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Monster Menagerie - Winter Ravagers

This document introduces a line of monster products focused on winter holiday themes. It describes the first product in the line, which features monsters inspired by real-world winter legends. Some monsters are designed for combat, while others act more as nuisances. The document encourages readers to use these monsters in adventures related to winter holidays or cold climates.

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Paolo Leonelli
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0% found this document useful (0 votes)
164 views14 pages

Monster Menagerie - Winter Ravagers

This document introduces a line of monster products focused on winter holiday themes. It describes the first product in the line, which features monsters inspired by real-world winter legends. Some monsters are designed for combat, while others act more as nuisances. The document encourages readers to use these monsters in adventures related to winter holidays or cold climates.

Uploaded by

Paolo Leonelli
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Foreword

Welcome to Winter Ravagers, the first in Rogue Genius Games’ new Monster
Menagerie line of monster products. The plan is for every Monster Menagerie to offer a set
of monsters that match a theme, with full write-ups, simple index card style summaries
for use at the game table, and printable standee figures for every monster. But while
future versions will feature typical fantasy adventure themes—fiends and cultists, dark
fey, creatures from the subterranean kingdoms—Winter Ravagers is focused on a less
common trope.

Because we’re “Geniuses,” and because the spirit of the holiday season moved
us, we decided to make this very first product a little different from the line that will
eventually follow. (Which, I admit, is not How Things Are Normally Done.) Everything
in this book grows out of and is linked to the winter holidays. The creatures are ideal
for adventures tied to Yuletide, Saturnalia, the Great Hunt, or any cold-weather gift-
giving celebration you use in your campaigns, but most can also be used in other
adventures set in arctic or merely wintry climes.

While it all started with the krampus, I think it was the Whip Father that sold us
on this idea. Both are based on real-world legends—though we’ve definitely given
the monstrous versions presented here our own spin—and both are really freaking
scary. With those as a basis, we decided there really were enough winter-holiday-
themed creatures to fill a book with entries that were both evocative of Yuletide myths
and good hooks for a fantasy adventure. Some of our choices are designed more as
nuisances than combat challenges (see the cobbler elf), and we did push the boundaries
of the absurd (cough-dire-flying-reindeer-cough), but we wrote each with an eye to what
would be fun and useful in festive adventures.

So please, crack open what may be our only Monster Menagerie with a holiday-motif,
drink some hot cider, and start plotting how to best surprise a group of adventures with
a rumor-spreading snake, witch-in-maid’s-clothing, or antlered airborne quadruped.

Owen K.C. Stephens


December, 2009

2 Monster Menagerie: Winter Ravagers


Autumn King
This emaciated figure looks like a human skeleton dressed in
3/day—animate plants (DC 25)
1/day—commune with nature, harm (+22 melee touch, DC
24), heal
bone-tight chain mail. In place of a skull it has a jack-o-lantern
Statistics
that glows from within with an eerie light.
Str 24, Dex 34, Con 25, Int 24, Wis 26, Cha 26
Autumn King CR 18
Base Atk +10; CMB +17; CMD 28
XP 153,600 Feats DodgeB, Great FortitudeB, Improved Critical (longsword),
CN Medium fey Mobility, Point Blank Shot, Power Attack, Precise Shot, Rapid
Shot, Shot on the Run, Spring Attack, Weapon Finesse, Weapon
Init +12; Senses low-light vision, true seeing; Perception +39
Focus (longsword)
Aura glamour (30 ft., DC 28), stunning gaze (30 ft., DC 28);
Skills Appraise +16, Bluff +31, Diplomacy +35, Disguise
Defense +23 (+25 acting), Intimidate +10, Knowledge (arcana)
AC 35, touch 30, flat-footed 23 (+12 Dex, +8 +22, Knowledge (nature) +30, Perception +39,
insight, +5 natural); +4 defending weapon, Perform (oratory, wind) +39, Sense Motive
Dodge, Mobility +31, Spellcraft +24, Stealth +35, Survival +16
(+18 in aboveground natural areas)
hp 210 (20d10+100), fast heal 20; DR 15/
cold iron and magic Languages Common, elven, sylvan

Fort +15, Ref +24, Will +20 SQ freedom of movement, otherworldly grace,
true seeing, wild empathy +34
SR 31
Ecology
Immune disease, freedom
of movement, poison Environment forest (cold)
Offense Organization solitary

