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F IGURINES OF W ONDROUS P OWER

Each of the several kinds of figurines of wondrous power appears to be a miniature


statuette of a creature an inch or so high (with one exception). The figurine becomes a
living creature of normal size (unless noted otherwise) when tossed down and the
correct command word is spoken. The creature obeys and serves its owner. Unless
stated otherwise, the creature understands a single language but does not speak.
If a figurine of wondrous power is broken or destroyed in its statuette form, it is
forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine
simply reverts to a statuette that you can use again.

Body Slot: — (held)


Caster Level: 11th
Aura: Moderate; (DC 20) transmutation
Activation: Standard (command)
Weight: —
NON-COMBATANT OR DEFENSIVE ONLY

S LATE S PIDER
Price (Item Level): 500 gp (2nd)
The figurine transforms into a fine spider.
The spider scampers about the bearer, picking lint off robes, chiseling grime from
armor, and otherwise grooming the bearer.
The spider perches on the muzzle of a one-handed or two-handed firearm barrel.
After you fire the firearm, it travels down the barrel and cleans out the firearm. Each
time the slate spider cleans a firearm, the next shot the firearm fires has no chance of
misfiring.
The figurine can transform for 1 minute once per day.

(No Effective Stats)


B LUE Q UARTZ E AGLE (F LYER , S COUT )
Price (Item Level): 2,400 gp (6th)
Aura: Moderate; (DC 20) transmutation and divination
The figurine transforms into an eagle.
The figurine can transform for up to 24 hours per week, any number of times per
week.

B LUE Q UARTZ E AGLE CR 1/2


N small animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +22
Languages — (understands 1 language)
Init +2
DEFENSE – HP, AC, SAVES
AC 14, touch 13, flat-footed 12 (-1 size, +2 Dex, +1 natural)
hp 5 (1 HD)
Fort +3, Ref +4, Will +2
MOVEMENT
Speed 10 ft., fly 80 ft. (average)
OFFENSE – ATTACK ROUTINES
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -4
Cannot Attack
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 10 (+0), Dex 15 (+2), Con 12 (+1), Int 2 (-4), Wis 14 (+2), Cha 6 (-2)

Remote Viewing (Ex): As a Standard action, its owner can mentally view everything
the eagle can see during a round. It will not attack, even to defend itself, but it will obey
the telepathic commands of its owner as long as it remains within one mile of him. If
forced to move beyond that distance, the eagle immediately reverts to figurine form
(usually shattering if it falls a great distance to the ground).
T IN I MP (F LYER , S PY )
Price (Item Level): 4,800 gp (9th)
Aura: Moderate; (DC 20) transmutation and illusion
The figurine turns into an imp with no spell-like abilities (except as noted below) or
poisoned sting.
Tin imps generally avoid combat, but make excellent spies and trackers.
The figurine transform for up to 48 hours per week, for a minimum of 1 hour per use,
any number of times per week.
If slain, the figurine breaks and becomes non-magical.

T IN I MP CR 2
LE tiny outsider (evil, extraplanar, lawful)
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft.; Perception +7
Languages — (understands 1 language); Diplomacy +8,
Init +3
DEFENSE – HP, AC, SAVES
AC 24, touch 15, flat-footed 21 (+2 size, +3 Dex, +4 armor, +5 natural)
Boost
Swift invisibility (at will)
hp 13 (3 HD)
DR 5/good or silver
Fast healing 2
Immune poison
Resist fire 5
Fort +3, Ref +6, Will +4
MOVEMENT
Speed 20 ft., fly 50 ft. (perfect)
Stealth +17,
OFFENSE – ATTACK ROUTINES
Space 2-1/2 ft.; Reach 0 ft.
Base Atk +3; Grp -5
None
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 10 (+0), Dex 17 (+3), Con 10 (+0), Int 10 (+0), Wis 12 (+1), Cha 14 (+2)

Skills
Knowledge (local) +6
Spellcraft +6,
Survival +1 (+3 following tracks)
Feats
Dodge, Weapon Finesse

Spy (Ex): With a Move action, the imp’s owner can designate a single creature in his
line of sight as the imp’s quarry. The imp then follows its quarry clandestinely, and sends
a whispered message to its owner once each hour detailing the quarry's location and
activities. The message is similar to the whispering wind spell, though the message
unerringly locates the imp’s owner instead of moving to a predetermined location.

Tracker (Ex): Additionally, a creature with the track class feature can command a tin
imp he owns to study a set of footprints (a standard action) and designate the creature
that made the footprints as its quarry. The tin imp can then attempt to track the
creature as if its owner was tracking it, using the owner's Perception and Survival skill
(and any tracking bonuses).
M OONSTONE (W HITE ) B ULL (D RAFT )
Price (Item Level): 3,500 gp (7th)
The figurine transforms into a large white bull.
The bull fights only in self-defense and can pull a plow.
The figurine can transform during daylight, returning to figurine form at sundown.

M OONSTONE (W HITE ) B ULL CR 2


N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +11
Languages — (understands 1 language)
Init +0
DEFENSE – HP, AC, SAVES
AC 13, touch 9, flat-footed 13 (-1 size, +4 natural)
hp 37 (5 HD)
Fort +7, Ref +4, Will +1
MOVEMENT
Speed 40 ft.
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +13
Melee gore +8 (1d8+9 P)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 22 (+6), Dex 10 (+0), Con 16 (+3), Int 2 (-4), Wis 11 (+0), Cha 4 (-3)

Feats
Diehard, Endurance, Skill Focus (Perception)

Draft Animal (Ex): The bull can haul up to 10,000 pounds at a speed of 30 feet.
G ARNET B ANDICOOT (M OUNT )
Price (Item Level): 10,000 gp (11th)
Aura: Moderate; (DC 20) transmutation and evocation
This figurine transforms into a bandicoot – a type of tiny rat.
The figurine can transform for 2 hours, once per day.
If the figurine takes damage, or if the rider dismounts, both rat and rider revert to
their original state instantly.

G ARNET B ANDICOOT CR 1/8


N tiny animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +1
Languages — (understands 1 language)
Init +2
DEFENSE – HP, AC, SAVES
AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
hp 1 (1/4 HD)
Fort +2, Ref +4, Will +1
MOVEMENT
Speed 15 ft., climb 15 ft., swim 15 ft.
Acrobatics +10, Athletics +2 (+10 to climb and swim), Stealth +17
OFFENSE – ATTACK ROUTINES
Space 2-1/2 ft.; Reach 0 ft.
Base Atk +0; Grp -12
No Attacks
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 2 (-4), Dex 15 (+2), Con 10 (+0), Int 2 (-4), Wis 12 (+1), Cha 2 (-4)

Mini Mount (Ex): When transformed, the owner gains the minute form effect,
shrinking her to 3 inches tall (a Will save against DC 22 is allowed if the owner is
unwilling). The character may then ride the rat through areas too small for normal
passage with little chance of detection.
J ASPER S PIDER (M OUNT )
Price (Item Level): 300 gp (2nd)
The figurine transforms into a large monstrous spider.
The figurine can transform for up to 12 hours per use, three times per week.

J ASPER S PIDER CR 2
N large vermin
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft., tremorsense 60 ft.; Perception +12
Languages — (understands 1 language)
Init +3
DEFENSE – HP, AC, SAVES
AC 14, touch 12, flat-footed 11 (-1 size, +3 Dex, +2 natural)
hp 22 (4 HD)
Immune mind-affecting spells and abilities (charms, compulsions, phantasms,
patterns, and morale effects)
Fort +5, Ref +4, Will +1
MOVEMENT
Speed 30 ft., climb 20 ft.
Athletics +3 (+11 to climb, +13 to jump), Stealth +3,
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +9
Cannot Attack
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 15 (+2), Dex 17 (+3), Con 12 (+1), Int — (—), Wis 10 (+0), Cha 2 (-4)

Mount (Ex): Despite its Intelligence, the spider serves as a trained riding mount.
E BONY F LY (M OUNT , F LYER )
Price (Item Level): 450 gp (2nd)
The figurine transforms into a pony-sized fly. It has the stats of a hippogriff.
The figurine can transform for up to 12 hours per use, three times per week.

E BONY F LY CR 2
N large magical beast
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft., low-light vision, scent; Perception +8
Languages — (understands 1 language)
Init +2
DEFENSE – HP, AC, SAVES
AC 15, touch 11, flat-footed 13 (-1 size, +2 Dex, +4 natural)
hp 25 (3 HD)
Fort +6, Ref +5, Will +2
MOVEMENT
Speed 50 ft., fly 100 ft. (average)
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +11
Cannot Attack
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 18 (+4), Dex 15 (+2), Con 16 (+3), Int 2 (-4), Wis 13 (+1), Cha 8 (-1)

Feats
Dodge, Wingover

Mount (Ex): Despite its Intelligence, the fly serves as a trained riding mount.
B RIMSTONE F LY (M OUNT , F LYER )
Price (Item Level): 450 gp (2nd)
The figurine transforms into a giant dragonfly.
The figurine can transform for up to 12 hours per use, three times per week.

B RIMSTONE F LY (D R 355) CR 2
A blue-green blur snaps into focus, revealing it to be a dragonfly the size of a horse.
N large vermin
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses all-around vision, darkvision 60 ft.; Perception +4
Languages — (understands 1 language)
Init +5
DEFENSE – HP, AC, SAVES
AC 18, touch 14, flat-footed 13 (-1 size, +5 Dex, +4 natural)
hp 22 (4 HD)
Immune flanking, mind-affecting spells and abilities (charms, compulsions,
phantasms, patterns, and morale effects)
Fort +5, Ref +6, Will +1
MOVEMENT
Speed 5 ft., fly 60 ft. (perfect)
Stealth +9,
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +9
Cannot Attack (bite +4 (1d8+3)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 15 (+2), Dex 21 (+5), Con 12 (+1), Int — (—), Wis 10 (+0), Cha 2 (-4)

All Around Vision (Ex): A giant dragonfly’s eyes wrap around its head, granting it a +4
bonus on Perception checks. In addition, a giant dragonfly cannot be flanked.
Motion Camouflage (Ex): A giant dragonfly moves in such a way to create the illusion
that it is not moving at all. Once per encounter, a giant dragonfly may make a charge
attack such that the target of the charge is flat-footed.
Skills: A giant dragonfly receives a +4 racial bonus on Stealth Checks.
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Mount (Ex): Despite its Intelligence, the dragonfly serves as a trained riding mount.
B ANDED A GATE W ASP (M OUNT , F LYER )
Price (Item Level): 450 gp (2nd)
The figurine transforms into a giant wasp.
The figurine can transform for up to 12 hours per use, three times per week.

B ANDED A GATE W ASP CR 3


N large vermin
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft.; Perception +9
Languages — (understands 1 language)
Init +1
DEFENSE – HP, AC, SAVES
AC 14, touch 10, flat-footed 13 (-1 size, +1 Dex, +4 natural)
hp 32 (5 HD)
Immune mind-affecting spells and abilities (charms, compulsions, phantasms,
patterns, and morale effects)
Fort +6, Ref +2, Will +2
MOVEMENT
Speed 20 ft., fly 60 ft. (good)
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +11
Cannot Attack
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int — (—), Wis 13 (+1), Cha 11 (+0)

Skills
Survival +1 (+5 to orient itself)

Mount (Ex): Despite its Intelligence, the wasp serves as a trained riding mount.
S ARDONYX S TONE F LYER (M OUNT , F LYER , B URROWER )
Price (Item Level): 1,000 gp (4th)
The figurine becomes a stone flyer.
The figurine can transform for up 1 hour per use, once per day.
If slain, the figurine cannot transform for 1 week.

