HD 11 - 15
Colfex, Elite
(Medium Animal)
A colfex is built like a feline predator with overlapping plates of black, grey, and charcoal coloration. These scales cover its shoulders and much of its limbs. Coarse, dark, and leathery skin remains visible beneath and in between scaled areas. Despite this, the colfex is alarmingly agile, flexible, and spry. Long saber-like fangs protrude from its jaws and fixed claws from its paws. They can suddenly change direction and dart forward with shocking speed.
Hit Dice: 15d8+150 (218 hp)
Initiative: +5
Movement: 50 ft.
Armor Class: 16 (+2 Dex, +2 Natural, +2 Parry)
Base Attack/Grapple: +15/+25
Attack: Melee +24 Natural (1d8+12, x3)
Full Attack: Melee +24/+19/+14 Natural
Space/Reach: 5 ft. / 5 ft.
Abilities: Gumption and Endure
Special Qualities: DR 10/-, Natural Armor +2, +3 inherent to Initiative, Listen, and Spot, and +2 Parry while using its natural weapons
Saves: Ego +7, Fort +13, Ref +11, Will +8
Attributes: Str 22, Dex 14, Con 19, Int 3, Wis 16, Cha 14
Skills: Acrobatics +24, Escape Artist +6, Listen +24, Spot +24, and Swim +26
Feats: Weapon Fixation (Natural), Reckless Abandon, Weapon Offensive (Natural), Improved Shove, Improved Trample, Alert, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Grappler, Interrupting Grapple, Weapon Defensive (Natural), Improved Defensive Fighting, Weapon Mastery (Natural), and Improved Trip
Languages: None
Environment: Chaparral, forest, steppes, or settlements where trained
Organization: Solitary, Pair, or Pack (3-20)
Difficulty Level: 11
Possessions: None
Spell/Attack Curve: High Attack, Null, Combatant
Definitions: Animal, Resistive Focus (Reflex), and Speedy (+20 ft.)
Animal Companion: These statistics include the Colfex's +2 Strength and +2 Constitution species adjustments for animal companions. Apply the scaling bonuses from Animal Companion separately. Its innate DR has increased to 10/-.
Abilities
Gumption (Ex)
Pool: 4 Gumption
Use: 1 Gumption
Action: Immediate
Target: Self
Adds its +4 Constitution modifier to an advanced combat maneuver roll or rerolls a failed Fortitude save.
Endure (Ex)
Use: 1 Gumption
Action: Immediate
Target: Self
Duration: 1, 5, or 10 rounds
Gains DR 40/- for 1 round, DR 12/- for 5 rounds, or DR 4/- for 10 rounds.
Floating Arcane Construct, Elite
(Small Construct)
Complex golden channels shine between the runes of this precisely rebuilt floating stone. Its attached magical Bolt-Launcher hurls projectiles through a field of concentrated force.
Hit Dice: 15d12+90 (188 hp)
Initiative: +6
Movement: Fly 20 ft. (Perfect)
Armor Class: 17 (+1 Size, +6 Dex)
Base Attack/Grapple: +15/+14
Attack: Ranged +25 masterwork Bolt-Launcher (1d6+4 piercing, 15-20/x2, 75 ft.)
Full Attack: Ranged +25/+20/+15 masterwork Bolt-Launcher
Space/Reach: 5 ft. / 5 ft.
Abilities: None
Special Qualities: Construct traits, SR 25, never flat-footed at the start of combat, and Ward +4
Saves: Ego +5, Fort +9, Ref +15, Will +8
Attributes: Str 10, Dex 23, Con -, Int -, Wis 16, Cha 10
Skills: Listen +7 and Spot +7
Feats: Crack Shot, Weapon Fixation (Bolt-Launcher), Weapon Offensive (Bolt-Launcher), Improved Weapon Fixation (Bolt-Launcher), Improved Weapon Offensive (Bolt-Launcher), and Deadly Accuracy (Bolt-Launcher)
Languages: None
Environment: Any
Organization: Solitary or paired with its creator
Difficulty Level: 11
Possessions: None; its masterwork Bolt-Launcher is part of the construct
Spell/Attack Curve: High Attack, Null, Combatant
Definitions: Construct, Resistive Focus (Fortitude), Ward, and Magic Resistant
Bladed Quadrupedal Construct, Elite
(Medium Construct)
Gold lines form a complex arcane circuit across this elite construct's bone plates and articulated metal frame. Its limb-mounted blades have been honed for deep, decisive cuts.