Speed 40 ft. Treasure standard

Melee +4 icy burst defending


longsword of speed +35/+35/+30
(1d8+19 plus 1d6 cold/17-20 plus T he Autumn King is a ruler
of the fey courts, sharing
power depending on the
1d10 cold); or
season. He does not have the
Melee Power Attack with +4 icy burst fiery passion of the Summer
defending longsword of speed +28/+28/+23 King, or the cold hearted
(1d8+26 plus 1d6 cold/17-20 plus 1d10 dispassion of the King of Winter
cold); or and in fact, shares elements of both, one day
Ranged +4 seeking shocking burst composite longbow (+7 Str full of passion and rage, the other coldly
bonus) of speed with silver arrows +35/+35/+30 (1d8+18 dealing death for a small slight. The Autumn
plus 1d6 electricity/19-20/x3 plus 2d10 electricity); or King is most often found in secluded forests,
and he strongly avoids cities, keeping
Ranged Rapid Shot with +4 seeking shocking burst
to smaller settlements deep in the forest.
composite longbow (+7 Str bonus) of speed with
While known as the Lord of the Gatherer’s
silver arrows +33/+33/+33/+28 (1d8+18 plus 1d6
Moon, the holiday celebrating the end
electricity/19-20/x3 plus 2d10 electricity)
of the harvest, the Autumn King also
Special Attacks stunning gaze revels in the festivities surrounding
Spell-Like Abilities (CL 20th) Midwinter Night, a week of festivals
celebrating the longest night of the
Constant—speak with animals, speak with year. It is a time of feasting, when on
plants the actual night of Midwinter, Jolnir
At will—awaken, bestow curse (+22 Odenson, known as the Giftgiver,
melee touch, DC 22), charm monster (DC brings presents to the children of
22), command plants (DC 22), detect the Northlands.
thoughts (DC 20), displacement, entangle (DC
19), greater dispel magic, greater invisibility,
greater teleport, haste, knock, mass hold
monster (DC 27), persistent image (DC
23), polymorph (self only), water
breathing

Monster Menagerie: Winter Ravagers 3


Badalisc Special Abilities

This olive colored snake-like creature is as large as a small Detect Thoughts (Su) A badalisc can continuously
pony, has sharp spines down its back and eyes that gleam use detect thoughts as per the spell (caster level 9th; Will DC
with malevolence and greed. 18 negates). The save DC is Charisma-based.

Basalisc CR 8 Guarded Thoughts (Ex) Badalisc’s are immune to any


form of mind reading, such as that granted by detect
XP 4,800 thoughts. This ability also grants a +2 racial bonus on all
LE Large magical beast saves against charm effects.

Init +5; Senses darkvision 60 ft., detect thoughts; Perception Poison (Ex) Bite—injury; save Fort DC 19; frequency 1
+19 round; effect sleep for 2d4 minutes; cure 1 save.
Defense Spells Badaliscs cast spells as 7th-level sorcerers.

T
AC 22, touch 15, flat-footed 16 (+5 Dex, +1 dodge, +7 he badalisc is a snake-like creature with leathery
natural, –1 size) greenish-gray skin and sharp spines running down its
hp 85 (10d8+40) back. It stands roughly 9 feet tall and has a cat-like snout
and face, a forked tongue, and large fangs.
Fort +7, Ref +10, Will +9 (+11 vs. charm effects)
The badalisc thrives on strife and murder, spending
Defensive Abilities guarded thoughts; Immune poison its time traveling from village to village, spreading vile
Offense rumors with the hope of causing sufficient ill-will among
the villagers that eventually one will turn to murder.
Speed 40 ft.
Although many believe them to be the creation of the
Melee bite +8 (2d4+2 plus poison) arch-devil Akish, badalisc are in fact naturally occurring
Space 10 ft.; Reach 5 ft. creatures of the world who were enticed into the service of
the Lady of Lies and now work to spread misery and woe
Spells Known (CL 7th) throughout the Northlands.
3rd (5/day)—displacement, major image (DC 16)
2nd (7/day)—cat’s grace, hypnotic pattern,
invisibility,
1st (7/day)—expeditious retreat, ray of
enfeeblement (DC 14), shield, silent image,
sleep (DC 14)
0 (6/day)—daze, detect magic, light, mage
hand, open/close, prestidigitation, read magic
Statistics
Str 14, Dex 21, Con 18, Int 16, Wis 15, Cha 17
Base Atk +7; CMB +10; CMD 26 (can’t be tripped)
Feats Alertness, Combat Casting, Dodge, Eschew
MaterialsB, Lightning Reflexes, Stealthy
Skills Bluff +13, Diplomacy +9, Disguise +9, Escape
Artist +13, Intimidate +12, Knowledge (arcana)
+13, Perception +19, Sense
Motive +10, Spellcraft +12, Stealth +18
Languages Common, Abyssal
Ecology
Environment forest (cold)
Organization solitary or nest (2–4)
Treasure standard

