0 th daze (DC 16), detect magic (2), resistance

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1 ABOLETH CR7 LE huge aberration (Aquatic) Init +1; Senses Darkvision 60ft.; Listen +16, Spot +16 Aura Mucus Cloud (Contact, Fort DC 19 negates) Languages Aboleth, Aquan, Undercommon AC 16, touch 9, flat-footed 15 (-2 Size, +1 Dex, +7 Natural) hp 76 (8 HD) Fort +7, Ref +3, Will +11 Spd 10ft. (2sq.), Swim 60ft. (12sq.) Melee 4 tentacles +12 (1d6+8 plus slime) Space 15ft.; Reach 10ft. Base Atk +6; Grp +22 Special actions Enslave 3/day (30ft., Will DC 17 negates) Spell-Like Abilities (CL 16): At will - hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19). Abilities Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17 Feats Alertness, Combat Casting, Iron Will Skills Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +16 Enslave (Su) An aboleth can attempt to enslave a living creature, as if with a dominate person spell. The enslaved creature obeys the aboleth s telepathic commands until freed by a remove curse, and can attempt another Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. Cha-based. Mucus Cloud (Ex) Any creature coming into contact with an aboleth that fails its save loses the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failed save continues the effect for another 3 hours. Con-based. Slime (Ex) A creature hit by an aboleth s tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature s natural armor bonus by 1 (but never to less than +0). A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward only a heal or mass heal spell can reverse the affliction. Con-based.

2 ABOLETH MAGE CR17 Aboleth Wizard 10 LE Huge Aberration (Aquatic) Init +7; Senses Darkvision 60ft.; Listen +15, Spot +17 Aura Mucus Cloud (Contact, Fort DC 21 negates) Languages Aboleth, Aquan, Undercommon AC 18, Touch 11, Flat-footed 15 (-2 Size, +3 Dex, +7 Natural) HP 187 (18HD) Fort +14 Ref +10 Will +16 Speed 10ft. (2sq.), Swim 60ft. (12sq.) Melee 4 Tentacles +18 (1d6+9 plus slime) Space 15ft.; Reach 10ft. Base Atk +11; Grapple +28 Special Actions Enslave 3/day (30ft., Will DC 16 negates) Spell-like Abilities (CL 16, +18 vs. SR) At will - hypnotic pattern (DC 14), illusory wall (DC 16), mirage arcana (DC 17), persistent image (DC 17), programmed image (DC 18), project image (DC 19), veil (DC 18) Wizard Spells (CL 10, +12 vs. SR) 5 th hold monster (DC 21), empowered lightning bolt (DC 20), wall of force 4 th greater invisibility, phantasmal killer (DC 20), scrying, stoneskin 3 rd - dispel magic, displacement, fly, lightning bolt (DC 18) 2 nd blur, bull s strength, darkness, fox s cunning, see invisibility 1 st alarm, charm person (DC 17), color spray (DC 17), mage armor, magic missile (2) 0 th daze (DC 16), detect magic (2), resistance Abilities Str 28 Dex 16 Con 24 Int 20 Wis 16 Cha 14 Feats Combat Casting, Empower Spell, Eschew Materials, Great Fortitude, Improved Initiative, Lightning Reflexes, Scribe Scroll B, Spell Focus (Enchantment) B, Spell Focus (Illusion) B, Spell Penetration Skills Bluff +13 Concentration +25 (+29 defensively) Decipher Script +15 Diplomacy +6 Disguise +2 (+4 acting) Intimidate +4 Knowledge (arcana) +15 Knowledge (dungeoneering) +15 Knowledge (history) +15 Knowledge (the planes) +15 Listen +15 Search +10 Sense Motive +15 Spellcraft +20 Spot +17 Survival +3 (+5 on other planes and underground, additional +2 when following tracks) Swim +17 Possessions 500gp worth of diamond dust (2 stoneskin components) Enslave (Su) An aboleth mage can attempt to enslave a living creature, as if with a dominate person spell. The enslaved creature obeys the aboleth s telepathic commands until freed by a remove curse, and can attempt another Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. Cha-based. Mucus Cloud (Ex) Any creature coming into contact with an aboleth mage that fails its save loses the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and another failed save continues the effect for another 3 hours. Con-based. Slime (Ex) A creature hit by an aboleth mage s tentacle that fails its save begins to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature s natural armor bonus by 1 (but never to less than 0). A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward only a heal or mass heal spell can reverse the affliction. Con-based. Spellbook Additional spells in the aboleth mage s spellbook 5 th feeblemind; 1 st endure elements, expeditious retreat, ray of enfeeblement

3 ACHAIERAI CR5 LE Large Outsider (Evil, Extraplanar, Lawful) Init +1; Senses Darkvision 60ft.; Listen +11, Spot +11 Languages Infernal AC 20, Touch 10, Flat-footed 19; Dodge (-1 Size, +1 Dex, +10 Natural) HP 39 (6HD) SR 19 Fort +7 Ref +6 Will +7 Speed 50ft. (10sq.); Mobility Melee 2 Claws +9 (2d6+4) and Bite +4 (4d6+2) Space 10ft.; Reach 10ft. Base Atk +6; Grapple +14 Atk Options Spring Attack Special Actions Black Cloud 3/day (10ft. radius, 2d6 damage and insanity, Fort DC 15 partial) Abilities Str 19 Dex 13 Con 14 Int 11 Wis 14 Cha 16 Feats Dodge, Mobility, Spring Attack Skills Balance +10 Climb +13 Diplomacy +5 Hide +6 Jump +21 Listen +11 Move Silently +10 Sense Motive +11 Spot +11 Black Cloud (Ex) Non-achaierai within the cloud that fail their save are affected for 3 hours. Con-based. ALLIP CR3 NE Medium Undead (Incorporeal) Init +5; Senses Darkvision 60ft.; Listen +7, Spot +7 Aura Babble (60ft., Will DC 16) AC 15, Touch 15, Flat-footed 14 (+4 Deflection, +1 Dex) Miss chance 50% incorporeal HP 26 (4HD) Fortitude saves, nonlethal damage, paralysis, physical ability damage,, sleep, stun Resist +2 turn resistance Fort +1 Ref +4 Will +4; Madness Speed Fly 30ft. (perfect, 6sq.) Melee Incorporeal Touch +3 (1d4 Wisdom drain) Base Atk +2; Grapple Abilities Str Dex 12 Con Int 11 Wis 11 Cha 18 SQ Incorporeal traits, Undead traits Feats Improved Initiative, Lightning Reflexes Skills Hide +8 Intimidate +7 Listen +7 Search +4 Spot +7 Survival +0 (+2 following tracks) Babble (Su) Sane creatures that fail their safe are affected with hypnotism for 2d4 rounds. After a successful save immune to that particular allip s babble for 24 hours. Sonic mind-affecting. Cha-based.

