BONUS MATERIAL: MONSTERS OF THE FAR REALMS, PART 1

NOTE: NAMING FAR REALMS CREATURES
Spoiler
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Let’s face it. When making a creature from the far realms, each of us has at least a momentary impulse to name it something like Smlk’lkj’wrmn’’~!zxc?. Why not? If the creature is coming from a place of madness, why not have it’s name be beyond pronunciation?
The answer is simple. Have you ever noticed that the names given to creatures in the monster manual are not always what they call themselves? For example, Ethergaunts (Fiend Folio) call themselves Zhen-Kai and Chain Devils (Monster Manual) call themselves Kytons. What does this mean, you may ask. It means that even if a Far Realms creature knows that its name is Smlk’lkj’wrmn’’~!zxc? and goes around telling everyone that its name is Smlk’lkj’wrmn’’~!zxc?, it will appear in the latest wizarding journal as a Smelkwramn (an easier pronunciation), or perhaps as the mindwriggler (a description).
Humanoid species are self-centered and will come up with a name for a creature if it is otherwise unpronounceable (and sometimes even if it is pronouncable). Even if you take note of what a creature calls itself, therefore, also come up with the common name that everyone else uses to describe it (or that you can describe it as while in combat, as it is pretty hard to say “the Smlk’lkj’wrmn’’~!zxc? attacks John for two damage” unless you are on a PbP game).
Of course, if anyone looking at a creature finds the word Smlk’lkj’wrmn’’~!zxc? popping into their head and their mouth is only capable of describing that creature as a Smlk’lkj’wrmn’’~!zxc?, regardless of whatever adjectives may come to mind, that sort of thing makes for a decent exception to the rule, explaining why it hasn’t been named something else.



Living Memory
Small Outsider (shapechanger)

Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 20 feet
AC: 15 (+2 dex, +2 natural, +1 size), touch 13, flat-footed 13
BAB/Grapple: +1/-5
Attack: Slam +0 melee (1d4-2)
Full Attack: Slam +0 melee (1d4-2)
Space/Reach: 5 ft/ 5 ft
Special Attacks: Unnerve
Special Qualities:: Darkvision 60 ft., Recalled Shapeshift
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 6, Dex 14, Con 10, Int 11, Wis 12, Cha 8
Skills: Disguise +8, Intimidate +3, Knowledge (any four) +4, Listen +7, Spot +7
Feats: Alertness
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Adancement: 3+ HD (Small)

The creature you see in the distance looks like a vaguely humanoid mass of mist, lacking any degree of detail. As its head moves, perhaps to face you, the mist begins to part, revealing the body below to be that of…

Some scholars say that any creature can be found in the far realm if one looks long enough. A select few go so far as to say that any individual can be found within the Far Realms. However, all of these scholars are dead wrong. What has been seen are creatures called living memories, shapeshifters with bodies so transient that they can respond to the vaguest of memories.

Combat:
A living memory gains some of the memories of whomever it copies, leading it to typically focus its attacks on the PC it deems most responsible for its own destruction. Other than that, it fights just as the imitated creature could be expected to fight.
Recalled Shapeshift (Su): At the beginning of each encounter, a living memory changes its form to match that of an individual whom at least one of its enemies have fought in the past. The living memory gains the ability scores, undamaged hp total, feats, armor class, size, speed, natural attacks, extraordinary abilities, supernatural abilities, spell-like abilities, and spellcasting (or similar abilities) in place of its own for the remainder of the encounter (although it retains its outsider creature type, darkvision, and unnerve special ability). For each skill in which the new form possessed skill ranks, use the living memory’s or the target’s skill ranks, whichever is higher. Lastly, the living memory gains a basic idea of the target’s memories and thought patterns, the target’s voice, a +10 bonus on all disguise checks to imitate that creature, and a nonmagical copy of all gear normally carried by the creature.
A living memory cannot copy a creature of a CR greater than one half of its hit dice.
Unnerve: Any creature unable to beat the living memory’s disguise check with a spot check take a -1 penalty on all attack rolls against the living memory. If the PCs believe the imitated creature to be dead, the penalty is increased to -2.
Skills: a living memory gains a +5 racial bonus on disguise checks.