4 Monster Menagerie: Winter Ravagers


Cobbler Elves
This creatures looks like a tiny, jolly, aged sprite of some
toolkit, but the change is magic in nature. The new form
of the item is determined randomly, using the table below.
Cobbler elves can use this power on any nonmagical
plumpness.
worked item or material including weapons, armor, food,
Cobbler Elf CR 5 clothing, adventurer’s equipment, and even vehicles as
long as the item is not in its raw, natural form and does
XP 1,600
not weigh more than 600 lbs.
N Tiny Fey
Change Object Results (roll a d10)
Init +5; Senses low-light vision; Perception +9
1 Item is unrecognizable, useless, and unrepairable.
Defense
2 Item has been reconfigured into a “do nothing,” a
AC 18, touch 18, flat-footed 12 (+5 Dex, +1 dodge, +2 size) device that has a crank that causes moving parts
to spin and flap, but which does nothing. A DC 15
hp 18 (4d6+4) check of the appropriate Craft skill can reassemble
Fort +2, Ref +9, Will +6 it into its original form.
Defensive Abilities invisibility; DR 10/cold iron; SR 15 3 Item has been reconfigured into an oddly shaped,
useless lump. A DC 15 check of the appropriate
Offense Craft skill can reassemble it into its original form,
Speed 20 ft., burrow 20 ft. and a make whole spell can return it to its normal
use and form.
Melee warhammer +2 (1d6-2) 4 Item has been reconfigured into a randomly
Space 2.5 ft.; Reach 0 ft. selected item from the adventuring gear section of
Table 6-9: Goods And Services from Chapter Six of
Spell-Like Abilities (CL 8th) the Pathfinder Roleplaying Game Core Rulebook.
Constant—mage hand, pass without trace 5 Item is replaced with two items designed for
At will—dancing lights (DC 13), detect poison, locate creatures one size smaller.
creature, mending, unseen servant 6 Item becomes a carriage, decorated to look like
whatever the item originally was.
3/day—create food and water, dimension door (self and
7 Item is replaced by a pair of high-quality footwear
other cobbler elves only), invisibility, make whole
matching the foot-shape and clothing style of its
1/day—fabricate original owner. While wearing this footwear, the
Statistics original owner gains a +1 competence bonus to all
Acrobatics, Climb and Swim checks.
Str 6, Dex 20, Con 13, Int 17, Wis 14, Cha 17 8 In addition to retaining its normal use, the item also
Base Atk +2; CMB -2; CMD 14 now functions as a randomly selected item from
the adventuring gear section of Table 6-9: Goods
Feats Dodge, Master Craftsman (add +2 to one Craft or And Services from Chapter Six of the Pathfinder
Profession) Roleplaying Game Core Rulebook. To determine the
weight of the new dual-function item, combine
Skills Acrobatics +9, Craft (any 2) +10, Escape Artist +12,
the weight of both items it can now function as. Its
Knowledge (local) +10, Perception +9, Profession (any 1) value is double the cost of both items combined.
+15, Sense Motive +9, Stealth +15, Use Magic Device +10
9 Item is functionally unchanged but is now adorned
Languages Common, Sylvan with (carvings, gilding, painted scrollwork,
enamel), increasing it’s value by 25%.
SQ change object
10 Item becomes masterwork. If the item is not
Ecology
a weapon or suit of armor, it now grants a +2
Environment forest (any) circumstance bonus to one skill related to its use.
If item already grants a circumstance bonus to a
Organization solitary, family (4-8), or guild (20-80) skill (such as a climber’s kit), that bonus increases
Treasure standard by +2.
Special Abilities
Change Object (Su): Once per day, a cobbler elf can
change any one unattended, mundane item of equipment
C obbler elves are also known as brownies, tomte, and
the wee folk. Though they live in forests throughout
the world, they are most common in the Northlands, and
into something else. This change requires 10 minutes of in forests that have many small, isolated villages. Cobbler
uninterrupted work and the cobbler elf must have its elves are driven to craft, repair, and tinker, whether