Hit Dice: 15d12+90 (188 hp)
Initiative: +3
Movement: 60 ft.
Armor Class: 13 (+3 Dex)
Base Attack/Grapple: +15/+20
Attack: Melee +23 masterwork Blades (1d8+9 slashing, 19-20/x3; +2d10 on a critical hit)
Full Attack: Melee +23/+18/+13 masterwork Blades
Space/Reach: 5 ft. / 5 ft.
Abilities: None
Special Qualities: Construct traits, Speedy (+20 ft.), never flat-footed at the start of combat, and Ward +4
Saves: Ego +5, Fort +9, Ref +12, Will +6
Attributes: Str 21, Dex 16, Con -, Int -, Wis 12, Cha 10
Skills: Listen +5 and Spot +5
Feats: Weapon Fixation (Blades), Weapon Offensive (Blades), Improved Weapon Fixation (Blades), Improved Weapon Offensive (Blades), Deadly Accuracy (Blades), and Rending Critical (Blades)
Languages: None
Environment: Any
Organization: Solitary or pack (2-6)
Difficulty Level: 11
Possessions: None; its masterwork Blades are part of the construct
Spell/Attack Curve: High Attack, Null, Combatant
Definitions: Construct, Resistive Focus (Fortitude), Ward, and Speedy
Spider Striker Construct, Elite
(Large Construct)
A complex gold lattice gleams across this elite spider frame of bone plates and articulated metal. Its heavy legs fall with enough force to crack armor and pulverize whatever is trapped beneath it.
Hit Dice: 15d12+90 (188 hp)
Initiative: +2
Movement: 20 ft.
Armor Class: 11 (-1 Size, +2 Dex)
Base Attack/Grapple: +15/+22
Attack: Melee +24 masterwork Leg Strikes (2d6+10 bludgeoning, 19-20/x2; +1d10 on a critical hit)
Full Attack: Melee +24/+19/+14 masterwork Leg Strikes
Space/Reach: 10 ft. / 5 ft.
Abilities: None
Special Qualities: Construct traits, +2 to Shove, Trample, and trip rolls, never flat-footed at the start of combat, and Ward +4
Saves: Ego +5, Fort +9, Ref +11, Will +10
Attributes: Str 23, Dex 14, Con -, Int -, Wis 12, Cha 10
Skills: Listen +5 and Spot +5
Feats: Weapon Fixation (Leg Strikes), Weapon Offensive (Leg Strikes), Improved Weapon Fixation (Leg Strikes), Improved Weapon Offensive (Leg Strikes), Deadly Accuracy (Leg Strikes), and Rending Critical (Leg Strikes)
Languages: None
Environment: Any
Organization: Solitary or cluster (2-4)
Difficulty Level: 11
Possessions: None; its masterwork Leg Strikes are part of the construct
Spell/Attack Curve: High Attack, Null, Combatant
Definitions: Construct, Resistive Focus (Fortitude), Ward, and Defiant
Puppeteer, Agile
(Small Aberration)
These creatures are a common denizen of the Blind and resemble floating ribbons with three red glowing eyes. They collect and amass bits and pieces of organic and inorganic matter to create a body in which they fight. The puppeteer will always float above the body it has created to control it. It uses these bodies to collect more materials to further increase the strength of their puppet. It isn't known why they do this, but they are known to attack indiscriminately. Puppeteers appear to have attack preferences and will build their puppets accordingly. If their puppet is lost it leaves them vulnerable, though they will often attack their, 'strings,' to living creatures in an attempt to save themselves.
Hit Dice: 11d8+77 (127 hp)
Initiative: +8
Movement: 20 ft. and 80 ft. fly (perfect)
Armor Class: 25 (+1 size, +3 Natural, +8 Dex, and +3 Insight)
Base Attack/Grapple: +8/+6
Attack: Melee +23 Talons (1d4+11) or when puppetless ranged +17 Strings (2d8+1)
Full Attack: 2 Talons or Strings
Space/Reach: 5 ft. / 5 ft.
Abilities: Strings, Grace, Improved Opportunist, Leaping Assault, and Shadow Clasp
Special Qualities: Puppet Guard, Immune to compulsion, has a total of 4 grace points.
Saves: Ego +9, Fort +4, Ref +15, Will +9
Attributes: Str 14, Dex 26, Con 12, Int 16, Wis 14, Cha 22
Skills: Acrobatics +20, Balance +20, Beguile +15, Conceal +17, Diplomacy +8, Disguise +8, Escape Artist +15, Investigate +12, Listen +12, Move Silently +17, Sleight of Hand +17, Spot +13, Sabotage Device +12, Swim +13, Use Rope +17.
Feats: Weapon Fixation (Talons), Weapon Defensive (Talons). Weapon Offensive (Talons). Improved Weapon Fixation (Talons), Improved Weapon Offensive (Talons), Ability Focus (Strings), and Weapon Mastery (Talons)
Environment: The Blind
Organization: pair, or flow (3-12)
Difficulty Level: 11
Possessions: Talons are treated as +3 weapons if severed, and bonded eyes of +2 insight to AC.
Spell/Attack Curve:Generalist, Null, and Medium Attack.
Definitions: Aberration, Acrobat, Magic Resistant, and Nimble
Note: When fighting defensively this creature takes a -2 circumstance penalty to attack and gains a +4 to dodge bonus to AC.
Strings (Ex)
Use: 3 per day
Action: Standard
Target: Single Creature
Duration: 11 minutes
A puppeteer can fire black inky threads at its foe, which will burrow into their skin and take control of their muscular and skeletal system. To do this, the puppeteer must deal damage with the ranged touch attack above. The target must then succeed on a Will save DC 23. If the subject fails, they are completely controlled by the puppeteer and must make a Will save on their turn every round to break free of the control.
Grace (Ex)
Use: 1 Grace Point
Action: Immediate Action
Target: Self
Duration: Instantaneous
Special: 4 Grace Points
Once per round, your character can spend a grace point to use an acrobatics roll instead of their AC when determining if a single incoming attack hits. It can also be used once per round to re-roll any failed reflex saves.
Special: When using Grace on an incoming attack, all subsequent attacks made on the target on that turn (not round), gain an AC bonus as if defensive fighting is being used, but without the attack penalty. If your character has improved defensive fighting, it's treated as a +4 dodge bonus. Any extra bonuses from acrobatics or definitions apply as well.
Note: This ability cannot be used if your character is flat-footed, held, or immobilized by any means. Only one grace point can be used per round.
Improved Opportunist
Action: Attack
Attacks against a disadvantaged foe deal an extra 5d6 of the same type of damage as the base attack.
Leaping Assault (Ex)
Use: 1 Grace Point
Action: Full Round
Target: Single Target
Duration: Instantaneous
The puppeteer or puppet can attack by leaping or flying toward a foe. This action does not require a running start or provoke an attack of opportunity. When the puppeteer or puppet lands, if there is an enemy in a threatened square, it can make a single attack against that enemy. If this attack hits, it deals an extra 3d6+2.
Note: This ability cannot be used if your character is flat-footed, held, or immobilized by any means. Only one grace point can be used per round.
