit points, the golem is rendered
adamantine golems, respectively. The most significant entirely helpless and must be restored to full hit points before
difference is the use of awakening or legend lore cast as a it regains consciousness. If left in this state for a full day, the
monster trainer spell in place of geas/quest. golem dies.
In addition, as a monster within the Kingdom, an ironguard Hardy: +2 racial bonus on saving throws against poison, spells,
fitted with the appropriate additional material can grow into and spell-like abilities. Becomes +4 against illusions.
a towerguard. This process requires the ability to cast wish, a
visit to the elemental plane of earth, and half (rounded down)
of the materials usually required to construct an adamantine
golem.
Trapped with the Ironguards Next
As Jenna closed the hatch and started down the ladder, a whistle somewhere within the factory blew and the entire place came
to life. Her two friends had insisted on coming down first and now the youngest member of their group took a deep breath before
once again broaching the subject from before.
The boy stretched up as tall as he was able, though he still only stood almost a foot and a half shorter than Maverik, “Gods, man!
You said you’ve seen these ironguard things before. What are they?”
He had been yelling at the older trainer for almost a minute after the three of them snuck down below the mastersmith’s shop
on the castle grounds. Maverik, meanwhile, still hadn’t fully recovered from what happened in Temperance, so he offered no
response to his companion’s attempts to get a rise out of him.
Ignoring them both, Jenna stared down into the factory from where she had sat down to catch her breath. She was still thinking
about that day as well, and tears began to brim in her eyes. Lifting her goggles to wipe them, the dry heat of the surrounding room
stung something fierce, which only made her eyes water more.
After wiping out the lenses, the researcher placed them back over her burning eyes and slapped the man and the boy on their
legs, “Not now, look!”
Pointing downward, Jenna recalled what she’d read in her book about the monsters that were working below them. Firaels, with
their slatted railway wheels, ran large conveyor belts upon which stood what looked like empty suits of armor crafted to resemble
the monsters’ second stage of growth, firadron. Actual firadrons stood to either side of the line, tasked with polishing, and fusing
the armor with the blistering fire they could create through the grills on their faceplates. When they were done, it would be
impossible to pry the armor open.
The boy must have caught onto what Jenna was seeing too because he coughed in disgust, “They’re slaving away to make replica
statues? That’s ridiculous.” 89
“It’s more than that,” Maverik finally broke his silence. Jenna noted that it was the first time he’d spoken all day and hoped that
meant he was ready to take lead again. Being forced to guide them on this particular endeavor had taught the girl a lot, but she
was already growing as weary as her older companion often was after an adventure; and she’d only been in charge for less than
two days. The atrocities they’d all witnessed since leaving the eastern half of the Kingdom were draining them all.
I’ll stick to what I’m good at, Jenna reassured herself. Let him take point again so I can get back to what I like to do. Leadership
never suited me very well anyway.
Unfortunately, the haunted look in Maverik’s eyes when he turned to face her and their younger
friend made it obvious that he still wasn’t in a good state of mind, “Look at the far end of the
line.”
Jenna did as instructed, stretching herself beyond the metal walkway upon which they all
stood to get a better view. On the far side of the factory, the suits of armor were
transported onto another track, where they stopped while something else wrapped up
further down. Following the path, she could see the armor being rolled into a large,
metal box. An arc of lightning was shot in through the top, and the suit
eventually walked itself out of the other side.
“They’re mass producing an army of monstorin constructs,” the researcher
mumbled to herself. “With the right materials and this workforce, they could
build almost 20 a day. But wait, there’s something else.”
Gasping, Jenna almost lost her grip on the rail, but was grabbed by
the boy, who hugged her as tightly as she knew she must be holding
him. They had both seen it, she knew, and so had Maverik. Turning
her gaze back toward the metal box, Jenna’s eyes were tearing
up again as she watched the lightning cascade into the entry
point and through Maverik’s mechanical whelp. They were
stealing his monster’s essence to create ironguards.
Previous the target’s armor or shield in addition to the normal damage,
Golem, Living Adamantine (Towerguard) as if it had also made a successful sunder combat maneuver.
CR 19 XP 204,800 Indestructible (Ex): A towerguard is nearly impossible to destroy.
N Huge construct Even if reduced below 0 hit points, its fast healing continues to
Init +3; Senses darkvision 60 ft., low-light vision; Perception +38 restore hit points, though the golem is helpless unless above 0
DEFENSE hit points. It can only be permanently destroyed if reduced to
AC 33, touch 12, flat-footed 29 (+4 Dex, +21 natural, –2 size) negative hit points and then decapitated using an adamantine
hp 294 (28d10+140); fast healing 10 vorpal weapon—alternatively, miracle or wish can be used to
Fort +21, Ref +18, Will +16 slay it while it is at negative hit points.
Defensive Abilities indestructible; DR 15/epic; Immune bleed,
paralysis, poison, sleep; Resist all 15; SR 34 Gray Render
OFFENSE CR 8 XP 4,800
Speed 30 ft. N Large magical beast
Melee adamantine bastard sword +31/+26/+21/+16 (3d8+13/17– Init +1; Senses darkvision 60 ft., low-light vision, scent;
20), shield bash +30/+25/+20 (1d8+6/19–20 plus daze) Perception +13
Space 15 ft.; Reach 15 ft. DEFENSE
Special Attacks daze, destructive, trample (6d10+19, DC 37) AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
STATISTICS hp 100 (8d10+56)
Str 36, Dex 19, Con 20, Int 3, Wis 11, Cha 1 Fort +13, Ref +7, Will +4
Base Atk +30; CMB +45; CMD 59 (cannot be disarmed) OFFENSE
90 Feats alertness, cleave, critical focus (bastard sword), Speed 30 ft.
double slice, great cleave, great fortitude, greater two- Melee bite +14 (2d6+7), 2 claws +15 (1d8+7 plus grab and rend)
weapon fighting, improved initiative, iron will, improved critical Space 10 ft.; Reach 10 ft.
(bastard sword), power attack (used), skill focus (perception), Special Attacks rend (2 claws, 1d8+10)
weapon focus (bastard sword) STATISTICS
Skills perception +38 Str 25, Dex 13, Con 24, Int 3, Wis 14, Cha 8
SPECIAL ABILITIES Base Atk +8; CMB +16 (+20 grapple); CMD 27
Destructive (Ex): A towerguard’s shield bash attacks threaten a Feats awesome blow, improved bull rush, power attack, weapon
critical hit on a 19 or 20. In addition, whenever a towerguard focus (claw)
scores a critical hit with any attack, it deals 6d10+13 damage to Skills Perception +13, Survival +6; Racial Modifiers +4 Perception
SQ double damage against objects
Languages understands Common; Giant
SPECIAL ABILITIES
Double Damage Against Objects (Ex): A gray render that makes
a full attack against an object or structure deals double
damage.
AVAILABLE TRAINER SPELLS
Level Spells
1st Enlarge Person, Expeditious Retreat, Sanctuary,
Shield, Stone Fist
2nd Bloodhound, Bull’s Strength, Knock
3rd Monstrous Physique I, Rage
4th Monstrous Physique II, Stoneskin
MONSTORIN TRAITS his time.” Next
+2 Con, +2 Wis, –2 Cha: Gray render monstorin are tough and Daniel shook his head in defiance, “No. Stephen wouldn’t
attentive, but not well liked. do that to me. We have a bond. I may not have captured him,
Medium: Gray renders are medium creatures and have no but that’s because we trust each other enough without it.”
bonuses or penalties due to their size. His brave words rang hollow in his ears, and the young
Normal Speed: Gray renders have a base speed of 30 feet. trainer worried that his friend might be right.
Natural Armor (Ex): Gray renders gain a +3 natural armor Before Daniel could say anything more, something large
bonus. snapped and splintered behind the way they came and he
Double Damage Against Objects (Ex): Gray renders that make remembered the fallen tree they had to step past to reach
a full attack against an object or structure using their claws this drier ground so they could make camp.
deal double damage. Out of the fog appeared a massive, grayish-brown snout
Low-Light vision: Gray renders can see twice as far as humans followed by six, predatory eyes. When the monster stepped
in conditions of dim light. into full view, all three trainers could see that it was almost
Claws (Ex): Gray renders gain two claw attacks that each deal twice as tall as Daniel, and built like Maverik. On the render’s
1d4 points of damage. If a gray render hits a creature with shoulder sat Stephen, whose gem glowed happily when he
both claws, it deals an extra 1d4 points of damage plus its Str saw his boy.
modifier. Daniel winced as the render reached up and cupped
Stephen in its hand, then breathed a sigh of relief when it
Stephen and the Render gently brought its arm down and set the carbuncle back in his
Jenna and Maverik were almost done heating their food arms. With a noise that sounded almost like a purr, the render
for dinner when Daniel stepped out of the fog with a nervous ran its hand across Stephen’s head, petting him. 91
look on his face, “Have either of you seen Stephen?” Maverik walked over and joined Daniel as the trainer stood
The two trainers shook their heads, to which the boy in awe of what the giant monster was doing, “I think your
explained, “He wandered off just as we were making camp companion’s made a new friend.”
and I haven’t seen him since. We’ve never been in a swamp
before. You don’t think he’s hurt, do you?”
Instead of offering a sympathetic ear to the boy’s
plight, Maverik made himself more comfortable on his log.
Somewhere in the shrouded bog, he could hear a family of
moncroak whoop and holler as they played their games.
“I told you before we left the forest that you should actually
capture your carbuncle so this kind of thing
doesn’t happen.”
After another trainer tried to capture Stephen
while they were still in the Painted Forest, Daniel
finally admitted to Maverik and Jenna that he’d never
truly bound the carbuncle to his aura. The young man
had been walking around with his wild monster since
before they met.
Daniel’s face contorted in prideful anger at Maverik’s
remark, and Jenna punched the older trainer in his arm, “That
was unnecessary.”
“But it’s true,” the man exclaimed defensively. “If he’d done
as I suggested, his monster would stop wandering off.”
He turned back to the boy, “Honestly, I’m surprised it’s
stayed with you for this long. From what I’ve been reading in
Jenna’s book, carbuncles are flighty to begin with. Maybe he
finally got bored and went to find something else to occupy
Previous
Hippogryph Hippogryph Cub (Gryphcub)
CR 2 XP 600 CR 1/2 XP 200
N Large magical beast N Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Init +4; Senses darkvision 60 ft., low-light vision, scent;
Perception +9 Perception +9
DEFENSE DEFENSE
AC 14, touch 12, flat-footed 11 (+2 Dex, +1 dodge, +2 natural, AC 16, touch 16, flat-footed 11 (+4 Dex, +1 dodge, +1 Size)
–1 size) hp 5 (1d10)
hp 22 (3d10+6) Fort +2, Ref +6, Will +1
Fort +5, Ref +5, Will +2 OFFENSE
OFFENSE Speed 20 ft., fly 50 ft. (average)
Speed 40 ft., fly 100 ft. (average) Melee bite +2 (1d3), 2 claws +2 (1d2)
Melee bite +4 (1d6+2), 2 claws +4 (1d4+2) STATISTICS
Space 10 ft.; Reach 5 ft. Str 11, Dex 19, Con 10, Int 2, Wis 12, Cha 9
STATISTICS Base Atk +1; CMB +0; CMD 15
Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9 Feats dodge
Base Atk +3; CMB +6; CMD 20 Skills Fly +4, Perception +9; Racial Modifiers +4 Perception
Feats dodge, wingover
Skills Fly +7, Perception +9; Racial Modifiers +4 Perception MONSTORIN TRAITS
92 AVAILABLE TRAINER SPELLS +2 Dex, +2 Wis: Hippogryph monstorin are wise guardians.
Level Spells Medium: Hippogryphs are medium creatures and have no
0 Guidance bonuses or penalties due to their size.
1st Command, Mage Armor, Magic Weapon, Normal Speed: Hippogryphs have a base speed of 30 feet.
Shield, True Strike Gliding Wings (Ex): Hippogryphs take no damage from falling.
2nd Eagle’s Splendor, Levitate, Mirror Image, Wind Wall While in midair, a hippogryph can move up to 5 feet in any
3rd Battlefield Adept, Fly, Greater Magic Weapon horizontal direction for every 1 foot it falls, at a speed of 60
4th Fear, Remove Curse, Resilient Sphere, Stoneskin feet per round. If subjected to a strong wind or any other
5th Greater Command, Hostile Juxtaposition, Spell effect that causes a creature to rise, it can take advantage of
Resistance the updraft to increase the distance it can glide.
6th Battlemind Link, Forceful Hand, Mass Eagle’s Darkvision: Hippogryphs gain darkvision out to
Splendor 60 ft.
7th Greater Hostile Juxtaposition, Mass Fly, Spell Skilled (Ex): Hippogryphs gain an extra skill rank
Turning at 1st level and one additional skill rank
8th Iron Body, Whirlwind whenever they gain a level.
9th Foresight
Next
Homunculi Homunculus, Fighter (Soldrite)
The Kingdom’s homunculi are often created from coalesced CR 1/2 XP 200
magic left over after a battle. Newly risen homunculus can take N Tiny construct (living golem)
one of several forms. Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
Homunculus, Cleric (Cleribelle) AC 12, touch 11, flat-footed 12 (–1 Dex, +1 natural, +2 size)
CR 1 XP 400 hp 11 (1d10+6)
N Tiny construct (living golem) Fort +3, Ref +0, Will +3 (+1 vs. fear, +5 vs. mind-affecting)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +6 Immune bleed, paralysis, poison, sleep
DEFENSE OFFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) Speed 20 ft.
hp 15 (2d10+4); Fort +2, Ref +4, Will +2 (+5 vs. mind-affecting) Melee longsword +4 (1d4+4/19–20)
Immune bleed, paralysis, poison, sleep Space 2-1/2 ft.; Reach 0 ft.
OFFENSE STATISTICS
Speed 20 ft., fly 50 ft. (good) Str 15, Dex 10, Con 16, Int 8, Wis 12, Cha 7
Melee 1 slam +6 (1d4–1) Base Atk +1; CMB +1; CMD 11
Space 2-1/2 ft.; Reach 0 ft. Feats iron will, toughness, power attack (used)
STATISTICS Skills Perception +5
Str 8, Dex 15, Con 14, Int 10, Wis 14, Cha 7 Languages Common
Base Atk +2; CMB +2; CMD 11 AVAILABLE TRAINER SPELLS (SOLDRITE) 93
Feats Lightning Reflexes Level Spells
Skills Fly +10, Heal +6, Perception +6 0 Daze, Fury Guard, Guidance, Resistance
Languages Common; SQ trainer spells (CL 2nd) 1st Command, Mage Armor, Magic Weapon, Shield, True
AVAILABLE TRAINER SPELLS (CLERIBELLE) Strike
Level Spells 2nd Aid, Bull’s Strength, Daze Monster, Gallant Inspiration,
0 Create Water, Detect Magic, Detect Poison, Guidance, Bear’s Endurance
Light, Read Magic, Resistance, Stabilize, Virtue 3rd Battlefield Adept, Greater Magic Weapon, Heroism
1st Cure Light Wounds, Charm Person, Obscuring Mist, 4th Stoneskin
Remove Fear, Sanctuary 5th Greater Command
2nd Aid, Calm Emotions, Cure Moderate Wounds, Silence, 6th Antimagic Field, Battlemind Link, Transformation
Wind Wall 7th Spell Turning
3rd Arcane Sight, Cure Serious Wounds, Invisibility Purge, 8th Iron Body, Moment of Prescience
Suggestion 9th Foresight
4th Air Walk, Charm Monster, Cure Critical Wounds,
Heroism, Remove Curse MONSTORIN TRAITS (HOMUNCULI)
5th Breath of Life, Control Winds, Cleribelles are small living golems with +2 Wis instead of +2
True Seeing Cha.
6th Analyze Scoundrites are small living golems with scale mail instead
Dweomer, Chain of plate armor. They suffer no penalty to skills from their
Lightning, Cloak of armor. Their ability bonuses are +2 Dex, +2 Con and they
Dreams gain a +2 racial bonus to Stealth.
7th Elemental Body IV Soldrites are small living golems with +2 Str instead of +2 Con.
(air only), Greater Sorcerites are small living golems. They lose the armored
Arcane Sight body trait but can cast mage armor as a spell-like ability up
8th Iron Body, Seamantle, to 3 times per day. The sorcerite’s caster level is equal to its
Whirlwind character level.
9th Foresight, Winds of Vengeance
Previous AVAILABLE TRAINER SPELLS (SCOUNDRITE)
Homunculus, Rogue (Scoundrite) Level Spells
CR 1/2 XP 200 0 Bleed, Daze, Lullaby
N Tiny construct (living golem) 1st Magic Weapon, Sleep, True Strike
Init +3; Senses darkvision 60 ft., low-light vision; Perception +5 2nd Daze Monster, Invisibility, Knock, Make Whole,
DEFENSE Silence
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size) 3rd Battlefield Adept, Deep Slumber, Greater Magic
hp 6 (1d10+1) Weapon, Heroism
Fort +1, Ref +3, Will +1 (+5 vs. mind-affecting) 4th Greater Invisibility, Shadow Projection
Immune bleed, paralysis, poison, sleep 5th Persistent Image
OFFENSE 6th Cloak of Dreams
Speed 20 ft. 7th Project Image
Melee shortsword +4 (1d3/19–20), dagger +4 (1d2/19–20) 8th Moment of Prescience
Ranged dagger +6 (1d2/ 19–20) 9th Foresight
Special Attacks sneak attack (1d6) Homunculus, Sorcerer (Sorcerite)
Space 2-1/2 ft.; Reach 0 ft CR 1 XP 200
STATISTICS N Tiny construct (living golem)
Str 11, Dex 16, Con 12, Int 13, Wis 12, Cha 17 Init +3; Senses darkvision 60 ft., low-light vision; Perception +5
Base Atk +1; CMB +2; CMD 12 DEFENSE
Feats two-weapon fighting AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
94 Skills Perception +5, Stealth +15 hp 15 (2d10+4); Fort +2, Ref +0, Will +1 (+5 vs. mind-affecting)
Languages Common Immune bleed, paralysis, poison, sleep
OFFENSE
Speed 20 ft.
Melee dagger +4 (1d2/19–20)
Space 2-1/2 ft.; Reach 0 ft
Special Attacks burning hands (Su, CL 2nd, 3/day, DC 16), flare
(Su, CL 2nd, at will, DC 15)
STATISTICS
Str 6, Dex 10, Con 14, Int 13, Wis 12, Cha 21
Base Atk +1; CMB –1; CMD 7; Feats two-weapon fighting
Skills Knowledge (arcana) +6, Spellcraft +6, Use Magic Device +6
Languages Common; SQ trainer spells (CL 2nd)
AVAILABLE TRAINER SPELLS (SORCERITE)
Level Spells
0 Daze, Detect Magic, Light, Ray of Frost, Read Magic
1st Color Spray, Identify, Magic Missile, Shocking Grasp,
Sleep
2nd Acid Arrow, Daze Monster, Make Whole, Mirror
Image
3rd Arcane Sight, Cloak of Winds, Deep Slumber,
Lightning Bolt
4th Greater Invisibility, Ice Storm, Rainbow Pattern
5th Acidic Spray, Symbol of Sleep, Telepathic Bond
6th Analyze Dweomer, Chain Lightning, Cloak of Dreams
7th Greater Arcane Sight, Prismatic Spray, Reverse Gravity
8th Moment of Prescience, Polar Ray, Scintillating Pattern
9th Foresight, Meteor Swarm, Wail of the Banshee
AVAILABLE TRAINER SPELLS Next
Hydra Level Spells
CR 4 XP 1,200 1st Cause Fear, True Strike
N Huge magical beast 2nd Bloodhound, Scorching Ray
Init +1; Senses darkvision 60 ft., low-light vision, scent; 3rd Disrupting Roar, Water Breathing
Perception +10 4th Dragon’s Breath, Fear, Ride the Waves
DEFENSE 5th Absorb Toxicity
AC 15, touch 9, flat-footed 14 (+1 Dex, +6 natural, –2 size) 7th Regenerate
hp 47 (5d10+20); fast healing 5 MONSTORIN TRAITS
Fort +8, Ref +7, Will +3 +2 Dex, +2 Con, –2 Cha: Hydra monstorin are tough and quick,
OFFENSE but can be argumentative.
Speed 20 ft., swim 20 ft. Medium: Hydras are medium creatures and have no bonuses
Melee 5 bites +6 (1d8+3) or penalties due to their size.
Space 15 ft.; Reach 10 ft. Slow Speed: Hydras have a base speed of 20 feet. They are not
Special Attacks pounce hindered by encumbrance or armor.
STATISTICS Monstrous Humanoid: Hydras are considered monstrous
Str 17, Dex 12, Con 18, Int 2, Wis 11, Cha 9 humanoids.
Base Atk +5; CMB +10; CMD 21 (can’t be tripped) Multiple Heads (Ex): Hydras have two heads, granting them a
Feats Combat Reflexes, Iron Will, Lightning Reflexes +2 racial bonus to Perception checks and a +1 racial bonus to
Skills Perception +10, swim +11; Racial Modifiers +2 Perception Will saving throws against mind-affecting effects.
SQ hydra traits, regenerate head Darkvision: Hydras gain darkvision out to 60 ft. 95
SPECIAL ABILITIES Low-Light vision: Hydras can see twice as far as humans in
Fast Healing (Ex): A hydra’s fast healing ability is equal to its conditions of dim light.
current number of heads (minimum fast healing 5). This fast Fast Healing (Ex): While above 0 hit points, hydras gain fast
healing applies only to damage inflicted on the hydra’s body. healing 2 for a number of rounds per day equal to their
Hydra Traits (Ex): A hydra can be killed by severing all of its heads character level (minimum 3 rounds).
or slaying its body. Any attack that is not an attempt to sever
a head affects the body, including area attacks or attacks that
cause piercing or bludgeoning damage. To sever a head, an
opponent must make a sunder attempt with a slashing weapon
targeting a head. A head is considered a separate weapon with
hardness 0 and hit points equal to the hydra’s HD. To sever a
head, an opponent must inflict enough damage to reduce the
head’s hit points to 0 or less. Severing a head deals damage to
the hydra’s body equal to the hydra’s current HD. A hydra can’t
attack with a severed head, but takes no other penalties.
Regenerate Head (Ex): When a hydra’s head is destroyed, two
heads regrow in 1d4 rounds. A hydra cannot have more than
twice its original number of heads at any one time. To prevent
new heads from growing, at least 5 points of acid or fire damage
must be dealt to the stump (a touch attack to hit) before they
appear. Acid or fire damage from area attacks can affect stumps
and the body simultaneously. A hydra doesn’t die from losing
its heads until all are cut off and the stumps seared by acid or
fire.
Previous AVAILABLE TRAINER SPELLS
Inevitables Level Spells
Counter to the Demons of the Kingdom are the Inevitables; 1st Command, Detect Chaos, Protection from Chaos
construct-like outsiders created to replace formites and enforce 2nd Make Whole
the laws of the world. Inevitables are willing to do what it takes 3rd Daylight, Invisibility Purge
to uphold their ideals, even if doing so isn’t always good. 4th Dimension Door, Dimensional Anchor, Discern Lies,
Inevitable monstorin have very human personalities, despite Order’s Wrath
their sometimes wildly different appearance. 5th Atonement, Dispel Chaos, Greater Command, Spell
Resistance
Arbiter 6th Repulsion, Transformation, True Seeing
CR 2 XP 600 7th Dictum, Sunbeam, Statue
LN Tiny outsider (extraplanar, inevitable, lawful) 8th Antipathy, Iron Body, Shield of Law
Init +3; Senses darkvision 60 ft., detect chaos, low-light vision; 9th Foresight
Perception +5 MONSTORIN TRAITS
DEFENSE +2 Con, +2 Wis, –2 Cha: Arbiter monstorin are tough and
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size) perceptive, but uncaring in their mannerisms.
hp 15 (2d10+4); regeneration 2 (chaotic) Small: Arbiters are Small creatures and gain a +1 size bonus to
Fort +5, Ref +3, Will +3 their AC, a +1 size bonus on attack rolls, a –1 penalty to their
Defensive Abilities constant vigilance, constructed; SR 13 CMB and CMD, and a +4 size bonus on Stealth checks.
OFFENSE Slow Speed: Arbiters have a base speed of 20 ft.
96 Speed 20 ft., fly 50 ft. (average) Outsider (native) (Ex): As outsiders, arbiters gain darkvision
Melee short sword +7 (1d3/19–20) out to 60 ft.
Space 2-1/2 ft.; Reach 0 ft. Detect Chaos: Arbiters can detect chaos in the same way
Special Attacks electrical burst paladins can detect evil.
SPELL-LIKE ABILITIES (CL 2nd) Low-Light vision: Arbiters can see twice as far as humans in
Constant—detect chaos conditions of dim light.
3/day—command (DC13), make whole, protection from chaos Constant Vigilance (Su): An arbiter gains a +4 bonus to
1/week—dispel chaos (CL 12th, 6 questions) recognize and disbelieve
STATISTICS illusions created by creatures
Str 11, Dex 16, Con 14, Int 11, Wis 11, Cha 14 with the chaotic subtype
Base Atk +2; CMB +3; CMD 13 or possessing the chaotic
Feats Flyby Attack, Weapon FinesseB descriptor.
Skills Diplomacy +7, Fly +12, Knowledge (planes) +5, Perception
+5, Sense Motive +5, Stealth +16
Languages truespeech
SQ locate inevitable
SPECIAL ABILITIES
Constant Vigilance (Su): An arbiter gains a +4 bonus to recognize
and disbelieve illusions created by creatures with the chaotic
subtype or possessing the chaotic descriptor.
Electrical Burst (Ex): An arbiter can release electrical energy
from its body in a 10-foot-radius burst that deals 3d6 electricity
damage (DC 13 Reflex half). Immediately following such a
burst, the arbiter becomes stunned for 24 hours. The save DC
is Constitution-based.
Shriek (Ex): Once every 1d6 rounds as a standard action, a jubjub Next
Jubjub Bird bird can voice a piercing screech. All creatures (other than
CR 15 XP 51,200 jubjub birds) within a 60-foot-radius spread must succeed at
N Huge magical beast a DC 26 Fortitude save or be stunned for 1d4 rounds. This is a
Init +2; Senses darkvision 60 ft., low-light vision, scent; sonic effect. The save DC is Constitution-based.
Perception +24 AVAILABLE TRAINER SPELLS
DEFENSE Level Spells
AC 31, touch 11, flat-footed 28 (+2 Dex, +1 dodge, +20 natural, 1st Enlarge Person, Magic Weapon
–2 size) 2nd Bull’s Strength, Knock
hp 230 (20d10+120); fast healing 10 3rd Greater Magic Weapon, Versatile Weapon
Fort +18, Ref +14, Will +11; 4th Mass Enlarge Person, Shout
Defensive Abilities adaptive defense; Immune acid; SR 26 MONSTORIN TRAITS
OFFENSE +2 Str, +2 Wis, –2 Int: Jubjub monstorin are strong and
Speed 50 ft., fly 20 ft. (poor) attentive. They can be slow to catch on.
Melee bite +31 (3d6+19/19-20 x3 plus grab), 2 talons +31 Medium: Jubjubs are medium creatures and have no bonuses
(1d8+13) or penalties due to their size.
Space 15 ft.; Reach 15 ft. (20 ft. with bite) Normal Speed: Jubjubs have a base speed of 30 feet.
Special Attacks deadly bite, shriek, swallow whole (3d6+19 Vestigial Wings (Ex): Jubjubs have wings that do not provide
bludgeoning plus 2d6 acid damage, AC 20, 23 hp) the lift required for actual flight, but do have enough power
STATISTICS to aid flight attained by some other method, and grant a +4
Str 37, Dex 15, Con 22, Int 2, Wis 16, Cha 13 racial bonus on Fly checks. 97
Base Atk +20; CMB +37 (+41 grapple); CMD 50 Darkvision: Jubjubs gain darkvision out to 60 ft.
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Improved Low-Light vision: Jubjubs can see twice as far as humans in
Critical (bite), Iron Will, Mobility, Power Attack, Run, Spring conditions of dim light.
Attack Bite (Ex): Jubjubs gain a natural bite attack that deals 1d4 points
Skills Acrobatics +14 (+22 when jumping), Fly +7, Perception of damage plus 1-1/2 times their Str modifier.
+24; Racial Modifiers +12 Acrobatics, +8 Perception Energy Resistances (Su): Jubjubs have resistance 5 to acid, cold,
SQ planar acclimation electricity, and fire.
SPECIAL ABILITIES
Adaptive Defense (Su): When first encountered,
a jubjub bird has no energy resistance. When
damaged by an attack that causes cold, electricity, fire, or
sonic damage, it gains resistance 30 to that energy type
until the end of its next turn. If an attack causes more
than one type of energy damage, the jubjub
bird gains resistance 30 to all the types of energy
damage dealt.
Deadly Bite (Ex): A jubjub bird applies 1-1/2 times its
Strength modifier to damage dealt by its bite attack. A
successful critical hit decapitates and instantly slays a
Large or smaller victim (DC 33 Fort negates
decapitation; creatures without a head are immune to this
effect) and deals triple normal damage regardless of the
decapitation result. The save DC is Strength-based.
Planar Acclimation (Ex): A jubjub bird is always considered to be
on its home plane, regardless of what plane it finds itself upon.
It never gains the extraplanar subtype.
Previous AVAILABLE TRAINER SPELLS
Katnip Level Spells
CR 4 XP 1,200 0 Detect Poison, Flare, Fury Guard, Guidance
CG Small monstrous humanoid 1st Blend, Color Spray, Command, Magic Fang, True
Init +10; Senses darkvision 60 ft., detect poison, low-light vision; Strike
Perception +16 2nd Barkskin, Blur, Cat’s Grace, Certain Grip,Glitterdust
DEFENSE 3rd Ablative Barrier, Greater Magic Fang, Heroism,
AC 19, touch 17, flat-footed 13 (+6 Dex, +2 natural, +1 Size) Resinous Skin
hp 60 (5d10+25 plus 8 temporary) 4th Rainbow Pattern, Stoneskin, Thorn Body, Wandering
Fort +10, Ref +14, Will +12; Immune fear Star Motes
OFFENSE 5th Break Enchantment, Greater Command, Hostile
Speed 20 ft. Juxtaposition, Spell Resistance
Melee 2 claws +14 (1d6+4), slam +12 (1d4+2) 6th Battlemind Link, Blade Barrier, Greater Heroism,
SPELL-LIKE ABILITIES (CL 8th) Transformation
Constant—detect poison 7th Ice Body, Prismatic Spray, Statue
At will—flare 8th Iron Body, Scintillating Pattern, Seamantle
3/day—command (DC 17), hostile juxtaposition (DC 23) 9th Fiery Body, Prismatic Sphere
1/day—ablative barrier, greater heroism (used), greater magic MONSTORIN TRAITS
fang (used) +2 Dex, +2 Cha: Katnip monstorin enjoy physical and social
STATISTICS interaction.
98 Str 14, Dex 23, Con 20, Int 17, Wis 18, Cha 23 Small: Katnips are Small creatures and gain a +1 size bonus to
Base Atk +5; CMB +6; CMD 22 their AC, a +1 size bonus on attack rolls, a –1 penalty to their
Feats greater spell focus (conjuration), improved initiative CMB and CMD, and a +4 size bonus on Stealth checks.
Skills Bluff +15, Diplomacy +15, Knowledge (nature) +12, Slow Speed: Katnips have a base speed of 20 feet.
Perception +16, Perform (any one) +18, Sense Motive +16, Monstrous Humanoid: Katnips are considered monstrous
Spellcraft +12, Stealth +20 humanoids. This grants them darkvision out to 60 feet.
Languages understands Common Low-Light vision: Katnips can see twice as far as humans in
conditions of dim light.
Cat’s Luck: Once per day, when a katnip makes a Reflex saving
throw, it can roll the saving throw twice and take the better
result. It must decide to use this ability before attempting the
saving throw.
Claws (Ex): Katnips gain two natural claw attacks that deal 1d3
damage.
Defensive Training, Greater: Katnips gain a +2 dodge bonus to
their AC.
Base Statistics (without heroism/magic fang)
Perception +12
DEFENSE
hp 52; Fort +6, Ref +10, Will +8
OFFENSE
Melee 2 claws +8 (1d6+2), slam +8 (1d4+2)
STATISTICS
Skills Bluff +11, Diplomacy +11, Knowledge (nature) +8,
Perception +12, Perform (any one) +14, Sense Motive +12,
Spellcraft +8, Stealth +14
AVAILABLE TRAINER SPELLS Next
Khale Level Spells
CR 7 XP 3,200 0 Create Water, Daze, Fury Guard, Resistance
NG Large monstrous humanoid (giant) 1st Command, Hydraulic Push, Jump, Magic Fang, True
Init +4; Senses echolocation 120 ft.; Perception +17 Strike
DEFENSE 2nd Bull’s Strength, Daze Monster, Fog Cloud
AC 20, touch 13, flat-footed 16 (+4 Dex, +7 natural, –1 Size) 3rd Aqueous Orb, Greater Magic Fang, Heroism,
hp 89 (6d10+48 plus 8 temporary) Hydraulic Torrent
Fort +14, Ref +13, Will +14; Immune fear 4th Elemental Body I (water only), Mass Daze, Solid Fog,
OFFENSE Stoneskin
Speed 20 ft.; swim 80 ft. 5th Elemental Body II (water only), Greater Command,
Melee bite +17 (1d8+20), 2 slams +15 (1d8+12), tail slap +10 Spell Resistance
(2d6+18) 6th Elemental Body III (water only), Fluid Form, Greater
Space 10 ft.; Reach 5 ft. (10 ft. with tail slap) Heroism
Special Attacks trample (in water only, 1d8+12, DC 21) 7th Elemental Body IV (water only), Spell Turning, Vortex
SPELL-LIKE ABILITIES (CL 8th) 8th Iron Body, Moment of Prescience, Seamantle
At will—create water 9th Foresight, Tsunami
3/day—aqueous orb (DC 17), hydraulic push (DC 15)
1/day—greater heroism (used), greater magic fang (used), MONSTORIN TRAITS
quench +2 Con, +2 Wis: Khale monstorin are tough and wise.
STATISTICS Medium: A khale’s size gives no bonuses or penalties. 99
Str 26, Dex 19, Con 26, Int 15, Wis 18, Cha 17 Base Speed: 20 feet. Not encumbered by armor or a heavy load
Base Atk +6; CMB +15; CMD 29 (31 vs. trip) Swim Speed: 40 feet. +8 racial bonus to Swim checks.
Feats cleave, improved natural attack (slam), power attack (used) Monstrous Humanoid: Khales are monstrous humanoids with
Skills Diplomacy +17, Intimidate +17, Knowledge (nature) +15, darkvision out to 60 feet.
Perception +17, Sense Motive +17, Stealth +4 (+8 under water), Skills: Khales gain a +4 racial bonus to Perception checks made
Swim +20; Racial Bonuses +4 Stealth under water. to hear and to Stealth checks made under water.
Languages Common Blindsense: Blindsense out to 30 feet. This ability doesn’t
Echolocation (Ex): A khale can perceive the world by creating function if the khale is deaf or against targets in an area of
high-pitched noises and listening to their echoes. This gives the silence.
monster blindsight to a range of 120 feet. The echo-producing Natural Armor: +1 natural
noises are too high-pitched to be heard by most creatures, armor.
and can only be detected by dragons, other creatures with
this ability (such as bats), and creatures with hearing-based
blindsense or blindsight. The khale cannot use this ability if it is
deaf, and cannot detect anything in an area of silence.
Pseudodragon
CR 1 XP 400
NG Tiny dragon
Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light
vision; Perception +6
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 15 (2d12+2)
Fort +4, Ref +5, Will +4
Immune paralysis, sleep; SR 12
OFFENSE
Speed 15 ft., fly 60 ft. (good)
Melee sting +6 (1d3–2 plus poison), bite +6 (1d2–2)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
STATISTICS
Str 7, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 10 (14 vs. trip) Next
Feats Weapon Finesse Raptur
Skills Diplomacy +5, Fly +15, Perception +6, Sense Motive +6, CR 3 XP 800
Stealth +19 (+23 in forests), Survival +6; Racial Modifiers +4 N Medium animal
Stealth (improves to +8 in forests) Init +6; Senses low-light vision, scent; Perception +14
Languages Draconic; telepathy (60 ft.) DEFENSE
SPECIAL ABILITIES AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
Poison (Ex): Sting—injury; save Fort DC 14; frequency 1/minute hp 34 (4d8+16) Fort +8, Ref +6, Will +2
for 10 minutes; effect sleep for 1 minute; cure 1 save. The save OFFENSE
DC is Constitution-based and includes a +2 racial bonus. Speed 60 ft.
Melee 2 talons +5 (1d8+2), bite +5 (1d6+2), foreclaws +0
MONSTORIN TRAITS (PSEUDODRAGON) (1d4+1)
+2 Str, +2 Cha, –2 Dex: Pseudodragon monstorin are naturally Special Attacks pounce
intimidating, but not as agile as their cousins. STATISTICS
Medium: A pseudodragon’s size gives no bonuses or penalties. Str 15, Dex 15, Con 19, Int 2, Wis 12, Cha 14
Base Speed: A Pseudodragon’s speed is 30 ft. Base Atk +3; CMB +5; CMD 17
Dragon’s Blood: Pseudodragons count as dragons when Feats Improved Initiative, Run
affected by spells or abilities. They gain darkvision out to 60 Skills Acrobatics +10 (+22 jump), Perception +14, Stealth +15;
feet and low-light vision. They are also immune to magical Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth
sleep effects and paralysis effects. AVAILABLE TRAINER SPELLS
AVAILABLE TRAINER SPELLS (PSEUDODRAGON) Level Spells 119
Level Spells 1st Enlarge Person, Jump, Magic Fang, True Strike, Vanish
0 Daze, Flare, Ghost Sound, Light, Mage Hand 2nd Bloodhound, Instant Armor, Invisibility, Knock, Stone
1st Color Spray, Magic Fang, Silent Image, Sleep Call
2nd Daze Monster, Invisibility, Scorching Ray, See 3rd Aqueous Orb, Disrupting Roar, Greater Magic Fang,
Invisibility Rage
3rd Deep Slumber, Greater Magic Fang, Hold Person, 4th Greater Invisibility, Ride the Waves, Spike Stones,
Major Image Stoneskin
4th Dragon’s Breath, Greater Invisibility, Mass Daze, MONSTORIN TRAITS
Wandering Star Motes +2 Str, +2 Dex, –2 Int: Raptur monstorin are strong and
5th Acidic Spray, Break Enchantment, Hold Monster, quick, but lack knowledge of the larger world.
Symbol of Sleep Medium: Rapturs are medium creatures and have no bonuses
6th Cloak of Dreams, Greater Heroism, Programmed or penalties due to their size.
Image, True Seeing Fast Movement: Rapturs are quick on their feet. They have a
7th Fire Storm, Mass Hold Person, Symbol of Stunning base speed of 40 feet.
8th Moment of Prescience, Prismatic Wall, Sunburst Low-Light Vision: Rapturs can see twice as far as humans in
9th Fiery Body, Foresight conditions of dim light.
Scent: Rapturs gain scent.
Claws: Rapturs gain two
primary natural claw
attacks. These attacks
deal 1d4 damage.
Powerful Charge (Ex): When a
raptur charges, its claw attack
deals 2d4 damage plus 1-1/2
times its Strength bonus.
Previous Feats Critical Focus, Flyby Attack, Hover, Improved Critical (bite),
Royciel Improved Initiative, Improved Natural Attack (bite), Iron Will,
CR 16 XP 76,800 Lighting Reflexes, Power Attack, Vital Strike, Weapon Focus
LG Large magical beast (bite)
Init +3; Senses dragon senses, fog vision; Perception +30 Skills Acrobatics +26 (+30 jump), Diplomacy +32, Fly +24,
Aura cold (5 ft., 1d6 cold), frightful presence (240 ft., DC 26) Heal +32, Intimidate +32, Knowledge (arcana, history, local,
DEFENSE nobility) +32, Perception +32, Sense Motive +32, Spellcraft +32
AC 31, touch 11, flat-footed 29 (+2 Dex, +20 natural, –1 size) Languages Auran, Common, Draconic, Dwarven, Giant, Halfling,
hp 199 (21d10+126); fast healing 5 Terran SQ trainer spells (CL 11th, uses Wisdom)
Fort +16, Ref +16, Will +17 SPECIAL ABILITIES
DR 10/adamantine; Immune acid, lightning, paralysis, sleep; SR Cloud Walking (Su): A royciel can tread on clouds or fog as
27 though on solid ground.
OFFENSE Cold Aura (Su): All creatures within 5 feet of a royciel take 1d6
Speed 40 ft., fly 250 ft. (good); cloudwalking points of cold damage at the beginning of the dragon’s turn.
Melee bite +25 (2d8+6/19–20), 2 claws +24 (1d8+4) MONSTORIN TRAITS
Space 10 ft.; Reach 10 ft. +2 Dex, +2 Wis: Royciel monstorin are agile and wise.
Special Attacks breath weapon (60-ft. cone, DC 28, 16d8 cold, Medium: Royciels are medium creatures and have no bonuses
usable every 1d4 rounds), pounce, rake (2 claws +24, 1d8+4) or penalties due to their size.
SPELL-LIKE ABILITIES (CL 21st) Base Speed: Royciels have a base speed of 30 feet.
At will—control winds, detect evil, fog cloud Skills: A royciel always treats Sense Motive as a class skill and
120 STATISTICS gains a +2 racial bonus to Sense Motive checks.
Str 19, Dex 14, Con 19, Int 26, Wis 27, Cha 26 Breath Weapon: Royciels can breathe a 15-foot cone of freezing
Base Atk +21; CMB +24; CMD 34 (38 vs. trip) wind, dealing 1d6 points of cold damage to all creatures in the
AVAILABLE TRAINER SPELLS affected area. Those creatures can make a Reflex saving throw
Level Spells for half damage. The DC of the save is 10 + 1/2 the royciel’s
0 Detect Magic, Fury Guard, Light, Lullaby, Ray of Frost, character level + its Constitution modifier. At 5th level and
Read Magic, Stabilize, Resistance, Virtue every 5 levels thereafter, the royciel increases its breath
1st Bristle, Detect Evil, Ear-Piercing Scream, Shield, True weapon’s damage by 1d6 and can use its breath weapon 1
Strike additional time per day, to a maximum of 6d6 cold damage
2nd Augury, Calm Emotions, Cure Moderate Wounds, 6/day at 20th level.
Eagle’s Splendor, Invisibility
3rd Cure Serious Wounds, Dispel Magic, Disrupting
Roar, Wind Wall
4th Discordant Blast, Freedom of Movement,
Shout, Solid Fog
5th Break Enchantment, Breath of Life,
Control Winds, Spell Resistance
6th Greater Dispel Magic, Mass Cure
Moderate Wounds, Mass Eagle’s
Splendor
7th Mass Cure Serious Wounds, Repulsion
8th Greater Shout, Greater Spell Immunity, Holy
Aura
9th Foresight
The First Ancestral – Royciel Next
Daniel clung to the bright, yellow mane of the beast Rust Monster
that caught him. Seconds before, he was falling from the CR 3 XP 800
mountainside after stumbling on some loose rocks. His entire N Medium aberration
life had flashed before his eyes in an instant; and then there Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception
was a soft landing onto this monstorin’s back; like falling onto +12
a pillow. His eyes still brimming with tears, Daniel held onto DEFENSE
its mane for dear life. AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
When they landed, the boy and the beast were on a ledge hp 27 (5d8+5)
above his friends. At first, the young trainer didn’t want to Fort +2, Ref +4, Will +5
move. He wished only to stay safe on his rescuer’s back. OFFENSE
“It is okay, young one,” a melodic, powerful voice reassured. Speed 40 ft., climb 10 ft.
“You will not fall from this ledge. Please, sit and catch your Melee bite +6 (1d3), antennae +6 touch (rust)
breath. We will talk for a moment, then I will take you back STATISTICS
to your friends.” Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
It was the monster who spoke, and its voice was every bit Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
as soothing as his mother’s. With renewed confidence, Daniel Feats Ability Focus (rust), Skill Focus (Perception), Weapon
slid from its back and finally got a better look at his protector. Finesse
The creature resembled a winged lion, but its expression Skills Climb +8, Perception +12
was very human in contrast to its appearance. A joyous laugh SPECIAL ABILITIES
escaped Daniel as he recognized it from stories told in his Rust (Su): A metal object touched by the rust monster’s 121
childhood, “You’re a royciel; one of the ancestrals.” antennae takes half its maximum hp in damage and
The monstorin bowed its front legs, “Yes, Daniel Quill; and gains the broken condition—a second hit destroys the item.
I am but the first of those you and your friends will meet on Against creatures made of metal, a rust monster’s antennae
your journey.” deal 3d6+5 points of damage. An attended object, any magic
AVAILABLE TRAINER SPELLS (RUST MONSTER) object, or a metal creature can attempt a DC 15 Reflex save to
Level Spells negate this effect. The save DC is Constitution-based.
1st Ant Haul, Bristle, Expeditious Retreat, Mage Armor, Scent Metal (Ex): This ability functions much the same as the
Magic Fang scent ability, except that the range is 90 feet and the rust
2nd Animal Aspect, Bloodhound, Certain Grip, Instant monster can only use it to sense metal objects (including
Armor, Shatter creatures wearing or carrying metal objects).
3rd Battlefield Adept, Dispel Magic, Greater Magic Fang,
Resinous Skin
4th Greater Animal Aspect, Rusting Grasp, Stoneskin,
Strong Jaw
MONSTORIN TRAITS (RUST MONSTER)
+2 Dex, +2 Wis, –2 Cha: Rust monsters are quick and perceptive,
but their heritage makes them not well liked.
Medium: A rust monster’s size gives no bonuses or penalties.
Fast Movement: Has a base speed of 40 ft. and climb 20 ft.
Monstrous Humanoid: Gains darkvision out to 60 feet.
Scent Metal (Ex): As the rust monster special ability.
Rusting Grasp (Sp): Beginning at 8th level, a Rust monster can
cast rusting grasp as a spell-like ability once per day. If the
object or creature touched with the spell is later destroyed,
the rust monster can consume the remaining metal as if
eating one meal. The monstorin can use this ability twice per
day at 16th level and up to 3 times per day at 20th level.
Previous Languages Common, Ignan, Sylvan
Sagitor Equipment scimitar (2), kukri (2), +1 composite flaming burst
CR 9 XP 6,400 longbow (Str +5)
LN Large Fey (fire) SPECIAL ABILITIES
Init +8; Senses low-light vision; Perception +18 Burn (Ex): A Sagitor deals fire damage in addition to damage
DEFENSE dealt on a successful hit in melee. Those affected by the burn
AC 24, touch 14, flat-footed – (+4 Dex, +1 dodge, +10 natural, ability must also succeed on a Reflex save or catch fire, taking
–1 size) 1d6 for an additional 1d4 rounds at the start of its turn.
hp 105 (15d6+60); fast healing 2; Fort +9, Ref +13, Will +12 A burning creature can attempt a new save as a
Immune fire; Resist cold 10, electricity 10, sonic 10; SR 20 full-round action. Dropping and rolling on the
OFFENSE ground grants a +4 bonus on this save.
Speed 50 ft. Creatures that hit a burning creature with
Melee scimitar +14/+9/+4 (1d6+5/18–20), scimitar +14 natural weapons or unarmed attacks take fire damage as
(1d6+2/18–20), 2 kukris +14 (1d4+2/18–20) or 4 claws +9 though hit by the burning creature and must make a Reflex
(1d4+2) save to avoid catching on fire. See Burn for more details.
Ranged +1 flaming burst longbow +17/+12/+7 (1d8+6/x3 plus AVAILABLE TRAINER SPELLS
1d6 fire) Level Spells
Space 10 ft.; Reach 5 ft. (counts as Medium from waist up) 0 Bleed, Detect Poison, Detect Magic, Flare, Guidance,
Special Attacks burn (1d6, DC 18) Light
SPELL-LIKE ABILITIES (CL 15th) 1st Ant Haul, Identify, Magic Missile, True Strike, Vanish
122 Constant—detect chaos, detect thoughts (DC 15) 2nd Continual Flame, Detect Chaos, Detect Thoughts,
5/day—acid arrow, continual flame, light, true strike Invisibility, Scorching Ray
3/day—fireball (DC 16), vanish 3rd Arcane Sight, Battlefield Adept, Daylight, Heroism
1/day—greater invisibility, prismatic spray (DC 20) 4th Flame Strike, Greater Invisibility, Locate Creature,
STATISTICS Wandering Star Motes
Str 20, Dex 18, Con 18, Int 14, Wis 17, Cha 10 5th Spell Resistance, Telepathic Bond
Base Atk +11; CMB +17, CMD 32 (37 vs. trip) 6th Battlemind Link, Blade Barrier, True Seeing
Feats Dodge, Improved Critical (scimitar), Improved Initiative, 7th Greater Arcane Sight, Mass Invisibility, Prismatic Spray
Mobility, Multiweapon Fighting, Improved Overrun, Power 8th Iron Body, Moment of Prescience, Shield of Law
Attack, Spring Attack 9th Fiery Body, Foresight
Skills Climb +20, Diplomacy +17, Intimidate +17, Perception +18, MONSTORIN TRAITS
Sense Motive +18, Stealth +15, Survival +15 +2 Dex, +2 Wis, –2 Cha: Sagitor monstorin are natural rangers,
with a penchant for living away from society and a working
knowledge of the natural world.
Medium: Sagitor are medium creatures and have no bonuses
or penalties due to their size.
Fast Movement: Even without four legs, sagitor are quick on
their feet. They have a base speed of 40 feet.
Low-Light Vision: Sagitor can see twice as far as humans in
conditions of dim light.
Survival Instincts: Sagitor gain a +2 racial bonus to Perception
and Survival.
Fey-Blooded: Sagitor counts as a fey creature for the purpose
of effects that target fey.
Burning Bright (Su): A creature that grapples a sagitor takes 1d6
points of fire damage each round while the grapple continues.
In addition, Sagitor can cast light at will as a supernatural
ability.
AVAILABLE TRAINER SPELLS Next
Satyr Level Spells
CR 4 XP 1,200 0 Dancing Lights, Daze, Detect Magic, Detect Poison,
CN Medium fey Lullaby, Read Magic
Init +2; Senses low-light vision; Perception +18 1st Charm Animal, Charm Person, Ironbeard, Sleep, Speak
DEFENSE with Animals
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural) 2nd Daze Monster, Gallant Inspiration, Hideous Laughter,
hp 44 (8d6+16) Invisibility, Tree Shape
Fort +4, Ref +8, Will +8 3rd Deep Slumber, Major Image, Rage, Speak with Plants
DR 5/cold iron 4th Charm Monster, Confusion, Greater Invisibility, Mass
OFFENSE Daze
Speed 40 ft. 5th Break Enchantment, Commune with Nature, Mind
Melee mwk satyr claw* +5 (1d4+2/18–20) and mwk satyr claw* Fog, Persistent Image
+5 (1d4+1/18–20), horns –1 (1d6+1) 6th Cloak of Dreams, Ironwood, Mislead
Ranged short bow +6 (1d6/×3) 7th Animate Plants, Changestaff, Mass Invisibility
Special Attacks pipes (DC 18) 8th Antipathy, Iron Body, Sympathy
SPELL-LIKE ABILITIES (CL 8th) 9th Foresight, Wail of the Banshee
At will—dancing lights, disguise self, ghost sound (DC 14) MONSTORIN TRAITS
5/day—charm person (DC 15) , sleep (DC 15), suggestion (DC 17) +2 Wis, +2 Cha: Satyr monstorin are natural tricksters.
1/day—fear (DC 18) Medium: A satyr’s size gives no bonuses or penalties.
STATISTICS Base Speed: Satyrs have a base speed of 30 feet. 123
Str 14, Dex 15, Con 15, Int 13, Wis 14, Cha 18 Fey: As fey, satyrs gain low-light vision.
Base Atk +4; CMB +6 (+10 to disarm or +8 to sunder); CMD 18 Natural Glamour (Sp): Each satyr can change its appearance
(20 vs. disarm) at will to look like another humanoid creature. This
Feats Combat Expertise, Improved Disarm, Two-Weapon ability functions like Disguise Self, except the duration is
Fighting, Weapon Finesse instantaneous and the satyr appears to be the exact same
Skills Bluff +15, Diplomacy +15, Disguise +9, Intimidate +9, humanoid every time.
Knowledge (nature) +10, Perception +18, Perform (wind Survival Instincts:
instruments) +19, Stealth +17, Survival +7; Racial Modifiers +4 Satyr gain a +2 racial
Perception, +4 Perform, +4 Stealth bonus to Perception and
Languages Common, Sylvan Survival.
SPECIAL ABILITIES
Pipes (Su): When a satyr plays his pan pipes, all creatures within
a 60-foot radius must make a DC 18 Will save or be affected by
charm person, fear, sleep, or suggestion, depending on what
tune the satyr chooses. A creature that saves against the pipe’s
effect cannot be affected by the same set of pipes for 24 hours,
but can still be affected by the satyr’s other spell-like abilities as
normal. The save DC is Charisma-based.
* New item introduced in Chapter 3.
Previous SPECIAL ABILITIES
Scamethyst Ambush Pit (Ex): Can spend 1 minute digging into the soil or
CR 13 XP 25,600 other ground debris. When its tremorsense detects prey, it can
N Gargantuan magical beast (earth) erupt from the ground as a free action as part of a charge and
Init +12; Senses darkvision 60 ft., tremorsense 60 ft.; Perception use pounce. Has improved cover when hidden in this way.
+5 Poison (Ex): Sting—injury; save Fort DC 22; frequency 1/round
DEFENSE for 6 rounds; effect 1d4 Str and 1d4 Dex; cure 1 save. The save
AC 28, touch 7, flat-footed 27 (+1 Dex, +21 natural, –4 size) DC is Constitution-based.
hp 157 (15d10+75) Sandwalking (Ex): Travels at full speed across sand, rocky ground,
Fort +15, Ref +16, Will +9 or dust, and leaves no trail behind unless it chooses to.
Defensive Abilities ferocity; DR 5/–; Immune electricity, fire, Sandstorm Breath (Su): As a standard action, can spit electrically
mind-affecting effects; Resist acid 10, cold 10; SR 21 charged sand that bursts into a cloud. Range 60 feet; deals 3d6
Weaknesses vulnerability to sonic points of damage plus 4d8 points of electricity damage in a
OFFENSE 15-foot-radius spread (Reflex DC 22 for half). The cloud remains
Speed 50 ft., burrow 10 ft. for 1d4 rounds, dealing no damage but otherwise acting as
Melee sting +23/+18/+13 (2d8+16/17–20 plus poison), tail slap obscuring mist. Requires 1d6 rounds before using again. The
+18 (1d8+5 plus push) save DC is Constitution-based.
Space 20 ft.; Reach 20 ft. Savage Sting (Ex): Applies 1-1/2 times Strength modifier to
Special Attacks ambush pit, poison, pounce, push (tail slap, 10 damage with its sting attack, and threatens a crit on a 19-20.
ft.), sandstorm breath, savage sting Speed Surge (Ex): Three times per day as a swift action, a
124 STATISTICS scamethyst can take an additional move action.
Str 33, Dex 27, Con 20, Int 9, Wis 12, Cha 10
Base Atk +15; CMB +30; CMD 48 (60 vs. trip) The Second Ancestral – Scamethyst
Feats Combat Reflexes, Critical Focus, Great Fortitude, Improved As the large, crystalline monster skittered back and forth in
Critical (sting), Improved Initiative, Iron Will, Power Attack, front of Maverik and his companions, threatening them with
Weapon Focus (sting) the occasional stinger into the stone and earth at their feet,
Skills Climb +15, Perception +5, Stealth +4 (+8 in deserts); Racial the trainer stood his ground. He’d already ordered tridigon to
Modifiers +4 Climb, +4 Perception, +8 Stealth (+12 in deserts) stay back since it was still recovering from their last ordeal
SQ sandwalking, speed surge with the beast and none of the other monsters in his or the
others’ possession would stand a chance against it, so they
were at an impasse.
Its tail slammed down in front of him once again, but this
time the older man didn’t move. Reaching into his pocket,
Maverik withdrew a band of leather and pulled his dark,
peppery hair back so it was out of his eyes before taking
another step in his assailant’s direction. Behind him, Daniel
started to say something, but stopped when Maverik swept
his hand out to silence him.
Seeing his chance, Maverik walked right up to the scorpion’s
face. The red glow that represented its eyes shifted down
inside the gemstone carapace to look at him from beneath
its mouth as he addressed it, “It’s scamethyst, isn’t it? I get
that you’re trying to protect something, but my friends and I
are going to get past you. The scores you’re carving into the
ground tell me you don’t want to attack us outright, but you
don’t want to let us by either. Only one question remains to
be answered. Are we going to do this the easy way or the hard
way?”
AVAILABLE TRAINER SPELLS (SCAMETHYST) Next
Level Spells Siamange
0 Bleed, Create Water, Daze, Detect Poison, Flare CR 1 XP 400
1st Ant Haul, Blinding Dust, Expeditious Retreat, Sanctuary, N Medium animal
True Strike Init +2; Senses low-light vision, scent; Perception +5
2nd Daze Monster, Pernicious Poison, Resist Energy, Soften DEFENSE
Earth and Stone, Spider Climb AC 15, touch 14, flat-footed 11; (+4 Dex, +1 natural)
3rd Ablative Barrier, Burrow, Haste, Shifting Sand hp 13 (3d8)
4th Ball Lightning, Mass Daze, Stoneskin, Strong Jaw Fort +5, Ref +7, Will +2
5th Absorb Toxicity, Lightning Arc, Telekinesis, Telepathic OFFENSE
Bond Speed 30 ft., climb 30 ft.
6th Battlemind Link, Move Earth, Transformation Melee 2 slams +9 (1d4+7)
7th Statue STATISTICS
8th Earthquake, Iron Body, Moment of Prescience Str 25, Dex 19, Con 10, Int 2, Wis 12, Cha 7
9th Clashing Rocks, Foresight Base Atk +2; CMB +9; CMD 23
MONSTORIN TRAITS (SCAMETHYST) Feats Great Fortitude, Power Attack
+2 Str, +4 Dex, –2 Wis: Scamethyst monstorin are quick and Skills Acrobatics +8, Climb +19, Perception +5; SQ grasping feet
strong, but shortsighted in their beliefs. SPECIAL ABILITIES
Medium: A scamethyst’s size gives no bonuses or penalties. Grasping Feet (Ex): Can treat its feet as hands and vice versa.
Fast Movement: Scamethysts have a base speed of 40 feet. MONSTORIN TRAITS (SIAMANGE)
Monstrous Humanoid: Scamethysts gain 60-foot darkvision. +2 Str, +2 Dex, –2 Wis: Siamange monstorin are often reckless. 125
Carapace: A scamethyst gains +3 natural armor, but its carapace Medium: A siamange’s size gives no bonuses or penalties.
makes it difficult to wear normal armor. The cost of armor for Speed: Siamanges have a base speed of 30 feet and a climb
a scamethyst is doubled as if for a large creature. speed of 20 ft. This grants a +8 racial bonus to Climb checks.
Weakness: Scamethysts have vulnerability to sonic damage. A Senses: Siamanges gain low-light vision and scent.
scamethyst that takes sonic damage loses its natural armor Grasping Feet: A siamange can treat its bare feet as an extra
bonus for up to 24 hours. A lesser restoration spell can return pair of hands and vice versa.
the natural armor sooner. AVAILABLE TRAINER SPELLS (SIAMANGE)
Level Spells
1st Blinding Dust, Ear-Piercing Scream, Jump, Magic Fang,
Stone Fist
2nd Bull’s Strength, Certain Grip, Hideous Laughter, Knock,
Shatter
3rd Battlefield Adept, Disrupting Roar, Greater Magic Fang,
Rage
4th Shout, Stoneskin, Strong Jaw, True Form
Previous AVAILABLE TRAINER SPELLS (SIYAFRAK)
Siyafrak Level Spells
CR 8 XP 4,800 1st Ant Haul, Blend, Bristle, Magic Fang, Vanish
CN Large outsider (chaotic, extraplanar) 2nd Bull’s Strength, Certain Grip, Detect Chaos, Invisibility
Init +8; Senses darkvision 60 ft.; Perception +12 3rd Battlefield Adept, Disrupting Roar, Greater Magic
DEFENSE Fang
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size) 4th Chaos Hammer, Greater Invisibility, Locate Creature
hp 87 (7d10+49) MONSTORIN TRAITS (SIYAFRAK)
Fort +14, Ref +10, Will +4 +2 Con, +2 Int, –2 Cha: Siyafraks are a savage, tough, and
Defensive Abilities natural invisibility cunning race of monstorin.
OFFENSE Medium: A siyafrak’s size gives no bonuses or penalties.
Speed 40 ft.; climb 40 ft. Space 10 ft.; Reach 10 ft. Fast Movement: Even without four legs, siyafraks are quick on
Melee 2 claws +13 (2d6+6), bite +12 (2d8+10) their feet. They have a base speed of 40 feet.
STATISTICS Monstrous Humanoid: As monstrous humanoids, siyafraks
Str 22, Dex 17, Con 24, Int 15, Wis 14, Cha 11 have darkvision out to 60 ft.
Base Atk +7; CMB +14; CMD 27 (33 vs. trip) Survival Instincts: Siyafraks gain a +2 racial bonus to Perception
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, and Survival.
Weapon Focus (claw) Vanish (Sp): Once per day, a siyafrak can cast Vanish as a spell-
Skills Acrobatics +13, Climb +24, Bluff +10, Perception +12, Sense like ability. At 3rd level, it can also cast Invisibility once per
Motive +12, Stealth +10, Survival +12 day. At 7th level, it can also cast Greater Invisibility once per
126 Languages Common; SQ improved tracking day. The Siyafrak’s caster level is equal to its character level.
SPECIAL ABILITIES
Improved Tracking (Ex): A siyafrak takes no penalty to Survival Skaldak
checks when tracking and moving at any speed. CR 2 XP 600
Natural Invisibility (Su): This ability is constant—a siyafrak LE Medium aberration
remains invisible at all times, even when attacking. It can Init +6; Senses all-around vision, darkvision 60 ft., true seeing;
be seen with True Seeing, but is not subject to Invisibility Purge. Perception +37
Against foes that cannot pinpoint it, the siyafrak gains a +20 DEFENSE
bonus on Stealth checks when moving, or +40 when standing AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
still—these bonuses are not included in the statistics above. hp 19 (3d6+9) Fort +4, Ref +3, Will +5; SR 9
OFFENSE
Speed 20 ft.
Melee slam +3 (1d6+2)
Ranged up to 3 rays +3 ranged touch (see rays)
Special Attacks counterspell, rays (CL 2nd, 1-8 only)
STATISTICS
Str 14, Dex 14, Con 16, Int 17, Wis 15, Cha 15
Base Atk +1; CMB +3; CMD 15; Feats Alertness, Improved
Initiative
Skills Intimidate +8, Knowledge
(arcana, dungeoneering) +9, Perception +14,
Sense Motive +10, Spellcraft +13, Stealth +8; Racial Modifiers
+4 Perception, +4 Spellcraft
Languages Common, telepathy 100 ft.; SQ antimagic glare
SPECIAL ABILITIES
Antimagic Glare (Sp): As eyedolor, but requires a standard action
to activate and skaldak can keep it active with concentration as
long as it doesn’t move.
AVAILABLE TRAINER SPELLS (SKALDAK) Counterspell (Sp): The skaldak can counter any spell it is able to Next
Trainers gain Antimagic Field as a 6th-level spell and any spells cast without readying an action to do so. If it counters a spell
the skaldak can cast through its rays. that it can use as a ray attack, the skaldak cannot make that
MONSTORIN TRAITS (SKALDAK) ray attack on its following turn. It can use this ability once per
+4 Dex, +2 Int, +2 Wis, +2 Cha, –2 Str round or once per ray attack it uses to counter a spell.
Medium: A skaldak’s size gives no bonuses or penalties. Rays (Su): The skaldak casts rays randomly within 120 ft. as a
Slow Movement: Skaldaks have a 20 ft. speed, but are never 12th-level caster. It cannot fire a ray into an antimagic field, and
encumbered by armor or a heavy load. can only fire up to 2 rays at any target each round. If it rolls the
Aberration: As aberrations, skaldaks have darkvision 60 ft. same ray more than once, the skaldak loses that attack.
All-Around Vision: Skaldaks gain a +4 racial bonus to Perception These rays function as the listed spells with the addition that
checks and are immune to flanking. the skaldak must succeed at a ranged touch attack to use them
if they didn’t already require one.
Skaldak, True Form (Eyedolor) 1 - Ray of Frost, 2 - Ray of Enfeeblement (DC 13), 3 - Scorching
CR 12 XP 19,200 Ray, 4 - Charm Monster (DC 16), 5 - Fear (DC 16),
LE Large aberration 6 - Inflict Moderate Wounds (DC 14), 7 - Deep
Init +6; Senses all-around vision, darkvision 60 ft., true seeing; Slumber (DC 15), 8 - Slow
Perception +37 (DC 15), 9 - Eyebite (DC 18),
DEFENSE 10 - Poison (DC 15), 11 -
AC 25, touch 19, flat-footed 23 (+2 Dex, +6 deflection, +8 Flesh to Stone (DC 18),
natural, –1 size) 12 - Confusion (DC
hp 150 (20d6+80) 15), 13 - 127
Fort +10, Ref +10, Will +14; SR 26 Symbol of
OFFENSE Vulnerability,
Speed 5 ft., fly 30 ft. (good) 14 - Dictum
Melee bite +11 (2d6) (DC 19), 15 -
Ranged up to 8 rays +13 ranged touch (see rays) Acid Arrow,
Space 10 ft.; Reach 5 ft. 16 - Bestow
Special Attacks counterspell, rays (CL 12th) Curse (DC 16), 17 - Vampiric
STATISTICS Touch, 18 - Sands of Time, 19 -
Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15 Mind Fog (DC 18), 20 - Polar Ray
Base Atk +10; CMB +11; CMD 23 (cannot be tripped)
Feats Alertness, Flyby Attack, Improved Initiative, Improved
Lightning Reflexes, Improved Natural Attack (bite), Skill Focus
(perception), Weapon Focus (bite, ray); Quicken Spell-Like
Ability (antimagic glare)
Skills Bluff +13, Diplomacy +13, Fly +19, Intimidate +17,
Knowledge (arcana +18, dungeoneering +14), Perception +29,
Sense Motive +17, Spellcraft +30, Stealth +9, Swim +11; Racial
Modifiers +4 Perception, +4 Spellcraft
Languages Common, telepathy 100 ft.; SQ antimagic glare
SPECIAL ABILITIES
Antimagic Glare (Sp): As a swift action, the skaldak can create an
antimagic field in a 15 ft. cone. That area lasts until it moves or
until the end of its next turn. The skaldak can use this ability at
will once per round.
To attack the skaldak’s central eye in melee, a creature must
stand within the area to do so. A creature with a ranged weapon
must place the zone between it and the skaldak.
Previous
Steel Sentry (Firaels) Steel Sentry Hero (Firadron)
CR 13 XP 4,800 CR 16 XP 4,800
LN Small outsider (extraplanar) LN Medium outsider (extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +12 Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE DEFENSE
AC 28, touch 12, flat-footed 27 (+12 armor, +1 Dex, +4 shield, +1 AC 31, touch 11, flat-footed 30 (+14 armor, +1 Dex, +6 shield)
size) hp 241 (21d10+126)
hp 171 (18d10+72); Fort +18, Ref +15, Will +14
Fort +15, Ref +14, Will +12 Defensive Abilities fire shield (1d6+15); Immune fire; SR 27
Defensive Abilities fire shield (1d6+15); Immune fire; SR 24 OFFENSE
OFFENSE Speed 30 ft., charge 60 ft.
Speed 20 ft., charge 40 ft. Melee +1 flaming longsword +26/+21/+16/+11 (1d8+4/19-20
Melee +1 flaming longsword +22/+17/+12/+7 (1d6+3/19-20 plus plus 1d6 fire) or vital strike +26 (3d8+4/19-20 plus 1d6 fire)
1d6 fire) or vital strike +22 (2d6+3/19-20 plus 1d6 fire) STATISTICS
STATISTICS Str 17, Dex 16, Con 22, Int 8, Wis 20, Cha 14
Str 15, Dex 16, Con 18, Int 8, Wis 18, Cha 14 Base Atk +21/+16/+11/+6; CMB +14; CMD 27 (33 vs. trip)
Base Atk +18; CMB +20; CMD 33 Feats Combat Reflexes, Disruptive, Improved Vital Strike, Iron
Feats Combat Reflexes, Disruptive, Iron Will, Missile Shield, Ray Will, Missile Shield, Ray Shield, Shield Focus, Spellbreaker,
Shield, Shield Focus, Spellbreaker, Teleport Tactician, Vital Teleport Tactician, Weapon Focus (longsword)
128 Strike Skills Appraise +26, Craft (arms and armor) +23, Intimidate +26,
Skills Appraise +23, Craft (arms and armor) +20, Intimidate Knowledge (arcana, engineering) +13, Use Magic Device +25
+23, Knowledge (arcana, engineering) +11, Use Magic Device Languages Common
+23 Gear +1 flaming longsword, +5 full plate, +4 heavy steel shield
Languages Common
Gear small +1 flaming longsword, +3 full plate, +2 heavy steel
shield
SPECIAL ABILITIES (ALL STEEL SENTRIES)
Fire Shield (Su): As the spell. This effect is constant, but can be
suppressed or reignited as a free action. When reignited, the
sentry can choose to use either chill shield or warm shield.
Flaming Longsword: The steel sentry’s longsword changes from
flaming to frost when it activates chill shield and from frost to
flaming when it activates warm shield. If the sentry dies, its
weapon can be claimed, and remains permanently flaming or
frost, whichever it was using when killed.
AVAILABLE TRAINER SPELLS Next
Steel Sentry Champion (Gladiafira) Level Spells
CR 19 XP 4,800 1st Mage Armor, Magic Weapon, Shield, True Strike
LN Large outsider (extraplanar) 2nd Chill Metal, Gallant Inspiration, Heat Metal, Instant
Init +3; Senses darkvision 60 ft.; Perception +5 Armor
DEFENSE 3rd Ablative Barrier, Greater Magic Weapon, Heroism,
AC 34, touch 12, flat-footed 17 (+14 armor, +3 Dex, +8 shield, –1 Protection from Energy (fire only)
size) 4th Fire Shield, Flame Strike, Spell Immunity
hp 322 (28d10+168)
Fort +22, Ref +19, Will +16
Defensive Abilities fire shield (1d6+15); Immune fire; SR 34
OFFENSE
Speed 40 ft., charge 80 ft.. Space 10 ft.; Reach 10 ft.
Melee +1 flaming bastard sword +34/+21/+16/+11 (2d6+6/19-
20 plus 1d6 fire) or vital strike +34 (8d6+6/19-20 plus 1d6 fire)
STATISTICS
Str 21, Dex 16, Con 22, Int 8, Wis 20, Cha 14
Base Atk +28/+23/+18/+13; CMB +14; CMD 27 (33 vs. trip)
Feats Combat Reflexes, Disruptive, Greater Vital Strike, Exotic
Weapon Proficiency (bastard sword), Intimidating Prowess,
Iron Will, Missile Shield, Ray Shield, Shield Focus, Spellbreaker, 129
Teleport Tactician, Weapon Focus (bastard sword)
Skills Appraise +33, Craft (arms and armor) +30, Intimidate +33,
Knowledge (arcana, engineering) +16, Use Magic Device +33
Languages Common
Gear large +1 flaming bastard sword, +5 mithral full
plate, +4 mithral tower shield
MONSTORIN TRAITS
+2 Str, +2 Wis, –4 Int: Steel sentries are strong and perceptive,
but lack an understanding of the broader world.
Medium: A steel sentry’s size gives no bonuses or penalties.
Fast Movement: Steel sentries have a base speed
of 40 feet.
Outsider (native, fire): As outsiders, steel
sentries gain darkvision out to 60 ft.
Elemental Assault (Su): As a swift action,
a steel sentry can call on the
elemental power lurking within
to shroud its arms in fire.
Unarmed strikes with its elbows or hands (or attacks with
weapons held in those hands) deal +1d6 points of fire
damage. This lasts for 1 round per character level. The sentry
may end the effects of its elemental assault as a free action.
The rounds need not be consecutive.
Fire Immunity: Steel sentries are immune to fire.
Previous
Swine, Armored (Suidae) Swine, Armored (Wildesau)
CR 8 XP 4,800 CR 8 XP 4,800
Female N Medium animal Male N Large animal
Init +6; Senses low-light vision, scent; Perception +14 Init +2; Senses low-light vision, scent; Perception +8
DEFENSE DEFENSE
AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 natural) AC 21, touch 10, flat-footed 20 (+9 armor, +1 Dex, +2 natural, –1
hp 102 (12d8+48) size)
Fort +11, Ref +11, Will +7 hp 90 (12d8+36)
Defensive Abilities ferocity Fort +10, Ref +10, Will +5
OFFENSE Defensive Abilities ferocity, DR 3/–
Speed 30 ft. OFFENSE
Melee gore +15 melee (2d6+9) Speed 30 ft.
Special Attacks powerful charge (gore, 4d6+12) Melee gore +13 melee (2d6+21)
STATISTICS Space 10 ft.; Reach 10 ft.
Str 23, Dex 16, Con 17, Int 2, Wis 17, Cha 12 Special Attacks powerful charge (gore, 4d6+25)
Base Atk +9; CMB +15; CMD 28 (32 vs. trip) STATISTICS
Feats Improved Initiative, Improved Natural Attack (gore), Skill Str 27, Dex 14, Con 15, Int 2, Wis 13, Cha 8
Focus (Perception), Toughness Base Atk +9; CMB +18; CMD 30 (34 vs. trip)
Skills Perception +18 Feats Cleave, Power Attack (used), Toughness, Weapon Focus
130 Gear +1 scale mail barding (gore)
Skills Intimidate +10, Perception +8
AVAILABLE TRAINER SPELLS (ARMORED SWINE) Gear adamantine full plate barding
Level Spells MONSTORIN TRAITS (ARMORED SWINE)
0 Daze, Fury Guard, Resistance +2 Con (suidae) or +2 Str (wildesau), +2 Wis: Male and female
1st Ant Haul, Enlarge Person, Cure (suidae)/Inflict armored swine focus on different traits.
(wildesau) Light Wounds, Mage Armor, Magic Fang Medium: An armored swine’s size gives no bonuses or penalties.
2nd Cure (suidae)/Inflict (wildesau) Moderate Wounds, Base Speed: Armored swine have a base speed of 30 feet.
Instant Armor Low-Light Vision: Armored swine can see twice as far in
3rd Cure (suidae)/Inflict (wildesau) Serious Wounds, conditions of low light.
Greater Magic Fang, Heroism Gore: All armored swine gain a gore attack which deals 1d6
4th Atavism, Cure (suidae)/Inflict (wildesau) Critical points of damage on a hit. They also have powerful charge,
Wounds, Stoneskin which deals 2d6 + twice the swine’s Strength modifier.
5th Break Enchantment, Spell Resistance, Wall of Stone Armored Culture: Armored swine usually become adventurers
6th Greater Heroism, Move Earth, Transformation after they are given their first suit of scale mail. They also gain
7th Rampart, Statue, Sunbeam a +2 racial bonus to craft (arms and armor) checks.
8th Earthquake, Iron Body, Mass Atavism
9th Clashing Rocks, Fiery Body, World Wave
MONSTORIN TRAITS Next
Taurinor - Gorgon Ancestral +2 Str, +2 Con, –2 Dex: Strong and tough, taurinor lack mobility.
CR 10 XP 9,600 Medium: A taurinor’s size gives no bonuses or penalties.
N Huge magical beast Slow Movement: Taurinor have a base speed of 20 feet. They
Init +1; Senses darkvision 60 ft., low-light vision, scent; are never encumbered by armor or a heavy load.
Perception +17 Monstrous Humanoid: As monstrous humanoids, taurinor gain
DEFENSE darkvision out to 60 ft..
AC 25, touch 9, flat-footed 24 (Dex +1, +16 natural, –2 size) Gore: All taurinor gain a gore attack which deals 1d8 points of
hp 103 (9d10+54) damage on a hit.
Fort +13, Ref +10, Will +10 Improved Overrun: Gains Improved Overrun as a bonus feat.
DR 10/adamantine; Immune acid, poison; SR 19 Resistances: Taurinor have acid resistance 5 and a +5 racial
OFFENSE bonus to saving throws against poison.
Speed 40 ft. Space 15 ft.; Reach 10 ft. AVAILABLE TRAINER SPELLS
Melee gore +17 (3d6+19), 2 hooves +12 (1d8+9) Level Spells
Special Attacks breath weapon (60-foot cone, turn to stone, 0 Detect Poison, Fury Guard
Fortitude DC 19 negates, usable every 1d4+1 rounds), trample 1st Ant Haul, Expeditious Retreat, Ironbeard, Magic Fang,
(3d6+19, DC 27) Obscuring Mist
STATISTICS 2nd Bull’s Strength, Fog Cloud, Knock, Resist Energy (acid
Str 36, Dex 12, Con 20, Int 6, Wis 20, Cha 13 only), Stone Call
Base Atk +9; CMB +24; CMD 35 (39 vs. trip) 3rd Greater Magic Fang, Neutralize Poison, Protection
Feats Great Fortitude, Improved Initiative, Iron Will, Power from Energy (acid only), Stinking Cloud 131
Attack (used), Toughness 4th Dragon’s Breath (acid only), Mass Daze, Solid Fog,
Skills Perception +17 Spike Stones
SPECIAL ABILITIES 5th Cloudkill, Greater Command, Mass Inflict Light
Breath Weapon (Su): A taurinor can use its breath weapon Wounds, Mind Fog
once every 1d4+1 rounds to create a 60-foot cone of green 6th Acid Fog, Flesh to Stone, Mass Inflict Moderate
gas. Those caught in the area of the gas can attempt a DC 19 Wounds
Fortitude save to resist the effects, but those who fail the save 7th Caustic Eruption, Mass Inflict Serious Wounds, Statue
are immediately petrified. This petrification is temporary—each 8th Earthquake, Iron Body, Mass Inflict Critical Wounds
round, a petrified creature can attempt a new DC 19 Fortitude 9th Foresight, Mass Hold Monster
save to recover from the petrification as long as it is not caught
within the area of effect of the taurinor’s
breath weapon a second time while petrified. A
creature exposed to the taurinor’s
breath a second time while already
petrified becomes permanently
petrified, and can no longer attempt
to make additional Fortitude saves to
recover naturally. The save DC is
Constitution-based.
Previous Jenna’s Tesoroo
Tesoroo Jenna watched the tesoroo for a while before deciding what
CR 3 XP 800 she wanted to do about the monstorin. It had stuck around
N Small magical beast the watering hole long enough, scaring off some of the other
Init +4; Senses darkvision 60 ft.; Perception +5 creatures that approached with its monstrous claws, and it
DEFENSE was time she did something about it.
AC 15, touch 15, flat-footed 11 (Dex +4, +1 size) Calling upon lychnis, the researcher watched as familiar
hp 30 (4d10+8); Fort +7, Ref +8, Will +2 streaks of gray, pink, and white materialized in front of the
Defensive Abilities vanish (3/day), Immune mind-affecting tesoroo. The ruby mole sniffed the air in curiosity before it
effects realized that Jenna’s companion was there to battle it.
OFFENSE With a grunting sound, the ruby mole dug its way into the
Speed 20 ft.; burrow 40 ft. ground and toward lychnis, but Jenna was ready, “Lychnis,
Melee 2 claws +7 (1d4+2) start out with substitution, then follow it up with sudden flash
Special Attacks blinding dust (3/day, DC 14), command (3/day, and reflective sheen.”
CL 14) It was the order of attacks she and her friend had practiced
STATISTICS ever since it grew into its new stage, and the proud spark
Str 15, Dex 19, Con 12, Int 8, Wis 13, Cha 14 monster pulled off the combination with ease as tesoroo
Base Atk +4; CMB +5; CMD 19 (21 vs. trip) resurfaced to take a powerful swipe at it with sharp claws.
Feats Great Fortitude, Skill Focus (stealth) The mole’s attack struck nothing but the energy generated
Skills Acrobatics +8, Escape Artist +8, Stealth +15, by the substitution. Next, a bright blast of energy disoriented
132 Perception +5 it and lychnis was able to finish by coating itself in stunningly
SPECIAL ABILITIES bright light that further confused its opponent.
Blinding Dust, Command, and Vanish (Su): As the spells. CL 3rd. “Perfect,” Jenna complimented her companion. Careful
MONSTORIN TRAITS to avoid using lightning, she called out, “Let’s bring this
+2 Con, +2 Cha, –2 Wis: Tesoroos are playful and childish. monstorin down while it’s still out of the ground. Use your roll
Small: Tesoroos are Small creatures and gain a +1 size bonus to of thunder attack to drive it back so I can capture it.”
their AC, a +1 size bonus on attack rolls, a –1 penalty to their Lychnis purred in response to its trainer’s praise and started
CMB and CMD, and a +4 size bonus on Stealth checks. to build its next attack, but tesoroo had already recovered
Slow Speed: Tesoroos have a base speed of 20 ft. They also and was coming at it again. This time, the red gem on the
have a burrow speed of 20 ft. monstorin’s head glowed briefly as it slashed out, causing
Darkvision: Tesoroos have darkvision out to 60 feet. Jenna and lychnis both to block their eyes. When they looked
Vanish (Sp): Tesoroos can cast Vanish again, the tesoroo was nowhere to be found.
as a spell-like ability once per day. Scratching her head, Jenna looked around, “It couldn’t have
Skills: Tesoroo gain a +2 racial gotten far. Try calling some rain to flush it out.”
bonus to Acrobatics and Lychnis did as instructed and dark storm clouds gathered
Stealth checks. around the immediate area. As rain began to poor down,
Jenna couldn’t see anything at first, but the tesoroo wasn’t
used to the change in weather and revealed itself as it tried
to scurry away.
Before the monstorin could get away, Jenna quickly focused
her essence on it, trying the technique Maverik had described
to her to avoid losing a capture while she concentrated.
Forming her essence into a mental lasso, Jenna reached
out and wrapped tesoroo up. It struggled briefly against the
bindings, but gave in as Jenna relaxed her grip a little to show
that it was still safe with her.
“There we go,” the trainer told her new companion as it
settled into her essence. “Welcome to the party.”
AVAILABLE TRAINER SPELLS (TESOROO) SPECIAL ABILITIES Next
Level Spells Haste (Su): The Timeslayer is under a persistent haste effect,
0 Flare, Fury Guard, Light granting it +30 ft. speed, a +1 dodge bonus to AC and CMD, and
1st Blinding Dust, Command, Faerie Fire, Shield, Vanish an extra attack during a full attack action (already added).
2nd Augury, Calm Emotions, Glitterdust, Invisibility, See Slow Aura (Su): Creatures within 15 ft. of a timeslayer must
Invisibility succeed at a Will Save (DC 26) or be slowed, as the spell, until
3rd Burrow, Invisibility Purge, Shifting Sand, Suggestion they leave the aura. Creatures must make this save every round
4th Confusion, Earth Glide, Greater Invisibility, Stoneskin in which they enter or are within the aura.
5th Greater Command, Wall of Stone, Waves of Fatigue Wisdom of Ages (Ex): A timeslayer adds its Wisdom modifier
6th Mass Suggestion, Mislead, Repulsion as an insight bonus to its AC. If the timeslayer would lose its
7th Mass Invisibility, Scouring Winds, Sunbeam Dexterity to AC, it also loses this bonus.
8th Iron Body, Moment of Prescience, Sunburst MONSTORIN TRAITS
9th Foresight, Fiery Body +2 Str, +2 Cha, –2 Int: Timeslayers are strong and intimidating,
but lack care for what they deem are lesser beings.
Medium: A time slayer’s size gives no bonuses or penalties.
Timeslayer Base Speed: Timeslayers have a base speed of 30 feet.
CR 17 XP 102,400 Outsider (native): As outsiders, timeslayers gain darkvision out
LE Large outsider (evil, extraplanar, lawful) to 60 ft..
Init +13; Senses blindsight 60 ft., darkvision 60 ft., low-light Haste (Sp): A timeslayer can cast Haste as a spell-like ability
vision; Perception +26 once per day, but only on itself. Its caster level is its character
Aura slow (15 ft., DC 26) level. 133
DEFENSE Dangerous Claws: Timeslayers have 2 natural claw attacks that
AC 32, touch 24, flat-footed 17 (+9 Dex, +1 dodge, +8 natural, –1 deal 1d8 damage on a hit and x3 damage on a critical hit.
size, +5 Wis)
hp 261 (18d10+162); Fort +20, Ref +22, Will +11 AVAILABLE TRAINER SPELLS (TIMESLAYER)
Defensive Abilities improved evasion, wisdom of ages; DR 15/ Timeslayers gain spells as celedeen, except as follows: They
epic; Immune electricity; SR 29 gain Magic Fang instead of Entangle (1st), Bull’s Strength
OFFENSE instead of Owl’s Wisdom (2nd), Greater Magic Fang instead
Speed 70 ft. (haste); Climb 35 ft. (haste) of Speak with Plants (3rd), and Mass Inflict Moderate Wounds
Melee 3 claws +27 (1d6+9/19–20 x3 plus 3d6 cold and rend) instead of Mass Cure Moderate Wounds (6th).
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+13 plus 3d6 cold plus 1d4 Cha
damage)
STATISTICS
Str 29, Dex 29, Con 29, Int 16, Wis 20, Cha 24
Base Atk +18; CMB +28; CMD 48
Feats Critical Focus, Improved Critical (claw), Improved
Initiative, Intimidating Prowess, Lightning Reflexes, Skill
Focus (intimidate, stealth), Tiring Critical, Weapon Focus
(claw)
Skills: Acrobatics +30, Bluff +28, Intimidate +43,
Knowledge (arcana, planes) +24, Perception +26,
Sense Motive +26, Spellcraft +24, Stealth +32
Languages Common, telepathy 100 ft.
SQ ageless, haste
Previous AVAILABLE TRAINER SPELLS (ALL TREANTS)
Treant Level Spells
CR 8 XP 4,800 0 Detect Poison
NG Huge plant 1st Bristle, Entangle, Goodberry, Shillelagh
Init –1; Senses low-light vision; Perception +12 2nd Barkskin, Tree Shape
DEFENSE 3rd Neutralize Poison, Resinous Skin, Speak with Plants
AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size) 4th Arboreal Hammer, Grove of Respite, Thorn Body
hp 114 (12d8+60) 5th Absorb Toxicity, Commune with Nature, Wall of Thorns
Fort +13, Ref +3, Will +9 6th Spellstaff
DR 10/slashing; Immune plant traits 7th Animate Plants, Siege of Trees
Weaknesses vulnerability to fire 8th Mass Cure Critical Wounds
OFFENSE 9th Greater Siege of Trees
Speed 30 ft. MONSTORIN TRAITS
Melee 2 slams +17 (2d6+9/19–20) +2 Str, +2 Wis: Treant monstorin are strong and wise.
Ranged rock +7 (2d6+13) Medium: Treants are medium creatures and have no bonuses
Space 15 ft.; Reach 15 ft. or penalties due to their size.
Special Attacks rock throwing (180 ft.), trample (2d6+13, DC 25) Base Speed: Treants have a base speed of 30 feet. They are
STATISTICS never encumbered by armor or a heavy load.
Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 13 Low-Light Vision: A treant can see twice as far as a human in
Base Atk +9; CMB +20; CMD 29 low-light conditions.
134 Feats Alertness, Improved Critical (slam), Improved Sunder, Skills: A treant always treats Knowledge (nature) and Survival
Iron Will, Power Attack, Weapon Focus (slam) as class skills and gains a +2 racial bonus to each.
Skills Diplomacy +9, Intimidate +9, Knowledge (nature) +9, Plant-Like: Treant monstorin are not plant-type creatures,
Perception +12, Sense Motive +9, Stealth –9 (+7 in forests); but they are very close. They receive a +2 racial bonus to
Racial Modifiers +16 Stealth in forests saves against all mind-affecting effects, paralysis, poison,
Languages Common, Sylvan, Treant polymorph, sleep effects, and stunning.
SQ animate trees, double damage against objects, treespeech
SPECIAL ABILITIES
Animate Trees (Sp): A treant can animate any trees within 180
feet at will, controlling up to two trees at a time. It takes 1
full round for a tree to uproot itself, after which it moves at a
speed of 10 feet and fights as a treant (although it has only one
slam attack and lacks the treant’s animation and rock-throwing
abilities), gaining the treant’s vulnerability to fire. If the treant
that animated it terminates the animation, moves out of range,
or is incapacitated, the tree immediately takes root wherever it
is and returns to its normal state.
Treespeech (Ex): A treant has the ability to converse with plants
as if subject to a continual speak with plants spell, and most
plants greet them with an attitude of friendly or helpful.
Next
Treant Cousin (Rastafern) Treant Cousin (Rastaflor)
CR 1/2 XP 200 CR 5 XP 1,600
N Small plant N Medium plant
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 Init +0; Senses darkvision 60 ft., low-Light vision; Perception +11
DEFENSE DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size) AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 8 (1d8+4) hp 56 (9d8+18)
Fort +3, Ref +2, Will +0 Fort +8, Ref +6, Will +5
DR 5/slashing or bludgeoning; Immune electricity, plant traits DR 5/slashing or bludgeoning; Immune electricity, plant traits;
OFFENSE Resist fire 10
Speed 30 ft. OFFENSE
Melee slam +3 (1d6+1) Speed 30 ft.
Special Attacks vine slap (slam, 10 ft.) Melee 2 slams +10 (1d8+3 plus grab)
SPELL-LIKE ABILITIES (CL 1st) Special Attacks constrict (1d8+4), vine slap 10 ft.
At will—detect animals or plants SPELL-LIKE ABILITIES (CL 9th)
1/day—entangle (DC 12), goodberry At will—detect animals or plants, speak with plants
STATISTICS 3/day—barkskin, blight (DC 17), burst of nettles (DC 15),
Str 13, Dex 14, Con 13, Int 7, Wis 10, Cha 13 command plants (DC 16), entangle (DC 13), goodberry, spike
Base Atk +0; CMB –1; CMD 11 growth (DC 15)
Feats Toughness 1/day—commune with nature 135
Skills Perception +8, Stealth +12 (+20 in vegetation); Racial STATISTICS
Modifiers +4 Stealth (+12 in vegetation); +4 Perception Str 17, Dex 12, Con 15, Int 7, Wis 10, Cha 15
Languages understands Common; Sylvan, Vegepygmy Base Atk +6; CMB +12 (+16 grapple); CMD 22
SPECIAL ABILITIES Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon
Vine Slap: Counts as slam, but with a 10 ft. reach. Focus (slam)
MONSTORIN TRAITS (RASTAFERN & RASTAFLOR) Skills Perception +11, Stealth +12 (+20 in swamps or forest);
Rastafern monstorin count as small treants with +2 Dex Racial Modifiers +4 Stealth (+12 in swamps or forests), +4
instead of +2 Str. Their base speed is 20 ft., but they are not Perception; Languages Common, Sylvan, Vegepygmy
encumbered by armor or a heavy load. In addition, Rastafern
can cast goodberry once per day as a spell-like ability.
Rastaflor monstorin count as medium treants with +2 Str, +2
Con, +2 Cha instead of their usual bonuses. They lose their
skill bonuses, but still treat Knowledge (nature) and Survival
as class skills.
Previous
Trisaber Trisaber Hero (Sevord)
CR 7 XP 3,200 CR 11 XP 12,800
N Small animal N Medium animal
Init +4; Perception +5 Init +7; Perception +5
DEFENSE DEFENSE
AC 20, touch 15, flat-footed 16 (+4 Dex, +5 natural, +1 size) AC 25, touch 14, flat-footed 22 (+3 Dex, +1 dodge, +11 natural)
hp 85 (10d8+40) hp 127 (15d8+60)
Fort +10, Ref +11, Will +6 Fort +14, Ref +14, Will +10; DR 5/adamantine
OFFENSE OFFENSE
Speed 5 ft.; swim 30 ft. Speed 5 ft.; swim 40 ft.
Melee 3 blades +13 (1d8+6/19–20) Melee 3 blades +17 (2d6+10/19–20)
Special Attacks powerful charge (blade, 3d8+18), strong blade Special Attacks powerful charge (blade, 6d6+30), strong blade
STATISTICS STATISTICS
Str 16, Dex 19, Con 16, Int 2, Wis 13, Cha 7 Str 20, Dex 17, Con 20, Int 2, Wis 17, Cha 11
Base Atk +7; CMB +9; CMD 23 (can’t be tripped) Base Atk +11; CMB +16; CMD 30 (can’t be tripped)
Feats Intimidating Prowess, Iron Will, Toughness, Weapon Feats Dodge, Intimidating Prowess, Improved Initiative, Iron
Finesse, Weapon Focus (blade) Will, Lightning Reflexes, Skill Focus (intimidate), Toughness,
Skills Acrobatics +8, Intimidate +10, Perception +5, Stealth +12 Weapon Focus (blade)
(+20 in water), Swim +19; Racial Modifiers +4 Intimidate, Skills Acrobatics +7, Intimidate +28, Perception +7, Stealth +7
136 +8 Stealth in water (+15 in water), Swim +18; Racial Modifiers +4 Intimidate, +8
SPECIAL ABILITIES Stealth in water
Strong Blade (Ex): Trisabers add twice their strength bonus (if SPECIAL ABILITIES
any) to the damage they deal with their blades. They can score Strong Blade (Ex): Trisabers add twice their strength bonus (if
a critical hit on a natural 19-20. any) to the damage they deal with their blades. They can score
a critical hit on a natural 19-20.
AVAILABLE TRAINER SPELLS Next
Trisaber Champion (Swordbite) Level Spells
CR 14 XP 38,400 0 Bleed, Create Water
N Large animal Init +7; Perception +10 1st Blend, Hydraulic Push, Inflict Light Wounds, Jump,
DEFENSE Magic Weapon
AC 29, touch 13, flat-footed 26 (+3 Dex, +1 dodge, +16 natural, 2nd Inflict Moderate Wounds, Instant Armor, Levitate
–1 size) (swordbite only), Protection from Arrows
hp 170 (20d8+80) 3rd Fly (swordbite only), Greater Magic Weapon, Inflict
Fort +17, Ref +17, Will +12; DR 10/adamantine Serious Wounds, Quench
OFFENSE 4th Elemental Body I (water only), Inflict Critical Wounds,
Speed 5 ft.; fly 30 ft. (average), swim 50 ft. Ride the Waves, Strong Jaw
Melee bite +23 (2d6+8), 2 blades +23 (2d8+16/19–20) 5th Elemental Body II (water only), Geyser
Space 10 ft.; Reach 10 ft. 6th Blade Barrier, Control Water, Elemental Body III (water
Special Attacks powerful charge (blade, 4d8+32), strong blade only), Fluid Form
STATISTICS 7th Elemental Body IV (water only), Ice Body, Scouring
Str 26, Dex 16, Con 17, Int 2, Wis 19, Cha 11 Winds
Base Atk +15; CMB +16; CMD 30 (can’t be tripped) 8th Iron Body, Seamantle
Feats Dodge, Flyby Attack, Great Fortitude, Intimidating Prowess, 9th Tsunami
Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus
(Stealth), Toughness, Weapon Focus (blade)
Skills Acrobatics +8, Fly +3, Intimidate +18, Perception +10, 137
Stealth +18 (+26 in water), Swim +20; Racial Modifiers +4
Intimidate, +8 Stealth in water
SPECIAL ABILITIES
Strong Blade (Ex): Trisabers add twice their strength bonus (if
any) to the damage they deal with their blades. They can score
a critical hit on a natural 19-20.
