|
From: <nu...@us...> - 2014-04-27 20:04:41
|
Revision: 23730
http://sourceforge.net/p/pcgen/code/23730
Author: nuance
Date: 2014-04-27 20:04:37 +0000 (Sun, 27 Apr 2014)
Log Message:
-----------
NEWSOURCE-213
More section 15 information.
The info for the "m" creatures.
Modified Paths:
--------------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
Added Paths:
-----------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/m.txt
Modified: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 18:23:48 UTC (rev 23729)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 20:04:37 UTC (rev 23730)
@@ -821,59 +821,59 @@
Magmoid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Magnesium Spirit from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Nick Louth.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mandragora from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mantidrake from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Marble Snake from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material by Jean Wells.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mawler from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Medusa, Greater from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Wizards of the Coast.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Memory Child from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mephit, Lightning from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mephit, Smoke from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Midnight Peddler from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mihstu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mimi from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mire Brute from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mite from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Skeeter Green, based on original material by Ian Livingstone and Mark Barnes.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mongrelman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Moon Dog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mortuary Cyclone from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mosquito, Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Muckdweller from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mudbog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mudman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by David J. Browne, Tom Kirby, and Graeme Morris.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mummy of the Deep from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Murder Crow from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Lance Hawvermale.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Murder-Born from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Nazalor from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Necrophidius from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Simon Tilbrook.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
@@ -924,8 +924,6 @@
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
-
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
Added: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/m.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/m.txt (rev 0)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/m.txt 2014-04-27 20:04:37 UTC (rev 23730)
@@ -0,0 +1,1312 @@
+Magmoid
+DESC:This elemental appears to be a massive of spherical ball entirely comprised of swirling liquid fire and rock.
+MAGMOID CR 7
+XP 3,200
+N Large outsider (earth, extraplanar, fire)
+Init +7; Senses blindsight 60 ft.; Perception +14
+Aura fiery aura (10 ft., 1d6 fire, Fort DC 17 resists)
+
+AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9
+natural, -1 size)
+hp 75 (10d10+20)
+Fort +9; Ref +10; Will +5
+DR 10/piercing; Immune fire, elemental traits
+Weaknesses vulnerability to cold
+
+Speed 40 ft.
+
+Melee slam +11 (2d6+2 plus 2d6 fire)
+
+Space 10 ft.; Reach 0 ft.
+
+Special Attacks burn, magma blast (40 ft. line, 2d6 fire damage, Ref DC 17 half, useable every 1d4 rounds), melt weapons (Fort DC 17)
+
+Str 14, Dex 17, Con 15, Int 4, Wis 11, Cha 10
+
+Base Atk +10 CMB +13; CMD 27(can't be tripped)
+
+Feats Dodge, Improved Initiative, Improved Overrun, Iron Will, Power Attack
+
+Skills Perception +14
+
+Languages Ignan, Terran (cannot speak)
+
+Environment Elemental Plane of Fire
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Burn (Ex) The body of a magmoid is composed of molten rock and elemental fire. Any melee hit deals 2d6 points of fire damage initially and 1d6 points of damage for the next 1d3 rounds. Creatures attacking a magmoid unarmed or with natural weapons take fire damage each time one of their attacks hits just as if the magmoid had hit with a melee attack.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Magma Blast (Ex) Once every 1d4 rounds as a standard action, a magmoid can release a line of magma to a range of 40 feet. This deals 2d6 points of damage in the round it hits a foe (DC 17 Reflex save for half), and 1d6 points of damage for another 1d3 rounds (no save).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Melt Weapons (Ex) Any metal weapon that strikes a magmoid must make a successful DC 17 Fortitude save or melt away into slag. The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Magnesium Spirit
+DESC:This creature looks like a human-sized column of white fire with a wispy tail protruding from the bottom of it.
+
+MAGNESIUM SPIRIT CR 5 XP 1,600
+LE Medium outsider (evil, extraplanar, incorporeal, lawful)
+Init +6; Perception +11
+
+AC 14, touch 14, flat-footed 12 (+2 Dex, +2 deflection)
+hp 45 (6d10+18)
+Fort +8; Ref +5; Will +7
+Immune incorporeal; SR 18
+Weaknesses vulnerability to holy water
+
+Speed 50 ft.
+
+Melee incorporeal tail slap +8 (1d6 plus 1d6
+
+Str damage)
+
+Special Attacks blinding flash, energy drain, soul portal
+
+Str -, Dex 15, Con 17, Int 12, Wis 15, Cha 15
+
+Base Atk +6; CMB +8; CMD 20 (can't be tripped)
+
+Feats Ability Focus (soul portal), Blind-Fight, Improved Initiative
+
+Skills Bluff +11, Intimidate +8, Knowledge (planes) +10, Perception +11, Sense Motive +11, Stealth +11, Survival +8
+
+Environment any
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Energy Drain (Su) A magnesium spirit possessing a host deals 1 negative level to it each round if the host fails a DC 16 Will save. A magnesium spirit gains 5 temporary hit points for each negative level bestowed. The save DC is Constitution-based. Negative levels remain for 24 hours, after which time the host can attempt a DC 16 Fortitude save to remove a negative level.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Soul Portal (Su) This ability is similar to a magic jar spell (caster level 8th), except that it does not require a receptacle. To use this ability, the magnesium spirit must try move into the target's space; moving into the target's space to use this ability does not provoke attacks of opportunity. The target can resist the attack with a successful DC 17 Will save. If the save fails, the magnesium spirit vanishes into the target's body. The save DC is Charisma-based and includes a +2 bonus from the creature's Ability Focus feat. A magnesium spirit that has possessed an opponent's body deals a negative level to the host each round (see its energy drain attack above). When the host drops below 1st level, both it and the magnesium spirit vanish in a flash of white light as the spirit completes the ritual needed to return it to its plane of origin. Neither is ever seen again. Each round, as a standard action, while the magnesium spirit inhabits its body, the host can attempt to eject the creature by making an opposed Wisdom check against the magnesium spirit's Wisdom check. If successful, the magnesium spirit is ejected and cannot use its soul portal ability against that creature again for 1 hour. A magnesium spirit can be damaged by holy water even while merged with its host. Holy water deals 2d4 points of damage per vial to the creature. If it takes half or more of its current hit points in damage from holy water, it is ejected from the host's body. The host is stunned for 1d3 rounds.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Strength Damage (Su) A magnesium spirit's incorporeal tail slap deals 1d6 points of Strength damage to a living foe. When a foe has taken a total of Strength damage equal to one-half its original Strength total, the magnesium spirit can use its soul portal attack against that opponent.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vulnerability to Holy Water (Ex) A magnesium spirit takes 2d4 points of damage from holy water (even while merged with a host).
