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SIMPLIFIED MONSTERS

The following monster entries contain the bare minimum information necessary to run a fight. Dungeon Masters are encouraged to use their imagination for further details.

Statistics (Hit Points, AC, Attacks, Saves, etc.) can be derived from the Monster Creation tables based on the monster's Challenge Rating (CR) and Role. Specific numbers can be adjusted by the DM as needed.
For details on special abilities, see Monster Skills.

ABOLETH
CR: 7
Role: Controller
Type: Huge Aberration
Stats: HP 85, AC 18, Attack 18, Damage 20, Saves 18/14
Ability DCs: Primary 17, Secondary 12
Skills:
  Dominate Person (Sp) DC 17 (3/day): You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands.
  Slime (Ex) DC 19 (On Hit): A blow from an aboleth's tentacle can cause a terrible transformation. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to turn into a slimy, translucent substance. The affected creature must be kept moist 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).
  Mucus Cloud (Ex) DC 19 (Constant): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose 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 failing another save extends the duration by another 3 hours.

ACHAIERAI
CR: 5
Role: Skirmisher
Type: Large Outsider
Stats: HP 30, AC 16, Attack 21, Damage 20, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Black Cloud (Ex) DC 15 (3/day): Up to three times per day an achaierai can release a choking, toxic black cloud. Those within 10 feet of the achaierai take 2d6 points of damage. They must also succeed on a DC 15 Fortitude save or be affected for 3 hours as though by an insanity spell. An achaierai is immune to the effects of its own black cloud.

ALLIP
CR: 3
Role: Controller
Type: Medium Undead
Stats: HP 30, AC 17, Attack 17, Damage 7, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Babble (Su) DC 16 (Constant): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion.
  Madness (Su) (Constant): Anyone targeting an allip with a thought-detection, mind-control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.
  Wisdom Drain (Su) (On Hit): An allip causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.

ANGEL
CR: 14
Role: Soldier
Type: Medium Outsider
Stats: HP 220, AC 25, Attack 24, Damage 65, Saves 23/19
Ability DCs: Primary 22, Secondary 16
Skills:
  Protective Aura (Su) (Constant): 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.
  Stun (Su) DC 22 (On Hit): If an angel strikes an opponent twice in one round with its mace, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds.
  Spell-Like Abilities (Sp) DC Varies (At will): At will—aid, continual flame, detect evil, discen lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility (self only), plane shift, polymorph (self only), remove curse, remove disease, remove fear; 7/day—cure light wounds, see invisibility; 1/day—blade barrier, heal. The save DCs are Charisma-based.

ANIMATED OBJECT
CR: 1/2
Role: Soldier
Type: Tiny Construct
Stats: HP 15, AC 17, Attack 16, Damage 4, Saves 15/11
Ability DCs: Primary 11, Secondary 8
Skills:
  Hardness (Ex) (Constant): An animated object has hardness based on the material it is made of (e.g., Wood 5, Stone 8, Metal 10).
  Construct Traits (Ex) (Constant): Animated objects are immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. They cannot heal damage on their own, but often can be repaired. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

ANKHEG
CR: 3
Role: Soldier
Type: Large Magical
Stats: HP 40, AC 19, Attack 18, Damage 13, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Spit Acid (Ex) DC 14 (1/6 hours): 30-ft. line, once every 6 hours; damage 4d4 acid, Reflex DC 14 half. One such attack depletes the ankheg's acid supply for 6 hours. It cannot spit acid or deal acid damage during a bite while its acid is depleted.
  Improved Grab (Ex) (On Hit): To use this ability, an ankheg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at its burrow speed, dragging the victim with it.

ARANEA
CR: 4
Role: Controller
Type: Medium Magical
Stats: HP 40, AC 17, Attack 17, Damage 10, Saves 17/13
Ability DCs: Primary 15, Secondary 10
Skills:
  Web (Ex) DC 13 (6/day): In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 13 Strength check.
  Poison (Ex) DC 13 (On Hit): Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str.
  Spells (Sp) (Constant): An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells.
  Change Shape (Su) (At will): An aranea's natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea always assumes the same appearance and traits in humanoid form. The second form is a Medium spider-humanoid hybrid. In humanoid form, the aranea cannot use its bite attack, webs, or poison.

ARCHON
CR: 4
Role: Soldier
Type: Small Outsider
Stats: HP 55, AC 19, Attack 18, Damage 16, Saves 17/13
Ability DCs: Primary 15, Secondary 10
Skills:
  Aura of Menace (Su) DC Varies (Constant): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
  Magic Circle against Evil (Su) (Constant): A magic circle against evil effect always surrounds an archon. (The defensive benefits from the circle are not included in an archon's statistics block.)
  Teleport (Su) (At will): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
  Change Shape (Su) (At will): A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike creature of the animal type.

ARROWHAWK
CR: 3
Role: Skirmisher
Type: Small Outsider
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Electricity Ray (Su) (1/round): An arrowhawk can fire this ray once per round, with a range of 50 feet. It requires a ranged touch attack. Damage 2d8 electricity.

ASSASSIN VINE
CR: 3
Role: Lurker
Type: Large Plant
Stats: HP 15, AC 15, Attack 21, Damage 20, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Constrict (Ex) (On Hit): An assassin vine deals 1d6+7 points of damage with a successful grapple check.
  Entangle (Su) DC 13 (At will): An assassin vine can animate plants within 30 feet of itself as a free action (Ref DC 13 partial). The effect lasts until the vine dies or decides to end it (also a free action). The ability is otherwise similar to entangle.
  Camouflage (Ex) (Constant): Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

ATHACH
CR: 8
Role: Brute
Type: Huge Aberration
Stats: HP 115, AC 18, Attack 20, Damage 40, Saves 18/14
Ability DCs: Primary 18, Secondary 12
Skills:
  Poison (Ex) DC 22 (On Hit): Injury, Fortitude DC 22, initial damage 1d6 Str, secondary damage 2d6 Str.

AVORAL
CR: 9
Role: Skirmisher
Type: Medium Outsider
Stats: HP 85, AC 17, Attack 22, Damage 40, Saves 19/15
Ability DCs: Primary 18, Secondary 13
Skills:
  Lay on Hands (Su) (1/day): As the paladin class feature, except that each day, an avoral can heal an amount of damage equal to its full normal hit points.
  True Seeing (Su) (Constant): This ability is identical with true seeing 14th), except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter the ability remains in effect as long as the avoral concentrates on it.
  Fear Aura (Su) DC 17 (1/day): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear from an 8th-level caster (save DC 17).

AZER
CR: 2
Role: Soldier
Type: Medium Outsider
Stats: HP 30, AC 18, Attack 17, Damage 10, Saves 16/12
Ability DCs: Primary 13, Secondary 9
Skills:
  Heat (Ex) (Constant): An azer's body is intensely hot, so its unarmed attacks deal extra fire damage (1 point). Its metallic weapons also conduct this heat.

BARGHEST
CR: 4
Role: Soldier
Type: Medium Outsider
Stats: HP 55, AC 19, Attack 18, Damage 16, Saves 17/13
Ability DCs: Primary 15, Secondary 10
Skills:
  Spell-Like Abilities (Sp) DC Varies (At will): At will—blink, levitate, misdirection (DC 14), rage (DC 15); 1/day—charm monster (DC 16), crushing despair (DC 16), dimension door. The save DCs are Charisma-based.
  Feed (Su) (At will): When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse.
  Change Shape (Su) (At will): A barghest can assume the shape of a goblin or a wolf as a standard action. In goblin form, a barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barghest loses its claw attacks but retains its bite attack.
  Pass Without Trace (Sp) (At will): A barghest in wolf form can use pass without trace (as the spell) as a free action.

BASILISK
CR: 5
Role: Soldier
Type: Medium Magical
Stats: HP 70, AC 20, Attack 19, Damage 20, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Petrifying Gaze (Su) DC 13 (Constant): Turn to stone permanently, range 30 feet; Fortitude DC 13 negates. The save DC is Charisma-based.

BEHIR
CR: 8
Role: Soldier
Type: Huge Magical
Stats: HP 115, AC 20, Attack 19, Damage 35, Saves 18/14
Ability DCs: Primary 18, Secondary 12
Skills:
  Breath Weapon (Su) DC 19 (1/10 rounds): 20-foot line, once every 10 rounds, damage 7d6 electricity, Reflex DC 19 half. The save DC is Constitution-based.
  Constrict (Ex) (On Hit): A behir deals 2d8+8 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well.
  Improved Grab (Ex) (On Hit): To use this ability, a behir must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
  Rake (Ex) (On Hit): Six claws, attack bonus +15 melee, damage 1d4+4.
  Swallow Whole (Ex) (On Hit): A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the behir's gizzard.

BELKER
CR: 6
Role: Skirmisher
Type: Large Elemental
Stats: HP 40, AC 15, Attack 20, Damage 25, Saves 17/13
Ability DCs: Primary 16, Secondary 11
Skills:
  Smoke Claws (Ex) DC 14 (On Hit): A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round.
  Smoke Form (Su) (At will): Most of the time a belker is more or less solid, but at will it can assume smoke form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 50 feet (perfect). The ability is otherwise similar to a gaseous form spell.

BLINK DOG
CR: 2
Role: Skirmisher
Type: Medium Magical
Stats: HP 10, AC 14, Attack 19, Damage 10, Saves 16/12
Ability DCs: Primary 13, Secondary 9
Skills:
  Blink (Su) (At will): A blink dog can use blink as the spell, and can evoke or end the effect as a free action.
  Dimension Door (Su) (At will): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.

BODAK
CR: 8
Role: Soldier
Type: Medium Undead
Stats: HP 115, AC 20, Attack 19, Damage 35, Saves 18/14
Ability DCs: Primary 18, Secondary 12
Skills:
  Death Gaze (Su) DC 15 (Constant): Death, range 30 feet, Fortitude DC 15 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later. The save DC is Charisma-based.
  Vulnerability to Sunlight (Ex) (Constant): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.

BRALANI
CR: 6
Role: Skirmisher
Type: Medium Outsider
Stats: HP 40, AC 15, Attack 20, Damage 25, Saves 17/13
Ability DCs: Primary 16, Secondary 11
Skills:
  Spell-Like Abilities (Sp) DC Varies (At will): At will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall; 2/day—lightning bolt (DC 15), cure serious wounds (DC 15). The save DCs are Charisma-based.
  Whirlwind Blast (Su) DC 16 (At will): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half). The save DC is Constitution-based.
  Alternate Form (Su) (At will): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities.
  Tongues (Su) (Constant): Bralanis can speak with any creature that has a language, as though using a tongues spell. This ability is always active.

BUGBEAR
CR: 2
Role: Skirmisher
Type: Medium Humanoid
Stats: HP 10, AC 14, Attack 19, Damage 10, Saves 16/12
Ability DCs: Primary 13, Secondary 9
Skills:
  Ambush (Ex) (Constant): Bugbears have a +4 racial bonus on Move Silently checks.

BULETTE
CR: 7
Role: Brute
Type: Huge Magical
Stats: HP 100, AC 18, Attack 20, Damage 35, Saves 18/14
Ability DCs: Primary 17, Secondary 12
Skills:
  Leap (Ex) (At will): A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, each with a +15 attack bonus, but it cannot bite.
  Tremorsense (Ex) (Constant): A bulette can automatically sense the location of anything within 60 feet that is in contact with the ground.

CENTAUR
CR: 3
Role: Soldier
Type: Large Monstrous
Stats: HP 40, AC 19, Attack 18, Damage 13, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Charge (Ex) (At will): A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.

CHAOS BEAST
CR: 7
Role: Controller
Type: Medium Outsider
Stats: HP 85, AC 18, Attack 18, Damage 20, Saves 18/14
Ability DCs: Primary 17, Secondary 12
Skills:
  Corporeal Instability (Su) DC 15 (On Hit): A blow from a chaos beast against a living creature can cause a terrible transformation. The creature must succeed on a DC 15 Fortitude save or become a spongy, amorphous mass. Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim's Wisdom score falls to 0, it becomes a chaos beast.
  Immunity to Transformation (Ex) (Constant): No mortal magic can permanently affect or fix a chaos beast's form. Effects such as polymorphing or petrification force the creature into a new shape, but at the start of its next turn it immediately returns to its mutable form as a free action.

