Ramidreju

Mottled green fur covers this sinuous weasel, whose boarlike snout bears curling tusks above four short, clawed legs.

Ramidrejus are fiercely possessive burrowers whose uncanny nose for gold makes them tempting, troublesome companions for prospectors.

Size About 5½ feet long and 100 pounds.
Signs Fresh pits interrupt narrow trails; scattered diggings converge on buried metal rather than roots.
Demeanor Touchy and independent, they defend their treasures fiercely. Gifts can earn lasting affection; captivity invites bloodshed.
Motivation Acquire gold and keep it. A friendly ramidreju may expect a substantial share of every discovery.
Communication They understand some speech but answer with expressive faces and tapping feet.
Conflict They undermine the ground with pits, then coil around smaller opponents or cling with a blood-draining bite.
Lair Burrows contain gold nuggets, coins, and jewelry guarded with disproportionate ferocity.
Origin Fey influence occasionally produces one among ordinary weasels. Often rejected by its mother, a survivor matures within a week and may live three centuries.

CR 1/2 XP 200
N Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +6
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (2d10)
Fort +3, Ref +5, Will +1
OFFENSE
Speed 40 ft., burrow 10 ft., climb 20 ft.
Melee bite +4 (1d6 plus grab)
Special Attacks blood drain (1 Constitution), constrict (1d6)
Spell-Like Abilities (CL 3rd; concentration +3)
1/day— (DC 12)
STATISTICS
Str 10, Dex 15, Con 10, Int 3, Wis 13, Cha 11
Base Atk +2; CMB +2 (+6 grapple); CMD 14 (can’t be tripped)
Feats Weapon Finesse
Skills Climb +8, Escape Artist +8, Perception +6, Stealth +8
Racial Modifiers +6 Escape Artist, +6 Stealth
Languages Sylvan (can’t speak)
SQ compression, pit digger, smell gold
ECOLOGY
Environment any land
Organization solitary
Treasure triple (gold items)
SPECIAL ABILITIES
Pit Digger (Ex) A ramidreju can dig a 20-foot-deep pit in normal ground or soft earth (not solid stone) and cover it with branches, grass, and twigs. This pit is identical to a CR 1 pit trap. It takes a ramidreju 4 hours to dig a pit, though the creature is not required to complete all the digging in the same day. 
Smell Gold (Ex) A ramidreju can use its scent ability to detect and pinpoint the location of gold within 90 feet. The ramidreju can smell buried gold, gold held inside a container (like a backpack or treasure chest), or even gold deposits inside solid rock. The ramidreju knows neither the amount of gold nor if the gold is carried or guarded by a trap or creature.
 

Darkmantle

A mottled, stony body unfurls into a leathery canopy of hooked tentacles surrounding small black eyes and needlelike teeth.

Darkmantles are patient ceiling predators that turn the familiar shelter of a cave or ruined arch into an ambush.

Size An adult spreads to nearly 5 feet across and weighs about 40 pounds.
Signs Bones beneath apparently ordinary ceiling formations and sudden patches of darkness suggest occupied hunting perches.
Demeanor They remain motionless until prey passes underneath, conserving effort rather than patrolling or giving prolonged chase.
Conflict A darkmantle plunges its target into darkness, drops onto it, and wraps its muscular shroud around the victim to squeeze and smother. A failed attack can send it fluttering back overhead.
Territory Shallow caves, sewers, and roofed ruins provide cover close to surface prey.
Life Cycle Young mature within months and usually live only a few years. Many generations can produce local populations suited to unusual cave conditions.

CR 1 XP 400
N Small magical beast
Init +6; Senses blindsight 90 ft., darkvision 60 ft., low-light vision; Perception +4
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 15 (2d10+4)
Fort +5, Ref +5, Will +0
OFFENSE
Speed 20 ft., fly 30 ft. (poor)
Melee slam +3 (1d4+4 plus grab)
Special Attacks constrict (1d4+4), grab (any size)
Spell-Like Abilities (CL 5th; concentration +5)
1/day—
STATISTICS
Str 11, Dex 15, Con 14, Int 2, Wis 11, Cha 10
Base Atk +2; CMB +1 (+5 grapple); CMD 13 (can’t be tripped)
Feats Improved Initiative
Skills Fly +5, Perception +4, Stealth +10
Racial Modifiers +4 Perception, +4 Stealth
ECOLOGY
Environment any underground
Organization solitary, pair, or clutch (3–12)
Treasure none
 

Blindheim

Bulging white eyes shine from this squat, golden-skinned frog creature above a fanged mouth and long, webbed claws.

Blindheims are shy grotto dwellers whose luminous eyes help them find food, signal companions, and drive danger away.

Size Just under 4 feet tall and roughly 150 pounds.
Signs Paired lights sweep across underground pools, blink out behind rocks, or answer one another across the water.
Demeanor Usually quiet and peaceable, they prefer concealment or retreat to confronting large strangers.
Communication Controlled flashes and gestures carry signals between companions without breaking the cavern’s silence.
Conflict A threatened blindheim opens its eyes wide to dazzle pursuers, then scrambles away; biting and clawing are close-quarters defenses.
Diet Fungi, small cave animals, and fish. Partners may herd fish with light while another waits to catch them.
Social Life Small broods remain close. Adults shelter young whose eyes shine uncontrollably, drawing them against their bodies to hide the glow.

CR 2 XP 600
N Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 16, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 natural, +1 size)
hp 22 (3d10+6)
Fort +5, Ref +5, Will +2
Immune blindness
OFFENSE
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d4+1), 2 claws +5 (1d3+1)
Special Attacks blinding gaze
STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Skill Focus (Perception)
Skills Acrobatics +6 (+10 jumping), Perception +9, Swim +9
Racial Modifiers +4 Acrobatics when jumping
ECOLOGY
Environment any underground
Organization solitary, pair, or family (3–5)
Treasure incidental
SPECIAL ABILITIES
Blinding Gaze (Ex) A blindheim’s eyes emit bright light to a range of 30 feet. Any creature within the area must make a DC 13 Fortitude save or be blinded for 1 hour. Blindheims can see normally in the light generated by their eyes, which illuminates a 30-foot spread with bright light. Creatures with light blindness or light sensitivity take the normal penalties within 30 feet of a blindheim that is using its blinding gaze. A blindheim can activate or suppress this ability as a free action. This save DC is Constitution-based.
 