MONSTORIN TRAITS
+2 Str, +2 Dex, –2 Cha: Trisaber monstorin are physically
intimidating, but lack personality.
Medium: A trisaber’s size gives no bonuses or penalties.
Base Speed: Trisabers have a base speed of 30 ft. and a swim
speed of 30 ft., which grants them a +8 racial bonus on Swim
checks.
Racial Skills: Trisabers gain a +2 racial bonus on Intimidate
checks and Swim checks made in water. They always treat
Swim as a class skill.
Racial Weapons: Trisabers are always proficient with the
longsword, and the short sword. They treat exotic, sword-like
weapons as martial weapons.
Previous
Troglodyte Magic User (Troglospell) Troglodyte Warrior (Troglospear)
CR 6 XP 2,400 CR 6 XP 2,400
CN Medium monstrous humanoid (reptilian) CN Medium monstrous humanoid (reptilian)
Init +5; Senses darkvision 90 ft.; Perception +0 Init +4; Senses darkvision 90 ft.; Perception +0
Aura stench (30 ft., DC 18, 10 rounds) Aura stench (30 ft., DC 18, 10 rounds)
DEFENSE DEFENSE
AC 19, touch 12, flat-footed 17 (+4 armor, +1 Dex, +1 dodge, +3 AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 natural)
natural) hp 73 (7d10+35)
hp 73 (7d10+35); Fort +7, Ref +8, Will +10 Fort +9, Ref +6, Will +5
OFFENSE OFFENSE
Speed 30 ft. Speed 20 ft.
Melee Staff +7/+2 (1d8), bite +2 (1d4) Melee longspear +12/+7 (1d8+7/x3), bite +7 (1d4+2) or 2 claws
STATISTICS +12 (1d4+5), bite +12 (1d4+5)
Str 11, Dex 13, Con 20, Int 8, Wis 11, Cha 16 Ranged +1 returning javelin +13/+8 (1d6+6)
Base Atk +7; CMB +7; CMD 19 (21 vs. trip) STATISTICS
Feats Dodge, Improved Initiative, Lightning Reflexes, Skill Focus Str 20, Dex 13, Con 20, Int 8, Wis 11, Cha 7
(knowledge arcana) Base Atk +7; CMB +12; CMD 22 (24 vs. trip)
Skills Knowledge (arcana) +9, Stealth +11 (+15 in rocky areas); Feats Great Fortitude, Improved Initiative, Quick Draw, Skill
Racial Modifiers +4 Stealth (+8 in rocky areas) Focus (stealth)
138 Languages Common, Draconic; SQ trainer spells (CL 6th) Skills Stealth +17 (+21 in rocky areas); Racial Modifiers +4 Stealth
(+8 in rocky areas)
Languages Common, Draconic
Gear breastplate, longspear, +1 returning javelin
SPECIAL ABILITIES
Stench Aura (Ex): All living creatures (except those with the stench
special ability) within 30 feet of a troglodyte must succeed on a
Fortitude save (DC 13) or be sickened for 10 rounds. Creatures
that successfully save cannot be affected by the troglodyte’s
stench for 24 hours. A delay poison or neutralize poison spell
removes the effect from the sickened creature. Creatures with
immunity to poison are unaffected, and creatures resistant to
poison receive their normal bonus on their saving throws. The
save is Constitution-based.
AVAILABLE TRAINER SPELLS (ALL TROGLODYTES) Special Attacks rend (2 claws, 1d8+7) Next
Level Spells STATISTICS
0 Detect Magic, Detect Poison, Read Magic, Stabilize Str 21, Dex 14, Con 19, Int 6, Wis 15, Cha 6
1st Cure Light Wounds, Mage Armor, Identify, Sanctuary, Base Atk +12; CMB +10; CMD 22
Shield Feats Improved natural attack (bite, claw), Intimidating Prowess,
2nd Aid, Augury, Cure Moderate Wounds, Silence, Spider Iron Will, Lightning Reflexes, Skill Focus (Perception)
Climb Skills Intimidate +18, Perception +23
3rd Arcane Sight, Hold Person, Stinking Cloud, Vampiric Languages Giant
Touch MONSTORIN TRAITS (ALL TROLLSPAWN)
4th Bestow Curse, Enervation, Flame Strike, Lesser Globe +4 Str, –2 Dex, –2 Int: Trollspawn monstorin are incredibly
of Invulnerability strong, but they can be slow both physically and mentally.
5th Cone of Cold, Interposing Hand, Mass Cure Light Gnoles can choose to have +2 Str, +2 Cha, –2 Int instead,
Wounds, Snake Staff which also grants them the gnomish racial trait Gnome Magic.
6th Globe of Invulnerability, Mass Cure Moderate Wounds Medium: A trollspawn’s size gives no bonuses or penalties.
7th Changestaff, Reverse Gravity, Word of Chaos Base Speed: Trollspawn have a base speed of 30 ft.
8th Moment of Prescience, Polar Ray Monstrous Humanoid: As monstrous humanoids, trollspawn
9th Power Word Kill monstorin gain darkvision out to 60 ft. They have the giant
MONSTORIN TRAITS (TROGLODYTES) subtype (gnoles do not gain this).
+2 Str, +2 Con, –2 Cha: Troglodyte monstorin are Strong and Fast Healing (Ex): A trollspawn regains 1 hit point each round
Tough, but they hail from a naturally brutish society. while it lives. This fast healing ends if the trollspawn’s hit
Medium: A troglodyte’s size gives no bonuses or penalties. points are reduced low enough to kill it. It also loses its fast 139
Base Speed: Troglodytes have a base speed of 30 ft. healing for 1 round when it takes acid or fire damage.
Monstrous Humanoid: As monstrous humanoids, troglodyte Illusion Resistance: Trollspawn gain a +2 racial saving throw
monstorin gain darkvision out to 60 ft. bonus against illusion spells and effects.
Racial Skills: Troglodytes gain a +2 racial bonus on Stealth AVAILABLE TRAINER SPELLS (ALL TROLLSPAWN)
checks that increases to +4 in rocky areas. They always treat Level Spells
Stealth as a class skill. 1st Cause Fear, Magic Fang, Speak with Animals, Stone Fist
Stench (Ex): A troglodyte can release a terrible stench from its 2nd Barkskin, Bloodhound, Certain Grip
pores as a swift action. This sickens every creature without 3rd Greater Magic Fang,
stench within 10 feet of the troglodyte unless that creature Monstrous
succeeds at a Fortitude save (DC 10 + one-half the troglodyte’s Physique I, Rage
level + its Con modifier). The Troglodyte can use this ability for 4th Fear, Monstrous
a total number of rounds equal to 3 + its character level each Physique II,
day. These rounds need not be consecutive. Strong Jaw
Trollspawn
CR 9 XP 6,400
CE Large monstrous humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception
+23
DEFENSE
AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
hp 114 (12d10+48); regeneration 5 (acid or fire)
Fort +12, Ref +8, Will +8
OFFENSE
Speed 30 ft.
Melee bite +17 (2d6+5), 2 claws +17 (1d8+5)
Space 10 ft.; Reach 10 ft.
Previous AVAILABLE TRAINER SPELLS (GNOLE)
Trollspawn Experiment (Gnole) Gnoles grant access to the trollspawn trainer spells above.
CR 7 XP 3,200 They also grant their trainer the following spells.
CN Medium monstrous humanoid (augmented fey) Level Spells
Init +8; Senses darkvision 60 ft., low-light vision, scent; 0 Bleed, Ghost Sound, Mage Hand
Perception +23 2nd Make Whole
DEFENSE 5th Blight, Break Enchantment, Spell Resistance, Wall of
AC 20, touch 14, flat-footed 16; (+4 Dex, +6 natural) Thorns
hp 78 (12d10+12); regeneration 5 (acid or fire) 6th Animate Objects, Ironwood, Mislead
Fort +10, Ref +10, Will +10; +2 vs. illusion 7th Animate Plants, Reverse Gravity, Spell Turning
Defensive Abilities nondetection; DR 5/cold iron 8th Greater Shadow Evocation, Mass Atavism, Horrid
OFFENSE Wilting
Speed 30 ft. 9th Foresight, Shades
Melee 2 claws +13 (1d4+1)
Special Attacks sneak attack +3d6 Trollspawn Beast (Trollhound)
SPELL-LIKE ABILITIES (CL 7th) CR 6 XP 2,400
3/day— Disguise Self (DC 15), Vanish CN Medium magical beast
1/day—Blindness/Deafness (DC 16), Blur Init +1; Senses darkvision 60 ft., low-light vision, scent;
STATISTICS Perception +8
Str 13, Dex 18, Con 10, Int 15, Wis 11, Cha 19 DEFENSE
140 Base Atk +12; CMB +13; CMD 27 AC 19, touch 12, flat-footed 17 (+1 Dex, +1 Dodge, +7 natural)
Feats Great Fortitude, Improved Initiative, Iron Will, hp 68 (8d10+24); regeneration 3 (acid or fire)
Lightning Reflexes, Toughness, Skill Focus (stealth) Fort +9, Ref +9, Will +5 ; Defensive Abilities nondetection
Skills Bluff +19, Intimidate +19, Perception +15, Sense Motive OFFENSE
+15, Spellcraft +17, Stealth +25 Speed 40 ft.
Languages Common, Gnomish, Giant Melee bite +12 (2d6+6 plus trip), 2 slams +12 (1d4+4)
SPECIAL ABILITIES STATISTICS
Nondetection (Su): As the spell. This ability is constant, and the Str 18, Dex 13, Con 16, Int 2, Wis 12, Cha 6
gnole can turn it on or off as a free action. Base Atk +8; CMB +12; CMD 23 (27 vs. trip)
Feats Dodge, Improved Natural Attack (bite), Iron Will, Lightning
Reflexes
Skills Perception +8, Stealth +6, Survival +5 (+9 scent tracking);
Racial Modifiers +4 Survival while scent tracking
SPECIAL ABILITIES
Mount: Despite being medium-size, trollhounds can act as
mounts for gnoles and other lithe, medium races. When
together, the rider and the beast are considered large with 5-ft
reach.
Origins of the Gnole Next
Around eight-hundred years ago, a gnome wizard Unicorn
discovered a breeder’s manual entitled, “The Melding: A Joy CR 3 XP 800
of Transmutation.” As most gnomes are prone to do, this one CG Large magical beast
immediately devoted all of his time to studying the book and Init +3; Senses darkvision 60 ft., low-light vision, scent;
gaining what he felt was an intimate understanding of its inner Perception +10
workings. Eventually, he was sure that the knowledge he’d Aura magic circle against evil
gained from the tome was enough to begin experiments of DEFENSE
his own on the wolf-like monsters he and his people raised. AC 15, touch 12, flat-footed 12; (+3 Dex, +3 natural, –1 size; +2
As it turned out, another of the many obsessions this deflection vs. evil)
particular gnome had related to his stature and lack of real hp 34 (4d10+12)
strength. He had stumbled upon the book while studying the Fort +7, Ref +7, Will +6; +2 resistance vs. evil
neighboring trolls within his forest, so it seemed only fitting Immune charm, compulsion, poison
to honor that coincidence by using them as a catalyst for his OFFENSE
new power. Speed 60 ft.
With early successes bolstering his confidence, the gnome Melee gore +8 (1d8+4), 2 hooves +5 (1d3+2)
approached his elders and convinced them to let him use Space 10 ft.; Reach 5 ft.
some of the captured trolls’ blood in a special formula that Special Attacks powerful charge (gore, 2d8+8)
would make them all stronger. The elders were hesitant until SPELL-LIKE ABILITIES (CL 9th)
the gnome cited that the new concoction would also help At will—detect evil (as free action), light
them ward off disease and old age. 3/day—cure light wounds 141
When news of the miracle elixir spread, many of the 1/day—cure moderate wounds, dimension door
villagers gladly accepted the procedure while others flatly (within its forest territory), neutralize poison (DC 21)
refused it. By the time anybody knew what was going wrong, STATISTICS
it was too late. Str 18, Dex 17, Con 16, Int 11, Wis 21, Cha 24
The night after the transfusions, many of the gnomes Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
became gravely ill. Some died horribly while others changed Feats Multiattack, Weapon Focus (horn)
in ways no gnome had ever dreamt of. The gnome’s tests Skills Acrobatics +8, Perception +10, Stealth +8,
hadn’t accounted for the fey heritage of his race. When Survival +7 (+10 in forests);
combined with the troll’s blood potion, they began to change. Racial Modifiers +3 Survival in forests, +4 Stealth
Rapid growth, changing skin pigment, clawed appendages, Languages Common, Sylvan
and the resurgence of latent fey qualities overwhelmed the SQ magical strike, wild empathy +17
usually high intellect of the gnomes and turned them into SPECIAL ABILITIES
feral monsters. Magic Circle Against Evil (Su): This ability continually duplicates
Desperate, the gnome finally found the error in his the effect of the spell. The unicorn cannot suppress this ability.
calculations and tried to correct it, but failed. The transmuted Magical Strike (Ex): A unicorn’s gore attack is treated as a magic
gnomes killed him, destroyed the village, and dispersed into good weapon for the purposes of damage reduction.
the wilderness. For a time, they multiplied and ran rampant, Wild Empathy (Ex): This works like the druid’s wild empathy class
destroying elven villages and generally causing mischief. feature, except the unicorn has a +6 racial bonus on the check.
Eventually, their numbers were brought back under control, Unicorns with druid levels add this racial modifier to their wild
but they have since taken to savagery and continue to breed empathy checks.
their dangerous beasts as mounts and companions.
Previous MONSTORIN TRAITS (UNICORN)
+2 Wis, +2 Cha: Unicorn monstorin are charismatic and wise. Urbanel
Medium: Unicorns are medium creatures and have no bonuses CR 9 XP 6,400
or penalties due to their size. CG Small Fey
Base Speed: Unicorns have a base speed of 30 feet. Init +5; Senses low-light vision; Perception +21
Senses: Unicorns have low-light vision, darkvision out to 60 ft. DEFENSE
and scent. AC 23, touch 19, flat-footed 15; (+5 Dex, +3 dodge, +4 natural,
Skills: A unicorn always treats Knowledge (nature and nobility) +1 size)
and Survival as class skills and gains a +2 racial bonus to each. hp 112 (15d6+60)
Unicorn Luck: Unicorns gain a +1 bonus to all saving throws. Fort +8, Ref +14, Will +14
They also gain a +2 racial bonus to saves against diseases, DR 5/cold iron; Immune electricity, mind-affecting effects; SR 21
mind-affecting effects, and poisons. OFFENSE
AVAILABLE TRAINER SPELLS (UNICORN) Speed 20 ft.
Level Spells Melee slam +12 (1d3–2 plus 1d6 electricity and daze)
0 Detect Magic, Detect Poison, Guidance, Light, Read Special Attacks daze (DC 20, see text)
Magic, Resistance, Stabilize, Virtue SPELL-LIKE ABILITIES (CL 9th)
1st Cure Light Wounds, Faerie Fire, Jump, Magic Fang, At will— Mage Hand, Shock Shield (DC 16)
Speak with Animals 3/day— Ablative Barrier, Hold Person (DC 18)
2nd Cat’s Grace, Cure Moderate Wounds, Owl’s Wisdom 1/day—Interposing Hand, Telekinesis
3rd Cure Serious Wounds, Greater Magic Fang, Magic STATISTICS
142 Circle Against Evil, Neutralize Poison Str 6, Dex 21, Con 16, Int 21, Wis 17, Cha 16
4th Cure Critical Wounds, Grove of Respite, Remove Curse, Base Atk +7; CMB +11; CMD 19 (21 vs. trip)
True Form Feats Agile Maneuvers, Combat Casting, Combat Expertise
5th Atonement, Commune with Nature, Mass Cure Light (used), Dodge, Iron Will, Toughness, Weapon Finesse, Weapon
Wounds Focus (slam)
6th Mass Cat’s Grace, Mass, Cure Moderate Wounds, Mass Skills Acrobatics +23, Bluff +21, Diplomacy +21, Escape Artist +23,
Owl’s Wisdom Fly +27, Knowledge (geography, local, nature) +23, Perception
7th Mass Cure Serious Wounds, Regenerate +21, Perform (dance) +21, Sense Motive +21
8th Mass Cure Critical Wounds, Languages Common, telepathy 100 ft.; SQ trainer spells (CL 9th,
Sunburst, Sympathy uses Intelligence)
9th Foresight SPECIAL ABILITIES
Daze (Su): Lasts 1 round, Fortitude negates. Creatures immune to
electricity damage are immune to this daze. Charisma-based.
MONSTORIN TRAITS (URBANEL)
+2 Int, +2 Cha: Urbanel monstorin are smart and charismatic.
Small: Urbanels are Small creatures and gain a +1 size bonus to
their AC, a +1 size bonus on attack rolls, a –1 penalty to their
CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Movement: Unicorns have a base speed of 20 feet.
Fey: As fey, urbanels have low-light vision and DR 2/cold iron.
Ablative Barrier (Sp): Urbanels can cast Ablative Barrier as a
spell-like ability once per day. The urbanel’s caster level is
equal to its character level.
Skills: An urbanel always treats Knowledge (arcana and nature)
as class skills.
AVAILABLE TRAINER SPELLS (URBANEL) Shriek (Su): Instead of biting, a vargouille can open its distended Next
Level Spells mouth to shriek. Those within 60 feet (except other vargouilles)
0 Daze, Detect Magic, Light, Mage Hand, Read Magic, who hear the shriek and can clearly see the creature must
Resistance, Stabilize, Virtue succeed on a DC 19 Fortitude save or be paralyzed for 2d4
1st Charm Person, Cure Light Wounds, Faerie Fire, Jump, rounds or until the monster attacks them, goes out of range, or
Shock Shield leaves their sight. A creature that successfully saves cannot be
2nd Aid, Augury, Calm Emotions, Cure Moderate Wounds, affected again by the same vargouille’s shriek for 24 hours. The
Fox’s Cunning save DC is Constitution-based.
3rd Ablative Barrier, Cure Serious Wounds, Fly, Hold Person MONSTORIN TRAITS (VARGOUILLE)
4th Ball Lightning, Cure Critical Wounds, Dimensional +2 Dex, –4 Str, –2 Con: Vargouille monstorin are victims of the
Anchor monsters whose transformation was stalled but never cured.
5th Interposing Hand, Mass Cure Light Wounds, Medium: A vargouille’s size gives no bonuses or penalties.
Telekinesis, Wall of Force Base Speed: Vargouilles have a base speed of 30 feet.
6th Mass Cure Moderate Wounds, Mass Fox’s Cunning, Outsider (native): As outsiders, vargouilles have darkvision out
True Seeing to 60 feet.
7th Forcecage, Mass Cure Serious Wounds, Mass Hold Bite: Can bite as secondary attack (–5) that deals 1d6 damage.
Person Shriek (Su): A vargouille can open its distended mouth to
8th Mass Cure Critical Wounds, Sympathy, Telekinetic shriek. Those within 60 feet (except other vargouilles) who
Sphere hear the shriek and can clearly see the creature must succeed
9th Foresight, Ride the Lightning on a Fortitude save or be staggered for 2 rounds or until the
monster attacks them, goes out of range, or leaves their 143
Vargouille Champion sight. A creature that successfully saves cannot be affected
CR 10 XP 9,600 again by the same vargouille’s shriek for 24 hours. The save
NE Small outsider (evil, extraplanar) DC is 10 + one-half the vargouille’s character level + its Con
Init +1; Senses darkvision 60 ft.; Perception +7 modifier. It can use this ability once per day per two levels.
DEFENSE AVAILABLE TRAINER SPELLS (VARGOUILLE)
AC 24, touch 15, flat-footed 20; (+4 Dex, +9 natural, +1 size) Level Spells
hp 123 (13d10+52) 1st Cause Fear, Disguise Self, Ear-Piercing Scream, Ray of
Fort +13, Ref +10, Will +9 Enfeeblement, True Strike
DR 10/good and silver 2nd Alter Self, Darkness, Daze Monster, Scare, Shatter
OFFENSE 3rd Fly, Poison, Thundering Drums, Vampiric Touch
Speed fly 30 ft. (good) 4th Black Tentacles, Discordant Blast, Mass Daze
Melee bite +18 (1d6 plus poison), 3 tentacles +13 (1d4)
Special Attacks poison, shriek, sneak attack +3d6
STATISTICS
Str 10, Dex 18, Con 17, Int 5, Wis 13, Cha 8
Base Atk +13; CMB +13; CMD 24 (can’t be tripped)
Feats Great Fortitude, Lightning Reflexes, Skill Focus (Stealth),
Toughness, Weapon Finesse, Weapon Focus (bite, tentacle)
Skills Fly +25, Intimidate +8, Perception +14, Stealth +26
Languages Common, Infernal
SPECIAL ABILITIES
Poison (Su): Bite—injury; save Fort DC 19; frequency once; effect
damage caused by bite can only be healed with magic if the
spellcaster succeeds on a DC 20 caster level check; cure 1 save.
The save DC is Constitution-based.
Previous AVAILABLE TRAINER SPELLS (VIRIGA)
Viriga Level Spells
CR 7 XP 3,200 0 Daze, Fury Guard, Resistance, Stabilize, Virtue
LN Huge outsider (earth, extraplanar) 1st Ant Haul, Blinding Dust, Entangle, Magic Stone, Stone
Init +2; Senses darkvision 60 ft, tremorsense 60 ft.; Perception +7 Fist
DEFENSE 2nd Barkskin, Bear’s Endurance, Binding Earth, Bull’s
AC 23, touch 12, flat-footed 18; (+4 Dex, +10 natural, –2 size) Strength, Soften Earth and Stone
hp 112 (9d10+63); Fort +10, Ref +6, Will +10 3rd Burrow, Resinous Skin, Shifting Sand, Spike Growth
Defensive Abilities rock catching; DR 5/adamantine; Immune 4th Command Plants, Earth Glide, Stone Shape, Stoneskin
electricity, plant traits; SR 15 5th Polymorph, Transmute Mud to Rock, Transmute Rock
OFFENSE to Mud, Wall of Stone
Speed 30 ft.; burrow 15 ft. 6th Ironwood, Move Earth, Transport via Plants
Melee 2 slams +12 (2d6+4 plus grab) 7th Animate Plants, Rampart, Statue
Ranged rock +12/+7 (2d6+4) Space 15 ft.; Reach 15 ft. 8th Earthquake, Iron Body, Moment of Prescience
Special Attacks constrict (2d6+6), rock throwing 9th Clashing Rocks, Elemental Swarm (earth only),
(180 ft.), trample (4d6+8, DC 18) Foresight
STATISTICS
Str 18, Dex 6, Con 25, Int 5, Wis 18, Cha 8 Water Crab (Canceria)
Base Atk +9; CMB +15; CMD 23 (can’t be tripped) CR 12 XP 19,200
Feats Improved Initiative, Improved Natural Armor, CN Medium outsider (aquatic, extraplanar, water)
144 Improved Natural Attack (slam), Intimidating Init +4; Senses darkvision 60 ft.; Perception +4
Prowess, Lightning Reflexes, Weapon Focus (rock, slam) DEFENSE
Skills Intimidate +15, Perception +16, Survival +16 AC 27, touch 15, flat-footed 22 (+4 Dex, +1 dodge, +12 natural)
Languages Common, Terran; SQ trainer spells (CL 7th) hp 170 (16d10+80); Fort +14, Ref +11, Will +15
MONSTORIN TRAITS (VIRIGA) Immune elemental traits, fire, mind-affecting effects
+2 Con, +2 Wis: Viriga monstorin are tough and insightful. OFFENSE
Medium: Virigas have no bonuses or penalties due to their size. Speed 30 ft., swim 20 ft.
Slow Movement: Virigas have a base speed of 20 feet. They Melee 2 claws +16 (1d8+17 plus grab)
are never encumbered by armor or heavy loads. Special Attacks constrict (2d6+10)
Skills: A viriga always treats Knowledge (nature and planes) as STATISTICS
class skills and gains a +2 racial bonus to each. Str 20, Dex 19, Con 18, Int 3, Wis 17, Cha 16
Barkskin (Sp): As the spell, once per day. Caster level is Base Atk +16; CMB +4 (+8 grapple); CMD 15 (27 vs. trip)
character Feats Dodge, Cleave, Improved Natural Attack (claw), Iron Will,
level. Lightning Reflexes, Power Attack (used), Toughness, Weapon
Focus (claw)
Skills Perception +26, Swim +32; Racial Modifiers +4 Perception
SQ trainer spells (CL 12th)
AVAILABLE TRAINER SPELLS (CANCERIA) Improved Natural Attack (bite), Iron Will, Lightning Reflexes,
Level Spells Power Attack (used), Run, Weapon Finesse
0 Create Water, Fury Guard, Ghost Sound, Ray of Frost Skills Climb +5, Perception + 12, Survival +11 (+15 scent tracking),
1st Ant Haul, Blinding Dust, Hydraulic Push, Obscuring Swim +5; Racial Modifiers +4 Survival when tracking by scent.
Mist, Sanctuary SPECIAL ABILITIES
2nd Certain Grip, Chill Metal, Instant Armor, Knock, Mirror Break Enchantment (Su): When it barks, the xendaug uses Break
Image Enchantment, as the spell, targeting all creatures (enemies and
3rd Aqueous Orb, Hydraulic Torrent, Quench, Shifting Sand allies alike) within 30 feet of the xendaug and able to hear it.
4th Chaos Hammer, Solid Fog, Stoneskin Those creatures can make a Will save (DC 21) to avoid losing
5th Geyser, Transmute Mud to Rock, Transmute Rock to their beneficial enchantments and transmutations for 3 rounds.
Mud, Wall of Stone The save is Constitution-based.
6th Control Water, Fluid Form, Repulsion AVAILABLE TRAINER SPELLS (XENDAUG)
7th Ice Body, Regenerate, Vortex Level Spells
8th Iron Body, Polar Ray, Seamantle 0 Detect Magic, Fury Guard, Resistance
9th Elemental Swarm (water only), Tsunami 1st Bristle
2nd Bloodhound
MONSTORIN TRAITS (CANCERIA) 3rd Arcane Sight, Dispel Magic, Disrupting Roar
+2 Con, +2 Wis: Canceria monstorin are tough and insightful. 4th Freedom of Movement, Lesser Globe of Invulnerability,
Medium: Canceria have no bonuses or penalties due to their Spell Immunity
size. 5th Break Enchantment, Spell Resistance
Slow Movement: Canceria have a base speed of 20 feet. They 6th Analyze Dweomer, Battlemind Link, Greater Dispel 145
are never encumbered by armor or heavy loads. They can Magic
charge up to 60 feet in a round and can do so without moving MONSTORIN TRAITS (XENDAUG)
in a straight line. +2 Str, +2 Con, –2 Wis: Xendaug monstorin are powerful and
Oceanic Heartiness: All canceria have Toughness as a bonus animalistic.
feat. They can hold their breath for a number of rounds up Medium: A xendaug’s size gives no bonuses or penalties.
to 3 times their Constitution score and do not lose time for Base Speed: Xendaugs have a base speed of 30 feet. They gain
taking standard actions while doing so. Run as a bonus feat at 1st level.
Dispel Magic (Sp): Once per day, a xendaug can use Dispel
Xendaug Magic as a spell-like ability, but only to dispel enchantments
CR 10 XP 9,600 and transmutations. The target must be able to hear the
N Small magical beast (augmented animal) xendaug for the spell to take effect.
Init +4; Senses low-light vision, scent; Perception +12 Polymorph Immunity: Xendaugs are immune to polymorph
DEFENSE effects.
AC 21, touch 15, flat-footed 17 (+4 Dex, +6 natural, +1 size) Senses: Xendaugs have low-light vision and scent.
hp 130 (15d8+63) Skills: Xendaugs gain a +2 racial bonus to Perception checks
Fort +13, Ref +13, Will +9 and a +4 racial bonus to Survival checks to track by scent.
Immune polymorph; SR 26
OFFENSE
Speed 30 ft.
Melee Bite +13 (1d8+1 plus grab or trip), 2 claws +13 (1d4+1 plus
rend)
Special Attacks break enchantment (+12, CL 10th), rend (2 claws,
1d4+1)
STATISTICS
Str 13, Dex 19, Con 18, Int 2, Wis 15, Cha 8
Base Atk +11; CMB +11; CMD 25 (29 vs. trip)
Feats Ability Focus (break enchantment), Great Fortitude,
Chapter 3: Monster Training
The art of monster training does not come easy to everybody, extended calling trainer perk, increase this distance to 100 ft. +
but that doesn’t mean it is inaccessible to those who wish to 10 ft. per level. You must still be able to see and pinpoint your
Monster Training
learn something about it. This chapter explores how monster active monster to cast spells through it.
trainers can augment their own abilities. It also provides options
for characters who wish to dabble in monster training, summon Extra Perk [Trainer]
new monsters presented here, or use new monsters as animal You have more practice at monster training than most.
companions and familiars. Benefit: You gain 1 trainer perk for which you meet the
prerequisites.
New Feats Special: You can gain this feat multiple times.
What follows are several new feats that add to the experience
of monster training. Feats with the [Trainer] tag have a general Fledgling Monster Trainer
prerequisite that the character be able to train monsters in some You have taken the first steps to becoming a monster trainer.
way. Prerequisite: Cha 13.
Benefit: You gain Monster Training and a CR 1 or lower monster.
Aura Reader [Trainer] This does not grant access to captured monsters’ spells or any
Together, you and your monster can channel and read auras. It other features normally available to monster trainers. The DC of
also knows if you’re being lied to. your Capture Monster spell is based on your Charisma modifier.
Benefit: While you have an active monster, you can see the
auras of others (as detect animals or plants, but any creature). Human Personality [Trainer]
This also grants you a +2 bonus to Knowledge (arcana) and Sense You have more practice at monster training than most.
Motive checks. If you have 10 or more ranks in one of these skills, Prerequisite: Monster Companion. 147
the bonus increases to +4 for that skill. Benefit: Your monster can speak Common and interact
with humanoids normally. It also gets a +2 bonus to Bluff and
Companion Spell [Metamagic] Diplomacy. If either of these skills has at least 10 ranks, increase
You are able to cast spells through the eyes of your companions. this bonus to +4 for that skill.
Benefit: A companion spell can be cast through an ally you
can see or pinpoint. The ally, in effect, casts the spell, choosing Improved Armored Companion [Trainer]
any relevant targets, drawing attacks of opportunity and making Your monsters do not require special armor to benefit from
decisions related to positioning. The ally is aware of this and your training.
must be willing to have the spell cast through him or her. Benefit: If your armor bonus to AC is higher than your active
All other variables of the spell, such as arcane spell failure monster’s natural armor, it adds the difference to its AC as a
(if any), concentration requirements, and bonuses or penalties natural armor bonus.
remain with you.
Level Increase: +2 (a companion spell uses up a spell slot two Improved Trainer Aura [Trainer]
levels higher than the spell’s actual level.) Your aura is entirely unpredictable to the less experienced.
Prerequisite: Trainer Aura class feature.
Cross-Evolution [Trainer] Benefit: You are immune to spells and abilities that detect or
Your companion takes on some of the properties of an eidolon. target specific alignments. Creatures of a higher level or CR than
Prerequisite: Monster Companion. your trainer level can still affect you normally.
Benefit: Your monster gains an evolution pool with 3 points
and you count as having the Eidolon class feature. See Ultimate Monster Companion [Trainer]
Magic by Paizo Publishing for more information on eidolons and Your monster travels close by your side.
their evolutions. Benefit: Choose one monster you have captured. That monster
travels by your side instead of within your essence. It no longer
Distant Calling deals its damage to you when recalled or reduced to 0 hit points
You can call upon your monsters from a greater distance. and teleports to your side when recalled instead of returning to
Benefit: When you call upon a monster, it can appear your essence unless you choose to have it do so. It is otherwise
anywhere within 25 ft. + 5 ft. per two levels. If you also have the treated as inactive.
