The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out.
The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world.
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Star spawn grue
Fanged and lipless, this creature lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its pallid skin, and its long fingers end in pointed, blood-stained claws.
Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and shrieking produces discordant psychic energy that disrupts thought patterns in other creatures. Intelligent creatures experience flashing colors, hallucinations, disorientation, and waves of hopelessness when they find themselves near a group of star spawn grues.
Combat
Star spawn grues employ simple tactics, rushing forward to overwhelm enemies with raw numbers. They rely on their strength from pain ability to amplify their fighting prowess. Superior odds and a clear escape route are the grue’s only concerns in combat. If these are not present, grues are unlikely to fight unless pressed.
As a star spawn grue takes damage, it enters an increasingly ecstatic state. As a result, grues that are lightly wounded can assess a potential loss and flee from it, but those that have taken grievous injuries typically fight to the death. Grues that are not badly injured use their allies’ battle lust to cover their own retreat.
A star spawn grue can be summoned with the summon aberrant creature II spell.
Star spawn grue

Small aberration (extraplanar)
Init +0; Senses darkvision; Perception +4
Aura madness (20 ft.)
Defense
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 15 (2d8+6)
Fort +3, Ref +3, Will +3 (−1 vs. fear)
Weakness broken courage
Offense
Speed 30 ft.
Melee 2 claws +5 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks lesser strength from pain
Statistics
Str 12, Dex 11, Con 16, Int 6, Wis 11, Cha 8
Base Atk +2; CMB +2; CMD 12
Feats Weapon Focus (claw)
Skills Perception +4, Stealth +4
Languages none known (can communicate with other star spawn)
Morale timid (−4)
Ecology
Environment any
Organization gang (2d4+4), pack (3d4+4 plus 1d4 manglers), or horde (5d4+4 plus 1d4+4 manglers and 1 seer)
Special Abilities
Aura of Madness (Su)
Non-aberrations within 20 feet of a star spawn grue must succeed on a DC 10 Will save or be shaken for as long as they are within range. Creatures that successfully save against this effect are immune to it for 24 hours. Those that fail the save are affected whenever they are in range, even if they leave the range of the effect and then return, until a day has passed. This is a mind-affecting, sonic, confusion (not fear) effect. The save DC is Charisma-based. The auras of multiple grues combine, creating a single aura that extends out to 20 feet from the convex shell of the grues; the save DC of this combined aura is increased by 2 for every doubling of the grues’ numbers (DC 12 for 2 or more grues, DC 14 for 4 or more grues, DC 16 for 8 or more grues, etc.), to a maximum of DC 24 (for 128 or more grues).
Broken Courage (Ex)
A star spawn grue takes a −4 penalty on saves against fear effects; this penalty also applies to the DC to oppose an Intimidate check. In addition, a grue can be affected by fear effects that do not normally affect creatures of its Hit Dice.
Lesser Strength from Pain (Ex)
Whenever a star spawn grue takes damage from any source, it gains a +1 bonus on attack rolls, a +1 bonus on damage rolls, a +2 morale bonus on saves against fear effects (which also applies to morale checks and to the DC to oppose an Intimidate check), and its natural armor bonus to AC increases by 1. These benefits last for 1 minute starting in the round during which a grue first takes damage in the encounter.
Bonuses stack each time a grue takes damage, to a maximum of a +5 bonus on attack rolls, a +5 bonus on damage rolls, a +10 bonus on saves against fear effects, and a +5 natural armor bonus to AC. These bonuses accrue each time a grue takes damage during that minute, even from multiple attacks in the same round. At the end of that minute, all these bonuses disappear. They could begin accumulating again if the grue takes more damage.
Star spawn mangler
This humanoid creature is a low-slung, creeping horror with multiple gangly arms. Its skin is composed of fibrous tendrils, and two red eyes and a fanged mouth dominate its face. Both its arms split off into separate limbs just below the elbow, and in each of its four hands it spins a dagger with practiced ease.
Manglers creep along the ground or the walls, sticking to shadows, hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frame.
Combat
A star spawn mangler attack is a sudden blur of steel that leaves vicious dagger wounds in its wake. However, though manglers are aggressive, they are inherent cowards even before their falling courage takes effect. They prefer to attack from ambush, but if a battle turns against them, they use their superior speed to flee.
Manglers are careful to avoid getting bogged down in a fight. Though they place survival above winning, they never enter a battle unless they are sure that the reward of victory outweighs the risk of defeat.
As a star spawn mangler takes damage, it grows taller and thinner. The grooves in its skin become smooth as its body fills out to its full size. In this form, a mangler gains great speed and agility.
A star spawn mangler can be summoned with the summon aberrant creature IV spell.
Star spawn mangler

Medium aberration (extraplanar)
Init +8; Senses darkvision; Perception +6
Defense
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 32 (5d8+10)
DR 10/slashing & piercing
Fort +3, Ref +8, Will +5
Offense
Speed 30 ft.
Melee 4 daggers +9 (1d4+1)
Ranged 2 daggers +9 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks dagger dance
Statistics
Str 13, Dex 18, Con 14, Int 12, Wis 13, Cha 11
Base Atk +5; CMB +9; CMD 20
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +9, Perception +6, Sleight of Hand +9, Stealth +12
Languages none known (can communicate with other star spawn)
Morale mercenary (+0)
Special Qualities falling courage, speed from pain
Ecology
Environment any
Organization pair, pack (1d4 plus 3d4+4 grues), or horde (1d4+4 plus 5d4+4 grues and 1 seer)
Special Abilities
Dagger Dance (Ex)
As a star spawn mangler converts its pain to superior agility, it can perform a deadly attack. When a mangler’s bonus to speed from its speed from pain ability is +30 feet or higher, the creature can move up to its speed as part of a full attack. It can move before, after, or between each of its attacks, as long as its total movement in the round does not exceed its speed.
Perfect Symmetry (Ex)
As a full attack, a star spawn mangler can attack with up to four light weapons with no penalty on attack rolls. If it tries to use heavier weapons, it can make multiple attacks only according to its base attack bonus, and it takes the normal penalties for attacking with two or more weapons.
Falling Courage (Ex)
A star spawn mangler whose bonus to speed from its speed from pain ability is +30 feet or higher takes a −4 penalty on saves against fear effects; this penalty also applies to the DC to oppose an Intimidate check. In addition, when in this state, a mangler can be affected by fear effects that do not normally affect creatures of its Hit Dice.
Speed from Pain (Ex)
Each time a star spawn mangler takes damage, the fibrous tendrils that make up its body become increasingly elastic and responsive. The mangler gains a +2 dodge bonus to AC, a +1 bonus on attack rolls and Reflex saves, and a +10-foot bonus to its land speed. These benefits last for 1 minute starting in the round during which a mangler first takes damage in the encounter.
Bonuses stack each time a mangler takes damage, to a maximum of a +10 dodge bonus to AC, a +5 bonus on attack rolls and Reflex saves, and a +50-foot bonus to land speed. These bonuses accrue each time a mangler takes damage during that minute, even from multiple attacks in the same round. At the end of that minute, all these bonuses disappear. They could begin accumulating again if the mangler takes more damage.