+
+-----------------------------------------------
+
+Mandragora
+DESC:This small vaguely humanoid looking plant creature is mottled green and brown. Its lower roots are splayed and resemble legs and feet. Its upper roots are long and resemble humanoid arms. Its head, if it could be called that, is a mass of solid vegetable matter covered in lumps.
+MANDRAGORA CR 1
+XP 400
+NE Small plant (fungus)
+Init +1; Senses low-light vision, tremorsense 120 ft.;
+Perception +7
+
+AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
+hp 5 (1d8+1)
+Fort +3; Ref +1; Will +0
+Immune plant traits; Resist fire 10; SR 12
+Weaknesses light blindness
+
+Speed 30 ft., burrow 20 ft.
+
+Melee 2 tentacle slaps +2 (1d4 plus grab)
+
+Special Attacks constrict (2d4)
+
+Str 11, Dex 13, Con 13, Int 8, Wis 10, Cha 9
+
+Base Atk +0; CMB -1 (+3 to grapple); CMD 10
+
+Feats Skill Focus (Perception), Weapon FinesseB
+
+Skills Perception +7, Stealth +5
+
+Environment temperate forests
+Organization solitary, gang (2-5), or colony (3-18)
+Treasure none
+
+-----------------------------------------------
+
+Mantari
+DESC:This creature looks like a man-sized flying manta ray, dark gray in color.
+MANTARI CR 1/2
+XP 200
+NE Medium magical beast
+Init +2; Senses darkvision 60 ft., low-light vision; Perception +4
+
+AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
+hp 5 (1d10)
+Fort +2; Ref +4; Will +0
+
+Speed 5 ft., fly 60 ft. (good)
+
+Melee tail sting +3 (1d6)
+
+Space 5 ft.; Reach 5 ft. (10 ft. with tail)
+
+Str 12, Dex 14, Con 11, Int 2, Wis 11, Cha 6
+
+Base Atk +1; CMB +2; CMD 14 (can't be tripped)
+
+Feats Weapon Finesse
+
+Skills Fly +6, Perception +4, Stealth +2
+
+Environment underground
+Organization solitary or pack (2-4)
+Treasure none
+
+-----------------------------------------------
+
+Mantidrake
+DESC:This creature resembles a large, powerfully-built lion with a dragon's head where its head would normally be, a pair of large scaly draconic wings, and a long serpentine tail that ends in volley of sharpened spikes.
+MANTIDRAKE CR 9
+XP 4,800
+LE Large magical beast
+Init +2; Senses darkvision 60 ft., low-light vision, scent;
+Perception +14
+
+AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1size)
+hp 94 (9d10+45)
+Fort +11; Ref +8; Will +5
+Immune energy, paralysis, sleep
+
+Speed 30 ft., fly 50 ft. (clumsy)
+
+Melee bite +15 (1d8+7), 2 claws +15 (1d8+7)
+
+Ranged 6 spikes +11 (1d6+7)
+
+Space 10 ft.; Reach 5 ft. M
+
+Special Attacks breath weapon (varies, see below, 5d8 damage, DC 19), spikes
+
+Str 24, Dex 15, Con 20, Int 9, Wis 14, Cha 13
+
+Base Atk +9; CMB +17; CMD 29 (33 vs. trip)
+
+Feats Flyby Attack, Improved Natural Attack (claws), Power Attack, Skill Focus (Survival), Weapon Focus (spikes)
+
+Skills Fly -4, Intimidate +3, Perception +14, Survival +6; Racial Modifiers +4 Perception
+
+Languages Common, Draconic
+
+Environment any (see text)
+Organization solitary or pair
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Breath Weapon (Su): A mantidrake's breath weapon depends on what type of dragon parent it had, as summarized on the table below. Regardless of its type, a mantidrake's breath weapon is usable once every 1d4 rounds, deals 5d8 points of damage, and allows a DC 19 Reflex save for half damage. The save DC is Constitution-based. To determine a mantidrake's draconic parent and breath weapon randomly, roll 1d10 and consult the table below. 1d10 | Draconic Parent | Breath Weapon || 1-2 | Black | 60-foot line of acid || 3-4 | Blue | 60-foot line of lightning || 5-6 | Green | 30-foot cone of gas (acid) || 7-8 | Red | 30-foot cone of fire || 9-10 | White | 30-foot cone of cold ||
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Spikes (Ex): With a snap of its tail, a mantidrake can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in a single day.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Immunity to Energy (Ex): A mantidrake is immune to one type of energy based on its draconic heritage: black, immunity to acid; blue, immunity to electricity; green, immunity to acid; red, immunity to fire; white, immunity to cold.
+
+-----------------------------------------------
+
+Marble Snake
+DESC:This snake has whitish-gray scales, translucent in places where its underlying veins can be seen. The snake's head is long and has a large lion-like mane of golden fur. Two long sharp fangs protrude from its mouth. Its multi-faceted eyes are red.
+MARBLE SNAKE CR 2
+XP 600
+N Large magical beast
+Init +1; Senses darkvision 60 ft., low-light vision;
+Perception +11
+
+AC 12, touch 10, flat-footed 11 (+2 Dex, +2 natural, -1 size)
+hp 25 (3d10+9 plus 3)
+Fort +5; Ref +4; Will +1
+
+Speed 20 ft., climb 20 ft.