4 ANGEL, ASTRAL DEVA CR14 NG Medium Outsider (Angel, Extraplanar, Good) Init +8: Senses Darkvision 60ft., Low-light Vision; Listen +23, Spot +23 Aura Protective Aura (20ft.) Languages Tongues (CL 12) AC 29, Touch 14, Flat-footed 25; Improved Uncanny Dodge (+4 Dex, +15 natural) HP 102 (12HD); DR 10/evil Immune acid, cold, petrification Resist electricity 10, fire 10; SR 30 Fort +14 Ref +12 Will +12; +4 vs. Speed 50ft. (10sq.), Fly 100ft. (good, 20sq.) Melee Heavy Mace +21/+16/+11 (1d8+12 plus disruption), or Melee Slam +18 (1d6+9) Base Atk +12; Grapple +18 Atk Options Cleave, Power Attack, Stun (Fort DC 22) Spell-like Abilities (CL 12) At will aid, continual flame, detect evil, detect lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), remove curse, remove disease, remove fear 7/day cure light wounds, see invisibility 1/day blade barrier (DC 21), heal Abilities Str 22 Dex 18 Con 18 Int 18 Wis 18 Cha 20 SQ Change Shape Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack Skills Concentration +19 Craft or Knowledge (any three) +19 Diplomacy +22 Escape Artist +19 Hide +19 Intimidate +20 Listen +23 Move Silently +19 Sense Motive +19 Spot +23 Use Rope +4 (+6 binding) Possessions +3 heavy mace of disruption Change Shape (Su) An astral deva can assume the form of any small or medium humanoid. Improved Uncanny Dodge (Ex) An astral deva retains its Dexterity bonus to Armor Class even when flat-footed or struck by an invisible attacker, and can t be flanked except by a rogue of at least 16 th level. Counts as a 12th-level rogue for the purposes of flanking other characters with Improved Uncanny Dodge. Protective Aura (Su) Creatures within the aura gain +4 Deflection to AC and +4 Resistance to saves, but only against evil creatures. Nongood summoned creatures can t enter the aura. Grants the benefits of minor globe of invulnerability. Bonuses not accounted for above. Stun (Su) A creature struck twice in the same round by the astral deva s mace that fails its save is stunned for 1d6 rounds. Str-based.

5 ANGEL, PLANETAR CR16 NG Large Outsider (Angel, Extraplanar, Good) Init +8; Senses Darkvision 60ft., Low-light Vision, detect evil, detect snares and pits, discern lies (DC 20), see invisibility, trueseeing; Listen +23, Spot +23 Aura Protective Aura (20ft.) Languages Tongues (CL 14) AC 32, Touch 13, Flat-footed 28; Blind-fight (-1 Size, +4 Dex, +19 Natural) HP 133 (14HD), Regeneration 10; DR 10/evil Immune acid, cold, petrification Resist electricity 10, fire 10; SR 30 Fort +14 Ref +13 Will +14; +4 vs. Speed 30ft. (6sq.), Fly 90ft. (good, 18sq.) Melee Greatsword +23/+18/+13 (3d6+13/19-20), or Melee Slam +20 (2d8+10) Space 10ft.; Reach 10ft. Base Atk +14; Grapple +25 Atk Options Blind-fight, Cleave, Improved Sunder, Power Attack, Smite 1/day (+4 attack, +17 damage) Cleric Spells (CL 17, melee touch +20, ranged touch +17) 9 th Implosion (DC 25), Summon Monster IX D 8 th holy aura (DC 24) D, mass cure critical wounds, shield of law 7 th dictum (DC 23), disintegrate (DC 23) D, holy word (DC 23), regenerate 6 th banishment (DC 22), greater dispel magic, harm (DC 22) D, heal, heroes feast, mass cure moderate wounds 5 th break enchantment, dispel evil (DC 21), mark of justice, mass inflict light wounds D, plane shift (DC 21), righteous might 4 th death ward, dismissal (DC 37 HD), inflict critical wounds (DC 20) D, neutralize (2), summon monster IV 3 rd contagion (DC 19) D, daylight, invisibility purge, prayer (2), summon monster III, wind wall 2 nd aid D, align weapon, bear s endurance, bull s strength (2), consecrate, eagle s splendor, hold person (DC 18) 1 st bless (2), cause fear (DC 17), divine favor (2), entropic shield, inflict light wounds D, shield of faith Domains: Destruction and Good Spell-like Abilities (CL 17) At will continual flame, dispel magic, holy smite (DC 20), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead 3/day blade barrier (DC 22), flame strike (DC 21), power word stun, raise dead, waves of fatigue 1/day earthquake (DC 24), greater restoration, mass charm monster (DC 24), waves of exhaustion Abilities Str 25 Dex 19 Con 20 Int 22 Wis 23 Cha 22 SQ Change Shape Feats Blind-fight, Cleave, Improved Initiative, Improved Sunder, Power Attack Skills Concentration +22 Craft or Knowledge (any four) +23 Diplomacy +25 Escape Artist +21 Hide +17 Intimidate +23 Listen +23 Move Silently +21 Sense Motive +23 Search +23 Spot +23 Survival +6 (+8 following tracks) Use Rope +4 (+6 binding) Possessions +3 large greatsword Change Shape (Su) A planetar can assume the form of any Small or Medium humanoid. Protective Aura (Su) Creatures within the aura gain +4 Deflection to AC and +4 Resistance to saves, but only against evil creatures, and nongood summoned creatures can t enter the aura. Grants the benefits of minor globe of invulnerability. Bonuses not accounted for above. Regeneration (Ex) A planetar takes normal damage from evil-aligned weapons, and spells and effects with the evil descriptor.