Shriekling
Tiny Plant

Hit Dice: 1d8+1 (5 hp)
BAB/Grapple: +0/-7
Initiative: +8
Speed: 40 ft.
AC: 18 (+4 dex, +2 natural, +2 size), touch 16, flat-footed 14
Attack: Slam +3 melee (1d2+1)
Full Attack: Slam +3 melee (1d2+1)
Space/Reach: 5 ft/0 ft.
Special Attacks: Anger Shriek, Death Shriek
Special Qualities:: Coordinated Shift, Darkvision 60 ft., Plant Traits
Saves: Fort +3, Ref +4, Will +0
Abilities: Str 12, Dex 18, Con 12, Int 1, Wis 1, Cha 5
Skills: Spot +4
Feats: Improved Initiative
Climate/Terrain: Far Realms
Organization: Solitary, Pair, or Clutch (3-6)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Adancement: -

The creature before you is nothing more than a motley collection of thorns, forming an amorphous mass before you. As the thorns fly past each other, it creates a terrible shrieking sound.

Shrieklings are collections of far realms vegetation giving weak sentience. Some believe that it is actually sane enough to know the sorrow of its own situation, explaining its continual shrieks. However, this is likely the work of a romantic mind, seeing as no shriekling has ever been known to show a shred of sanity or show mercy. Shrieklings are found most often near Deadman’s vines and during winds of heresy.

Combat:
Most Shrieklings begin combat with their Anger Shriek before going into combat. As long as multiple shrieklings still in the battle, some shrieklings continue shrieking each round to empower their fellows. It is not uncommon for only one Shriekling to attack each round.
Anger Shriek (Ex): As a standard action, a Shriekling can increase the intensity of its shrieks to provide fear for those nearby and increased strength and resilience for itself and its companions. All Shrieklings within 30 feet (including itself) gain 5 temporary hit points, a +2 bonus to their natural armor and strength scores, and deal damage with their slams as if they were one size category larger until the Shriekling’s next turn. In addition, any such Shriekling may spend an immediate action to use their own Anger Shriek, although doing so dazed them until the end of their next turn. All of these bonuses stack.
All non-shrieklings in the area must make a will save (DC 12 + 1 per additional shriekling within 30 feet) or become shaken for the remainder of the encounter. Already shaken foes do not become any more scared. Anyone who succeeds on their saving throw cannot be affected by that Shriekling’s Anger Shriek for 24 hours.
Coordinated Movement (Ex): Whenever a Shriekling takes a free action to change its layer, it may take any number of Shrieklings within 30 feet with it.
Death Shriek (Ex): Whenever a Shriekling is reduced to 0 hit points or 0 wisdom, the thorns composing its body grind themselves to dust creating one final shriek, dealing 1 wisdom damage to all creatures within 30 feet.

Note: Shriekling ECL
Although a single Shriekling may be fine (or perhaps a bit weak as) a CR 1 encounter and a group of 6 makes for a good CR 5 encounter, ECL doesn’t truly apply to this creature beyond this point. A group of 18 Shrieklings, for example, should be able to kill a few members of even a very high level party, dealing 15d6+19 damage with each slam, having a daunting AC of 54, upping the will save to resist fear up to 30, and dealing 18 wisdom damage to everyone the moment that so much as a single one of them is slain (enough to kill even the wisest of fighters, barbarians, or even wizards). As a general rule, 3-10 Shrieklings have an ECL of their population-1, 11-16 Shrieklings have an ECL of their population +2, 17-18 Shrieklings have an ECL of 18, and 19 or more Shrieklings have an ECL of their population.

False One
Small Humanoid

Hit Dice: 2d8+2 (11 hp)
BAB/Grapple: +1/+2
Initiative: +1
Speed: 30 ft.
AC: 14 (+1 Dex, +2 Natural, +1 size), touch 12, flat-footed 13
Attack: melee touch +3 (memory theft) or spear +3 melee (1d4+1 plus memory theft)
Full Attack: touch +3 (memory theft) or spear +3 melee (1d4+1 plus memory theft)
Space/Reach: 5 ft/5 ft
Special Attacks: Memory Theft, Spell-like abilities
Special Qualities:: Darkvision 60 ft., Reform, Thought Projection, Unravel
Saves: Fort +1, Ref +1, Will +6
Abilities: Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12
Skills: Bluff +6, Diplomacy +6, Knowledge (local) +6
Feats: Iron Will
Climate/Terrain: Far Realms
Organization: Solitary, Couple, Civilization (10-500)
Challenge Rating: 1
Treasure: None
Alignment: True Neutral
Adancement: 3-4 HD (Medium)

The creature above you appears to be a humanoid in form. Other than this generic shape and the nondescript clothing that it wears, the most startling fact about this creature is that its face is completely featureless.