S ARDONYX S TONE F LYER CR 3


NE large magical beast (earth, extraplanar)
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +6
Languages — (understands 1 language)
Init +1
DEFENSE – HP, AC, SAVES
AC 16, touch 10, flat-footed 15 (-1 size, +1 Dex, +6 natural)
hp 42 (5 HD)
DR 5/bludgeoning
SR 13
Fort +7, Ref +5, Will +1
MOVEMENT
Speed 50 ft., fly 60 ft. (average), earth glide (with rider)
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +5; Grp +14
Cannot Attack
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 18 (+3), Dex 15 (+2), Con 16 (+3), Int 2 (-4), Wis 13 (+1), Cha 8 (-1)

Earth Glide (Ex): A stone flyer can glide through stone, dirt, or almost any other sort
of earth except metal as easily as a fish swims through water. Its burrowing leaves
behind no tunnel or hole, and its passage does not create any ripples or other signs of
its presence. A move earth spell cast on an area the stone flyer occupies pushes it back
30 feet but has no other effect.

Earth Glide Rider (Su): A stone flyer can extend its earth glide ability to include a rider
and gear, up to a medium load.

Mount (Ex): A stone flyer serves as a trained riding mount.


P EARLSTEEL T URTLE (D RAFT A NIMAL /S ORT OF M OUNT , S WIMMER )
Price (Item Level): 2,500 gp (6th)
The figurine transforms into a giant sea turtle.
The figurine can transform for up to 6 hours per use, three time per week.

P EARLSTEEL T URTLE CR 3
N huge magical beast (aquatic)
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft., low-light vision; Perception +10
Languages — (understands 1 language)
Init +0
DEFENSE – HP, AC, SAVES
AC 25, touch 8, flat-footed 25 (-2 size, +17 natural)
hp 87 (8 HD)
Fort +10, Ref +6, Will +6
MOVEMENT
Speed 20 ft., swim 30 ft.
Athletics +12 (swim only)
OFFENSE – ATTACK ROUTINES
Space 15 ft.; Reach 10 ft.
Base Atk +8; Grp +23
Melee bite +13 (1d8+3 BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 25 (+7), Dex 10 (+0), Con 19 (+4), Int 6 (-2), Wis 14 (+2), Cha 6 (-2)

Feats
Diehard, Endurance, Iron Will, Skill Focus (Perception)

Hold Breath (Ex): A giant turtle can hold its breath for 1 hour before it risks drowning.

Sea Teamster (Ex): You can harness the turtle to pull a boat or raft at up to one-half
its swim speed. It is possible to ride on the turtle’s shell, but doing so requires a harness,
rope, or improvising handholds. Hanging onto the slick shell while the animal moves is
extremely difficult, requiring a DC 20 Ride check each minute of travel.
J ADE L ION K INGS
Price (Item Level): 5,000 gp (9th)
Aura: Moderate; (DC 20) transmutation and divination
These figurines transform into celestial lions.
In addition to providing enlightening discourse on kindness and justice, the lion kings
can benefit their owner by serving as guards, obstacles, or messengers. The lions do not
attack unless threatened.
The figurines can transform for up to 1 week per use, once per month.

J ADE L ION K INGS CR 4


LG large magical beast (extraplanar)
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft., low-light vision, scent; Perception +9
Languages — (understands 1 language); Diplomacy +6,
Init +3
DEFENSE – HP, AC, SAVES
AC 15, touch 12, flat-footed 12 (-1 size, +3 Dex, +3 natural)
hp 32 (5 HD)
DR 5/magic
Resist acid 5, cold 5, electricity 5
SR 12
Fort +6, Ref +7, Will +2
MOVEMENT
Speed 40 ft.
Acrobatics +11, Stealth +8 (+12 in undergrowth)
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +12
Boosts
Pounce (full attack on charge)
Rake (extra attacks when charging and grabbing)
Smite Evil (+7 damage) 1/day
Melee 2 claws +7 (1d4+5 PS)
Melee bite +7 (1d8+2 plus grab BPS)
Melee 2 rakes +7 (1d4+2 PS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 21 (+5), Dex 17 (+3), Con 15 (+2), Int 15 (+2), Wis 12 (+1), Cha 6 (-2)

Skills
Knowledge (religion) +13,
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake
attacks.

Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then
attempt to start a grapple as a free action without provoking an attack of opportunity. If
it wins the grapple check, it establishes a hold and can rake.
MARGINAL COMBAT ABILITY

S ILVER /E BONY R AVEN (F LYER , M ESSENGER )


Price (Item Level): 1,900 gp (5th)
Aura: Moderate; (DC 20) transmutation and enchantment
The figurine transforms into a raven.
The figurine can transform for up to 24 hours per week, any number of times per
week.

S ILVER /E BONY R AVEN CR 1/6


N tiny animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +6
Languages — (understands 1 language); Message (as animal messenger)
Init +2
DEFENSE – HP, AC, SAVES
AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
hp 4 (1 HD)
Hardness 10
Fort +2, Ref +4, Will +2
MOVEMENT
Speed 10 ft., fly 40 ft. (average)
OFFENSE – ATTACK ROUTINES
Space 2-1/2 ft.; Reach 0 ft.
Base Atk +0; Grp -13
Melee claws +4 (1d2-5 PS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 1 (-5), Dex 15 (+2), Con 10 (+0), Int 2 (-4), Wis 14 (+2), Cha 6 (-2)
Messenger (Sp): The raven carries a message as per the animal messenger spell.
M OONSTONE H EN (F LYER , M ESSENGER )
Price (Item Level): 1,900 gp (5th)
Aura: Moderate; (DC 20) transmutation and enchantment
The figurine transforms into a chicken.
The figurine can transform for up to 24 hours per week, any number of times per
week.

M OONSTONE H EN CR 1/6
N tiny animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +5
Languages — (understands 1 language); Message (as animal messenger)
Init +4
DEFENSE – HP, AC, SAVES
AC 12, touch 12, flat-footed 12 (+2 size)
hp 5 (1 HD)
Hardness 10
Fort +3, Ref +2, Will +1
MOVEMENT
Speed 30 ft., fly 20 ft. (clumsy)
OFFENSE – ATTACK ROUTINES
Space 2-1/2 ft.; Reach 0 ft.
Base Atk +0; Grp -12
Melee bite -2 (1d3-4 BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 3 (-4), Dex 11 (+0), Con 12 (+1), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Drift (Ex): When it flies, a chicken must end its move action by landing or perching on
a solid surface. It cannot use its fly speed to hover.
Messenger (Sp): The hen carries a message as per the animal messenger spell.
E MERALD O WL (F LYER , M ESSENGER )
Price (Item Level): 1,900 gp (5th)
Aura: Moderate; (DC 20) transmutation and enchantment
The figurine transforms into a raven.
The figurine can transform for up to 24 hours per week, any number of times per
week.

E MERALD O WL CR 1/4
N tiny animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +10
Languages — (understands 1 language); Message (as animal messenger)
Init +3
DEFENSE – HP, AC, SAVES
AC 17, touch 15, flat-footed 14 (-2 size, +3 Dex, +2 natural)
hp 4 (1 HD)
Hardness 10
Fort +2, Ref +5, Will +2
MOVEMENT
Speed 10 ft., fly 40 ft. (average)
Stealth +17,
OFFENSE – ATTACK ROUTINES
Space 2-1/2 ft.; Reach 0 ft.
Base Atk +0; Grp -11
Melee talons +5 (1d4-3 PS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 4 (-3), Dex 17 (+3), Con 10 (+0), Int 2 (-4), Wis 14 (+2), Cha 4 (-3)
Messenger (Sp): The owl carries a message as per the animal messenger spell.
P EARL D OLPHIN (S WIMMER , M ESSENGER )
Price (Item Level): 1,900 gp (5th)
Aura: Moderate; (DC 20) transmutation and enchantment
The figurine transforms into a porpoise.
The figurine can transform for up to 24 hours per week, up to 24 times per week.

P EARL D OLPHIN CR 1/2


N medium animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses blindsight 120 ft.,low-light vision; Perception +10
Languages — (understands 1 language), Message (as animal messenger)
Init +3
DEFENSE – HP, AC, SAVES
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 11 (2 HD)
Hardness 10
Fort +4, Ref +6, Will +1
MOVEMENT
Speed swim 80 ft., 160 ft. when carrying a message
Athletics +8 (swim only)
OFFENSE – ATTACK ROUTINES
Space 5ft.; Reach 5 ft.
Base Atk +1; Grp +1
Melee slam +4 (2d4 B)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 11 (+0), Dex 17 (+3), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Hold Breath (Ex): A dolphin can hold its breath for a number of minutes equal to 6
times its Constitution score before it risks drowning.
Messenger (Sp): The dolphin will swim to an indicated location at double its swim
speed, bearing a message just like a creature affected by an animal messenger spell.
R UBY B UTTERFLY
Price (Item Level): 2,500 gp (6th)
Aura: Moderate; (DC 20) transmutation and illusion
The figurine transforms into a hand-sized red butterfly. It has the stats of a bat.
The figurine can transform for up to 8 hours per use, three times per week.

R UBY B UTTERFLY CR 1/10


N diminutive animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses blindsense 20 ft., low-light vision; Perception +9
Languages — (understands 1 language)
Init +2
DEFENSE – HP, AC, SAVES
AC 16, touch 16, flat-footed 14 (+4 size, +2 Dex)
hp 1 (1/4 HD)
Fort +2, Ref +4, Will +2
MOVEMENT
Speed 5 ft., fly 40 ft. (good)
Stealth +14,
OFFENSE – ATTACK ROUTINES
Space 1 ft.; Reach 0 ft.
Base Atk +0; Grp -17
No Attacks
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 1 (-5), Dex 15 (+2), Con 10 (+0), Int 2 (-4), Wis 14 (+2), Cha 4 (-3)
Familiar Touch (Ex): A spellcaster can use a ruby butterfly to deliver touch spells, as if
the ruby butterfly were a familiar capable of this ability.
Sweet Dreams (Ex): A ruby butterfly can guard its owner while he sleeps. Creatures
protected this way gain a +5 luck bonus on saving throws against any spell or effect that
affects sleeping creatures' dreams (such as nightmare or a night hag's dream haunting
ability).
O BSIDIAN R AVEN (M ESSENGER )
Price (Item Level): 7,500 gp (10th)
Aura: Moderate; (DC 20) transmutation, conjuration, and evocation
The figurine transforms into a raven.
The figurine can transform for up to 24 hours per week, any number of times per
week.