6 ANGEL, SOLAR CR23 NG Large Outsider (Angel, Extraplanar, Good) Init +9; Senses Darkvision 60ft., Low-light Vision, detect evil, detect snares and pits, discern lies (DC 21), see invisibility, trueseeing; Listen +32, Spot +32 Aura Protective Aura (20ft.) Languages Tongues (CL 22) AC 35, Touch 14, Flat-footed 30; Dodge (-1 Size, +5 Dex, +21 Natural) HP 209 (22HD), Regeneration 15; DR 15/epic and evil Immune acid, cold, petrification Resist electricity 10, fire 10; SR 32 Fort +18 Ref +18 Will +20; +4 vs. Speed 50ft. (10sq.), Fly 150ft. (good, 30sq.); Mobility Melee Greatsword +35/+30/+25/+20 (3d6+18/19-20), or Melee Slam +30 (2d8+13), or Ranged longbow +28/+23/+18/+13 (2d6+7/x3, 110ft.) Space 10ft.; Reach 10ft. Base Atk +22; Grapple +35 Atk Options Dancing Sword, Great Cleave, Improved Sunder, Power Attack, Slaying Arrow (Fort DC 20) Cleric spells (CL 20) 9 th etherealness, elemental swarm (air) D, mass heal, miracle, storm of vengeance 8 th fire storm (DC 25), holy aura (DC 25), mass cure critical wounds (2), whirlwind (DC 25) D 7 th control weather D, destruction (DC 24), dictum (DC 24), ethereal jaunt, holy word (DC 24), regenerate 6 th banishment (DC 23), chain lightning (DC 23) D, heroes feast, mass cure moderate wounds, undeath to death (DC 23) 5 th break enchantment, control winds D, dispel evil (DC 22), plane shift (DC 22), righteous might (2), symbol of pain (DC 22) 4 th death ward (2), dismissal (2) (DC 41 HD), divine power D, neutralize (2) 3 rd daylight, invisibility purge, magic circle against evil, magic vestment D, prayer (2), protection from energy, windwall 2 nd align weapon, bear s endurance (2), bull s strength (2), consecrate, eagle s splendor, spiritual weapon D 1 st - bless (2), cause fear, divine favor (2), entropic shield, obscuring mist D, shield of faith 0 th create water, detect magic, guidance (2), resistance (2) Domains: Air and Water Spell-like Abilities (CL 20) At will aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead, waves of fatigue 3/day blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster, permanency, resurrection, waves of exhaustion 1/day greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish Abilities Str 28 Dex 20 Con 20 Int 23 Wis 25 Cha 25 SQ Change Shape Feats Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track Skills Concentration +30 Craft or Knowledge (any four) +31 Diplomacy +34 Escape Artist +30 Hide +26 Listen +32 Move Silently +30 Search +31 Sense Motive +32 Spellcraft +31 Spot +32 Survival +7 (+9 following tracks) Use Rope +5 (+7 binding) Possessions +5 large dancing greatsword, +2 large composite (+5 Str) longbow Change Shape (Su) A solar can assume the form of any Small or Medium humanoid.

7 Dancing Sword A solar s greatsword has the dancing enhancement. Protective Aura (Su) Creatures within the aura gain +4 Deflection to AC and +4 Resistance to saves, but only against evil creatures, and nongood summoned creatures can t enter the aura. Grants the benefits of minor globe of invulnerability. Bonuses not accounted for above. Regeneration (Ex) A solar takes damage from epic evil-aligned weapons, and spells and effects with the evil descriptor. Slaying Arrow A solar s bow creates any kind of slaying arrow when drawn. ANIMATED OBJECT, TINY GENERIC CR½ N Tiny Construct Init +2; Senses Darkvision 60ft., Low-light Vision; Listen -5, Spot -5 AC 14, Touch 14, Flat-footed 12 (+2 Size, +2 Dex) HP 2 (½HD); Hardness Fort +0 Ref +2 Will -5 Speed 20ft. (4sq.) Melee Slam +1 (1d3-1) Space 2-½ft.; Reach 0ft. Base Atk +0; Grapple -9 Abilities Str 8 Dex 14 Con Int Wis 1 Cha 1 SQ Contruct traits Hardness An animated object has the same hardness as it had before it was animated. ANIMATED OBJECT, HANDKERCHIEF CR½ N Tiny Construct Init +2; Senses Darkvision 60ft., Low-light Vision; Listen -5, Spot -5 AC 14, Touch 14, Flat-footed 12 (+2 Size, +2 Dex) HP 2 (½HD) Fort +0 Ref +2 Will -5 Speed 20ft. (4sq.), Fly 10ft. (Clumsy, 2sq.) Melee Slam +1 (1d3-1) Space 2-½ft.; Reach 0ft. Base Atk +0; Grapple -9 Atk Options Blind Abilities Str 8 Dex 14 Con Int Wis 1 Cha 1 SQ Construct traits Blind (Ex) On a successful grapple check against an opponent up to three sizes larger, an animated handkerchief blinds the opponent until it is removed.