+
+Melee bite +6 (1d6+6)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks whistle
+
+Str 18, Dex 13, Con 14, Int 2, Wis 10, Cha 11
+
+Base Atk +3; CMB +8; CMD 19 (can't be tripped)
+
+Feats Toughness, Skill Focus (perception)
+
+Skills Acrobatics +13, Climb +20, Perception +11, Stealth +5; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth
+
+Environment any land
+Organization solitary or pack (2-4)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Whistle (Su) A marble snake can whistle, gaining the attention of any creature within 50 feet that hears it. All creatures (other than marble snakes) with the area must succeed on a DC 11 Will save or become entranced. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same marble snake's whistle for one day. The save DC is Charisma-based. An entranced victim walks toward the marble snake, taking the most direct route available. If the path leads into a dangerous area, that creature gets a second saving throw. The effect continues for as long as the marble snake whistles and for 1 round thereafter. An entranced victim is effectively dazed (cannot attack, but can defend). If an entranced opponent is attacked, the effect is immediately broken. A bard's countersong ability allows the entranced creature to attempt a new Will save.
+
+-----------------------------------------------
+
+Mawler
+DESC:The collar of the fine new cloak suddenly reveals a set of jagged teeth as you realize that it is a carnivorous creature, and you are wearing it.
+MAWLER CR 4
+XP 1,200
+NE Tiny aberration (shapechanger)
+Init +3; Senses darkvision 60 ft.; Perception +8
+Aura magic aura
+
+AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
+hp 39 (6d8+12)
+Fort +4; Ref +5; Will +7
+
+Speed 20 ft.
+
+Melee bite +9 (1d4+1 plus grab)
+
+Space 2-1/2 ft.; Reach 0 ft.
+
+Special Attacks constrict (1d4+1), vorpal bite
+
+Str 13, Dex 16, Con 14, Int 5, Wis 11, Cha 11
+
+Base Atk +4; CMB +3 (+7 grapple); CMD 16 (can't be tripped)
+
+Feats Iron Will, Skill Focus (Perception), Weapon Finesse
+
+Skills Disguise +10, Perception +8, Stealth +16; Racial Modifiers +8 Disguise
+
+SQ mimic shape
+
+Environment any
+Organization solitary or pair
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Magic Aura (Su) A mawler continuously emits a moderate aura of transmutation magic. This ability can be negated or dispelled (versus caster level 6), but the mawler can activate it as a free action on its next turn.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Mimic Shape (Ex) A mawler can assume the general shape of any object that is roughly Tiny sized. A mawler's body is fleshy and pliable, but it can alter the rigidity of its body to resemble metal, wood, and even stone. Most mawlers have found that taking on the shape of articles of clothing provides the most ready meals. The ruse can be detected by a Perception check opposed by the mawler's Disguise skill.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vorpal Bite (Ex) A mawler that scores a critical hit with its bite attack while being worn severs the extremity that was inside it at the time. For example, a mawler being worn as a boot that scores a critical hit, severs the victim's leg. A mawler can only use its vorpal bite while being worn. A creature that loses a limb suffers a -4 penalty to skill checks that require the use of two limbs. For example, a victim that loses a hand or arm suffers a -4 penalty to Climb checks, Disable Device checks, and so forth. Additionally, a creature that loses its primary weapon-wielding arm or hand suffers a -6 penalty when wielding a weapon in its offhand. A creature with the Two-Weapon Fighting feat that loses its primary arm or hand ignores the penalty for wielding a weapon in its offhand. If the victim loses a foot or leg, the penalty applies to Acrobatics checks and the like. Additionally, the creature's speed is reduced to one-quarter. If the severed extremity happens to be the head, the victim dies immediately (unless it can live without its head).
+
+-----------------------------------------------
+
+Medusa, Greater
+DESC:This creature appears as a large female with glistening green scales, snakes for hair, and the lower torso of a giant snake.
+GREATER MEDUSA CR 8
+XP 4,800
+LE Large monstrous humanoid
+Init +1; Senses darkvision 60 ft.; Perception +12
+
+AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, -1 size)
+hp 60 (8d10+16)
+Fort +4; Ref +7; Will +7
+
+Speed 30 ft.
+
+Melee dagger +9/+4 (1d4+2/19-20) or snakes +9 (1d4 plus poison)
+
+Ranged composite shortbow +9/+4 (1d6+2/x3)
+
+Space 10 ft.; Reach 10 ft.
+
+Special Attacks petrifying gaze, poison, poisonous blood
+
+Str 14, Dex 12, Con 15, Int 12, Wis 13, Cha 15
+
+Base Atk +8; CMB +11; CMD 22 (can't be tripped)
+
+Feats Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite shortbow)
+
+Skills Bluff +10, Disguise +10, Intimidate +13, Perception +12, Stealth +8
+
+Languages Common, Terran
+
+Gear composite shortbow, 20 arrows, dagger
+
+Environment temperate marshes
+Organization solitary or covey (greater medusa plus 1-2 medusas)
+Treasure double standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Bite-injury; save DC 16; frequency 1/round for 6 rounds; effect 1d6 Strength damage; cure 1 save. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poisonous Blood (Ex) The blood of a greater medusa is highly poisonous even to the touch. A creature contacting the blood is exposed to the poison of the medusa as described above. The blood loses its potency one hour after being exposed to air.
+
+-----------------------------------------------
+
+Memory Child
+DESC:A small innocent child, seemingly confused or lost, stands in front of you.
+MEMORY CHILD CR 6
+XP 2,400
+N Small outsider (extraplanar)
+Init +2; Senses darkvision 60 ft.; Perception +15
+
+AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
+hp 68 (8d10+16 plus 8)
+Fort +8; Ref +6; Will +10
+DR 10/silver
+
+Speed 30 ft.