In the Far Realms, anything as complex and stable as humanity or society is impossible. Nonetheless, it does carry limited mockeries of such concepts. Scattered throughout the Far Realms are false cities carved into the amoebic sea or built on the backs of elder ones. Though devoid of actual humanoid populations, False Ones fill much the same purpose.
False ones appear as a generic humanoids. Some are tall and lean while others are shorter and squatter like dwarves. The smaller ones take on the generic builds of halflings, gnomes, and other small races. Their apparent clothing is actually grown each morning and shed like an outgrown shell each evening. False ones value highly the memories of others, taking them if they cannot barter.
Combat:
False Ones are relatively poor combatants. If the combat is one-on-one (as they would prefer all combat to be), they try to steal the memory of how the fight started, hoping to end the confrontation immediately. Otherwise, they attack with spears or other weapons that they may have close at hand. If necessary, they unravel to escape or to find backup.
Memory Theft (Su): Whenever a False One makes a successful melee or touch attack against an opponent, that opponent loses access to a memory of the False One’s choice. While choosing a memory, they momentarily have complete access to the target’s memory, allowing them to choose the most convenient (or hindering) memory for the target to lose. Only five rounds of memory are erased with each touch, requiring multiple attacks for longer memories.
Reform (Su): If the dead remains of two False Ones are left untended to (mostly intact) and within 30 feet of each other for 5 rounds, the two remains float together sewing themselves back together to make a new False One.
Spell-Like Abilities: At will- Ghost Sound (DC 11), Nystul’s Magic Aura, Prestidigitation. Caster Level 2nd. The save DCs are Charisma-based
Thought Projection (Su): Without mouths, False Ones are only capable of speech through a strange form of one-way telepathy that contacts all sentient creatures within 100 feet simultaneously. The sane mind interprets this contact as script written in the common tongue. Although False Ones never seem able to screen out thought text not intended for them, other creatures must make a DC 20 wisdom check in order to block out each piece of unneeded “background chatter” (failure to do so makes it all but impossible to identify between, for example, the “speech” of the “merchant” selling you a sword and that of a “noble” demanding respect).
Unravel (Su): whenever a False One takes damage, it can choose to take a strategic retreat, allowing its body to unravel like a lengthy ribbon being unwrapped from around a pole. The entire body, including clothing but not equipment, is unwound in this way. While in this form, the False One gains a Fly speed of 30 feet with average maneuverability, DR 5/magic, and fast healing 2. A False One can reassume its normal form as a full-round action. A False One cannot attack, use their spell-like abilities, or take any offensive action in this form.

False One Society:
As previously stated, nothing as complex and internally consistent as a society could naturally exist within the Far Realms. However, with a cursory glance, the False Ones come remarkably close. Each false one takes a distinct role in the false society, ranging from beggars to shop owners to robbers to constables. Furthermore, the False Ones keep in character, even in regards to their memory-stealing natures. Merchants sell items in exchange for memories, beggars beg for them, thugs and thieves try to steal memories, and nobles may demand tributes of memory in exchange for safe passage.
However, after enough time and scrutiny, it becomes clear that even this hoax is a hoax. Even if a constable seems lawful, a thief seems chaotic, a priest seems good, or an executioner seems evil, False ones are completely amoral creatures, acting only according to their role, a role determined on a daily basis by the uniform that they grow. A False One who buys bread from a baker on one day will come back the next to return it to whomever is the new baker, while the peasant who took over that False One’s position comes to buy the same loaf of bread, over and over again until the bread is ruined and a new loaf is baked; a constable who arrests a thief for robbery on one day will let the robber go free on the next day when they are no longer the thief, perhaps before leaving to commit the same crime if they have become said thief; a noble is evicted from its supposed ancestral home to take the role of a baker or beggar when a new False One becomes the noble on the next day.
Even more disturbing, this system is not perfect, possessing an occasional eerie glitch. It is possible that two False Ones will wake up in the guise of the same noble, both attempting to rule over the mansion as its one leader while acknowledging the other’s legitimate rule. It is also possible that all False Ones will wake up as beggars, flooding into the street rather than taking any of the vacated shelters. Furthermore, the desire for memory occasionally trumps over a False One’s role. Although a sheriff is unlikely to attack someone on the street to claim their memory, anyone convicted of a crime can expect to be patted down and searched for weapons far longer than is needed in an attempt to claim as many memories as possible before the target finally resists. Likewise, a target who reports to a physician may be recommended an unnecessary surgery that entails enough contact (necessary or no) that the target will leave with year-long memory gaps. Fortunately, if a False One deems that they have “overcharged” a creature, False Ones typically feel obliged to “pay back” the target in their current and future roles (assuming that their target does not become openly violent towards them). Therefore, after having lost a large chunk of memory to a False One’s sneaky tactic, one may expect to be given favors, gifts, or services when that False One is in the proper position to give them.

