Monster: Visceraith

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Twin images of the entity overlap each other. One is a perfectly shaped form of a man, while the other is misshapen mass of bloodied organs, inverted skin, and bare muscles.

CR 11; XP 12,800

CE Medium Undead (incorporeal)
Init +5; Senses darkvision 60 ft., lifesense; Perception +18

AC 25, touch 25, flat-footed 20 (+10 deflection, +5 Dex)
hp 145 (10d8+100)
Fort +13, Ref +10, Will +14
Defensive Abilities channel resistance +4, gruesome return, incorporeal; Immune undead traits

Speed fly 30 ft (perfect)
Melee 2 incorporeal touches +13 (6d6 plus eviscerating touch)
Special Attacks eviscerating touch, messy kills

Str —, Dex 20, Con —, Int 17, Wis 21, Cha 31
Base Atk +7; CMB +7; CMD 32
Feats Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (incorporeal touch)
Skills Fly +26, Heal +15, Intimidate +23, Knowledge (arcana) +16, Knowledge (religion) +16, Perception +18, Spellcraft +16
Language Abyssal, Aklo, Common, Undercommon; telepathy 100 feet
SQ visceral harvest

Environment any
Organization solitary
Treasure standard

Special Abilities

Eviscerating Touch (Su) A visceraith's touch opens deep wounds and rips out pieces of the victim's flesh and organs. It addition to regular damage, eviscerating touch inflicts 1d4 points of ability damage to Strength or Dexterity, or 1 point of Constitution bleed and the visceraith gains 5 temporary hit points.

Gruesome Return (Su) A visceraith is not that easy to get rid off. When a visceraith is reduced to 0 or less hit points or destroyed with an effect such as disruption weapon, it's essence disperses among all Tiny or larger corporeal living beings within 100 feet that have discernible anatomy, are not protected with protection from evil, blessed, or staying within consecrated or hallowed area. The first of those creatures that is reduced to 0 or less hit points within the next 24 hours (unless it was killed with an effect that destroys the body, or is powered by light, good, or positive energy), dies within a shower of blood and gore as the visceraith emerges renewed. Creatures that are prevented from becoming undead or immune to possession are excluded from this effect as well. This is a death effect.

Messy Kills (Su) When a visceraith reduces a living corporeal creature to 0 or less hit points, the victim's body is completely butchered, the skin bursts, the muscles are torn apart, and the organs shred and thrown around in a fountain of blood. The ground within 10 feet of the victim becomes difficult terrain for 1d4+1 rounds, the victim cannot be returned to life with effects that require intact body, and the visceraith can make a demoralize check as a free action, targeting all the sapient creatures that witnessed the demise. The visceraith also gains 2d6 × 5 temporary hit points if the victim was Medium (1d8 if Small, 3d6 if Large, with smaller or larger creatures adjusting the dice used as per natural weapon damage dice size progression). This is a death effect.

Visceral Harvest (Su) Pieces of viscera torn from visceraith's victims keep floating around it forming a gruesome curtain within 30 feet radius. A visceraith can burn 10 temporary hit points to appear as a ghostly version of a person it killed as if using disguise self for 10 minutes. It can burn 25 temporary hit points to produce telekinesis (CL 10th). It can burn 100 temporary hit points to weave the stolen viscera into a temporary physical body to inhabit. The temporary body has 100 hit points that cannot be healed and decay at the rate of 5 points per hour, it also has DR 10/silver and magic, Strength score of 20, and natural armor bonus replacing the deflection bonus to AC. 

Visceraith are cruel, mad spirits formed when a powerful caster suffers from a terrible mishap involving death magic, portals, teleportation, or transformation, that butchered the dying body, and warped the extinguished mind.

Visceraith usually are obsessed with regaining physical form, though a few prefer to go further, seeing their discorporate state as a step above a feeble mortal form.


Monster: Tentaculcat

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This creature has a cat-like body with eight tentacles instead of legs. Its head is clearly feline, though more elongated and streamlined. It also has beak instead of jaws, and thick tendrils instead of whiskers.