+
+Melee touch +9 (1d4 plus thought consumption)
+
+Special Attacks mind
+
+flood Spell-Like Abilities (CL 10th)
+
+Constant-detect thoughts (DC 12)
+
+Str 10, Dex 14, Con 14, Int 12, Wis 15, Cha 11
+
+Base Atk +8; CMB +7; CMD 19
+
+Feats Alertness, Iron Will, Lightning Reflexes, Toughness
+
+Skills Diplomacy +4, Disguise +5, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (planes) +12, Perception +15, Perform (oratory) +11, Sense Motive +4, Stealth +15, Survival +3
+
+Languages Celestial, Common; telepathy 100 ft.
+
+Environment any
+Organization solitary or gang (2-4)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Mind Flood (Su) As a standard action and by touching an opponent, a memory child floods the opponent's mind with every single thought the child has ever collected from those that have come into contact with it. This effect overloads the opponent's brain dazing it for 1d6+2 rounds and confusing it for 1 hour (treat as a confusion spell, caster level equals the memory child's Hit Dice). A successful DC 16 Will save negates the stunning effect and reduces the confusion effect to 1 minute. The save DC is Constitution-based. This ability is always active but can be suppressed or restarted by the memory child as a free action.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Thought Consumption (Su) A memory child can drain an opponent's thoughts and memories by touch. (The opponent retains its memories; the memory child just copies them). By making a successful melee touch attack, a memory child deals 1d4 points of Intelligence damage to its opponent. A memory child must consume at least 4 points of Intelligence each day or it suffers the effects of starvation.
+
+-----------------------------------------------
+
+Mephit, Lightning
+DESC:This small creature appears to be a humanoid-shaped being composed of electricity. Bluish-white lighting arcs in small bursts from its body.
+LIGHTNING MEPHIT CR 3
+XP 800
+N Medium outsider (air, electricity, extraplanar)
+Init +7; Senses darkvision 60 ft.; Perception +4
+
+AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
+hp 16 (3d10); fast healing 2
+Fort +1; Ref +6; Will +3
+DR 5/magic; Immune electricity
+Weaknesses vulnerability to water
+
+Speed 30 ft., fly 60 ft. (perfect)
+
+Melee 2 claw +3 (1d4 plus 1d4 electricity)
+
+Special Attacks breath weapon (15-foot cone of lightning, DC 13 for half, 1d8 electricity)
+
+Spell-like Abilities (CL 6th) 1/hour-shocking grasp
+
+1/day-lightning bolt, summon (level 2, lightning mephit 25%)
+
+Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
+
+Base Atk +3; CMB +3; CMD 17
+
+Feats Dodge, Improved Initiative
+
+Skills Bluff +6, Diplomacy +6, Disguise +6, Escape Artist +7, Fly +14, Intimidate +6, Perception +4, Stealth +9
+
+Languages Auran, Common
+
+Environment any (Elemental Plane of Air or Quasi- Elemental Plane of Lightning)
+Organization solitary, gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Breath Weapon (Su) 15-foot cone of lightning, damage 1d8 electricity, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus. Creatures wearing metal armor take an extra +2 points of damage from a lightning mephit's breath weapon.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Fast Healing (Ex) A lightning mephit heals only if exposed electricity (whether natural, such as an electrical storm, or magical, such as its own shocking grasp or lightning bolt spell-like ability).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vulnerability to Water (Ex) A lightning mephit takes 1d4 points of damage per gallon of water it contacts. Pouring water onto a lightning mephit requires a successful ranged touch attack. Water from other sources, such as spells or effects that create water but do not specify an amount in gallons, deal 1d4 points of damage per caster level to a lightning mephit within its area of effect. Damage from waterbased attacks, like the slam attack of a water elemental, is increased by 50% against a lightning mephit.
+
+-----------------------------------------------
+
+Mephit, Smoke
+DESC:This small winged humanoid has soot-colored skin, crimson eyes, and dark wings. Small trails of smoke stream from its body as it flies along.
+SMOKE MEPHIT CR 3
+XP 800
+N Medium outsider (air, extraplanar, fire)
+Init +6; Senses darkvision 60 ft.; Perception +4
+
+AC 17, touch 14, flat-footed 14 (+1 size, +2 Dex, +1 dodge,
++3 natural)
+hp 16 (3d10); fast healing 2
+Fort +1; Ref +5; Will +3
+DR 5/magic; Immune fire, outsider traits
+Weakness vulnerability to cold
+
+Speed 30 ft., fly 50 ft. (perfect)
+
+Melee 2 claw +3 (1d3)
+
+Special Attacks breath weapon (15-foot cone of black soot, DC 12 for half, 1d4 fire)
+
+Spell-like Abilities (CL 6th) 1/hour-blur
+
+1/day-ember storm, summon (level 2, 1 smoke mephit 25%)
+
+Str 10, Dex 14, Con 10, Int 6, Wis 11, Cha 15
+
+Base Atk +3; CMB +3; CMD 17
+
+Feats Dodge, Improved Initiative
+
+Skills Bluff +7, Diplomacy +7, Disguise +6, Escape Artist +8, Fly +12, Intimidate +6, Perception +4, Stealth +8
+
+Languages Ignan, Common
+
+Environment any (Plane of Fire)
+Organization solitary, gang (2-4), or mob (5-12)
+Treasure standard
+
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.SpellLike DESC:
+Ember Storm (Sp) Once per day a smoke mephit can create a downpour of white-hot embers that affects a 20foot radius. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 14 half, caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Fast Healing (Ex) A smoke mephit heals only if it is exposed to smoke or soot (whether magically created or mundane in nature).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Sooty Breath (Su) Living creatures that fail their saves against the smoke mephit's breath weapon are tormented by burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
+
+-----------------------------------------------
+
+Midnight Peddler
+DESC:This creature appears as a normal human, cloaked in a long gray hooded robe. A long protruding, sharp jaw can be seen under the hood. He moves with a shuffling gait, pushing a wooden cart that squeaks as it rolls along.