Calling upon your monster companion does not count against Swift Command [Trainer]
your limit of one monster per combat, but you still cannot have You and your companion can make attacks at the same time.
more than one active monster at a time. Benefit: When you use a full attack action, your active monster
In addition, you gain a +2 bonus to Perception checks and can also make a single attack, and vice versa. You and your
Initiative while your monster companion is active. If you have monster each take a –2 penalty to all attacks made during the
at least 10 ranks in Perception, increase the bonus to +4 for that same action.
skill. Special: You can take this feat again when you have at least a
+6 base attack and a +11 base attack to gain another extra attack.
Monstrous Bond Your extra attacks gained at these levels take an additional –5
You have picked up an unusual animal companion or mount. penalty and –10 penalty, respectively.
Prerequisite: Ability to have an animal companion.
Benefit: You can now gain a magical beast as your animal New Items
companion. Subtract the chosen creature’s Challenge Rating (CR, The discovery of monster training brought with it the creation
minimum 1) from your effective Druid level to determine when of new and useful items for all sorts.
you can gain it as a companion (once your effective level with
that creature is 1 or more) and when it starts gaining additional Monster Manual
bonuses. Magical beast companions with an Intelligence score of Aura strong conjuration (calling); CL 17th
3 or more do not gain tricks. This feat does not allow you to apply Slot — Price 10,000 gp; Weight —
this benefit to an already bonded creature such as a familiar or A Monster manual serves two purposes. First, it can possess
eidolon. both common and esoteric knowledge related to the monsters
148 that trainers are able to capture. One hour of study each day,
Monstrous Cohort which can be done while preparing spells, conveys upon the
You have picked up an unusual cohort. reader a +5 insight bonus on knowledge skill checks made to
Prerequisite: Leadership. identify such creatures and their abilities.
Benefit: You can now recruit a monster as a cohort. The Second, a monster manual can be used to call upon a monster
monster’s effective level is equal to its CR. the reader has previously defeated in battle but didn’t capture
or otherwise bend to his will. The monster appears in a random
Monstrous Eidolon square within 200 ft. of the reader. It appears at full hit points,
You have unlocked hidden potential within your eidolon. ready to battle the reader and his allies again, but only remains in
Prerequisite: Ability to summon an eidolon. existence while the reader continues to engage or interact with
Benefit: If your eidolon models a monster that would grant it. The manual is consumed in the process of calling the monster.
spells to a monster trainer, you gain access to those spells. Add Construction Requirements
the eidolon’s spells to your spells known as long as it models the Craft Wondrous Item, Gate, Geas/Quest, Legend Lore; Cost
chosen monster, is alive, and is available to you. Spells that are 5,000 gp.
not ordinarily on your class’s spell list count as 1 spell level higher
for the purpose of this feat. Orb of the Master Trainer
Aura strong enchantment (compulsion) [mind-affecting]; CL 20th
Monstrous Familiar Slot — Price 52,500 gp; Weight —
You have unlocked hidden potential within your familiar. An orb of the master trainer is a consumable item that allows
Prerequisite: Ability to acquire a familiar. a monster trainer to capture a single monster without fail. The
Benefit: You gain access to the spells your familiar would grant monster must still be one he is able to capture.
a monster trainer. If you normally prepare spells in some way, Construction Requirements
this means you can prepare those spells while your familiar is Craft Wondrous Item, dominate monster or master trainer
alive and available to you. If you cast spells spontaneously, you class feature; Cost 26,250 gp. This consumes the trainer’s use of
add the familiar’s spells to your spells known as long as it remains that feature for his level.
alive and available to you. Spells that are not ordinarily on your
class’s spell list count as 1 spell level higher for the purpose of
this feat.
Rings of Bonded Allies Monster Enhancement
Aura faint illusion; CL 7th If you decide to run a game in which everybody is a monster
Monster Training
Slot Ring Price 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), trainer of one variety or another, chances are your primary
8,000 gp (+4), 12,500 gp (+5); Weight — focus for the campaign will be combat between monsters. In
These most often come in pairs—two rings, each interwoven general, monsters do not gain the benefits of their trainer’s
copper and silver. While both rings are worn, a command word equipment without special consideration and modification.
used by one ring bearer grants the other any enhancement In a standard game, this is fine because monsters shouldn’t
bonuses he gains from other magic items, to a maximum of the have the same benefits as characters. Some may even prefer
bonus permitted by the rings. Those bonuses cease to function to leave most items out of the equation entirely.
for the granting ring bearer until the command word is spoken However, there are other ways to work out enhancing
again. The rings must remain on the same plane to function and monsters. For example, rather than purchasing a set of magic
the ally who spoke the command word must continue to wear plate armor for his monster, a trainer can train that monster to
the items that grant the bonuses to convey this effect. enhance its AC. This is equivalent to enchanting the monster
If the second ring bearer is an animal companion, bonded itself. When doing this, monsters can possess enchantments
familiar, eidolon, special mount, or trainer’s monster, it can wear that would be placed on any item slot relevant to a character.
its ring in another slot if it cannot otherwise wear a ring. An Make note of which “slot equivalent” enchantments are
enhancement bonus to a weapon applies to only one of an ally’s part of a given monster and pay the requisite cost. When
weapons or natural attacks chosen during the transfer. “disenchanting” a monster, simply remove one-half the value
Additional rings can be forged and bonded to the original pair. and use it toward something else.
Each new bonded ring costs half the price of the original pair. More detail may be given for this option in the future, but
Bonuses cannot be passed more than once and must return to for now, it is a rules-free suggestion on how to change the 149
the original speaker of the command word before they can be description of what’s going on when enchanting an item/
conveyed to a new target. monster.
Construction Requirements
Forge Ring, Dispel Magic, Shadow Conjuration, caster must be Alternative Summoning Options
of a level at least three times the bonus of the rings; Cost 250 gp The following is a list of monsters introduced in this book that
(+1), 1,000 gp (+2), 2,250 gp (+3), 4,000 gp (+4), 6,250 gp (+5). can be summoned by the Summon Monster or Summon Nature’s
Ally spells. These are organized by spell level.
Sash of Greater Bonding SUMMON MONSTER I
Aura moderate transmutation; CL 10th NAME PAGE NOTES
Slot Waist Price 13,000 gp; Weight 1 lb. Gryphcub 88 Fly, Scent
When worn, this brilliant-colored sash conveys greater power Lagomo 98 Burrow, Climb, DR, Resist all; SR
upon an animal companion, bonded familiar, eidolon, or special Scoundrite 90 Immune bleed, paralysis, poison,
mount. If the wearer has levels in a class that grants such a sleep; Sneak Attack
bond, that companion is treated as if it were five levels higher Soldrite 89 Immune bleed, paralysis, poison,
for the purposes of determining Ability score bonuses (Str/Dex/ sleep
Int), armor, max attacks, and natural armor. This item grants no
special benefits to a wearer without the ability to form a special
bond.
Construction Requirements
Craft Wondrous Item, Transformation; Cost 6,500 gp
Satyr Claws
One-Handed Exotic Weapon Price 320 gp; Weight 1 lb.
A proficient wielder can use these specialized claws to disarm
or sunder enemy weapons with a +2 bonus. Only the masterwork
quality of the claws conveys this bonus. When dual-wielding
these, they balance each other out and count as light weapons.
SUMMON MONSTER II NAME PAGE NOTES
NAME PAGE NOTES Formite 81 Burrow, Climb, Hive Mind, Immune
Bawby 48 Breath Weapon, Fast Healing, Scent, cold, poison, petrification; Poison,
Swim Resist electricity, fire, sonic; SR
Carbuncle 36 Specious Suggestion Harbrick 69 Burrow, Elemental Traits, Tremorsense
Catning 44 Fast Healing, Immune electricity, Isa 99 Burrow, DR, Elemental Traits, Immune
Spell-Like Abilities cold; Resist all except fire; Spell-Like
Cleribelle 89 Flying, Immune bleed, paralysis, Abilities, SR, Swim
poison, sleep; trainer spells Katnip 94 Immune fear, Spell-Like Abilities
Geoyeti 40 Burrow, Climb, Cold to the Touch, Moncroak 106 Jump, Powerful Charge, Swim
Immune cold; Rend Owlbear 108 Grab, Scent
Harcore 69 Burrow, Elemental Traits, Tremorsense Raptur 115 Pounce
Pesto 46 Resist acid, electricity; Spell-Like Tesoroo 128 Blinding Dust, Command, Immune
Abilities, Woodland Stride mind-affecting effects; Vanish
Siamange 121 Climb Trisaber 132 Powerful Charge
Sorcerite 90 Immune bleed, paralysis, poison, SUMMON MONSTER V
sleep; trainer spells NAME PAGE NOTES
Squit 42 Breath Weapon, Fast Healing, Immune Ailuropoda 21 Climb, DR, Rend, Resist cold, fire; SR
fire; Spell-Like Abilities Chrystofur 29 Blindsense, Crystal Hide, Evasion,
Rake, Rend
150 Cloves 46 DR, Resist acid, electricity; Spell-Like
Abilities, Woodland Stride
SUMMON MONSTER III Coleoptera 70 Burrow, Climb, DR, Elemental Traits,
NAME PAGE NOTES Poison, Powerful Charge, Tremorsense
Bombyx 30 Climb, Poison Faerie Dragon 73 Breath Weapon, Fly, Immune paralysis,
Castor 28 Blindsense, Spray, Swim sleep; SR, Swim
Daga 100 Fly, Elemental Traits, Immune Fel’Kraz 78 Change Shape, Immune charm, sleep;
electricity, Metal Mastery, Spark Leap, Incorporeal
SR Harcrest 68 Burrow, DR, Elemental Traits,
Hippogryph 88 Fly, Scent Tremorsense
Kena 99 Burn, DR, Elemental Traits, Immune Hydra 91 Fast Healing, Hydra Traits, Pounce,
fire; Resist all except cold; SR Regenerate Head
Laga 101 DR, Elemental Traits, Immune fire; Kylva 98 Burrow, DR, Elemental Traits, Immune
Swim acid; SR
Lauka 100 Climb, DR, Immune electricity; Plant Lychnis 44 Fast Healing, Immune electricity,
Traits, Resist all except fire; SR, Vine Pounce, Spell-Like Abilities
Slap Minotaur 106 Natural Cunning, Powerful Charge,
Pseudodragon 114 Fly, Immune paralysis, sleep; Poison, Scent
SR Raskhale 96 Echolocation, Spell-Like Abilities,
SUMMON MONSTER IV Swim, Trample
NAME PAGE NOTES Sevord 132 DR, Powerful Charge
Ailuro 21 Climb, DR, Resist cold, fire; SR Skaldak 122 Antimagic Glare, Counterspell, Rays
Arbiter 92 Constant Vigilance, Constructed, Strigiflame 42 Breath Weapon, DR, Fast Healing,
Regeneration, SR Immune fire; Spell-Like Abilities
Catirpel 30 Climb, Constrict, Grab, Lunge, Poison Suidae 126 Powerful Charge
Chordata 28 Blindsense, Crystal Hide, Evasion, Tridigon 62 Breath Weapon, Construct Traits,
Spray, Swim Dragon Senses, DR, Fly
NAME PAGE NOTES NAME PAGE NOTES
Wabirri 48 Breath Weapon, DR, Fast Healing, Formisect 82 Fast Healing, Fly, Hive Mind, Immune
Monster Training
Scent, Spell-Like Abilities, Swim cold, poison, petrification; Poison,
Wildesau 126 Powerful Charge Resist electricity, fire, sonic; Spell-Like
SUMMON MONSTER VI Abilities, SR
NAME PAGE NOTES Godigeon 43 Breath Weapon, DR, Fast Healing,
Bulette 25 Leap, Scent, Tremorsense Immune fire; Spell-Like Abilities
Chilopoda 31 Climb, Constrict, Grab, Lunge, Poison Osyluth 56 DR, Fear Aura, Immune fire, poison;
Cinereus 97 Courage Aura, Divine Grace, Divine Poison, Resist acid, cold; SR
Health, Immune fear; Lay on Hands, Shardrake 64 Burrow, Immune electricity, sleep,
Spell-Like Abilities paralysis; Leap, Scent, Tremorsense
Crurotar 50 Bleed, Death Roll, DR, Grab, Immune Siyafrak 122 Natural Invisibility
polymorph; SR, Swallow Whole, Swim Tortoigon 63 Burrow, Fast Healing, Immune fire;
Gray Render 86 Double Damage against Objects, Grab, Scent, SR, Superheated, Swallow
Rend, Scent Whole
Khale 95 Echolocation, Immune fear; Spell-Like Trollspawn 135 Regeneration, Rend, Scent
Abilities, Swim, Trample Viriga 140 Constrict, DR, Immune electricity;
Kytharion 79 Blur, Immune charm, polymorph, Plant Traits, Rock Catching, Rock
sleep; Spell-Like Abilities Throwing, SR, Trample, Tremorsense
Lepitera 31 Climb, Fly, Poison, Spell-Like Abilities Vrock 55 DR, Immune electricity, poison;
Levimur 101 Breath Weapon, DR, Immune cold Resist acid, cold, fire; SR, Spell-Like 151
Lightnynx 45 Fast Healing, Immune electricity, Abilities, True Seeing
Pounce, Rend, Spell-Like Abilities
Maimspawn 76 Evasion, Farrealmer Traits, Resist SUMMON MONSTER VIII
varies, Sneak Attack, Spell-Like NAME PAGE NOTES
Abilities, Uncanny Dodge Angerie 22 DR, Immune acid, cold, petrification;
Rust Monster 117 Climb, Rust, Scent Metal Resist electricity, fire; Spell-Like
Snowstone 40 Burrow, Climb, Cold to the Touch, Abilities, SR, Uncanny Dodge
Frightful Gaze, Immune cold; Rend Arachnigon 59 Breath Weapon, Climb, Grab, Immune
Swordbite 133 DR, Powerful Charge acid, sleep, paralysis; Poison, trainer
Trollhound 136 Nondetection, Regeneration, Scent spells
Vargouille 139 DR, Poison, Shriek, Sneak Attack Canceria 140 Constrict, Elemental Traits, Grab,
Xendaug 141 Break Enchantment, Immune Immune fire, mind-affecting effects
polymorph; Rend, Scent, SR Chlorite 52 Breath Weapon, Confusion Aura,
SUMMON MONSTER VII DR, Immune electricity, poison,
NAME PAGE NOTES polymorph; Resist acid, cold, fire; SR
Avalynche 41 Breath Weapon, Burrow, Climb, Cold Craos 34 Slick Skin, DR, Immune chaos, color
to the Touch, Frightful Gaze, Immune blind, polymorph; Rend, Retaliate,
cold; Rend Spell-Like Abilities, SR
Basilesk 47 DR, Immune acid; Resist electricity; Divinispawn 74 Channel Energy, Farrealmer Traits,
Spell-Like Abilities, Woodland Stride Resist varies, trainer spells
Behir 24 Breath Weapon, Climb, Constrict, Firebolt 110 DR, Fast Healing, Immune fire; See
Immune electricity; Rake, Swallow Invisibility, Shroud of Flame, Spell-Like
Whole Abilities, SR
Chitinera 70 Burrow, Climb, Crush, DR, Elemental Piskel 112 Blindsight, Fly, Resist cold, electricity;
Traits, Poison, Trample, Tremorsense Pounce, Seamantle, Spell-Like
Dithango 49 Breath Weapon, DR, Fast Healing, Abilities, Swim, trainer spells
Scent, Spell-Like Abilities, Swim
NAME PAGE NOTES NAME PAGE NOTES
Shraptor 64 Burrow, Immune electricity, sleep, Pesto 46 Resist acid, electricity; Spell-Like
paralysis; Leap, Scent, Tremorsense Abilities, Woodland Stride
Steambringer 111 DR, Fast Healing, Immune fire; See Siamange 121 Climb
Invisibility, Shroud of Mist, Spell-Like Squit 42 Breath Weapon, Fast Healing, Immune
Abilities, SR fire; Spell-Like Abilities
Taurinor 127 Breath Weapon, DR, Immune acid, SUMMON NATURE’S ALLY III
poison; SR, Trample NAME PAGE NOTES
Thoughtspawn 75 Farrealmer Traits, Resist varies, Spell- Bombyx 30 Climb, Poison
Like Abilities, trainer spells Cactyke 26 Bleed, DR, Plant Traits
SUMMON MONSTER IX Castor 28 Blindsense, Spray, Swim
Hippogryph 88 Fly, Scent
NAME PAGE NOTES Kena 99 Burn, DR, Elemental Traits, Immune
Aquario 58 Breath Weapon, Fly, Immune fire, fire; Resist all except cold; SR
paralysis, sleep; Scent, Swim, trainer Laga 101 DR, Elemental Traits, Immune fire;
spells Swim
Eyedolor 123 Antimagic Glare, Counterspell, Rays Lauka 100 Climb, DR, Immune electricity; Plant
Geminel 72 DR, Elemental Traits, Fly, Immune Traits, Resist all except fire; SR, Vine
electricity; Metal Mastery, Spark Leap, Slap
Spell-Like Abilities, Swim Pseudodragon 114 Fly, Immune paralysis, sleep; Poison,
152 Glabrezu 51 DR, Immune electricity, poison; Resist SR
acid, cold, fire; SR, Spell-Like Abilities, SUMMON NATURE’S ALLY IV
True Seeing NAME PAGE NOTES
Ironguard 84 Breath Weapon, DR, Immune bleed, Ailuro 21 Climb, DR, Resist cold, fire; SR
paralysis, poison, sleep; Poison, Resist Catirpel 30 Climb, Constrict, Grab, Lunge, Poison
all; SR Chordata 28 Blindsense, Crystal Hide, Evasion,
Proginor 114 All-Around Vision; Fly, Immune acid, Spray, Swim
electricity; Resist cold, fire; Spell-Like Daga 100 Fly, Elemental Traits, Immune
Abilities, trainer spells, True Seeing electricity, Metal Mastery, Spark Leap,
SUMMON NATURE’S ALLY I SR
NAME PAGE NOTES Formite 81 Burrow, Climb, Hive Mind, Immune
cold, poison, petrification; Poison,
Gryphcub 88 Fly, Scent Resist electricity, fire, sonic; SR
Lagomo 98 Burrow, Climb, DR, Resist all; SR Harbrick 69 Burrow, Elemental Traits, Tremorsense
Isa 99 Burrow, DR, Elemental Traits, Immune
Rastafern 131 DR, Immune electricity; Plant Traits, cold; Resist all except fire; Spell-Like
Vine Slap Abilities, SR, Swim
SUMMON NATURE’S ALLY II Katnip 94 Immune fear, Spell-Like Abilities
NAME PAGE NOTES Moncroak 106 Jump, Powerful Charge, Swim
Owlbear 108 Grab, Scent
Bawby 48 Breath Weapon, Fast Healing, Scent, Raptur 115 Pounce
Swim Rastaflor 131 Constrict, DR, Immune electricity;
Carbuncle 36 Specious Suggestion Plant Traits, Resist fire; Vine Slap
Catning 44 Fast Healing, Immune electricity, Slytrap 36 Acid, Blindsight, Constrict, Grab, Plant
Spell-Like Abilities Traits
Geoyeti 40 Burrow, Climb, Cold to the Touch, Tesoroo 128 Blinding Dust, Command, Immune
Immune cold; Rend mind-affecting effects; Vanish
Harcore 69 Burrow, Elemental Traits, Tremorsense Trisaber 132 Powerful Charge
SUMMON NATURE’S ALLY V NAME PAGE NOTES
NAME PAGE NOTES Maelbud 104 Climb, Immune electricity; Plant
Monster Training
Ailuropoda 21 Climb, DR, Rend, Resist cold, fire; SR Traits, Poison, Spell-Like Abilities,
Cactombre 26 Bleed, DR, Plant Traits Thorn Body, trainer spells
Chrystofur 29 Blindsense, Crystal Hide, Evasion, Rust Monster 117 Climb, Rust, Scent Metal
Rake, Rend Snowstone 40 Burrow, Climb, Cold to the Touch,
Cloves 46 DR, Resist acid, electricity; Spell-Like Frightful Gaze, Immune cold; Rend
Abilities, Woodland Stride Swordbite 133 DR, Powerful Charge
Coleoptera 70 Burrow, Climb, DR, Elemental Traits, Trollhound 136 Nondetection, Regeneration, Scent
Poison, Powerful Charge, Tremorsense Xendaug 141 Break Enchantment, Immune
Faerie Dragon 73 Breath Weapon, Fly, Immune paralysis, polymorph; Rend, Scent, SR
sleep; SR, Swim SUMMON NATURE’S ALLY VII
Harcrest 68 Burrow, DR, Elemental Traits, NAME PAGE NOTES
Tremorsense Avalynche 41 Breath Weapon, Burrow, Climb, Cold
Kylva 98 Burrow, DR, Elemental Traits, Immune to the Touch, Frightful Gaze, Immune
acid; SR cold; Rend
Lychnis 44 Fast Healing, Immune electricity, Basilesk 47 DR, Immune acid; Resist electricity;
Pounce, Spell-Like Abilities Spell-Like Abilities, Woodland Stride
Minotaur 106 Natural Cunning, Powerful Charge, Dithango 49 Breath Weapon, DR, Fast Healing,
Scent Scent, Spell-Like Abilities, Swim
Raskhale 96 Echolocation, Spell-Like Abilities, Formisect 82 Fast Healing, Fly, Hive Mind, Immune 153
Swim, Trample cold, poison, petrification; Poison,
Satyr 119 DR, Pipes, Spell-Like Abilities Resist electricity, fire, sonic; Spell-
Sevord 132 DR, Powerful Charge Like Abilities, SR
Strigiflame 42 Breath Weapon, DR, Fast Healing, Gnole 136 DR, Nondetection, Regeneration,
Immune fire; Spell-Like Abilities Scent, Sneak Attack, Spell-Like Abilities
Suidae 126 Powerful Charge Godigeon 43 Breath Weapon, DR, Fast Healing,
Wabirri 48 Breath Weapon, DR, Fast Healing, Immune fire; Spell-Like Abilities
Scent, Spell-Like Abilities, Swim Sagitor 118 Burn, Immune fire; Resist cold,
Wildesau 126 Powerful Charge electricity, sonic; Spell-Like Abilities,
SUMMON NATURE’S ALLY VI SR
NAME PAGE NOTES Siyafrak 122 Natural Invisibility
Bulette 25 Leap, Scent, Tremorsense Treant 130 DR, Plant Traits, Rock Throwing,
Chilopoda 31 Climb, Constrict, Grab, Lunge, Poison Trample
Cinereus 97 Courage Aura, Divine Grace, Divine Trollspawn 135 Regeneration, Rend, Scent
Health, Immune fear; Lay on Hands, Viriga 140 Constrict, DR, Immune electricity;
Spell-Like Abilities Plant Traits, Rock Catching, Rock
Crurotar 50 Bleed, Death Roll, DR, Grab, Immune Throwing, SR, Trample, Tremorsense
polymorph; SR, Swallow Whole, Swim SUMMON NATURE’S ALLY VIII
Gray Render 86 Double Damage against Objects, Grab, NAME PAGE NOTES
Rend, Scent Capricor 27 Fast Healing, Plant Traits, Resist acid,
Khale 95 Echolocation, Immune fear; Spell-Like cold, electricity; Trample
Abilities, Swim, Trample Firebolt 110 DR, Fast Healing, Immune fire; See
Lepitera 31 Climb, Fly, Poison, Spell-Like Abilities Invisibility, Shroud of Flame, Spell-Like
Levimur 101 Breath Weapon, DR, Immune cold Abilities, SR
Lightnynx 45 Fast Healing, Immune electricity,
Pounce, Rend, Spell-Like Abilities
NAME PAGE NOTES Anon Monsters: Arbiter, Crysallis, Eyedolor, Fel’Kraz, Formisect,
Maelae 104 Climb, Immune electricity; Plant Geminel, Harbrick, Harcore, Harcrest, Mimic, Proginor, Valoren,
Traits, Poison, Spell-Like Abilities, Vargouille
Swim, Thorn Body, trainer spells
Piskel 112 Blindsight, Fly, Resist cold, electricity; Other Base Forms
Pounce, Seamantle, Spell-Like The majority of monsters within the Kingdom have one of the
Abilities, Swim, trainer spells following four base forms. Even if a creature might fit into more
Steambringer 111 DR, Fast Healing, Immune fire; See than one form (laga, for example can be aquatic or bipedal), begin
Invisibility, Shroud of Mist, Spell-Like with the listed base form and add any evolutions as necessary to
Abilities, SR help create the eidolon’s monster form.
Unicorn 137 Immune charm, compulsion, poison, Aquatic Monsters: Aquario, Khale, Laga, Piskel, Raskhale,
Magic Circle Against Evil, Powerful Sevord, Swordbite, Trisaber
Charge, Spell-Like Abilities Bipedal Monsters: Ailuro, Angerie, Asmoden, Avalynche,
SUMMON NATURE’S ALLY IX Cactombre, Cactyke, Castor, Celedeen, Chlorite, Chordata,
NAME PAGE NOTES Chrystofur, Cinereus, Cleribelle, Craos, Cucalon, Cuclaur, Cucuy,
Crysallis 82 Fast Healing, Fly, Hive Mind, Immune Dithango, Divinispawn, Elcu, Endergon, Festrog, Firadron, Firaels,
cold, poison, petrification; Poison, Firebolt, Fleshspawn, Fourclaw, Geoyeti, Glabrezu, Gladiafira,
Resist electricity, fire, sonic; Spell-Like Gnole, Godigeon, Gray Render, Ironguard, Jubjub Bird, Katnip,
Abilities, SR, trainer spells Kytharion, Maimspawn, Minotaur, Moggish, Moggles, Moncroak,
Pixie 113 DR, Fly, Special Arrows, Spell-Like Nightwalker, Osyluth, Owlbear, Pendula, Pixie, Raptur, Rastafern,
154 Abilities, SR, trainer spells Rastaflor, Satyr, Scoundrite, Shardragon, Shraptor, Siamange,
Proginor 114 All-Around Vision; Fly, Immune acid, Skaldak, Snowstone, Soldrite, Sorcerite, Squit, Steambringer,
electricity; Resist cold, fire; Spell-Like Strigiflame, Tesoroo, Thoughtspawn, Thundergon, Timeslayer,
Abilities, trainer spells, True Seeing Towerguard, Tridigon, Troglospear, Troglospell, Trollspawn,
Urbanel 138 Daze, DR, Immune electricity, mind- Urbanel, Vrock, Wabirri, Warspawn
affecting effects; Spell-Like Abilities, Quadrupedal Monsters: Aerisor, Ailuropoda, Arachnigon,
SR, trainer spells Bawby, Behir, Bulette, Canceria, Capricor, Carbuncle, Catning,
Eidolon Evolutions Cenkclaur, Chitinera, Cloves, Coleoptera, Crurotar, Daga, Faerie
In a world where monsters are commonplace and their creation Dragon, Formite, Gryphcub, Hippogryph, Hydra, Isa, Kena, Kylva,
is something to be glorified, there are those who wish to better Lagomo, Lauka, Levimur, Lightnynx, Locan, Lupice, Lychnis,
understand the inner workings of those creatures. Summoners Pseudodragon, Royciel, Rust Monster, Sagitor, Scamethyst,
act as the mad craftsmen out to gain every advantage from the Shardrake, Siyafrak, Suidae, Synacl, Taurinor, Tortoigon,
monsters their eidolons mimic. Triceragon, Trollhound, Unicorn, Wildesau, Xendaug
In order to mimic a monster trainer’s companion, a Serpentine Monsters: Basilesk, Bombyx, Catirpel, Chilopoda,
summoner’s eidolon must possess the base form of that monster Lepitera, Maelae, Maelbud, Pesto, Slytrap, Viriga
and a minimum of 3 points; 1 for the basic magic evolution and 2
for the trainer spells evolution. New Evolutions
Three new evolutions exist as a result of the tinkering done by
New Base Form - Anon Summoners within the Kingdom.
Eidolons with the anon base form have no limbs, nor are they LESSER FLIGHT (1 point)
considered serpentine. They are creatures of amorphous energy The eidolon gains the ability to fly, whether with wings (Ex)
and magic, semi-solid, though not incorporeal. Such creatures or by magical means (Su), but it can only fly up to 5 feet off the
often fly as their base form of movement. They also possess a ground (a medium or small creature can reach it with a melee
slam attack without requiring additional limbs. attack). The eidolon’s fly speed is 20 ft. or equal to its base speed,
Starting Statistics: Size Medium; Speed 10 ft.; AC +2 natural whichever is higher. Its maneuverability is still based on the
armor; Saves Fort (bad), Ref (bad), Will (good); Attack slam (1d8); eidolon’s size. For an additional 1 point, the eidolon can also fly
Ability Scores Str 7, Dex 13, Con 14, Int 11, Wis 10, Cha 14; Free over liquid surfaces as long as it remains only up to 5 feet above
Evolutions basic magic, lesser flight, magic attacks, slam. that surface.
If it moves over a space where the ground or surface is further are added to the Summoner’s spells known as long as the eidolon
than 5 feet beneath it, the eidolon can make an Acrobatics or Fly possesses this evolution and can be cast through the eidolon in
Monster Training
check (DC 15) to “jump” back to a safe location as a free action. the same way a trainer can cast through his companion.
Failure indicates that the eidolon falls until it is no more than 5 In order to grant a spell, the eidolon must have a Charisma
feet above the ground. Failure by 5 or more indicates that it falls score of at least 10 + the spell level and must possess any one of
completely and takes falling damage, ignoring the first 10 feet. the following evolutions: basic magic, major magic, minor magic,
MONSTORIN (1 point) or ultimate magic.
The eidolon becomes bipedal, despite its usual base form. The Summoner’s level must be equal to twice the spell levels
It keeps its base statistics, but either gains the limbs (arms) to which he wishes to gain access.
and limbs (legs) evolutions or loses extra iterations of those
evolutions until it only possesses 2 arms and two legs. The Monster Growth
eidolon still counts as its original base form for the purpose of As a trainer, you will find sometimes that your monsters aren’t
other evolutions. This evolution costs 0 points if the eidolon lost as strong as they could be against an opponent. This is where
limbs, but does not grant additional points. monster growth comes in. When he gains a level, monster
Trainer Spells (2 points) growth allows a trainer to choose another monster with a similar
The eidolon gains access to trainer spells as a monster of its heritage to the monster he captured previously and begin using
base form with a challenge rating no higher than the Summoner’s that monster instead. This change is generally permanent, so
level. It adds that monster’s 0-level spells to the basic magic think carefully before making such a decision.
evolution list, 1st-level spells to the minor magic evolution list, In this guide, monsters share a heritage if they have similar
2nd-level spells to the major magic evolution list, and 3rd-level names (lightning cat or water dog, for example) or if they
spells to the ultimate magic evolution list. are specifically said to be related (all elementals). If you’re 155
In addition, the eidolon grants its summoner 1 trainer spell for using other sources, just stick to these basics and you
each point spent when it gains this evolution. The chosen spells should be fine helping your own monsters grow.
Chapter 4: The Kingdom
After the Purge, the Kingdom has been divided in half, with
the Loyalists in the east and the Purists in the west. Monsters Eastern Regions
The Kingdom
can be found on both halves of the Kingdom, but some are more Quill
difficult or impossible to find on one side or the other. Quill is the farthest town east of the main kingdom. Nestled
The regions described in this chapter are intentionally open- in a valley between the dwarven homeland to the north and the
ended. They are ideas for areas in which you can adventure and Taper Mountain Range to the south, the people who stay in Quill
structure games centered around the Kingdom of Monsters. often lead quiet lives.
To the east of the village is nothing but untamed wilds until
Wild Encounters you reach the elven kingdom.