O BSIDIAN R AVEN CR 1/6


N tiny animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +6
Languages — (understands 1 language); Message (as sending)
Init +2
DEFENSE – HP, AC, SAVES
AC 14, touch 4, flat-footed 12 (+2 size, +2 Dex)
hp 1 (1/4 HD)
Hardness 8
Fort +2, Ref +4, Will +2
MOVEMENT
Speed 10 ft., fly 40 ft. (average), plane shift
OFFENSE – ATTACK ROUTINES
Space 2-1/2 ft.; Reach 0 ft.
Base Atk +0; Grp -13
Melee claws +4 (1d2-5 PS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 1 (-5), Dex 15 (+2), Con 10 (+0), Int 2 (-4), Wis 14 (+2), Cha 6 (-2)
Interplanar Messenger (Ex): The raven carries a message as the sending spell (with no
chance of the message not arriving). The recipient of the message can then use the
raven to plane shift (self only) to the plane the message came from. The figurine can
carry a message and return a recipient once per day.
INTELLIGENT

B LACK J ADE R AVEN (F LYER , 3 USES )


Price (Item Level): 2,550 gp (6th)
Upon command, it transforms into a black raven or a giant black raven.
The figurine can transform for up to 24 hours per week, up to 24 times per week.
The figurine can transform into a giant raven 3 times. It then becomes non-magical.

B LACK J ADE R AVEN ( REGULAR ) CR 1/6


N tiny animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +6
Languages — (understands 1 language)
Init +2
DEFENSE – HP, AC, SAVES
AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
hp 4 (1 HD)
Fort +2, Ref +4, Will +2
MOVEMENT
Speed 10 ft., fly 40 ft. (average)
OFFENSE – ATTACK ROUTINES
Space 2-1/2 ft.; Reach 0 ft.
Base Atk +0; Grp -13
Melee claws +4 (1d2-5 PS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 1 (-5), Dex 15 (+2), Con 10 (+0), Int 2 (-4), Wis 14 (+2), Cha 6 (-2)
Scout (Ex): The raven can answer questions related to its abilities or what it has seen
by cawing once for 'yes' and twice for 'no.'
B LACK J ADE R AVEN ( GIANT ) CR 3
N large magical beast
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +7 (+11 during daylight), Sense Motive +4,
Languages Jotnar, (owner’s language), Bluff +3,
Init +4
DEFENSE – HP, AC, SAVES
AC 16, touch 13, flat-footed 12 (-1 size, +4 Dex, +3 natural)
hp 19 (3 HD)
Fort +5, Ref +7, Will +3
Evasion (0 damage with successful Ref save)
MOVEMENT
Speed 20 ft., fly 70 ft. (poor)
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +10
Melee bite +5 (1d8+3 BPS)
Melee 2 claws +5 (1d4+1 PS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 16 (+3), Dex 19 (+4), Con 13 (+1), Int 12 (+1), Wis 12 (+1), Cha 10 (+0)
Skills
Survival +4,
S ERPENTINE O WL (F LYER , 3 USES )
Price (Item Level): 2,550 gp (6th)
The figurine transforms into an owl or a giant owl.
The figurine can transform for up 8 hour per use, once per day.
The figurine can transform into a giant owl 3 times. It then becomes non-magical.

S ERPENTINE O WL ( REGULAR ) CR 1/4


N tiny animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +8 (+16 to hear or to see in low-light conditions),
Languages telepathy (owner only)
Init +3
DEFENSE – HP, AC, SAVES
AC 17, touch 15, flat-footed 14 (-2 size, +3 Dex, +2 natural)
hp 4 (1 HD)
Fort +2, Ref +5, Will +2
MOVEMENT
Speed 10 ft., fly 40 ft. (average)
Stealth +17,
OFFENSE – ATTACK ROUTINES
Space 2-1/2 ft.; Reach 0 ft.
Base Atk +0; Grp -11
Melee talons +5 (1d4-3 PS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 4 (-3), Dex 17 (+3), Con 10 (+0), Int 2 (-4), Wis 14 (+2), Cha 4 (-3)
Scout (Ex): The owl communicates with its owner by telepathic means, informing him
of all it sees and hears.
S ERPENTINE O WL ( GIANT ) CR 3
NG large magical beast
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +16 (+20 to hear)
Languages Auran, (owner’s language)
Init +3
DEFENSE – HP, AC, SAVES
AC 15, touch 12, flat-footed 12 (-1 size, +3 Dex, +3 natural)
hp 26 (4 HD)
Fort +5, Ref +7, Will +3
Evasion (0 damage with successful Ref save)
MOVEMENT
Speed 10 ft., fly 70 ft. (average)
Stealth +8 (+16 when flying)
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +4; Grp +12
Melee 2 claws +7 (1d6+4 PS)
Melee bite +7 (1d8+2 BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 18 (+4), Dex 17 (+3), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
Skills
Knowledge (nature) +2,
Scout (Ex): The owl communicates with its owner by telepathic means, informing him
of all it sees and hears.
S ERPENTINE E AGLE (F LYER , 3 USES )
Price (Item Level): 2,550 gp (6th)
The figurine transforms into a hawk or a giant eagle.
The figurine can transform for up 8 hour per use, once per day.
The figurine can transform into a giant eagle 3 times. It then becomes non-magical.

S ERPENTINE E AGLE ( REGULAR ) CR 1/3


N tiny animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +17
Languages telepathy (owner only)
Init +3
DEFENSE – HP, AC, SAVES
AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural)
hp 4 (1 HD)
Fort +2, Ref +5, Will +2
MOVEMENT
Speed 10 ft., fly 60 ft. (average)
OFFENSE – ATTACK ROUTINES
Space 2-1/2 ft.; Reach 5 ft.
Base Atk +0; Grp -10
Melee talons +5 (1d4-2 PS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 6 (-2), Dex 17 (+3), Con 10 (+0), Int 2 (-4), Wis 14 (+2), Cha 6 (-2)
Scout (Ex): The eagle communicates with its owner by telepathic means, informing
him of all it sees and hears.
S ERPENTINE E AGLE ( GIANT ) CR 3
NG large magical beast
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +17, Sense Motive +4,
Languages Sylvan, (owner’s language)
Init +3
DEFENSE – HP, AC, SAVES
AC 15, touch 12, flat-footed 12 (-1 size, +3 Dex, +3 natural)
hp 26 (4 HD)
Fort +5, Ref +7, Will +3
Evasion (0 damage with successful Ref save)
MOVEMENT
Speed 10 ft., fly 80 ft. (average)
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +4; Grp +12
Melee 2 claws +7 (1d6+4 PS)
Melee bite +7 (1d8+2 BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 18 (+4), Dex 17 (+3), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
Skills
Knowledge (nature) +2,
Survival +3,
Scout (Ex): The eagle communicates with its owner by telepathic means, informing
him of all it sees and hears.
O NYX D OG (M OUNT )
Price (Item Level): 2,000 gp (5th)
The figurine transforms into a riding dog.
The figurine can transform for up to 6 hours per use, once per week.

O NYX D OG CR 1
N medium animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft., low-light vision, scent, see invisibility; Perception +10,
Survival +1 (+5 to track by scent),
Languages (owner’s language)
Init +2
DEFENSE – HP, AC, SAVES
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 13 (2 HD)
Fort +5, Ref +5, Will +1
MOVEMENT
Speed 40 ft.
Athletics +4 (+8 to jump),
OFFENSE – ATTACK ROUTINES
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +3
Melee bite +3 (1d6+3 plus trip BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 15 (+2), Dex 15 (+2), Con 15 (+2), Int 8 (-1), Wis 12 (+1), Cha 6 (-2)
Mount (Ex): The dog can serve as a combat mount.
I VORY C AMEL (M OUNT )
Price (Item Level): 2,000 gp (5th)
The figurine transform into a dromedary camel.
The figurine can transform for up to 12 hours per week, any number of times per
week.

I VORY C AMEL CR 1
N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +9
Languages (speaks 1 language)
Init +3
DEFENSE – HP, AC, SAVES
AC 13, touch 12, flat-footed 10 (-1 size, +3 Dex, +1 natural)
hp 19 (3 HD)
Immune sun glare
Fort +5, Ref +6, Will +1; +4 to resist heat and dehydration
MOVEMENT
Speed 50 ft.
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +2; Grp +10
Melee bite +0 (1d4+2 BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 18 (+4), Dex 16 (+3), Con 14 (+2), Int 8 (-1), Wis 11 (+0), Cha 4 (-3)
Sure Feet (Ex): Dromedary camels have broad feet that help them travel easily over
sand and similar loose surfaces. They treat shallow sand as normal terrain and deep
sand as shallow sand.
Mount (Ex): The camel serves as a riding mount.
C ORAL H IPPOCAMPUS (M OUNT , A QUATIC )
Price (Item Level): 2,000 gp (5th)
The figurine transforms into a hippocampus.
The figurine can transform for up to 12 hours per use, three times per week.

C ORAL H IPPOCAMPUS CR 2
N large magical beast (aquatic)
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft.; Perception +6
Languages — (understands 1 language)
Init +2
DEFENSE – HP, AC, SAVES
AC 14, touch 11, flat-footed 12 (-1 size, +2 Dex, +3 natural)
hp 25 (3 HD)
Fort +6, Ref +5, Will +4
MOVEMENT
Speed swim 50 ft.
Athletics +11 (jump and swim only)
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +10
Melee tail slap +5 (1d6+3 B)
Melee bite +5 (1d4+3 BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 5 (-3), Wis 13 (+1), Cha 8 (-1)
Fighting Mount (Ex): The hippocampus serves as a mount with combat training.
D IAMOND I CE T OAD
Price (Item Level): 3,000 gp (7th) *
Aura: Moderate; (DC 20) transmutation and illusion
This figurine transforms into an ice toad.
The figurine can transform for up 1 hour, twice per week.

D IAMOND I CE T OAD CR 3
N large magical beast
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft., low-light vision; Perception +7
Languages — (understands 1 language)
Init +5
DEFENSE – HP, AC, SAVES
First Attack
AC 20, touch 14, flat-footed 19 (-1 size, +1 Dex, +6 natural, +4 concealment)
Subsequent Attacks
AC 18, touch 16, flat-footed 17 (-1 size, +1 Dex, +6 natural, +2 concealment)
hp 37 (5 HD)
Immunity Cold
Vulnerability fire
Fort +7, Ref +5, Will +1
MOVEMENT
Speed 30 ft.
Athletics +10, Stealth +1 (+9 in snowy or icy environments),
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft. (tongue up to 10 ft.)
Base Atk +5; Grp +13
Melee bite +9 (2d6+6 plus grab and swallow whole BPS)
Ranged tongue +5 (1d4+4 nonlethal plus grab)
Area sphere of cold (3d6 cold, Fort DC 15 halves), 10 ft. radius, ½ rounds
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 18 (+4), Dex 13 (+1), Con 17 (+3), Int 6 (-2), Wis 10 (+0), Cha 7 (-2)
Improved Grab (Ex): To use this ability, an ice toad must hit a Medium or smaller
creature with its tongue attack. If it gets a hold, it begins to drag its target to its mouth.
In subsequent rounds, the toad and the target make opposed Strength checks. The toad
and the target gain a +4 bonus on this check for each size category larger than Medium,
or a –4 penalty for each size category smaller than Medium (an ice toad’s usual modifier
is +8 for size and Strength). If the ice toad wins the opposed Strength check, the toad
drags the victim closer by 1 foot for every point of difference between the check results.
If the victim wins the opposed check, it breaks free. If the distance between the toad
and the victim is reduced to 0 (when the victim is drawn into the toad’s mouth), the
toad immediately makes a bite attack as a free action. The target is considered grappled,
and loses any Dexterity bonus to AC.
Toads also have improved grab with their bite attacks. To use this ability, the ice toad
must hit with its bite attack, either after dragging an opponent to its mouth or simply as
a normal melee attack. If it gets a hold, it can swallow whole.
Sphere of Cold (Su): As a standard action, an ice toad can exude a sphere of numbing
cold in a 10-foot radius from its body. Creatures within this radius take 3d6 points of
cold damage (Fortitude DC 15 half). The save DC is Constitution-based. An ice toad can
activate this sphere of cold every other round, starting in the first round of combat.
Swallow Whole (Ex): An ice toad can try to swallow a grabbed opponent that is at
least two size catagories smaller than it is (that is, Small or smaller).To swallow a
creature, the ice toad must make a successful grapple check. Once inside, the opponent
takes 1d6+6 points of crushing damage plus 1d4 points of acid damage per round. A
swallowed creature can cut its way out by using a light slashing weapon to kill the toad
from the inside (AC 13).
A Large ice toad can hold one Small, two Tiny, four Diminutive, or eight Fine creatures
in its gut.
B RONZE G RIFFON (M OUNT , F LYER )
Price (Item Level): 5,000 gp (9th)
The figurine transforms into a griffon.
The figurine can transform for up to 6 hours per use, twice per week.