CHIMERA
CR: 7
Role: Brute
Type: Large Magical
Stats: HP 100, AC 18, Attack 20, Damage 35, Saves 18/14
Ability DCs: Primary 17, Secondary 12
Skills:
  Breath Weapon (Su) DC 17 (1/1d4 rounds): A chimera's breath weapon depends on the color of its dragon head. Regardless of its type, a chimera's breath weapon is usable once every 1d4 rounds, deals 3d8 points of damage, and allows a DC 17 Reflex save for half damage.

CHOKER
CR: 2
Role: Lurker
Type: Small Aberration
Stats: HP 10, AC 14, Attack 20, Damage 16, Saves 16/12
Ability DCs: Primary 13, Secondary 9
Skills:
  Constrict (Ex) (On Hit): A choker deals 1d3+3 points of damage with a successful grapple check against a Large or smaller creature.
  Improved Grab (Ex) (On Hit): To use this ability, a choker must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
  Quickness (Su) (Constant): Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.

CHUUL
CR: 7
Role: Soldier
Type: Large Aberration
Stats: HP 100, AC 20, Attack 19, Damage 30, Saves 18/14
Ability DCs: Primary 17, Secondary 12
Skills:
  Constrict (Ex) (On Hit): On a successful grapple check, a chuul deals 3d6+5 points of damage.
  Improved Grab (Ex) (On Hit): To use this ability, a chuul must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
  Paralytic Tentacles (Ex) DC 19 (On Hit): A chuul can transfer grabbed victims from a claw to its tentacles as a move action. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds.
  Amphibious (Ex) (Constant): Although chuuls are aquatic, they can survive indefinitely on land.

CLOAKER
CR: 5
Role: Controller
Type: Large Aberration
Stats: HP 55, AC 18, Attack 18, Damage 13, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Moan (Ex) DC Varies (At will): A cloaker can emit a dangerous subsonic moan as a standard action. By changing the frequency, the cloaker can cause one of four effects: Unnerve, Fear, Nausea, or Stupor. All save DCs for moan effects are Charisma-based.
  Engulf (Ex) (At will): A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll.
  Shadow Shift (Su) (At will): A cloaker can manipulate shadows. This ability is effective only in shadowy areas and has three possible effects: Obscure Vision, Dancing Images, or Silent Image.

COCKATRICE
CR: 3
Role: Skirmisher
Type: Small Magical
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Petrification (Su) DC 12 (On Hit): Creatures hit by a cockatrice's bite attack must succeed on a DC 12 Fortitude save or instantly turn to stone.

COUATL
CR: 10
Role: Controller
Type: Large Outsider
Stats: HP 130, AC 20, Attack 20, Damage 35, Saves 20/16
Ability DCs: Primary 19, Secondary 13
Skills:
  Constrict (Ex) (On Hit): A couatl deals 2d8+6 points of damage with a successful grapple check.
  Improved Grab (Ex) (On Hit): To use this ability, a couatl must hit a creature of up to two size categories larger with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
  Poison (Ex) DC 16 (On Hit): Injury, Fortitude DC 16, initial damage 2d4 Str, secondary damage 4d4 Str.
  Spell-Like Abilities (Sp) DC Varies (At will): At will—detect chaos, detect evil, detect good, detect law, detect thoughts (DC 15), invisibility, plane shift (DC 20), polymorph (self only). The save DCs are Charisma-based.
  Spells (Sp) (Constant): A couatl casts spells as a 9th-level sorcerer. It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains.
  Ethereal Jaunt (Su) (At will): This ability works like the ethereal jaunt spell (caster level 16th).
  Telepathy (Su) (Constant): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score.

DARKMANTLE
CR: 1
Role: Lurker
Type: Small Magical Beast
Stats: HP 5, AC 13, Attack 19, Damage 13, Saves 15/11
Ability DCs: Primary 13, Secondary 10
Skills:
  Darkness (Su) (1/day): Once per day a darkmantle can cause darkness as the darkness spell.
  Improved Grab (Ex) (On Hit): To use this ability, a darkmantle must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
  Constrict (Ex) (On Hit): A darkmantle deals 1d4+4 points of damage with a successful grapple check.
  Blindsight (Ex) (Constant): A darkmantle can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet.

DELVER
CR: 9
Role: Brute
Type: Huge Aberration
Stats: HP 130, AC 19, Attack 21, Damage 45, Saves 19/15
Ability DCs: Primary 21, Secondary 16
Skills:
  Corrosive Slime (Ex) DC 21 (Constant): A delver produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver's mere touch deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a delver's slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. An opponent's armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 21 Reflex save. Weapons that strike a delver also dissolve immediately unless the wielder succeeds on a DC 21 Reflex save. A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 21 Reflex save.
  Stone Shape (Ex) (At will): A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as a stone shape spell.
  Tremorsense (Ex) (Constant): A delver can automatically sense the location of anything within 60 feet that is in contact with the ground.
  Immunity to Acid (Ex) (Constant): A delver is immune to acid.

DEMON (BABAU)
CR: 6
Role: Skirmisher
Type: Medium Outsider
Stats: HP 40, AC 15, Attack 20, Damage 25, Saves 17/13
Ability DCs: Primary 18, Secondary 14
Skills:
  Sneak Attack (Ex) (On Hit): A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.
  Protective Slime (Su) DC 18 (Constant): A slimy red jelly coats the babau's skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon's hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save.
  Summon Demon (Sp) (1/day): Once per day a babau can attempt to summon 1 babau with a 40% chance of success.
  Spell-Like Abilities (Sp) DC Varies (At will): At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only).

DERRO
CR: 3
Role: Skirmisher
Type: Small Monstrous Humanoid
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Ability DCs: Primary 15, Secondary 11
Skills:
  Madness (Ex) (Constant): Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell.
  Poison Use (Ex) (Constant): Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison.
  Sneak Attack (Ex) (On Hit): Any time a derro's opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage.
  Spell-Like Abilities (Sp) DC Varies (At will): At will—darkness, ghost sound; 1/day—daze (DC 13), sound burst (DC 15). The save DCs are Charisma-based.
  Vulnerability to Sunlight (Ex) (Constant): A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0.

DESTRACHAN
CR: 8
Role: Artillery
Type: Large Aberration
Stats: HP 70, AC 16, Attack 22, Damage 40, Saves 18/14
Ability DCs: Primary 18, Secondary 14
Skills:
  Destructive Harmonics (Su) DC 18 (At will): A destrachan can blast sonic energy in a cone up to 80 feet long. It can also use this attack to affect any creatures or objects within a 30-foot radius. It can tune the harmonics of this destructive power to affect different types of targets (Flesh, Nerves, Material). All save DCs are Charisma-based.
  Blindsight (Ex) (Constant): A destrachan can use hearing to ascertain all foes within 100 feet as a sighted creature would.
  Immunities (Ex) (Constant): Destrachans have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  Protection from Sonics (Ex) (Constant): Destrachans are less vulnerable to sonic attacks (+4 circumstance bonus on all saves) because they can protect their ears.

DEVIL (BARBED)
CR: 11
Role: Soldier
Type: Medium Outsider
Stats: HP 160, AC 23, Attack 22, Damage 50, Saves 21/17
Ability DCs: Primary 21, Secondary 16
Skills:
  Fear (Su) DC 20 (On Hit): A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear.
  Improved Grab (Ex) (On Hit): To use this ability, a barbed devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
  Impale (Ex) (On Hit): A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
  Barbed Defense (Su) (Constant): Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil's barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
  Summon Devil (Sp) (1/day): Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success.
  Spell-Like Abilities (Sp) DC Varies (At will): At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17), scorching ray (2 rays only). 1/day—order's wrath (DC 18), unholy blight (DC 18). The save DCs are Charisma-based.

DEVOURER
CR: 11
Role: Controller
Type: Large Undead
Stats: HP 145, AC 21, Attack 21, Damage 40, Saves 21/17
Ability DCs: Primary 21, Secondary 17
Skills:
  Energy Drain (Su) DC 21 (On Hit): Living creatures hit by a devourer's claw attack or spectral hand ability gain one negative level. The DC is 21 for the Fortitude save to remove a negative level.
  Trap Essence (Su) (At will): The devourer is named for its ability to consume an enemy's life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll but deals no damage. A slain creature's essence is trapped within the devourer's ribs.
  Spell-Like Abilities (Sp) DC Varies (1/round): At the start of any encounter, the trapped essence within a devourer is assumed to have 3d4+3 levels. Once per round, a devourer can use one of the following abilities: confusion (DC 17), control undead (DC 20), ghoul touch (DC 15), lesser planar ally, ray of enfeeblement (DC 14), spectral hand, suggestion (DC 16), true seeing. The save DCs are Charisma-based.
  Spell Deflection (Su) (Constant): The trapped essence provides a measure of magical protection. If any of the following spells are cast at the devourer and overcome its spell resistance, they affect the imprisoned essence instead: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnosis, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion.

DIGESTER
CR: 6
Role: Skirmisher
Type: Medium Magical Beast
Stats: HP 40, AC 15, Attack 20, Damage 25, Saves 17/13
Ability DCs: Primary 16, Secondary 11
Skills:
  Acid Spray (Ex) DC 16 (1/1d4 rounds): A digester can spray acid in a 20-foot cone, dealing 4d8 points of damage to everything in the area (Reflex DC 16 half). The creature can also produce a concentrated stream of acid that deals 8d8 points of damage to a single target within 5 feet (Reflex DC 16 half).
  Immunity to Acid (Ex) (Constant): A digester is immune to acid.

DINOSAUR (DEINONYCHUS)
CR: 3
Role: Skirmisher
Type: Large Animal
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Pounce (Ex) (On Charge): If a deinonychus charges, it can make a full attack.
  Scent (Ex) (Constant): A deinonychus can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

DIRE ANIMAL (DIRE WOLF)
CR: 3
Role: Skirmisher
Type: Large Animal
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Trip (Ex) (On Hit): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
  Scent (Ex) (Constant): A dire wolf can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

DOPPELGANGER
CR: 3
Role: Lurker
Type: Medium Monstrous Humanoid
Stats: HP 15, AC 15, Attack 21, Damage 20, Saves 17/13
Ability DCs: Primary 15, Secondary 11
Skills:
  Detect Thoughts (Su) DC 13 (Constant): A doppelganger can continuously use detect thoughts as the spell (Will DC 13 negates). It can suppress or resume this ability as a free action.
  Change Shape (Su) (At will): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its alternate form until it chooses to assume a new one or return to its natural form.
  Immunity to Sleep and Charm (Ex) (Constant): Doppelgangers are immune to sleep and charm effects.

DRAGON TURTLE
CR: 9
Role: Soldier
Type: Huge Dragon
Stats: HP 130, AC 21, Attack 20, Damage 40, Saves 19/15
Ability DCs: Primary 21, Secondary 16
Skills:
  Breath Weapon (Su) DC 21 (1/1d4 rounds): Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, damage 12d6 fire, Reflex DC 21 half; effective both on the surface and underwater.
  Capsize (Ex) (Special): A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.
  Snatch (Ex) (On Hit): A dragon turtle that hits a creature at least three sizes smaller with a bite or claw attack can attempt to start a grapple as a free action without provoking an attack of opportunity.

DRAGONNE
CR: 7
Role: Soldier
Type: Large Magical Beast
Stats: HP 100, AC 20, Attack 19, Damage 30, Saves 18/14
Ability DCs: Primary 17, Secondary 12
Skills:
  Pounce (Ex) (On Charge): If a dragonne charges, it can make a full attack in the same round.
  Roar (Su) DC 15 (1/1d4 rounds): A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted.

DRIDER
CR: 7
Role: Soldier
Type: Large Aberration
Stats: HP 100, AC 20, Attack 19, Damage 30, Saves 18/14
Ability DCs: Primary 17, Secondary 12
Skills:
  Poison (Ex) DC 16 (On Hit): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str.
  Spell-Like Abilities (Sp) DC Varies (1/day): 1/day—dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16). The save DCs are Charisma-based.
  Spells (Sp) (Constant): Driders cast spells as 6th-level clerics, wizards, or sorcerers.

DRYAD
CR: 3
Role: Soldier
Type: Medium Fey
Stats: HP 40, AC 19, Attack 18, Damage 13, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Spell-Like Abilities (Sp) DC Varies (At will): At will—entangle (DC 13), speak with plants, tree shape; 3/day—charm person (DC 13), deep slumber (DC 15), tree stride; 1/day—suggestion (DC 15). The save DCs are Wisdom-based.
  Tree Dependent (Su) (Constant): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours.

