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Harriken (Headsnatcher Fiend)

A harriken can detach its head from its body and replace it with the decapitated head of any humanoid creature. In so doing, it can assume the dead creature’s form.

To kill a harriken, one must destroy its head. While wearing the head and assuming the form of another creature, a harriken will usually entrust its detached head to loyal underlings or hide it somewhere safe.

**Attach Head (Ex):**As an attack or move action, a harriken can attach a head (either its own detached head or the severed head of any Medium-size humanoid creature) to its headless body. It gains the visual, auditory, and olfactory senses of the creature whose head it wears; if the creature had low-light vision, for instance, the harriken gains this ability for as long as the head is worn.

The creature from which the head is taken must have died within the past 24 hours; otherwise, any attempt by the harriken to graft the head onto its body fails.

**Body Blindsight (Ex):**A harriken’s headless body can sense its surroundings as though it has the blindsight ability with a range of 30 feet. However, without its own head, the harriken loses its darkvision.

**Detach Head (Ex):**As an attack or move action, a harriken can detach the head (either its own head or the severed head of any Medium-size humanoid creature) from its body.

**Disguise Self (Su):**The harriken can assume the appearance of a specific Medium-size humanoid creature by attaching the creature’s severed head to its body. The illusion lasts as long as the head remains attached. The harriken does not gain any of the creature’s abilities, mannerisms, or knowledge, but it gains a +10 bonus on Disguise checks. Other creatures get a Will save (DC 10 + 1/2 the harriken’s Hit Dice + its Charisma modifier) to pierce the illusion if they interact with it (such as by touching the harriken and having that sensory input not match what they see). A true seeingspell reveals the harriken’s actual horrific appearance.

**Electrical Rejuvenation (Ex):**A harriken is immune to electricity. Furthermore, it heals 1 point of damage for every die of electricity damage it would take normally. For example, a 6d6 lightning boltheals 6 points of damage to the harriken.

**Fire Resistance 10 (Ex):**A harriken ignores the first 10 points of damage from any attack that deals fire damage.

**Indestructible Body (Su):**While its head is attached to its body, a harriken can be killed. However, if its head is detached, the body stops taking damage when reduced to 1 hit point. Any damage dealt to the body that would knock it below 1 hit point is ignored. If the harriken’s detached head is found and destroyed (Defense 7; hp 5), the harriken’s body is instantly slain.

**Telepathy (Su):**A harriken can communicate telepathically with any creature within 100 feet that has a language.

**Harriken (headsnatcher fiend):**CR 4; Medium-size outsider; HD 4d8+4; hp 22; Mas 13; Init +0; Spd 30 ft.; Defense 21 (+9 natural, +2 leather armor), touch 10, flatfooted 21; BAB +4; Grap +5; Atk +5 melee (1d6+1, slam) or +5 melee (1d8+1/19–20, longsword); Full Atk +5 melee (1d6+1, slam) or +5 melee (1d8+1/19–20, longsword) or +4 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Attach head, body blindsight, darkvision 60 ft., detach head, disguise self (DC 15), electrical rejuvenation, fire resistance 10, indestructible body, telepathy; AL evil; SV Fort +5, Ref +4, Will +6; AP 0; Rep +0; Str 13, Dex 11, Con 13, Int 16, Wis 15, Cha 16.

**Skills:**Bluff +10, Disguise +10 (+20 when using disguise self ability), Hide +6, Intimidate +9, Listen +6, Move Silently +6, Read/Write Abyssal, Read/Write Languages (any three), Sense Motive +6, Speak Abyssal, Speak Languages (any three), Spot +6.

**Feat:**Heroic Surge (1/day).

**Advancement:**By character class.

Jumping Jack (Blood Fiend)

**Breath Weapon (Su):**Once every 1d4 rounds, the jumping jack can breathe a 15-foot cone of fire. Each creature in the area takes 2d6 points of fire damage; a successful Reflex save (DC 10 + 1/2 the jumping jack’s Hit Dice + its Constitution modifier) halves the damage.