Shadow Clasp
Use: 8 per day
Action: 1 Standard
Target: Single Creature
Duration: 11 rounds DC: 21
The puppeteer's target is gripped by shadowy thorny vines that can hold them. Subjects gripped by these vines move at half speed, are considered flat-footed, and take damage equal to the user's PMA modifier per square moved, including free 5 ft. step actions. An affected target can spend a full-round action and make a Strength check, DC 15, or an Escape Artist check, DC 20, to break free. All Shadow abilities have shared uses per day.
Saline Slitherer, Greater
(Large Saline Animal)
A large rock-worm that lives within salty terrain. They have long 20 ft. bodies that tend to be in a coil once not traveling.
Hit Dice: 14d8+168 (231 hp)
Initiative: +2
Movement: 30 ft. and Burrow 50 ft.
Armor Class: 30 (-1 Size, +2 Dex, +19 natural armor)
Base Attack/Grapple: +14/+23
Attack: +19 Melee Bite (2d6+9) and +19 Melee Tail Sting (3d8+9+Poison),
Full Attack: Melee +19 Bite and Melee +14 Tail Sting
Space/Reach: 10 ft. / 10 ft.
Abilities: Greater Rage and Monstrous Bite
Special Qualities: Blindsight 60 ft., Immune to desiccation, and Vulnerability to Cold.
Saves: Ego +5, Fort +15, Ref +6, Will +7
Attributes: Str 20, Dex 14, Con 23, Int 2, Wis 16, Cha 12
Skills: Conceal +15 and Move silently +19
Feats: Primal Attack, Improved Primal Attack, Weapon Group Fixation (Natural), Offensive Group Training (Natural), Improved Weapon Group Fixation (Natural), Improved Offensive Group Training (Natural), Reckless Abandon, Improved Shove, Improved Trample, Battle Prowess, and Critical Focus (Bite)
Environment: Any salt-themed underground or salt-flats
Organization: Solitary or Pair
Difficulty Level: 14
Possessions: None
Spell/Attack Curve: Combatant, Null, High Attack
Definitions: Animal and Saline
Greater Rage
Use: 6 per day
Action: Free action
Target: Self
Duration: 1 round per HD
While raging, the Saline Slithered gains +4 to attack and damage, +2 to spell and ability DCs, -2 to AC, and 80 temporary HP. Spells cast during greater rage are considered bolstered and are cast as 2 levels higher. During greater rage, the creature also gains +4 to Will saves. Once the rage is over, the creature remains fatigued for 5 rounds. Concentration checks for spells become 26 + spell level.
Poison(EX)
Those who receive damage from the tail must make a fortitude save DC 23 or take 1d6 Strength and 1d6 Dexterity damage. An hour later the person must make the save again or take another 1d6 Strength and 1d6 Dexterity damage.
Griffon, Elite
(Large Animal)
A winged quadrupedal predator with a catlike body, raptorial foreclaws, and a crushing beak. Griffons seize prey from above and convert a successful bite into a grapple.
Hit Dice: 15d8+150 (218 hp)
Initiative: +6
Movement: 60 ft.; fly 100 ft. (Average)
Armor Class: 16 (-1 Size, +3 Dex, +2 Natural, +2 Parry); 18 while Lesser Valour applies
Base Attack/Grapple: +15/+27
Attack: Melee +22 Claws (1d8+10, 19-20/x2) or swift +22 Monstrous Bite (1d8+12, x2)
Full Attack: Melee +22/+17/+12 Claws and swift +22 Monstrous Bite
Space/Reach: 10 ft. / 5 ft.