+
+MIDNIGHT PEDDLER CR 6 XP 2,400
+N Medium outsider (extraplanar)
+Init +5; Senses darkvision 60 ft.; Perception +16
+
+AC 16, touch 11, flat-footed 15 (+1 Dex, +1 dodge, +5 natural)
+hp 52 (7d10+14)
+Fort +6; Ref +6; Will +9
+
+Speed 20 ft.
+
+Melee touch +7 (death chill)
+
+Special Attacks death chill
+
+Str 11, Dex 13, Con 15, Int 16, Wis 18, Cha 15
+
+Base Atk +7; CMB +7; CMD 19
+
+Feats Alertness, Dodge, Great Fortitude, Improved Initiative
+
+Skills Bluff +12, Craft (wood) +12, Diplomacy +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (planes) +12, Perception +16, Profession (peddler) +10, Sense Motive +16, Survival +10
+
+Languages Common, Celestial, Abyssal, Terran
+
+SQ divination, plane shift
+
+Environment any land
+Organization solitary
+Treasure none (see text)
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Death Chill (Su) The touch of the midnight peddler deals 1d4 negative levels to a living creature. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Constitution-based. The midnight peddler gains 5 temporary hit points for each negative level bestowed.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Divination (Su) The peddler provides advice and answers correctly any one question asked of him by any creature who buys something from his cart. This ability functions similar to a divination spell (caster level 12th).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Plane Shift (Su) The midnight peddler can plane shift (as the spell) to any inner or outer plane as a move action. His cart (and any non-living matter contained therein) shifts with him. This ability otherwise functions as the spell of the same name.
+
+-----------------------------------------------
+
+Mihstu
+DESC:This creature appears as a semi-solid cloud of vapor and mist.
+MIHSTU CR 6
+XP 2,400
+NE Medium outsider (air, elemental, extraplanar)
+Init +10; Senses darkvision 60 ft.; Perception +13
+
+AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
+hp 60 (8d10+16)
+Fort +8; Ref +12; Will +4
+Defensive Abilities resistance to missile attacks; DR 10/ magic; Immune electricity, elemental traits; SR 13 Weaknesses susceptible to cold
+
+Speed 20 ft., fly 20 ft. (good)
+
+Melee 4 tentacles +14(1d6+1)
+
+Special Attacks constitution damage, engulf
+
+Str 12, Dex 22, Con 14, Int 14, Wis 14, Cha 13
+
+Base Atk +8; CMB +9; CMD 26
+
+Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
+
+Skills Acrobatics +14, Escape Artist +14, Fly +21, Knowledge (the planes) +13, Perception +13, Sense Motive +13, Stealth +17, Survival +10
+
+Environment Plane of Air
+Organization solitary
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Constitution Damage (Su) A mihstu deals 1d2 points of Constitution damage to an engulfed opponent each round the hold is maintained.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Engulf (Ex) A mihstu can try to wrap a Medium or smaller creature in its body as a standard action. The mihstu attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and can slash (with a tentacle) the engulfed victim with a +4 bonus on its attack roll. It can still use its tentacles to strike at other targets. Attacks that hit an engulfing mihstu deal half their damage to the monster and half to the trapped victim.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Resistance to Missile Attacks (Ex) Ranged attacks (including magic missile) used against a mihstu have a 50% miss chance.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Susceptible to Cold (Ex) Cold-based attacks and effects deal no damage to a mihstu, but stun it. If the cold-based effect allows a saving throw and the mihstu succeeds on its save, it ignores the stun effect. If it fails its save, or if the effect doesn't allow a save, the mihstu is stunned for 1d4+2 rounds.
+
+-----------------------------------------------
+
+Mimi
+DESC:This tiny fey resembles a 1-foot tall elf with small bee-like wings, silver hair, milk white skin, and icy blue eyes. It is dressed in colorful garments of blue, silver, or green and carries a tiny short sword in a scabbard slung across its backs, resting between its wings.
+MIMI CR 1
+XP 400
+N(G) Tiny fey (cold)
+Init +4; Senses low-light vision; Perception +5
+
+AC 19, touch 17, flat-footed 14 (+4 Dex, +1 dodge, +2
+natural, +2 size)
+hp 4 (1d6+1)
+Fort +2; Ref +6; Will +3
+DR 5/cold iron; Immune cold, SR 15
+Weaknesses vulnerability to fire
+
+Speed 20 ft., fly 50 ft. (average)
+
+Melee short sword +6 (1d3-3),
+
+Space 2 1/2 ft.; Reach 0 ft.
+
+Special Attacks group casting, lower
+
+temperature Spell-like Abilities (CL 8th):
+
+At will-invisibility
+
+2/day-frost fingers (as burning hands, but cold damage, DC 13)
+
+1/day-cone of cold (DC 17)
+
+Str 4, Dex 19, Con 14, Int 15, Wis 13, Cha 14
+
+Base Atk +0 CMB +2; CMD 10
+
+Feats DodgeB, Weapon Finesse
+
+Skills Bluff +6, Craft (any one) +6, Escape Artist +8, Perception +5, Perform (limericks) +6, Perform (sing) +6, Sense Motive +5, Stealth +16, Survival +2, Racial Modifiers +4 Perception
+
+Languages Common, Elven, Sylvan
+
+Environment cold forest and plains
+Organization gang (2-4), band (6-11), or tribe (20-80)
+Treasure no coins; 50% goods; 50% items
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.SpellLike DESC:
+Group Casting (Sp) A group of three or more mimis together can use freezing sphere (DC 18 half), once per day. Caster level 12th. The save DCs are Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Lower Temperature (Su) A mimi can, as a free action, lower the temperature in a 10- foot radius around its body by 20-80 degrees. Creatures in the area that are not immune or resistant to cold may take damage as detailed in the Pathfinder RPG Corebook (see Cold Hazards).
+
+-----------------------------------------------
+
+Mire Brute
+DESC:This creature resembles a vaguely humanoid monster about 12 feet tall covered with slime. Sharpened wooden stakes seemingly jut from its body at various points and angles. No discernible facial features are present.