8 ANIMATED OBJECT, SMALL GENERIC CR1 N Small Construct Init +1; Senses Darkvision 60ft., Low-light Vision; Listen -5, Spot -5 AC 14, Touch 12, Flat-footed 13 (+1 Size, +1 Dex, +2 Natural) HP 15 (1HD); Hardness Fort +0 Ref +1 Will -5 Speed 30ft. (6sq.) Melee Slam +1 (1d4) Base Atk +0; Grapple -4 Abilities Str 10 Dex 12 Con Int Wis 1 Cha 1 SQ Construct traits Hardness An animated object has the same hardness as it had before it was animated. ANIMATED OBJECT, CHAIR CR1 N Small Construct Init +1; Senses Darkvision 60ft., Low-light Vision; Listen -5, Spot -5 AC 14, Touch 12, Flat-footed 13 (+1 Size, +1 Dex, +2 Natural) HP 15 (1HD); Hardness 5 Fort +0 Ref +1 Will -5 Speed 50ft. (10sq.), swim 25ft. (5sq.) Melee Slam +1 (1d4) Base Atk +0; Grapple -4 Abilities Str 10 Dex 12 Con Int Wis 1 Cha 1 SQ Construct traits ANIMATED OBJECT, MEDIUM GENERIC CR2 N Medium Construct Init +0; Senses Darkvision 60ft., Low-light Vision; Lsten -5, Spot -5 AC 14, Touch 10, Flat-footed 14 (+4 Natural) HP 31 (2HD); Hardness Fort +0 Ref +0 Will -5 Speed 30ft. (6sq.) Melee Slam +2 (1d6+1) Base Atk +1; Grapple +2 Abilities Str 12 Dex 10 Con Int Wis 1 Cha 1 SQ Construct traits Hardness An animated object has the same hardness as it had before it was animated.

9 ANIMATED OBJECT, COIL OF ROPE CR2 N Medium Construct Init +0; Senses Darkvision 60ft., Low-light Vision; Listen -5, Spot -5 AC 14, Touch 10, Flat-footed 14 (+4 Natural) HP 31 (2HD) Fort +0 Ref +0 Will -5 Speed 30ft. (6sq.), climb 15ft. Melee Slam +2 (1d6+1) Base Atk +1; Grapple +2 Atk Options Constrict 1d6+1 Abilities Str 12 Dex 10 Con Int Wis 1 Cha 1 SQ Construct traits Constrict (Ex) An animated coil of rope can constrict a creature of Large size or smaller. ANIMATED OBJECT, LARGE GENERIC CR3 N Large Construct Init +0; Senses Darkvision 60ft., Low-light Vision; Listen -5, Spot -5 AC 14, Touch 9, Flat-footed 14 (-1 Size, +5 Natural) HP 52 (4HD); Hardness Fort +1 Ref +1 Will -4 Speed 20ft. (4sq.) Melee Slam +5 (1d8+4) Base Atk +3; Grapple +10 Abilities Str 16 Dex 10 Con Int Wis 1 Cha 1 SQ Construct traits Hardness An animated object has the same hardness as it had before it was animated. ANIMATED OBJECT, LARGE STATUE CR3 N Large Construct Init +0; Senses Darkvision 60ft., Low-light Vision; Listen -5, Spot -5 AC 14, Touch 9, Flat-footed 14 (-1 Size, +5 Natural) HP 52 (4HD); Hardness 8 Fort +1 Ref +1 Will -4 Speed 30ft. (6sq.) Melee Slam +5 (1d8+4) Base Atk +3; Grapple +10 Abilities Str 16 Dex 10 Con Int Wis 1 Cha 1 SQ Construct traits

10 ANIMATED OBJECT, HUGE GENERIC CR5 N Huge Construct Init -1; Senses Darkvision 60ft., Low-light Vision; Listen -5, Spot -5 AC 13, Touch 8, Flat-footed 13 (-2 Size, +5 Natural) HP 84 (8HD); Hardness Fort +2 Ref +1 Will -3 Speed 20ft. (4sq.) Melee Slam +9 (2d6+7) Base Atk +6; Grapple +17 Abilities Str 20 Dex 8 Con Int Wis 1 Cha 1 SQ Construct traits Hardness An animated object has the same hardness as it had before it was animated. ANIMATED OBJECT, GARGANTUAN GENERIC CR7 N Gargantuan Construct Init -2; Senses Darkvision 60ft., Low-light Vision; Listen -5, Spot -5 AC 12, Touch 4, Flat-footed 12 (-4 Size, +6 Natural) HP 148 (16HD); Hardness Fort +5 Ref +3 Will +0 Speed 10ft. (2sq.) Melee Slam +15 (2d8+10) Base Atk +12; Grapple +31 Abilities Str 24 Dex 6 Con Int Wis 1 Cha 1 SQ Construct traits Hardness An animated object has the same hardness as it had before it was animated. ANIMATED OBJECT, COLOSSAL GENERIC CR10 N Colossal Construct Init -3; Senses Darkvision 60ft., Low-light Vision; Listen -5, Spot -5 AC 11, Touch -1, Flat-footed 11 (-8 Size, +9 Natural) HP 256 (32HD); Hardness Fort +10 Ref +7 Will +5 Speed 10ft. (2sq.) Melee Slam +25 (4d6+13) Base Atk +24; Grapple +49 Abilities Str 28 Dex 4 Con Int Wis 1 Cha 1 SQ Construct traits Hardness An animated object has the same hardness as it had before it was animated.

