GUARDIAN DOLL
Animated object (Pathfinder RPG Bestiary 14)
N Tiny construct.
lnit +2; Senses darkvision 60 ft., low-light vision; Perception -5
DEFENSE
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 5 (1d10)
Fort +O, Ref +2, Will -5
Defensive Abilities hard ness 5; Immune construct traits
Weaknesses vulnerable to fire
OFFENSE
Speed 30 ft.
Melee 2 slams +3 (1d3)
Space 2-1/2 ft.; Reach O ft.
STATISTICS
Str 1 0, Dex 1 4, Con -, Int -, Wis 1, Cha 1
Base Atk +1; CMB +1; CMD 11
SQ Construction Points (additional attack, strong), flaws
(flammable)
SPECIAL ABILITIES
Flammable (Ex, +1 CP) The object gains vulnerability to fire.
Strong (Ex, 1 CP) The object to it's Strength.
Fallaron en su intento de sorrender a Yash, lo que les costó la vida a manos de este y Xweto.
SANDLING
Tome of Horrors Complete 522
N Large outsider (earth, elemental, extraplanar)
Init + 1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +9
DEFENSE
AC 1 4, touch 1 0, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 19 (3d10+3)
Fort +4, Ref +2, Will + 3
DR 5/bludgeoning; Immune elemental traits
Weaknesses vulnerable to water
OFFENSE
Speed 30 ft., burrow 20 ft.
Melee bite +5 (1d8+4)
Space 1 O ft.; Reach 5 ft.
STATISTICS
Str 17, Dex 12, Con 13, Int 4, Wis 10, Cha 11
Base Atk +3; CMB +7; CMD 18 (can't be tripped)
Feats Power Attack, Skill Focus (Perception)
Skills Knowledge (planes) +3, Perception +9, Stealth +3 (+7 in
earth or sand); Racial Modifiers +4 Stealth in earth or sand
Languages Terran
SPECIAL ABILITIES
Vulnerable al Water (Ex) For every 2 gallons of water that hit a sandling, it is slowed (as the slow spell) for 1 round (no save).
Atrapó a Nefertari, pero Pixi y su hechizo grasa la liberaron. La paladina, en un ataque combinado con Auren, acabó con él.
FALSE SARCOPHAGUS
Animated object (Pathfinder RPG Bestiary 14)
N Medium construct
lnit +O; Senses darkvision 60 ft., low-light vision; Perception -5
DEFENSE
AC 1 4, touch 1 0, flat-footed 14 (+4 natural)
hp 36 (3d10+20)
Fort +1, Ref +1, Will -4
Defensive Abilities hardness 5; Immune construct traits
Weaknesses vulnerable to cold
OFFENSE
Speed 20 ft.
Melee bite +5 (1d6+2 plus g ra b), slam +5 (1 d6+2)
Special Attacks swalow whole (suffocation damage, AC 12, hardness 5, 3 hp)
STATISTICS
Str 14, Dex 10, Con -, Int -, Wis 1, Cha 1
Base Atk +3; CMB +5 (+9 grapple); CMD 15 (can't be tripped)
SQ Construction Points (additional natural attack [bite], grab, swallow whole), flaws (brittle, slower)
SPECIAL ABILITIES
Brittle (Ex, +1 CP) The object gains vulnerability to cold.
Slower (Ex, +1 CP) The object's speed is reduced to 20 feet.
Swallow Whole (Ex, 2 CP) The object gains the swallow whole special attack, and canswa llow Medium or smaller creatures (the object must have a bite attack before it can take this ability). A creature does not take damage within the sarcophagus, but there is only enough air inside to last for 3 rounds. At the end of the third round, the trapped creature must hold its breath or risk suffocation. A creature that attempts to cut its way out of the sarcophagus with a weapon must be able to penetrate the sarcophagus's hardness (hardness 5). The sarcophagus can swallow only one creature at any one time.
Sorprendió y devoró a Xweto, pero Nefertari, con la ayuda de un águila invocada, lograron acabar con el traicionero sarcófago y sacar a su compañero antes de que se quedara sin aire.
GIANT MINING BEATLES
Advanced fire beetle (Pathfinder RPG Bestiary 33, 294)
N Small vermin
Init +0; Senses low-light vision; Perception +0
DEFENSE
AC 16, touch 11, flat-footed 12 (+3 natural, 1 size)
hp 10 (1d8+2)
Fort +2, Ref +0, Will +0
Immune mind-affecting effects
OFFENSE
Speed 30 ft., fly 30 ft. (poor), burrow 20 ft.
Melee bite +2 (1d4)+ acid (1+d3)
STATISTICS
Str 14, Dex 14, Con 14, Int -, Wis 14, Cha 12
Base Atk +0; CMB –1; CMD 2 (19 vs. trip)
Skills Fly –2
SQ luminescence
SPECIAL ABILITIES
Luminescence (Ex) A fire beetle’s glowing glands provide light in a 10-foot radius. A dead fire beetle’s luminescent glands continue to glow for 1d6 days after its death.
Destrozados en un ataque sorpresa dirigido por Dario y Xweto.
COCKROACH SWARM
Pathfinder RPG Bestiary II 58
N Fine vermin (swarm)
lnit +1; Senses darkvision 60 ft., tremorsense 15 ft.; Perception +8
DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 26 (4d8+8)
Fort +6, Ref +3, Will +1
Defensive Abilities swarm traits, Immune weapon damage
Weaknesses light sensitivity, swarm traits
OFFENSE
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)
Melee swarm (1d6)
Space 10 ft., Reach 0 ft.
Special Attacks distraction (DC 14)
STATISTICS
Str 1, Dex 15, Con 14, Int —, Wis 10, Cha 2
Base Atk +3; CMB —; CMD —
Skills Climb +10, Fly +4, Perception +4, Stealth +14; Racial Modifiers +4 Perception
SQ hold breath
SPECIAL ABILITIES
Hold Breath (Ex) A cockroach can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Nefertari las contuvo valientemente mientras Dario ideaba un plan; fueron incineradas gracias a la grasa de Pixy y un frasco de fuego de alquimista lanzado por Xweto.
GIANT SOLIFUGID
Pathfinder RPG Bestiary II 253
N Small vermin
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 13 (2d8+4)
Fort +5, Ref +2, Will +0
Immune mind-affecting effects
OFFENSE
Speed 50 ft., climb 30 ft.
Melee bite +3 (1d6+1), 2 claws +3 (1d3+1)
Special Attacks rend (2 claws, 1d3+1)
STATISTICS
Str 12, Dex 15, Con 15, Int —, Wis 11, Cha 2
Base Atk +1; CMB +1; CMD 13 (25 vs. trip)
Skills Climb +9, Perception +4, Stealth +10; Racial Modifiers +8 Climb, +4 Perception, +4 Stealth
Pillada por sorpresa, la araña no tuvo nada que hacer ante las flechas de Xweto.
Una segunda criatura de éstas estuvo a punto de acabar con Nico en la Casa de Pentheru cuando os colásteis en su cubil. Por suerte, Yash en un alarde de fuerza y destreza, asestó tal golpe al solífugo que lo dejó aplastado en el suelo.
GIANT WHIPTAIL CENTIPEDE
Pathfinder RPG Bestiary II 53
N Huge vermin
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 15, touch 8, flat-footed 14 (+7 natural, –2 size)
hp 38 (4d8+20)
Fort +9, Ref +1, Will +1
Immune mind-affecting effects
OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +8 (2d6+7 plus poison), tail slap +3 (1d3 nonlethal plus trip)
Space 15 ft.; Reach 15 ft. (20 ft. with tail slap)
STATISTICS
Str 25, Dex 11, Con 21, Int –, Wis 10, Cha 2
Base Atk +3; CMB +12; CMD 22 (can’t be tripped)
Skills Climb +15, Perception +4, Stealth +0; Racial Modifiers +8 Climb, +4 Perception, +8 Stealth
SQ compression
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 1 save. The save DC is Constitution-based.
Tail Slap (Ex) A giant whiptail centipede’s tail slap deals nonlethal damage and gains no bonus from its Strength score on damage dealt.
Salió de las arenas para, poco después, volver a hundirse en ellas, muerto tras ser hostigado por todo el grupo.
ADHERER
Pathfinder RPG Bestiary 3 8
LE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 30 (4d10+8)
Fort +3, Ref +7, Will +5
DR 5/-; SR 14
OFFENSE
Speed 30 ft., climb 10 ft.
Melee 2 slams +6 (1d6+2 plus grab)
Special Attacks grab (Large)
STATISTICS
Str 14, Dex 16, Con 15, Int 4, Wis 13, Cha 11
Base Atk +4; CMB +7 (+19 grapple); CMD 19
Feats Agile Maneuvers, Combat Reflexes
Skills Climb +10, Craft (cloth) +3, Craft (traps) +1, Perception +5, Stealth +11; Racial Modifiers +2 Craft (cloth), +4 Stealth
Languages Aklo
SQ adhesive
SPECIAL ABILITIES
Adhesive (Su) A weapon that strikes an adherer becomes stuck fast to the creature’s adhesive flesh unless the wielder succeeds at a DC 14 Reflex save. A creature adjacent to the adherer can attempt to pry off a stuck weapon with a DC 17 Strength check, but doing so provokes an attack of opportunity from the adherer. The adherer’s adhesive flesh gives it a +8 racial bonus on grapple checks. It can attempt to grapple a foe as a free action whenever a creature successfully hits it with a natural attack or an unarmed strike. An adherer does not gain the grappled condition when it grapples a foe, nor does it provoke attacks of opportunity when it attempts to do so. Fire can temporarily burn away an adherer’s adhesive coating—whenever an adherer takes at least 10 points of fire damage, it loses its adhesive special quality for 1d4 rounds. Universal solvent, alchemical solvent, or a similar fluid removes an adherer’s adhesive quality for 1 hour if it fails a DC 15 Reflex save, or for 1d4 rounds if it makes the save. The adherer’s skin loses its adhesive quality 1 hour after the adherer dies. An adherer can release anything stuck to it as a free action. The save DCs are Constitution-based.
Se encontró cara a cara con Dario, pero no logró apresarle y su vida terminó tras un buen combo de Yash y Pixy.
UBASHKI SWARM
Pathfinder RPG Campaign Setting: Lost Kingdoms 19
NE Tiny undead (swarm)
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 19 (3d8+6)
Fort +3, Ref +6, Will +3
Defensive Abilities half damage from weapons, swarm traits;
Immune undead traits
OFFENSE
Speed 30 ft.
Melee swarm +7 (1d6 plus distraction and disease)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13)
STATISTICS
Str 5, Dex 17, Con -, Int 2, Wis 10, Cha 15
Base Atk +2; CMB -; CMD -
Feats Lightning Reflexes, Weapon Finesse
Skills Climb +5, Perception +5, Stealth +15; Racial Modifiers +4 Climb, +4 Stealth
SPECIAL ABILITIES
Disease (Ex) Ubashki Fever: Injury; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d2 Str damage and 1d2 Wis damage; cure 2 consecutive saves. A creature afflicted by ubashki fever develops unsightly splotches and sores all over its body that persist until the disease is cured. The save DC is Charisma-based.
Una oleada de energía positiva de Auren y un frasco de fuego de alquimista de Nefertari bastaron para convertir en polvo a la camada de criaturas no muertas.
SKELETON
Pathfinder RPG Bestiary 250
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws +2 (1d4+2)
STATISTICS
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
Gear broken chain shirt, broken scimitar
Sus compañeros dieron a Auren el tiempo necesario para canalizar una poderosa ráfaga de energía que los barrió, devolviéndoles ya para siempre a su eterno descanso.
HESHARU
Sandman (Pathfinder RPG Bestiary 2 236)
NE Medium outsider (earth, elemental, extraplanar)
Init +5; Senses darkvision 60 ft.; tremorsense 30 ft.; Perception +7
Aura sleep (20 ft., DC 14)
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +3
Defensive Abilities amorphous; DR 10/bludgeoning; Immune elemental traits
OFFENSE
Speed 30 ft., burrow 30ft.
Melee slam +6 (1d6+3 plus sleep)
STATISTICS
Str 14, Dex 13, Con 15, Int 10, Wis 11, Cha 10
Base Atk +4; CMB +6; CMD 17
Feats Improved Initiative, Iron Will
Skills Acrobatics +8, Climb +9, Knowledge (planes) +7, Perception +7, Sense Motive +7, Stealth +8 (+12 in sand); Racial Modifiers +4 Stealth in sand
Languages Terran
SQ compression, sand form
SPECIAL ABILITIES
Sand Form (Su) As a standard action, a sandman can cause its humanoid form to collapse into a pile of animated sand. In this form, treat the sandman as if it were a small earth elemental made out of sand. The sandman retains its compression and sleep aura abilities when in sand form, but loses its sleep attack and its damage reduction, as its sandy body in this form is much more compact and easier to scatter with solid weapon blows.
Sleep (Su) A creature struck by a sandman’s slam attack must succeed on a DC 14 Will save or immediately fall asleep, as if affected by a sleep spell (caster level 8th). There is no limit to the number of Hit Dice a sandman can affect with this ability. The save DC is Constitution-based.
Sleep Aura (Su) A sandman radiates a 20-foot-radius spread that puts creatures to sleep. Any creature in the area must succeed on a DC 14 Will save or fall asleep, as if affected by a sleep spell (caster level 8th). There is no limit to the number of Hit Dice a sandman can affect with this ability. A creature that successfully saves is immune to that sandman’s sleep aura for 24 hours. The save DC is Constitution-based.
Heshsharu era audaz y territorial, y pretendía luchar hasta la muerte una vez su engaño se vino abajo, presa de la ira. Iba a ser sin duda una lucha encarnizada por sus artimañas, pero Pixy logró abatirle con una Rociada de color y ahí acabó todo.
BEHEADED
Pathfinder RPG Bestiary 4 17
NE Tiny undead
Init +2; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 8 (1d8)
Fort +0, Ref +2, Will +2; Immune undead traits
OFFENSE
Speed fly 40 ft. (perfect)
Melee slam +2 (1d2)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 11, Dex 15, Con —, Int —, Wis 11, Cha 10
Base Atk +0; CMB +0; CMD 10 (can’t be tripped)
Skills Fly +14
SPECIAL ABILITIES
Swarming (Ex) The beheaded gains 1 additional Hit Die, the swarm subtype, swarm immunities, and the distraction special ability. It loses its slam attack but gains a swarm attack that deals 1d6 points of damage. This counts as two abilities for the purpose of determining the beheaded’s CR.
Se lanzaron convertidas en un enjambre que a punto estuvo de devorar a Yash. Por suerte, todos reaccionaron a tiempo y fueron capaces de destruirlas antes de que lograran darse un festín.
VARGOUILLE
Pathfinder RPG Bestiary 272
NE Small outsider (evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
hp 22 (3d10+3)
Fort +4; Ref +4; Will +2
OFFENSE
Speed fly 30 ft. (good)
Melee bite +5 bite (1d4 plus poison)
Special Attacks kiss, poison, shriek
STATISTICS
Str 10, Dex 13, Con 13, Int 5, Wis 12, Cha 8
Base Atk +3; CMB +2; CMD 13
Feats Skill Focus ( Stealth ), Weapon Finesse
Skills Fly +13, Intimidate +5, Perception +7, Stealth +8
Languages Infernal
SPECIAL ABILITIES
Kiss (Su) A vargouille can kiss a helpless target by making a successful melee touch attack (this provokes attacks of opportunity). A kissed opponent must succeed on a DC 16 Fortitude save or begin a terrible transformation that changes the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation). First, over a period of 1d6 hours, all the victim’s hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours thereafter, when the victim’s head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation’s progress is paused by sunlight or any light spell of 3rd level or higher, but stopping the transformation requires remove disease or a similar effect. The transformation is a disease effect. The save DC is Constitution-based and includes a +4 racial bonus.
Poison (Su) Bite—injury; save Fort DC 12; frequency once; effect damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save. The save DC is Constitution-based.
Shriek (Su) Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A creature that successfully saves cannot be affected again by the same vargouille’s shriek for 24 hours. The save DC is Constitution-based.
IMANISH
Advanced doru div (Pathfinder RPG Bestiary 3 86, 290)
NE Tiny outsider (div, evil, extraplanar)
Init +5; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +9
DEFENSE
AC 24, touch 19, flat-footed 21 (+3 Dex, +5 natural, +2 size, +4 advanced)
hp 36 (3d10+6)
Fort +5, Ref +6, Will +6
DR 10/cold iron or good; Immune fire, poison; Resist acid 10, electricity 10; SR 13
OFFENSE
Speed 20 ft., fly 40 ft. (perfect)
Melee bite +11 (1d4+1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th; concentration +10)
Constant—detect good, detect magic
At will—invisibility (self only)
3/day—charm person (DC 13), minor image (DC 14)
1/day—suggestion (DC 15)
1/week—commune (CL 12th, 6 questions)
STATISTICS
Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Base Atk +5; CMB +6; CMD 17 (can't be tripped)
Feats Weapon Finesse, Weapon Focus (bite)
Skills Bluff +10, Fly +17, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +9, Spellcraft +8, Stealth +19
Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Wis; cure 2 consecutive saves.