B RONZE G RIFFON CR 4
N large magical beast
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft., low-light vision, scent; Perception +10
Languages (owner’s language) (cannot speak)
Init +2
DEFENSE – HP, AC, SAVES
AC 17, touch 11, flat-footed 15 (-1 size, +2 Dex, +6 natural)
hp 59 (7 HD)
Fort +8, Ref +7, Will +5
MOVEMENT
Speed 30 ft., fly 80 ft. (average)
Athletics +8,
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +7; Grp +15
Pounce (full attack on charge)
Rake (extra attacks when charging)
Melee bite +11 (2d6+4 BPS)
Melee 2 claws +11 (1d4+2 PS)
Melee 2 rakes +10 (1d6+2 PS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 18 (+4), Dex 15 (+2), Con 16 (+3), Int 5 (-3), Wis 13 (+1), Cha 8 (-1)
Mount (Ex): The griffon can serve as a combat mount if an exotic saddle is provided.
S ILVER D RAGON (M OUNT , F LYER )
Price (Item Level): 5,000 gp (9th)
The figurine transforms into a dragonnel.
The figurine can transform for up to 6 hours per use, twice per week.

S ILVER D RAGON CR 4
N large dragon
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft., low-light vision, scent; Perception +13,
Languages Draconic, (owner’s language)
Init +5
DEFENSE – HP, AC, SAVES
AC 16, touch 10, flat-footed 15 (-1 size, +1 Dex, +6 natural)
hp 45 (6 HD)
Immune sleep, paralysis
Fort +6, Ref +6, Will +6
MOVEMENT
Speed 40 ft., fly 90 ft. (average)
Stealth +10,
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +7; Grp +15
Melee bite +9 (2d6+4 BPS)
Melee 2 claws +9 (1d8+2 PS)
30-foot-radius roar (shaken 1d6 round, Will DC 14 negates) 1/day
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 19 (+4), Dex 13 (+1), Con 12 (+1), Int 6 (-2), Wis 12 (+1), Cha 10 (+0)
Mount (Ex): The dragon can serve as a combat mount if an exotic saddle is provided.
G OLD B EETLE (M OUNT )
Price (Item Level): 11,500 gp (12th)
The figurine transforms into a giant stag beetle.
The figurine can transform for up to 24 hours per week, any number of times per
week.

G OLD B EETLE CR 4
N large magical beast
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft.; Perception +0
Languages Terran, (owner’s language)
Init +0
DEFENSE – HP, AC, SAVES
AC 19, touch 9, flat-footed 19 (-1 size, +10 natural)
hp 52 (7 HD)
Fort +8, Ref +2, Will +2
MOVEMENT
Speed 20 ft.
Waste Movement (move across any waste terrain at normal speed)
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +5; Grp +15
Melee bite +11 (4d6+9 BPS)
Melee Trample (2d8+3, Reflex DC 21 halves)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 23 (+6), Dex 10 (+0), Con 17 (+3), Int 6 (-4), Wis 10 (+0), Cha 9 (-1)
Skills
Survival +10,
Mount (Ex): The beetle can serve as a combat mount if an exotic saddle is provided.
G OLDEN M ANTICORES
Price (Item Level): 15,000 gp (13th)
The two figurines transform into manticores.
The figurine can transform for up to 1 hour per use, once per day.
If slain, the figurine cannot transform for one week.

G OLDEN M ANTICORES CR 5
LE large magical beast
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft., low-light vision, scent; Perception +9
Languages (owner’s language)
Init +2
DEFENSE – HP, AC, SAVES
AC 17, touch 11, flat-footed 15 (-1 size, +2 Dex, +6 natural)
hp 57 (6 HD)
Fort +9, Ref +7, Will +3
MOVEMENT
Speed 30 ft., fly 50 ft. (clumsy)
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +15
Melee 2 claws +10 (2d4+5 PS)
Melee bite +10 (1d8+2 BPS)
Ranged 6 spikes +8 (1d8+2/19-20 P) 24 uses
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 20 (+5), Dex 15 (+2), Con 19 (+4), Int 7 (-2), Wis 12 (+1), Cha 9 (-1)
Skills
Survival +1,
S ILVER S PHINX (M OUNT , F LYER )
Price (Item Level): 15,000 gp (13th)
The figurine transforms into a hieracosphinx.
The figurine can transform for up to 6 hours per use, twice per week.

S ILVER S PHINX CR 5
N large magical beast
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft., low-light vision, scent; Perception +16,
Languages (owner’s language) (cannot speak)
Init +2
DEFENSE – HP, AC, SAVES
AC 19, touch 11, flat-footed 17 (-1 size, +2 Dex, +8 natural)
hp 67 (9 HD)
Fort +8, Ref +8, Will +5
MOVEMENT
Speed 30 ft., fly 90 ft. (poor)
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +9; Grp +18
Boosts
Pounce (full attack on charge)
Rake (extra attacks when charging and grabbing)
Melee bite +13 (1d10+5 BPS)
Melee 2 claws +13 (1d6+2 PS)
Melee 2 rakes +13 (1d6+2 PS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 21 (+5), Dex 13 (+2), Con 15 (+2), Int 6 (-2), Wis 15 (+2), Cha 10 (+0)
Feats
Cleave, Flyby Attack, Multiattack, Power Attack, Skill Focus (Perception)
Mount (Ex): The sphinx can serve as a combat mount if an exotic saddle is provided.
H EMATITE B EAUTY ( MOUNT )
Price (Item Level): 2,500 gp (6th)
This figurine transforms into a lesser nightmare, though it can fly like an ordinary
nightmare.
The figurine can transform for up to 24 hours, once per week.

H EMATITE B EAUTY CR 4
NE large outsider (evil, extraplanar)
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft.; Perception +12, Sense Motive +10,
Languages Abyssal, Infernal, (understands owner) (cannot speak)
Init +6
Aura Smoke (15-foot cone, -2 to hit and damage while in area and 1d6 minutes after,
Fort DC 16 negates)
DEFENSE – HP, AC, SAVES
AC 24, touch 11, flat-footed 22 (-1 size, +2 Dex, +13 natural)
Smoke (see below)
hp 45 (6 HD)
Fort +8, Ref +7, Will +6
MOVEMENT
Speed 40 ft., fly 90 ft. (good)
Stealth +11,
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +14
Boosts
From the Pits (hooves and bite are treated as evil aligned weapons)
Burn (hooves set things on fire)
Melee 2 hooves +9 (1d8+4 plus 1d4 fire B)
Melee bite +9 (1d8+2 BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 18 (+4), Dex 15 (+2), Con 16 (+3), Int 10 (+0), Wis 13 (+1), Cha 12 (+1)
Skills
Concentration +12,
Knowledge (the planes) +10,
Survival +10 (+12 on other planes and following tracks),

A nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-
aligned for the purpose of overcoming damage reduction.
Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials
alight.
Smoke (Su): During the excitement of battle, a nightmare snorts and neighs with rage.
This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds
opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a –2
penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone
lasts 1 round, and the nightmare uses it once as a free action during its turn each round.
The save DC is Constitution- based.
Because of the smoke it gives off, a nightmare has concealment against creatures 5
feet away and total concealment against creatures 10 feet or farther away. The smoke
does not obscure the nightmare’s vision at all.
Mount (Ex): The nightmare can serve as a combat mount.
O BSIDIAN S TEED (M OUNT )
Price (Item Level): 2,500 gp (6th)
Aura: Moderate; (DC 20) transmutation and conjuration
This figurine transforms into a jet-black beast. Use the stats for a nightmare.
The steed allows anyone to ride it, but if the rider is of good alignment, the steed is
10% likely per use to carry him to the lower planes and then return to its statuette form.
Note that when an obsidian steed becomes ethereal or plane shifts, its rider and his gear
follow suit. Thus, the user can travel to other planes via this means.
The figurine can transform for up to 24 hours, once per week.

O BSIDIAN S TEED CR 5
NE large outsider (evil, extraplanar)
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft.; Perception +12, Sense Motive +10,
Languages Abyssal, Infernal, (understands owner) (cannot speak) Diplomacy +3,
Intimidate +10,
Init +6
Aura Smoke (15-foot cone, -2 to hit and damage while in area and 1d6 minutes after,
Fort DC 16 negates)
DEFENSE – HP, AC, SAVES
AC 24, touch 11, flat-footed 22 (-1 size, +2 Dex, +13 natural)
Smoke (see below)
hp 45 (6 HD)
Fort +8, Ref +7, Will +6
MOVEMENT
Speed 40 ft., fly 90 ft. (good)
Stealth +11,
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +14
Boosts
From the Pits (hooves and bite are treated as evil aligned weapons)
Burn (hooves set things on fire)
Melee 2 hooves +9 (1d8+4 plus 1d4 fire B)
Melee bite +9 (1d8+2 BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 18 (+4), Dex 15 (+2), Con 16 (+3), Int 13 (+1), Wis 13 (+1), Cha 12 (+1)
Skills
Concentration +12,
Knowledge (the planes) +12,
Survival +10 (+12 on other planes and following tracks),
A nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-
aligned for the purpose of overcoming damage reduction.
Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials
alight.
Smoke (Su): During the excitement of battle, a nightmare snorts and neighs with rage.
This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds
opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a –2
penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone
lasts 1 round, and the nightmare uses it once as a free action during its turn each round.
The save DC is Constitution- based.
Because of the smoke it gives off, a nightmare has concealment against creatures 5
feet away and total concealment against creatures 10 feet or farther away. The smoke
does not obscure the nightmare’s vision at all.
Astral Projection and Etherealness (Su): These abilities function just like the spells of
the same names (caster level 20th); a nightmare can use either at will.
Mount (Ex): The nightmare can serve as a combat mount.
REGULAR

C ORAL D OLPHIN (S WIMMER )


Price (Item Level): 100 gp (2nd)
The figurine transforms into a dolphin.
The figurine can transform for up to 4 hours per use, twice per week.

C ORAL D OLPHIN CR 1/2


N medium animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses blindsight 120 ft.,low-light vision; Perception +10
Languages — (understands 1 language)
Init +3
DEFENSE – HP, AC, SAVES
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 11 (2 HD)
Fort +4, Ref +6, Will +1
MOVEMENT
Speed swim 80 ft., 160 ft. when carrying a message
Athletics +8 (swim only)
OFFENSE – ATTACK ROUTINES
Space 5ft.; Reach 5 ft.
Base Atk +1; Grp +1
Melee slam +4 (2d4 B)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 11 (+0), Dex 17 (+3), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Hold Breath (Ex): A dolphin can hold its breath for a number of minutes equal to 6
times its Constitution score before it risks drowning.
P EARL O CTOPUS (S WIMMER )
Price (Item Level): 150 gp (2nd)
The figurine transforms into a Small octopus.
The figurine can transform for up to four hours per use, three times per week.

P EARL O CTOPUS CR 1
N small animal (aquatic)
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +9,
Languages — (understands 1 language)
Init +3
DEFENSE – HP, AC, SAVES
AC 16, touch 14, flat-footed 13 (+1 size, +3 Dex, +2 natural)
hp 9 (2 HD)
Fort +3, Ref +6, Will +1
MOVEMENT
Speed 20 ft., swim 30 ft.
Athletics +1 (+9 to swim) Stealth +11
OFFENSE – ATTACK ROUTINES
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +2
Melee arms +5 (0 plus grab)
Melee bite +5 (1d3)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 12 (+1), Dex 17 (+3), Con 11 (+0), Int 2 (-4), Wis 12 (+1), Cha 3 (-4)
Skills
Escape Artist +13,
Improved Grab (Ex): If it wins the grapple check, it establishes a hold and
automatically deals bite damage.
Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet
wide by 10 feet long once per minute as a free action. The cloud provides total
concealment, which the octopus normally uses to escape a losing fight. All vision within
the cloud is obscured.
Jet (Ex): An octopus can jet backward once per round as a full round action, at a
speed of 200 feet. It must move in a straight line, but does not provoke attacks of
opportunity while jetting.
L APIS C AMEL (M OUNT )
Price (Item Level): 200 gp (2nd)
The figurine transforms into a dromedary camel.
The figurine can transform for up to 8 hours per use, three times per week.

L APIS C AMEL CR 1
N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +9
Languages — (understands 1 language)
Init +3
DEFENSE – HP, AC, SAVES
AC 13, touch 12, flat-footed 10 (-1 size, +3 Dex, +1 natural)
hp 19 (3 HD)
Fort +5, Ref +6, Will +1
MOVEMENT
Speed 50 ft.
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +2; Grp +10
Melee bite +0 (1d4+2 BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 18 (+4), Dex 16 (+3), Con 14 (+2), Int 1 (-5), Wis 11 (+0), Cha 4 (-3)
Sure Feet (Ex): Dromedary camels have broad feet that help them travel easily over
sand and similar loose surfaces. They treat shallow sand as normal terrain and deep
sand
Mount (Ex): The camel can serve as a riding mount.
B ONE A PE
Price (Item Level): 1,000 gp (4th)
The figurine transforms into an ape.
The figurine can transform for up to 8 hours per use, once per week.

B ONE A PE CR 2
N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +8
Languages — (understands 1 language)
Init +2
DEFENSE – HP, AC, SAVES
AC 14, touch 11, flat-footed 12 (-1 size, +2 Dex, +3 natural)
hp 30 (4 HD)
Fort +6, Ref +6, Will +2
MOVEMENT
Speed 30 ft., climb 30 ft.
Athletics +6 (+14 to climb),
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 10 ft.
Base Atk +3; Grp +12
Melee 2 claws +7 (1d6+5 PS)
Melee bite +7 (1d6+2 BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 21 (+5), Dex 15 (+2), Con 14 (+2), Int 2 (-4), Wis 12 (+1), Cha 7 (-2)
P ORPHYRY S NAKE (F LYER )
Price (Item Level): 2,250 gp (5th)
The figurine transforms into a normal winged viper.
The figurine can transform for up to 6 hours per use, twice per week.

P ORPHYRY S NAKE CR 2
N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses scent; Perception +8
Languages — (understands 1 language)
Init +3
DEFENSE – HP, AC, SAVES
AC 15, touch 12, flat-footed 12 (-1 size, +3 Dex, +3 natural)
hp 13 (3 HD)
Fort +3, Ref +6, Will +2
MOVEMENT
Speed 20 ft., fly 50 ft. (good)
Acrobatics +12, Athletics +3 (+6 to climb), Stealth +5,
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +2; Grp +6
Melee bite +4 (1d4 plus poison [1d6 Con/1d6 Con, Fort DC 11] BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 10 (+0), Dex 17 (+3), Con 11 (+0), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
G LASS W ALRUS (M OUNT , S WIMMER )
Price (Item Level): 2,250 gp (5th)
The figurine transforms into a walrus.
The figurine can transform for up to 6 hours per use, twice per week.

G LASS W ALRUS CR 2
N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +7
Languages — (understands 1 language)
Init -1
DEFENSE – HP, AC, SAVES
AC 12, touch 8, flat-footed 12 (-1 size, +1 Dex, +4 natural)
hp 27 (5 HD)
Fort +5, Ref +3, Will +2
MOVEMENT
Speed 10 ft., swim 30 ft., water walk
Athletics +11 (swim only),
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +2; Grp +9
Melee bite +4 (1d6+4 BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 17 (+3), Dex 9 (-1), Con 12 (+1), Int 2 (-4), Wis 13 (+1), Cha 6 (-2)
Hold Breath (Ex): A walrus can hold its breath for a number of rounds equal to 6 × its
Constitution score before it risks drowning.
Water Walk (Su): The walrus can glide along the surface of water as though under the
constant effects of water walk.
Transport (Ex): Up to two Medium creatures or four Small creatures can fit on a glass
walrus's back as the creature glides across water (the walrus moves at half speed while
carrying creatures), and the walrus can carry up to 600 pounds in this way before it
becomes too encumbered to move.
I VORY G OATS /E LKS
Price (Item Level): 3,500 gp (7th)
The Goat/Elk of Traveling:
Price (Item Level): 500 gp (2nd)
This figurine transforms into a large goat. It has the stats of a heavy horse.
The figurine can transform for up to 24 hours per week, any number of times per
week. After use, the figurine cannot transform for 24 hours.

G OAT /E LK OF T RAVELING CR 2
N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +5
Languages — (understands 1 language)
Init +1
DEFENSE – HP, AC, SAVES
AC 14, touch 10, flat-footed 13 (-1 size, +1 Dex, +4 natural)
hp 30 (4 HD)
Fort +7, Ref +5, Will +2
MOVEMENT
Speed 50 ft.
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +11
Melee 2 hooves +6 (1d6+4 B)
Melee bite +6 (1d4+2 BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 18 (+4), Dex 13 (+1), Con 17 (+3), Int 2 (-4), Wis 13 (+1), Cha 6 (-2)
The Goat/Elk of Travail:
Price (Item Level): 2,000 gp (5th)
This figurine transforms into a goat larger than a bull. Use the stats for a legendary
horse.
The figurine can transform for up to 12 hours per use, once per month.

G OAT /E LK OF T RAVAIL CR 8
N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +18
Languages — (understands 1 language)
Init +2
DEFENSE – HP, AC, SAVES
AC 19, touch 11, flat-footed 17 (-1 size, +2 Dex, +8 natural)
hp 243 (18 HD)
Fort +7, Ref +4, Will +1
MOVEMENT
Speed 40 ft.
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +13
Melee 2 hooves +21 (2d6+9 B)
Melee bite +21 (1d6+4 BPS)
Melee 2 horns +21 (1d8+4 P)
OR
Melee 2 horns +21 (1d8+10 plus 2d6 P)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 29 (+9), Dex 14 (+2), Con 27 (+8), Int 2 (-4), Wis 15 (+2), Cha 10 (+0)
Feats
Endurance, Improved Overrun, Power Attack, Run, Improved Toughness, Powerful
Charge, 13, 15, 17
The Goat/Elk of Terror:
Price (Item Level): 1,000 gp (4th)
This figurine transforms into a horse-sized goat. Use the stats for a light warhorse.
The figurine can transform for up to 3 hours per use, once every two weeks.

G OAT /E LK OF T ERROR CR 2
N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +5
Languages — (understands 1 language)
Init +1
Aura fear (30 ft. radius, Will DC 16 partial)
DEFENSE – HP, AC, SAVES
AC 14, touch 10, flat-footed 13 (-1 size, +1 Dex, +4 natural)
hp 22 (3 HD)
Fort +6, Ref +4, Will +2
MOVEMENT
Speed 60 ft.
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +2; Grp +9
Melee 2 hooves +4 (1d4+3 B)
Melee bite +4 (1d3+1 BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 16 (+3), Dex 13 (+1), Con 17 (+3), Int 2 (-4), Wis 13 (+1), Cha 6 (-2)
Rider may use heavy lance +3 and long sword +5.
G OLDEN L IONS
Price (Item Level): 3,000 gp (7th)
The two figurines transform into male lions.
The figurine can transform for up to 1 hour per use, once per day.
If slain, the figurine cannot transform for one week.

G OLDEN L ION CR 3
N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +9
Languages — (understands 1 language)
Init +7
DEFENSE – HP, AC, SAVES
AC 15, touch 12, flat-footed 12 (-1 size, +3 Dex, +3 natural)
hp 32 (5 HD)
Fort +6, Ref +7, Will +2
MOVEMENT
Speed 40 ft.
Acrobatics +11, Stealth +8 (+12 in undergrowth)
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +12
Boosts
Pounce (full attack on charge)
Rake (extra attacks when charging and grabbing)
Melee 2 claws +7 (1d4+5 PS)
Melee bite +7 (1d8+2 plus grab BPS)
Melee 2 rakes +7 (1d4+2 PS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 21 (+5), Dex 17 (+3), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake
attacks.
Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then
attempt to start a grapple as a free action without provoking an attack of opportunity. If
it wins the grapple check, it establishes a hold and can rake.
H EMATITE C OUGAR
Price (Item Level): 1,750 gp (5th)
Aura: Moderate; (DC 20) transmutation and abjuration
The figurine transforms into a digmaul.
The figurine can transform for up to 8 hours per use, twice per week.

H EMATITE C OUGAR CR 3
N medium animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +5
Languages — (understands 1 language)
Init +9
Aura resist electricity 2 (5 ft., digmaul takes resisted damage)
DEFENSE – HP, AC, SAVES
AC 18, touch 15, flat-footed 13 (+5 Dex, +2 armor, +1 natural)
hp 32 (5 HD)
Fort +6, Ref +9, Will +2
MOVEMENT
Speed 30 ft., climb 20 ft.
Acrobatics +9, Athletics +4 (+12 to climb), Stealth +14,
OFFENSE – ATTACK ROUTINES
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +9 (+4 to resist trip and to trip with tail)
Melee bite +8 (1d6+4 BPS)
Melee 2 claws +8 (1d4+4 PS)
Melee tail +3 (1d4+2 BP)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 18 (+4), Dex 20 (+5), Con 15 (+2), Int 2 (-4), Wis 13 (+1), Cha 7 (-2)
Conductor (Ex): Creatures adjacent to the cougar gain electricity resistance 2, but the
cougar takes any damage prevented by the energy resistance instead.
J ADE MANTIS (F LYER )
Price (Item Level): 3,500 gp (7th)
The figurine transforms into a giant praying mantis.
The figurine can transform for up to 1 hour per use, three times per week.