DWARF
CR: 1/2
Role: Soldier
Type: Medium Humanoid
Stats: HP 15, AC 17, Attack 16, Damage 4, Saves 15/11
Ability DCs: Primary 11, Secondary 8
Skills:
  Dwarf Traits (Ex) (Constant): Darkvision 60 ft; Stonecunning (+2 Search on stone); Stability (+4 vs bull rush/trip); +2 saves vs poison/spells; +1 attack vs orcs/goblinoids; +4 dodge AC vs giants.

EAGLE, GIANT
CR: 3
Role: Skirmisher
Type: Large Magical Beast
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Ability DCs: Primary 13, Secondary 9
Skills:
  Evasion (Ex) (Constant): With a successful Reflex save against an attack that allows a Reflex save for half damage, a giant eagle takes no damage.
  Skills: Giant eagles have a +4 racial bonus on Spot checks.

ELEMENTAL (AIR)
CR: 5
Role: Skirmisher
Type: Large Elemental
Stats: HP 30, AC 16, Attack 21, Damage 20, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Air Mastery (Ex) (Constant): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
  Whirlwind (Su) DC 16 (1/10 minutes): The elemental can transform itself into a whirlwind for up to 4 rounds. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall. Reflex DC 16 negates damage. The save DC is Strength based.

ELEMENTAL (EARTH)
CR: 5
Role: Brute
Type: Large Elemental
Stats: HP 70, AC 18, Attack 20, Damage 25, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Earth Mastery (Ex) (Constant): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls.
  Push (Ex) (At will): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity.
  Earth Glide (Ex) (Constant): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water.

ELEMENTAL (FIRE)
CR: 5
Role: Skirmisher
Type: Large Elemental
Stats: HP 30, AC 16, Attack 21, Damage 20, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Burn (Ex) DC 17 (On Hit): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a DC 17 Reflex save or catch on fire. The flame burns for 1d4 rounds.

ELEMENTAL (WATER)
CR: 5
Role: Brute
Type: Large Elemental
Stats: HP 70, AC 18, Attack 20, Damage 25, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Water Mastery (Ex) (Constant): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls.
  Drench (Ex) (At will): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller.
  Vortex (Su) DC 19 (1/10 minutes): The elemental can transform itself into a whirlpool for up to 4 rounds. Reflex DC 19 negates damage. The save DC is Strength-based.

ELF
CR: 1/2
Role: Soldier
Type: Medium Humanoid
Stats: HP 15, AC 17, Attack 16, Damage 4, Saves 15/11
Ability DCs: Primary 11, Secondary 8
Skills:
  Elf Traits (Ex) (Constant): Immune to sleep; +2 saves vs enchantment; Low-light vision; +2 Listen, Search, Spot.

ELF, DROW
CR: 1
Role: Skirmisher
Type: Medium Humanoid
Stats: HP 5, AC 13, Attack 18, Damage 7, Saves 15/11
Ability DCs: Primary 11, Secondary 7
Skills:
  Poison (Ex) DC 13 (On Hit): Injury, Fortitude DC 13, initial and secondary damage unconsciousness.
  Spell-Like Abilities (Sp) (1/day): 1/day—dancing lights, darkness, faerie fire.
  Drow Traits (Ex) (Constant): Immune to sleep; +2 saves vs enchantment; Darkvision 120 ft.
  Spell Resistance (Ex) (Constant): SR 12.
  Light Blindness (Ex) (Constant): Abrupt exposure to bright light blinds drow for 1 round; subsequent rounds they are dazzled.

ETHEREAL FILCHER
CR: 3
Role: Lurker
Type: Medium Aberration
Stats: HP 15, AC 15, Attack 21, Damage 20, Saves 17/13
Ability DCs: Primary 13, Secondary 9
Skills:
  Detect Magic (Su) (At will): Ethereal filchers can detect magic as the spell (caster level 5th) at will.
  Ethereal Jaunt (Su) (At will): An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane.

ETHEREAL MARAUDER
CR: 3
Role: Skirmisher
Type: Medium Magical Beast
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Ability DCs: Primary 13, Secondary 9
Skills:
  Ethereal Jaunt (Su) (At will): An ethereal marauder can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action.

ETTERCAP
CR: 3
Role: Controller
Type: Medium Aberration
Stats: HP 30, AC 17, Attack 17, Damage 7, Saves 17/13
Ability DCs: Primary 13, Secondary 9
Skills:
  Poison (Ex) DC 15 (On Hit): Injury, Fortitude DC 15, initial damage 1d6 Dex, secondary damage 2d6 Dex.
  Web (Ex) DC 13 (8/day): An ettercap can throw a web. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check.

ETTIN
CR: 6
Role: Brute
Type: Large Giant
Stats: HP 85, AC 17, Attack 19, Damage 30, Saves 17/13
Ability DCs: Primary 16, Secondary 12
Skills:
  Superior Two-Weapon Fighting (Ex) (Constant): An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.

FORMIAN (WARRIOR)
CR: 3
Role: Soldier
Type: Medium Outsider
Stats: HP 40, AC 19, Attack 18, Damage 13, Saves 17/13
Ability DCs: Primary 13, Secondary 9
Skills:
  Hive Mind (Ex) (Constant): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.
  Poison (Ex) DC 14 (On Hit): Injury, Fortitude DC 14, initial and secondary damage 1d6 Str.

FROST WORM
CR: 12
Role: Brute
Type: Huge Magical Beast
Stats: HP 180, AC 21, Attack 23, Damage 60, Saves 21/17
Ability DCs: Primary 22, Secondary 18
Skills:
  Trill (Su) DC 17 (At will): A frost worm can emit a noise that forces its prey to stand motionless. Creatures within a 100-foot radius must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter.
  Cold (Ex) (On Hit): A frost worm's body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.
  Breath Weapon (Su) DC 22 (1/hour): 30-foot cone, damage 15d6 cold, Reflex DC 22 half.
  Death Throes (Ex) DC 22 (On Death): When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22).

FUNGUS, VIOLET
CR: 3
Role: Brute
Type: Medium Plant
Stats: HP 40, AC 17, Attack 19, Damage 16, Saves 17/13
Ability DCs: Primary 13, Secondary 9
Skills:
  Poison (Ex) DC 14 (On Hit): Injury, Fortitude DC 14, initial and secondary damage 1d4 Str and 1d4 Con.

GARGOYLE
CR: 4
Role: Skirmisher
Type: Medium Monstrous Humanoid (Earth)
Stats: HP 20, AC 15, Attack 20, Damage 16, Saves 17/13
Ability DCs: Primary 15, Secondary 11
Skills:
  Freeze (Ex) (Constant): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.
  Damage Reduction (Ex) (Constant): 10/magic.

GENIE (DJINN)
CR: 5
Role: Controller
Type: Large Outsider (Air, Extraplanar)
Stats: HP 55, AC 18, Attack 18, Damage 13, Saves 18/14
Ability DCs: Primary 16, Secondary 12
Skills:
  Air Mastery (Ex) (Constant): Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.
  Whirlwind (Su) DC 20 (At will): A djinni can transform itself into a whirlwind and back again. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall. Reflex DC 20 negates damage.
  Spell-Like Abilities (Sp) (At will): invisibility (self only); 1/day—create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Caster level 20th. The save DCs are Charisma-based.

GENIE (EFREETI)
CR: 8
Role: Artillery
Type: Large Outsider (Extraplanar, Fire)
Stats: HP 70, AC 16, Attack 22, Damage 40, Saves 18/14
Ability DCs: Primary 18, Secondary 14
Skills:
  Heat (Ex) (On Hit): An efreeti’s body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.
  Spell-Like Abilities (Sp) (At will): detect magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only); 3/day—invisibility, wall of fire (DC 16); 1/day—grant another’s wish (to non-genies only), gaseous form, permanent image (DC 18), polymorph (self only). Caster level 12th. The save DCs are Charisma-based.
  Change Shape (Su) (At will): An efreeti can assume the form of any Small, Medium, or Large humanoid or giant.

GENIE (JANNI)
CR: 4
Role: Skirmisher
Type: Medium Outsider (Native)
Stats: HP 20, AC 15, Attack 20, Damage 16, Saves 17/13
Ability DCs: Primary 15, Secondary 11
Skills:
  Spell-Like Abilities (Sp) (3/day): invisibility (self only), speak with animals; 1/day—create food and water (caster level 7th), ethereal jaunt (for 1 hour). Caster level 12th. The save DCs are Charisma-based.
  Change Shape (Su) (At will): A janni can assume the form of any Small, Medium, or Large humanoid or giant.
  Elemental Endurance (Ex) (Constant): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane after that time deals 1 point of damage per additional hour to a janni, until it dies or returns to the Material Plane.

GHAELE
CR: 13
Role: Controller
Type: Medium Outsider (Chaotic, Extraplanar, Good)
Stats: HP 180, AC 22, Attack 22, Damage 50, Saves 22/18
Ability DCs: Primary 22, Secondary 18
Skills:
  Spell-Like Abilities (Sp) (At will): aid, charm monster (DC 18), color spray (DC 15), comprehend languages, continual flame, cure light wounds (DC 15), dancing lights, detect evil, detect thoughts (DC 16), disguise self, dispel magic, hold monster (DC 19), greater invisibility (self only), major image (DC 17), see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning (DC 20), prismatic spray (DC 21), wall of force. Caster level 12th. The save DCs are Charisma-based.
  Gaze (Su) DC 18 (At will): In humanoid form—slay evil creatures of 5 or fewer HD, range 60 feet, Will DC 18 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 18 Will save or be affected as though by a fear spell for 2d10 rounds. The save DCs are Charisma-based.
  Light Ray (Ex) (At will): A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.
  Protective Aura (Su) (Constant): 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 ghaele.

GHOUL
CR: 1
Role: Skirmisher
Type: Medium Undead
Stats: HP 5, AC 13, Attack 18, Damage 7, Saves 15/11
Ability DCs: Primary 13, Secondary 9
Skills:
  Ghoul Fever (Su) DC 12 (On Hit): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
  Paralysis (Ex) DC 12 (On Hit): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.

GHAST
CR: 3
Role: Skirmisher
Type: Medium Undead
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Ghoul Fever (Su) DC 15 (On Hit): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
  Paralysis (Ex) DC 15 (On Hit): Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.
  Stench (Ex) DC 15 (Constant): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes.

LACEDON
CR: 1
Role: Skirmisher
Type: Medium Undead (Aquatic)
Stats: HP 5, AC 13, Attack 18, Damage 7, Saves 15/11
Ability DCs: Primary 13, Secondary 9
Skills:
  Ghoul Fever (Su) DC 12 (On Hit): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
  Paralysis (Ex) DC 12 (On Hit): Those hit by a lacedon’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.

GIANT (CLOUD)
CR: 11
Role: Artillery
Type: Huge Giant (Air)
Stats: HP 115, AC 19, Attack 25, Damage 55, Saves 21/17
Ability DCs: Primary 21, Secondary 17
Skills:
  Rock Throwing (Ex) (Constant): Range increment 140 ft.
  Rock Catching (Ex) (Constant): Can catch rocks.
  Oversized Weapon (Ex) (Constant): Wields Gargantuan morningstar.
  Spell-Like Abilities (Sp) (At will): levitate (self plus 2,000 pounds), obscuring mist; 1/day—fog cloud. Caster level 15th.
  Scent (Ex) (Constant): Can detect opponents by scent.

GIANT (FIRE)
CR: 10
Role: Soldier
Type: Large Giant (Fire)
Stats: HP 145, AC 22, Attack 21, Damage 45, Saves 20/16
Ability DCs: Primary 20, Secondary 16
Skills:
  Rock Throwing (Ex) (Constant): Range increment 120 ft.
  Rock Catching (Ex) (Constant): Can catch rocks.
  Immunity to Fire (Ex) (Constant): Immune to fire damage.
  Vulnerability to Cold (Ex) (Constant): Takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

GIANT (FROST)
CR: 9
Role: Brute
Type: Large Giant (Cold)
Stats: HP 130, AC 19, Attack 21, Damage 45, Saves 19/15
Ability DCs: Primary 19, Secondary 15
Skills:
  Rock Throwing (Ex) (Constant): Range increment 120 ft.
  Rock Catching (Ex) (Constant): Can catch rocks.
  Immunity to Cold (Ex) (Constant): Immune to cold damage.
  Vulnerability to Fire (Ex) (Constant): Takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

GIANT (HILL)
CR: 7
Role: Brute
Type: Large Giant
Stats: HP 100, AC 18, Attack 20, Damage 35, Saves 18/14
Ability DCs: Primary 17, Secondary 13
Skills:
  Rock Throwing (Ex) (Constant): Range increment 120 ft.
  Rock Catching (Ex) (Constant): Can catch rocks.