CR 3; XP 800

N Small Aberration (aquatic)
Init +8; Senses darkvision 60 ft., keen scent, low-light vision, scent; Perception +14

AC 16, touch 15, flat-footed 12 (+4 Dex, +1 natural, +1 size)
hp 26 (4d8+8)
Fort +3, Ref +5, Will +6
Defensive Abilities aquatic evasion

Speed 20 ft., climb 20 ft., swim 50 ft.
Melee bite +8 (1d4+1), tentacles +3 touch (attach, paralytic grasp)
Space 5 ft.; Reach 5 ft.
Special Attacks pounce, sneak attack +2d6

Str 12, Dex 18, Con 14, Int 2, Wis 15, Cha 11
Base Atk +3; CMB +3; CMD 17 (29 vs trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8, Climb +13, Perception +14, Stealth +16, Swim +13; Racial Modifiers +8 Perception, +8 Stealth
SQ amphibious, compression

Environment tropical oceans
Organization solitary or pair
Treasure incidental

Special Abilities

Aquatic Evasion (Ex) A tentaculcat benefits from evasion special ability while swimming.

Paralytic Grasp (Ex) The touch of a tentaculcat long feeding tentacles can short circuit nerves and cause paralysis on a failed Fortitude saving throw (DC 14). A creature affected by paralytic grasp can keep repeating its saving throw each round. A creature that succeeds the saving throw becomes immune to tentaculcats' paralytic grasp for 24 hours. A tentaculcat can suppress this ability, usually when it is using its tentacles to feel an object or creature peacefully or playfully. The saving throw DC is Constitution-based. This is a pain effect.

Tentaculcats live in shallow tropical seas and oceans and on their shores where they hunt and feed on crustaceans, fishes, and other small critters, as well as tropical fruits. They are curious and playful creatures, rarely harming humanoids, though they can lash quickly against perceived threat.

A 7th level spellcaster with Improved Familiar feat can select tentaculcat as a familiar and characters with Leadership can pick it as a 5th level cohort (advancing by taking rogue levels). It often involves being subject to its paralytic grasp when it wants to show its displeasure, though.


Monster: Compostnic

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This pile of steaming compost is very stinky and moving around...

CR 6; XP 2,400

NE Huge Undead
Init +0; Senses blindsight 30 ft.; Perception +1
Aura stench (DC 16; 10 rounds)


AC 18, touch 8, flat-footed 18 (+10 natural, –2 size)
hp 66 (12d8+12)
Fort +5, Ref +4, Will +9
Defensive Abilities amorphous, heat of decay; DR 5/—; Immune undead traits
Weakness blind

Speed 20 ft., burrow 20 ft.
Melee 3 slams +12 (1d8+5)
Space 15 ft.; Reach 10 ft.
Special Attacks nauseating demise, nauseating strike

Str 20, Dex 10, Con —, Int —, Wis 13, Cha 13
Base Atk +9; CMB +16; CMD 26 (can't be tripped or bull-rushed)
SQ compression, devour plants

Environment temperate and tropical forests and plains
Organization solitary, pair, or pile (3–6)
Treasure standard

Special Abilities

Devour Plants (Ex) A compostnic can consume remains of a dead plant creature by spending a number of rounds equal to the creature's HD, regaining 2 hit points each round.

Heat Of Decay (Ex) Decaying core of a compostnic is very hot, adding 1d6 points of fire damage to its melee attacks on confirmed critical hits. When a compostnic is subject to any fire damage it emits acrid smoke that acts like a smoke cloud effect of pyrotechnics spell (saving throw DC 16), lasting 1 round. The saving throw DC is Constitution-based.

Nauseating Demise (Ex) When a compostnic is reduced to 0 or less hit points, it explodes in a shower of filthy, decaying plant matter. All the creatures within 10 feet of destroyed compostnic that fail a Fortitude saving throw (DC 16) become nauseated for 1d4+1 rounds. The saving throw DC is Constitution-based.

Nauseating Strike (Ex) When a creature suffering from sickened condition is hit with a compostnic's slam attack, it becomes nauseated for 1 round unless it makes a successful Fortitude saving throw (DC 16). The saving throw DC is Constitution-based.