TRAPPERS
Human warrior 2
CN Medium humanoid (human)
lnit +2; Senses Perception +0
DEFENSE
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 11 (2d10)
Fort +3; Ref +2; Will +0
OFFENSE
Speed 30 ft.
Melee mwk scimitar +4 (1d6+1/18-20)
Ranged net +4 touch (entangle)
STATISTICS
Str 13, Dex 14, Con 10, Int 9, Wis 11, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats Exotic Weapon Profiency (net), Stealthy
Skills Climb +6, Escape Artist +4, Perception +2, Stealth +4, Survival +2
Languages Common, Osiriani
Combat Gear tanglefoot bag; Other Gear padded armor, mwk scimitar, net with 50' of rope
WATI STREEt THUGS
Human warrior 2
CN Medium humanoid (human)
lnit +1; Senses Perception +4
DEFENSE
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 13 (2d10+2)
Fort +3; Ref +2; Will +0
OFFENSE
Speed 30 ft.
Melee khopesh +4 (1d8+2/19-20)
Ranged mwk longbow +4 touch (1d8/x3)
STATISTICS
Str 15, Dex 12, Con 11, Int 10, Wis 9, Cha 8
Base Atk +2; CMB +4; CMD 15
Feats Exotic Weapon Profiency (khopesh), Skill Focus (Perception)
Skills Climb +7, Perception +4, Stealth +3
Languages Common, Osiriani
Gear padded armor, mwk longbow with 5 arrows, khopesh
SKELETAL JACKALS
Pathfinder Campaign Setting: Osirian, Legacy of Pharaohs 54, Pathfinder RPG Bestiary 250
NE Small undead
lnit +7; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 8 (1d8)
Fort +0; Ref +3; Will +2
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 40 ft.
Melee bite +2 (1d4+1)
STATISTICS
Str 13, Dex 17, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13 (17 vs trip)
Feats Improved Initiative
HUECUVA
Pathfinder RPG Bestiary 3 150
CE Medium undead
lnit +6; Senses darkvision 60 ft.; Perception +5; Aura faithlessness (30')
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 19 (3d8+3)
Fort +2; Ref +3; Will +4
DR 5/magic or silver; Immune undead traits
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d4+1 plus disease)
STATISTICS
Str 13, Dex 14, Con —, Int 4, Wis 12, Cha 12
Base Atk +2; CMB +3; CMD 15
Feats Improved Initiative, Weapon Focus (claw)
Skills Perception +5, Stealth +7
Language Ancient Osiriani
SQ false humanity
SPECIAL ABILITIES
Aura of faithlessness (Ex) The huecuva and all undead creatures within 30' receive a +2 profane bonus on Will saves made to resist channeled energy and positive energy effects.
Disease (Ex) Filth fever: Injury; save Fort DC12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Str damage; cure 2 consecutive saves. The DC is Charisma-based.
False Humanity (Su) During the day, a huecuva is cloaked in an illusion that makes it look, sound, and feel like the living creature it once was. This effect functions similarly to disguise self—if a creature interacts directly with a huecuva, it can attempt a DC 12 Will save to see through the illusion. Regardless, the huecuva’s scent never changes—it always exudes a faint stench of grave dust and decay. Creatures with the scent ability receive a +4 bonus on any Will saving throw made to see through this illusion. At night (regardless of whether the huecuva itself knows night has fallen) this illusion fades and reveals the creature for what it truly is. The save DC is Charisma-based.
SHARGAH-KATUN
Agash div (Pathfinder RPG Bestiary 3 83)
NE Medium outsider (div, evil, extraplanar)
Init +2; Senses darkvision 60 ft., see in darkness; Perception +11
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 65 (5d10+15)
Fort +4, Ref +6, Will +7
DR 10/cold iron or good; Immune fire, poison; Resist acid 10, electricity 10; SR 15
OFFENSE
Speed 30 ft.