Pipefox

A fox’s pointed face rises from a slender, branch-coiling body, its fur shading from pale gold to a dark tail.

Pipefoxes are elusive collectors of knowledge who haunt places where people study, argue, invent, or conceal valuable secrets.

Size About 1 foot long.
Signs Books shift between shelves, small research tools disappear, and a watchful face briefly peers from a pipe or branch.
Demeanor Curious but guarded, a pipefox studies prospective acquaintances before deciding whether their minds merit its company.
Encounters A library may quietly tolerate its thefts because the little scholar remembers material that fire or neglect could destroy.
Motivation Master the current obsession, then seek another. Interesting information buys cooperation more readily than flattery.
Conflict It slips into narrow spaces or vanishes from sight, reserving its bite for moments when escape is blocked.
Lair Concealed hollows and cramped recesses can hold stolen notes and scrolls arranged around its latest research.
Origin Some traditions describe pipefoxes as returned scholars; others regard them as spirits charged with preserving knowledge. The creatures seldom settle the question.

CR 2 XP 600
N Diminutive magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 17, touch 17, flat-footed 13 (+3 Dex, +4 size)
hp 13 (3d10–3)
Fort +2, Ref +6, Will +1
OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite +10 (1d2–5)
Space 1 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd; concentration +5)
Constant—
3/day—,
1/day— (DC 14), , (self only)
STATISTICS
Str 1, Dex 16, Con 9, Int 14, Wis 11, Cha 14
Base Atk +3; CMB +2; CMD 8
Feats Improved Initiative, Weapon Finesse
Skills Climb +7, Knowledge (arcana) +5, Knowledge (religion) +5, Perception +5, Sense Motive +2, Stealth +19
Languages Common, Draconic;
SQ compression
ECOLOGY
Environment any
Organization solitary
Treasure standard
 

Slurk

Sticky droplets hang from this tusked frog’s knobbly green hide, broad belly, and splayed feet with swollen toe pads.

Slurks are cavern predators whose two very different slimes turn walls, saddles, and nearby ground into troublesome terrain.

Signs Greasy smears climb vertical stone, while hardened blobs cling to ledges and objects below a resting place.
Demeanor Surly and hungry, wild slurks respond poorly to close handling; trained animals still require careful management.
Conflict A slurk spits adhesive slime to hamper an opponent, then closes with its tusks. Its belly grease helps it scramble along surfaces and slip away from grasping hands.
Special Traits Back slime hardens into a tenacious resin; belly slime remains slick. A rider can stick securely to its back and then struggle to dismount.
Relationships Kobolds keep slurks as guards and mounts, exploiting their ability to negotiate steep cavern routes.
Origin Attempts to breed useful cave frogs for food and labor produced these troublesome creatures. Escaped stock adapted more successfully to predation than to domestic service.

CR 2 XP 600
N Medium magical beast
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 17 (2d10+6)
Fort +6, Ref +5, Will +0
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +4 (2d6+3)
Ranged slime squirt +4 ranged touch
Special Attacks belly grease, slime
STATISTICS
Str 15, Dex 14, Con 17, Int 3, Wis 10, Cha 10
Base Atk +2; CMB +4; CMD 16 (20 vs. bull rush, grapple, overrun, and trip)
Feats Improved Bull Rush, Improved Initiative, Improved Overrun
Skills Acrobatics +16, Climb +14, Escape Artist +6
Racial Modifiers +10 Acrobatics, +4 Escape Artist
Languages Boggard (can’t speak)
SQ hunker
ECOLOGY
Environment temperate swamps or underground
Organization solitary, pair, or pack (3–8)
Treasure none
SPECIAL ABILITIES
Belly Grease (Ex) The slurk exudes a slippery grease from its belly that grants it a +4 bonus on Escape Artist skill checks and to its CMD versus grapples. Once per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.
Hunker (Ex) The slurk gains a +4 bonus to its CMD to avoid bull rush or overrun attempts.
Slime (Ex) A slurk’s back is crusted with thick, dry slime and dozens of nodules. As a standard action at will, a slurk can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, entangling the foe. Anyone the slurk successfully bull rushes or overruns is automatically squirted with back slime. The hardened slime can be removed as a full-round action with a DC 15 Strength check. The slurk’s back slime grants a creature riding it a +8 bonus on Ride checks made to stay in the saddle, but a –8 penalty on Ride checks to dismount.
 

Mobat

A vast, rusty-furred bat bares crowded fangs beneath towering ears, its shrill cry cutting through the beat of leathery wings.

Mobats are unusually clever giant bats, capable of understanding intentions and spoken instructions despite their bestial appearance.

Size A wingspan of about 15 feet and a weight near 250 pounds.
Signs Heavy wingbeats pass above the canopy; outsized droppings and picked-over carcasses gather beneath sheltered roosts.
Demeanor Alert and calculating for a beast, a mobat tests opportunities rather than blindly plunging into every disturbance.
Communication It can understand speech but cannot form spoken replies.
Conflict A piercing shriek disrupts nearby foes before the mobat swoops in to bite. Companions can press the attack without being overwhelmed by one another’s cries.
Territory Dark forests and roomy caves give these broad-winged hunters space to maneuver and hang safely.
Diet They eat varied foods but strongly favor fresh meat.
Social Life Small colonies share roosts; several animals may therefore answer a disturbance that initially reveals only one.