Xaxox Guardians
Anyone who has heard the name Xaxox knows of Daruth Winterwood, the wizard who led the doomed expedition. At the moment, his mind is filled with spiders, driving him mad in his search to get back home and unleash havoc into the world once more. What few people realize how long it took poor Daruth to succumb to the horrors of the Far Realms. While portions of the wizarding college fell into madness almost immediately, the rest of the process has taken decades, with Daruth’s expert wards slowing the progress of the amoebic sea to a near standstill. When the senior staff of Xaxox started feeling the effects of the Far Realms, Daruth had all sane members of his staff immediately get to work on the creation of artificial minds, minds that the plane could not bring to madness. He and his crew built hundreds of clockwork guardians of various strengths and sizes to aid him. As time went on, he and his guardians were forced to slay or isolate each member of his staff as they went insane, one by one. When he began to feel the scratching of the first of the many spiders to now reside in his brain, he stopped production and started teaching the guardians in a frenzied hurry, afraid he may never teach them all that they needed to. He taught the guardians how to fight the few far realms beings that had broken past the barriers to threaten his school thus far and told them to stop any being who threatened to pierce the barrier between the Far Realms and the multiverse.
Unknown to even Daruth, however, his fevered rants and sermons on wholesomeness, frequent debriefs on the importance of the job that they had to fulfill, and his crazed (if authentic) apologies to the for the existence he had doomed them to had awakened more in the constructs than the usual uncaring servitude found in even intelligent constructs. Without ever intending it, Daruth had awakened feelings in the constructs that could easily be equated to trust, admiration, and, eventually, worship.
As Daruth felt himself losing his grasp on what little sanity he had remaining, he finally gave the order for them to run and fulfill their mission, fearing that he may lose himself at any moment and slay his creations. The Xaxox guardians, several hundred in number, did as they were told, swimming out into the unknowable Far Realms. A couple days later, Daruth started plotting he reentry into the multiverse.
Since then, they have survived surprisingly well and have learned how to fix others of their kind, including those otherwise beyond repair. Although they know that they stand little chance against the larger creatures of the plane, they do what they can to keep what should be in the Far Realms in the Far Realms while simultaneously helping any beings accidentally stranded in the inhospitable realm. They still possess a pseudomilitary command structure and still worship the being known as Winterwood as their deity. Although they are aware that Xaxox has been trying to get back into the multiverse, they are almost incapable of conceiving that Daruth could be behind the plot, instead believing that an isolated prisoner must have broken free and taken control (although in their mental image, Daruth is obviously still alive, planning to retake the Xaxox just like them).
Xaxox Guardians all understand common.

Scout Capsule
Small Construct

Hit Dice: 4d10+13 (35 hp)
Initiative: +1
Speed: 30 ft., Swim 30 ft.
AC: 18 (+1 dex, +1 size, +6 natural), touch 12, flat-footed 17
BAB/Grapple: +2/+0
Attack: claw +5 melee (1d4+2 plus 1d6 electricity)
Full Attack: 2 claws +5 melee (1d4+2 plus 1d6 electricity)
Space/Reach: 5 ft/5 ft.
Special Attacks: Repel the Impure
Special Qualities:: Construct Traits, Darkvision 60 feet, Quick Repair, Telepathy 100 ft.
Saves: Fort +1, Ref +2, Will +4
Abilities: Str 14, Dex 12, Con -, Int 14, Wis 16, Cha 10
Skills: Listen +9, Knowledge (The Planes) +8, Sense Motive +9, Spot +9
Feats: Ability Focus (Repel the Impure), Toughness
Climate/Terrain: Far Realms
Organization: Solitary, Scout (2-8), or skirmish (9-16)
Challenge Rating: 2
Treasure: None
Alignment: Always Lawful Neutral
Adancement: 5-10 HD (small)

Before you floats what looks like a upright metal capsule with a single red eye positioned in the center of its body. Two lengthy metal probes reach out of the capsule, testing the area around it.

Scout Capsules are the weakest of Daruth’s creations. Acting as the field medics and skirmishers of the Xaxox Guardians, they are the most plentiful model. Devout in the worship of Winterwood, they share of his teachings to anyone sane enough to listen, which is a rare but joyous event for a scout capsule.
Combat:
scout capsules are straitforward combatants, using their Repel the Impure and their electrified claws to keep enemies at bay, only stopping to run away or heal a comrade.
Quick Repair (Ex): As a standard action, a scout capsule can heal another adjacent construct of 5 points of damage.
Repel the Impure (Su): One per encounter, a scout capsule can banish a creature of the Far Realms with which they have a line of sight and effect even deeper into their domain. The target must make a will save (DC 16) or be sent 2d% layers away and be rendered unable to shift layers for 24 hours.
Telepathy (Su): a scout capsule can communicate telepathically with any creature within 100 feet that has a language.