When travelling through the kingdom, you inevitably run There is a small castle west of Quill where the king keeps a
into monsters in the wild. How those creatures react to you loyal steward to watch over the surrounding area and its local
determines whether you need to battle them or not. researcher, Lord William. William lives in a cottage between Quill
The next section includes a list of common, uncommon, and and the castle. Every year, on Choosing Day, anybody ages ten
rare monsters that can be found there. These guidelines can and up is welcome to visit Lord William’s farm and pick one of
be adjusted to fit a particular campaign, but should provide a his specially raised monsters with which to begin their journey.
good basis for how each region of the Kingdom is populated by Quill Monsters Percent (%) Chance
monsters. None 1 – 20
Carbuncle 21 – 35
Locating Wild Monsters Sorcerite 36 – 50
When you begin looking for monsters, you will notice that Soldrite 51 – 65
the area where you are suddenly grows quieter and you begin Scoundrite 66 – 80 157
seeing fewer, if any monsters around you. This phenomenon Cleribelle 81 – 90
occurs because your essence, much like adrenaline, actually Bombyx 91 – 95
changes slightly as you seek to battle another creature. Wild Lauka 96 – 98
monsters in an area can sense this change and often move on or Chilopoda 99
make themselves scarce. Pesto 100
Roll d% and consult the table for the area in which you are
located as you hunt for monsters. If you are playing in a different Stylus City
world, find the closest approximation to the area in which you The first major city after leaving Quill headed west, Stylus City
are hunting or use the monsters that already exist there as a was built in a short amount of time by the idealists’ monsters. It
guideline for what you can find. For example, if you are trying has since become a mecca for novice trainers who wish to begin
to capture something in a lightly wooded area guarded by elves, challenging arena masters.
you may find several owlbears or laukas, a few formisects, and The local arena is run by Jekyll, one of the researchers
one or two renders. One roll equals approximately five minutes whose golems helped build Stylus city and put it on the map.
of active searching. In some cases, skills may be applied to help He also owns the steel mill, where he employees trainers and
increase your chances of finding a specific monster. their monsters to build vehicles for the wealthy. In addition to
Of course, if you are part of a group out hunting, you can find the metal work done there, the mill functions as a tram station
larger nests or families of these creatures, or you might run into that takes paying spectators and accomplished trainers to the
some of the other denizens of the forest. It wouldn’t be unheard Monster Championship Headquarters where they can view or
of to battle a group of elves as they defend the render you want participate in tournaments for recognition and prizes.
to capture or to stumble into a clearing where orcs are preparing It is rumored that Jekyll was, at one time, a member of the
to assault the nearby elven village as you search for laukas. Thieves’ Guild who still threatens the Kingdom periodically with
Not all encounters need be completely in the wild. You may their plots to take control of all monsters. Jekyll will neither
also pay for the chance to battle something or find it randomly confirm nor deny such allegations, but because of his standing as
in a city. How the encounter occurs depends on the story a founder of the city and creates jobs to help the population of
surrounding it. the eastern regions, nobody does more than whisper about his
shrouded past.
Stylus City Monsters Percent (%) Chance her aura, a flame that surrounds her body, active most of the
None 1 – 20 time, and it flares up when she grows angry or calls upon her
Arbiter 21 – 35 monsters in battle.
Sorcerite 36 – 50 Coal Brush Plains Monsters Percent (%) Chance
Soldrite 51 – 65 None 1 – 20
Scoundrite 66 – 80 Sorcerite 21 – 25
Mimic 81 – 90 Soldrite 26 – 30
Lagomo 91 – 95 Scoundrite 31 – 35
Pseudodragon 96 – 98 Festrog 36 – 50
Catning 99 Pixie 51 – 65
Bawby 100 Kena 66 – 80
Cleribelle 81 – 90
Mount Graphite Lagomo 91 – 95
South of Stylus City, at the end of the Taper Mountains is Castor 96 – 98
Mount Graphite. With the roads heading west blocked by Faerie Dragon 99
reeves, any trainer who wishes to enter the western kingdom Squit 100
must pass through this mountain. A path has been carved
through for those looking to do so by monster trainer and arena Painted Forest
master Jaden Earthfellow. Anybody who travels off the beaten This breathtaking landmark north of the Coal Brush Plains
path into Jaden’s area of the mountain will find the trainer wraps around the edge of dwarven lands. The region itself is
158 and his allies always training their monsters for tougher a forest wherein every possible tree one could imagine exists.
challenges. There are so many colors and smells to enjoy that many people
Mount Graphite Monsters Percent (%) Chance visit the forest year – round to enjoy the scenery. Many believe
None 1 – 20 that the forest was blessed by the elves before they moved
Carbuncle 16 – 30 further east to avoid the human kingdom’s progress. Whatever
Harcore 31 – 45 magic holds the forest, the temperature and climate around any
Tesoroo 46 – 60 individual tree is always perfect for its survival.
Kylva 61 – 75 Kino, a local monster scout, hosts arena matches in clearings
Lagomo 76 – 80 around the forest when he’s not directing a harvest of some
Gryphcub 81 – 85
Festrog 86 – 88 Painted Forest Monsters 1 Percent (%) Chance
Rust Monster 89 – 95 Roll on Table 2 1 – 10
Coleoptera 96 – 97 Katnip 11 – 13
Skaldak 98 Gryphcub 14 – 16
Geoyeti 99 Pixie 17 – 22
Royciel 100 Cleribelle 23 – 28
Lauka 29 – 34
Coal Brush Plains Faerie Dragon 35 – 40
This area north of Stylus city borders the dwarven kingdom. Moggish 41 – 46
The few people who take residence in the plains are members Bombyx 47 – 52
of the Food and Flame Guild. The guild exports coal dug from Ailuro 53 – 58
beneath the soil and cattle raised above it to Stylus City and the Cinereus 59 – 64
Kingdom in the west. Coal is a great commodity in the Kingdom Owlbear 65 – 70
because it functions as fuel for machines and food for the Formite 71 – 76
monsters that power them. Crysallis 77 – 82
At the head of the guild is Miss Sandi, a monster breeder and Maelbud 83 – 88
arena master. Miss Sandi’s fiery monsters match her attitude, Gnole 89 – 94
and she is well known to be a bit of a show boater. She keeps Rastafern 95 – 100
indigenous fruit or nut. As a sentinel, Kino works with the forest Scribe’s Marsh Monsters Percent (%) Chance
to yield the best possible results every season. The fruits and None 1
The Kingdom
nuts harvested from the Painted Forest are transported over the Fourclaw 2–4
mountain pass under which the dwarves live back to Stylus City Timeslayer 5–7
and Quill beyond. Vargouille 8 – 13
In recent seasons, elves have started to visit the forest again, Troglospear 14 – 21
lending credence to rumors that the thousand years of peace Troglospell 22 – 29
have finally come to an end and that the fey race may be out to Moncroak 30 – 38
start another war. Festrog 39 – 47
Painted Forest Monsters 2 Percent (%) Chance Warspawn 48 – 49
None 1–6 Thoughtspawn 50 – 51
Minotaur 7 – 12 Divinispawn 52 – 53
Hippogryph 13 – 15 Maimspawn 54 – 55
Catirpel 16 – 26 Fleshspawn 56 – 57
Siamange 27 – 37 Gnole 58 – 63
Gray Render 38 – 43 Skaldak 64 – 65
Capricor 44 – 45 Eyedolor 66 – 67
Moggles 46 – 51 Nightwalker 68 – 70
Lepitera 52 – 54 Craos 71 – 78
Chilopoda 55 – 57 Chlorite 79 – 82
Ailuropoda 58 – 63 Gray Render 83 – 88 159
Sagitor 64 – 65 Fel’Kraz 89 – 94
Wildesau 66 – 71 Kytharion 95 – 97
Suidae 72 – 77 Elcu 98 – 100
Formisect 78 – 83
Treant 84 – 89
Troll Hound 90 – 95 The City State of Blank Slate
Maelae 96 – 98 When the idealists ventured east, they were joined by an
Celedeen 99 – 100 intrepid gnome who found the concept of monster training
rather fascinating. Though he was never able to develop his own
Scribe’s Marsh aura, the little man founded one of the most prominent cities
As one travels back around east from the Painted Forest one dedicated to monster training east of the king’s lands.
finds the Scribe’s Marsh. A veritable wasteland in comparison to Blank Slate has become a home for humans, elves, and dwarves
the splendor of the tree line, the marsh is where stories tell of who seek to be recognized as trainers. A firm “no hatred” policy
dangerous monsters from the realms of shadow cause mischief is enforced within the city limits, so all of the races work together
and lead travelers down wrong paths into danger. to help promote safe living and healthy monster training habits.
While many trainers visit the marsh in search of powerful, In his many attempts to become a trainer, the gnome met and
scary companions, one researcher in particular has settled down became good friends with many successful trainers, including
to study the effects of the climate changes in the Painted Forest all of the head researchers at the Monster Championship
on the land here. The man’s name is Maurice, though some Headquarters. He even helped local arena master, Hugh, into
call him Cursed Maury when out of earshot. In his spare time, the position he holds to this day. Hugh’s sons, Maurice and Kino;
Maurice hosts an arena where hopeful trainers can try to best his daughter, Sandi; and his nephew, Jaden are likewise officially
his eerie companions. recognized arena masters thanks to Blank Slate’s founder.
Never a place to disappoint, the city actually houses two
arenas, the second of which is run by a master of shadow, Alfonso.
Before leaving east with the idealists, Alfonso was a member of
the reeves who helped thwart the Thieves’ Guild in a plot to
summon more monsters from worlds beyond into the Kingdom.
Blank Slate Monsters Percent (%) Chance Jiaguwen Port Monsters Percent (%) Chance
None 1 None 1
Firaels 2–4 Laga 2 – 12
Xendaug 5–8 Castor 13 – 23
Pendula 9 Chordata 24 – 29
Daga 10 – 20 Raskhale 30 – 45
Lagomo 21 – 31 Trisaber 46 – 61
Mimic 32 – 38 Hydra 62
Sorcerite 39 – 49 Shardrake 63 – 71
Scoundrite 50 – 60 Sevord 72 – 77
Soldrite 61 – 71 Piskel 78
Divinispawn 72 – 74 Canceria 79
Maimspawn 75 – 77 Arachnigon 80 – 81
Fleshspawn 78 – 80 Steambringer 82
Thoughtspawn 81 – 83 Shraptor 83 – 85
Warspawn 84 – 86 Triceragon 86 – 87
Urbanel 87 – 89 Khale 88 – 91
Osyluth 90 Swordbite 92 – 94
Rust Monster 91 – 94 Siyafrak 95
Siyafrak 95 Aquario 96
160 Geminel 96 Locan 97
Angerie 97 – 98 Behir 98
Vrock 99 Shardragon 99
Asmoden 100 Thundergon 100
Before his team could stop them, the thieves did manage to to his endeavor, Anthony now boasts the largest collection of
bring a handful of monsters over. With his allies beaten, Alfonso dragons ever seen and he uses them to great and terrible effect
was forced to capture each of the shadowy monsters to prevent in arena matches.
them from attacking the common people in villages nearby.
Although he was celebrated as a hero for his sacrifice, Alfonso Western Regions
was relieved of his rank and forced to leave when the Purists Through the western path out of Mount Graphite lies the other
purged the Kingdom of otherworldly monsters, so he joined half of the Kingdom. Here, the Mad King rules the land, ordering
up with the gnome who would later found Blank Slate and has his reeves to guard against potential enemies in the form of
moved on with his life to become the strongest of the arena idealist monster trainers as he builds his engines of destruction.
masters. Charity
Jiaguwen Port Sister village to Quill, Charity was once where many new
Originally a corner of the elven lands, this region was trainers began their journey through the Kingdom’s western
abandoned when the salt water of the ocean rose and destroyed regions. After the purge, no researchers remain in, or even
most of the trees that grew there. Humans have since moved in around, the village since most of them left to the east to avoid
and repurposed it into the fishing capital of the east. One of the persecution. As a result, Charity is much quieter than before, but
richest families in the main city has even opened an arena of has lost many of its residents and sources of income that it needs
their own and placed their strongest member, Anthony, as the to sustain itself.
master. Diligence
Anthony is a monster performer who wanted nothing to do Diligence is the former garrison – turned – city to which the
with the port until his family bought him permission to be an Kingdom’s bravest heroes would travel and learn how to be
arena master. With his new title in hand, Anthony disappeared scouts. The best of those who graduated from the academy in
for a while as he traveled across the Kingdom in search of strong Diligence would be hired on as one of the king’s reeves; tasked
monsters that he paid other trainers to help him capture. Thanks with guarding the realm against dangerous monsters and vile
Charity Monsters Percent (%) Chance Fare-Well Monsters Percent (%) Chance
None 1–5 None 1–2
The Kingdom
Mimic 6 – 16 Mimic 3 – 13
Pixie 17 – 27 Festrog 14 – 24
Festrog 28 – 38 Arbiter 25 – 35
Arbiter 39 – 49 Carbuncle 36 – 46
Rastafern 50 – 60 Lagomo 47 – 52
Carbuncle 61 – 71 Soldrite 53 – 61
Cleribelle 72 – 77 Scoundrite 62 – 70
Soldrite 78 – 83 Sorcerite 71 – 79
Scoundrite 84 – 89 Minotaur 80 – 83
Sorcerite 90 – 95 Suidae 84 – 87
Katnip 96 – 97 Wildesau 88 – 91
Maelbud 98 Xendaug 92 – 94
Gnole 99 – 100 Satyr 95 – 100
The Kingdom
villages and capital city of Verity because the prices are so high Osyluth 7 – 12
that even dock workers are paid more than any common land Capricor 13 – 14
owner in the south just to get by. Tortoigon 15 – 20
When the king declared that he intended to build engines of Nightwalker 21 – 26
war with which to fight the elves and the dwarves once again, Firadron 27 – 34
the Lord of Verity met with his council and decided that his Locan 35 – 40
piece of the Kingdom could survive on its own for a few decades Unicorn 41
without the king’s support. They closed off trade with the king’s Cucalon 42 – 47
men and have since begun negotiations with Jiaguwen Port in Timeslayer 48 – 53
the distant east regarding a long term trade arrangement. Fourclaw 54 – 59
Monster Tables Percent (%) Chance Behir 60 – 65
Verity Monsters 1 1 – 50 Glabrezu 66 – 68
Verity Monsters 2 51 – 85 Shardragon 69 – 74
Verity Monsters 3 86 – 100 Thundergon 75 – 80
Cuclaur 81 – 84
Verity Monsters 1 Percent (%) Chance Synacl 85 – 88
None 1 – 15 Cenkclaur 89 – 92
Sevord 16 – 26 Gladiafira 93 – 98
Cucuy 27 – 32 Asmoden 99 – 100 163
Angerie 33 – 38
Chlorite 39 – 49 Verity Monsters 3 Percent (%) Chance
Firaels 50 – 60 Craos 1 – 11
Shraptor 61 – 71 Strigiflame 12 – 19
Maelbud 72 – 77 Cloves 20 – 27
Khale 78 – 89 Lychnis 28 – 35
Lupice 90-100 Wabirri 36 – 43
Royciel 44 – 45
Kytharion 46 – 53
Eternal Frost Snowstone 54 – 61
The Eternal Frost is a frozen landscape in the north, just Viriga 62 – 63
beyond the edge of Verity. Few travel to this region unless they Geminel 64 – 65
are in search of monsters that are otherwise nigh impossible to Taurinor 66 – 67
find in the Kingdom. Scamethyst 68 – 69
Eternal Frost Monsters Percent (%) Chance Sagitor 70 – 71
None 1–3 Piskel 72 – 73
Geoyeti 4 – 19 Canceria 74 – 75
Isa 20 – 32 Steambringer 76 – 78
Snowstone 33 – 43 Firebolt 79 – 81
Bulette 44 – 54 Proginor 82 – 83
Owlbear 55 – 65 Swordbite 84 – 89
Levimur 66 – 78 Aerisor 90 – 91
Craos 79 – 81 Aquario 92 – 93
Avalynche 82 – 83 Armodos 94
Harcrest 84 – 89 Valoren 95 – 97
Triceragon 90 – 92 Pendula 98 – 100
Lupice 93 – 100
CR 10
INDEX: MONSTERS BY CR Arachnigon, Firebolt, Godigeon, Levimur, Steambringer,
CR 1/2 Taurinor, Vargouille, Xendaug
Gryphcub, Lagomo, Rastafern, Scoundrite, Soldrite CR 11
CR 1 Aquario, Cucuy, Dithango, Divinispawn, Piskel, Sevord
Bawby, Carbuncle, Catning, Cleribelle, Festrog, Geoyeti, CR 12
Harcore, Pesto, Pseudodragon, Siamange, Sorcerite, Squit Ailuropoda, Angerie, Avalynche, Canceria, Chlorite, Craos,
CR 2 Crysallis, Eyedolor, Geminel, Maelae, Shraptor
Arbiter, Bombyx, Daga, Faerie Dragon, Hippogryph, Isa, Kena, CR 13
Laga, Lauka, Skaldak Firaels, Glabrezu, Ironguard, Proginor, Scamethyst, Tortoigon
CR 3 CR 14
Castor, Catirpel, Harbrick, Lychnis, Maimspawn, Raptur, Rust Aerisor, Swordbite
Monster, Tesoroo, Unicorn CR 15
CR 4 Capricor, Fleshspawn, Jubjub Bird, Lupice, Triceragon
Cactyke, Cloves, Fel’Kraz, Formite, Hydra, Katnip, Mimic, CR 16
Moncroak, Owlbear, Pixie, Satyr, Strigiflame Firadron, Locan, Nightwalker, Royciel
CR 5 CR 17
Ailuro, Chordata, Coleoptera, Elcu, Harcrest, Kylva, Moggish, Celedeen, Cucalon, Timeslayer, Warspawn
Raskhale, Rastaflor, Wabirri CR 18
CR 6 Fourclaw, Shardragon, Thundergon
164 Chilopoda, Cinereus, Lepitera, Lightnynx, Maelbud, Shardrake, CR 19
Snowstone, Slytrap, Tridigon, Troglospear, Troglospell, Asmoden, Cenkclaur, Cuclaur, Gladiafira, Synacl, Towerguard
Trollhound CR 20
CR 7 Endergon, Pendula, Valoren
Bulette, Cactombre, Chrystofur, Gnole, Khale, Trisaber, Viriga
CR 8
Behir, Gray Render, Kytharion, Minotaur, Siyafrak, Suidae,
Treant, Wildesau
CR 9
Basilesk, Chitinera, Crurotar, Formisect, Moggles, Osyluth,
Sagitor, Thoughtspawn, Trollspawn, Urbanel, Vrock
INDEX: MONSTERS BY SPELL GRANTED
Indices
Ablative Barrier Arcane Sight/Detect Magic/Greater Arcane Sight
Katnip, Moncroak, Scamethyst, Steel Sentry, Urbanel Arachnigon, Capricor, Carbuncle, Celedeen, Cleribelle, Craos,
Absorb Toxicity Dream Imp, Farrealmer, Fel’Kraz, Glabrezu, Levimur, Locan,
Arachnigon, Cactus Warrior, Catirpel, Hydra, Scamethyst, Maelae, Nightwalker, Osyluth, Pendula, Phoenix, Piskel, Pit
Treant Fiend, Pixie, Proginor, Red Dragon, Royciel, Sagitor, Satyr,
Acid Arrow Shardragon, Shift Demon, Sorcerite, Thundergon, Timeslayer,
Bulette, Cobra Flower, Earth Elemental, Kylva, Moncroak, Pixie, Troglodyte, Unicorn, Urbanel, Xendaug
Skaldak, Sorcerite, Water Dog Atavism/Mass Atavism
Acid Fog Capricor, Gnole, Suidae, Wildesau
Arachnigon, Cobra Flower, Taurinor Atonement
Acidic Spray Arbiter, Astral Faerie, Capricor, Unicorn
Cobra Flower, Pixie, Pseudodragon, Sorcerite Augury
Aid Proginor, Royciel, Tesoroo, Troglodyte, Urbanel
Astral Faerie, Cinereus, Cleribelle, Moncroak, Piskel, Soldrite, Awaken
Troglodyte, Urbanel Capricor
Air Walk Ball Lightning
Cleribelle, Fire Bird, Lightning Cat, Piskel Behir, Geminel, Lightning Cat, Scamethyst, Urbanel
Alter Self Barkskin
Fel’Kraz, Osyluth, Red Dragon, Vargouille Ailuro, Cactus Warrior, Capricor, Cobra Flower, Crurotar, 165
Analyze Dweomer Katnip, Pendula, Root Snake, Treant, Trollspawn, Viriga
Cleribelle, Craos, Proginor, Sorcerite, Xendaug Battlefield Adept
Animal Aspect/Greater Animal Aspect Behir, Cobra Flower, Fourclaw, Hippogryph, Lagomorph, Rust
Behir, Lagomorph, Owlbear, Rust Monster Monster, Sagitor, Scoundrite, Siamange, Soldrite
Animate Objects Battlemind Link
Carbuncle, Gnole, Pixie Cinereus, Craos, Hippogryph, Katnip, Sagitor, Scamethyst,
Animate Plants Soldrite, Xendaug
Cactus Warrior, Gnole, Pixie, Satyr, Treant, Viriga Bear’s Endurance/Mass Bear’s Endurance
Ant Haul Ailuro, Castor, Cinereus, Dream Imp, Owlbear, Soldrite, Viriga
Canceria, Catirpel, Formite, Pendula, Rust Monster, Sagitor, Bestow Curse/Major Curse
Scamethyst, Suidae, Taurinor, Viriga, Wildesau Festrog, Nightwalker, Pendula, Shift Demon, Skaldak,
Antimagic Field Troglodyte
Lightning Cat, Red Dragon, Skaldak, Soldrite Binding Earth
Antipathy Capricor, Viriga
Arbiter, Capricor, Celedeen, Cinereus, Nightwalker, Osyluth, Black Tentacles
Satyr, Thundergon, Timeslayer Arachnigon, Nightwalker, Vargouille
Aqueous Orb Blade Barrier
Canceria, Faerie Dragon, Khale, Laga, Moncroak, Piskel, Pixie, Astral Faerie, Cactus Warrior, Farrealmer, Katnip, Sagitor, Shift
Raptur, Water Dog, Water Hatchling Demon, Trisaber,
Arboreal Hammer Blasphemy
Ailuro, Cactus Warrior, Treant Osyluth, Pit Fiend
Arcane Eye Bleed
Arachnigon, Proginor Cactus Warrior, Cobra Flower, Craos, Crurotar, Festrog,
Arcane Lock Glabrezu, Gnole, Levimur, Nightwalker, Osyluth, Pit Fiend,
Shardragon Red Dragon, Root Snake, Sagitor, Scamethyst, Scoundrite,
Shardragon, Shift Demon, Trisaber
INDEX: MONSTERS BY SPELL GRANTED
Blend Caustic Eruption
Cobra Flower, Craos, Katnip, Moncroak, Root Snake, Satyr, Aerisor, Taurinor
Trisaber Certain Grip
Blight Cactus Warrior, Canceria, Catirpel, Cobra Flower, Formite,
Cactus Warrior, Glabrezu, Gnole, Root Snake, Shift Demon Katnip, Living Golem, Mimic, Moncroak, Rust Monster,
Blinding Dust Siamange, Trollspawn
Aerisor, Cactus Warrior, Canceria, Earth Elemental, Pendula, Chain Lightning
Scamethyst, Shardragon, Siamange, Tesoroo, Viriga Behir, Cleribelle, Lightning Cat, Shardragon, Sorcerite
Blindness/Deafness Chains of Fire
Farrealmer, Shift Demon Aerisor, Fire Bird
Blink/Ethereal Jaunt/Etherealness Changestaff
Arachnigon, Levimur, Nightwalker, Osyluth Root Snake, Satyr, Troglodyte
Bloodhound Chaos Hammer
Behir, Cactus Warrior, Festrog, Fourclaw, Gray Render, Hydra, Canceria, Craos, Farrealmer, Glabrezu, Shift Demon
Levimur, Minotaur, Owlbear, Raptur, Rust Monster, Trollspawn, Charm Animal
Water Dog, Xendaug Cobra Flower, Pixie, Satyr
Blur Charm Monster
Arachnigon, Celedeen, Fel’Kraz, Katnip, Nightwalker, Pendula, Cleribelle, Cobra Flower, Formite, Pixie, Satyr, Skaldak
166 Pixie, Thundergon, Timeslayer Charm Person
Break Enchantment Cleribelle, Satyr, Urbanel
Behir, Cinereus, Faerie Dragon, Farrealmer, Gnole, Katnip, Chill Metal
Lagomorph, Phoenix, Pixie, Pseudodragon, Royciel, Satyr, Canceria, Earth Yeti, Steel Sentry
Suidae, Wildesau, Xendaug Chill Touch
Breath of Life Festrog, Nightwalker
Cleribelle, Phoenix, Royciel Clashing Rocks
Bristle Earth Elemental, Earth Yeti, Formite, Scamethyst, Shardragon,
Ailuro, Cactus Warrior, Crurotar, Glabrezu, Locan, Red Dragon, Suidae, Viriga, Wildesau
Royciel, Rust Monster, Treant, Xendaug Cloak of Dreams/Deep Slumber/Sleep
Bull’s Strength/Mass Bull’s Strength Celedeen, Cleribelle, Dream Imp, Faerie Dragon, Pixie,
Catirpel, Formite, Gray Render, Jubjub Bird, Khale, Minotaur, Pseudodragon, Satyr, Scoundrite, Skaldak, Sorcerite,
Siamange, Soldrite, Taurinor, Timeslayer, Viriga Timeslayer
Burrow Cloak of Winds
Aerisor, Bulette, Earth Elemental, Formite, Lagomorph, Geminel, Phoenix, Proginor, Sorcerite
Scamethyst, Shardragon, Tesoroo, Viriga Cloud Shape
Burst of Nettles Aquario, Geminel
Cactus Warrior, Maelae Cloudkill
Call Lightning/Call Lightning Storm Farrealmer, Festrog, Taurinor
Geminel, Lightning Cat, Lightning Hatchling, Thundergon Cold Ice Strike
Calm Emotions Earth Yeti
Cleribelle, Cobra Flower, Piskel, Royciel, Tesoroo, Urbanel Color Spray
Cat's Grace/Mass Cat’s Grace Catirpel, Celedeen, Faerie Dragon, Farrealmer, Katnip, Pixie,
Katnip, Lightning Cat, Unicorn Pseudodragon, Sorcerite, Timeslayer
Cause Fear Command/Greater Command
Arachnigon, Bulette, Fel’Kraz, Hydra, Nightwalker, Osyluth, Arbiter, Cobra Flower, Crurotar, Hippogryph, Katnip, Khale,
Pendula, Shift Demon, Trollspawn, Vargouille Minotaur, Nightwalker, Soldrite, Taurinor, Tesoroo
INDEX: MONSTERS BY SPELL GRANTED
Indices
Command Plants Detect Chaos/Evil/Good/Law
Cactus Warrior, Cobra Flower, Maelae, Root Snake, Viriga Arbiter, Astral Faerie, Cinereus, Craos, Festrog, Formite,
Commune with Nature Fourclaw, Locan, Nightwalker, Royciel, Shift Demon
Pixie, Satyr, Treant, Unicorn Detect Poison
Cone of Cold Capricor, Catirpel, Cinereus, Cleribelle, Cobra Flower, Formite,
Arachnigon, Castor, Earth Yeti, Formite, Levimur, Troglodyte Katnip, Locan, Piskel, Root Snake, Sagitor, Satyr, Scamethyst,
Confusion Taurinor, Treant, Troglodyte, Unicorn, Water Dog
Carbuncle, Formite, Glabrezu, Levimur, Pixie, Satyr, Skaldak, Detect Thoughts
Tesoroo Farrealmer, Fel’Kraz, Formite, Piskel, Red Dragon, Sagitor,
Contingency Thundergon
Arachnigon, Celedeen, Red Dragon, Timeslayer Detect Undead
Continual Flame Cinereus, Festrog, Nightwalker, Proginor
Aerisor, Astral Faerie, Fire Bird, Pit Fiend, Sagitor, Shift Demon Dictum
Control Water Arbiter, Formite, Pit Fiend, Skaldak
Canceria, Castor, Piskel, Trisaber, Water Dog Dimension Door
Control Weather Arachnigon, Arbiter, Carbuncle, Celedeen, Craos, Formite,
Geminel Fourclaw, Glabrezu, Levimur, Locan, Osyluth, Pendula, Pit
Control Winds Fiend, Proginor, Red Dragon, Shift Demon, Thundergon,
Cactus Warrior, Cleribelle, Geminel, Piskel, Proginor, Royciel Timeslayer, Vrock 167
Create Water Dimensional Anchor
Cactus Warrior, Canceria, Castor, Cleribelle, Faerie Dragon, Aquario, Arbiter, Astral Faerie, Celedeen, Fel’Kraz, Fourclaw,
Geminel, Khale, Laga, Piskel, Scamethyst, Thundergon, Nightwalker, Pit Fiend, Proginor, Timeslayer, Urbanel
Trisaber, Water Dog Discern Lies
Cure Wounds Arbiter, Astral Faerie
Astral Faerie, Carbuncle, Celedeen, Cinereus, Cleribelle, Discordant Blast
Farrealmer, Locan, Maelae, Phoenix, Root Snake, Royciel, Moncroak, Owlbear, Piskel, Royciel, Vargouille
Suidae, Treant, Troglodyte, Unicorn, Urbanel, Water Dog Disguise Self
Dancing Lights Farrealmer, Osyluth, Piskel, Vargouille
Behir, Fire Bird, Lightning Cat, Pixie, Satyr Dispel Chaos/Evil/Good/Law
Darkness/Deeper Darkness Arbiter, Astral Faerie, Cinereus, Craos, Locan, Shift Demon
Arachnigon, Nightwalker, Pendula, Shift Demon, Vargouille Dispel Magic/Greater Dispel Magic
Daylight Astral Faerie, Glabrezu, Lagomorph, Levimur, Living Golem,
Arbiter, Astral Faerie, Cactus Warrior, Capricor, Fire Bird, Locan, Maelae, Pit Fiend, Red Dragon, Royciel, Rust Monster,
Sagitor Shift Demon, Thundergon, Vrock, Xendaug
Daze/Daze Monster/Mass Daze Displacement
Capricor, Carbuncle, Craos, Earth Elemental, Faerie Dragon, Fel’Kraz, Red Dragon
Farrealmer, Khale, Maelae, Nightwalker, Osyluth, Pit Fiend, Disrupting Roar
Pixie, Pseudodragon, Satyr, Scamethyst, Scoundrite, Soldrite, Bulette, Craos, Earth Yeti, Hydra, Locan, Moncroak, Owlbear,
Sorcerite, Suidae, Taurinor, Urbanel, Vargouille, Viriga, Raptur, Royciel, Shardragon, Siamange, Xendaug
Wildesau Dragon’s Breath
Delayed Blast Fireball Festrog, Hydra, Kena, Living Golem, Pseudodragon,
Aerisor, Fire Bird Shardragon, Taurinor
Detect Animals or Plants Eagle's Splendor/Mass Eagle’s Splendor
Cactus Warrior, Maelae, Proginor Carbuncle, Celedeen, Hippogryph, Locan, Phoenix, Proginor,
Royciel, Timeslayer
INDEX: MONSTERS BY SPELL GRANTED
Ear-Piercing Scream Flare
Fourclaw, Moncroak, Owlbear, Royciel, Siamange, Vargouille Aerisor, Behir, Celedeen, Elcu, Faerie Dragon, Fire Bird,
Earth Glide Glabrezu, Katnip, Lightning Cat, Phoenix, Pit Fiend, Pixie,
Earth Yeti, Tesoroo, Viriga Pseudodragon, Sagitor, Scamethyst, Shardragon, Shift Demon,
Earthquake Tesoroo, Timeslayer
Capricor, Scamethyst, Suidae, Taurinor, Viriga, Wildesau Flesh to Stone
Elemental Body Crurotar, Skaldak, Taurinor
Behir, Castor, Cleribelle, Earth Yeti, Fire Bird, Khale, Phoenix, Fluid Form
Piskel, Proginor, Trisaber, Water Dog Canceria, Faerie Dragon, Khale, Laga, Piskel, Trisaber, Water
Elemental Swarm Dog, Water Hatchling
Canceria, Castor, Viriga Fly/Mass Fly
Energy Drain Hippogryph, Osyluth, Piskel, Proginor, Swordbite, Urbanel,
Festrog Vargouille
Enervation Fog Cloud
Arachnigon, Troglodyte Aquario, Castor, Dream Imp, Geminel, Khale, Moncroak,
Enlarge Person Taurinor, Thundergon
Bulette, Earth Yeti, Gray Render, Jubjub Bird, Minotaur, Forcecage
Owlbear, Raptur, Suidae, Wildesau Arachnigon, Cinereus, Lightning Cat, Urbanel
168 Entangle Forceful Hand
Capricor, Celedeen, Maelae, Root Snake, Treant, Viriga, Vrock Fel’Kraz, Hippogryph
Expeditious Retreat Foresight
Cactus Warrior, Capricor, Catirpel, Gray Render, Lagomorph, Arbiter, Astral Faerie, Carbuncle, Celedeen, Cinereus,
Maelae, Moncroak, Piskel, Rust Monster, Scamethyst, Taurinor Cleribelle, Dream Imp, Faerie Dragon, Farrealmer, Glabrezu,
Eyebite Gnole, Hippogryph, Khale, Lagomorph, Levimur, Locan,
Skaldak Osyluth, Pendula, Phoenix, Pixie, Proginor, Pseudodragon,
Fabricate Red Dragon, Royciel, Sagitor, Satyr, Scamethyst, Scoundrite,
Dream Imp, Fel’Kraz Soldrite, Sorcerite, Taurinor, Tesoroo, Thundergon, Timeslayer,
Faerie Fire Unicorn, Urbanel, Viriga, Water Dog
Catirpel, Celedeen, Faerie Dragon, Pixie, Tesoroo, Timeslayer, Fox’s Cunning/Mass Fox’s Cunning
Unicorn, Urbanel Levimur, Urbanel
Fear Freedom of Movement
Bulette, Cobra Flower, Fel’Kraz, Festrog, Fourclaw, Hippogryph, Cactus Warrior, Royciel, Water Dog, Xendaug
Hydra, Minotaur, Osyluth, Pendula, Red Dragon, Skaldak, Freezing Sphere
Trollspawn Earth Yeti
Fiery Body Frigid Touch
Aerisor, Katnip, Phoenix, Pseudodragon, Sagitor, Suidae, Earth Yeti, Isa
Tesoroo, Wildesau Fury Guard
Fire Shield Ailuro, Astral Faerie, Behir, Cactus Warrior, Canceria, Cinereus,
Red Dragon, Steel Sentry Craos, Earth Elemental, Katnip, Khale, Levimur, Locan, Royciel,
Fire Storm Shardragon, Soldrite, Suidae, Taurinor, Tesoroo, Viriga,
Pseudodragon, Shift Demon Wildesau, Xendaug
Fireball Gallant Inspiration
Aerisor, Fire Bird, Phoenix, Pit Fiend Minotaur, Piskel, Satyr, Soldrite, Steel Sentry
Flame Strike Gaseous Form
Phoenix, Sagitor, Steel Sentry, Troglodyte Aquario, Elcu, Fel’Kraz, Shift Demon
INDEX: MONSTERS BY SPELL GRANTED
Indices
Geyser Hydraulic Push
Canceria, Piskel, Trisaber, Water Dog Canceria, Khale, Moncroak, Piskel, Trisaber, Water Dog, Water
Ghost Sound Hatchling
Canceria, Faerie Dragon, Farrealmer, Fel’Kraz, Gnole, Osyluth, Hydraulic Torrent
Pseudodragon, Shardragon Canceria, Khale, Water Dog
Glitterdust Ice body
Catirpel, Dream Imp, Katnip, Maelae, Pixie, Tesoroo Canceria, Earth Yeti, Formite, Katnip, Levimur, Proginor,
Globe of Invulnerability/Lesser Globe of Invulnerability Trisaber, Water Dog
Behir, Crurotar, Living Golem, Troglodyte, Xendaug, Ice Storm
Goodberry Castor, Geminel, Sorcerite, Thundergon
Cactus Warrior, Capricor, Lauka, Root Snake, Treant Icy Prison/Mass Icy Prison
Grove of Respite Earth Yeti
Ailuro, Capricor, Root Snake, Treant, Unicorn Identify
Guidance Living Golem, Phoenix, Proginor, Sagitor, Shardragon, Sorcerite,
Cleribelle, Farrealmer, Festrog, Hippogryph, Katnip, Proginor, Troglodyte
Sagitor, Soldrite, Unicorn Inflict Wounds
Haste Festrog, Fourclaw, Levimur, Root Snake, Shift Demon, Skaldak,
Celedeen, Formite, Locan, Pendula, Red Dragon, Scamethyst, Taurinor, Timeslayer, Trisaber, Wildesau
Timeslayer Instant Armor 169
Heat Metal Cactus Warrior, Canceria, Castor, Cinereus, Living Golem,
Behir, Fire Bird, Lightning Cat, Steel Sentry Maelae, Raptur, Rust Monster, Steel Sentry, Suidae, Trisaber,
Heroism/Greater Heroism Wildesau
Cleribelle, Faerie Dragon, Katnip, Khale, Minotaur, Interposing Hand
Pseudodragon, Sagitor, Scoundrite, Soldrite, Steel Sentry, Fel’Kraz, Thundergon, Troglodyte, Urbanel
Suidae, Thundergon, Vrock, Wildesau Invisibility/Greater Invisibility
Hideous Laughter Astral Faerie, Celedeen, Faerie Dragon, Levimur, Osyluth, Pit
Osyluth, Satyr, Siamange Fiend, Proginor, Pseudodragon, Raptur, Royciel, Sagitor, Satyr,
Hold Monster/Mass Hold Monster Scoundrite, Shift Demon, Tesoroo, Thundergon, Timeslayer
Cobra Flower, Craos, Faerie Dragon, Formite, Lightning Cat, Pit Invisibility Purge
Fiend, Pseudodragon, Shardragon, Taurinor Arbiter, Cleribelle, Locan, Tesoroo
Hold Person/Mass Hold Person Iron Body
Arachnigon, Craos, Faerie Dragon, Farrealmer, Lightning Cat, Ailuro, Arbiter, Cactus Warrior, Canceria, Cleribelle, Crurotar,
Pit Fiend, Pseudodragon, Red Dragon, Shardragon, Troglodyte, Earth Elemental, Earth Yeti, Hippogryph, Katnip, Khale, Sagitor,
Urbanel Satyr, Scamethyst, Shardragon, Soldrite, Suidae, Taurinor,
Holy Aura Tesoroo, Trisaber, Viriga, Water Dog, Wildesau
Astral Faerie, Cinereus, Pendula, Pit Fiend, Royciel, Shift Ironbeard
Demon Capricor, Cinereus, Earth Yeti, Lightning Cat, Minotaur,
Holy Smite Owlbear, Satyr, Taurinor
Astral Faerie, Cinereus, Locan Ironwood
Holy Word Ailuro, Cobra Flower, Dream Imp, Gnole, Root Snake, Satyr,
Astral Faerie, Cinereus Viriga
Horrid Wilting Jump
Arachnigon, Castor, Gnole, Root Snake Bulette, Capricor, Cinereus, Khale, Lagomorph, Levimur,
Hostile Juxtaposition/Greater Hostile Juxtaposition Moncroak, Piskel, Raptur, Shardragon, Siamange, Trisaber,
Hippogryph, Katnip, Osyluth, Pixie Unicorn, Urbanel
INDEX: MONSTERS BY SPELL GRANTED
Knock Magic Weapon/Greater Magic Weapon
Canceria, Gray Render, Jubjub Bird, Owlbear, Raptur, Behir, Bulette, Dream Imp, Hippogryph, Jubjub Bird, Living
Scoundrite, Shardragon, Siamange, Taurinor Golem, Mimic, Minotaur, Scoundrite, Soldrite, Steel Sentry,
Levitate Trisaber
Hippogryph, Swordbite Major Creation/Minor Creation
Light Dream Imp
Aerisor, Arachnigon, Behir, Cleribelle, Elcu, Fire Bird, Lightning Major Image
Cat, Locan, Phoenix, Pit Fiend, Pixie, Pseudodragon, Red Elcu, Faerie Dragon, Farrealmer, Osyluth, Pseudodragon, Satyr
Dragon, Royciel, Sagitor, Satyr, Shardragon, Shift Demon, Make Whole
Sorcerite, Tesoroo, Thundergon, Unicorn, Urbanel Arbiter, Gnole, Scoundrite, Sorcerite
Lightning Arc Meteor Swarm
Lightning Cat, Scamethyst Fire Bird, Phoenix, Pit Fiend, Sorcerite
Lightning Bolt Mimic Object
Behir, Lightning Cat, Lightning Hatchling, Shardragon, Sorcerite, Mimic
Thundergon Mind Fog
Locate Creature Piskel, Satyr, Skaldak, Taurinor, Thundergon
Minotaur, Sagitor Minor Image
Lullaby Faerie Dragon
170 Carbuncle, Cobra Flower, Dream Imp, Pixie, Root Snake, Mirror Image
Royciel, Satyr, Scoundrite, Water Dog Canceria, Farrealmer, Glabrezu, Hippogryph, Levimur, Piskel,
Mage Armor Pixie, Proginor, Sorcerite, Thundergon, Vrock
Aquario, Arachnigon, Dream Imp, Farrealmer, Hippogryph, Mislead
Lagomorph, Locan, Rust Monster, Shardragon, Soldrite, Steel Gnole, Osyluth, Satyr, Tesoroo, Thundergon
Sentry, Suidae, Thundergon, Troglodyte, Wildesau Moment of Prescience
Mage Hand Arachnigon, Celedeen, Cinereus, Dream Imp, Earth Yeti, Faerie
Arachnigon, Behir, Faerie Dragon, Farrealmer, Fel’Kraz, Gnole, Dragon, Khale, Pendula, Phoenix, Proginor, Pseudodragon, Red
Levimur, Locan, Pseudodragon, Red Dragon, Thundergon, Dragon, Sagitor, Scamethyst, Scoundrite, Shardragon, Soldrite,
Urbanel Sorcerite, Tesoroo, Thundergon, Timeslayer, Troglodyte, Viriga,
Mage's Disjunction Water Dog
Dream Imp, Lightning Cat Monstrous Physique
Magic Circle Against Chaos/Evil/Good/Law Gray Render, Trollspawn
Craos, Formite, Pit Fiend, Shift Demon, Unicorn Move Earth
Magic Fang/Greater Magic Fang Capricor, Earth Yeti, Scamethyst, Suidae, Viriga, Wildesau
Ailuro, Castor, Cinereus, Cobra Flower, Crurotar, Earth Neutralize Poison
Yeti, Fel’Kraz, Festrog, Fourclaw, Glabrezu, Katnip, Khale, Cinereus, Root Snake, Taurinor, Treant, Unicorn
Levimur, Lightning Cat, Maelae, Mimic, Minotaur, Owlbear, Obscuring Mist
Pseudodragon, Raptur, Rust Monster, Siamange, Suidae, Arachnigon, Canceria, Castor, Cleribelle, Geminel, Taurinor,
Taurinor, Timeslayer, Trollspawn, Unicorn, Water Dog, Thundergon
Wildesau Order's Wrath
Magic Missile Arbiter, Formite
Arachnigon, Behir, Catirpel, Lightning Cat, Proginor, Red Owl's Wisdom/Mass Owl’s Wisdom
Dragon, Sagitor, Sorcerite Celedeen, Fire Bird, Owlbear, Proginor, Unicorn
Magic Stone Path of the Winds
Earth Elemental, Root Snake, Viriga Cactus Warrior, Geminel, Thundergon
INDEX: MONSTERS BY SPELL GRANTED
Indices
Pernicious Poison Quench
Cobra Flower, Living Golem, Osyluth, Scamethyst Canceria, Piskel, Trisaber
Persistent Image Rage
Faerie Dragon, Farrealmer, Osyluth, Pit Fiend, Satyr, Scoundrite Farrealmer, Fourclaw, Gray Render, Minotaur, Osyluth,
Plane Shift Owlbear, Raptur, Satyr, Siamange, Trollspawn
Astral Faerie, Shift Demon Rainbow Pattern
Poison Faerie Dragon, Katnip, Pixie, Sorcerite
Arachnigon, Catirpel, Cinereus, Cobra Flower, Craos, Formite, Rampart
Living Golem, Osyluth, Pit Fiend, Root Snake, Skaldak, Taurinor, Capricor, Earth Yeti, Suidae, Viriga, Wildesau
Treant, Unicorn, Vargouille Ray of Enfeeblement
Polar Ray Nightwalker, Osyluth, Pendula, Skaldak, Vargouille
Canceria, Earth Yeti, Levimur, Proginor, Skaldak, Sorcerite, Ray of Frost
Troglodyte Canceria, Earth Yeti, Levimur, Proginor, Royciel, Skaldak,
Polymorph Sorcerite
Catirpel, Craos, Fel’Kraz, Lagomorph, Osyluth, Red Dragon, Read Magic
Viriga, Vrock Arachnigon, Carbuncle, Celedeen, Cinereus, Cleribelle, Dream
Power Word Kill Imp, Fel’Kraz, Glabrezu, Levimur, Locan, Osyluth, Pendula,
Shift Demon, Troglodyte Phoenix, Piskel, Pit Fiend, Pixie, Proginor, Red Dragon, Royciel,
Power Word Stun Satyr, Shardragon, Shift Demon, Sorcerite, Thundergon, 171
Faerie Dragon, Glabrezu, Pit Fiend, Pseudodragon, Vrock Timeslayer, Troglodyte, Unicorn, Urbanel
Prismatic Sphere Regenerate
Faerie Dragon, Katnip, Pixie Canceria, Celedeen, Crurotar, Earth Elemental, Farrealmer,
Prismatic Spray Festrog, Hydra, Lagomorph, Timeslayer, Unicorn
Katnip, Pixie, Sagitor, Sorcerite Remove Curse
Prismatic Wall Astral Faerie, Celedeen, Cleribelle, Hippogryph, Timeslayer,
Faerie Dragon, Formite, Pixie, Pseudodragon, Red Dragon Unicorn
Produce Flame Remove Fear
Aerisor, Fire Bird, Phoenix, Red Dragon, Shift Demon Astral Faerie, Cleribelle
Programmed Image Repulsion
Elcu, Faerie Dragon, Farrealmer, Osyluth, Pseudodragon Arbiter, Cactus Warrior, Canceria, Cinereus, Lagomorph,
Project Image Lightning Cat, Pixie, Royciel, Tesoroo
Faerie Dragon, Farrealmer, Osyluth, Scoundrite Resilient Sphere
Protection from Arrows Hippogryph, Lightning Cat, Water Dog
Aquario, Craos, Lagomorph, Living Golem, Trisaber Resinous Skin
Protection from Chaos/Evil/Good/Law Crurotar, Katnip, Moncroak, Root Snake, Rust Monster, Treant,
Arbiter, Astral Faerie, Craos, Farrealmer, Formite, Phoenix, Pit Viriga
Fiend Resist Energy
Protection from Energy Aquario, Behir, Cactus Warrior, Cinereus, Earth Yeti, Fire Bird,
Aquario, Cinereus, Earth Yeti, Fire Bird, Lagomorph, Mimic, Lagomorph, Lightning Cat, Living Golem, Locan, Maelae, Red
Steel Sentry, Taurinor Dragon, Scamethyst, Shardragon, Taurinor
Protection from Spells Resistance
Behir, Crurotar, Lagomorph, Levimur, Locan, Osyluth Arachnigon, Capricor, Cinereus, Cleribelle, Crurotar, Farrealmer,
Prying Eyes/Greater Prying Eyes Festrog, Formite, Khale, Lagomorph, Piskel, Proginor, Royciel,
Proginor Shardragon, Soldrite, Suidae, Unicorn, Urbanel, Viriga, Water
Pyrotechnics Dog, Wildesau, Xendaug
Red Dragon
INDEX: MONSTERS BY SPELL GRANTED
Reverse Gravity Shield
Dream Imp, Glabrezu, Gnole, Shardragon, Sorcerite, Troglodyte Aerisor, Aquario, Earth Elemental, Gray Render, Hippogryph,
Ride the Lightning Lagomorph, Lightning Cat, Living Golem, Locan, Phoenix,
Behir, Daga, Lightning Hatchling, Shardragon, Urbanel Proginor, Red Dragon, Royciel, Soldrite, Steel Sentry, Tesoroo,
Ride the Waves Troglodyte
Hydra, Raptur, Trisaber, Water Dog Shield of Law
Rusting Grasp Arbiter, Formite, Sagitor
Rust Monster Shifting Sand
Sanctuary Cactus Warrior, Canceria, Scamethyst, Tesoroo, Viriga
Aerisor, Bulette, Canceria, Cleribelle, Earth Elemental, Shillelagh
Gray Render, Living Golem, Owlbear, Phoenix, Scamethyst, Ailuro, Dream Imp, Root Snake, Treant
Troglodyte Shock Shield
Sands of Time Behir, Daga, Lightning Cat, Lightning Hatchling, Shardragon,
Celedeen, Pendula, Skaldak, Timeslayer Thundergon, Urbanel
Scare Shocking Grasp
Arachnigon, Behir, Elcu, Fel’Kraz, Mimic, Minotaur, Osyluth, Behir, Sorcerite, Thundergon
Pendula, Vargouille Shout/Greater Shout
Scintillating Pattern Jubjub Bird, Lightning Cat, Moncroak, Piskel, Red Dragon,
172 Faerie Dragon, Katnip, Pixie, Root Snake, Sorcerite Royciel, Siamange, Vrock
Scorching Ray Siege of Trees/Greater Siege of Trees
Aerisor, Fire Bird, Hydra, Kena, Phoenix, Pit Fiend, Ailuro, Root Snake, Treant
Pseudodragon, Sagitor, Skaldak Silence
Scouring Winds Cleribelle, Farrealmer, Locan, Scoundrite, Troglodyte
Cactus Warrior, Geminel, Locan, Proginor, Tesoroo, Trisaber, Silent Image
Vrock Celedeen, Faerie Dragon, Farrealmer, Levimur, Osyluth, Piskel,
Seamantle Pit Fiend, Pseudodragon, Timeslayer
Canceria, Cleribelle, Katnip, Khale, Trisaber, Water Dog, Water Simulacrum
Hatchling Dream Imp, Pendula, Shardragon
See Invisibility Sleet Storm
Astral Faerie, Faerie Dragon, Maelae, Pendula, Phoenix, Geminel
Pseudodragon, Red Dragon, Shift Demon, Tesoroo Slow
Shades Arachnigon, Celedeen, Pendula, Skaldak, Timeslayer
Elcu, Gnole Snake Staff
Shadow Conjuration/Greater Shadow Conjuration Cobra Flower, Root Snake, Troglodyte
Elcu Soften Earth and Stone
Shadow Evocation/Greater Shadow Evocation Aerisor, Bulette, Capricor, Earth Elemental, Scamethyst, Viriga
Arachnigon, Elcu, Farrealmer, Gnole Solid Fog
Shadow Projection Aquario, Canceria, Dream Imp, Khale, Moncroak, Royciel,
Fel’Kraz, Scoundrite Taurinor, Thundergon
Shadow Walk Speak with Animals
Fel’Kraz, Nightwalker Pixie, Satyr, Trollspawn, Unicorn
Shadow Weapon Speak with Plants
Fel’Kraz Capricor, Celedeen, Pixie, Root Snake, Satyr, Treant
Shatter Spectral Hand
Elcu, Fourclaw, Moncroak, Rust Monster, Shardragon, Fel’Kraz, Festrog
Siamange, Vargouille
INDEX: MONSTERS BY SPELL GRANTED
Indices
Spell Immunity/Greater Spell Immunity Stormbolts
Lagomorph, Levimur, Living Golem, Locan, Royciel, Steel Geminel, Lightning Cat, Shardragon, Thundergon
Sentry, Xendaug Strong Jaw
Spell Resistance Catirpel, Cobra Flower, Crurotar, Mimic, Minotaur, Moncroak,
Aerisor, Ailuro, Arbiter, Astral Faerie, Celedeen, Cinereus, Owlbear, Rust Monster, Scamethyst, Siamange, Trisaber,
Crurotar, Earth Elemental, Glabrezu, Gnole, Hippogryph, Trollspawn
Katnip, Khale, Lagomorph, Nightwalker, Osyluth, Pendula, Suggestion/Mass Suggestion
Pit Fiend, Red Dragon, Royciel, Sagitor, Shardragon, Suidae, Carbuncle, Cleribelle, Osyluth, Tesoroo, Thundergon
Timeslayer, Vrock, Wildesau, Xendaug Sunbeam
Spell Turning Arbiter, Cactus Warrior, Capricor, Geminel, Locan, Suidae,
Crurotar, Glabrezu, Gnole, Hippogryph, Khale, Red Dragon, Tesoroo, Wildesau
Soldrite, Thundergon Sunburst
Spellstaff Cactus Warrior, Capricor, Fire Bird, Geminel, Lightning Cat,
Root Snake, Treant Locan, Phoenix, Pseudodragon, Tesoroo, Unicorn
Spider Climb Symbol of Sleep
Arachnigon, Catirpel, Formite, Scamethyst, Troglodyte Dream Imp, Faerie Dragon, Pseudodragon, Sorcerite
Spike Growth Symbol of Stunning
Cactus Warrior, Earth Elemental, Viriga Cinereus, Faerie Dragon, Pseudodragon
Spike Stones Symbol of Vulnerability 173
Earth Elemental, Raptur, Taurinor Skaldak
Spit Venom Sympathy
Cobra Flower, Living Golem, Root Snake Capricor, Nightwalker, Osyluth, Pixie, Satyr, Unicorn, Urbanel
Stabilize Telekinesis
Capricor, Cleribelle, Lagomorph, Locan, Phoenix, Piskel, Craos, Proginor, Red Dragon, Scamethyst, Urbanel, Vrock
Royciel, Troglodyte, Unicorn, Urbanel, Viriga, Water Dog Telekinetic Sphere
Statue Urbanel
Arbiter, Crurotar, Katnip, Pendula, Scamethyst, Suidae, Telepathic Bond
Taurinor, Thundergon, Viriga, Wildesau Celedeen, Fel’Kraz, Pendula, Sagitor, Scamethyst, Sorcerite,
Stinking Cloud Timeslayer
Festrog, Taurinor, Troglodyte That Which Was
Stone Call Elcu
Raptur, Shardragon, Taurinor Thorn Body
Stone Fist Ailuro, Cactus Warrior, Crurotar, Farrealmer, Katnip, Lauka,
Ailuro, Castor, Earth Elemental, Earth Yeti, Gray Render, Maelae, Mimic, Root Snake, Treant
Siamange, Trollspawn, Viriga Thundering Drums
Stone Shape Aerisor, Behir, Bulette, Earth Elemental, Vargouille
Aerisor, Bulette, Capricor, Dream Imp, Earth Elemental, Viriga Time Stop
Stoneskin Celedeen, Pendula, Timeslayer
Aerisor, Bulette, Canceria, Cinereus, Crurotar, Earth Elemental, Tongues
Earth Yeti, Gray Render, Hippogryph, Katnip, Khale, Kylva, Red Dragon
Living Golem, Locan, Mimic, Minotaur, Owlbear, Pendula, Transformation
Raptur, Rust Monster, Scamethyst, Shardragon, Siamange, Aerisor, Arbiter, Earth Elemental, Farrealmer, Fel’Kraz, Katnip,
Soldrite, Suidae, Tesoroo, Thundergon, Viriga, Wildesau Lagomorph, Scamethyst, Soldrite, Suidae, Wildesau
Storm of Vengeance Transmute Mud to Rock
Geminel Canceria, Capricor, Viriga, Water Dog
INDEX: MONSTERS BY SPELL GRANTED
Transmute Rock to Mud Wall of Ice
Canceria, Capricor, Earth Elemental, Viriga, Water Dog Earth Yeti, Isa
Transport via Plants Wall of Lava
Ailuro, Cobra Flower, Viriga Aerisor, Fire Bird
Tree Shape Wall of Stone
Ailuro, Mimic, Satyr, Treant Canceria, Earth Yeti, Suidae, Tesoroo, Viriga, Wildesau
True Form Wall of Thorns
Capricor, Cinereus, Fel’Kraz, Geminel, Lagomorph, Mimic, Ailuro, Cactus Warrior, Gnole, Root Snake, Treant
Nightwalker, Osyluth, Siamange, Unicorn Wandering Star Motes
True Seeing Aquario, Faerie Dragon, Katnip, Pseudodragon, Sagitor
Arbiter, Cinereus, Cleribelle, Formite, Glabrezu, Levimur, Water Breathing
Locan, Nightwalker, Pendula, Proginor, Pseudodragon, Sagitor, Castor, Hydra, Piskel, Water Dog
Shift Demon, Urbanel, Vrock Waves of Fatigue
True Strike Cobra Flower, Tesoroo
Ailuro, Arachnigon, Behir, Cobra Flower, Festrog, Hippogryph, Web
Hydra, Katnip, Khale, Living Golem, Mimic, Pendula, Raptur, Arachnigon, Catirpel
Red Dragon, Royciel, Sagitor, Scamethyst, Scoundrite, Soldrite, Whirlwind
Steel Sentry, Thundergon, Vargouille Cleribelle, Geminel, Hippogryph
174 Tsunami Wind Wall
Canceria, Khale, Thundergon, Trisaber, Water Dog Cactus Warrior, Cleribelle, Geminel, Hippogryph, Royciel
Unholy Aura Winds of Vengeance
Pendula, Pit Fiend, Shift Demon Cactus Warrior, Cleribelle, Geminel, Osyluth, Proginor
Unholy Blight Wood Shape
Glabrezu, Shift Demon Dream Imp
Vampiric Touch Word of Chaos
Festrog, Skaldak, Troglodyte, Vargouille Shift Demon, Troglodyte, Vrock
Vanish Word of Recall
Carbuncle, Elcu, Fourclaw, Levimur, Osyluth, Raptur, Sagitor, Celedeen, Pendula, Timeslayer
Tesoroo World Wave
Veil Castor, Earth Yeti, Suidae, Wildesau
Glabrezu, Osyluth, Vrock
Versatile Weapon
Jubjub Bird, Owlbear
Virtue
Capricor, Cinereus, Cleribelle, Lagomorph, Phoenix, Piskel,
Proginor, Royciel, Unicorn, Urbanel, Viriga, Water Dog
Vortex
Canceria, Khale, Water Dog
Wail of the Banshee
Satyr, Sorcerite, Vrock
Wall of Fire
Aerisor, Fire Bird, Phoenix, Pit Fiend, Red Dragon
Wall of Force
Arachnigon, Cinereus, Formite, Lightning Cat, Red Dragon,
Urbanel
INDEX: MONSTERS NOT FOUND HERE
Indices
The following list is of monsters not already introduced in Monster CR Equivalent
Mystical: Kingdom of Monsters. These equivalents should make Angel, Monadic Deva 12 Astral Faerie
it easier to capture any monster presented in a Pathfinder Angel, Movanic Deva 10 Astral Faerie
Roleplaying Game bestiary (I through IV.) Angel, Planetar 16 Astral Faerie
The monsters on these lists are considered variants (they Animate Dream 8 Dream Imp
cannot grow from or into other monsters with the same identical Ankheg 3 Formite
name at a different level). If the monsters are ever introduced Ankou 14 Nightwalker
in another source, that source is considered the default for the Ant, Army, Swarm 5 Formite
monster’s spell list. Ant, Giant 2 Formite
An asterisk (*) next to an equivalent monster’s name indicates Antelope 1/2 Capricor
that it is introduced in Haunted Eve. Aoandon 12 Taurinor
Monster CR Equivalent Apocalypse Locust 6 Formite
Abaia 10 Pixie Aranea 4 Arachnigon
Aboleth 7 Farrealmer Archelon 5 Aquario (no flight)
Achaierai 5 Jub Jub Bird Archon, Hound 4 Xendaug
Adherer 3 Mimic Archon, Lantern 2 Astral Faerie
Adhukait 7 Scoundrite Archon, Shield 10 Ironguard
175
Aeon, Akhana 12 Fel'Kraz Archon, Star 19 Aquario
Aeon, Bythos 16 Timeslayer Archon, Trumpet 14 Astral Faerie
Aeon, Paracletus 2 Fourclaw Argus 13 Viriga
Aeon, Pleroma 20 Spells and Spell-like abilities that match Assassin Vine 3 Maelae
Trainer spells Astral Leviathan 18 Khale
Aeon, Theletos 7 Dream Imp Asurendra 20 Spell-like abilities that match Trainer spells
Agathion, Avoral 9 Proginor Atomie 1 Pixie
Agathion, Cetaceal 15 Piskel Attic Whisperer 4 Elcu
Agathion, Draconal 20 Spells and Spell-like abilities that match Augur 2 Osyluth
Trainer spells Aurumvorax 9 Bulette
Agathion, Leonal 12 Royciel Axe Beak 2 Jub Jub Bird
Agathion, Silvanshee 2 Carbuncle Axiomite 8 Arbiter
Agathion, Vulpinal 6 Tesoroo Azata, Bralani 6 Sagitor
Aghash 4 Skaldak Azata, Brijidine 17 Aerisor
Aghasura 11 Maelae Azata, Ghaele 13 Royciel
Ahuizotl 6 Crawling Claw* Azata, Lillend 7 Locan
Air Elemental 11 Geminel Azata, Lyrakien 2 Pixie
Akata 1 Festrog Azer 2 Fire Bird
Akhlut 13 Khale Azruverda 13 Coleoptera
Akvan 20 Glabrezu Badger 1/2 Tesoroo
Albino Cave Solifugid 4 Arachnigon Badger, Dire 2 Tesoroo
Allip 3 Fel'Kraz Bakekujira 17 Khale
Almiraj 1 Lagomorph Baku 8 Dream Imp
Alpluachra 1/2 Carbuncle Baluchitherium 8 Bulette
Alraune 13 Maelae Bandersnatch 17 Levimur
Amphisbaena 4 Hydra Banshee 13 Vrock
Androsphinx 9 Royciel Baregara 12 Siamange
Angel, Astral Deva 14 Astral Faerie Barghest 4 Festrog
Angel, Cassisian 2 Astral Faerie Barghest, Greater 7 Festrog
INDEX: MONSTERS NOT FOUND HERE