CR 3 XP 800
N Large magical beast
Init +2; Senses blindsense 120 ft., low-light vision; Perception +6
DEFENSE
AC 19, touch 13, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 34 (4d10+12)
Fort +7, Ref +6, Will +2
OFFENSE
Speed 20 ft., fly 40 ft. (good)
Melee bite +6 (2d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks screech
STATISTICS
Str 17, Dex 15, Con 16, Int 6, Wis 13, Cha 6
Base Atk +4; CMB +8; CMD 26
Feats Flyby Attack, Skill Focus (Stealth)
Skills Fly +8, Perception +6 (+10 when using blindsense), Stealth +5
Racial Modifiers +4 Perception when using blindsense
Languages Undercommon (cannot speak)
ECOLOGY
Environment temperate or warm forests, hills, or underground
Organization solitary or colony (2–8)
Treasure incidental
SPECIAL ABILITIES
Screech (Su) Once per day as a standard action, a mobat can produce an ear-splitting screech that stuns non-mobats in a 20-foot-radius burst. All creatures within the area must make a DC 15 Fortitude save or be staggered for 1d3 rounds. Other mobats and urdefhans  are immune to this effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.
 

Flail Snail

Four knobbled clubs rise on flexible stalks above a pale snail’s body and an iridescent, gold-ridged spiral shell.

Flail snails are thoughtful underground grazers whose shining trails may carry a written history rather than merely mark a feeding route.

Signs Broad mucus tracks cross floors and ceilings; deliberate patterns interrupt the smooth trails where a snail has left a message.
Demeanor Normally unaggressive, they become formidable when cornered or hunted for their shells.
Communication They converse through gestures and slime writing, sometimes composing long accounts of their travels.
Conflict Heavy tentacle clubs batter nearby threats. A snail can retreat into its shell or make its trail sticky or slippery to hinder pursuit.
Special Traits The shell can distort hostile magic. A snail descending from a ceiling may suspend itself on a living rope of mucus.
Diet Fungi, mold, and small crawling creatures sustain their wandering.
Resources Collectors value the extraordinary shell, making peaceful snails targets for hunters who overlook the intelligence inside.

Warp Magic Table
Roll Event Description
1–3 Spell misfires For the next 1d4 rounds, the caster must make a DC 15 concentration check to successfully cast spells.
4–6 Spell misfires The creature nearest the flail snail is affected as if the spell had been cast on it instead.
7–9 Spell fails Nothing happens.
10 Spell rebounds on caster As .
CR 4 XP 1,200
N Large magical beast
Init –1; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +5
DEFENSE
AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 30 (4d10+8)
Fort +6, Ref +3, Will +2
Defensive Abilities retraction, warp magic; Immune poison; Resist fire 10
OFFENSE
Speed 10 ft., climb 10 ft.
Melee 4 slams +7 (1d4+3)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 16, Dex 8, Con 14, Int 5, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 17 (can’t be tripped)
Feats Power Attack, Weapon Focus (slam)
Skills Climb +15, Perception +5, Stealth +0
Languages Flail Snail (sign language, slime writing, cannot speak)
SQ mucus, slime rope, suction
ECOLOGY
Environment underground
Organization solitary, pair, or rout (3–30)
Treasure standard (shell worth 800gp, other treasure)
SPECIAL ABILITIES
Mucus (Ex) As a free action, a flail snail can excrete a trail of mucus that covers its space and lasts for 10 minutes. This mucus comes in two types: slimy and sticky. A character who attempts to move through an area covered in slippery mucus must make a DC 14 Reflex save each round or fall prone. Sticky mucus transforms squares into difficult terrain. Only one type of mucus can be in effect at a time in any one square. Flail snails can move through either type of slime with ease. A square of mucus exposed to a fire source dries and reverts to normal. The save DC is Constitution-based.
Retraction (Ex) A flail snail can pull its fleshy parts into its shell as a swift action, increasing its natural armor bonus by +6, but it cannot move or attack while retracted. It can return to normal as a free action.
Slime Rope (Ex) A flail snail can turn its mucus into a ropelike strand up to 60 feet long, and can use this rope to hang itself and up to 1,000 extra pounds from the ceiling indefinitely, or to lower itself safely at a speed of 20 feet per round. It can climb back up this rope at a speed of 10 feet per round. Once the snail breaks contact with the rope, the slime decomposes in 1d4 rounds. While the slime rope exists, other creatures can climb the rope with a DC 20 Climb check.
Suction (Ex) A flail snail’s foot adheres to surfaces so well that its 10-foot climb speed applies even to perfectly sheer surfaces and ceilings, with no chance of the flail snail falling off unless it is actively pinned and peeled away as part of a grapple.
Warp Magic (Su) Anytime a spell targets a flail snail, there is an 80% chance that it produces a random effect instead of affecting the snail. Only spells that directly target the flail snail are warped; area effect spells are not affected. If a spell is warped, roll 1d10 and consult the table on this page.
 

Peryton

An antlered wolf’s head leads a spotted, deerlike body with barred wings, hooked foreclaws, and slender hooved hind legs.

Perytons are cruel aerial hunters that covet humanoid hearts and choose their victims with far more intelligence than their animal shapes suggest.

Size About 4 feet long, with an 11-foot wingspan; roughly 250 pounds.
Signs Circling antlered silhouettes and bodies torn open at the chest mark a hunting ground.
Demeanor Calculating and vicious, they single out vulnerable travelers and relish terrorizing their chosen prey.
Conflict A peryton dives behind its antlers, strikes from the air, and wheels for another pass rather than accepting a crowded melee.
Special Traits Its shadow can take the shape of a selected victim, an eerie warning of the hunt to come.
Social Life Small groups center on females; young males are driven out and rivals fight over mating opportunities.
Life Cycle Courtship involves offerings of fresh hearts. A successful pairing produces one large, dark egg, which takes months to hatch.

CR 4 XP 1,200
CE Medium magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 42 (5d10+15)
Fort +7, Ref +7, Will +3
DR 5/magic
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee gore +9 (1d6+3/18–20), 2 hooves +3 (1d4+1)
Special Attacks horrific critical, shadow mark
STATISTICS
Str 17, Dex 16, Con 17, Int 11, Wis 14, Cha 12
Base Atk +5; CMB +8; CMD 21 (25 vs. trip)
Feats Flyby Attack, Improved Initiative, Weapon Focus (gore)
Skills Fly +12, Perception +10, Stealth +9
Languages Common
ECOLOGY
Environment any
Organization solitary, pair, or flock (3–9)
Treasure standard
SPECIAL ABILITIES
Horrific Critical (Ex) A peryton’s gore attack threatens a critical hit on an 18–20. If a peryton kills a humanoid foe with a critical hit, it can tear out the victim’s heart with its wolf-like teeth as a free action. Any creature that witnesses this savage event must make a DC 13 Fortitude save or be shaken for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based.
Shadow Mark (Su) As a free action, a peryton can make a ranged touch attack by flying over a humanoid target—the maximum range of this attack is 300 feet. If the peryton hits, its shadow transforms to match the shadow of the creature struck. Once a peryton has established this link, it gains a +2 morale bonus on attack rolls and damage rolls made against that target, and every time the peryton hits that target with an attack, the creature must make a DC 13 Will save or become frightened for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based.
 