+MIRE BRUTE CR 13
+XP 25,600
+NE Huge outsider (earth, elemental, extraplanar, water)
+Init -1; Senses darkvision 60 ft., tremorsense 100 ft.;
+Perception +34
+
+AC 17, touch 7, flat-footed 17 (-1 Dex, +10 natural, -2 size)
+hp 283 (21d10+168)
+Fort +22; Ref +6; Will +14
+DR 10/-; Immune fire, elemental traits; Resist cold 15
+
+Speed 20 ft., swim 60 ft.
+
+Melee 2 slams +31 (3d6+11/19-20 plus grab)
+
+Space 15 ft.; Reach 15 ft.
+
+Special Attacks disgorge vermin, disease, drench, impale
+
+Str 32, Dex 8, Con 26, Int 6, Wis 11, Cha 10
+
+Base Atk +21; CMB +34 (+38 grapple); CMD 43
+
+Feats Alertness, Blinding Critical, Cleave, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Natural Attack (slam), Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (slam)
+
+Skills Acrobatics +14, Intimidate +23, Perception +34, Sense Motive +2, Stealth +15 (+23 in swamps or marshes), Swim +32; Racial Modifiers +8 Stealth in swamp or marsh terrain.
+
+Languages Aquan, Terran (cannot speak)
+
+Environment temperate marshes
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Disease (Ex) Filth fever: Stakes-injury; save Fort DC 28; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Disgorge Vermin (Ex): Once per day as a standard action, a mire brute can vomit forth a spray of fetid water to a range of 30 feet. The spray contains small biting insects and worms. Treat these vermin as a centipede swarm (Pathfinder Roleplaying Game Bestiary). A mire brute disgorges 1d3 centipede swarms when it uses this ability. A swarm moves to engage the closest living creature.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Drench (Ex): A mire brute can extinguish torches, campfires, exposed lanterns and other open flames of a nonmagical origin if they are of Large size or smaller. A mire brute can dispel magical fire as dispel magic (CL 21).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Impale (Ex): A mire brute can try to impale a grabbed opponent of one size smaller than itself by making a successful grapple check that does not provoke an attack of opportunity. If successful, the opponent immediately takes 4d6 points of damage and is impaled on the stakes jutting from the mire brute's body. An impaled opponent is considered pinned and thereafter takes 3d6 points of damage each round until it breaks free. An impaled opponent must succeed on a grapple check against the mire brute's CMD to break free. A mire brute is not considered grappled while it has an opponent impaled. A Huge mire brute can impale 1 Large, 2 Medium, 8 Small, or 32 Tiny or smaller opponents at one time.
+
+-----------------------------------------------
+
+Mite
+DESC:This creature is a rather ugly humanoid about 2 feet tall. It has long pointed ears and a large round nose. Its skin is grayish-brown.
+COMMON MITE CR 1/2
+XP 400
+LE Small fey
+Init +1; Senses darkvision 90 ft., low-light vision, scent;
+Perception +5
+
+AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
+hp 3 (1d6)
+Fort +0; Ref +3; Will +3
+DR 2/cold iron
+Weaknesses light sensitivity
+
+Speed 20 ft., climb 20 ft.
+
+Melee dagger +2 (1d3-1/19-20), bite +2 (1d2-1)
+
+Ranged dart +2 (1d3-1)
+
+Special Attacks
+
+hatred Spell-like Abilities (CL 2nd)
+
+At will-prestidigitation
+
+1/day-doom (DC 11)
+
+Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 10
+
+Base Atk +0; CMB -2 ; CMD 9
+
+Feats Weapon Finesse
+
+Skills Climb +11, Craft (traps) +7, Perception +5, Stealth +10; Racial Modifiers +4 Craft (traps)
+
+Languages Aklo
+
+Languages: Mites begin play speaking Aklo. Mites with a high intelligence can choose from the following languages: Dwarf, Gnome, Goblin, Orc, Undercommon.
+
+SQ vermin empathy +4
+
+Gear dagger, 6 darts
+
+Environment any underground
+Organization solitary, band (2-8), or mob (9-20 plus 1 chieftain of 2nd-4th level and 2-6 giant vermin)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Hatred (Ex) Mites receive a +1 bonus on attack rolls against creatures with the dwarf or gnome subtype due to special training against these hated foes.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vermin Empathy (Ex) This ability functions as a druid's wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind-a mite can thus use this ability to influence and direct the actions of swarms with relative ease.
+
+
+PESTIE CR 1
+XP 600
+N Small fey
+Init +3; Senses darkvision 90 ft., low-light vision, scent;
+Perception +5
+
+AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
+hp 7 (2d6)
+Fort +0; Ref +6; Will +4
+DR 2/cold iron
+Weaknesses light sensitivity
+
+Speed 40 ft., climb 20 ft.
+
+Melee dagger +5 (1d3-1/19-20)
+
+Ranged dart +4 (1d3-1)
+
+Special Attacks hatred, sneak attack +
+
+1d6 Spell-like Abilities (CL 2nd)
+
+At will-prestidigitation
+
+1/day-doom (DC 11)
+
+Str 8, Dex 17, Con 11, Int 6, Wis 13, Cha 10
+
+Base Atk +1; CMB -1; CMD 12
+
+Feats Weapon Finesse
+
+Skills Acrobatics +7, Climb +11, Perception +5, Sleight of Hand +11, Stealth +13; Racial Modifiers +4 Sleight of Hand, +4 Stealth
+
+Languages Aklo (cannot speak)
+
+Gear dagger, 6 darts
+
+Environment any underground
+Organization solitary or squad (2-8)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Hatred (Ex) Pesties receive a +1 bonus on attack rolls against creatures with the dwarf or gnome subtype due to special training against these hated foes.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Sneak Attack (Ex) Pesties have a sneak attack for +1d6 damage that is identical to the rogue ability. This ability stacks with any sneak attack damage that a pestie gains through taking rogue levels.
+
+-----------------------------------------------
+
+Mongrelman
+DESC:The hideous creature approaching from the shadows looks to be pieced together from parts of other monsters as some sort of vile joke or blight on Nature.
