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The nymph and the spriggan use the special abilities of kami, a new outsider type from Bestiary 3 and The Jade Regent. In fact, the stats of the spriggan are basically those of an advanced kodama kami. The oni is reduced from CR 8 to CR 5, so you can use small gangs of them before the PCs reach 9th level.
Nymph
Nymph - CR 8
XP 4,800
Medium outsider (spirit)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +14
Aura blinding beauty (30 ft., DC 21)
DEFENSE
AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
hp 76 (8d10+32); fast healing 5
Fort +13, Ref +18, Will +16
DR 10/cold iron; Immune mind-affecting effects, petrification, polymorph; Resist cold 10, electricity 10, fire 10; SR 18
OFFENSE
Speed 30 ft., swim 20 ft.
Melee mwk cold iron dagger +14 (1d4/1920)
Special Attacks stunning glance
Spell-Like Abilities (CL 8th; concentration +15)
3/day "shift to spiritworld"
Spells Known (CL 7th; concentration +10); SP/day 56
4th bestow curse (DC 17)
3rd dispel magic, stunning blast (DC 16), water breathing
2nd lightning arcs (DC 15), resist energy, restoration, toughen skin, wood shape
1st charm (DC 14), entangling vines (DC 14), faerie fire, fog cloud, heal, summon spirit
STATISTICS
Str 10, Dex 21, Con 18, Int 16, Wis 17, Cha 25
Base Atk +8; CMB +13; CMD 31
Feats Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse
Skills Diplomacy +18, Escape Artist +16, Handle Animal +15, Heal +11, Knowledge (nature) +14, Perception +14, Sense Motive +14, Stealth +16, Swim +19
Languages Common, Sylvan, telepathy 100 ft.
SQ merge with ward, unearthly grace, ward (tree, lake, isle, or mountain), wild empathy +21
Gear masterwork cold iron dagger
ECOLOGY
Environment any natural
Organization solitary
Treasure standard
SPECIAL ABILITIES
Blinding Beauty (Su) This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 21 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Merge with Ward (Su) As a standard action, a nymph can merge her body and mind with her ward. When merged, the nymph can observe the surrounding region with her senses as if she were using her own body. She has no control over her ward, nor can she communicate or otherwise take any action other than to emerge from her ward as a standard action. A nymph must be adjacent to her ward to merge with or emerge from it. If her ward is a tree, the nymph can emerge sitting on it. If its ward is a location, the nymph may emerge at any point within that location.
Spells A nymph casts spells as a 7th-level shaman.
Stunning Glance (Su) As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 21 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su) A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Ward (Su) A nymph has a specific warda tree, a lake, a mountain, an island, or another natural feature or location similar to these. Several of a nymph's abilities function only when she is either merged with her ward or within 120 feet of it. If a ward is destroyed while a nymph is merged with it, the nymph dies (no save). If a ward is destroyed while a nymph is not merged with it, the nymph loses her merge with ward ability and her fast healing, and becomes permanently sickened.
Wild Empathy (Su) This works like the rangers wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymphs effective ranger level is equal to her HD for determining her total modifier to the check.
Oni
Oni - CR 5
XP 1,800
Giant kuwa oni
Large outsider (shapechanger, spirit)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 20, touch 11, flat-footed 18 (+5 armor, +2 Dex, +4 natural, -1 size)
hp 42 (5d10+15); regeneration 5 (acid or fire)
Fort +9, Ref +3, Will +6; +4 vs. enchantment
DR 5/cold iron or magic; Resist cold 5, electricity 5, fire 5; SR 15
OFFENSE
Speed 30 ft. (40 ft. without armor)
Melee mwk greatclub +11 (2d8+9)
Ranged composite longbow +6 (2d6+4/Χ3)
Spell-Like Abilities (CL 5th; concentration +8)
3/day darkness, fly
1/day charm (DC 16), sleep (DC 14), invisibility (self only)
STATISTICS
Str 22, Dex 15, Con 20, Int 12, Wis 15, Cha 17
Base Atk +5; CMB +12; CMD 24
Feats Cleave, Combat Reflexes, Power Attack
Skills Bluff +11, Disguise +7, Intimidate +11 (+15 vs. medium creatures), Knowledge (arcana) +9, Perception +10, Sense Motive +10, Spellcraft +3, Stealth +1, Use Magic Device +11
Languages ???
SQ change shape (medium or large humanoid; transformation)
Gear masterwork greatclub, composite longbow [+4 Str], scale armor
ECOLOGY
Environment any
Organization solitary or gang (1 plus 310 trolls)
Treasure standard
Spriggan
Spriggan - CR 6
XP 2,400
Medium outsider (spirit)
Init +3; Senses darkvision 60 ft. low-light vision; Perception +14
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 Dodge, +4 natural)
hp 60 (8d10+16); fast healing 3
Fort +6, Ref +9, Will +9
DR 10/cold iron; Immune mind-affecting effects, petrification, polymorph; Resist cold 10, electricity 10, fire 10; SR 18
OFFENSE
Speed 30 ft.
Melee 2 claws +10 (1d4+2)
Special Attacks distracting gaze, sneak attack +2d6
Spell-Like Abilities (CL 8th; concentration +10)
At will speak with nature (trees only)
3/day charm (DC 16), entangling vines (DC 16), "shift to spiritworld" (self plus 50 lbs. of objects only)
STATISTICS
Str 15, Dex 17, Con 14, Int 13, Wis 16, Cha 15
Base Atk +8; CMB +10; CMD 23
Feats Dodge, Great Fortitude, Nimble Moves, Power Attack
Skills Climb +13, Escape Artist +14, Knowledge (nature) +10, Knowledge (spirits) +6, Perception +14, Sense Motive +14, Stealth +14, Survival +14
Languages ???, speak with nature, telepathy 100 ft.
SQ merge with ward, ward (wild trees)
ECOLOGY
Environment any forest (Spiritworld)
Organization solitary, pair, or group (35)
Treasure standard
SPECIAL ABILITIES
Distracting Gaze (Su) Staggered for 1d4 rounds, 30 feet, Will DC 16 negates. This is a mind-affecting effect that requires the spriggan to be visible to those it wishes to affect. The save DC is Charisma-based.
A spriggan is a tall and gracefully build humanoid spirit that seems to be made entirely from branches and vines, with leaves covering much of its body. Their only facial feature is a pair of bright green or amber eyes. Spriggans are among the most powerful spirits that take physical shape and rank only behind nymphs in power. They don't like visitors in their parts of the forest and become highly agressive if anyone tries to approach their trees.