Abilities: Monstrous Bite and Lesser Valour
Special Qualities: Natural Armor +2, +3 species bonus to Grapple, Ward +4, Speedy, never flat-footed at the start of combat, and may initiate a grapple after a damaging bite
Saves: Ego +7, Fort +13, Ref +12, Will +7
Attributes: Str 19, Dex 16, Con 18, Int 3, Wis 14, Cha 14
Skills: Acrobatics +21, Discern Intent +20, Listen +27, Spot +27, and Swim +22
Feats: Weapon Fixation (Natural), Weapon Offensive (Natural), Weapon Defensive (Natural), Alert, Battle Prowess, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Grappler, Interrupting Grapple, Weapon Mastery (Natural), Pounce, Critical Focus (Natural), and Improved Defensive Fighting
Languages: None
Environment: Any open region with high nesting ground
Organization: Solitary, Pair, or Flock (3-12)
Difficulty Level: 12
Possessions: None
Spell/Attack Curve: High Attack, Null, Combatant
Definitions: Animal, Ward +4, Resistive Focus (Reflex), and Speedy (+20 ft.)
Abilities
Monstrous Bite (Ex)
The swift bite uses the listed attack and damage. If it deals damage, the Griffon may immediately initiate a grapple without making another touch attack.
Lesser Valour (Ex)
While threatened by two or more foes, gain +2 dodge AC; gain +2 attack against those foes while flanked. Felling a qualifying foe grants 30 temporary hp. Improved Valour also permits an attack of opportunity when Opportunist is used against the Griffon.
Keireth, Elite
(Medium Animal)
A blind, chitin-plated climber that reads scent and vibration through long plumose tendrils. Its turquoise chromatophores dim against wood and stone before it closes to bite and restrain prey.
Hit Dice: 15d8+150 (218 hp)
Initiative: +3
Movement: 40 ft.; climb 40 ft.
Armor Class: 18 (+3 Dex, +3 Natural, +2 Parry)
Base Attack/Grapple: +15/+25
Attack: Melee +24 Natural (1d6+12, 17-20/x2; +1d10 on a critical hit) or swift +24 Monstrous Bite (1d6+15, x2)
Full Attack: Melee +24/+19/+14 Natural and swift +24 Monstrous Bite
Space/Reach: 5 ft. / 5 ft.
Abilities: Gumption and Monstrous Bite
Special Qualities: Natural Armor +3, blindsight, Chromatophores, Nimble +3, Skulker +4, and initiates grapples without provoking
Saves: Ego +5, Fort +13, Ref +12, Will +7
Attributes: Str 22, Dex 16, Con 19, Int 3, Wis 14, Cha 10
Skills: Acrobatics +27, Balance +24, Listen +20, Spot +20, and Swim +24
Feats: Weapon Fixation (Natural), Weapon Offensive (Natural), Weapon Defensive (Natural), Grappler, Improved Defensive Fighting, Improved Trip, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Deadly Accuracy (Natural), Rending Critical (Natural), Weapon Mastery (Natural), Critical Focus (Natural), Interrupting Grapple, and Quick Feet
Languages: None
Environment: Deep escarpments, wooded ravines, and river valleys
Organization: Pair or Pack (3-6)
Difficulty Level: 13
Possessions: None
Spell/Attack Curve: High Attack, Null, Combatant
Definitions: Animal, Resistive Focus (Fortitude), Nimble +3, and Skulker +4
Abilities
Gumption (Ex)
3 Gumption. Spend 1 as an immediate action to add +4 to an advanced combat maneuver or reroll a failed Fortitude save.
Chromatophores (Ex)
While motionless against wood or stone, gain +15 circumstance Conceal and may use Conceal without ordinary cover.
Monstrous Bite (Ex)
The swift bite uses the listed attack and damage. If it deals damage, the Keireth may immediately initiate a grapple without making another touch attack.
Salt Elk, Elite
(Large Saline Animal)
An aggressive, scale-covered desert mount armed with antlers, claws, and a sharp beak. Salt-elks gather desiccating energy before trampling through a formation.
Hit Dice: 15d8+165 (233 hp)
Initiative: +4
Movement: 60 ft.
Armor Class: 14 (-1 Size, +1 Dex, +2 Natural, +2 Parry)
Base Attack/Grapple: +15/+22
Attack: Melee +24 Natural (1d8+12 plus 1d6 desiccation, x3); +28 and +4d6 desiccation during Energy Charge
Full Attack: Melee +24/+19/+14 Natural; +28/+23/+18 during Energy Charge
Space/Reach: 10 ft. / 5 ft.