GIANT (STONE)
CR: 8
Role: Artillery
Type: Large Giant (Earth)
Stats: HP 70, AC 16, Attack 22, Damage 40, Saves 18/14
Ability DCs: Primary 18, Secondary 14
Skills:
  Rock Throwing (Ex) (Constant): Range increment 180 ft.
  Rock Catching (Ex) (Constant): Can catch rocks.

GIANT (STORM)
CR: 13
Role: Controller
Type: Huge Giant
Stats: HP 180, AC 22, Attack 22, Damage 50, Saves 22/18
Ability DCs: Primary 22, Secondary 18
Skills:
  Rock Throwing (Ex) (Constant): Range increment 140 ft.
  Rock Catching (Ex) (Constant): Can catch rocks.
  Freedom of Movement (Su) (Constant): Continuous freedom of movement.
  Water Breathing (Ex) (Constant): Can breathe underwater.
  Spell-Like Abilities (Sp) (At will): freedom of movement (see above); 2/day—control weather, levitate; 1/day—call lightning (DC 15), chain lightning (DC 18). Caster level 15th (20th for control weather). The save DCs are Charisma-based.
  Immunity to Electricity (Ex) (Constant): Immune to electricity damage.

GIBBERING MOUTHER
CR: 5
Role: Controller
Type: Medium Aberration
Stats: HP 55, AC 18, Attack 18, Damage 13, Saves 18/14
Ability DCs: Primary 16, Secondary 12
Skills:
  Gibbering (Su) DC 13 (Constant): As a free action, a gibbering mouther can emit a bewildering cacophony of insane babbling sounds. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a confusion spell for 1d2 rounds. The save DC is Charisma-based.
  Spittle (Ex) DC 18 (At will): As a free action every round, a gibbering mouther can fire a stream of spittle at one opponent within 30 feet. Ranged touch attack; if it hits, it deals 1d4 acid damage, and the target must succeed on a DC 18 Fortitude save or be blinded for 1d4 rounds. The save DC is Constitution-based.
  Engulf (Ex) DC 19 (On Hit): A gibbering mouther can try to engulf a Medium or smaller opponent grabbed by three or more mouths. Reflex DC 19 negates.
  Blood Drain (Ex) (On Grapple): 1d4 Con damage per round.
  Ground Manipulation (Su) DC 13 (At will): Can cause stone and earth in all adjacent squares to become a morass of soft dough. Reflex DC 13 or become stuck.
  Amorphous (Ex) (Constant): Not subject to critical hits or flanking.

GIRALLON
CR: 6
Role: Brute
Type: Large Magical Beast
Stats: HP 85, AC 17, Attack 19, Damage 30, Saves 17/13
Ability DCs: Primary 16, Secondary 12
Skills:
  Rend (Ex) (On Hit): If a girallon hits with two or more claw attacks, it latches onto the opponent’s body and tears the flesh. This attack deals an extra 2d4+9 points of damage.

GNOLL
CR: 1
Role: Soldier
Type: Medium Humanoid (Gnoll)
Stats: HP 20, AC 17, Attack 16, Damage 7, Saves 15/11
Ability DCs: Primary 13, Secondary 9
Skills:

GNOME (WARRIOR)
CR: 1/2
Role: Soldier
Type: Small Humanoid (Gnome)
Stats: HP 15, AC 17, Attack 16, Damage 4, Saves 15/11
Ability DCs: Primary 12, Secondary 8
Skills:
  Spell-Like Abilities (Sp) (1/day): speak with animals (burrowing mammal only, duration 1 minute). Caster level 1st; save DC 10 (Charisma-based).
  Gnome Traits (Ex) (Constant): Low-light vision, +2 save vs illusions, +1 DC for illusions, +1 attack vs kobolds/goblinoids, +4 dodge vs giants.

GNOME (SVIRFNEBLIN)
CR: 1
Role: Skirmisher
Type: Small Humanoid (Gnome, Extraplanar)
Stats: HP 5, AC 13, Attack 18, Damage 7, Saves 15/11
Ability DCs: Primary 13, Secondary 9
Skills:
  Spell-Like Abilities (Sp) (1/day): blindness/deafness (DC 13), blur, disguise self. Caster level equals HD. The save DCs are Charisma-based.
  Nondetection (Su) (Constant): Continuous nondetection (CL 10th).
  Svirfneblin Traits (Ex) (Constant): Darkvision 120 ft., low-light vision, +2 save vs illusions, +1 DC for illusions, +1 attack vs kobolds/goblinoids, +4 dodge vs all creatures, SR 11 + class levels.

GNOME (FOREST)
CR: 1/2
Role: Skirmisher
Type: Small Humanoid (Gnome)
Stats: HP 2, AC 13, Attack 18, Damage 4, Saves 15/11
Ability DCs: Primary 12, Secondary 8
Skills:
  Spell-Like Abilities (Sp) (At will): pass without trace, speak with animals. Caster level 1st.
  Forest Gnome Traits (Ex) (Constant): Low-light vision, +2 save vs illusions, +1 DC for illusions, +1 attack vs kobolds/goblinoids/orcs/reptilians, +4 dodge vs giants.

GOBLIN
CR: 1/3
Role: Skirmisher
Type: Small Humanoid (Goblinoid)
Stats: HP 2, AC 13, Attack 18, Damage 4, Saves 15/11
Ability DCs: Primary 11, Secondary 7
Skills:
  Goblin Traits (Ex) (Constant): Darkvision 60 ft., +4 Move Silently, +4 Ride.

GOLEM (CLAY)
CR: 10
Role: Soldier
Type: Large Construct
Stats: HP 145, AC 22, Attack 21, Damage 45, Saves 20/16
Ability DCs: Primary 20, Secondary 16
Skills:
  Berserk (Ex) (On Combat): Cumulative 1% chance per round to go berserk. DC 19 Charisma check to regain control.
  Cursed Wound (Ex) (On Hit): Damage doesn't heal naturally. Magical healing requires DC 26 caster level check.
  Immunity to Magic (Ex) (Constant): Immune to spells allowing SR. Move earth drives back 120 ft and deals 3d12 damage. Disintegrate slows for 1d6 rounds and deals 1d12 damage. Earthquake cast directly stops it for 1 turn and deals 5d10 damage. Acid attacks heal 1d6/3 damage.
  Haste (Su) (3/day): Can haste itself as a free action for 3 rounds.
  Damage Reduction (Ex) (Constant): 10/adamantine and bludgeoning.

GOLEM (FLESH)
CR: 7
Role: Soldier
Type: Large Construct
Stats: HP 100, AC 20, Attack 19, Damage 30, Saves 18/14
Ability DCs: Primary 17, Secondary 13
Skills:
  Berserk (Ex) (On Combat): Cumulative 1% chance per round to go berserk. DC 19 Charisma check to regain control.
  Immunity to Magic (Ex) (Constant): Immune to spells allowing SR. Cold or fire slows for 2d6 rounds. Electricity heals 1d6/3 damage and breaks slow.
  Damage Reduction (Ex) (Constant): 5/adamantine.

GOLEM (IRON)
CR: 13
Role: Soldier
Type: Large Construct
Stats: HP 200, AC 24, Attack 23, Damage 60, Saves 22/18
Ability DCs: Primary 22, Secondary 18
Skills:
  Breath Weapon (Su) DC 19 (Free action 1/1d4+1 rounds): 10-foot cube cloud of poisonous gas lasting 1 round. Free action every 1d4+1 rounds. Initial damage 1d4 Con, secondary damage 3d4 Con. Fortitude DC 19 negates. The save DC is Constitution-based.
  Immunity to Magic (Ex) (Constant): Immune to spells allowing SR. Electricity slows for 3 rounds. Fire heals 1d6/3 damage and breaks slow. Rust attacks affect it normally.
  Damage Reduction (Ex) (Constant): 15/adamantine.

GOLEM (STONE)
CR: 11
Role: Soldier
Type: Large Construct
Stats: HP 160, AC 23, Attack 22, Damage 50, Saves 21/17
Ability DCs: Primary 21, Secondary 17
Skills:
  Slow (Su) DC 17 (Free action 1/2 rounds): Can use a slow effect as a free action once every 2 rounds. Range 10 feet, duration 7 rounds, Will DC 17 negates. The save DC is Constitution-based.
  Immunity to Magic (Ex) (Constant): Immune to spells allowing SR. Transmute rock to mud slows for 2d6 rounds. Transmute mud to rock heals all lost hit points. Stone to flesh does not change structure but makes it vulnerable to normal attacks for 1 round.
  Damage Reduction (Ex) (Constant): 10/adamantine.

GORGON
CR: 8
Role: Brute
Type: Large Magical Beast
Stats: HP 115, AC 18, Attack 20, Damage 40, Saves 18/14
Ability DCs: Primary 18, Secondary 14
Skills:
  Breath Weapon (Su) DC 19 (Standard action 1/1d4 rounds): 60-foot cone, turn to stone permanently, Fortitude DC 19 negates. The save DC is Constitution-based.
  Trample (Ex) DC 19 (Full round): Damage 1d8+12, Reflex DC 19 half. The save DC is Strength-based.

GRAY RENDER
CR: 8
Role: Brute
Type: Large Magical Beast
Stats: HP 115, AC 18, Attack 20, Damage 40, Saves 18/14
Ability DCs: Primary 18, Secondary 14
Skills:
  Rend (Ex) (On Hit): If a gray render hits with its bite and both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack deals an extra 2d6+9 points of damage.
  Improved Grab (Ex) (On Hit): To use this ability, a gray render must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

GRICK
CR: 3
Role: Brute
Type: Medium Aberration
Stats: HP 40, AC 17, Attack 19, Damage 16, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Damage Reduction (Ex) (Constant): 10/magic.

GRIFFON
CR: 4
Role: Brute
Type: Large Magical Beast
Stats: HP 55, AC 17, Attack 19, Damage 20, Saves 17/13
Ability DCs: Primary 15, Secondary 11
Skills:
  Pounce (Ex) (On Charge): If a griffon charges a foe, it can make a full attack, including two rake attacks.
  Rake (Ex) (On Grapple): Attack bonus +8 melee, damage 1d6+2.

GRIMLOCK
CR: 1
Role: Skirmisher
Type: Medium Monstrous Humanoid
Stats: HP 5, AC 13, Attack 18, Damage 7, Saves 15/11
Ability DCs: Primary 13, Secondary 9
Skills:
  Blindsight (Ex) (Constant): Grimlocks can ascertain all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or cloudkill). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded.
  Immunities (Ex) (Constant): Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

HAG (ANNIS)
CR: 6
Role: Brute
Type: Large Monstrous Humanoid
Stats: HP 85, AC 17, Attack 19, Damage 30, Saves 17/13
Ability DCs: Primary 16, Secondary 11
Skills:
  Improved Grab (Ex) (On Hit): To use this ability, a hag must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
  Rake (Ex) (On Hit): Attack bonus +13 melee, damage 1d6+7. A hag can attack a grappled foe with both claws at no penalty.
  Rend (Ex) (On Hit): A hag that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.

HAG (GREEN)
CR: 5
Role: Controller
Type: Medium Monstrous Humanoid
Stats: HP 55, AC 18, Attack 18, Damage 13, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Weakness (Su) DC 15 (On Hit): A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 15 Fortitude save or take 2d4 points of Strength damage.
  Mimicry (Ex) (At will): A green hag can imitate the sounds of almost any animal found near its lair.

HAG (SEA)
CR: 4
Role: Controller
Type: Medium Monstrous Humanoid
Stats: HP 40, AC 17, Attack 17, Damage 10, Saves 17/13
Ability DCs: Primary 15, Secondary 10
Skills:
  Horrific Appearance (Su) DC 15 (Constant): The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 15 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage.
  Evil Eye (Su) DC 15 (3/day): Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 15 Will save or be dazed for three days. In addition, an affected creature must succeed on a DC 15 Fortitude save or die from fright.

HALFLING
CR: 1/2
Role: Skirmisher
Type: Small Humanoid
Stats: HP 2, AC 13, Attack 18, Damage 4, Saves 15/11
Ability DCs: Primary 11, Secondary 8
Skills:
  Halfling Traits (Ex) (Constant): +2 Dexterity, -2 Strength, Small size, +1 AC, +1 attack, +4 Hide, +2 Climb/Jump/Move Silently, +1 all saves, +2 vs fear, +1 attack with thrown/slings.