**Damage Reduction 10/Silver (Su):**A jumping jack ignores the first 10 points of damage dealt by any unsilvered weapon.

**Immunities (Ex):**The jumping jack is immune to fire and

poison.

**Prodigious Leap (Ex):**The jumping jack can ignore the 20-foot move requirement for making long and high jumps. If it does move 20 feet before attempting a jump, the distance jumped is doubled.

**Jumping Jack (blood fiend):**CR 2; Medium-size outsider; HD 1d8+2; hp 6; Mas 14; Init +5; Spd 35 ft.; Defense 18, touch 15, flat-footed 13 (+5 Dex, +3 natural); BAB +1; Grap +2; Atk +2 melee (1d4+1, claw); Full Atk +2 melee (1d4+1, 2 claws) or +6 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ breath weapon (DC 12), damage reduction 10/silver, darkvision 60 ft., immunities, prodigious leap; AL chaos, evil; SV Fort +4, Ref +7, Will +3; AP 0; Rep +0; Str 13, Dex 20, Con 14, Int 11, Wis 13, Cha 12.

**Skills:**Intimidate +4, Jump +8, Read/Write English, Speak English, Tumble +8.

**Feats:**Acrobatic.

**Advancement:**By character class.

**Jumping Jack Fast Hero 9:**CR 11; Medium-size outsider; HD 1d8+2 plus 9d8+18; hp 65; Mas 14; Init +9; Spd 35 ft.; Defense 25, touch 22, flat-footed 20 (+5 Dex, +3 natural, +7 class); BAB +7; Grap +9; Atk +9 melee (1d4+2, claw); Full Atk +9 melee (1d4+2, 2 claws) or +13 ranged (2d6, Colt Python); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ breath weapon (DC 17), damage reduction 10/silver, darkvision 60 ft., immunities, prodigious leap; AL chaos, evil; SV Fort +7, Ref +11, Will +6; AP 5; Rep +3; Str 15, Dex 20, Con 14, Int 11, Wis 13, Cha 12.

**Occupation:**Adventurer.

**Skills:**Hide +14, Intimidate +13, Jump +17, Read/Write English, Speak English, Tumble +17.

**Feats:**Acrobatic, Archaic Weapons Proficiency, Defensive Martial Arts, Dodge, Elusive Target, Heroic Surge, Improved Initiative, Mobility, Simple Weapons Proficiency, Spring Attack.

**Talents:**Evasion, defensive roll, increased speed, uncanny dodge 1, uncanny dodge 2.

**Possessions:**Colt Python (fully loaded).

Kwevencha (Spider Fiend)

**Damage Reduction 5/Silver (Ex):**A kwevencha ignores the first 5 points of damage dealt by any unsilvered weapon.

**Immunities (Ex):**A kwevencha is immune to poison.

**Improved Grab (Ex):**To use this ability, the kwevencha must hit a Small or Medium-size creature with its bite attack. If it gets a hold, it deals automatic damage with its bite on subsequent rounds.

**Monstrous Spider Minions:**A kwevencha has 2d6 Tiny monstrous spiders clinging to its body. It can telepathically command these spiders to attack, but the kwevencha must remain within 100 feet of the monstrous spiders to telepathically control them.

**Poison (Ex):**Bite; contact 1d6 Str/1d6 Str; Fortitude save (DC 10 + 1/2 the kwevencha’s Hit Dice + its Constitution modifier) resists.

**Spit Poison (Ex):**A kwevencha can shoot a 20-foot-long line of poisonous spittle at a single target. The save DC and effects of the poison are described above.