Monster Menagerie: Winter Ravagers 5


their skills are needed or not. This makes them useful to A community of cobbler elves is known as a guild, and it
craftsmen who can learn to take advantage of their natural ruled by a guildmaster (a 6th level expert with item creation
talents, and an annoyance to anyone they focus on who feats based off its Master Craftsman feat). A cobbler elf guild
cannot manage to amuse and appease them. can only exist if there is a nearby humanoid community that
Cobbler elves are driven to craft, and become depressed has multiple craftsmen who have learned to coexist with the
and listless if prevented from doing so. Though a few cobbler elves. In such communities, at the winter solstice,
supernatural beings have managed to create workshops to the cobbler elves sneak into the homes of families who
keep whole guilds of cobbler elves occupied, most cobbler have put out small treats for them to enjoy throughout
elves spend their lives looking for a place or group that the year, and leave crafted gifts for the household. The
can use their talents. If a cobbler elf finds a workshop
cobbler elves expect to find small treats and cream left
that leaves materials and plans that match its Craft or
out for them on this night, and smear soot over the
Profession skills, it works on such items through the night
(using its fabricate spell-like ability first, then normal Craft walls of any house that does not provide such offering
checks). The cobbler elf returns nightly, expecting to find (though a house that has otherwise been kind still
small snacks and drink left out as payment. If this is the receives its solstice gifts as well).
case, and materials continue to be left out, the cobbler elf
secretly crafts in the nighttime hours of the shop happily
for years.
However, such synergist situations go wrong more
often than they go right. Cobbler elves are secretive, and
refuse to be captured, spotted or negotiated with (though
they do make allowances for humanoid children, who
after all can’t be expected to know better). If a cobbler elf
can’t find a workshop that matches its skills, or enough
materials aren’t laid out each night, or it doesn’t find food
and drink each night, it becomes more chaotic. The cobbler
elf attaches itself to whatever group it can find (from typical
homes to inns to adventuring groups), and tries its best
to make itself useful. Damaged items are mended, dirty
things are cleaned, but the cobbler elf also uses its change
item ability each night, in order to be “extra helpful.”
If the cobbler elf does not find food and drink
laid out, it helps itself to whatever can be dug out
of packs or removed from cupboards. Always
cautious, cobbler elves eat nothing without first
checking it for poison. If no food is to be found,
the cobbler elf may use its change object ability
on whatever seems most valued by the host it is
following, to prompt them to notice its efforts
and feed it. A cobbler elf that feels threatened
does not give up, instead it sneaks in, using its
invisibility and dimension door abilities to ensure
that it is not caught, and again uses its change
object on the most prized possessions it can find. Once
a cobbler elf has attached itself to a given host it can only
be gotten rid of by losing it (difficult with its locate creature
ability, but not impossible), or stopping at a craft shop that
more clearly needs its assistance.

6 Monster Menagerie: Winter Ravagers


Flying Reindeer, Dire
The head of this huge quadruped is topped with massive
Despite the title “flying reindeer,” blitzeon do not
have any natural fly rate. However, during winter
seasons they do naturally graze on barks, rare herbs
horns, growing into complex curls and jutting out in all and naturally fermented berries that mix in their
directions. complex four-chambered stomachs to form fly potions
Flying Reindeer, Dire CR 7 within their digestive systems. A dire flying reindeer
XP 3,200 encountered during winter months has a 25% chance
to be under the effects of such a natural potion, giving
N Large animal
it a fly speed of 30 feet. If slain, such a reindeer will
Init +5; Senses low-light vision, scent; Perception +12 have enough potion in its stomach to tap off 1-4 fly
Defense potions, though it takes some skill (DC 20 Nature check)
to remove these without ruining them.
AC 18, touch 9, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 95 (10d8+50)
Fort +12, Ref +8, Will +4
Offense
Speed 40 ft., (may have fly 30 ft., see below)
Melee gore +13 (1d8+7), 2 hooves +13 (1d4 +7)
Space 10 ft.; Reach 5 ft.
Statistics
Str 24, Dex 12, Con 20, Int 2, Wis 13, Cha 11
Base Atk +7; CMB +15; CMD 26 (30 vs. trip)
Feats Improved Bull Rush, Improved Initiative, Iron Will,
Power Attack, Skill Focus (Perception)
Skills Perception +12, Fly +19
Ecology
Environment forests (cold)
Organization solitary, pair, or herd (4-14)
Treasure special (see below)