HARPY
CR: 4
Role: Controller
Type: Medium Monstrous Humanoid
Stats: HP 40, AC 17, Attack 17, Damage 10, Saves 17/13
Ability DCs: Primary 15, Secondary 10
Skills:
  Captivating Song (Su) DC 15 (At will): When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 15 Will save or become captivated. Captivated creatures walk toward the harpy and take no actions other than to defend themselves.

HELL HOUND
CR: 3
Role: Skirmisher
Type: Medium Outsider
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Breath Weapon (Su) DC 14 (1/2d4 rounds): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 14 half.
  Fiery Bite (Su) (On Hit): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent.

HIPPOGRIFF
CR: 2
Role: Skirmisher
Type: Large Magical Beast
Stats: HP 10, AC 14, Attack 19, Damage 10, Saves 16/12
Ability DCs: Primary 13, Secondary 9
Skills:
  Flight (Ex) (Constant): Fly speed 100 ft. (average).

HOBGOBLIN
CR: 1/2
Role: Soldier
Type: Medium Humanoid
Stats: HP 15, AC 17, Attack 16, Damage 4, Saves 15/11
Ability DCs: Primary 11, Secondary 8
Skills:
  Hobgoblin Traits (Ex) (Constant): +2 Dex, +2 Con, Darkvision 60 ft., +4 Move Silently.

HOMUNCULUS
CR: 1
Role: Lurker
Type: Tiny Construct
Stats: HP 5, AC 13, Attack 19, Damage 13, Saves 15/11
Ability DCs: Primary 12, Secondary 9
Skills:
  Poison (Ex) DC 12 (On Hit): Injury, Fortitude DC 12, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes.

HOWLER
CR: 3
Role: Skirmisher
Type: Large Outsider
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Quills (Ex) DC 14 (On Hit): While biting, the creature thrashes about, striking with 1d4 quills. An opponent hit by a quill attack must succeed on a DC 14 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a -1 penalty on attacks, saves, and checks per quill.
  Howl (Ex) DC 14 (Constant): All beings other than outsiders that hear the creature's howling for an hour or longer are subject to its effect. Anyone within hearing range for a full hour must succeed on a DC 14 Will save or take 1 point of Wisdom damage.

HYDRA (FIVE-HEADED)
CR: 4
Role: Brute
Type: Huge Magical Beast
Stats: HP 55, AC 17, Attack 19, Damage 20, Saves 17/13
Ability DCs: Primary 15, Secondary 10
Skills:
  Multiple Heads (Ex) (Constant): A hydra can attack with all its heads at no penalty, even if it moves or charges.
  Fast Healing (Ex) (Constant): Each round, a hydra heals damage equal to 10 + the number of its original heads.
  Regrowth (Ex) (special): Severed heads grow back in 1d4 rounds unless cauterized by fire or acid.

INEVITABLE (ZELEKHUT)
CR: 9
Role: Soldier
Type: Large Construct
Stats: HP 130, AC 21, Attack 20, Damage 40, Saves 19/15
Ability DCs: Primary 18, Secondary 13
Skills:
  Spell-Like Abilities (Sp) DC 16 (At will): At will—clairaudience/clairvoyance, dimensional anchor, dispel magic, fear, hold person, locate creature, true seeing; 3/day—hold monster, mark of justice; 1/week—lesser geas.

INEVITABLE (KOLYARUT)
CR: 12
Role: Soldier
Type: Medium Construct
Stats: HP 180, AC 23, Attack 22, Damage 55, Saves 21/17
Ability DCs: Primary 21, Secondary 15
Skills:
  Enervation Ray (Su) (At will): A kolyarut can fire a black enervation ray at targets within 200 feet (as enervation).
  Vampiric Touch (Su) (At will): As a melee touch attack (as vampiric touch).

INEVITABLE (MARUT)
CR: 15
Role: Soldier
Type: Large Construct
Stats: HP 240, AC 26, Attack 25, Damage 70, Saves 24/20
Ability DCs: Primary 23, Secondary 16
Skills:
  Fists of Thunder and Lightning (Su) DC 31 (On Hit): Left fist deals extra 3d6 sonic and deafens (Fort DC 31). Right fist deals extra 3d6 electricity and blinds (Fort DC 31).

INVISIBLE STALKER
CR: 7
Role: Lurker
Type: Large Elemental
Stats: HP 55, AC 16, Attack 22, Damage 40, Saves 18/14
Ability DCs: Primary 17, Secondary 12
Skills:
  Natural Invisibility (Su) (Constant): A stalker remains invisible even when attacking. Identifyable only by true seeing.
  Improved Tracking (Ex) (Constant): Makes Spot checks instead of Survival checks to track.

KOBOLD
CR: 1/4
Role: Skirmisher
Type: Small Humanoid
Stats: HP 2, AC 13, Attack 18, Damage 4, Saves 15/11
Ability DCs: Primary 11, Secondary 8
Skills:
  Light Sensitivity (Ex) (Constant): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

KRAKEN
CR: 12
Role: Brute
Type: Gargantuan Magical Beast
Stats: HP 180, AC 21, Attack 23, Damage 60, Saves 21/17
Ability DCs: Primary 21, Secondary 15
Skills:
  Improved Grab (Ex) (On Hit): To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
  Constrict (Ex) (On Grapple): A kraken deals automatic arm or tentacle damage with a successful grapple check.
  Ink Cloud (Ex) (1/minute): A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment.
  Jet (Ex) (At Will): A kraken can jet backward once per round as a full-round action, at a speed of 280 feet.

KRENSHAR
CR: 1
Role: Skirmisher
Type: Medium Magical Beast
Stats: HP 5, AC 13, Attack 18, Damage 7, Saves 15/11
Ability DCs: Primary 12, Secondary 9
Skills:
  Scare (Su) DC 13 (Standard): As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This works like a scare spell (Will DC 13 partial).

LAMIA
CR: 6
Role: Skirmisher
Type: Large Magical Beast
Stats: HP 40, AC 15, Attack 20, Damage 25, Saves 17/13
Ability DCs: Primary 16, Secondary 11
Skills:
  Wisdom Drain (Su) (On Hit): A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack.
  Spell-Like Abilities (Sp) DC 15 (3/day): charm monster, major image, mirror image, suggestion; 1/day—deep slumber.

LAMMASU
CR: 8
Role: Caster
Type: Large Magical Beast
Stats: HP 100, AC 18, Attack 18, Damage 25, Saves 18/14
Ability DCs: Primary 18, Secondary 12
Skills:
  Spells (Sp) (Constant): A lammasu casts spells as a 7th-level cleric (Domains: Good, Healing).
  Magic Circle against Evil (Su) (Constant): A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius.
  Pounce (Ex) (Special): If a lammasu charges a foe, it can make a full attack, including two rake attacks.

LEONAL
CR: 12
Role: Brute
Type: Medium Outsider (Good)
Stats: HP 180, AC 21, Attack 23, Damage 60, Saves 21/17
Ability DCs: Primary 21, Secondary 15
Skills:
  Roar (Su) DC 20 (3/day): A leonal can roar to unleash a holy word effect and deal 2d6 sonic damage in a 60-foot cone (Fort DC 20 negates damage).
  Protective Aura (Su) (Constant): +4 AC and saves against evil creatures within 20 ft. Functions as magic circle against evil and lesser globe of invulnerability.
  Pounce (Ex) (Special): If a leonal charges a foe, it can make a full attack, including two rake attacks.

LILLEND
CR: 7
Role: Bard
Type: Large Outsider (Chaotic, Good)
Stats: HP 85, AC 18, Attack 18, Damage 20, Saves 18/14
Ability DCs: Primary 17, Secondary 12
Skills:
  Bardic Music (Su) (Constant): A lillend has the bardic music ability as a 6th-level bard.
  Spells (Sp) (Constant): A lillend casts arcane spells as a 6th-level bard.
  Constrict (Ex) (On Grapple): A lillend deals 2d6+5 points of damage with a successful grapple check.

LIZARDFOLK
CR: 1
Role: Soldier
Type: Medium Humanoid
Stats: HP 20, AC 17, Attack 16, Damage 7, Saves 15/11
Ability DCs: Primary 12, Secondary 9
Skills:
  Hold Breath (Ex) (Special): A lizardfolk can hold its breath for a number of rounds equal to 4x its Constitution score.

LOCATHAH
CR: 1/2
Role: Soldier
Type: Medium Humanoid (Aquatic)
Stats: HP 15, AC 17, Attack 16, Damage 4, Saves 15/11
Ability DCs: Primary 11, Secondary 8
Skills:
  Aquatic (Ex) (Constant): Locathahs are aquatic humanoids and breathe water.

LYCANTHROPE (WERERAT)
CR: 2
Role: Lurker
Type: Medium Humanoid (Shapechanger)
Stats: HP 10, AC 14, Attack 20, Damage 16, Saves 16/12
Ability DCs: Primary 13, Secondary 9
Skills:
  Curse of Lycanthropy (Su) DC 15 (On Hit): Bite attack infects with lycanthropy (Fort DC 15).
  Filth Fever (Ex) DC 12 (On Hit): Bite causes disease (Incubation 1d3 days, 1d3 Dex/Con).

LYCANTHROPE (WEREWOLF)
CR: 3
Role: Brute
Type: Medium Humanoid (Shapechanger)
Stats: HP 40, AC 17, Attack 19, Damage 16, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Curse of Lycanthropy (Su) DC 15 (On Hit): Bite attack infects with lycanthropy (Fort DC 15).
  Trip (Ex) (On Hit): A werewolf in animal form that hits with a bite can attempt to trip as a free action.

LYCANTHROPE (WEREBOAR)
CR: 4
Role: Brute
Type: Medium Humanoid (Shapechanger)
Stats: HP 55, AC 17, Attack 19, Damage 20, Saves 17/13
Ability DCs: Primary 15, Secondary 10
Skills:
  Curse of Lycanthropy (Su) DC 15 (On Hit): Gore attack infects with lycanthropy (Fort DC 15).
  Ferocity (Ex) (Passive): Continues to fight without penalty while disabled or dying.

LYCANTHROPE (WERETIGER)
CR: 5
Role: Skirmisher
Type: Large Humanoid (Shapechanger)
Stats: HP 30, AC 16, Attack 21, Damage 20, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Curse of Lycanthropy (Su) DC 15 (On Hit): Bite attack infects with lycanthropy (Fort DC 15).
  Pounce (Ex) (Special): If it charges, it can make a full attack including rakes.
  Improved Grab (Ex) (On Hit): To use this ability, it must hit with a claw or bite attack.

LYCANTHROPE (WEREBEAR)
CR: 5
Role: Brute
Type: Large Humanoid (Shapechanger)
Stats: HP 70, AC 18, Attack 20, Damage 25, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Curse of Lycanthropy (Su) DC 15 (On Hit): Bite attack infects with lycanthropy (Fort DC 15).
  Improved Grab (Ex) (On Hit): To use this ability, it must hit with a claw attack.

MAGMIN
CR: 3
Role: Skirmisher
Type: Small Elemental (Fire)
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Combustion (Ex) DC 14 (On Hit): Touch attack deals fire damage and ignites target (Ref DC 14 negates ignition).
  Fiery Aura (Ex) DC 14 (Constant): Creatures within 20 ft. take 1d6 heat damage (Fort DC 14 negates).
  Melt Weapons (Ex) DC 14 (On Hit): Metal weapons striking magmin must save or melt (Fort DC 14).

MANTICORE
CR: 5
Role: Soldier
Type: Large Magical Beast
Stats: HP 70, AC 20, Attack 19, Damage 20, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Spikes (Ex) (Standard): Loose a volley of 6 spikes (Range 180 ft.).

MEDUSA
CR: 7
Role: Controller
Type: Medium Monstrous Humanoid
Stats: HP 85, AC 18, Attack 18, Damage 20, Saves 18/14
Ability DCs: Primary 17, Secondary 12
Skills:
  Petrifying Gaze (Su) DC 17 (Constant): Turn to stone permanently, 30 ft. (Fort DC 17 negates).
  Poison (Ex) DC 17 (On Hit): Snakes bite deals poison (Str damage, Fort DC 17).

MEPHIT
CR: 3
Role: Skirmisher
Type: Small Outsider
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Breath Weapon (Su) DC 14 (Standard): Cone of effect varies by type (Ref/Fort DC 14 half/negates).
  Fast Healing (Ex) (Conditional): Heals 2 hp/round in element.