Majority of the undead entities arise from dead people or beasts, but compostnics are little more than a pile of decomposed plant matter animated by negative energy. They are occasionally created by necromancers interested in gardening and plant creatures, those who have to utilize corpses of plant creatures, and corrupted druids.


To create a compostnic, a necromancer has to gather a significant amount of shredded decaying remains of plant creatures (approximately 10,000 pounds), supplemented with inanimate but expensive plants worth no less than 600 gp (or 50 gp per HD of created compostnic). Once the pile is ready, it needs to be targeted with either blight or diminish plants spell, followed by animate dead (the expensive plants replace the regular material component) with a minimum caster level 6th (or half the compostnic's HD).


Monster: Fire Monkey

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Fire Monkey

This monkey has molten rock for flesh and flames for fur.

CR 4; XP 1,200

CN Small Outsider (elemental, extraplanar, fire)
Init +7; Senses darkvision 60 ft.; Perception +10


AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 39 (6d10+6)
Fort +6, Ref +8, Will +3
Defensive Abilities evasion; Immune elemental traits, fire
Weakness vulnerable to cold

Speed 30 ft., climb 30 ft.
Melee 2 claws +8 (1d3+1 plus 1d4 fire) and bite +8 (1d3+1 plus 1d4 fire)
Ranged fling flame +10 touch (4d6 fire)
Spell-Like Abilities (CL 6th; concentration +8)
At Will—pyrotechnics (DC 14), quench (DC 15), sparktongues
1/day—summon monster II (Small fire elemental only)

Str 12, Dex 16, Con 12, Int 5, Wis 13, Cha 15
Base Atk +6; CMB +6; CMD 19
Feats Improved Initiative, Point-Blank Shot, Precise Shot
Skills Acrobatics +12, Climb +9, Perception +10, Sleight Of Hand +12
Language broken Ignan
SQ cooled head

Environment tropical mountains (Elemental Plane Of Fire)
Organization solitary, pair, or group (3–8)
Treasure standard

Special Abilities

Cooled Head (Ex) When a fire monkey is exposed to a cold effect, it gains +10 bonus to Intelligence, can make any Knowledge checks untrained, and gains use of listed spell-like abilities. Cooled head lasts for 1 round per spell level of cold effect used, or half the Hit Dice of the effect originator if extraordinary or supernatural.

Fling Flame (Ex) A fire monkey can throw some of its flame with a ranged touch attack, up to 60 feet, with no range increment. Flung flame inflicts 4d6 points of fire damage on direct hit and splashes to deal 4 points of damage within 5 feet of the point of impact.

Fire monkeys count among the many elemental entities that resemble creatures from the material plane. Like their mortal namesakes, they are unpredictable, curious, capricious, entertaining or annoying, often shifting their behavior at the moment's notice. They also tend to mix aggressiveness with cowardice. Interestingly, exposure to intense cold augments their intellectual capacity, unlocks their magical abilities, and makes them much more composed. Regretfully, such exposure usually takes place when they are already engaged in combat, making them even more dangerous when their weakness to cold is targeted.

There are rumors of small enclaves of fire monkeys that settled at hot springs and similar geothermal phenomena in the middle of arctic lands and frozen mountains, where they can deliberately expose themselves to extreme cold to augment their intelligence for short time and then return to safety and warmth to recuperate.

If a fire monkey is a regular nuisance, related to them flying fire monkeys are even worse problem. They are Tiny, with AC 17 (+4 Dex, +1 natural, +2 size), 33 hit points, Fort +5, Ref +9, Str 10, Dex 18, and Con 10. Their melee attacks are rather unimpressive, dealing 1d2 points of damage plus 1d4 fire with a typical Tiny creatures' reach of 0 ft., but their ranged attack is made with a total +12 bonus. They have flying speed of 60 feet with good maneuverability and Fly skill of +21 instead of Acrobatics.

Fire apes (CR 5) are Large, with AC 17 (+1 Dex, +7 natural, –1 size), 51 hit points, Fort +8, Ref +8, Will +5, Str 20, Dex 12, Con 16, 2 slam and 1 bite attacks with +10 total attack bonus, dealing 1d6+5 plus 1d4 fire damage but they lack flame flinging ability.