J ADE MANTIS CR 3
N large vermin
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft.; Perception +6
Languages — (understands 1 language)
Init -1
DEFENSE – HP, AC, SAVES
AC 14, touch 8, flat-footed 14 (-1 size, -1 Dex, +6 natural)
hp 26 (4 HD)
Immune mind-affecting spells and abilities (charms, compulsions, phantasms,
patterns, and morale effects)
Fort +6, Ref +0, Will +3
MOVEMENT
Speed 20 ft., fly 40 ft. (poor)
Stealth -1 (+11 in foliage),
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +11
Melee claws +6 (1d8+4 plus grab PS)
Melee bite +6 (1d6+2 PS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 19 (+4), Dex 8 (-1), Con 15 (+2), Int — (—), Wis 14 (+2), Cha 11 (+0)
Improved Grab (Ex): To use this ability a giant praying mantis must hit with its claws
attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack
as a primary attack.
J ET S ERPENT (S WIMMER )
Price (Item Level): 1,500 gp (9th)
The figurine transforms into a Medium-sized constrictor snake.
The figurine can transform for up to 8 hours per use, twice per week.

J ET S ERPENT CR 3
N medium animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses scent; Perception +12
Languages — (understands 1 language)
Init +7
DEFENSE – HP, AC, SAVES
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 19 (3 HD)
Fort +4, Ref +6, Will +2
MOVEMENT
Speed 20 ft., climb 20 ft., swim 20 ft.
Acrobatics +15, Athletics +3 (+11 to climb), Stealth +11,
OFFENSE – ATTACK ROUTINES
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +5
Boost
Slay Dead (+1 morale bonus on attack and damage vs undead)
Constrict (1d3+4)
Melee bite +5 (1d3+4 plus grab BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 17 (+3), Dex 17 (+3), Con 13 (+1), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
Constrict (Ex): On a successful grapple check, a constrictor snake deals 1d3+4 points
of damage.
Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite
attack. It can then attempt to start a grapple as a free action without provoking an
attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
O PAL F ROG (S WIMMER )
Price (Item Level): 1,500 gp (9th)
The figurine transforms into a giant poison frog.
The figurine can transform for up to 12 hours per week, up to twice per week.
If slain, the frog cannot return for 1 month.

O PAL F ROG CR 3
N medium animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft.; Perception -1
Languages — (understands 1 language)
Init +0
DEFENSE – HP, AC, SAVES
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 42 (5 HD)
Fort +7, Ref +3, Will +0
MOVEMENT
Speed 30 ft., swim 30 ft.
Athletics +4 (+12 to swim, +23 to jump)
OFFENSE – ATTACK ROUTINES
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Base Atk +3; Grp +7
Melee bite +7 (1d8+6 plus poison [1d4 Str/2d4 Str, Fort DC 16 negtes] BPS)
Melee Touch tongue +7 (0 plus grab and swallow whole)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 18 (+4), Dex 11 (+0), Con 18 (+4), Int 1 (-5), Wis 9 (-1), Cha 6 (-2)
Improved Grab (Ex): To use this ability, the opal frog must hit with its tongue attack. It
can then attempt to start a grapple as a free action without provoking an attack of
opportunity.
Swallow Whole (Ex): The opal frog can try to swallow a grabbed opponent of up to
one size smaller by making a successful grapple check. Once inside, the opponent takes
1d4+2 points of bludgeoning damage plus 1d6 points of acid damage per round from
the frog's digestive juices. A swallowed creature can cut its way out using a light slashing
weapon or piercing weapon by dealing 10 points of damage to the frog's digestive tract
(AC 12). Once the creature exits, muscular action closes the hole; another swallowed
opponent must cut its own way out. The opal frog's gut can hold 2 small, 4 tiny, 8
diminutive or 16 fine or smaller opponents. Any swallowed opponents and gear
harmlessly emerge in an adjacent square if the opal frog returns to its figurine form.
L IMESTONE C RAB (D RAFT , M OUNT , S WIMMER )
Price (Item Level): 3,500 gp (7th)
Aura: Moderate; (DC 20) transmutation and abjuration
The figurine transforms into a large monstrous crab.
The figurine can transform for up to 6 hours per use, twice per week.

L IMESTONE C RAB CR 4
N large vermin (aquatic)
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +9,
Languages — (understands 1 language)
Init +0
DEFENSE – HP, AC, SAVES
AC 18, touch 9, flat-footed 18 (-1 size, +9 natural)
hp 36 (6 HD)
Hardness 3
Immune mind-affecting spells and abilities (charms, compulsions, phantasms,
patterns, and morale effects)
Fort +6, Ref +2, Will +2
MOVEMENT
Speed 20 ft.
Stealth +0
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 10 ft.
Base Atk +4; Grp +17
Melee 2 claws +8 (1d8+5 PS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 21 (+5), Dex 11 (+0), Con 12 (+1), Int — (—), Wis 11 (+0), Cha 2 (-4)
Mount (Ex): Despite its Intelligence, the crab can serve as a combat mount or draft
animal if an exotic saddle or harness is provided.
I RON M EGALOCEROS (M OUNT )
Price (Item Level): 4,500 gp (8th)
The figurine transforms into a megaloceros.
The figurine can transform for up to 6 hours, twice per week.

I RON M EGALOCEROS CR 4
N large construct
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft., low-light vision; Perception +12
Languages — (understands 1 language)
Init +1
DEFENSE – HP, AC, SAVES
AC 14, touch 10, flat-footed 13 (-1 size, +4 natural)
hp 63 (6 HD)
DR 5/adamantine
Immune ability damage, ability drain, critical hits, death effects, death from massive
damage, disease, energy drain, exhaustion, fatigue, mind-affecting spells and abilities
(charms, compulsions, phantasms, patterns, and morale effects), necromancy effects,
nonlethal damage, paralysis, poison, sleep, stunning, and any effect that requires a
Fortitude save (unless it also affects objects)
Vulnerability rust attacks, cannot heal but can be repaired
Fort +8, Ref +6, Will +5
MOVEMENT
Speed 40 ft.
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +13
Melee gore +8 (1d8+7 plus grab P)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 20 (+5), Dex 12 (+1), Con — (—), Int 2 (-4), Wis 11 (+0), Cha 8 (-1)
Toss (Ex): A megaloceros can vigorously shake any creature caught in its horns and
fling it in a random direction. Resolve the toss as a bull rush maneuver (+9 check
modifier), except that there is no attack of opportunity, since the megaloceros has
already grabbed its foe when it tries to toss the victim.
The megaloceros does not need to move with its foe in order to throw its foe more
than 5 feet. If the tossed victim beats the megaloceros’s Strength check, he remains in
his current square with no ill effects and is not grappled any longer. Tossed victims take
impact damage on landing as if they had fallen a distance equal to the distance they
were tossed.
Mount (Ex): The megaloceros can serve as a combat mount if a saddle is provided.
M ALACHITE S MILODON
Price (Item Level): 12,500 gp (11th)
This figurine transforms into a smilodon.
The figurine can transform for up to 2 hours, once per day.
If slain, the figurine cannot transform for one week.

M ALACHITE S MILODON CR 5
N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +9,
Languages — (understands 1 language)
Init +2
DEFENSE – HP, AC, SAVES
AC 15, touch 11, flat-footed 13 (-1 size, +2 Dex, +4 natural)
hp 67 (9 HD)
Fort +9, Ref +8, Will +8
MOVEMENT
Speed 40 ft.
Acrobatics+6, Athletics +11 (+15 to jump), Stealth +2 (+6 in forests),
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +17
Boosts
Pounce (full attack and rakes on charge)
Rake (extra attacks when charging and grabbing)
Melee bite +13 (2d6+7/17-20 ×3 plus grab BPS)
Melee 2 claws +12 (1d6+3 plus grab PS)
Melee rake - 2 claws +12 (1d6+3 plus grab PS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 24 (+7), Dex 14 (+2), Con 16 (+3), Int 2 (-4), Wis 14 (+2), Cha 6 (-2)
Feats
Dodge, Mobility, Skill Focus (Perception), Spring Attack, Weapon Focus (bite)
B ASALT G LYPTODON
Price (Item Level): 12,500 gp (11th)
Aura: Moderate; (DC 20) transmutation and abjuration
This figurine transforms into a glyptodon.
The figurine can transform for up to 6 hours, once per week.

B ASALT G LYPTODON CR 5
N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +14
Languages — (understands 1 language)
Init -1
DEFENSE – HP, AC, SAVES
AC 18, touch 8, flat-footed 18 (-1 size, -1 Dex, +10 natural)
hp 79 (10 HD)
DR 5/—
Fort +10, Ref +6, Will +8
MOVEMENT
Speed 20 ft., burrow 5 ft.
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +7; Grp +16
Melee tail +11 (2d6+5/×3 B)
Melee bite +11 (1d4+2 BPS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 20 (+5), Dex 8 (-1), Con 17 (+3), Int 2 (-4), Wis 12 (+1), Cha 7 (-2)
Trample (Ex): As a full-round action, a glyptodon can move up to twice its speed and
literally run over Medium or smaller creatures. This attack deals 1d6+7 points of
damage. Trampled opponents can make attacks of opportunity against the glyptodon at
a –4 penalty. If they do not make attacks of opportunity, trampled opponents can
attempt a DC 20 Reflex save for half damage. The save DC is Strength-based.
S ARD B OAR
Price (Item Level): 12,500 gp (11th)
The figurine transforms into a fiendish dire boar.
The figurine can transform for up to 6 hours per use, twice per week.

S ARD B OAR CR 5
NE large magical beast (extraplanar)
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft., low-light vision, scent; Perception +12
Languages — (understands 1 language)
Init +4
DEFENSE – HP, AC, SAVES
AC 15, touch 9, flat-footed 15 (-1 size, +6 natural)
hp 52 (7 HD)
DR 5/magic
Resistance cold 5, fire 5
SR 12
Fort +8, Ref +5, Will +8
MOVEMENT
Speed 40 ft.
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +5; Grp +17
Smite Good (+7 damage) 1/day
Melee gore +12 (1d8+12 P)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 27 (+8), Dex 10 (+0), Con 17 (+3), Int 3 (-4), Wis 13 (+1), Cha 8 (-1)
Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight
without penalty even while disabled or dying.
M ARBLE /I VORY E LEPHANT
Price (Item Level): 8,500 gp (11th)
The figurine transforms into an elephant.
The figurine can transform for up to 24 hours per use, up to four times per month.

M ARBLE E LEPHANT CR 7
N huge animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +15
Languages — (understands 1 language)
Init +0
DEFENSE – HP, AC, SAVES
AC 15, touch 8, flat-footed 15 (-2 size, +7 natural)
hp 104 (11 HD)
Fort +12, Ref +7, Will +6
MOVEMENT
Speed 40 ft.
OFFENSE – ATTACK ROUTINES
Space 15 ft.; Reach 10 ft.
Base Atk +8; Grp +26
Melee slam +16 (2d8+15 B)
Melee 2 stamps +16 (2d6+5 B)
OR
Melee gore +16 (2d8+15 P)
Melee trample (2d8+15, Reflex DC 25 halves)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 30 (+10), Dex 10 (+0), Con 21 (+5), Int 2 (-4), Wis 13 (+1), Cha 7 (-2)
Feats
Endurance, Iron Will, Skill Focus (Perception), 7, 9, 11
M ARBLE G UARDIAN
Price (Item Level): 13,000 gp (12th)
This figurine transforms into an elephant.
You can command the elephant to assume the form of a marble, life-sized statue of
an elephant rather than its normal figurine form. Treat this effect as if the elephant
were under the effects of a statue spell.
Assuming statue form counts as one of its activations for the month, but it can remain
in statue form indefinitely.