11 ANKHEG CR3 N Large Magical Beast Init +0; Senses Darkvision 60ft., Low-light Vision, Tremorsense 60ft; Listen +6, Spot +3 AC 18, Touch 9, Flat-footed 18 (-1 Size, +9 Natural) HP 28 (3HD) Fort +6 Ref +3 Will +2 Speed 30ft. (6sq.), burrow 20ft. (4sq.) Melee Bite +7 (2d6+7 plus 1d4 acid) Space 10ft. Base Atk +3; Grapple +12 Atk Options Improved Grab (bite) Special Actions Spit Acid (30ft. line, 4d4 acid, Ref DC 14 half) Abilities Str 21 Dex 10 Con 17 Int 1 Wis 13 Cha 6 Feats Alertness, Toughness Skills Climb +8 Listen +6 Spot +3 Spit Acid (Ex) Once an ankheg spits acid, it can t do so again or deal acid damage with its bite for 6 hours. Con-based. ARANEA CR4 N Medium Magical beast (Shapechanger) Init +6; Senses Darkvision 60ft., Low-light Vision; Listen +6, Spot +6 Languages Common, Sylvan AC 13, Touch 12, Flat-footed 11 (+2 Dex, +1 Natural) HP 22 (3HD) Fort +5 Ref +5 Will +5 Speed 50ft. (10sq.), climb 25ft. (5sq.) Melee Bite +5 (1d6 plus ), or Base Atk +5; Grapple +5 Atk Options Poison (DC 13, 1d6 Str/2d6 Str) Special Actions Web 6/day (+5 ranged touch, entangled, 10ft. incr) Sorcerer Spells (CL 3) 1 st (6) mage armor, silent image (DC 13), sleep (DC 13) 0 th (6) daze (DC 12), detect magic, ghost sound (DC 12), light, resistance Abilities Str 11 Dex 15 Con 14 Int 14 Wis 13 Cha 14 SQ Change shape Feats Improved Initiative, Iron Will B, Weapon Finesse Skills Climb +14 Concentration +8 Escape Artist +5 Jump +13 Listen +6 Spot +6 Change Shape (Su) An aranea can change into a unique Small or Medium humanoid, as well as into a hybrid form. Can t use bite, or web attacks in humanoid form. It requires a DC 18 spot check to notice that the hybrid form isn t actually humanoid. Poison (Ex) Injury, Fortitude DC 13, initial 1d6 Str, secondary 2d6 Str. Con-based. Web (Ex) An aranea s web attack works like an attack with a net, except it can be thrown five range increments and it anchors a trapped victim in place. The web can hold a creature up to Large size, has 6HP, Hardness 0 and takes double damage from fire. A creature can escape with Escape Artist DC 13 or Strength DC 17 check. Con-based, with a +4 racial bonus on the latter.

12 ARCHON, LANTERN CR2 LG Small Outsider (Archon, Extraplanar, Good, Lawful) Init +4; Senses Darkvision 60ft., Low-light Vision; Listen +4, Spot +4 Aura Aura of Menace (20ft., Will DC 12), magic circle against evil (10ft., Will DC13), Shed light (20ft. bright, 20ft. shadowy) Languages Tongues (CL 14) AC 15, Touch 11, Flat-footed 15 (+1 Size, +4 Natural) HP 4 (1HD); DR 10/evil and magic Immune electricity, petrification Fort +2 Ref +2 Will +2; +4 vs. Speed fly 60ft. (perfect, 12sq.) Ranged 2 Light Rays +2 touch (1d6, 30ft. max) Base Atk +1; Grapple -8 Special Actions Teleport Spell-like Abilities (CL 3) At will aid, continual flame, detect evil Abilities Str 1 Dex 11 Con 10 Int 6 Wis 11 Cha 10 SQ Outsider traits Feats Improved Initiative Skills Concentration +4 Diplomacy +4 Knowledge (the Planes) +2 Listen +4 Sense Motive +4 Spot +4 Aura of Menace (Su) Hostile creatures who fail their save take -2 penalty to attack, AC and saves for 24 hours or until they hit the lantern archon. After a succesfull save or hitting the archon, immune for 24 hours to that particular archon s aura. Cha-based, with a +2 racial bonus. Teleport (Su) As greater teleport at will, CL 14, self plus 50 pounds only.

13 ARCHON, HOUND CR4 LG Medium Outsider (Archon, Extraplanar, Good, Lawful) Init +4; Senses Darkvision 60ft., Low-light Vision, Scent; Listen +10, Spot +10 Aura Aura of Menace (20ft., Will DC 16), magic circle against evil (10ft., Will DC 14) Languages Tongues (CL14) AC 19, Touch 10, Flat-footed 19 (+9 Natural) HP 33 (6HD); DR 10/evil Immune electricity, petrification Fort +6 Ref +5 Will +6; +4 vs. Speed 40ft. (8sq.) Melee Greatsword +8/+3 (2d6+3/19-20) and Bite +3 (1d8+1), or Melee Bite +8 (1d8+2) and Slam +3 (1d4+1) Base Atk +6; Grapple +8 Atk Options Power Attack Special Actions Teleport Spell-like Abilities (CL6) At will aid, continual flame, detect evil, message Abilities Str 15 Dex 10 Con 13 Int 10 Wis 13 Cha 12 SQ Change shape, Outsider traits Feats Improved Initiative, Power Attack, Track Skills Concentration +10 Diplomacy +3 Hide +9 Jump +15 Knowledge (nature) +2 (untrained) Listen +10 Move Silently +9 Sense Motive +10 Spot +10 Survival +10 Possessions greatsword Aura of Menace (Su) Hostile creatures who fail their save take -2 penalty to attack, AC and saves for 24 hours or until they hit the hound archon. After a succesfull save or hitting the archon, immune for 24 hours to that particular archon s aura. Cha-based, with a +2 racial bonus. Change Shape (Su) Any doglike or wolflike Small to Large animal. +4 to Hide and Survival. Teleport (Su) As greater teleport at will, CL14, self plus 50 pounds only.