Basilisk

Eight stout legs support this mottled reptile, whose green eyes glare beneath a crown of horns and jagged back spines.

Basilisks are slow-moving predators that petrify their meals, allowing patience and a dangerous stare to replace a lengthy chase.

Size About 13 feet from snout to tail and roughly 300 pounds.
Signs Lifelike stone animals stand near broken, tooth-marked statues; low hissing becomes a wet gurgle when the occupant is disturbed.
Demeanor Lethargic after feeding but ill-tempered when approached, a basilisk would rather wait for prey than pursue it far.
Conflict It fixes nearby prey with its petrifying gaze, then closes to bite once resistance is reduced.
Diet Its powerful jaws and digestive acids break down petrified flesh; processing such meals is exceptionally slow.
Lair Sheltered hollows or caves near hunting cover often accumulate unfinished meals.
Life Cycle Usually solitary, basilisks meet to mate and lay eggs. In dangerous territory, several may shelter together and attack intruders as a group.
Resources Coating a victim petrified by its gaze with fresh basilisk blood can restore flesh. The blood must come from a basilisk killed within the past hour, making rescue urgent.

CR 5 XP 1,600
N Medium magical beast
Init –1; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
hp 52 (7d10+14)
Fort +9, Ref +4, Will +5
OFFENSE
Speed 20 ft.
Melee bite +10 (1d8+4)
Special Attacks gaze
STATISTICS
Str 16, Dex 8, Con 15, Int 2, Wis 13, Cha 11
Base Atk +7; CMB +10; CMD 19 (31 vs. trip)
Feats Blind-Fight, Great Fortitude, Iron Will, Skill Focus (Perception)
Skills Perception +10, Stealth +10
Racial Modifiers +4 Stealth
ECOLOGY
Environment any
Organization solitary, pair, or colony (3–6)
Treasure incidental
SPECIAL ABILITIES
Gaze (Ex) Turn to stone permanently (as ), range 30 feet, Fortitude DC 15 negates. A creature petrified in this matter that is then coated (not just splashed) with fresh basilisk blood (taken from a basilisk no more than 1 hour dead) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures in this manner. The save DC is Constitution-based.
 

Cytillipede

Violet mushrooms glow along this rearing centipede’s gray armor, while purple fluid drips from its curved, serrated jaws.

Cytillipedes are altered cave centipedes raised as mounts and living security for underground laboratories and fungal farms.

Size Over 10 feet long, about 3½ feet high, and roughly 600 pounds.
Signs A traveling fungal glow approaches through the dark, accompanied by the synchronized scrape of many legs.
Demeanor Their behavior remains simple and animalistic; handlers rely on training and familiar routines rather than conversation.
Conflict A cytillipede bites repeatedly once its venom leaves an opponent dazed and confused. A brilliant flash can overwhelm nearby creatures when it is threatened or directed to attack.
Diet Specially cultivated cytillesh fungus sustains the stock and shapes its unusual qualities.
Origin Derro alchemists transformed pale cave centipedes through prolonged fungal feeding and magical experimentation. Their creations became useful carriers and guards, spreading with the laboratories that bred them.

CR 6 XP 2,400
N Large magical beast
Init +5; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
hp 76 (8d10+32)
Fort +10, Ref +7, Will +2
Immune mind-affecting effects; SR 17
OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +14 (2d6+9 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks cytillesh flash, poison
STATISTICS
Str 23, Dex 13, Con 18, Int 6, Wis 10, Cha 2
Base Atk +8; CMB +15; CMD 26 (can’t be tripped)
Feats Ability Focus (cytillesh flash), Improved Initiative, Power Attack, Weapon Focus (bite)
Skills Climb +21, Perception +11
Racial Modifiers +4 Perception
ECOLOGY
Environment any underground
Organization solitary, pair, or colony (3–6)
Treasure none
SPECIAL ABILITIES
Cytillesh Flash (Su) Once per day, a cytillipede can cause the cytillesh patches that grow along its body to release a bright flash of blue light that provides bright light in a 20-foot radius and raises the light level by one step for the next 20 feet (treat this ability as a 4th-level light spell). Creatures within the 40-foot area of effect must succeed at a DC 22 Will save. Those within the 20-foot area of bright light that fail are stunned for 1d4 rounds. Creatures within the next 20 feet that fail are instead confused for 1d2 rounds. The save DC is Constitution-based and includes a +2 racial bonus.
Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Dex, dazed, and the effects of ; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
 

Yaoguai

A snarling bear’s torso lurches on mismatched clawed limbs, with armored patches and a long, curling tentacle above its back.

This yaoguai is an artificial assemblage of animal parts, a living experiment whose unstable body makes every encounter uncertain.

Signs Mismatched tracks accompany torn vegetation, uneven gouges, and the sounds of an animal in distress.
Demeanor Constant discomfort can make a quiet moment turn suddenly violent. Crowding or provoking it is especially dangerous.
Encounters An escaped specimen may roam near the ruined workshop where it first broke free.
Conflict It lunges with jaws and claws, using its long tentacle to seize and crush an opponent. Its strange vitality lets it recover from injuries quickly.
Special Traits Each creation differs; familiar-looking anatomy is no reliable guide to another specimen’s abilities.
Origin Experimental magic forced incompatible creatures into one living body. The resulting pain and aggression often destroyed the maker’s hopes of control, and sometimes the maker as well. Survivors wander without any natural kin.

CR 7 XP 3,200
N Huge magical beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
DEFENSE
AC 18, touch 8, flat-footed 18 (+10 natural, –2 size)
hp 84 (8d10+40); fast healing 5
Fort +11, Ref +6, Will +4; +4 vs. mind-affecting effects
Defensive Abilities fortification (50%); DR 5/—; Immune nauseated, sickened; SR 18
Weaknesses polymorph susceptibility
OFFENSE
Speed 40 ft.
Melee bite +12 (2d6+6), claw +12 (1d8+6), tentacle +12 (1d8+6 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks constrict (1d6+6)
STATISTICS
Str 23, Dex 10, Con 21, Int 2, Wis 11, Cha 8
Base Atk +8; CMB +16; CMD 26
Feats Blind-Fight, Cleave, Iron Will, Power Attack
Skills Climb +11, Perception +7, Swim +11
SQ maker’s gift (grab and constrict)
ECOLOGY
Environment any land
Organization solitary
Treasure none
SPECIAL ABILITIES
Maker’s Gift (Ex) Each yaoguai gains one additional ability that is based on its specific form. Typical additional yaoguai abilities include the following.
Flight: The yaoguai gains a fly speed of 30 feet (clumsy).
Grab and Constrict: The yaoguai’s tentacle attack gains grab and constrict. The creature’s constrict damage is equal to its slam damage plus its Strength bonus.
Poison: One claw or tentacle attack is replaced with a sting attack (same damage as the replaced attack) plus poison. Poison Sting—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based.
Pounce and Rake: The yaoguai gains pounce and rake (2 claws +14, 1d8+7).
Quills: A creature attacking the yaoguai with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+7 points of piercing damage from the yaoguai’s quills. Melee weapons with reach do not endanger their users in this way.
Trample: The yaoguai gains a trample attack that deals an amount of damage equal to its claw damage plus 1-1/2 times its Strength modifier.
Polymorph Susceptibility (Su) A yaoguai is immune to polymorph effects or effects that otherwise change its shape, but the attempt to alter its shape causes it great pain and it must attempt a saving throw if the effect allows it. If it fails its save or the effect doesn’t allow a saving throw, the yaoguai is staggered and loses its damage reduction and fast healing for 1d4 rounds.
 

Baku

Shaggy brown fur surrounds this floating beast’s blue eyes, curling trunk, long ivory tusks, and four small, clawed feet.

Bakus feed on dreams and creative thought, moving unseen through sleeping communities as either welcome nightmare hunters or troublesome nocturnal guests.

Size About 5 feet long and 100 pounds.
Signs Several sleepers abruptly lose recurring nightmares—or wake unrested after nights strangely empty of dreams.
Demeanor Usually gentle and retiring, a baku dislikes becoming the focus of attention and often withdraws when discovered.
Encounters Homes and inns rich in dreaming minds draw a hidden visitor that may linger above the same sleepers for several nights.
Conflict It relies on invisibility and sleep-inducing magic, resorting to claws and attacks on an opponent’s mental vitality when forced to fight.
Diet Dreams provide nourishment; consuming only nightmares helps the sleeper, while indiscriminate feeding can leave a victim exhausted.
Relationships Night hags are bitter enemies. A baku may follow one beyond the waking world to protect sleeping victims.

CR 8 XP 4,800
N Medium magical beast
Init +9; Senses darkvision 60 ft., low-light vision; Perception +16
DEFENSE
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 95 (10d10+40)
Fort +11, Ref +12, Will +8
DR 10/cold iron; Immune mind-affecting effects, sleep; SR 19
OFFENSE
Speed 30 ft., fly 60 ft. (perfect)
Melee 2 claws +15 (1d4+2), gore +15 (1d6+2)
Special Attacks mental drain
Spell-Like Abilities (CL 10th; concentration +17)
At will—, , (DC 18)
3/day— (DC 20),
1/day—, (DC 21)
STATISTICS
Str 14, Dex 21, Con 18, Int 15, Wis 16, Cha 25
Base Atk +10; CMB +12; CMD 27 (31 vs. trip)
Feats Alertness, Flyby Attack, Improved Initiative, Iron Will, Weapon Finesse
Skills Diplomacy +15, Fly +18, Perception +16, Sense Motive +13, Spellcraft +8, Stealth +16
Languages Aklo, Celestial, Common
SQ dream claws
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Dream Claws (Ex) A baku’s claws are treated as cold iron and magic for purposes of overcoming damage reduction.
Dream Eating (Su) A baku can feed upon the dreams of any single sleeping creature within 100 feet. Alternatively, the baku can feed upon the dreams of a creature that it manages to contact with its spell-like ability. A creature can resist this effect with a DC 22 Will save. When a baku feeds in this way, it can elect to consume only nightmares or all dreams. If it only consumes nightmares, the target creature is immune to the effects of the spell, the dream haunting ability of the night hag, and other similar attacks for that period of sleep. If the baku instead feeds on all of the creature’s dreams, that creature is fatigued upon waking and does not gain any benefits it would have received from sleep, such as natural healing or the ability to regain spells after resting. This is a mind-affecting sleep effect. The save DC is Charisma-based.
Mental Drain (Su) When a baku attacks with a claw, it can choose, as a swift action, to deal 1d4 points of Intelligence damage on that attack. A DC 22 Will save negates this ability damage. The save DC is Charisma-based.
 

Gorgon

Overlapping metal plates sheath this charging bull, while green vapor curls beneath broad horns and burning orange eyes.

Gorgons are living mineral-eaters whose armored bodies and petrifying breath turn ordinary grazing country into a field of shattered statues.

Size About 6 feet tall and 8 feet long; roughly 4,000 pounds.
Signs Heavy hoofprints cross gnawed stone remains, and bitter-smelling gray droppings contain tiny crystals or flecks of ore.
Demeanor Both sexes are fiercely confrontational. Unfamiliar creatures are challenged even when the gorgon has no immediate need to feed.
Conflict It breathes petrifying vapor into a group, then charges with lowered horns and tramples whatever remains in its path.
Diet Petrified flesh and mineral matter sustain it; a corpse may be smashed into manageable chunks before feeding.
Social Life A dominant bull may lead a small herd. Displaced young males wander alone or together until they can establish themselves.
Resources Its mineral-rich droppings can attract prospectors, but the surrounding ground is seldom safe to search casually. Powdered gorgon horn has significant value as an alternate material component when crafting magic items that use , , , , and similar magic.

CR 8 XP 4,800
N Large magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +17
DEFENSE
AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
hp 100 (8d10+56)
Fort +13, Ref +6, Will +7
OFFENSE
Speed 30 ft.
Melee gore +14 (2d8+7), 2 hooves +9 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (60-foot cone, turn to stone, Fortitude DC 21 negates), trample (2d8+10, DC 21)
STATISTICS
Str 24, Dex 10, Con 24, Int 2, Wis 16, Cha 9
Base Atk +8; CMB +16; CMD 26
Feats Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +17
ECOLOGY
Environment temperate plains, rocky hills, and underground
Organization solitary, pair, pack (3–4), or herd (5–12)
Treasure none
SPECIAL ABILITIES
Breath Weapon A gorgon can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary—each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgon’s breath weapon a second time while petrified. A creature exposed to the gorgon’s breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.
 

Vahana

A trunk and sweeping tusks frame this scaled beast’s toothy jaws, while armored ridges follow its heavy crocodilian tail.

This makara vahana is a divinely blessed companion and steed, combining an elephant’s strength with a crocodile’s mastery of the water.

Signs Broad tracks descend into deep water without turning back; a laden rider may emerge where no ordinary crossing seems possible.
Demeanor Intelligent and devoted, it judges situations alongside its rider rather than behaving as an ordinary trained mount.
Encounters Its presence usually signals a champion entrusted with an important undertaking or rewarded for past service.
Communication Rider and vahana share a mental bond that can bridge any distance within the same plane of existence.
Conflict It batters foes with tusks, teeth, and weight, keeping close to its companion and using waterways as avenues of approach or escape.
Special Traits The makara can carry its rider beneath the surface while allowing that rider to breathe water.
Origin Gods shape vahanas by blending animal forms and awakening their minds. A chosen servant receives a capable partner for extraordinary deeds, not merely a ceremonial beast.

MAKARA VAHANA
CR 9 XP 6,400
N Huge magical beast (aquatic, augmented animal)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +22
DEFENSE
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
hp 115 (11d8+66)
Fort +15, Ref +9, Will +7; +4 on Will saves vs. enchantment
DR 10/magic; Resist acid 10, cold 10, electricity 10, fire 10; SR 20
OFFENSE
Speed 70 ft., swim 70 ft.
Melee gore +18 (2d8+12), slam +18 (2d6+12), bite +18 (2d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks trample (2d8+18, DC 27)
STATISTICS
Str 34, Dex 14, Con 23, Int 12, Wis 15, Cha 9
Base Atk +8; CMB +22 (+24 bull rush); CMD 34 (36 vs. bull rush)
Feats Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +22
Languages Common and either Abyssal, Celestial, or Infernal; telepathy (with rider only)
SQ amphibious, blended beast, rider bond (water breathing)
ECOLOGY
Environment any
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Rider Bond (Su) A vahana’s bond with its rider allows them to communicate telepathically as long as they’re on the same plane. As a free action that the rider can take even when it is not her turn, a vahana’s rider can choose to redirect damage dealt to the vahana to herself instead.
CREATING A VAHANA
 
 

Purple Worm

Purple armor plates encircle this massive worm, whose circular maw bristles with fangs beneath a raised, hooked tail stinger.

Purple worms are enormous subterranean scavengers, excavating passages as they consume whatever organic matter their burrowing uncovers.

Size A large adult can reach about 80 feet long and 5 feet across, weighing roughly 40,000 pounds.
Signs Deep rumbling and falling grit precede a moving worm; freshly opened circular tunnels can lead straight into its feeding route.
Demeanor Hunger governs its decisions. It reacts to nearby movement as potential food rather than as a challenge to negotiate.
Conflict It erupts within reach of prey, bites and swallows smaller creatures, and lashes its venomous tail at opponents beyond its jaws.
Territory Its feeding circuits cut through extensive underground regions and occasionally breach the surface.
Lair A central cavern offers space to coil, rest, and digest between long periods of tunneling.
Resources Undigested gemstones and other valuables can collect along its passages or inside its body, tempting explorers to follow a dangerous trail.

CR 12 XP 19,200
N Gargantuan magical beast
Init –2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18
DEFENSE
AC 26, touch 4, flat-footed 26 (–2 Dex, +22 natural, –4 size)
hp 200 (16d10+112)
Fort +17, Ref +8, Will +4
OFFENSE
Speed 20 ft., burrow 20 ft., swim 10 ft.
Melee bite +25 (4d8+12/19–20 plus grab), sting +25 (2d8+12 plus poison)
Space 20 ft.; Reach 15 ft.
Special Attacks swallow whole (4d8+18 bludgeoning damage, AC 21, 20 hp)
STATISTICS
Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Base Atk +16; CMB +32 (+36 grapple); CMD 40 (can’t be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (bite), Power Attack, Staggering Critical, Weapon Focus (bite, sting)
Skills Perception +18, Swim +20
ECOLOGY
Environment any underground
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves. The save DC is Constitution-based.
 

Goezspall

Heavy plates cover this low-slung beast, whose red facial feelers curl above sharp teeth and thick, clawed feet.

Goezspalls are extraordinarily durable wanderers, able to survive hostile environments by combining a tough body with prolonged dormancy.

Size About 14 feet long and 3,500 pounds.
Signs An apparently lifeless armored mound can stir after being disturbed; nearby stone may show fresh claw scrapes and washed-out channels.
Demeanor Usually indifferent rather than aggressive, a newly awakened goezspall may be dangerously hungry.
Conflict It tears with heavy claws and can blast opponents with scalding water, pushing them away while it repositions.
Special Traits It tolerates conditions far beyond ordinary animal endurance, including crushing pressure and airless surroundings.
Diet It eats plants and animals, hunting aggressively after a long fast.
Life Cycle Dormancy suspends its needs and aging. It can wake after an interval it chose before sleeping or rouse when disturbed, so a sealed chamber may hold a creature older than the surrounding ruins.