Monster CR Equivalent Monster CR Equivalent
Barometz 15 Capricor Cauchemar 11 Chlorite
Basilisk 5 Taurinor Caulborn 7 Farrealmer
Basilosaurus 12 Khale Cave Fisher 2 Canceria
Bat, Dire 2 Gremlin Batspawn* Cecaelia 5 Grindylow*
Bat, Mobat 3 Vargouille Centaur 3 Sagitor
Bat, Skaveling 5 Vargouille Centipede, Giant 1/2 Catirpel
Bat, Swarm 2 Gremlin Batspawn* Centipede, Swarm 4 Catirpel
Baykok 9 Nightwalker Centipede, Titan 9 Catirpel
Bear, Brown/Grizzly 4 Owlbear (no flight) Centipede, Whiptail 3 Catirpel
Bear, Dire 7 Owlbear (no flight) Giant
Bebilith 10 Balrog Ceratioidi 3 Troglodyte
Bee, Giant 1 Formite Cerberi 6 Xendaug
Bee, Queen Giant 5 Formite Cerebric Fungus 3 Farrealmer
Beetle, Goliath Stag 8 Coleoptera Chaneque 1 Gnole
Beetle, Slicer 4 Coleoptera Chaos Beast 7 Farrealmer
Belker 6 Vargouille Charda 7 Glabrezu
176
Berbalang 6 Vargouille Charybdis 13 Jub Jub Bird
Bhole 17 Catirpel Chimera 7 Locan
Bhuta 11 Fel'Kraz Choker 2 Maelae
Black Dragon Varies Arachnigon Chupacabra 3 Trollspawn
Blindheim 2 Moncroak Chuul 7 Canceria
Blink Dog 2 Carbuncle Cloaker 5 Trisaber
Blue Dragon Varies Shardragon Cloud Dragon Varies Geminel
Boar 2 Wildesau Cockatrice 3 Taurinor
Boar, Dire 4 Wildesau Cockroach, Giant 1/2 Coleoptera
Bodak 8 Nightwalker Cockroach, Swarm 2 Coleoptera
Bodythief 14 Treant Cold Rider 8 Nightwalker
Bogeyman 10 Carbuncle Coloxus 12 Vrock
Brass Dragon Varies Shardragon Comozant Wyrd 4 Phoenix (firebolt)
Brethedan 5 Formite Contemplative 2 Farrealmer
Brine Dragon Varies Canceria Contract Devil 10 Pit Fiend
Bronze Dragon Varies Thundergon Copper Dragon Varies Arachnigon
Brownie 1 Pixie Couatl 10 Locan
Buggane 5 Bulette Crab, Giant 2 Canceria
Bull Shark 2 Trisaber Crab, Swarm 4 Canceria
Bunyip 3 Pixie Crawling Hand 1/2 Crawling Claw*
Cairn Linnorm 18 Festrog Crawling Hand, Giant 5 Crawling Claw*
Cat, Cheetah 2 Locan (no flight) Criosphinx 7 Royciel
Cat, Leopard 2 Royciel (no flight) Crocodile 2 Crurotar
Cat, Lion 3 Royciel (no flight) Crocodile, Dire 9 Crurotar
Cat, Lion, Dire 5 Royciel (no flight) Crucidaemon 15 Spell-like abilities that match Trainer spells
Cat, Tiger 4 Locan (no flight) Crypt Thing 5 Festrog
Cat, Tiger, Dire 8 Locan (no flight) Crysmal 3 Scamethyst
Catoblepas 12 Fel'Kraz Crystal Dragon Varies Spells and Spell-like abilities that match
Catrina 5 Pendula Trainer spells
INDEX: MONSTERS NOT FOUND HERE
Indices
Monster CR Equivalent Monster CR Equivalent
Daemon, 16 Spell-like abilities that match Trainer spells Demon, Succubus 7 Vrock
Astradaemon Demon, Vrock 9 Vrock
Daemon, 2 Siyafrak Demon, Vrolikai 19 Spell-like abilities that match Trainer spells
Cacodaemon Denizen of Leng 8 Cactus Warrior
Daemon, 6 Glabrezu Derhii 5 Siamange
Ceustodaemon Desert Drake 8 Cactus Warrior
Daemon, 12 Arachnigon Destrachan 8 Raptur
Derghodaemon Devil, Accuser Zebub 3 Pixie
Daemon, 8 Moncroak Devil, Barbed 11 Osyluth
Hydrodaemon Devil, Belier 16 Spell-like abilities that match Trainer spells
Daemon, 9 Fourclaw Bdellavritra
Leukodaemon Devil, Bone 9 Osyluth
Daemon, 11 Trollhound Devil, Erinyes 8 Osyluth
Meladaemon Devil, Handmaiden 14 Viriga
Daemon, 20 Spell-like abilities that match Trainer spells Devil, Horned 16 Osyluth
Olethrodaemon Devil, Ice 13 Osyluth
177
Daemon, 10 Canceria Devil, Immolation 19 Pit Fiend
Piscodaemon Puragaus
Daemon, 18 Osyluth Devil, Imp 2 Osyluth
Purrodaemon Devil, Lemure 1 Osyluth
Daemon, 13 Nightwalker Devil, Pit Fiend 20 Pit Fiend
Thanadaemon Devilfish 4 Piskel
Dandasuka 5 Gremlin* Devourer 11 Nightwalker
Darkmantle 1 Earth Elemental Dimetrodon 3 Raptur
Deadfall Scorpion 8 Scamethyst Dimorphodon 1 Hippogryph
Death Dog 2 Festrog Dinosaurus, 7 Raptur
Death Worm 6 Moncroak Allosaurus
Death's Head Jellyfish 1 Grindylow* Dinosaurus, 6 Bulette
Deathweb 6 Arachnigon Ankylosaurus
Decapus 4 Grindylow* Dinosaurus, 10 Raptur
Deep Sea Serpent 19 Trisaber Brachiosaurus
Demilich 14 Sorcerite Dinosaurus, 1/2 Khale
Demon, Babau 6 Glabrezu Compsognathus
Demon, Balor 20 Glabrezu Dinosaurus, 3 Raptur
Demon, Dretch 2 Chlorite Deinonychus
Demon, Glabrezu 13 Glabrezu Dinosaurus, 7 Raptur
Demon, Hezrou 11 Glabrezu Elasmosaurus
Demon, Kalavakus 10 Spell-like abilities that match Trainer spells Dinosaurus, 4 Raptur
Demon, Marilith 17 Vrock Parasaurolophus
Demon, Nabasu 8 Glabrezu Dinosaurus, 3 Raptur
Demon, Nalfeshnee 14 Vrock Pteranodon
Demon, Omox 12 Spell-like abilities that match Trainer spells Dinosaurus, 7 Bulette
Demon, Quasit 2 Chlorite Stegosaurus
Demon, Shadow 7 Vrock Dinosaurus, 8 Bulette
Demon, Shemhazian 16 Spell-like abilities that match Trainer spells Triceratops
INDEX: MONSTERS NOT FOUND HERE
Monster CR Equivalent Monster CR Equivalent
Dinosaurus, 8 Khale Einherji 10 Ironguard
Tylosaurus Elder Thing 5 Farrealmer
Dinosaurus, 9 Raptur Elephant, Common 7 Bulette
Tyrannosaurus Elephant, Mastodon 9 Bulette
Diplodocus 12 Raptur Elk 1 Unicorn
Dire Ape 3 Siamange Emperor Cobra 5 Cobra Flower
Dire Corby 1 Bulette Emperor Walrus 8 Water Dog
Dire Lion 5 Royciel (no flight) Eremite 20 Osyluth
Dire Weasel 3 Tesoroo Erlking 18 Cinereus
Dire Wolverine 4 Tesoroo Ettercap 3 Arachnigon
Disenchanter 3 Xendaug Executioner's Hood 2 Grindylow*
Dog, Hyena 1 Xendaug Faceless Stalker 4 Fel'Kraz
Dog, Hyena, Dire 3 Xendaug Fachen 5 Trollspawn
Dog, Riding 1 Xendaug Faun 1 Satyr
Dog, Wolf 1 Levimur Festering Spirit 8 Festrog
Dog, Wolf, Dire 3 Levimur Fey Giant Toad 3 Moncroak
178
Dolphin, Bottlenose 1/2 Piskel Fire Elemental 11 Tortoigon
Doppelganger 3 Lagomorphrph Fire Yai 15 Fire Bird
Doru 2 Vargouille Fjord Linnorm 16 Trisaber
Dorvae 11 Vargouille Flail Snail 4 Catirpel
Dossenus 1 Earth Elemental Fleshdreg 1 As appropriate homunculus
Dracolisk 7 As dragon of appropriate color. Flumph 1 Grindylow*
Dragon Horse 9 Unicorn Fly Trap, Giant 10 Cobra Flower
Dragon Turtle 9 Aquario Fly, Giant 1 Catirpel
Dragonfly, Giant 4 Catirpel Flying Polyp 14 Siyafrak
Dragonfly, Giant 3 Catirpel Foo Dog 2 Trollhound
Nymph Forest Dragon Varies Lauka
Dragonne 7 Aquario Forlarren 2 Satyr
Drake, Flame 5 Kena Formian Myrmarch 10 Formite
Drake, Forest 4 Lauka Formian Queen 17 Formite
Drake, Frost 7 Isa Formian Taskmaster 7 Formite
Drake, Sea 6 Laga Formian Warrior 3 Formite
Draugr 2 Farrealmer Formian Worker 1/2 Formite
Drider 7 Arachnigon Fossegrim 4 Mimic
Drowning Devil 8 Faerie Dragon Frog, Giant 1 Moncroak
Dryad 3 Satyr Frog, Poison 1/2 Moncroak
Dullahan 7 Nightwalker Froghemoth 13 Moncroak
Dust Digger 4 Bulette Frost Wight 4 Earth Yeti
Dybbuk 15 Elcu Frost Worm 12 Earth Yeti
D'ziriak 3 Formite Fuath 1 Gremlin*
Eagle 1/2 Hippogryph Fungal Crawler 3 Formite
Eagle, Giant 3 Hippogryph Fungus Leshy 2 Treant
Ecorche 16 Fourclaw Gaki 7 Festrog
Eel, Electric 2 Lightning Cat Gallowdead 16 Ironguard
Eel, Moray Giant 5 Piskel Galvo 9 Behir
INDEX: MONSTERS NOT FOUND HERE
Indices
Monster CR Equivalent Monster CR Equivalent
Gar 1 Trisaber Giant Toad 2 Moncroak
Gar, Giant 6 Trisaber Giant Tortoise 1 Tortoigon
Gargoyle, Common 4 Gremlin Batspawn* Giant Vulture 4 Vrock
Garuda 9 Spells and Spell-like abilities that match Giant Water Strider 1 Trisaber
Trainer spells Giant Weasel 1 Tesoroo
Gashadokuro 13 Festrog Gibbering Mouther 5 Farrealmer
Gearghost 5 Fel'Kraz Giraffe 3 Unicorn
Geist 9 Elcu Girallon, Common 6 Siamange
Genie, Djinni 5 Proginor Girtablilu 8 Scamethyst
Genie, Efreeti 8 Steel Sentry Glacier Toad 6 Levimur
Genie, Janni 4 Soldrite Gloomwing 4 Pixie
Genie, Marid 9 Khale Goblin Dog 1 Trollhound
Genie, Shaitan 7 Earth Elemental Goblin Snake 1 Cobra Flower
Ghawwas 10 Trisaber Gold Dragon Varies Red Dragons
Gholdako 10 Trollspawn Goliath Spider 11 Arachnigon
Ghonhatine 10 Troglodyte Gorgon 8 Taurinor
179
Ghorazagh 13 Glabrezu Gorilla 2 Siamange
Ghost Scorpion 1/2 Scamethyst Gorynych 15 Hydra
Ghoul 1 Festrog Gourd Leshy 1 Jack-o'-Lantern*
Ghul 5 Festrog Graeae 5 Skaldak
Giant Adult Ant Lion 6 Formite Graveknight 11 Nightwalker
Giant Anaconda 10 Root Snake Great Horned Owl 1/2 Owlbear
Giant Ant Lion 5 Formite Great White Shark 4 Trisaber
Giant Chameleon 3 Gnole Great White Whale 14 Khale
Giant Crab Spider 1/2 Arachnigon Green Dragon Varies Moncroak
Giant Emperor 11 Scamethyst Gremlin, Jinkin 1 Gremlin*
Scorpion Gremlin, Nuglub 2 Gremlin Foulspawn*
Giant Flea 1/2 Formite Gremlin, Pugwampi 1/2 Gremlin*
Giant Gecko 1 Carbuncle Gremlin, Vexgit 1 Gremlin*
Giant Locust 3 Formite Grendel 19 Fourclaw
Giant Maggot 1/2 Catirpel Grick 3 Bulette
Giant Mosquito 6 Vargouille Griffon 4 Hippogryph
Giant Owl 5 Owlbear Grig 1 Satyr
Giant Phantom Armor 4 Ironguard Grindylow 1/2 Grindylow*
Giant Porcupine 2 Wildesau Grodair 5 Trisaber
Giant Rot Grub 3 Catirpel Grootslang 16 Bulette
Giant Sea Anemone 2 Piskel Grothlut 3 Farrealmer
Giant Seahorse 3 Piskel Gryph 1 Hippogryph
Giant Skunk 3 Xendaug Guardian Phantom 2 Ironguard
Giant Snapping Turtle 9 Aquario Armor
Giant Solifugid 1 Arachnigon Guecubu 8 Earth Elemental
Giant Squid 9 Grindylow* Gug 10 Siamange
Giant Stag Beetle 4 Coleoptera Gynosphinx 8 Hippogryph
Giant Tarantula 8 Arachnigon Hag, Green 5 Gnole
Giant Tick 1 Arachnigon Hag, Night 9 Jinx Cat*
INDEX: MONSTERS NOT FOUND HERE
Monster CR Equivalent Monster CR Equivalent
Hag, Sea 4 Piskel Inevitable, Kolyarut 12 Arbiter
Half-Celestial 4 As the base monster. Inevitable, Lhaksharut 20 Arbiter
Half-Fiend Minotaur 6 Minotaur Inevitable, Marut 15 Arbiter
Halsora 7 Treant Inevitable, Zelekhut 9 Arbiter
Hamadryad 15 Treant Intellect Devourer 8 Farrealmer
Hangman Tree 7 Treant Interlocutor 12 Fourclaw
Haniver 1/2 Gremlin* Invisible Stalker 7 Siyafrak
Harbinger Archon 2 Arbiter Irminsul 17 Viriga
Harionago 11 Satyr Irnakurse 9 Treant
Harpy 4 Vrock Isitoq 1/2 Skaldak
Hell Hound 3 Xendaug Jackalwere 2 Xendaug
Hell Hound, Nessian 9 Xendaug Jack-O'-Lantern 1 Jack-o'-Lantern*
Hellcat 7 Chlorite Jellyfish, Giant 7 Grindylow*
Hellwasp Swarm 8 Formite Jellyfish, Swarm 6 Grindylow*
Herd Animal, Aurochs 2 Capricor Jinmenju 11 Treant
Herd Animal, Bison 4 Capricor Jinushigami 20 Viriga
180
Herd Animal, Camel 1 Canceria Jorogumo 12 Arachnigon
Herd Animal, Sheep 1 Capricor Jubjub Bird 15 Jub Jub Bird
Ram Juvenile Rukh 3 Vrock
Hieracosphinx 5 Hippogryph Juvenile Seps 2 Ironguard
Hippocampus 1 Piskel Jyoti 9 Locan
Hippogriff 2 Hippogryph Kamadan 4 Hydra
Hippopotamus 5 Piskel (no flight) Kangaroo 1/2 Siamange
Hippopotamus, 10 Piskel (no flight) Kappa 2 Aquario
Behemoth Kapre 10 Treant
Hodag 6 Bulette Karkinoi 6 glabrezu
Hollow Serpent 16 Festrog Kech 3 Siamange
Horse 1 Unicorn Kelpie 4 Piskel
Host Devil 6 Osyluth Killer Seahorse 5 Piskel
Hound of Tindalos 7 Festrog Killer Whale 5 Piskel
Howler 3 Trollhound Kirin 7 Unicorn
Huecuva 2 Cleribel (replace cure with inflict) Kodama 5 Treant
Huldra 4 Treant Kongamato 15 Vrock
Humbaba 19 Aerisor Korred 4 Viriga
Hyakume 15 Viriga Kraken 18 Grindylow*
Hypnalis 5 Nightwalker Krenshar 1 Xendaug
Ice Elemental Varies Earth Yeti Kuwa 4 Soldrite
Ice Yai 14 Levimur Kyton 6 Osyluth
Iguanodon 6 Raptur Lamia 6 Royciel
Ijiraq 9 Earth Elemental Lamia Matriarch 8 Royciel
Iku-turso 8 Festrog Lammasu 8 Royciel
Immense Tortoise 8 Tortoigon Lampad 5 Pendula
Incubus 6 Vrock Lava Drake 9 Aerisor
Incutilis 2 Grindylow* Leaf Leshy 1/2 Root Snake
Inevitable, Arbiter 2 Arbiter Leaf Ray 1 Root Snake
INDEX: MONSTERS NOT FOUND HERE
Indices
Monster CR Equivalent Monster CR Equivalent
Leanan Sidhe 9 Maelae Megafauna, 5 Ailuro
Leech, Giant 2 Vargouille Megatherium
Leech, Swarm 4 Vargouille Megalania 7 Behir
Legion Archon 7 Cinereus Mephit 3 As an elemental.
Leng Spider 14 Arachnigon Mercane 5 Farrealmer
Leprechaun 2 Satyr Mi-Go 6 Treant
Leucrotta 5 Siamange Mihstu 8 Proginor
Lich 12 Sorcerite Mindslaver Mold 3 Soldrite
Lightning Elemental Varies Lightning Cat Mist Drake 5 Water Dog
Linnorm, Crag 14 Earth Elemental Mobogo 10 Moncroak
Linnorm, Ice 17 Earth Yeti Mohrg 8 Festrog
Linnorm, Tarn 20 Hydra Monaciello 1 Gremlin Spiderspawn*
Living Topiary 4 Lauka Mongrelman 1 Glabrezu
Lizard, Frilled Giant 5 Crurotar Moon-beast 11 Spell-like abilities that match Trainer spells
Lizard, Monitor 2 Crurotar Moonflower 8 Cobra Flower
Locust Swarm 2 Formite Morlock 2 Scoundrite
181
Lorelei 12 Viriga Morrigna 13 Spells and Spell-like abilities that match
Lukwata 11 Trisaber Trainer spells
Lunar Dragon Varies Spell-like abilities that match Trainer spells Mosquito Swarm 3 Vargouille
Lunar Naga 6 Timeslayer Mothman 6 Elcu
Lunarma 6 Canceria Mud Elemental Varies Earth Elemental
Lurker Above 7 Trisaber Mudlord 6 Earth Elemental
Lurker in Light 5 Pixie Mummy 5 Troglodyte
Maftet 6 Locan Myceloid 4 Treant
Magma Dragon Varies Aerisor Myrmecoleon 10 Coleoptera
Magma Elemental Varies Aerisor Naga, Dark 8 Nightwalker
Magmin 3 Tortoigon Naga, Guardian 10 Cinereus
Maharaja 20 Spells and Spell-like abilities that match Naga, Spirit 9 Fel'Kraz
Trainer spells Necrocraft 3 Festrog
Mammoth Flea 2 Farrealmer Neh-Thalggu 8 Spell-like abilities that match Trainer spells
Manananggal 7 Vargouille Nemesis Devil 18 Pit Fiend
Mandragora 4 Maelae Neothelid 15 Aboleth
Manitou 15 Siyafrak Nependis 9 Wildesau
Manta Ray 1 Trisaber Nereid 10 Canceria
Manticore 5 Scamethyst Nightgaunt 4 Nightwalker
Mantis, Giant 3 Formite Nightmare 5 Nightwalker
Marai 8 Sorcerite Nightmare Ettercap 4 Arachnigon
Medusa 7 Hydra Nightshade, 18 Nightwalker
Megafauna, 7 Bulette Nightcrawler
Arsinoitherium Nightshade, 16 Nightwalker
Megafauna, 6 Aquario (no flight) Nightwalker
Gylptodon Nightshade, 20 Nightwalker
Megafauna, 4 Unicorn Nightwave
Megaloceros Nightshade, 14 Nightwalker
Nightwing
INDEX: MONSTERS NOT FOUND HERE
Monster CR Equivalent Monster CR Equivalent
Ningyo 1 Moncroak Pukwudgie 7 Spell-like abilities that match Trainer spells
Nixie 1 Pixie Purple Worm 12 Bulette
Norn 18 Pendula Qallupilluk 7 Canceria
Nosferatu 10 Vargouille Qlippoth, Augnagar 14 Festrog
Nosoi 2 Proginor Qlippoth, Chernobue 12 Viriga
Nuckelavee 9 Piskel (trades 1 spell of each level up to 4th Qlippoth, Cythnigot 2 Viriga
for inflict wounds spells) Qlippoth, Iathavos 20 Spell-like abilities that match Trainer spells
Nue 10 Nightwalker Qlippoth, Nyogoth 10 Viriga
Nycar 2 Cobra Flower Qlippoth, Shoggti 7 Dream Imp
Nymph 7 Maelae Qlippoth, Thulgant 18 Arachnigon
Oceanid 7 Piskel Quickling 3 Pixie
Octopus 1 Grindylow* Quickwood 8 Treant
Octopus, Giant 8 Grindylow* Raccoon 1/2 Ailuro
Ogre Spider 5 Arachnigon Rakshasa 10 Sorcerite
Oma 16 Khale Raktavarna 2 Mimic
Oni, Ogre Mage 8 Sorcerite Rast 5 Fire Bird
182
Ostiarius 5 Osyluth Rat King 5 Zoog*
Otyugh 4 Farrealmer Rat, Swarm 2 Zoog*
Owb 6 Crawling Claw* Ratling 2 Zoog*
Pachycephalosaurus 4 Raptur Red Dragon Varies Red Dragons
Redcap 6 Satyr
Pairaka 7 Osyluth Reefclaw 1 Canceria
Pale Stranger 10 Festrog Remorhaz 7 Earth Yeti
Pard 3 Fire Bird Revenant 6 Vargouille
Pech 3 Earth Elemental Rhinoceros 4 Bulette
Pegasus 3 Unicorn Rift Drake 9 Earth Elemental
Peluda 10 Red Dragons River Drake 3 Laga
Peri 14 Fire Bird Roc 9 Hippogryph
Peryton 4 Hippogryph Rokurokubi 14 Spells and Spell-like abilities that match
Phantom Fungus 3 Treant Trainer spells
Phase Spider 5 Arachnigon Roper 12 Earth Elemental
Pickled Punk 1 Gremlin* Rot Grub Swarm 7 Catirpel
Pipefox 2 Fire Bird Royal Naga 11 Spells and Spell-like abilities that match
Plague Zombie 1/2 Festrog Trainer spells
Poltergeist 2 Fel'Kraz Rukh 10 Vrock
Pony 1/2 Unicorn Rusalka 12 Pixie
Pooka 2 Pixie Sacristan 10 Osyluth
Popobala 15 Spell-like abilities that match Trainer spells Sagari 1/2 Vargouille
Primate, Baboon 1/2 Siamange Saguaroi 5 Cactus Warrior
Primate, Monkey, 2 Siamange Sahuagin 2 Troglodyte
Swarm Salamander 6 Sagitor
Protean, Imentesh 10 Spell-like abilities that match Trainer spells Sandman 3 Tesoroo
Protean, Keketar 17 Spell-like abilities that match Trainer spells Sapphire Jellyfish 11 Grindylow*
Protean, Naunet 7 Fourclaw Sard 19 Treant
Protean, Voidworm 2 Timeslayer Sargassum Fiend 9 Grindylow*
INDEX: MONSTERS NOT FOUND HERE
Indices
Monster CR Equivalent Monster CR Equivalent
Sayona 12 Festrog Siyokoy 10 Behir
Sceaduinar 7 Scamethyst Skeletal Champion 2 Ironguard
Schir 4 Capricor (goodberry becomes inflict light Skum 2 Troglodyte
wounds) Sky Dragon Varies Thundergon
Scorpion, Black 15 Scamethyst Sleipnir 11 Unicorn
Scorpion, Cave 1 Scamethyst Slimy Demodand 16 Farrealmer
Scorpion, Giant 3 Scamethyst Slug, Giant 8 Catirpel
Scylla 16 Levimur Slurk 2 Moncroak
Sea Bonze 15 Nightwalker Snake Swarm 2 Hydra
Sea Cat 4 Water Dog Snake, Constrictor 2 Cobra Flower
Sea Dragon Varies Laga Snake, Venomous 1 Root Snake
Sea Serpent 12 Trisaber Snallygaster 3 Vargouille
Seaweed Leshy 3 Grindylow* Solar Dragon Varies Geminel
Seaweed Siren 13 Piskel Soul Eater 7 Pendula
Selkie 5 Water Dog Soulsliver 2 Farrealmer
Sepid 14 Spell-like abilities that match Trainer spells Sovereign Dragon Varies Royciel
183
Seps 11 Ironguard Spawn Of Yog-Sothoth 10 Farrealmer
Seugathi 6 Farrealmer Spectre 7 Elcu
Shadow 3 Siyafrak Sphinx 8 Royciel
Shadow Drake 2 Nightwalker Spider Eater 5 Formite
Shadow Mastiff 5 Xendaug Spider, Black Widow 3 Arachnigon
Shadow Roper 13 Earth Elemental Giant
Shadow, Greater 8 Siyafrak Spider, Giant 1 Arachnigon
Shae 4 Elcu Spider, Swarm 1 Arachnigon
Shaggy Demodand 18 Farrealmer Spinosaurus 11 Raptur
Shambling Mound 6 Treant Spire Drake 7 Pseudodragon
Shantak 8 Pseudodragon Spirit Oni 2 Chlorite
Shark, Common 2 Trisaber Spring-Heeled Jack 3 Scoundrite
Shark, Dire Megalodon 9 Trisaber Squid 1 Grindylow*
Shark-Eating Crab 7 Canceria Stag 1 Unicorn
Shedu 9 Spell-like abilities that match Trainer spells Star-Spawn Of Cthulhu 20 Farrealmer
Shikigami 2 Earth Elemental Stingray 1/2 Trisaber
Shinigami 17 Festrog Stirge 1/2 Vargouille
Shining Child 12 Spell-like abilities that match Trainer spells Stymphalidies 8 Ironguard
Shipwrecker Crab 13 Canceria Styracosaurus 5 Raptur
Shira 12 Locan (no flight) Svartalfar 8 Cobra Flower
Shobhad 4 Fourclaw Swan Maiden 6 Piskel
Shocker Lizard 2 Catning Taiga Linnorm 19 Isa
Shredskin 2 Soldrite Taniniver 18 Levimur
Shriezyx 4 Arachnigon Tanuki 4 Ailuro
Shulsaga 3 Astral Faerie Tarry Demodand 13 Farrealmer
Silver Dragon Varies Levimur Tataka 15 Spell-like abilities that match Trainer spells
Simurgh 18 Proginor Tatzlwyrm 2 Cobra Flower
Sinspawn 2 Farrealmer Tendriculos 6 Treant
Siren 5 Proginor Tenebrous Worm 8 Cobra Flower
INDEX: MONSTERS NOT FOUND HERE
Monster CR Equivalent Monster CR Equivalent
Tentamort 4 Scoundrite Vulnudaemon 4 Elcu
Thalassic Behemoth 20 Khale Vulture 1/2 Vrock
Thoqqua 2 Aerisor Walrus 3 Water Dog
Thrasfyr 17 Fire Bird (no flight) Warsworn 16 Soldrite
Thriae Queen 18 Formite Wasp, Giant 3 Formite
Thriae Seer 11 Formite Wasp, Swarm 3 Formite
Thriae Soldier 4 Formite Water Elemental 11 Water Dog
Thunder Behemoth 18 Thundergon (no flight) Water Naga 7 Laga
Thunderbird 11 Phoenix (firebolt) Water Orm 10 Trisaber
Thylacine 1/2 Jinx Cat* Water Yai 18 Water Dog
Tick Swarm 9 Formite Weasel 1/2 Tesoroo
Tikbalang 9 Osyluth Weedwhip 2 Treant
Time Dragon Varies Celedeen Wendigo 17 Earth Yeti
Tojanida 5 Canceria Whale 10 Khale
Toshigami 15 Spell-like abilities that match Trainer spells White Dragon Varies Levimur
Totenmaske 7 Timeslayer Wight 3 Scoundrite
184
Tripurasura 2 Pit Fiend Will-o'-Wisp 6 Fire Bird
Triton 2 Canceria Winter Hag 7 Skaldak
Tunche 17 Viriga Winter Wolf 5 Levimur
Twigjack 3 Treant Winterwight 17 Levimur
Tzitzimitl 19 Festrog Witchfire 9 Fel'Kraz
Umbral Dragon Varies Fel'Kraz Witchwyrd 6 Sorcerite
Underworld Dragon Varies Red Dragons Wolf-in-sheep's- 8 Mimic
Unfettered Eidolon 8 See eidolons in Mystical: Kingdom of clothing
Monsters Wolverine 2 Tesoroo
Upasunda 9 Spell-like abilities that match Trainer spells Woolly Rhinoceros 6 Bulette
Urdefhan 3 Fourclaw Worg 2 Trollhound
Valkyrie 12 Astral Faerie Worm That Walks 14 Spell-like abilities that match Trainer spells
Vampire 9 Vargouille Wraith 5 Fel'Kraz
Vampiric Mist 3 Vargouille Wyvern 6 Scamethyst
Vanth 7 Fel'Kraz Xacarba 15 Spell-like abilities that match Trainer spells
Vegepygmy 1/2 Treant Xanthos 14 Trollspawn
Velociraptor 2 Raptur Xill 6 Formite
Vemerak 14 Formite Xorn 6 Skaldak
Venomous Snake 4 Hydra Yamaraj 20 Spell-like abilities that match Trainer spells
Swarm Yaoguai 7 Owlbear
Violet Fungus 3 Treant Yeth Hound 3 Xendaug
Viper 1/2 Cobra Flower Yeti 4 Earth Yeti
Viper Vine 13 Cobra Flower Yithian 9 Farrealmer
Vodyanoi 5 Moncroak Ypotryll 15 Wildesau
Void Dragon Varies Spell-like abilities that match Trainer spells Yrthak 9 Vrock
Void Yai 20 Spell-like abilities that match Trainer spells Yuki-onna 8 Fel'Kraz
Voonith 4 Moncroak Zomok 16 Viriga
Vortex Dragon Varies Red Dragons Zuishin 10 Zoog*
Vouivre 12 Maelae Zuvembie 4 Festrog
Fast play, Quick reference...
Indices
Quick Reference Sheets are for use with the fast play rules presented here.
These sheets cover monsters from both this book and the Haunted Eve Monsters
Only Pack, as well as a few new monsters not yet released. They also include an
easy to print spell list, challenge ratings, and short definitions for the different
monster groups. Available on Drivethru RPG, d20PFSRD, and the Paizo store!
@NW_Press
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Open Game License v 1.0a Copyright 2000, Wizards of the Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC;
Coast, Inc. System Reference Document. Copyright 2000, Wizards Author: Jason Bulmahn.
of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo
Williams, based on material by E. Gary Gygax and Dave Arneson. Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo McComb, Rob McCreary, Jason Nelson, Stephen Radney-
Publishing, LLC; Author: Jason Bulmahn, based on material by MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ
Jonathan Tweet, Monte Cook, and Skip Williams. Taylor.
Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Pathfinder Roleplaying Game Ultimate Combat. © 2011,
Author: Jason Bulmahn, based on material by Jonathan Tweet, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock,
Monte Cook, and Skip Williams. Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
Mystical: Kingdom of Monsters © 2015, Northwinter Press; MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ
Author: Kevin Glusing Taylor.
Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © Advanced Bestiary. Copyright 2004, Green Ronin Publishing,
2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, LLC. Author: Matthew Sernett.
Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Tome of Horrors Complete, Copyright 2011, Necromancer
Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Games, Inc., published and distributed by Frog God Games;
Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Author Scott Greene.
Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG
Superstar contributors
THANK YOU ALL FOR MAKING THIS
Credits KICKSTARTER A SUCCESS!
Design Team Ollie Tucker Nathan Pappe
Northwinter Press JT Laurent Duquesne
Editing Joshua Parsons Steve Donohue
Northwinter Press Paul Ryan Jason Allen
Additional Design and Development Oliver von Spreckelsen Steve Johnson
Lorenzo Bonilla – Elcu, Cucuy, and Cucalon concepts Reg McReynolds Lorenzo
Laurent Duquesne – Royciel concept Morgan Boehringer Capn Frank
Amy Glusing – Jenna concept Matthew Edwards Robert H. Mitchell Jr.
Autumn Glusing – Scamethyst concept Amanda Graham rabidamoeba
Eric Glusing – Catning, Suidae, and Wildesau concepts Ian Cunningham Paul Anderson
Logan Frost – Locan concept Dan J Jason Sperber
Steve Johnson – Gnole concept Michael Pierno Michael G Townsend
Cody Martin – Trainer Feedback Imban Jonathan Finke
Nathan Pappe – Maverik concept Derek Blakely Ben Mihill
Josh T. – Fel’Kraz and Kytharion concepts Paul Mansfield Jamie
Ollie Tucker – Slytrap concept Zachary Buenau Schi
Keira Winn – Moncroak concept Dennis Payne Dave Hurn
Cover Illustration Andy Antolick Steven Watkins
Jeff Porter – [Link]/ Hyrum Savage Simon Collins
Northwinter Press Logo Phil Nicholls William Ridgeway
Kevin Glusing (as Malcolm Northwinter) Tim Northcutt Simon Jennings
Inside Art Design Stuart Holcombe Craig Hackl
Raynaldo Perez – [Link]/RPF/ Kyle Kroening
Jeff Porter – [Link]/
JennaTheDragon – [Link]/
Additional Art Concepts
Joe Ketterer – [Link]/Pages/[Link]
Sushy00 – [Link]/
Antriku – [Link]/
Jiko29 – [Link]/
Meep-and-Mushrat – [Link]/
Northwinter Press Team
Joseph Bradshaw, Amy Glusing, Eric Glusing, Kevin Glusing (as
Edward Larel and Malcolm Northwinter), Autumn Glusing, Bud
Graves, Anthony Russell, Zaaron Winn
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