M ARBLE G UARDIAN CR 7
N huge animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +15
Languages — (understands 1 language)
Init +0
DEFENSE – HP, AC, SAVES
AC 15, touch 8, flat-footed 15 (-2 size, +7 natural)
hp 104 (11 HD)
Fort +12, Ref +7, Will +6
MOVEMENT
Speed 40 ft.
OFFENSE – ATTACK ROUTINES
Space 15 ft.; Reach 10 ft.
Base Atk +8; Grp +26
Melee slam +16 (2d8+15 B)
Melee 2 stamps +16 (2d6+5 B)
OR
Melee gore +16 (2d8+15 P)
Melee trample (2d8+15, Reflex DC 25 halves)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 30 (+10), Dex 10 (+0), Con 21 (+5), Int 2 (-4), Wis 13 (+1), Cha 7 (-2)
Feats
Endurance, Iron Will, Skill Focus (Perception), 7, 9, 11
G LASS B ULL
Price (Item Level): 12,750 gp (13th)
The figurine transforms into a wooly rhinoceros.
The figurine can transform for up to 24 hours per use, up to four times per month.

G LASS B ULL CR 9
N huge animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +13
Languages — (understands 1 language)
Init +5
DEFENSE – HP, AC, SAVES
AC 21, touch 9, flat-footed 20 (-2 size, +1 Dex, +12 natural)
hp 229 (17 HD)
Fort +19, Ref +13, Will +6
MOVEMENT
Speed 30 ft.
Stealth -7,
OFFENSE – ATTACK ROUTINES
Space 15 ft.; Reach 10 ft.
Base Atk +8; Grp +26
Melee gore +21 (2d8+15/17-20/x3 P)
Melee trample (2d12+15 B, Reflex DC 28 halves)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 30 (+10), Dex 13 (+1), Con 29 (+9), Int 2 (-4), Wis 13 (+1), Cha 10 (+0)
Feats
Improved Bull Rush, Improved Critical (gore), Improved Initiative, Lightning Reflexes,
Skill Focus (Perception), Weapon Focus (Gore), 13, 15, 17
A MBER M ASTODON
Price (Item Level): 12,750 gp (13th)
The figurine transforms into a mastodon.
The figurine can transform for up to 24 hours per use, up to four times per month.

A MBER M ASTODON CR 9
N huge animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +11
Languages — (understands 1 language)
Init +0
DEFENSE – HP, AC, SAVES
AC 16, touch 8, flat-footed 16 (-2 size, +8 natural)
hp 172 (15 HD)
Fort +15, Ref +9, Will +7
MOVEMENT
Speed 40 ft.
OFFENSE – ATTACK ROUTINES
Space 15 ft.; Reach 10 ft. (gore up to 15 ft.)
Base Atk +11; Grp +30
Melee slam +20 (2d8+11 B)
Melee 2 stamps +20 (2d6+5 B)
OR
Melee gore +20 (3d8+16 P)
Melee trample (2d12+16, Reflex DC 28 halves)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 32 (+11), Dex 11 (+0), Con 23 (+6), Int 2 (-4), Wis 10 (+0), Cha 5 (-3)
Feats
Endurance, Improved Natural Attack (gore), Improved Natural Attack (slam),
Improved Toughness, Iron Will, Skill Focus (Perception), 13, 15
M ARBLE M AMMOTH
Price (Item Level): 12,750 gp (13th)
The figurine transforms into a wooly mammoth.
The figurine can transform for up to 24 hours per use, up to four times per month.

M ARBLE M AMMOTH CR 9
N huge animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +12
Languages — (understands 1 language)
Init +0
DEFENSE – HP, AC, SAVES
AC 17, touch 7, flat-footed 17 (-2 size, -1 Dex, +10 natural)
hp 161 (14 HD)
Fort +16, Ref +8, Will +10
MOVEMENT
Speed 40 ft.
OFFENSE – ATTACK ROUTINES
Space 15 ft.; Reach 10 ft.
Base Atk +10; Grp +30
Melee slam +20 (2d6+12 B)
Melee 2 stamps +20 (2d6+6 B)
OR
Melee gore +20 (2d10+18 P)
Melee trample (2d8+18, Reflex DC 29 halves)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 34 (+12), Dex 8 (-1), Con 25 (+7), Int 2 (-4), Wis 12 (+1), Cha 7 (-2)
Feats
Endurance, Improved Bull Rush, Multiattack, Power Attack, Skill Focus (Perception),
11, 13
Improved Grab (Ex): To use this ability, the mammoth must hit a large or smaller
opponent with its gore attack. If it gets a hold, it tosses its opponent
Toss (Ex): Woolly mammoths vigorously shake any creature caught in its horns and
fling it in a random direction. Resolve the toss as a bull rush maneuver (+20 check
modifier), except that there is no attack of opportunity, since the mammoth has already
grabbed its foe when it tries to toss the victim.
The wooly mammoth does not need to move with its foe in order to throw its foe
more than 5 feet. If the tossed victim beats the mammoth’s bull ruch check, he remains
in his current square with no ill effects and is not grappled any longer. Tossed victims
take impact damage on landing as if they had fallen a distance equal to the distance
they were tossed.
C ORAL Z EUGLODON (A QUATIC O NLY )
Price (Item Level): 12,750 gp (13th)
This figurine transforms into a zeuglodon as brightly colored as the original coral
figurine.
The zeuglodon only animates when thrown into in a body of water large enough to
hold and the command word spoken immediately for it to animate. The figurine sinks to
the bottom if the owner does not speak the command word.
The figurine can transform for up to 4 hours, twice per week.
When the duration expires, the figurine magically reappears in the hand of its owner,
despite any physical distance between the two. If the owner is dead or on another
plane, the figurine instead sinks to the bottom of the sea when it returns to figurine
form.

C ORAL Z EUGLODON CR 9
N gargantuan animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses blindsight 120 ft., low-light vision; Perception +15
Languages — (understands 1 language)
Init +1
DEFENSE – HP, AC, SAVES
AC 18, touch 7, flat-footed 17 (-4 size, +1 Dex, +11 natural)
Hp 202 (15 HD)
Fort +18, Ref +10, Will +11
MOVEMENT
Speed swim 120 ft.
Athletics +22 (swim only)
OFFENSE – ATTACK ROUTINES
Space 20 ft.; Reach 15 ft.
Base Atk +11; Grp +37
Melee tail slam +21 (4d6+14 B)
Melee bite +21 (4d6+7 PBS)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 38 (+14), Dex 13 (+1), Con 28 (+9), Int 2 (-4), Wis 10 (+0), Cha 6 (-2)
F IGURINE OF THE I VORY C HAMPION
Price (Item Level): 20,000 gp (15th)
This figurine transforms into a Large knight carved from ivory.
The figurine can transform for up to 1 hour, once per day.
If slain in construct form it cannot be used again for 1 week.

I VORY C HAMPION CR 13
N large construct
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses darkvision 60 ft., low-light vision; Perception +0
Languages — (understands 1 language)
Init +1
DEFENSE – HP, AC, SAVES
AC 28, touch 10, flat-footed 27 (-1 size, +1 Dex, +18 natural)
Hp 130 (20 HD)
Fast Healing 5
DR 15/adamantine
Immune ability damage, ability drain, critical hits, death effects, death from massive
damage, disease, energy drain, exhaustion, fatigue, mind-affecting spells and abilities
(charms, compulsions, phantasms, patterns, and morale effects), necromancy effects,
nonlethal damage, paralysis, poison, sleep, stunning, and any effect that requires a
Fortitude save (unless it also affects objects)
Fort +6, Ref +7, Will +6
MOVEMENT
Speed 40 ft.
Athletics +11
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 10 ft.
Base Atk +15; Grp +26
Melee greatsword +1 holy +22/+22/+22 (3d6+10/19-20 plus 2d6 against evil S)
Melee 2 slams +21 (1d6+7 B)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 25 (+7), Dex 12 (+1), Con — (—), Int — (—), Wis 10 (+0), Cha 1 (-5)

Aligned Strike (Su): The natural weapon attacks of an ivory champion count as being
good for the purposes of overcoming damage reduction.
Magic Strike (Su): The natural weapon attacks of an ivory champion count as being
magic for the purposes of overcoming damage reduction.
E MERALD F ROG (S WIMMER )
Price (Item Level): 3,500 gp (7th)
The figurine transforms into a killer frog.
The figurine transforms into 3 poisonous frogs.
The figurine can transform for up to 12 hours per week, three times per week.
If slain in giant frog form, the figurine cannot transform again for 1 full week. Each
poisonous frog slain in combat reduces the total duration that the figurine transforms
for the week by 4 hours.

E MERALD F ROG ( GIANT ) CR 3


This sleek green frog has bulging red eyes and taloned claws. Its visage is a hungry
grimace of dozens of sharp fangs the protrude over its lips even when its mouth is
closed.
N medium animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision; Perception +4
Languages — (understands 1 language)
Init +1
DEFENSE – HP, AC, SAVES
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 34 (4 HD)
Fort +8, Ref +5, Will +1
MOVEMENT
Speed 30 ft., swim 40 ft.
Athletics +3 (+11 for jump and swim) Stealth +11
OFFENSE – ATTACK ROUTINES
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Base Atk +3; Grp +6
Melee 2 claws +7 (1d6+3 PS)
Melee bite +2 (1d8+1 BPS)
OR;
Melee tongue +7 (grab)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 16 (+3), Dex 12 (+1), Con 18 (+4), Int 1 (-5), Wis 10 (+0), Cha 10 (+0)
Advancement: 5-6 HD (Medium), 7-12 HD (Large), 13-24 HD (Huge)
Improved Grab (Ex): To use this ability, the emerald frog must hit with its bite or
tongue attack. It can then attempt to start a grapple as a free action without provoking
an attack of opportunity. If it wins the grapple check, it establishes a hold and can
attempt to swallow the foe in the following round.
Swallow Whole (Ex): The emerald frog can try to swallow a grabbed opponent of up
to one size smaller by making a successful grapple check. once inside, the opponent
takes 1d6+3 points of bludgeoning damage plus 1d4 points of acid damage per round
from the frog's digestive juices. A swallowed creature can cut its way out using a light
slashing weapon or piercing weapon by dealing 5 points of damage to the frog's
digestive tract (AC 11). Once the creature exits, muscular action closes the hole; another
swallowed opponent must cut its own way out.
The emerald frog's gut can hold 1 small, 2 tiny, 4 diminutive or 8 fine or smaller
opponents. Any swallowed opponents and gear harmlessly emerge in an adjacent
square if the emerald frog returns to its figurine form.
Tongue (Ex): As a standard action, an emerald frog may attack a foe up to 15 feet
away with its tongue. If it hits, it deals no damage but immediately makes a grapple
check (see Improved Grab above). An emerald frog is not considered to be grappling a
foe if it uses its tongue to grapple. Once it grapples a foe, the frog can drag him into its
square if the creature is not too heavy (a standard emerald frog can pull 230 pounds in
this manner) whereupon it can immediately make a free bite attack against the foe,
gaining a +2 circumstance bonus on its attack roll.
An emerald frog’s tongue has AC 13, and can be severed if it takes 5 points of slashing
damage. The tongue regrows in one day. (The next time the frog is summoned.)
Hold Breath (Ex): An emerald frog can hold its breath for a number of rounds equal to
four times its Constitution score before it risks drowning.
Skills: A killer frog gains a +8 racial bonus on all Stealth and Athletics checks to jump. It
also has a +8 racial bonus on any Athletics checks to Swim or perform special action or
avoid a hazard. It can always choose to take 10 on a check to swim, even if distracted or
endangered. It can use the run action while swimming, provided it swims in a straight
line.
Mount (Ex): A Small or smaller creature can use the emerald frog as a makeshift
mount, although it is not equipped with a saddle or similar equipment, and its slick hide
imposes an additional -4 penalty on Ride attempts.
E MERALD F ROG ( POISONOUS ) CR 2
N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +11
Languages — (understands 1 language)
Init +0
DEFENSE – HP, AC, SAVES
AC 13, touch 9, flat-footed 13 (-1 size, +4 natural)
hp 37 (5 HD)
Fort +7, Ref +4, Will +1
MOVEMENT
Speed 40 ft.
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +13
Melee gore +8 (1d8+9 P)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 22 (+6), Dex 10 (+0), Con 16 (+3), Int 2 (-4), Wis 11 (+0), Cha 4 (-3)
Skills
Perception +9,
Feats
Skill Focus (Perception), Endurance
HUMAN