MERFOLK
CR: 1/2
Role: Soldier
Type: Medium Humanoid (Aquatic)
Stats: HP 15, AC 17, Attack 16, Damage 4, Saves 15/11
Ability DCs: Primary 11, Secondary 8
Skills:
  Amphibious (Ex) (Constant): Breathe both air and water.

MIMIC
CR: 4
Role: Lurker
Type: Large Aberration (Shapechanger)
Stats: HP 20, AC 15, Attack 21, Damage 25, Saves 17/13
Ability DCs: Primary 15, Secondary 10
Skills:
  Adhesive (Ex) DC 15 (On Hit): Auto-grapple on hit; weapons stick (Ref DC 15 negates).
  Mimic Shape (Ex) (At Will): Assume shape of object.

MINOTAUR
CR: 4
Role: Brute
Type: Large Monstrous Humanoid
Stats: HP 55, AC 17, Attack 19, Damage 20, Saves 17/13
Ability DCs: Primary 15, Secondary 10
Skills:
  Powerful Charge (Ex) (Special): Gore deals double damage on charge.
  Natural Cunning (Ex) (Passive): Immune to maze, never lost, never flat-footed.

MOHRG
CR: 8
Role: Soldier
Type: Medium Undead
Stats: HP 115, AC 20, Attack 19, Damage 35, Saves 18/14
Ability DCs: Primary 18, Secondary 12
Skills:
  Paralyzing Touch (Su) DC 18 (On Hit): Tongue touch paralyzes for 1d4 minutes (Fort DC 18).
  Create Spawn (Su) (Special): Humanoids killed rise as zombies.
  Improved Grab (Ex) (On Hit): Start grapple as free action.

MUMMY
CR: 5
Role: Brute
Type: Medium Undead
Stats: HP 70, AC 18, Attack 20, Damage 25, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Despair (Su) DC 15 (Sight): Sight paralyzes with fear for 1d4 rounds (Will DC 15).
  Mummy Rot (Su) DC 15 (On Hit): Disease incubation 1 min (Fort DC 15).

NAGA (DARK)
CR: 8
Role: Controller
Type: Large Aberration
Stats: HP 100, AC 18, Attack 18, Damage 25, Saves 18/14
Ability DCs: Primary 18, Secondary 13
Skills:
  Poison (Ex) DC 18 (On Hit): Sting deals sleep/nightmare (Fort DC 18 negates).
  Detect Thoughts (Su) DC 18 (Constant): As spell (Will DC 18 negates).

NAGA (GUARDIAN)
CR: 10
Role: Controller
Type: Large Aberration
Stats: HP 130, AC 20, Attack 20, Damage 35, Saves 20/16
Ability DCs: Primary 20, Secondary 14
Skills:
  Poison (Ex) DC 20 (On Hit): Con damage (Fort DC 20).
  Spit (Ex) (Standard): Spit venom 30 ft. (Ranged touch).

NAGA (SPIRIT)
CR: 9
Role: Controller
Type: Large Aberration
Stats: HP 115, AC 19, Attack 19, Damage 30, Saves 19/15
Ability DCs: Primary 19, Secondary 14
Skills:
  Charming Gaze (Su) DC 19 (Constant): Charm person 30 ft. (Will DC 19 negates).
  Poison (Ex) DC 19 (On Hit): Con damage (Fort DC 19).

NAGA (WATER)
CR: 7
Role: Controller
Type: Large Aberration (Aquatic)
Stats: HP 85, AC 18, Attack 18, Damage 20, Saves 18/14
Ability DCs: Primary 17, Secondary 12
Skills:
  Poison (Ex) DC 17 (On Hit): Con damage (Fort DC 17).

NIGHT HAG
CR: 9
Role: Controller
Type: Medium Outsider (Evil)
Stats: HP 115, AC 19, Attack 19, Damage 30, Saves 19/15
Ability DCs: Primary 19, Secondary 14
Skills:
  Dream Haunting (Su) (Special): Haunt dreams of chaotic/evil sleeping targets.
  Disease (Ex) DC 19 (On Hit): Demon fever (Fort DC 19).

NIGHTMARE
CR: 5
Role: Skirmisher
Type: Large Outsider (Evil)
Stats: HP 30, AC 16, Attack 21, Damage 20, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Flaming Hooves (Su) (On Hit): Hooves set combustibles on fire.
  Smoke (Su) DC 15 (Free): 15 ft. cone of smoke chokes and blinds (Fort DC 15).
  Astral Projection (Su) (At Will): As spell.

NIGHTSHADE (NIGHTCRAWLER)
CR: 18
Role: Brute
Type: Gargantuan Undead
Stats: HP 340, AC 26, Attack 27, Damage 110, Saves 26/22
Ability DCs: Primary 24, Secondary 20
Skills:
  Energy Drain (Su) DC 24 (Special): Inside gizzard drains levels.
  Swallow Whole (Ex) (Special): Swallows Huge or smaller foes.
  Poison (Ex) DC 24 (On Hit): Str damage (Fort DC 24).
  Summon Undead (Su) (1/Night): Summons shadows or wraiths.

NIGHTSHADE (NIGHTWALKER)
CR: 16
Role: Soldier
Type: Huge Undead
Stats: HP 280, AC 27, Attack 25, Damage 80, Saves 25/21
Ability DCs: Primary 24, Secondary 18
Skills:
  Evil Gaze (Su) DC 24 (Constant): Fear 30 ft. (Will DC 24 negates).
  Crush Item (Su) DC 24 (Standard): Destroy item in hand (Fort DC 24).

NIGHTSHADE (NIGHTWING)
CR: 14
Role: Skirmisher
Type: Huge Undead
Stats: HP 160, AC 21, Attack 26, Damage 65, Saves 23/19
Ability DCs: Primary 23, Secondary 17
Skills:
  Magic Drain (Su) DC 23 (On Hit): Touch drains item enhancement (Fort DC 23).

NYMPH
CR: 7
Role: Controller
Type: Medium Fey
Stats: HP 85, AC 18, Attack 18, Damage 20, Saves 18/14
Ability DCs: Primary 17, Secondary 12
Skills:
  Blinding Beauty (Su) DC 17 (Constant): 30 ft. sight blinds humanoids (Fort DC 17).
  Stunning Glance (Su) DC 17 (Standard): Look stuns one creature (Fort DC 17).

OGRE
CR: 3
Role: Brute
Type: Large Giant
Stats: HP 40, AC 17, Attack 19, Damage 16, Saves 17/13

OGRE MAGE
CR: 8
Role: Caster
Type: Large Giant
Stats: HP 100, AC 18, Attack 18, Damage 25, Saves 18/14
Ability DCs: Primary 18, Secondary 13
Skills:
  Regeneration (Ex) (Passive): Regrows limbs, heals non-fire/acid damage.
  Flight (Su) (Free): Cease or resume flight.

OOZE (BLACK PUDDING)
CR: 7
Role: Brute
Type: Huge Ooze
Stats: HP 100, AC 18, Attack 20, Damage 35, Saves 18/14
Skills:
  Acid (Ex) (On Hit): Dissolves organic matter and metal.
  Split (Ex) (Passive): Slashing/piercing splits pudding.

OOZE (GELATINOUS CUBE)
CR: 3
Role: Lurker
Type: Huge Ooze
Stats: HP 15, AC 15, Attack 21, Damage 20, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Engulf (Ex) DC 14 (Standard): Mows over creatures (Ref DC 14).
  Paralysis (Ex) DC 14 (On Hit): Slime paralyzes (Fort DC 14).
  Transparent (Ex) (Passive): Hard to see (Spot DC 15).

OOZE (GRAY OOZE)
CR: 4
Role: Lurker
Type: Medium Ooze
Stats: HP 20, AC 15, Attack 21, Damage 25, Saves 17/13
Skills:
  Acid (Ex) (On Hit): Dissolves organic matter and metal.
  Transparent (Ex) (Passive): Hard to see (Spot DC 15).
  Constrict (Ex) (On Hit): Deals damage via grapple.

OOZE (OCHRE JELLY)
CR: 5
Role: Brute
Type: Large Ooze
Stats: HP 70, AC 18, Attack 20, Damage 25, Saves 18/14
Skills:
  Acid (Ex) (On Hit): Dissolves flesh only.
  Split (Ex) (Passive): Slashing/piercing/electricity splits jelly.

ORC
CR: 1/2
Role: Soldier
Type: Medium Humanoid
Stats: HP 15, AC 17, Attack 16, Damage 4, Saves 15/11
Skills:
  Light Sensitivity (Ex) (Passive): Dazzled in bright light.

OTYUGH
CR: 4
Role: Soldier
Type: Large Aberration
Stats: HP 55, AC 19, Attack 18, Damage 16, Saves 17/13
Ability DCs: Primary 15, Secondary 10
Skills:
  Disease (Ex) DC 15 (On Hit): Filth fever (Fort DC 15).
  Constrict (Ex) (On Hit): Tentacles deal damage in grapple.

OWL, GIANT
CR: 3
Role: Skirmisher
Type: Large Magical Beast
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Skills:
  Superior Low-Light Vision (Ex) (Passive): See 5x human in dim light.

OWLBEAR
CR: 4
Role: Brute
Type: Large Magical Beast
Stats: HP 55, AC 17, Attack 19, Damage 20, Saves 17/13
Ability DCs: Primary 15, Secondary 10
Skills:
  Improved Grab (Ex) (On Hit): Start grapple as free action.

PEGASUS
CR: 3
Role: Skirmisher
Type: Large Magical Beast
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Skills:
  Spell-Like Abilities (Sp) (At will): detect good/evil (60 ft.).

PHANTOM FUNGUS
CR: 3
Role: Lurker
Type: Medium Plant
Stats: HP 15, AC 15, Attack 21, Damage 20, Saves 17/13
Skills:
  Greater Invisibility (Su) (Constant): Remains invisible even when attacking. Not subject to invisibility purge.

PHASE SPIDER
CR: 5
Role: Lurker
Type: Large Magical Beast
Stats: HP 30, AC 16, Attack 22, Damage 30, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Ethereal Jaunt (Su) (Free/Move): Shift to/from Ethereal Plane. Free to Material, Move to Ethereal.
  Poison (Ex) DC 15 (On Hit): Con damage (Fort DC 15).

PHASM
CR: 7
Role: Controller
Type: Medium Aberration (Shapechanger)
Stats: HP 85, AC 18, Attack 18, Damage 20, Saves 18/14
Ability DCs: Primary 17, Secondary 12
Skills:
  Alternate Form (Su) (Standard): Assume any Large or smaller form (as polymorph).
  Amorphous (Ex) (Passive): Immune to poison, sleep, paralysis, polymorph, stunning, crits, flanking.
  Tremorsense (Ex) (Passive): 60 ft.

PLANETOUCHED (AASIMAR)
CR: 1/2
Role: Soldier
Type: Medium Outsider (Native)
Stats: HP 15, AC 17, Attack 16, Damage 4, Saves 15/11
Skills:
  Daylight (Sp) (1/day): As spell.
  Resistance (Ex) (Passive): Acid 5, Cold 5, Electricity 5.

PLANETOUCHED (TIEFLING)
CR: 1/2
Role: Lurker
Type: Medium Outsider (Native)
Stats: HP 5, AC 13, Attack 19, Damage 10, Saves 15/11
Skills:
  Darkness (Sp) (1/day): As spell.
  Resistance (Ex) (Passive): Cold 5, Electricity 5, Fire 5.

PSEUDODRAGON
CR: 1
Role: Lurker
Type: Tiny Dragon
Stats: HP 5, AC 13, Attack 19, Damage 13, Saves 15/11
Ability DCs: Primary 13, Secondary 10
Skills:
  Poison (Ex) DC 13 (On Hit): Sleep for 1 minute, secondary sleep 1d3 hours (Fort DC 13).
  Blindsense (Ex) (Passive): 60 ft.
  Telepathy (Su) (Passive): 60 ft. (Common/Sylvan).

PURPLE WORM
CR: 12
Role: Brute
Type: Gargantuan Magical Beast
Stats: HP 180, AC 21, Attack 23, Damage 60, Saves 21/17
Ability DCs: Primary 21, Secondary 15
Skills:
  Improved Grab (Ex) (On Hit): Start grapple as free action.
  Swallow Whole (Ex) (Special): Swallows grappled opponents (acid/crushing damage).
  Poison (Ex) DC 21 (On Hit): Str damage (Fort DC 21).

RAKSHASA
CR: 10
Role: Controller
Type: Medium Outsider (Native)
Stats: HP 130, AC 20, Attack 20, Damage 35, Saves 20/16
Ability DCs: Primary 20, Secondary 14
Skills:
  Detect Thoughts (Su) DC 20 (Constant): As spell (Will DC 20 negates).
  Spells (Sp) (Constant): Casts as 7th-level sorcerer.
  Change Shape (Su) (Standard): Assume any humanoid form.
  Damage Reduction (Ex) (Passive): 15/good and piercing.

RAST
CR: 5
Role: Skirmisher
Type: Medium Outsider (Fire)
Stats: HP 30, AC 16, Attack 21, Damage 20, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Paralyzing Gaze (Su) DC 15 (Standard): 30 ft., paralysis 1d6 rounds (Fort DC 15 negates).
  Blood Drain (Ex) (Grapple): 1 Con damage/round.
  Flight (Su) (Free): Cease/resume flight.

RAVID
CR: 5
Role: Soldier
Type: Medium Outsider
Stats: HP 70, AC 20, Attack 19, Damage 20, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Positive Energy Lash (Su) (On Hit): Touches deal 2d10 damage to undead.
  Animate Objects (Su) (1/round): Animates object within 20 ft.

REMORHAZ
CR: 7
Role: Brute
Type: Huge Magical Beast
Stats: HP 100, AC 18, Attack 20, Damage 35, Saves 18/14
Ability DCs: Primary 17, Secondary 12
Skills:
  Heat (Ex) DC 17 (Passive): Touching body deals 8d6 fire; melts weapons (Fort DC 17 negates destroy).
  Swallow Whole (Ex) (Special): Swallows grappled opponents (fire/crushing damage).

ROC
CR: 9
Role: Brute
Type: Gargantuan Animal
Stats: HP 130, AC 19, Attack 21, Damage 45, Saves 19/15

ROPER
CR: 12
Role: Controller
Type: Large Magical Beast
Stats: HP 160, AC 21, Attack 21, Damage 45, Saves 21/17
Ability DCs: Primary 21, Secondary 15
Skills:
  Strands (Ex) (Standard): Fire up to 6 strands, 50 ft. Drag opponents.
  Weakness (Ex) DC 21 (On Hit): Strands deal 2d8 Str damage (Fort DC 21).

RUST MONSTER
CR: 3
Role: Lurker
Type: Medium Aberration
Stats: HP 15, AC 15, Attack 21, Damage 20, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Rust (Ex) DC 14 (On Hit): Antennae touch rusted metal (Ref DC 14 negates).
  Scent (Ex) (Passive): Detect metal 90 ft.

SAHUAGIN
CR: 2
Role: Soldier
Type: Medium Monstrous Humanoid (Aquatic)
Stats: HP 30, AC 18, Attack 17, Damage 10, Saves 16/12
Skills:
  Blood Frenzy (Ex) (1/day): +2 Str/Con, -2 AC. Gains extra attack.
  Blindsense (Ex) (Passive): 30 ft. (underwater).
  Freshwater Sensitivity (Ex) (Passive): Fatigued in fresh water.
  Light Blindness (Ex) (Passive): Blinded by bright light.

SALAMANDER (FLAMEBROTHER)
CR: 3
Role: Soldier
Type: Small Outsider (Fire)
Stats: HP 40, AC 19, Attack 18, Damage 13, Saves 17/13
Skills:
  Heat (Ex) (Passive): Deals 1d6 fire damage on touch.
  Constrict (Ex) (On Hit): Deals damage + 1d6 fire on grapple.

SALAMANDER (AVERAGE)
CR: 6
Role: Soldier
Type: Medium Outsider (Fire)
Stats: HP 85, AC 21, Attack 24, Damage 25, Saves 17/13
Skills:
  Heat (Ex) (Passive): Deals 1d6 fire damage on touch.
  Improved Grab (Ex) (On Hit): Start grapple as free action.

SALAMANDER (NOBLE)
CR: 10
Role: Soldier
Type: Large Outsider (Fire)
Stats: HP 145, AC 22, Attack 21, Damage 45, Saves 20/16
Skills:
  Heat (Ex) (Passive): Deals 1d8 fire damage on touch.
  Spell-Like Abilities (Sp) (3/day): fireball, wall of fire, dispel magic.

SATYR
CR: 2
Role: Skirmisher
Type: Medium Fey
Stats: HP 10, AC 14, Attack 19, Damage 10, Saves 16/12
Ability DCs: Primary 13, Secondary 9
Skills:
  Pipes (Su) DC 13 (Standard): 60 ft., charm person, sleep, fear (Will DC 13).
  Damage Reduction (Ex) (Passive): 5/cold iron.

SEA CAT
CR: 4
Role: Brute
Type: Large Magical Beast
Stats: HP 55, AC 17, Attack 19, Damage 20, Saves 17/13
Skills:
  Rend (Ex) (On Hit): Deals double damage if both claws hit.
  Hold Breath (Ex) (Passive): Hold breath 6x Con rounds.

SHADOW
CR: 3
Role: Lurker
Type: Medium Undead (Incorporeal)
Stats: HP 15, AC 15, Attack 21, Damage 20, Saves 17/13
Skills:
  Strength Damage (Su) (On Hit): Touch deals 1d6 Str damage.
  Create Spawn (Su) (Special): Humanoids slain become shadows.
  Incorporeal (Ex) (Passive): 50% miss chance from corporeal sources.

SHADOW MASTIFF
CR: 5
Role: Skirmisher
Type: Medium Outsider
Stats: HP 30, AC 16, Attack 21, Damage 20, Saves 18/14
Ability DCs: Primary 15, Secondary 11
Skills:
  Bay (Su) DC 15 (Standard): 300 ft., panic 2d4 rounds (Will DC 15).
  Shadow Blend (Su) (Passive): Total concealment in shadows.
  Trip (Ex) (Free): Trip attempt on successful bite.

SHAMBLING MOUND
CR: 6
Role: Brute
Type: Large Plant
Stats: HP 85, AC 17, Attack 19, Damage 30, Saves 17/13
Skills:
  Improved Grab (Ex) (On Hit): Start grapple as free action.
  Constrict (Ex) (Grapple): Deals 2d6+7 damage.
  Immunity to Electricity (Ex) (Passive): Grants Constitution bonus instead of damage.

SHIELD GUARDIAN
CR: 8
Role: Soldier
Type: Large Construct
Stats: HP 115, AC 20, Attack 19, Damage 35, Saves 18/14
Skills:
  Shield Other (Sp) (Passive): Absorbs half damage from master.
  Spell Storing (Sp) (Special): Stores one spell of 4th level or lower.
  Fast Healing 5 (Ex) (Passive): Heals 5 hp/round.

SHOCKER LIZARD
CR: 2
Role: Artillery
Type: Small Magical Beast
Stats: HP 10, AC 14, Attack 20, Damage 13, Saves 16/12
Ability DCs: Primary 13, Secondary 9
Skills:
  Stunning Shock (Su) DC 13 (Standard): 5 ft., 2d8 nonlethal (Ref DC 13 half).
  Lethal Shock (Su) (Team): Multiple lizards create deadly field (2d8 per lizard).
  Electricity Sense (Ex) (Passive): Detects discharges 100 ft.

SKELETON (HUMAN WARRIOR)
CR: 1/2
Role: Soldier
Type: Medium Undead
Stats: HP 15, AC 17, Attack 16, Damage 4, Saves 15/11
Skills:
  Damage Reduction (Ex) (Passive): 5/bludgeoning.
  Immunity to Cold (Ex) (Passive): Immune to cold damage.

SKUM
CR: 2
Role: Soldier
Type: Medium Aberration (Aquatic)
Stats: HP 30, AC 18, Attack 17, Damage 10, Saves 16/12
Skills:
  Rake (Ex) (On Hit): Deals 1d6+2 damage.
  Amphibious (Ex) (Passive): Breathe air and water.

SPECTRE
CR: 7
Role: Lurker
Type: Medium Undead (Incorporeal)
Stats: HP 55, AC 16, Attack 22, Damage 40, Saves 18/14
Skills:
  Energy Drain (Su) (On Hit): Touch bestows 2 negative levels.
  Create Spawn (Su) (Special): Humanoids slain become spectres.
  Unnatural Aura (Su) (30 ft.): Animals panic.
  Sunlight Powerlessness (Ex) (Weakness): Powerless in sunlight.

SPHINX (ANDROSPHINX)
CR: 9
Role: Soldier
Type: Large Magical Beast
Stats: HP 130, AC 21, Attack 20, Damage 40, Saves 20/16
Skills:
  Roar (Su) (3/day): Powerful roar with various effects (Fear, Paralysis, Damage).
  Spells (Sp) (Cast): Casts as 6th-level cleric.
  Rake (Ex) (On Hit): Extra attacks on charge.

SPHINX (CRIOSPHINX)
CR: 7
Role: Brute
Type: Large Magical Beast
Stats: HP 100, AC 18, Attack 20, Damage 35, Saves 18/14
Skills:
  Pounce (Ex) (Charge): Full attack on charge.
  Rake (Ex) (On Hit): Extra attacks on charge.

SPHINX (GYNOSPHINX)
CR: 8
Role: Controller
Type: Large Magical Beast
Stats: HP 100, AC 18, Attack 18, Damage 25, Saves 18/14
Skills:
  Spell-Like Abilities (Sp) (3/day): symbol of death, dispel magic, etc..
  Pounce (Ex) (Charge): Full attack on charge.

SPHINX (HIERACOSPHINX)
CR: 5
Role: Skirmisher
Type: Large Magical Beast
Stats: HP 40, AC 16, Attack 21, Damage 20, Saves 18/14
Skills:
  Pounce (Ex) (Charge): Full attack on charge.

SPIDER EATER
CR: 5
Role: Skirmisher
Type: Large Magical Beast
Stats: HP 30, AC 16, Attack 21, Damage 20, Saves 18/14
Skills:
  Implant (Ex) (Special): Implant eggs in paralyzed host.
  Poison (Ex) (On Hit): Paralysis for 1d8+5 weeks (Fort DC 17).
  Freedom of Movement (Su) (Passive): Continuous freedom of movement.

SPRITE (GRIG)
CR: 1
Role: Skirmisher
Type: Tiny Fey
Stats: HP 10, AC 13, Attack 18, Damage 7, Saves 15/11
Ability DCs: Primary 12, Secondary 8
Skills:
  Fiddle (Su) DC 12 (Standard): 30 ft., irresistible dance (Will DC 12).
  Spell-Like Abilities (Sp) (3/day): entangle, invisibility, pyrotechnics.

SPRITE (NIXIE)
CR: 1
Role: Controller
Type: Small Fey (Aquatic)
Stats: HP 15, AC 15, Attack 15, Damage 4, Saves 15/11
Ability DCs: Primary 12, Secondary 8
Skills:
  Charm Person (Sp) (3/day): Casts charm person (Will DC 15).
  Amphibious (Ex) (Passive): Survive indefinitely on land.
  Wild Empathy (Ex) (Passive): Communicate with animals.

SPRITE (PIXIE)
CR: 4
Role: Controller
Type: Small Fey
Stats: HP 40, AC 17, Attack 17, Damage 10, Saves 17/13
Ability DCs: Primary 15, Secondary 11
Skills:
  Greater Invisibility (Su) (Passive): Remains invisible when attacking.
  Special Arrows (Ex) (Ranged): Sleep or Memory Loss (DC 15).
  Spell-Like Abilities (Sp) (1/day): confusion, polymorph, dispel magic.

STIRGE
CR: 1/2
Role: Lurker
Type: Tiny Magical Beast
Stats: HP 5, AC 13, Attack 19, Damage 10, Saves 15/11
Skills:
  Attach (Ex) (On Hit): Latches onto target (grapple).
  Blood Drain (Ex) (Turn): Deals 1d4 Con damage per round.

SWARM (BAT)
CR: 2
Role: Soldier
Type: Diminutive Animal (Swarm)
Stats: HP 20, AC 16, Attack 18, Damage 10, Saves 16/12
Skills:
  Distraction (Ex) (Passive): Nauseate in swarm area (Fort DC 11).
  Wounding (Ex) (On Hit): Causes bleeding (1 hp/round).
  Blindsense (Ex) (Passive): 20 ft.