M uch larger and more territorial than typical


flying reindeer, the dire flying reindeer
(also known as megacaribou and blitzeon or
“thunder deer”) is a major threat to hunters in
northern forests. Like their smaller cousins,
dire flying reindeer retain their horns
throughout the year, each antler
constantly growing throughout
the creature’s life. Unlike
smaller herbivores, dire flying
reindeer often often track
down and attack threats they
discover to their territory, facing down
cave bears and even young dragons without
fear. Only tribes on the brink of starvation, giants, and
well-equipped parties of professional hunters should
consider trying to take down these dangerous beasts.
Because of their proud stature and noble profile, some
northern tribes even worshipped dire flying reindeer as
gods
Monster Menagerie: Winter Ravagers 7
Grinj
This massive figure appears to be a green, fur-covered humanoid
required in crafting, though the raw materials for the masterwork
component must be paid. A grinj also adds its Hit Dice to any
Spellcraft check made to craft a magic item.
with broad shoulders, long clawed hands and a mouth full of

G
razor-sharp teeth. rinj are rare creatures related to genies, but not considered
Grinj CR 7 a form of geniekind. They are not inherently evil but are
XP 3,200 surly, hermitlike, territorial, short-tempered and antisocial.
Unfortunately they are also master smiths of rare skill, and tend to
LN Large outsider (native) (cold) pick mountain caves and valley homes with resources appealing
Init +5; Senses darkvision 60 ft., scent; Perception +19 to humanoid settlements. As a result, many communities live
Defense in the shadow of a grinj. Grinj do not, as a rule, make good
neighbors.
AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size) Grinj are particularly angered by loud revelry. While the
hp 85 (9d10+36) day-to-day sounds of life annoy them, most grinj accept such
noise as inevitable, and not much different from sounds made by
Fort +10, Ref +4, Will +8 animals and natural events. But celebrations of any kind within
Immune cold 10 miles of a grinj’s lair are likely to rouse it to great anger, and
may bring about an attack. If a grinj believes it cannot drive off a
Vulnerabilities fire community, it may use its natural cunning and alter self ability
Offense to try to ruin any festivities, in a desperate bid for quiet.
While it is difficult for a group or individual to befriend
Speed 40 ft., climb 20 ft.
a grinj (grinj always have an initial attitude of hostile), once a
Melee 2 claws +13 (2d6+5) and bite +13 (1d6+5) grinj is brought to a helpful attitude it remains helpful unless
Space 10 ft.; Reach 10 ft. mistreated. A very few villages have managed this task, and find
a grinj makes a powerful ally.
Spell-Like Abilities (CL 14th)
At will—alter self, greater magic weapon
1/day— permanency
Statistics
Str 21, Dex 12, Con 18, Int 15, Wis 15, Cha 14
Base Atk +9; CMB +15; CMD 26
Feats Alertness, Craft Magic Arms and
Armor, Improved Initiative, Lunge, Skill
Focus (Perception)
Skills Appraise +14, Bluff +14, Climb +25, Craft
(weapons) +14, Handle Animal +14, Knowledge
(engineering) +14, Perception +19, Sense Motive +4,
Spellcraft +14
Languages Aklo, Common, Dwarven, Terran,
Undercommon
Ecology
Environment cold mountains or hills
Organization solitary
Treasure standard
Special Abilities
Keen Hearing (Su): A grinj takes no range penalties
to hear anything within a mile, and can make
Perception checks to hear things within ten miles
at only a –1/mile penalty. Sounds more than ten
miles away cannot be heard.
Master Smith (Ex): Anything crafted by a grinj
is masterwork. There is no additional DC to
the grinj’s craft checks, and no additional time

8 Monster Menagerie: Winter Ravagers


Krampus
This demonic-looking figure stands like a man but has large
T he word “krampus” originates from the Northlander
word for claw, the primary weapon of the krampus.
Often thought of as a demonic outsider, the krampus is in fact
goat-like horns, patchy fur, and a mouth full of sharp teeth. a non-magical creature native to the area. Most krampus try
Krampus CR 4 to avoid populated areas, but as civilization encroaches on
XP 1,200 their territories, the krampus have had to defend themselves
and their territory, and many turning to outright destruction
N Medium monstrous humanoid (cold) as a way to drive settlers away. In larger cities and more
Init +1; Senses darkvision 60 ft., scent; Perception +10 civilized areas, teenagers will often dress as a krampus
Defense during the festivities leading up to Midwinter Night, using
their poorly made costumes to frighten younger children
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 and warn them to be well behaved or “the krampus will
size) get you!”
hp 45 (6d10+12)
Fort +6, Ref +6, Will +6
Immune cold
Weaknesses vulnerability to fire
Offense
Speed 40 ft., climb 30 ft.
Melee 2 claws +10 (2d4+4 plus 1d6 cold), bite +10
(1d6+4 plus 1d6 cold)
Space 5 ft.; Reach 5 ft.
Special Attacks cold aura, rend (2 claws, 2d4+6 plus
1d6 cold)
Statistics
Str 19, Dex 12, Con 15, Int 9, Wis 12, Cha 10
Base Atk +6; CMB +11; CMD 22
Feats Cleave, Great Fortitude, Power Attack
Skills Climb +21, Intimidate +9, Perception +10,
Stealth +1 (+9 in snow); Racial Modifiers +4
Stealth (+12 in snow)
Languages Common
Ecology
Environment forest (cold)
Organization solitary, pair, or tribe (3–8)
Treasure standard
Special Abilities
Cold Aura (Su) A krampus’ body
generates an aura of intense cold,
dealing 1d6 points of cold damage to any
creature within 5 feet at the beginning of
the krampus’ turn or whenever it hits a
foe with its claws or rend attack.

Monster Menagerie: Winter Ravagers 9


Perchta
This creature appears as a beautiful woman with a bright and
touched must succeed on a DC 16 Fortitude save or take
2d4 points of Strength damage. The save DC is Charisma-
based.
beautiful visage. Its true form however is that of a horrid creature
with fangs, tusks, and a long horse-like tail.
Perchta CR 5 A ccording to many bards, the creatures known as the
perchta were originally nature spirits or demi-gods,
often thought to have been a part of the Wild Hunt, who
XP 1,600 have been corrupted by demons of the Abyss and are now
CE Medium monstrous humanoid servants of evil. Whether or not that’s true, the perchta are
feared creatures most often found in the Northlands, said
Init +1; Senses darkvision 90 ft.; Perception +15
to wander the lands during the depths of winter. Many
Defense children believe that on the final night of the Midwinter
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) festival a perchta will enter their homes in search of a gift
of fish and gruel. If this offering is not left out, they say
hp 58 (9d10+9) that the children of the house will be killed, their bellies slit
Fort +6, Ref +7, Will +7 open, the stomach and guts removed and the hole stuffed
SR 16 with straw and pebbles. This is most likely a tool parents
use to keep children obedient.
Offense
Hopefully.
Speed 30 ft., swim 30 ft.
Melee 2 claws +13 (1d6+4 plus weakness)
Spell-Like Abilities (CL 9th)
Constant—pass without trace, tongues
At will—dancing lights (DC 13), ghost sound (DC
12), detect thoughts, invisibility, pyrotechnics (DC 14), tree
shape, whispering wind
Statistics
Str 19, Dex 12, Con 12, Int 15, Wis 13, Cha 14
Base Atk +9; CMB +13; CMD 24
Feats Alertness, Blind-Fight, Combat
Casting, Deceitful, Great Fortitude
Skills Bluff +13, Disguise +13,
Knowledge (arcana) +11, Perception +15, Sense
Motive +9, Stealth +13, Swim +18
Languages Common, Aklo, Giant
SQ change shape (alter self, Small or Medium humanoid)
Ecology
Environment forest (cold)
Organization solitary or coven (3 hags of any kind)
Treasure standard
Special Abilities
Weakness (Su) A perchta’s claws sap strength from those
she strikes. Each time a perchta hits a foe with her claw
attack, the victim takes 2 points of Strength damage unless
he resists the weakness with a DC 16 Fortitude save.
Alternatively, a perchta can attempt to inflict even greater
weakness on a foe by making a touch attack—this variant
requires a standard action, and cannot be attempted in the
same round the hag makes claw attacks. The opponent

10 Monster Menagerie: Winter Ravagers


The Whip Father
This sinister looking man is dressed in dark leather robes and
just as easily. This is treated as an exotic light weapon (whip)
that has a +2 enhancement bonus to hit and damage and, unlike
has scraggly unkempt hair and a long beard. He is armed with a true whip, deals 1d6 damage (subdual or regular, wielder’s
choice), plus another 1d6 of unholy damage to good targets, and
a cruel looking whip, long claws, and wears a wicker backpack
is capable of harming armored targets. Like a normal whip, the
where he places the children he has been sent to collect.
lash has reach of 15’, can be used against adjacent targets, and
Whip Father CR 7 provokes attacks of opportunity when used, in the same way as
a ranged weapon would. The lash of pain’s form is tied to the
XP 3,200
Whip Father: If it leaves his hand, it returns to the Winter Lands
CE Medium outsider (chaotic, evil, extraplanar) in the Abyss immediately. The lash has Hardness 10 and 20
Init +3; Senses darkvision 60 ft., detect good; Perception +21, hit points; it is unaffected by fire, cold, sonic, acid, or lightning
damage, but can still be sundered. If it is destroyed, the Whip
Defense
Father cannot summon another one for 1d6 hours.
AC 20, touch 13, flat-footed 17 (+3 Dex, +2 leather robes, +5

W
natural) hile the origin of the Whip Father is shrouded in mystery,
hp 89 (9d10+40) the most commonly told tale says this demonic figure was
once a struggling innkeeper who captured the young sons of the
Fort +7, Ref +9, Will +10 new king in order to rob them. He, along with his wife, stole
DR 10/cold iron or good; Immune electricity, fire, the gold the princes had on them and then drugged the young
poison; Resist acid 10, cold 10; SR 18 nobles, slit their throats, and made a royal stew for the few
Offense patrons that visited the inn during the Midwinter festival. On
Midwinter’s night, Jolnir Odenson entered the inn, discovered
Speed 30 ft. what had happened, and killed the innkeeper and his wife,
Melee 2 claws +11 melee (1d6+1), +2 lash of pain +11/+6/+1 melee sending both to the Abyss. There the innkeeper was rewarded
(1d6+3, unholy, and entangle) for what he had done and now he wanders
the Northlands, stealing wayward
Special Attacks lash of pain children and killing anyone
Spell-Like Abilities (CL 12th) else unfortunate enough to
encounter him.
Constant—detect good, tongues
At will—detect thoughts (DC 20), ethereal jaunt (self plus 100
lbs.), greater teleport (self plus 100 lbs.)
1/day—dominate person (DC 23), summon (level 3, 1d3 dretchs
50%)
Statistics
Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
Base Atk +8; CMB +11; CMD 22
Feats Improved Initiative, Iron Will, Weapon Finesse, Weapon
Focus (whip)
Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
+11, Fly +14, Intimidate +16, Knowledge (locak)+15, Perception
+21, Sense Motive +13,Stealth +14; Racial Modifiers +8 Bluff, +8
Perception
Languages Abyssal, Celestial, Common, tongues, telepathy 100
ft.
SQ whip mastery (lash of pain)
Ecology
Environment any
Organization solitary
Treasure double
Special Abilities
Lash of Pain: The Whip Father is equipped with the lash of pain,
a whip it can summon forth at will (as a free action), or dismiss

Monster Menagerie: Winter Ravagers 11


Dire Flying Reindeer Badalisc Grinj

Autumn Cobbler Whip Krampus Perchta Perchta


King Elf Father (Evil) (“Good”)

12 Monster Menagerie: Winter Ravagers


Monster Menagerie: Winter Ravagers 13
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14 Monster Menagerie: Winter Ravagers

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