Watcher
Medium Construct

Hit Dice: 8d10+23 (67 hp)
Initiative: +7
Speed: 30 ft., Swim 30 ft.
AC: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
BAB/Grapple: +4/+9
Attack: Claw +9 melee (1d6+5 plus 2d6 electricity)
Full Attack: 4 claws +9 melee (1d6+5 plus 2d6 electricity)
Space/Reach: 5 ft/5 ft
Special Attacks: Abberant Repulsion, Observation
Special Qualities:: All-Around Vision, Construct Traits, Damage Reduction 5/adamantine, Darkvision 60 ft., Far Sight, Repair Capsule, Telepathy 250 ft.
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 20, Dex 16, Con -, Int 16, Wis 18, Cha 10
Skills: Listen +17, Knowledge (religion) +14, Knowledge (the planes) +14, Sense Motive +15, Spot +21
Feats: Toughness, Alertness, Improved Initiative
Climate/Terrain: Far Realms
Organization: Solitary, Patrol (1 and 10-20 Scout Capsules), or Exploration (2-10 and 20-60 Scout Capsules)
Challenge Rating: 4
Treasure: None
Alignment: Always Lawful Neutral
Adancement: 9-16 HD (medium)

A large metal capsule stands completely upright before you, seemingly swimming through the amoebic sea through the use of four articulated metal limbs ending with claws. Four dull red eyes are spaced equally around its exterior, allowing it to see in all directions.

Watchers, although in charge of exploring new areas and patrolling owned areas, are not as militarily minded as other xaxox guardians. They provide several vital roles on the “homefront” such as keeping their encampments warded against lesser beings of the far realms, repairing those unlucky enough to fall in battle, and always keeping an eye open for possible intruders.
Watchers are extremely analytical and pay close attention to every detail. Although this leads to the appearance of detachment, they are just as able to sympathize with other Far Realms visitors as any other xaxox guardian.
Combat:
Although adept at using their claws in close combat, a Watcher is usually careful to avoid combat altogether. Instead, they aid their allies through their observation ability or keep their allies nearby while using their abberant warding. If their foes break through the warding, a Watcher always abandons the battle, figuring that it is better to survive and fix its sacrificed allies later.
Abberant Warding (Su): For up to 1 hour per HD per day (8 hours per day for the average watcher), a watcher may exude a barrier within a 200 foot radius of itself that prevents all natives to the far realms with 20 or fewer hit dice from entering (no saving throw). The ward may be used or dismissed as a standard action. If the barrier is forced upon a far realms creature, however, the barrier collapses and cannot be raised for 1d4+1 rounds. This barrier does not stop creatures already within this area from moving around or leaving, although it does stop them from returning.
All-Around Vision (Ex): Due to the equal placement and constant use of its four eyes, a watcher gains a +4 racial bonus on spot and search checks and cannot be flanked.
Far Sight (Ex): The special eyes of a Watcher pierce through the amoebic sea with ease. A Watcher does not take penalties to spot checks made on other layers of the far realms with which it has line of sight (not blocked by an encysted layer or similar obstacle).
Observation (Ex): A Watcher is able to process what it sees at an incredible rate, breaking down the motions of its enemies to find weak spots. Each full round of combat that a watcher can visually see a single opponent, each xaxox guardian within range of its telepathy gains a +1 insight bonus to attack rolls against that target and to AC against that target’s attacks. This effect is cumulative for each round of combat and may not exceed the watcher’s wisdom modifier (+4 for the average watcher).
The effect lasts until the watcher is killed or otherwise prevented from seeing the target for 1 full round. This bonus begins again as soon as the watcher sees them again, starting at +1 per round.
Multiple watchers targeting a single opponent do not grant stacking benefits although a xaxox guardian may receive bonuses against any number of targets observed by watchers.
Repair Capsule (Ex): With eight hours of work, a Watcher can revive a destroyed scout capsule. The guardian returns to life at half of its full hit point total.
Telepathy (Su): A Watcher can communicate telepathically to any creature within 250 feet that possesses a language.

Sentinel
Large Construct

Hit Dice: 16d10+49 (137 hp)
Initiative: +6
Speed: 50 ft., Swim 50 ft.
AC: 21 (-1 size, +2 Dex, +10 Natural)
BAB/Grapple: +8/+19
Attack: Claw +14 melee (2d6+7 plus 3d6 electricity plus aberrant anathema)
Full Attack: Claw +14 melee (2d6+7 plus 3d6 electricity plus aberrant anathema)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aberrant Anathema, Spells, Summon Guardians, Winterwood’s Might
Special Qualities:: Construct Traits, Damage Reduction 10/Adamantine, Darkvision 60 ft., Guardian of Sanity, Restore the Fallen, Telepathy 1,000 ft.
Saves: Fort +5, Ref +7, Will +10
Abilities: Str 24, Dex 14, Con -, Int 18, Wis 20, Cha 10
Skills: Diplomacy +19, Listen +26, Knowledge (religion) +23, Knowledge (the planes) +23, Sense Motive +24, Spot +26
Feats: Alertness, Improved Initiative, Ability Focus (Aberrant Anathema), Toughness (x3)
Climate/Terrain: Far Realms
Organization: Homefront (50 plus 100-200 watchers and 400-500 scout capsules)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful neutral
Adancement: 17-24 HD (large)

The creature before you is a metal capsule about 6 feet wide and 14 feet tall, devoid of all features except for a flagella-like claw arm emerging from one of its poles and some faintly glowing arcane runes that play among its entire form.

In charge of all Xaxox guardians are the sentinels, the largest and most powerful of Daruth Winterwood’s creations (or at least his pre-madness creations). Because of their relatively few numbers, all fifty remaining sentinels remain in the homestead, rarely launching attacks of their own unless the entire fleet is mobilized. They hold a position akin to that of a general, although they are also the spiritual leaders of the Xaxox guardians, receiving something akin to divine power from their worship of Winterwood. Lastly, although all Xaxox guardians enjoy meeting and commiserating with visitors, sentinels are the “face” of their collective effort.
Combat:
Combat involving sentinels is always intense, seeing as such battles often involve the entire fleet. Combat usually starts with the summoning of some additional guardians that were out scouting or exploring. After this, the sentinel emboldens the troops using Winterwood’s Might before casting spells. Every now and again, they may stop to repair fallen troops but otherwise continue the assault.
Aberrant Anathema (Su): The claw of a sentinel is incredibly dangerous to creatures native from the far realms. Any such creature hit by a claw attack must make a Fortitude Save (DC 25) or perish. This ability can only affect creatures of up to one size category larger than the sentinel. The Save DC is Wisdom-Based.
Guardian of Sanity (Su): In the unstable Far Realms, sentinels are beacons of sanity into the world around them. On any layer of the Far Realms that they occupy, the maddening trait of the Far Realms is suppressed, as are any elemental or energy trait that the layer would otherwise possess.
Repair the Fallen (Ex): As a standard action, a sentinel can revive a fallen scout capsule. As a full-round action, a sentinel can revive a fallen watcher. With one minute of work and the assistance of three other sentinels, a sentinel can revive another fallen sentinel. After reviving a Xaxox guardian, the sentinel must wait for 1d4 rounds before doing so again.
Spells: A sentinel casts spells as a 5th-level cleric, selecting spells from the cleric list. However, a sentinel does not require a divine focus, with the alien runes on their body serving much the same purpose. The Save DCs are Wisdom-based.
Cleric Spells Prepared (5/5/3/2; Spell DC 15 + spell level); 0- Detect Magic (2), Guidance, Resistance, Mending; 1st- Bless, Divine Favor, Entropic Shield, Shield of Faith (2); 2nd- Aid, Make Whole, Resist Energy; 3rd- Dispel Magic, Prayer.
Summon Guardians (Su): Once per encounter, as a standard action, a sentinel may call two scout capsules or one watcher back to the homestead from anywhere within the Far Realms. Despite the name of this ability, this is a teleportation effect, meaning that the recalled guardians are truly slain if they are destroyed.
Telepathy (Su): A sentinel may communicate telepathically with any creature within 1,000 feet that possesses a language.
Winterwood’s Might (Su): Once per day, as a standard action, a sentinel may conjure forth the memory of Daruth Winterwood in all Xaxox guardians within the range of its telepathy, granting them strength. All affected guardians gain fast healing 5 and may make an additional attack at their full base attack bonus whenever they make a full-attack. These benefits last for 3 rounds. Multiple applications of this ability do not stack.

Mind Spider Swarm
Diminutive Vermin

Hit Dice: 3d8 (21 hp)
Initiative: +4
Speed: 20 ft, burrow 20 ft.
AC: 18 (+4 size, +4 dex), touch 18, flat-footed 14
BAB/Grapple: +2/-
Attack: Swarm (1d6 plus Implantation)
Full Attack: Swarm (1d6 plus Implantation)
Space/Reach: 10 ft/0 ft
Special Attacks: Create Spawn, Distraction, Implantation, Mad Puppet
Special Qualities:: Darkvision 60 ft., Hivemind, Immune to Weapon Damage, Swarm Traits, Blindsense 30 ft, vermin traits
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 1, Dex 18, Con 10, Int 10, Wis 10, Cha 10
Skills: Climb +11, Hide +22, Listen +6, Move Silently +10, Spot +6
Feats: Alertness, Encysted Walker
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Adancement: -

What at first appears to be a swarm of spiders soon reveals itself to be something far worse. Each creature composing the swarm is little more than a small smidgeon of brain matter supported by eight or more legs.