+MONGRELMAN CR 2
+XP 400
+LN Medium monstrous humanoid
+Init +1; Senses darkvision 60 ft.; Perception +7
+
+AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
+hp 13 (2d10+2)
+Fort +1; Ref +4; Will +5
+
+Speed 30 ft.
+
+Melee club +5 (1d6+4) or slam +5 (1d4+4)
+
+Str 16, Dex 13, Con 12, Int 10, Wis 14, Cha 6
+
+Base Atk +2; CMB +5; CMD 16
+
+Feats Skill Focus (Survival)
+
+Skills Climb +7, Disguise +6, Perception +7, Sleight of Hand +7, Stealth +10, Survival +9; Racial Modifiers +8 Disguise, +4 Sleight of Hand, +4 Stealth
+
+Languages Mongrelman
+
+SQ sound imitation
+
+Gear club
+
+Environment underground
+Organization solitary, gang (2-5), band (6-11 plus 1 3rd level sergeant), or tribe (10-100 plus 1
+
+3rd-level sergeant per 10 adults, 1 or 2 bodyguards of 4th or 5th level, and 1 leader of
+
+6th-8th level)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Sound Imitation (Ex) Mongrelmen can imitate sounds made by any creature they have previously encountered, including monsters with special vocal attacks. They cannot, however, mimic the special vocal attack powers or damage dealt by such attacks. A successful DC 14 Will save made by a listener detects the falsehood. The save DC is Constitution-based and includes a +2 racial bonus.
+
+
+Randomly Generating a Mongrelman
+
+
+Mongrelmen are a mixture of many different creatures, and no two mongrelmen ever look alike. The table below can be used to generate the appearance of any given mongrelman.
+
+Roll one time for each of the following areas of a mongrelman: left side of head (includes ear and eye); right side of head (includes ear and eye); upper torso; lower torso; upper arm (roll once for left and right arm); lower arm (roll once for left and right arm); upper leg (roll once for left and right leg); lower leg (roll once for left and right leg); foot (roll once for left and right foot); hand (roll once for left and right hand); and jaw/mouth.
+
+
+Random Mongrelman Generation
+
+Description of Body Parts
+
+A mongrelman gains abilities in addition to the ones noted in the stat block above based on the actual body parts that make up that mongrelman. Below are descriptions of the body parts and additional abilities gained.
+
+Bugbear: Eye: darkvision 60 ft.
+Bugbear: Arm: +4 effective Strength score using that arm.
+
+Crabman: Eye: darkvision 60 ft.
+Crabman: Arm: +6 effective Strength score using that arm.
+Crabman: Hand: hand is actually a large pincer like that of the crabfolk, gains claw attack that deals 1d6 + Strength modifier damage, and gains grab and constrict attacks (deals an additional 1d6 points of bludgeoning damage).
+
+Dwarf: Eye: darkvision 60 ft.
+Dwarf: Head: if entire head is dwarven, the mongrelman gains the stonecunning ability as a dwarf. Upper torso: +2 to saves against poison.
+
+Elf: Eye: low-light vision and +3 racial bonus on Perception checks.
+Elf: Ear: +3 racial bonus on Perception checks.
+Elf: Head: if entire head is elven, the mongrelman gains a +2 racial bonus to Will saves against enchantment spells or effects.
+
+Goblin: Eye: darkvision 60 ft. and +2 racial bonus on Perception checks.
+Goblin: Ear: +3 racial bonus on Perception checks.
+Goblin: Arm: -2 effective Strength score using that arm.
+
+Gnoll: Eye: darkvision 60 ft. and +2 racial bonus on Perception checks.
+Gnoll: Ear: +3 racial bonus on Perception checks.
+Gnoll: Arm: +4 effective Strength score using that arm.
+
+Gnome: Eye: low-light vision. Ear: +2 racial bonus on Perception checks.
+Gnome: Head: if entire head is gnome, the mongrelman gains a +2 bonus to saves against illusions.
+
+Halfling: Ear: +3 racial bonus on Perception checks.
+Halfling: Arm: -2 effective Strength score using that arm.
+Halfling: Upper and lower torso: mongrelman is Small size.
+Halfling: Lower torso: gains +2 racial bonus on Acrobatics, Climb, and Stealth checks.
+
+Hobgoblin: Eye: darkvision 60 ft. and +2 racial bonus on Perception checks.
+Hobgoblin: Ear: +3 racial bonus on Perception checks.
+
+Human: No additional abilities.
+
+Kobold: Eye: darkvision 60 ft. and +1 racial bonus on Perception checks, and light sensitivity.
+Kobold: Ear: +2 racial bonus on Perception checks.
+Kobold: Arm: -4 effective Strength score using that arm.
+
+Lizardfolk: Arm: +2 effective Strength score using that arm.
+Lizardfolk: Hand: gains claw attack that deals 1d4 + Strength modifier damage.
+Lizardfolk: Jaw/mouth: gains bite attack that deals 1d4 + Strength modifier damage.
+Lizardfolk: Lower torso: gains a lizardfolk's tail and +4 racial bonus on Acrobatics and Swim checks.
+
+Locathah: Eye: darkvision 60 ft. and +2 racial bonus on Perception check.
+Locathah: Ear: +3 racial bonus on Perception checks.
+Locathah: Head: if entire head is locathah, the mongrelman can breathe water and air equally.
+
+Merfolk: Eye: darkvision 60 ft. and +3 racial bonus on Perception checks.
+Merfolk: Ear: +4 racial bonus on Perception checks.
+Merfolk: Head: if entire head is merfolk, the mongrelman can breathe water and air equally.
+Merfolk: Leg: leg is actually a fin or flipper, and the mongrelman moves at one-half speed while on land.
+Merfolk: Lower torso: mongrelman can only move on land at 5 feet per round, but can swim at 50 feet per round and gains a +8 Swim check.
+
+Minotaur: Eye: darkvision 60 ft. and +3 racial bonus on Perception checks.