14 ARCHON, HOUND HERO CR16 11th-level hound archon paladin LG Medium Outsider (Archon, Extraplanar, Good, Lawful) Init +4; Senses Darkvision 60ft., Low-light Vision, Scent; Listen +10, Spot +10 Aura Aura of Courage (10ft.), Aura of Menace (20ft., Will DC 18), magic circle against evil (10ft., Will DC 16) Languages Tongues (CL14) AC 30, Touch 10, Flat-footed 30 (+11 Armor, +9 Natural) HP 137 (17HD); DR 10/evil Immune disease, electricity, fear, petrification Fort +18 Ref +11 Will +13; +4 vs. Speed 30ft. (6sq.) Melee Cold iron greatsword +25/+20/+15/+10 (2d6+9/19-20) and Bite +17 (1d8+2), or Melee Bite +22 (1d8+5) and Slam +17 (1d4+2) Base Atk +17; Grapple +22 Atk Options Power Attack, Ride-by Attack, Smite Evil 3/day (+3, +11) Special Actions Lay on Hands (33/day), Mounted Combat, Remove Disease 2/week, Teleport, Turn Undead 6/day (+3, 2d6+11, 8 th ) Paladin Spells (CL 5) 2 nd bull s strength, eagle s splendour 1 st divine favor, protection from evil (DC 14) Spell-like Abilities (CL 6) At will aid, continual flame, detect evil, message Abilities Str 21 Dex 10 Con 16 Int 8 Wis 14 Cha 16 SQ Change Shape, Outsider traits, Special Mount (juvenile bronze dragon) Feats Improved Initiative, Leadership, Mounted Combat, Ride-by Attack, Track, Weapon Focus (greatsword) Skills Concentration +20 Diplomacy +19 Hide +2 Jump +0 Listen +10 Ride +14 Sense Motive +19 Spot +10 Survival +2 Possessions +2 cold iron greatsword, +3 full-plate Aura of Menace (Su) Hostile creatures who fail their save take -2 penalty to attack, AC and saves for 24 hours or until they hit the hound archon hero. After a succesfull save or hitting the archon, immune for 24 hours to that particular archon s aura. Cha-based, with a +2 racial bonus. Change Shape (Su) Any doglike or wolflike Small to Large animal. +4 to Hide and Survival. Teleport (Su) As greater teleport at will, CL14, self plus 50 pounds only.

15 ARCHON, HOUND HERO S MOUNT Juvenile Bronze Dragon Special Mount LG Large Dragon (Water) Init +4; Senses Blindsense 60ft., Darkvision 120ft., Keen senses; Listen +21, Spot +21 Languages Draconic AC 27, Touch 9, Flat-footed 27 (-1 Size, +18 Natural) HP 161 (17HD) Immune electricity, paralysis, sleep Fort +13 Ref +10 Will +14; Improved Evasion Speed 50ft. (10sq.), fly 160ft. (poor, 32sq.), swim 70ft. (14sq.); Hover Melee Bite +21 (2d6+5) and 2 Claws +16 (1d8+2) and 2 Wings +16 (1d6+2) and Tail slap +16 (1d8+2) Space 10ft.; Reach 5ft./10ft. bite Base Atk +17; Grapple +26 Atk Options Fly-by Attack, Power Attack, Snatch Special Actions Breath Weapon (80ft. line, 8d6 electricity or 40ft. cone, repulsion, DC 23) Sorcerer Spells (CL 3) 1 st (6) cure light wounds, mage armor, obscuring mist 0 th (6) detect magic, guidance, prestidigitation, resistance, touch of fatigue Spell-like Abilities (CL 4) At will speak with animals Abilities Str 20 Dex 10 Con 17 Int 18 Wis 19 Cha 18 SQ Alternate form 3/day, Special Mount, Water breathing Feats Ability Focus (breath weapon), Fly-by Attack, Hover, Improved Initiative, Power Attack, Snatch Skills Concentration +23 Diplomacy +23 Intimidate +21 Jump +14 Knowledge (arcana) +21 Knowledge (nature) +6 (untrained) Knowledge (religion) +21 Listen +21 Sense Motive +21 Spot +21 Swim +31 Survival +21 Alternate Form (Su) A bronze dragon can assume any animal or humanoid form of Medium size or smaller. It can remain in the assumed form until it changes to a new one or returns to its own. Breath Weapon (Su) A bronze dragon s damaging breath allows a Reflex save for half, while the repulsion breath is Will negates and mind-affecting compulsion enchantment. Those who fail the Will save must move away from the dragon for 1d6+4 rounds. Con-based. Special Mount This bronze dragon has gained 2HD, 1 point of Strength, +4 Natural Armor, +10ft. speed to all its movement modes, and Improved Evasion for being a paladin s special mount. Water Breathing (Ex) A bronze dragon can freely breathe and use all its abilities while submerged. Carrying Capacity Light 400lb, Medium 800lb, Heavy 1,200lb, push or drag 6,000lb.

16 ARCHON, TRUMPET CR14 LG Medium Outsider (Archon, Extraplanar, Good, Lawful) Init +7; Senses Darkvision 60ft., Low-light Vision; Listen +18, Spot +18 Aura Aura of Menace (20ft., Will DC 21), magic circle against evil (10ft., Will DC 16) Languages Tongues (CL 14) AC 27, Touch 13, Flat-footed 24; Blind-fight (+3 Dex, +14 Natural) HP 126 (12HD); DR 10/evil Immune electricity, petrification SR 29 Fort +14 Ref +11 Will +11; +4 vs. Speed 40ft. (8sq.), fly 90ft. (good, 18sq.) Melee Greatsword +21/+16/+11 (2d6+11/19-20) Base Atk +12; Grapple +17 Atk Options Blind-fight, Cleave, Combat Reflexes (4), Power Attack Special Actions Teleport, Trumpet (100ft. radius, paralyzed, Fort DC 19 negates) Cleric Spells (CL 14) 7 th dictum (DC 20) D, holy word (DC 20), mass cure serious wounds 6 th blade barrier (DC 19) D, banishment (DC 19), heal, undeath to death (DC 19) 5 th dispel evil (DC 18) D, mass cure light wounds, plane shift (DC 18), raise dead 4 th dismissal (DC 31 HD), divine power, holy smite (DC 17) D, neutralize, spell immunity 3 rd daylight, invisibility purge, magic circle against chaos (DC 16) D, magic vestment, protection from energy (2) 2 nd aid D, bull s strength (2), consecrate, lesser restoration, owl s wisdom (2) 1 st bless (2), divine favor (2), protection from chaos (DC 14) D, sanctuary (DC 14), shield of faith 0 th detect magic, light, purify food and drink, read magic, resistance (2) Domains: Good, Law Spell-like Abilities (CL 12) At will detect evil, continual flame, message Abilities Str 20 Dex 17 Con 23 Int 16 Wis 16 Cha 16 SQ Outsider traits Feats Blind-fight, Cleave, Combat Reflexes, Improved Initiative, Power Attack Skills Concentration +21 Diplomacy +20 Escape Artist +18 Handle Animal +18 Jump +9 Knowledge (any one) +18 Listen +18 Move Silently +18 Perform (wind instruments) +18 Ride +20 Sense Motive +18 Spot +18 Use Rope +3 (+5 binding) Possessions trumpet/+4 greatsword (useless junk in the hands of others) Aura of Menace (Su) Hostile creatures who fail their save take -2 penalty to attack, AC and saves for 24 hours or until they hit the trumpet archon. After a successful save or hitting the archon, immune for 24 hours to that particular archon s aura. Cha-based with +2 racial bonus. Teleport (Su) As greater teleport at will, CL 14, self plus 50 pounds only. Trumpet (Su) All non-archons who fail their save are paralyzed by the piercingly beautiful music for 1d4 rounds. Cha-based.

17 ARROWHAWK, JUVENILE CR3 N Small Outsider (Air, Extraplanar) Init +5; Senses Darkvision 60ft.; Listen +7, Spot +7 Languages Auran AC 20, Touch 16, Flat-footed 15; Dodge (+1 Size, +5 Dex, +4 Natural) HP 16 (3HD) Immune acid, electricity, Resist cold 10, fire 10 Fort +1 Ref +8 Will +4 Speed fly 60ft. (perfect, 12sq.) Melee Bite +9 (1d6+1), or Ranged Electricity ray +9 (2d6 electricity, 50ft. max) Base Atk +3; Grapple +0 Abilities Str 12 Dex 21 Con 12 Int 10 Wis 13 Cha 13 SQ Outsider traits Feats Dodge, Weapon Finesse Skills Diplomacy +3 Escape Artist +11 Knowledge (the planes) +6 Listen +7 Move Silently +11 Search +6 Sense Motive +7 Spot +7 Survival +7 (+9 following tracks; +2 on the planes) Use Rope +5 (+7 binding) Electricity Ray (Su) An arrowhawk can release a ray of electricity from its tail once per round. ARROWHAWK, ADULT CR5 N Medium Outsider (Air, Extraplanar) Init +5; Senses Darkvision 60ft.; Listen +11, Spot +11 Languages Auran AC 21, Touch 15, Flat-footed 16; Dodge (+5 Dex, +6 Natural) HP 38 (7HD) Immune acid, electricity, Resist cold 10, fire 10 Fort +6 Ref +10 Will +6 Speed fly 60ft. (perfect, 12sq.) Melee Bite +12 (1d8+3), or Ranged Electricity ray +12 (2d8 electricity, max 50ft.) Base Atk +7; Grapple +9 Atk Options Fly-by Attack Abilities Str 14 Dex 21 Con 12 Int 10 Wis 13 Cha 13 SQ Outsider traits Feats Dodge, Fly-by Attack, Weapon Finesse Skills Diplomacy +3 Escape Artist +15 Knowledge (the planes) +11 Listen +11 Move Silently +15 Search +10 Sense Motive +11 Spot +11 Survival +11 (+13 following tracks; additional +2 on the planes) Use Rope +5 (+7 binding) Electricity Ray (Su) An arrowhawk can release a ray of electricity from its tail once per round.

18 ARROWHAWK, ELDER CR8 N Large Outsider (Air, Extraplanar) Init +5; Senses Darkvision 60ft.; Listen +21, Spot +21 Languages Auran AC 22, Touch 14, Flat-footed 17; Blind-fight, Dodge (-1 Size, +5 Dex, +8 Natural) HP 112 (15HD) Immune acid, electricity, Resist cold 10, fire 10 Fort +12 Ref +14 Will +10 Speed 60ft. (perfect, 12sq.) Melee Bite +19 (2d6+9), or Ranged Electricity ray +20 (2d8 electricity, max 50ft.) Space 10ft. Base Atk +15; Grapple +25 Atk Options Blind-fight, Combat Reflexes (6), Fly-by Attack Abilities Str 22 Dex 21 Con 16 Int 10 Wis 13 Cha 13 SQ Outsider traits Feats Alertness, Blind-fight, Combat Reflexes, Dodge, Fly-by Attack, Weapon Finesse, Weapon Focus (ray) Skills Diplomacy +3 Escape Artist +23 Knowledge (the planes) +18 Listen +21 Move Silently +23 Search +18 Sense Motive +19 Spot +21 Survival +19 (+21 following tracks; +2 on the planes) Use Rope +5 (+7 binding) Electricity Ray (Su) An arrowhawk can release a ray of electricity from its tail once per round. ASSASSIN VINE CR3 N Large Plant Init +0; Senses Blindsight 30ft., Low-light Vision; Listen +1, Spot +1 Aura Camouflage (Spot DC 20) AC 15, Touch 9, Flat-footed 15 (-1 Size, +6 Natural) HP 30 (4HD) Immune criticals, electricity, mind-affecting, paralysis,, polymorph, sleep, stunning Resist cold 10, fire 10 Fort +7 Ref +1 Will +2 Speed 5ft. (1sq.) Melee Slam +7 (1d6+7) Space 10ft; Reach 20ft Base Atk +3; Grapple +12 Atk Options Constrict 1d6+7, Improved Grab Special Actions Entangle (30ft.-radius emanation, Reflex DC 13 partial) Abilities Str 20 Dex 10 Con 16 Int Wis 13 Cha 9 SQ Plant traits Camouflage (Ex) Characters with Survival or Knowledge (nature) can use those skills instead of Spot to notice an assassin vine. Entangle (Su) CL4, centered on the assassin vine. Wisdom-based.

19 ATHACH CR8 CE Huge Aberration Init +1; Senses Darkvision 60ft.; Listen +6, Spot +6 Languages Giant AC 20, Touch 9, Flat-footed 19 (-2 Size, +1 Dex, +11 Natural) HP 133 (14HD) Fort +9 Ref +5 Will +10 Speed 35ft. (7sq.) Melee Morningstar +16/+11 (3d6+8), or Melee Morningstar +12/+7 (3d6+8) and 2 Morningstars +12 (3d6+4) and Bite +12 (2d8+4 plus ), or Ranged Rock +5 (2d6+8, 140ft.) and 2 Rocks +5 (2d6+4, 140ft.) Space 15ft.; Reach 15ft. Base Atk +10; Grapple +26 Atk Options Cleave, Poison (DC 22, 1d6 Str/2d6 Str), Power Attack Abilities Str 26 Dex 13 Con 21 Int 7 Wis 12 Cha 6 Feats Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite) Skills Climb +9 Jump +12 Listen +6 Spot +6 Possessions 3 huge morningstars, huge hide armor, 10 huge rocks (one-handed weapon) Poison (Ex) Injury, Fortitude DC 22, initial 1d6 Str, secondary 2d6 str. Con-based.

20 AVORAL CR9 NG Medium Outsider (Extraplanar, Good) Init +6; Senses Darkvision 60ft., Low-light Vision; Listen +13, Spot +21 Languages Celestial, Infernal, Draconic; Speak with Animals (CL 8) AC 24, Touch 16, Flat-footed 18 (+6 Dex, +8 Natural) HP 66 (7HD); DR 10/evil or silver Immune electricity, petrification Resist cold 10, sonic 10; SR 25 Fort +10 Ref +11 Will +8; +4 vs. Speed 40ft. (8sq.), fly 90ft. (good, 18sq.) Melee 2 Claws +13 (2d6+2), or Melee 2 Wings +13 (2d8+2) Base Atk +7; Grapple +9 Atk Options Fly-by Attack Special Actions Fear Aura 1/day (20ft. radius, Will DC 17), Lay on Hands (66/day), Trueseeing Spell-like Abilities (CL 8) At will aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC 15), hold person (DC 16), light, magic circle against evil (self only, DC 16), magic missile, see invisibility 3/day empowered magic missile, lightning bolt (DC 16) Abilities Str 15 Dex 23 Con 20 Int 15 Wis 16 Cha 16 SQ Outsider traits Feats Empower Spell-like Ability (magic missile), Fly-by Attack, Weapon Finesse Skills Bluff +13 Concentration +15 Diplomacy +7 Disguise +3 (+5 acting) Handle Animal +13 Hide +16 Intimidate +5 Knowledge (any one) +12 Listen +13 Move Silently +16 Ride +8 Sense Motive +13 Spellcraft +12 Spot +21 Fear Aura (Su) Effect identical with fear, CL 8. Cha-based. Lay on Hands (Su) An avoral can heal an amount of damage equal to its full normal hitpoints. Natural Attacks An avoral can only use wing attacks when it isn t flying, and claw attacks when flying. Speak with Animals (Su) Free action and doesn t require sound. Trueseeing (Su) As the spell, CL 14, except using it requires 1 full round and duration is concentration.

21 AZER CR2 LN Medium Outsider (Extraplanar, Fire) Init +1; Senses Darkvision 60ft.; Listen +6, Spot +6 Languages Ignan, Common AC 21, Touch 11, Flat-footed 20; Heavy shield (+1 Dex, +6 Armor, +4 Natural) HP 11 (2HD) Immune fire SR 13 Vulnerable cold Fort +4 Ref +4 Will +4 Speed 20ft. (4sq.) Melee Warhammer +3 (1d8+1/x3 plus 1 fire), or Melee Shortspear +3 (1d6+1 plus 1 fire), or Ranged Shortspear +3 (1d6+1 plus 1 fire, 20ft.) Base Atk +2; Grapple +3 Atk Options Heat 1, Power Attack Abilities Str 13 Dex 13 Con 13 Int 12 Wis 12 Cha 9 SQ Outsider traits Feats Power Attack Skills Appraise +6 Climb +0 Craft (any two) +6 Hide +0 Jump -6 Listen +6 Search +6 Spot +6 Survival +1 (+3 following tracks) Possessions warhammer, 3 shortspears, scale mail, heavy steel shield Heat (Ex) An azer s mere touch deals additional fire damage. They also deal this damage with metallic weapons they hold and when dealing grapple damage.

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