M INIATURE OF M ARVELOUS E MPLOYMENT


Price (Item Level): 5,000 gp (9th)
Each of the several kinds of miniatures of marvelous employment appears to be a
figurine of a humanoid an inch or so high. The miniature becomes a living creature of
normal size when you toss it down and speak the correct command word. The employee
obeys and serves its owner. The creature understands and speaks the language of its
creator.
If a miniature of marvelous employment is broken or destroyed in its figurine form, it
is forever ruined. All magic is lost, its power departed. If slain in humanoid form, the
miniature simply reverts to a figurine that you can use again.

Tin Teamster: When animated, a tin teamster functions as a worker skilled in handling
cargo transported on vehicles or by animal. The tin teamster is treated as a 3rd level
expert with Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8; 6 ranks in Profession
(teamster) and Animal Handling, Skill Focus (animal handling), and a feat relevant to
vehicle use. The tin teamster has an AC of 13 and 16 hp.
You must pay a tin teamster 1 gp per hour of work. After 8 straight hours of work, the
tin teamster gets overtime at double the rate. Every additional shift of 8 hours increases
the pay multiple by 1. The tin teamster also receives an overtime multiple if called on to
work more than 5 days out of every 7, if called on to work on a recognized holy day, and
if called on to work in dangerous conditions (that is, if combat breaks out while the tin
teamster is working). If you try to use the tin teamster for more than 72 hours straight,
more than 25 days out of 30, or more than 480 hours per year, it calls a strike and
refuses to work until you settle with it for an amount equal to its market price. A tin
teamster absorbs any funds due it when the owner hands the funds to it directly.
After 20 years of working for one individual, a tin teamster retires on full pay.

Lead Laborer: A generic variety of the tin teamster with skills and feats relevant to a
different craft or profession. A lead laborer has a union contract identical to a tin
teamster.

Ferrous Freelancer: A non-union variant of the tin teamster. A ferrous freelancer costs
15,000 gp, but transforms into a worker with any skill set desired each time you activate
it. A ferrous freelancer does not receive overtime pay, but if one works excessively like a
tin teamster it stages a walkout and will not activate for 1 week, after which it joins a
union and transforms into a tin teamster or lead laborer permanently.

Jasper Jeeves: When animated, a jasper Jeeves functions as a gentleman's gentleman.


He can perform all relevant tasks, including preparing meals, dressing and undressing,
donning and removing armor, cleaning equipment, and the like. A jasper Jeeves is
treated as a 3rd level expert with Str 10, Dex 12, Con 14, Int 13, Wis 15, Cha 8; 6 ranks in
Profession (butler) and Craft (cooking), Skill Focus (butler), Skill Focus (cooking). The
jasper Jeeves has an AC of 11 and 16 hp.
A jasper Jeeves serves faithfully, but does require some time to rest. After 8 hours of
continuous use, the jasper Jeeves gains the fatigued condition. He will apologize
profusely for being unable to keep up with his master, but will carry on nonetheless.
After 36 hours of continuous use, the jasper Jeeves gains the exhausted condition. He
will still not utter a single complaint, and his apologies will become more profuse to the
point of annoyance.
After 72 hours of continuous use, the jasper Jeeves will expire tragically, uttering one
last apology to the heartless overseer who pushed him so hard.
A jasper Jeeves who is overworked regularly will retire to a small cottage after 20
years of service and no longer function for the same owner. One who receives regular
time off will serve continuously, automatically transferring his loyalty to the heir of his
previous owner across multiple generations.

Malachite Maid: A female version of a jasper Jeeves suitable for a lady of breeding.
If overworked a malachite maid will utter plaintive peeps of woe, and appeals for a
gentleman to come and save her from a life of toil. If worked for more than 72 hours, a
malachite maid will tragically expire from the vapors. After a malachite maid works for
20 years, her gallium gawdmother will bring a platinum prince to carry her off to live
happily ever after. (There is no known way to craft gallium gawdmothers or platinum
princes.)

Iron Intern: An iron intern transforms into a dedicated researcher. He will faithfully
report anything he knows, and use a library to provide reports as requested. An iron
intern is a 3rd level expert with Str 10, Dex 12, Con 14, Int 15, Wis 8, Cha 13; 6 ranks in
any 2 Knowledge skills, Skill Focus (any one knowledge skill), Research. The iron intern
has an AC of 11 and 16 hp.
Iron interns are of course completely unpaid. However, they require caffeinated
beverages and fast food (or reasonable equivalent thereof) to function for more than 8
hours per day. Energized with such fare, they will research continuously. However, their
personal hygiene will suffer. After 24 hours, they will acquire a stench like a troglodyte,
except saving will only grant immunity to the stench for 1 hour. After 48 hours, they will
acquire an additional stench like a ghast, the combination of the two rendering victims
nauseated. After 72 hours the iron intern will transform (or revert some say) to a ghastly
troglodyte with a diet dependence of plagiarism (plus random bits of human flesh). At
that time, it is best to dispose of the iron intern to maintain the integrity of your
research department and avoid rejection by peer review.
After 20 years, an iron intern gains tenure, transforming into titanium. He can no
longer be overworked, and you must give him a sabbatical of 2 months every year.

Lapis Lazuli Librarian: A variant of the iron intern. If overworked, a lapis lazuli librarian
gains a silence aura that renders anyone failing the save silent for one hour. If worked
beyond 48 hours, a lapis lazuli librarian becomes oddly seductive, and begins trying to
lure PCs "behind the stacks" (IYKWIMAITYD) After 72 hours the lapis lazuli librarian
transforms into a silicon sexpot, rendering a PC who succumbs to her charms
permanently exhausted and affected by a permanent and undispellable empyreal
ecstasy (Book of Exalted Deeds). Other PCs may attempt to "save" their friend by
destroying the silicon sexpot, but such may provoke violent PvP.
Note: If appropriate, the lapis lazuli librarian will instead transform into a boron
beefcake.
HIGH LEVEL, SPECIAL

B ASALT D RAGON
Price (Item Level): 30,000 gp (16th)
Body Slot: — (held)
Caster Level: 11th
Aura: Moderate; (DC 20) transmutation
Activation: Standard (command)
Weight: —
This figurine transforms into either a pseudodragon or a flame drake.
The pseudodragon can use its telepathy to communicate with its owner over any
distance, but not across planes.
By expending one use of mythic power, the user of the figurine can instead transform
the figurine into a young red dragon. If the user is at least 5th tier, she can instead
expend two uses of mythic power to transform the figurine into an adult red dragon. If
the user is at least 9th tier, she can instead expend four uses of mythic power to
transform the figurine into an ancient red dragon.
Figurine can transform for up to 2 hours, twice per day. Transforming the figurine
into a true dragon renders the figurine powerless for 1 week after the transformation
ends.

B ASALT D RAGON CR 2
N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +11
Languages — (understands 1 language)
Init +0
DEFENSE – HP, AC, SAVES
AC 13, touch 9, flat-footed 13 (-1 size, +4 natural)
hp 37 (5 HD)
Fort +7, Ref +4, Will +1
MOVEMENT
Speed 40 ft.
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +13
Melee gore +8 (1d8+9 P)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 22 (+6), Dex 10 (+0), Con 16 (+3), Int 2 (-4), Wis 11 (+0), Cha 4 (-3)
Skills
Perception +9,
Feats
Skill Focus (Perception), Endurance

B ASALT D RAGON CR 2
N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +11
Languages — (understands 1 language)
Init +0
DEFENSE – HP, AC, SAVES
AC 13, touch 9, flat-footed 13 (-1 size, +4 natural)
hp 37 (5 HD)
Fort +7, Ref +4, Will +1
MOVEMENT
Speed 40 ft.
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +13
Melee gore +8 (1d8+9 P)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 22 (+6), Dex 10 (+0), Con 16 (+3), Int 2 (-4), Wis 11 (+0), Cha 4 (-3)
Skills
Perception +9,
Feats
Skill Focus (Perception), Endurance
E FFIGY OF THE F AVORED S ERVANT
Price (Item Level): 30,000 gp (16th)
Body Slot: — (held)
Caster Level: 11th
Aura: Moderate; (DC 20) transmutation
Activation: Standard (command)
Weight: —
This figurine transforms into a hill giant.
The giant has no hint of personality, but is capable of telepathically receiving orders
from the item’s possessor up to a range of 100 feet.
In addition, you can use an effigy of the favored servant as the repository of a dying
soul once per day. By spending a full round action on a sentient, living creature reduced
to –1 or fewer hit points, the effigy’s bearer can draw its soul into the statuette, killing
the creature if it fails a DC 22 Will save. From that time forward, the giant summoned by
the figurine has the same personality as the killed creature. The creature must obey the
figurine bearer’s commands, and the effigy functions as normal. The creature trapped
within the statuette retains none of the skills or abilities it had in life. No one can
resurrect or otherwise return the creature to life unless someone destroys the effigy.
You can use the effigy to trap another dying soul, which releases the first, after which
anyone could resurrect or return it to life normally.
The figurine can transform for up to 6 hours, twice per week. If animated in an area
too small for the giant to appear in, the figurine simply does not animate, with no
weekly use expended.

E FFIGY OF THE F AITHFUL S ERVANT CR 2


N large animal
INTERACTION – SENSES, COMMUNICATION, INITIATIVE
Senses low-light vision, scent; Perception +11
Languages — (understands 1 language)
Init +0
DEFENSE – HP, AC, SAVES
AC 13, touch 9, flat-footed 13 (-1 size, +4 natural)
hp 37 (5 HD)
Fort +7, Ref +4, Will +1
MOVEMENT
Speed 40 ft.
OFFENSE – ATTACK ROUTINES
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +13
Melee gore +8 (1d8+9 P)
STATISTICS – ABILITIES, SKILLS, POSSESSIONS
Abilities Str 22 (+6), Dex 10 (+0), Con 16 (+3), Int 2 (-4), Wis 11 (+0), Cha 4 (-3)
Skills
Perception +9,
Feats
Skill Focus (Perception), Endurance

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