Named for their faint resemblance to certain arachnids at a distance, no sane being would ever make the mistake after seeing a mind spider up close. As they proceed along the far realms, a small hum usually follows them (unless they are trying to be quite), a hum that some say connects the mind spiders to create a hivemind. Indeed, a few adventurers, after slaying a swarm of mind spiders, have been able to piece them together and recreate a humanoid brain, leaving little room to the imagination as to how they reproduce.
Combat:
A Mind spider swarm, kept moving by its endless desire to propagate, attempts to get each opponent within its swarm attack at least once so that it may implant them all. If it judges that it can slay a creature before getting out of the area alive, it will do so. Unlike with other swarms, once the hivemind is broken, all component mind spiders simply stop moving, almost waiting to be squashed.
Create Spawn (Su): Any implanted creature who is slain produces a mind spider swarm 1d4 hours later. If the target was subject to the swarm’s mad puppet ability at the time, the swarm is produced after a mere 1d4 rounds.
Distraction (Ex): Any living creature that begins its turn with a mind spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is constitution based.
Hivemind (Su): A mind spider swarm is kept going only by its close proximity to its fellows. If the mind spider swarm is reduced to under one hit point per HD (3 hit points for a regular mind spider swarm), the swarm’s intelligence, wisdom, and charisma drop to 0.
Implantation (Ex): Any living creature that begins its turn with a mind spider swarm in its space is implanted by a single mind spider. Thereafter, the living creature takes a cumulative -1 penalty on all saving throws made to resist the Far Realm’s maddening trait. The mind spider can be destroyed through a remove disease or heal spell but not through a remove curse or break enchantment spell.
Mad Puppet (Su): Any living creature subjected to the mind spider swarm’s implantation ability who fails their will save to the Far Realm’s maddening trait goes through a startling, if unseen, transformation. The implanted mind spider quickly breaks the target’s brain into a new mind spider swarm that controls the target from the inside out as the dominate monster spell with unlimited duration (no saving throws allowed). At this point, half of all damage dealt to the creature is transmitted to the controlling swarm. Only a heal, wish, or miracle spell can return the target to normal.
As a full-round action,a mind spider swarm may abandon their mad puppet, killing it in the process but allowing it to be revived as normal by magic. After leaving a body in this way, the mind spider swarm may not return.

Silent Whisperer
Tiny Outsider

Hit Dice: 2d8+2 (5 hp)
Initiative: +4
Speed: 40 ft.
AC: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
BAB/Grapple: +1/-7
Attack: -
Full Attack: -
Space/Reach: 5 ft/0 ft
Special Attacks: Blasphemous Whispers, Lead Astray
Special Qualities:: Darkvision 60 ft, Natural Invisibility, Telepathy 100 ft
Saves: Fort +1, Ref +4, Will +1
Abilities: Str 10, Dex 18, Con 13, Int 14, Wis 8, Cha 18
Skills: Bluff +12, Diplomacy +9, Hide +17, Knowledge (arcane) +7, Knowledge (the planes) +7, Knowledge (religion) +7, Listen +4, Move Silently +9, Sense Motive +4, Spot +4
Feats: Ability Focus (Blasphemous Whispers)
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Adancement: -

With the aid of your magically aided sight, you see the cause of your newfound paranoia, an eyeball floating only a few feet away, continuously gibbering through its pupil, which opens and closed as a mouth.