CR 14 XP 38,400
N Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 30, touch 12, flat-footed 27 (+2 Dex, +1 dodge, +18 natural, –1 size)
hp 200 (16d10+112)
Fort +17, Ref +12, Will +10 
Immune cold, disease, fire, poison, pressure damage; Resist acid 15, electricity 15, sonic 15
OFFENSE
Speed 40 ft., climb 10 ft., swim 20 ft.
Melee 4 claws +23 (1d8+8)
Space 10 ft.; Reach 5 ft.
Special Attacks rend (2 claws, 1d8+12), scalding spray
STATISTICS
Str 26, Dex 15, Con 25, Int 6, Wis 20, Cha 21
Base Atk +16; CMB +25; CMD 38
Feats Combat Reflexes, Diehard, Dodge, Endurance, Lunge, Mobility, Power Attack, Vital Strike
Skills Climb +20, Perception +15, Stealth +8, Swim +20
Languages Aklo
SQ compression, hibernate, no breath
ECOLOGY
Environment any
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Hibernate (Ex) Although it can live in extreme conditions, a goezspall still requires food and water. To survive when sustenance is not available, a goezspall can enter a state of hibernation at will; doing so takes 1 minute. While in this state, it can take no actions and is effectively helpless, as if it were in a deep sleep. A goezspall can remain in hibernation for as long as it wishes—while in this state, it does not need to eat or drink, nor does it age. Time effectively stands still for the creature. If a goezspall is jostled or damaged while hibernating, it can attempt a DC 20 Will save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 24 hours to awaken from hibernation. A goezspall can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, a goezspall needs only 1d3 rounds to rouse itself, with no Will saving throw necessary. 
Immune to Pressure Damage (Ex) A goezspall can survive in extreme conditions. A goezspall is immune to damage caused by high-pressure environments such as deep underwater and low-pressure environments such as the void of space. 
Scalding Spray (Su) As a standard action once every 1d4 rounds, a goezspall can spray a 60-foot line of scalding water at its enemies that deals 12d6 points of fire damage (Reflex DC 25 half). This stream acts as a bull rush against creatures of any size. When using this ability, a goezspall attempts a combat maneuver check and applies its results to each creature within the area. This bull rush does not provoke attacks of opportunity. The save DC is Constitution-based.
 

Xanthos

Six turquoise eyes gleam above this red, horse-shaped creature’s fangs, with dark plates following its neck and long back.

Xanthoi are patient explorers who study unfamiliar worlds, sometimes carrying trusted companions through lands no ordinary mount could cross.

Size About 13 feet at the shoulder and 15,000 pounds.
Signs A huge hoofed traveler watches landmarks for hours, sometimes carrying a howdah with several companions.
Demeanor Inquisitive and deliberate, it can remain a detached observer even during upheaval, though friendship may override that restraint.
Motivation Preserve discoveries for its makers; individual xanthoi develop particular subjects that absorb their attention.
Communication Its telepathy reaches only very close companions, making a place beside its head useful for private conversation.
Conflict It prefers escape, using rapid magical relocation to avoid a fight; danger to a friend may make it stand and defend them.
Special Traits Travel between worlds depends on rare alignments of the heavens, so a visitor can remain stranded for years.
Origin Their creators sent them to survey distant places. The creators vanished, but the surviving explorers continue their assignment without knowing whether anyone remains to receive their reports.

CR 14 XP 38,400
N Huge magical beast
Init +6; Senses darkvision 120 ft., low-light vision; Perception +23
DEFENSE
AC 31, touch 11, flat-footed 28 (+2 Dex, +1 dodge, +20 natural, –2 size)
hp 195 (17d10+102)
Fort +15, Ref +12, Will +10
Immune cold; Resist electricity 30, fire 30; SR 25
OFFENSE
Speed 60 ft.
Melee bite +23 (2d6+8), 2 hooves +21 (1d8+4), tail slap +21 (2d6+4)
Space 15 ft.; Reach 10 ft.
Spell-Like Abilities (CL 15th; concentration +16)
5/day—, , ,
STATISTICS
Str 26, Dex 15, Con 21, Int 12, Wis 16, Cha 13
Base Atk +17; CMB +27; CMD 40 (44 vs. trip)
Feats Blind-Fight, Combat Casting, Dodge, Endurance, Improved Initiative, Iron Will, Mobility, Multiattack, Toughness, Wind Stance
Skills Climb +19, Intimidate +10, Knowledge (any one) +10, Perception +23, Swim +19
Languages Aklo; telepathy 5 ft.
SQ exploit stellar conjunction, hold breath
ECOLOGY
Environment any land
Organization solitary or gang (2–5)
Treasure none
SPECIAL ABILITIES
Exploit Stellar Conjunction (Su) A xanthos can sense the alignment of stellar objects (planets, comets, asteroids, and so on) and when they form conjunctions that allow it to use its magic for interplanetary travel. During these conjunctions, the xanthos can use its spell-like ability as to reach any other world in its current solar system, or as to reach any known plane. A conjunction remains viable for only 10d10 hours, after which it could be days, weeks, or even months before another conjunction occurs that would once again allow travel between those two locations.
 

Bhole

A towering brown worm rises from its coils, its deeply ringed body ending in a gaping, slime-flecked circle of teeth.

Bholes are immense alien burrowers whose feeding can hollow entire regions into unstable shells of tunnels and ruins.

Signs The ground settles without warning; immense passages descend beneath collapsing hills, and thick slime coats surfaces far above human reach.
Demeanor Driven by appetite and largely indifferent to lesser lives, a bhole may destroy a settlement without recognizing it as anything but an obstruction.
Conflict It floods an area with adhesive slime, then crushes or swallows trapped creatures while its body churns through the terrain.
Territory Where bholes multiply unchecked, connected tunnels eventually undermine the land above, leaving a broken wasteland.
Life Cycle They can endure for ages, outliving the civilizations that discover them.
Origin These worms belong to remote worlds and stranger realms. A lone arrival can become an enduring disaster, while an established population may leave little solid ground for other life.