SWARM (CENTIPEDE)
CR: 4
Role: Soldier
Type: Diminutive Vermin (Swarm)
Stats: HP 40, AC 17, Attack 19, Damage 16, Saves 17/13
Skills:
  Distraction (Ex) (Passive): Nauseate in swarm area (Fort DC 13).
  Poison (Ex) (On Hit): 1d4 Dex damage (Fort DC 13).

SWARM (HELLWASP)
CR: 8
Role: Soldier
Type: Diminutive Magical Beast (Swarm)
Stats: HP 100, AC 18, Attack 20, Damage 35, Saves 18/14
Skills:
  Distraction (Ex) (Passive): Nauseate in swarm area (Fort DC 18).
  Inhabit (Ex) (Special): Enter and control bodies.
  Poison (Ex) (On Hit): 1d6 Dex damage (Fort DC 18).

SWARM (LOCUST)
CR: 3
Role: Soldier
Type: Diminutive Vermin (Swarm)
Stats: HP 30, AC 17, Attack 19, Damage 13, Saves 17/13
Skills:
  Distraction (Ex) (Passive): Nauseate in swarm area (Fort DC 12).

SWARM (RAT)
CR: 2
Role: Soldier
Type: Tiny Animal (Swarm)
Stats: HP 20, AC 16, Attack 18, Damage 10, Saves 16/12
Skills:
  Distraction (Ex) (Passive): Nauseate in swarm area (Fort DC 12).
  Disease (Ex) (On Hit): Filth fever (Fort DC 12).

SWARM (SPIDER)
CR: 1
Role: Soldier
Type: Diminutive Vermin (Swarm)
Stats: HP 15, AC 15, Attack 17, Damage 7, Saves 15/11
Skills:
  Distraction (Ex) (Passive): Nauseate in swarm area (Fort DC 11).
  Poison (Ex) (On Hit): 1d3 Str damage (Fort DC 11).

TARRASQUE
CR: 20
Role: Brute
Type: Colossal Magical Beast
Stats: HP 400, AC 27, Attack 29, Damage 130, Saves 27/23
Skills:
  Regeneration (Ex) (Passive): No lethal damage; only wish/miracle kills.
  Rush (Ex) (Move): Move 150 ft. once/minute.
  Swallow Whole (Ex) (On Grapple): 2d8+8 crushing + 2d8+6 acid.
  Frightful Presence (Su) (Passive): DC 27 Will or shaken (60 ft.).

TENDRICULOS
CR: 6
Role: Brute
Type: Huge Plant
Stats: HP 85, AC 17, Attack 19, Damage 30, Saves 17/13
Skills:
  Improved Grab (Ex) (On Hit): Start grapple as free action.
  Swallow Whole (Ex) (On Grapple): Acid damage and paralysis.
  Paralysis (Ex) (On Hit): Digestive juices paralyze (Fort DC 16).

THOQQUA
CR: 2
Role: Soldier
Type: Medium Elemental
Stats: HP 30, AC 18, Attack 17, Damage 10, Saves 16/12
Skills:
  Heat (Ex) (Passive): Deals 2d6 fire damage on contact.
  Burn (Ex) (On Hit): Catch fire (Reflex DC 13).

TITAN
CR: 21
Role: Soldier
Type: Huge Outsider (Chaotic)
Stats: HP 440, AC 30, Attack 29, Damage 130, Saves 28/24
Skills:
  Oversized Weapon (Ex) (Passive): Wield Gargantuan weapons.
  Spell-Like Abilities (Sp) (At Will): chain lightning, fire storm, meteor swarm.

TOJANIDA (JUVENILE)
CR: 3
Role: Soldier
Type: Small Outsider (Water)
Stats: HP 40, AC 19, Attack 18, Damage 13, Saves 17/13
Skills:
  Ink Cloud (Ex) (Standard): 30 ft. radius cloud.
  All-Around Vision (Ex) (Passive): Cannot be flanked.

TOJANIDA (ADULT)
CR: 5
Role: Soldier
Type: Medium Outsider (Water)
Stats: HP 70, AC 20, Attack 19, Damage 20, Saves 18/14
Skills:
  Ink Cloud (Ex) (Standard): 30 ft. radius cloud.
  All-Around Vision (Ex) (Passive): Cannot be flanked.

TOJANIDA (ELDER)
CR: 9
Role: Soldier
Type: Large Outsider (Water)
Stats: HP 130, AC 21, Attack 20, Damage 40, Saves 19/15
Skills:
  Ink Cloud (Ex) (Standard): 30 ft. radius cloud.
  All-Around Vision (Ex) (Passive): Cannot be flanked.

TREANT
CR: 8
Role: Brute
Type: Huge Plant
Stats: HP 115, AC 18, Attack 20, Damage 40, Saves 18/14
Skills:
  Animate Trees (Sp) (Standard): Control 2 trees.
  Double Damage against Objects (Ex) (Passive): Deals double damage to objects.
  Trample (Ex) (Move): Deals 2d6+13 damage (Reflex DC 18 half).

TRITON
CR: 2
Role: Soldier
Type: Medium Outsider
Stats: HP 30, AC 18, Attack 17, Damage 10, Saves 16/12
Skills:
  Summon Nature's Ally (Sp) (1/day): Summon water elemental.

TROGLODYTE
CR: 1
Role: Soldier
Type: Medium Humanoid
Stats: HP 20, AC 17, Attack 16, Damage 7, Saves 15/11
Skills:
  Stench (Ex) (Passive): 30 ft., DC 13 Fort or sickened.

TROLL
CR: 5
Role: Brute
Type: Large Giant
Stats: HP 70, AC 18, Attack 20, Damage 25, Saves 18/14
Skills:
  Regeneration 5 (Ex) (Passive): Acid and fire deal normal damage.
  Rend (Ex) (On Hit): Extra damage if both claws hit.

TROLL (SCRAG)
CR: 5
Role: Brute
Type: Large Giant (Aquatic)
Stats: HP 70, AC 18, Attack 20, Damage 25, Saves 18/14
Skills:
  Regeneration 5 (Ex) (Passive): Only works when submerged in water.
  Rend (Ex) (On Hit): Extra damage if both claws hit.

UNICORN
CR: 3
Role: Controller
Type: Large Magical
Stats: HP 30, AC 17, Attack 17, Damage 7, Saves 17/13
Ability DCs: Primary 14, Secondary 10
Skills:
  Magic Circle against Evil (Su) (Passive): +2 AC/Saves vs Evil.
  Spell-Like Abilities (Sp) (Var): cure light wounds, neutralize poison, greater teleport.
  Wild Empathy (Ex) (Passive): Communicate with animals.

VAMPIRE (MASTER)
CR: 9
Role: Lurker
Type: Medium Undead
Stats: HP 85, AC 17, Attack 23, Damage 50, Saves 19/15
Skills:
  Dominate (Su) (Standard): Control humanoid (Will DC 18).
  Energy Drain (Su) (On Hit): Bestow 2 negative levels.
  Children of the Night (Su) (Standard): Summon swarms or wolves.
  Alternate Form (Su) (Standard): Bat, wolf, or gas.

VAMPIRE SPAWN
CR: 4
Role: Soldier
Type: Medium Undead
Stats: HP 55, AC 19, Attack 18, Damage 16, Saves 17/13
Skills:
  Energy Drain (Su) (On Hit): Bestow 1 negative level.
  Blood Drain (Ex) (Grapple): Con damage.

VARGOUILLE
CR: 2
Role: Controller
Type: Small Outsider
Stats: HP 20, AC 16, Attack 16, Damage 4, Saves 16/12
Ability DCs: Primary 13, Secondary 9
Skills:
  Shriek (Su) (Standard): Paralyze fear (Fort DC 13).
  Kiss (Su) (Melee): Transformation curse (Fort DC 13).

WIGHT
CR: 3
Role: Soldier
Type: Medium Undead
Stats: HP 40, AC 19, Attack 18, Damage 13, Saves 17/13
Skills:
  Energy Drain (Su) (On Hit): Bestow 1 negative level.
  Create Spawn (Su) (Special): Slain rise as wights.

WILL-O'-WISP
CR: 6
Role: Skirmisher
Type: Small Aberration
Stats: HP 40, AC 15, Attack 20, Damage 25, Saves 17/13
Skills:
  Immunity to Magic (Ex) (Passive): Immune to most spells.
  Natural Invisibility (Ex) (Passive): Naturally invisible at will.

WINTER WOLF
CR: 5
Role: Brute
Type: Large Magical Beast
Stats: HP 70, AC 18, Attack 20, Damage 25, Saves 18/14
Skills:
  Breath Weapon (Su) (Standard): 15 ft. cone, cold damage (Reflex DC 15).
  Trip (Ex) (On Hit): Free trip attempt.

WORG
CR: 2
Role: Skirmisher
Type: Medium Magical Beast
Stats: HP 10, AC 14, Attack 19, Damage 10, Saves 16/12
Skills:
  Trip (Ex) (On Hit): Free trip attempt.

WRAITH
CR: 5
Role: Lurker
Type: Medium Undead
Stats: HP 30, AC 16, Attack 22, Damage 30, Saves 18/14
Skills:
  Constitution Drain (Su) (On Hit): 1d6 Con drain (Fort DC 15).
  Create Spawn (Su) (Special): Slain rise as wraiths.

WRAITH (DREAD)
CR: 11
Role: Lurker
Type: Large Undead
Stats: HP 115, AC 19, Attack 25, Damage 60, Saves 21/17
Skills:
  Constitution Drain (Su) (On Hit): 1d8 Con drain (Fort DC 20).
  Lifesense (Su) (Passive): Sense life 60 ft.

WYVERN
CR: 6
Role: Skirmisher
Type: Large Dragon
Stats: HP 40, AC 15, Attack 20, Damage 25, Saves 17/13
Skills:
  Poison (Ex) (On Hit): Sting deals Con damage (Fort DC 16).
  Improved Grab (Ex) (On Hit): Grapple to sting.

XILL
CR: 6
Role: Soldier
Type: Medium Outsider
Stats: HP 85, AC 19, Attack 18, Damage 25, Saves 17/13
Skills:
  Implant (Ex) (Special): Lay eggs in paralyzed host.
  Planewalk (Su) (Move): Shift between Ethereal and Material planes.

XORN (MINOR)
CR: 3
Role: Brute
Type: Small Outsider (Earth)
Stats: HP 40, AC 17, Attack 19, Damage 16, Saves 17/13
Skills:
  Earth Glide (Ex) (Passive): Move through earth/stone.
  All-Around Vision (Ex) (Passive): Cannot be flanked.

XORN (AVERAGE)
CR: 6
Role: Brute
Type: Medium Outsider (Earth)
Stats: HP 85, AC 17, Attack 19, Damage 30, Saves 17/13
Skills:
  Earth Glide (Ex) (Passive): Move through earth/stone.
  All-Around Vision (Ex) (Passive): Cannot be flanked.

XORN (ELDER)
CR: 8
Role: Brute
Type: Large Outsider (Earth)
Stats: HP 115, AC 18, Attack 20, Damage 40, Saves 18/14
Skills:
  Earth Glide (Ex) (Passive): Move through earth/stone.
  All-Around Vision (Ex) (Passive): Cannot be flanked.

YETH HOUND
CR: 3
Role: Skirmisher
Type: Medium Outsider
Stats: HP 15, AC 15, Attack 20, Damage 13, Saves 17/13
Skills:
  Bay (Su) (Standard): 300 ft., panic (Will DC 14).
  Flight (Su) (Free): Cease/resume flight.

YRTHAK
CR: 9
Role: Artillery
Type: Huge Magical Beast
Stats: HP 85, AC 17, Attack 23, Damage 45, Saves 19/15
Skills:
  Sonic Lance (Su) (Standard): 60 ft. ray, 6d6 sonic damage.
  Explosion (Su) (Standard): 10 ft. radius, 2d6 piercing damage.

ZOMBIE (HUMAN/MEDIUM)
CR: 1
Role: Brute
Type: Medium Undead
Stats: HP 20, AC 15, Attack 17, Damage 10, Saves 15/11
Skills:
  Single Actions Only (Ex) (Passive): Move or attack only.

ZOMBIE (OGRE/LARGE)
CR: 3
Role: Brute
Type: Large Undead
Stats: HP 40, AC 17, Attack 19, Damage 16, Saves 17/13
Skills:
  Single Actions Only (Ex) (Passive): Move or attack only.

ZOMBIE (WYVERN/LARGE)
CR: 4
Role: Brute
Type: Large Undead
Stats: HP 55, AC 17, Attack 19, Damage 20, Saves 17/13
Skills:
  Single Actions Only (Ex) (Passive): Move or attack only.