Although many horrors of the Far Realm can drive those who gaze upon it to insanity, rarely considered are the creatures that travelers never actually see, creatures that can prove just as dangerous.
Silent Whisperers are enigmatic beings representative of paranoia and delusion. Unlike other Far Realms creatures, they actively seek out visitors to the Far Realms, taking great glee in driving them mad. Often, they choose a single target, whispering of secrets and false agendas, setting delusions for the target to find, and waiting for them to snap on their own.
While in contact with a creature, it tries to pass itself off as a new side to the target’s personality, the result of a mental schism. While not trying to convince the target of their own insanity or of their allies’ (fabricated) treachery, it occasionally aids its target with its surprising knowledge, leaving its target to wander how they knew what they appeared to.
Combat:
A Silent Whisperer, although capable of driving creatures completely mad, is ironically defenseless. If discovered and attacked, it typically retreats onto a distant layer, and waits a few hours (more than the duration of most spells that reveal its presence) before attempting to repeat its performance.
Blasphemous Whispers (Su): Any creature with whom a Silent Whisperer telepathically communicates is typically unable to tell that the voice in their head has an external source, gaining a +10 bonus on bluff and diplomacy checks made via telepathy (not figured into the statistics above). In addition, the target is prevented from talking about the nature of the new voice within their head (no save). Furthermore, once per day, the target must make a DC 17 will save or suffer a suggestion effect from the Silent Whisperer. If they succeed on their saving throw, they may make a second DC 17 will save to realize that something (or someone) else has been playing in their head.
Lead Astray (Su): Whenever it wishes, the Silent Whisperer may imitate the effect of a major image spell, with the exception that it is only perceived by a single creature. It takes a DC 13 Will save to disbelieve the illusion, although the illusion cannot be dispelled and divination effects do not detect any magic coming from it, making it appear to be a delusion of the target’s mind. Only one such image may exist at a time.
Natural Invisibility (Su): A Silent Whisperer is continually invisible and cannot suppress this effect. A Silent Whisperer is not rendered visible when slain or subjected to an invisibility purge spell. See Invisibility spells only note a slight glimmer in the air. True Sight spells allow creatures to see the Silent Whisperer.
Telepathy (Su): A Silent Whisperer can communicate to any creature within 100 feet whom speaks a language.

Haunted Petitioner
Medium Outsider

Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 30 ft.
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
BAB/Grapple: +4/+8
Attack: Slam +8 melee (1d6+4)
Full Attack: Slam +8 melee (1d6+4)
Space/Reach: 5 ft/5 ft
Special Attacks: Haunting Gaze
Special Qualities:: Cloak of Sanity, Darkvision 60 ft., Mental Immunity, Immunity to Polymorph and Petrification, Planar Commitment.
Saves: Fort +6, Ref +6, Will -1
Abilities: Str 18, Dex 14, Con 14, Int 10, Wis 1, Cha 1
Skills: -
Feats: -
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Adancement: -

Where once sanity resided, it is clear that none remains. The creature, still basically humanoid in shape, wears tattered clothing and stares through almost completely vacant eyes. To call it insane may be inaccurate, however, as it seems too far gone for even that.

When a creature dies in the Far Realms, no petitioner is created, either in the Far Realms or in the outer plane that their soul belongs in. However, every now and again, the cracking of a particularly strong mind can resonate throughout the Far Realms, creating an echo of that creature, equally insane.
Haunted Petitioners behave in many ways as normal petitioners, although they are stronger in some ways. Although they may at first seem normal or even sane, this is a mere ruse, an echo of sanity reflecting off of an insane being.
Although incapable of speech on their own, a Haunted Petitioner’s Cloak of Sanity allows them to appear to speak in any language that the original creature would have known in life.
Combat:
Haunted Petitioners never initiate combat. They simply float along, allowing their Cloak of Sanity to get others to follow. Whenever a Haunted Petitioner is attacked, however, its cloak is lowered, allowing it to use its haunting gaze as it attacks with its fists (or similar appendage).
Cloak of Sanity (Su): At first glance, a Haunted Petitioner appears quite sane, concealed by the cloak of their former sanity. Their clothes, hair, and hygiene resemble the state they were in when the petitioner first went insane. Furthermore, as the Haunted Petitioner floats through space, it may appear to make familiar gestures (such as waving hello or goodbye to someone or motioning for them to follow) or even speak. Nothing said or communicated to the petitioner can spur it to action, however.
Every hour spent in the company of a Haunted Petitioner allows a creature to make a DC 14 Wisdom check to notice that something is amiss. If the Haunted Petitioner takes damage, the Cloak of Sanity is suppressed for the remainder of the encounter.
While using its Cloak of Sanity, a Haunted Petitioner may not use its Haunting Gaze ability.
Haunting Gaze (Su): A Haunted Petitioner has seen far more than any sane being is meant to see. Their gaze seems to overflow with the horrific sights they have happened upon, allowing them to pass on some of these sights to strangers as a gaze attack. The target(s) must make a DC 15 will save or become dazed for 1d4 rounds. Either way, a creature who meets the petitioner’s gaze is shaken for as long as they remain in the far realms and may not be targeted by the same creature’s gaze for 24 hours. The effects of gazes from multiple petitioners do not make creatures frightened or panicked.
Mental Immunity (Ex): The Haunted Petitioner are immune to all mind-affecting effects.
Planar Commitment (Ex): Barring extreme circumstances (in which case the Haunted Petitioner loses their Haunting Gaze), a Haunted Petitioner is incapable of leaving the Far Realms by any means. Any effect that would force a Haunted Petitioner to leave the Far Realms instead transports it 2d% layers away