**Stability (Ex):**A kwevencha gains a +4 stability bonus on checks to resist trip and bull rush attacks.

**Telepathy (Su):**A kwevencha can communicate telepathically with any creature within 100 feet that has a language.

**Web Cocoon (Ex):**A kwevencha uses a spinneret in its abdomen to weave web cocoons around creatures incapacitated by its poison. A creature trapped inside the cocoon is immobile, although breathing is possible through the porous webbing. A kwevencha’s web cocoon has 20 hit points and a break DC of 26. Dealing damage to the web cocoon deals a like amount of damage to the creature trapped inside.

**Skill Bonuses:**A kwevencha gains a +4 species bonus on Balance, Climb, Jump, and Spot checks.

**Kwevencha (spider fiend):**CR 7; Large outsider; HD 8d8+24; hp 60; Mas 20; Init +0; Spd 30 ft., climb 30 ft.; Defense 23 (–1 size, +14 natural), touch 10, flat-footed 23; BAB +8; Grap +18; Atk +13 melee (1d8+6 plus poison, bite) or +7 ranged touch (poison spittle); Full Atk +13 melee (1d8+6 plus poison, bite) and +8 melee (1d6+3, 2 claws) or +7 ranged touch (poison spittle); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Damage reduction 5/silver, darkvision 60 ft., immunities, improved grab, monstrous spider minions, poison (DC 17), spit poison, telepathy, web cocoon; AL chaos, evil; SV Fort +9, Ref +6, Will +7; AP 0; Rep +0; Str 22, Dex 11, Con 17, Int 8, Wis 13, Cha 12.

**Skills:**Balance +11, Climb +17, Hide +3, Intimidate +8, Jump +13, Listen +8, Move Silently +7, Read/Write Abyssal, Speak Abyssal, Spot +12.

**Feats:**Improved Damage Threshold, Iron Will.

**Advancement:**9–14 HD (Large); 15–21 HD (Huge); or by character class.

Murdergaunt (Whistling Fiend)

**Damage Reduction 10/+1 (Ex):**A murdergaunt ignores the first 10 points of damage dealt by any nonmagical weapon. In campaigns without magic weapons, the GM can either disregard the fiend’s damage reduction or apply it only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).

**Fire Resistance 10 (Ex):**A murdergaunt ignores the first 10 points of damage from any attack that deals fire damage.

**Immunities (Ex):**A murdergaunt is immune to sonic and concussion damage.

**Impale (Ex):**A murdergaunt that hits with one of its armspikes may choose to impale its opponent. An impaled opponent takes armspike damage each round it remains impaled (on the murdergaunt’s turn). An impaled creature must tear free of the serrated armspike to move to another square, taking 1d6 points of damage in the process. A murdergaunt must tear its armspike from an impaled opponent to move to another square or to free the limb; pulling free the armspike deals an automatic 1d6 points of damage to the impaled creature, but the murdergaunt cannot use the newly freed armspike to attack that round.

A murdergaunt can impale two Medium-size or smaller creatures at the same time; however, it cannot make an attack (or attack of opportunity) with an armspike that is currently impaling a foe.

**Telepathy (Su):**A murdergaunt can communicate telepathically with any creature within 100 feet that has a language.

**Whistle (Su):**A murdergaunt can whistle as a free action every round. Creatures within 120 feet who can hear the murdergaunt’s horrid tune must make a Will save (DC 10 + 1/2 the murdergaunt’s Hit Dice + its Charisma modifier).

Any creature that fails its Will save cowers until the whistling stops. A cowering creature is frozen in fear, loses its Dexterity bonus, and can take no actions. In addition, a cowering creature takes a –2 penalty to Defense.

A creature that saves against the murdergaunt’s whistle cannot be affected by the same murdergaunt’s whistle for 24 hours. The save DC for the whistle is Charisma-based.