Abilities: Energy Charge and Energy Veil (Desiccation)
Special Qualities: Natural Armor +2, desiccation immunity, cold vulnerability, Saline natural attacks, Athlete +4, Speedy, and +2 hp per HD
Saves: Ego +7, Fort +12, Ref +6, Will +13
Attributes: Str 22, Dex 12, Con 16, Int 3, Wis 19, Cha 14
Skills: Acrobatics +28, Bushcraft +22, Listen +25, and Spot +25
Feats: Weapon Fixation (Natural), Weapon Defensive (Natural), Weapon Offensive (Natural), Reckless Abandon, Improved Trample, Alert, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Weapon Mastery (Natural), Improved Shove, Critical Focus (Natural), Improved Trip, Strong Constitution, and Battle Prowess
Languages: None
Environment: Salt flats, low desert, chaparral, and steppes
Organization: Solitary, Pair, or Family (3-5)
Difficulty Level: 16
Possessions: None
Spell/Attack Curve: High Attack, Null, Combatant
Definitions: Animal, Saline, Resistive Focus (Will), Athlete +4, and Speedy (+20 ft.)
Animal Companion: Gain +2 Strength and +2 Wisdom before applying the scaling bonuses from Animal Companion.
Abilities
Energy Charge (Desiccation) (Su)
4/day as a free action for 7 rounds. Gain +4 attack and +3d6 desiccation damage on every attack, absorb desiccation damage, and retain cold vulnerability.
Energy Veil (Desiccation) (Su)
3/day as a swift action for 7 rounds. Gain universal Energy Resistance 75, absorb desiccation damage, and deal 2d6 desiccation damage to melee attackers.
Wolf, Elite
(Medium Animal)
A coordinated pack hunter that surrounds prey, creates openings for its allies, and tears into anything left flanked, prone, or otherwise exposed.
Hit Dice: 15d8+135 (203 hp)
Initiative: +8
Movement: 60 ft.
Armor Class: 18 (+5 Dex, +1 Natural, +2 Parry); +2 dodge per allied attacker against the same target
Base Attack/Grapple: +15/+20
Attack: Melee +23 Bite (1d6+11, x2; plus 6d6 Opportunist against disadvantaged foes)
Full Attack: Melee +23/+18/+13 Bite
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Opportunist (+6d6)
Special Qualities: Natural Armor +1, Pack Tactics, Skulker +4, Speedy, and takes no damage after a successful Reflex save against effects that normally deal half
Saves: Ego +7, Fort +12, Ref +16, Will +7
Attributes: Str 21, Dex 20, Con 16, Int 2, Wis 14, Cha 14
Skills: Acrobatics +23, Balance +23, Listen +23, Move Silently +27, Spot +23, and Swim +23
Feats: Weapon Fixation (Bite), Weapon Defensive (Bite), Weapon Offensive (Bite), Battle Prowess, Improved Flanking, Alert, Improved Weapon Fixation (Bite), Supreme Flanking, Improved Weapon Offensive (Bite), Weapon Mastery (Bite), Quick Feet, Untouchable, Critical Focus (Bite), and Improved Defensive Fighting
Languages: None
Environment: Forest, hills, plains, and cold wilderness
Organization: Pair or Pack (3-12)
Difficulty Level: 13
Possessions: None
Spell/Attack Curve: High Attack, Null, Combatant
Definitions: Animal, Skulker +4, Resistive Focus (Fortitude), and Speedy (+20 ft.)
Abilities
Improved Opportunist (Ex)
Every attack against a flanked, flat-footed, helpless, or otherwise disadvantaged foe deals +7d6 damage of the attack's primary type.
Pack Tactics (Ex)
Gain +2 dodge AC for each ally attacking the same target as the Wolf.