Melee 2 claws +8 (1d6+2)
Spell-Like Abilities (CL 6th; concentration +10)
STATISTICS
Str 14, Dex 15, Con 16, Int 13, Wis 13, Cha 18
Base Atk +5; CMB +7; CMD 19
Feats Alertness, Iron Will, Weapon Focus (claw)
Skills Bluff +10, Disguise +12, Intimidate +1, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +11, Sense Motive +9, Spellcraft +9, Stealth +10
Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Cursed Gaze (Su) Aghash’s choice: confused for 1 round, shaken for 1 round, stunned for 1 round, or deals 1d4 points of damage, 30 feet, Fortitude DC 16 negates. Any creature under the effects of protection from evil is immune to an aghash’s gaze. The save DC is Charisma-based.
Sandstorm (Su) Once per day, as a full-round action, an aghash can create a temporary sandstorm. This storm has a radius of 100 feet centered on the aghash and lasts for 1 minute per Hit Die the aghash possesses (typically 5). This functions as a sandstorm.
AHKHAT
N Small outsider (earth, elemental, native)
lnit +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +8
DEFENSE
AC 17, touch 12, flat-footed 16 (+1 Dex, +5 natural, +1 size)
hp 37 (4d10+12)
Fort +7; Ref +5; Will +2
Immune elemental traits
OFFENSE
Speed 30 ft.; structural mobility
Melee 2 slams +8 (1d6+3)
Ranged anything +6 (14d+3)
Spell-Like Abilities (CL 2nd; concentration +3)
At will—open/close, prestidigitation
1/day—repair structure.
STATISTICS
Str 17, Dex 13, Con 16, Int 8, Wis 12, Cha 13
Base Atk +4; CMB +6; CMD 17
Feats Improved Initiative, Throw Anything
Skills Craft (carpentry) +6, Craft (stonemasonry) +6, Knowledge (engineering) +10, Perception +8, Stealth +12; Racial Modifiers +4 Knowledge (engineering)
Language Ancient Osiriani
SQ integrated body
SPECIAL ABILITIES
Integrated Dody (Ex) An ahkhat derives its form from the structure it inhabits, emerging from the walls, floors, and ceilings. An ahkhat cannot manifest from broken areas or separate from the building’s surface; it can only move within the building materials. An ahkhat occupies the same space as the area of the structure from which it is presently manifesting. If an ahkhat is somehow moved 10 or more feet away from its structure, it takes 1d8 points of damage; at the beginning of its next turn, the ahkhat immediately returns to the nearest space within its structure. When not manifesting, an ahkhat can’t be attacked normally, but it is instantly destroyed if 75% of its attuned building is destroyed. If an ahkhat’s keystone is destroyed, the ahkhat is instantly destroyed.
Structural Mobility (Su) An ahkhat can move through walls, floors, and ceilings of any material except metal, similar to the earth glide ability. It cannot move through significantly damaged or ruined sections of a structure until they are repaired. If an area containing an ahkhat is targeted with a passwall spell or similar effect, the ahkhat takes 1d8 points of damage and is immediately shunted to the nearest available space in its structure.
GUARDIAN SCROLL
N Tiny construct
lnit +2; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 size)
hp 30 (5d10)
Fort +1; Ref +5; Will +1
DR 5/magic Immune bludgeoning, crushing and falling damage, construct traits
OFFENSE
Speed 10 ft., fly 40 ft. (perfect)
Melee slice +9 (1d4+3 plus bleed and grab)
Space 2-1/2 ft.; Reach 0 ft.
Special attacks bleed (1d2), constrict (1d4+3), grab (Medium), smothering wrap
STATISTICS
Str 14, Dex 15, Con -, Int 4, Wis 10, Cha 12
Base Atk +5; CMB +5 (+9 grapple); CMD 18
Feats Dodge, Flyby Attack, Lightning Reflexes
Skills Acrobatics +4, Fly +20
Language Common (can't speak)
SPECIAL ABILITIES
Smothering Wrap When a guardian scroll grapples a creature, it entirely covers its opponent’s head with an airtight grip. A creature grappled by the scroll cannot see, speak, or cast spells with verbal components, and it must hold its breath (see Suffocation). Creatures that don’t speak or breathe through their heads aren’t affected in this manner, nor are those blinded who can see through other means. Any attacks targeting a guardian scroll while it’s grappling deal half damage to the scroll and the other half to the grappled creature.
Susceptible to Mind-Affecting Effects (Ex) As an intelligent construct, a guardian scroll is subject to mind-affecting effects.