**Murdergaunt (whistling fiend):**CR 9; Large outsider; HD 9d8+27; hp 67; Mas 17; Init +3; Spd 40 ft., climb 20 ft.; Defense 25 (–1 size, +2 Dex, +14 natural), touch 11, flat-footed 23; BAB +9; Grap +17; Atk +13 melee (1d6+5, armspike); Full Atk +13 melee (1d6+5, 2 armspikes) or +12 ranged; FS 5 ft. by 5 ft.; Reach 10 ft.; SQ Damage reduction 10/+1, darkvision 60 ft., fire resistance 10, immune to sonic/concussion damage, impale, telepathy, whistle (DC 16); AL evil; SV Fort +9, Ref +9, Will +7; AP 0; Rep +0; Str 18, Dex 16, Con 16, Int 13, Wis 13, Cha 15.

**Skills:**Balance +12, Climb +13, Escape Artist +12, Hide +14, Jump +13, Listen +10, Move Silently +14, Read/Write Abyssal, Read/Write Language (any one), Speak Abyssal, Speak Language (any one), Spot +10, Tumble +12.

**Feats:**Agile Riposte, Dodge, Stealthy.

**Advancement:**By character class.

Stygilor (Tumor Fiend)

**Damage Reduction 5/Piercing (Ex):**A stygilor ignores the first 5 points of damage dealt by any nonpiercing weapon.

**Disease Sense (Ex):**A stygilor can sense whether a creature is infected with a disease merely by being within 10 feet of it. It cannot sense nannite infection (see the “Etoile” entry for details).

**Frightful Presence (Ex):**A stygilor can use the Frightful Presence feat once per round as a free action. All creatures within 10 feet that can see the stygilor and have fewer levels or Hit Dice than the stygilor must succeed at a Will save (DC 10 + 1/2 the stygilor’s Hit Dice + its Charisma modifier) or take a –2 penalty on attack rolls, saving throws, and skill checks for 1d6+2 rounds. A successful save grants immunity to the stygilor’s frightful presence for 24 hours. Creatures with an Intelligence of 3 or lower are unaffected. This is a mind-affecting ability.

**Immune to Disease (Ex):**A stygilor is immune to diseases of all sorts.

Invisibility**(Sp):**A stygilor can use invisibilityat will (caster level 6th) as an attack action. It often uses this ability to move through hospital wards unseen.

**Telepathy (Su):**A stygilor can communicate telepathically with any creature within 100 feet that has a language.

**Wounding Gaze (Su):**As a free action, a stygilor can fix its gaze upon a single creature within 30 feet. The target must succeed at a Will save (DC 10 + 1/2 the stygilor’s Hit Dice + its Charisma modifier) or take 1d4+2 points of damage, as though struck by one of the stygilor’s horrible claws. The target need not be looking at the stygilor, and wounds inflicted by this attack leave nasty scars once healed. This is a mind-affecting ability. The save DC is Charisma-based.

**Stygilor (tumor fiend):**CR 4; Medium-size outsider; HD 6d8+12; hp 39; Mas 18; Init –1; Spd 20 ft.; Defense 18 (–1 size, +9 natural), touch 9, flat-footed 18; BAB +6; Grap +8; Atk +8 melee (1d4+2, claw); Full Atk +8 melee (1d4+2, 2 claws) and +3 melee (1d6+1, bite) or +5 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Damage reduction 5/piercing, darkvision 60 ft., disease sense, frightful presence (DC 15), immune to disease, invisibility, telepathy, wounding gaze (DC 15); AL chaos, evil; SV Fort +7, Ref +4, Will +5; AP 0; Rep +0; Str 15, Dex 8, Con 15, Int 12, Wis 10, Cha 15.

**Skills:**Bluff +11, Intimidate +11, Knowledge (any one) +10, Listen +9, Read/Write Abyssal, Read/Write Language (any one), Sense Motive +9, Speak Abyssal, Speak Language (any one), Spot +9.

**Feats:**Frightful Presence, Improved Damage Threshold.

**Advancement:**7–8 HD (Medium-size); 9–12 (Large); 13–18 HD (Huge).