+Minotaur: Ear: +4 racial bonus on Perception checks.
+Minotaur: Arm: +8 effective Strength score using that arm.
+Minotaur: Head: gore attack for 1d4+ Strength modifier; if both sides of a mongrelman's head are minotaur, the gore damage increases to 1d8 + Strength modifier.
+
+Orc: Eye: darkvision 60 ft. and light sensitivity.
+Orc: Arm: +4 effective Strength score using that arm.
+
+Ogre: Eye: darkvision 60 ft. and light sensitivity.
+Ogre: Arm: +4 effective Strength score using that arm (orc) or +10 effective Strength score using that arm (ogre).
+
+Sahuagin: Eye: darkvision 60 ft., +2 racial bonus on Perception check, and light blindness.
+Sahuagin: Ear: +3 racial bonus on Perception checks.
+Sahuagin: Arm: +2 effective Strength score using that arm.
+Sahuagin: Head: if entire head is sahuagin, the mongrelman can breathe water and air equally.
+
+Troglodyte: Eye: darkvision 90 ft.
+Troglodyte: Upper or lower torso: gains the stench attack and bonus to Stealth checks for changing its skin color as the standard troglodyte.
+
+-----------------------------------------------
+
+Moon Dog
+DESC:This creature appears to be a large grayish-black sleek hound standing about 3 feet tall at the shoulder. Its triangular head has a somewhat human appearance. Its eyes are white with amber pupils.
+MOON DOG CR 9
+XP 6,400
+NG Medium outsider (extraplanar, good)
+Init +6; Senses darkvision 120 ft., keen senses, scent;
+Perception +21
+
+AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
+hp 65 (9d10+18)
+Fort +8; Ref +8; Will +8
+DR 10/evil; Immune fear; SR 16
+
+Speed 50 ft., 30 ft. on 2 legs
+
+Melee bite +14 (1d8+4 plus trip)
+
+Special Attacks bay, shadow weave
+
+Spell-like Abilities (CL 12th):
+
+At will-detect evil, detect magic, see invisibility (all at will abilities always active)
+
+3/day-alter self, mirror image
+
+1/day-dancing lights, darkness, dispel magic (using this ability forces the moon dog back to its plane of origin), improved invisibility, light, nondetection, obscuring mist, shades
+
+Str 18, Dex 15, Con 15, Int 15, Wis 16, Cha 14
+
+Base Atk +9; CMB +13; CMD 25 (29 vs. trip)
+
+Feats Alertness, Combat Casting, Improved Initiative, Iron Will, Weapon Focus (bite)
+
+Skills Bluff +14, Diplomacy +11, Knowledge (arcana) +11, Knowledge (the planes) +14 , Perception +21, Sense Motive +17, Stealth +14, Survival +12 (+16 tracking by scent); Racial Modifiers +4 Perception, +4 Survival when tracking by scent
+
+Languages telepathy 100 ft. (does not speak)
+
+SQ plane shift
+
+Environment Elysium
+Organization solitary, pair, or pack (6-11)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Bay (Su) A moon dog can produce one of the following effects when it howls or barks. Each effect functions as the spell of the same name (caster level 12th). The save DCs are Charisma-based. Fear: All evil creatures within 80 feet must make a successful Will save or be affected as by a fear spell. This is a sonic, mind-affecting fear effect. If the save is successful, that creature cannot be affected by the fear effect of that moon dog's bay for 24 hours. Dispel Evil: This effect works like the spell, and affects one evil extraplanar creature within 80 feet. Dismissal: This effect works as the spell, except that it targets one evil extraplanar creature.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Keen Senses (Ex) Moon dogs can see twice as far as humans in low-light and normal light conditions.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Lick (Su) By licking a target, a moon dog may use one of the following abilities: cure light wounds, delay poison, remove disease. Each is usable at will by the moon dog, but only once per day per recipient. Each is caster level 12th.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Plane Shift (Su) A moon dog can enter the Ethereal Plane, Astral Plane, or Material Plane. This ability resembles the spell of the same name (caster level 12th).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Shadow Weave (Su) When in shadows, a moon dog can move in such a way as to affect evil creatures within 60 feet as though by hypnotic pattern (DC 16 Will save, caster level 12th). Any good-aligned creature in the area of the shadow weave will be affected as though by protection from evil (caster level 12th). The shadow weave is a full-round action, and the moon dog must concentrate to maintain it.
+
+-----------------------------------------------
+
+Mortuary Cyclone
+DESC:A whirling and spinning cyclone of dirt, bone fragments, and body parts rapidly advances toward you. It stands about 20 feet tall. From its central form you see two large arm-like appendages ending in clench fists emerge.
+
+MORTUARY CYCLONE CR 20 XP 307,200
+N Huge undead
+Init +5; Senses darkvision 60 ft.; Perception +39
+Aura desecrating aura (50 ft.)
+
+AC 28, touch 13, flat-footed 27 (+1 Dex, +15 natural, +4
+profane, -2 size)
+hp 263 (31d8+124)
+Fort +20; Ref +17; Will +24
+DR 15/bludgeoning and magic; Immune undead traits; SR 31
+
+Speed 40 ft.
+
+Melee slam +33 (2d8+16/19-20 plus energy drain)
+
+Space 15 ft.; Reach 15 ft.
+
+Special Attacks create spawn, energy drain (2 levels, DC 29), necrocone, whirlwind (10-40 ft. high, 3d6 damage, DC 36),
+
+Str 33, Dex 12, Con -, Int 11, Wis 12, Cha 19
+
+Base Atk +23; CMB +36; CMD +49
+
+Feats Ability Focus (energy drain), Alertness, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Iron Will, Intimidating Prowess, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Intimidate), Weapon Focus (slam)
+
+Skills Acrobatics +32, Intimidate +46, Perception +39, Sense Motive +1, Stealth +27
+
+Languages Common (cannot speak)
+
+SQ unholy grace
+
+Environment any land
+Organization solitary or band (10-40 HD of undead creatures)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbi...
[truncated message content] |