Slivers (CR variable)

Appearance: Slivers are bizarre, worm-like creatures that vary wildly in appearance and behaviour. Clearly alien in nature, slivers can have claws, wings, bony carapaces, tentacles, or even multiple heads.

Type: Vermin [Sliver]

Traits: All Slivers have the following traits:
- Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Blindsense 60’
- Hive Mind (Ex): As long as at least two slivers are within 60’ of each other they cannot be flanked.
- Shared Abilities (Ex): Most slivers grant extraordinary or supernatural abilities to other slivers within a 60’ radius. The bonuses they grant also apply to themselves. The granted abilities stack unless noted othervise.

History: Alien in appearance, yet fundamentally like simple animals and insects, no one knows the true origin of the sliver species. However, what IS known is that for many years wizards and biologists have been experimenting and testing the sliver's unique physiology. This has resulted in many unnatural, magically altered subspecies, such as the fire and shadow slivers.

Fiendish Girallon (CR 7)

HP: 95
Init: +3
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple: +7/+17
Attack: Claw +13 melee (1d4+6 [magic])
OR Masterwork Great club +13 [2d8+9]
Full Attack: 4 claws +13 melee (1d4+6[magic]) and bite +7 melee (1d8+3[magic]) OR Masterwork Greatclub +13/+6 [2d8+9] and 2 claws +7 melee (1d4+3) and bite +7 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d4+9, Smite Good [1/day +7 damge]
Special Qualities: Darkvision 60 ft.,low-light vision, scent, DR 5/Magic, Resist Cold 5, Resist Fire 5, SR 12
Saves: Fort +7, Ref +8, Will +5
Feats: Iron Will, Improved Toughness, Weapon Focus Claw or Iron Will, Improved Toughness, Weapon proficiency Greatclub

Girallons are savage, magical cousins of the gorilla. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.

Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage.

Climb: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Large Magical Beast [extraplanar]
Environment: Warm forests
Organization: company of 8
Abilities: Str 22, Dex 17, Con 14, Int 3, Wis 12, Cha 7
Skills: Climb +18, Move Silently +8, Spot +6
Alignment: Always CE

Treasure: Masterwork Large Great club

Advanced Fiendish Boar (CR 9)

Hit Dice: 16d8+48 [120] + Ferocity
Initiative: +1
Speed: 40 ft. enhanced to 70 FT.(14 squares)
Armor Class: 17 (–1 size, +2 dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +12/+24
Attack: Gore +19 melee (2d6+12)
Full Attack: Gore +19 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity, Smite good {+16 damage 1/day)
Special Qualities: Low-light vision, scent, SR 19, Cold & fire resist 10, DR10 magic
Saves: Fort +14, Ref +10, Will +13
Skills: Listen +11, Hide +1, Spot +11
Feats: Power attack, Endurance, Iron Will, Dodge, mobility, spring attack.

Large Magic beast (extraplanar)
Environment: Temperate forests
Abilities: Str 27, Dex 13, Con 17, Int 3, Wis 13, Cha 8
Treasure: Horseshoes of zyphyr [6000gp] + scattered treasure and gear from victims = an encounter level 9 treasure
Alignment: Chaotic evil

Sample Treasures: