Small NE monstrous humanoid CR 1.5
Percep +8, low-light Init. +4 AC 14 HP 21
Atk +4 1d6 +2 CMB +4 CMD 16
Fort +4, Ref +3, Will +2 Mindless
Skills: Stealth +8 Perception +8
Special Fury, Chaotic Make-up
If a Grak takes 7 or more damage in a single hit (and survives) it frenzies gaining a +2 to hit, damage, AC, saves and 2 additional attacks per turn. After a minute, it loses these benefits and becomes exhausted for a while.
Chaotic Make-up
A Grak’s unique make up gives it shape, character and a benefit:
1. Scent and Bonus attack 2. Energy Resistance 3 all and SR 13, 4. DR 3/- and +2 AC 5. Whirl Wind attack and +20’ speed 6. Poisonous atk, and immune poison
In addition, looking at the mind of a Grak (any mind-affecting effect, or spell-craft/True Speak to examine it’s brain) warps the character’s perspective of reality (1 Corruption, Will negates).

Know (local): 10. Grak are named after their creator who is quoted to have said “And I shall call them GRAUKKkk….” And the apprentice dutifully wrote down ‘Grak’.
15. There chaotic nature lends them to bestiality, but despite this, they show a pack mentality and a tenacity for brutal ambush tactics.
20. They are actually made with the horrific spells of splicing. They are capable in large numbers of summoning even greater monsters from beyond.

Ogre CR 3

CE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +2
AC 17, touch 8, flat-footed 17 ( +4 armor, –1 Dex, +5 natural, –1 size)
HP 30 (4d8 +12)
Fort +6, Ref +0, Will +3

Speed 30 ft. (40 ft. base)
Melee greatclub +8 (2d8 +7)
Ranged javelin +1 (1d8 +5)
Space 10 ft.; Reach 10 ft.

Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +5
Languages Giant

Environment temperate or cold hills
Organization solitary, pair, gang (3–4), or family (5–16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)

Stories are told of ogres—horrendous stories of brutality and savagery, cannibalism and torture. Of rape and dismemberment, necrophilia, incest, mutilation, and all manners of hideous murder. Those who have not encountered ogres know the stories as warnings. Those who have survived such encounters know these tales to be tame compared to the truth.

Iron Cobra

This creature resembles a small, metallic cobra. Its body is made of overlapping iron plates, and its eyes are pinpoints of red light.

Iron Cobra CR 2
N Small construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0

AC 20, touch 13, flat-footed 18 (2 Dex, +7 natural, +1 size)
hp 15 (1d10
Fort +0, Ref +2, Will +0
DR 5/—; Immune construct traits; SR 13

Speed 40 ft.
Melee bite 3 (1d61 plus poison)

Str 12, Dex 15, Con —, Int —, Wis 11, Cha 1
Base Atk +1; CMB +1; CMD 13 (can’t be tripped)
Skills Stealth +12; Racial Modifiers +6 Stealth

SQ find target

Special Abilities

Find Target (Su) Once per day, an iron cobra’s creator can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to function.

Poison (Ex) An iron cobra’s bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black adder venom), though acid, alchemical substances, and even stranger liquids have been used.Black Adder Venom: Bite—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

The iron cobra is a simple construct that resembles a hooded cobra made out of metal. The iron cobra is typically used as a bodyguard or guardian of treasure, though its magical ability to unerringly locate creatures means it is also used as an assassin. Since an iron cobra’s poison reservoir can contain multiple types of venom, the construct’s specific use can be further tailored by varying the poison used. Some spellcasters even fill these reservoirs with potions, so that when the cobra bites, it injects the potion into its target. This is a somewhat dangerous method for gaining the effects of a potion, but it does free up the cobra’s master to do other things in a combat round apart from quaffing potions.

Iron is the most common material for these creations, but some crafters prefer more exotic materials when creating the serpentine constructs.


Green Cloakers of Hollow's Rest Elfabet