CR 17 XP 102,400
CN Colossal magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +28
DEFENSE
AC 33, touch 1, flat-footed 33 (–1 Dex, +32 natural, –8 size)
hp 290 (20d10+180)
Fort +21, Ref +13, Will +11
DR 10/—; Immune acid, fire, disease, magical control, paralysis, poison, sleep, stun; SR 28
OFFENSE
Speed 50 ft., burrow 50 ft.
Melee bite +29 (6d6+25/19–20 plus grab), slam +29 (3d8+25/19–20)
Space 30 ft.; Reach 60 ft.
Special Attacks breath weapon, overwhelming strength, swallow whole (20d6 acid damage, AC 26, 29 hp), trample (DC 37)
STATISTICS
Str 44, Dex 8, Con 28, Int 3, Wis 21, Cha 23
Base Atk +20; CMB +45 (+47 bull rush, +49 grapple); CMD 54 (56 vs. bull rush, can’t be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (bite), Improved Critical (slam), Improved Initiative, Lightning Reflexes, Power Attack, Staggering Critical, Vital Strike
Skills Perception +28
Languages Aklo (rarely speaks)
ECOLOGY
Environment any underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Breath Weapon (Su) Once every minute, a bhole can expel a prodigious amount of thick slime from its gullet. This breath weapon has a range of 900 feet, and creates a 40-foot-diameter spread of slime in its targeted area. Any creature within this area must succeed at a DC 29 Fortitude save or be stunned for 1d4 rounds. The slime transforms the area it coats into difficult terrain. Furthermore, any creature that is in the area (or that attempts to enter the area) must succeed at a DC 29 Reflex save or be entangled by the slime. Bhole slime persists for 2d6 hours and bhole lairs are typically pre-caked with the stuff. A bhole can move through bhole slime without penalty. The save DC is Constitution-based.
Immune to Magical Control (Ex) A bhole is immune to nearly all forms of mind control, including all charm, , and dominate spells. It is similarly immune to and possession attempts. and other mind-affecting effects that don’t allow another creature to directly control a bhole work normally. Rare effects that allow a creature to manipulate the exact effects of on a creature provide one of the few ways to magically control a bhole. Other methods, particularly those tied to strange and powerful artifacts, may work as well.
Overwhelming Strength (Ex) A bhole always applies 1-1/2 times its Strength modifier on all natural weapon attacks.
 

Thunder Behemoth

Jagged stone plates cover this horn-crowned quadruped from its crushing feet to the broad, spiked tip of its tail.

Thunder behemoths are living instruments of divine devastation, able to bring down fortified cities and consume what remains.

Signs Tremors, fleeing wildlife, sinkholes, and toppled trees may precede the beast’s arrival by days.
Demeanor Relentless when roused, it treats resistance as another obstacle to crush rather than a reason to abandon its purpose.
Encounters One may sleep beneath the ruins it was sent to destroy, awakening long after anyone remembers the offense that summoned it.
Conflict It advances through defenses with trampling feet, sweeping horns, and swallowing jaws. Thunderous roars disrupt opposition, while stones spat from its gullet threaten distant targets.
Diet Its enormous appetite extends to vegetation, animals, masonry, and ore; destruction leaves little that it cannot try to consume.
Origin Gods bound primeval destructive forces into living bodies to punish mortal defiance. Even their makers cannot always restrain them once unleashed. A behemoth can outlast its original command, leaving later generations to confront wrath intended for a forgotten age.

CR 18 XP 153,600
N Colossal magical beast (behemoth, earth)
Init –2; Senses blindsense 60 ft., darkvision 60 ft., tremorsense 60 ft.; Perception +27
DEFENSE
AC 35, touch 0, flat-footed 35 (–2 Dex, +35 natural, –8 size)
hp 337 (25d10+200); regeneration 20
Fort +22, Ref +12, Will +12
Defensive Abilities unstoppable; DR 15/epic; Immune ability damage, acid, aging, bleed, disease, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison, polymorph; SR 29
Weaknesses vulnerability to miracles and wishes
OFFENSE
Speed 30 ft., burrow 30 ft.
Melee bite +33 (4d6+16 plus grab), gore +33 (4d6+16), 2 stomps +28 (2d8+8 plus trip)
Ranged 4 rocks +15 (3d6+24 plus stun)
Space 30 ft.; Reach 20 ft.
Special Attacks fast swallow, mighty roar, rock spitting, ruinous, swallow whole (4d6+24 bludgeoning and 4d6 fire damage, AC 27, 33 hp), trample (2d8+24, DC 38)
Spell-Like Abilities (CL 20th; concentration +22)
3/day— (DC 20)
STATISTICS
Str 43, Dex 6, Con 26, Int 3, Wis 14, Cha 15
Base Atk +25; CMB +49 (+53 bull rush, grapple, overrun, or sunder); CMD 57 (59 vs. bull rush, overrun, or sunder, 61 vs. trip)
Feats Awesome Blow, Cleave, Great Cleave, Greater Bull Rush, Greater Overrun, Greater Sunder, Improved Bull Rush, Improved Overrun, Improved Sunder, Iron Will, Lunge, Power Attack, Snatch
Skills Perception +27, Survival +14, Swim +20
Racial Modifiers +10 Perception
Languages Aklo (cannot speak)
ECOLOGY
Environment any land
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Mighty Roar (Su) Every 1d4 rounds as a standard action, a thunder behemoth can issue a mighty roar in a 60-foot cone that duplicates the effect of an empowered (Fortitude DC 30 half). This is a sonic effect. The save DC is Constitution-based.
Rock Spitting (Ex) A thunder behemoth can spit rocks from the essentially inexhaustible store in its gizzard. It can spit up to four rocks as a standard action, with a range increment of 60 feet. A creature that is critically hit by one of these rocks must make a DC 38 Fortitude save to resist being stunned for 1 round. The save DC is Strength-based.
Swallow Whole (Ex) A thunder behemoth has five stomachs and can shunt a swallowed victim into any one of them (usually choosing an empty stomach).