Fan-Made Domain: Silent Hill
Posted: Wed Jan 24, 2007 3:37 pm
I found the mechanic on how the land shapes to its Darklord's will and whim in a subtle and psychological way reminiscent of Silent Hill, a popular Survival Horror video game series.
I also enjoyed how the town of Silent Hill was made by the descent of Alessa's drive for revenge. If Silent Hill were in Ravenloft, Alessa would be the Darklord. So here we go:
Silent Hill

Cultural Level: Formerly around 12 (Industrial), now Savage(0). In the movie, Silent Hill had some cultists, but I cannot accurately measure the Cultural Level. Too sophisticated for Stone Age, yet too savage for anything higher.
Population: Occasional trapped denizen, no surviving natives other than the cultists. Monsters: Unknown
Magic Rating: 0

Desolate and dark, Silent Hill is surrounded by an impenetrable fog, thick enough that one cannot see several feet ahead. The buildings are dirty and decrepit, the cars unworking regardless of condition. Even in noon, the fog captures most of the rays of sunlight, leaving the entire town trapped in a fog-bound abbattoir. No visible indication of why or how the town was abadoned is visible anywhere. That is, any place that would not be visible to the unseeing eye...
Technological devices for transportation and communication stop functioning, while radios and walkie-talkies give off faint static. At times, the static grows stronger, until it is impossible for the ears to not pick up the cacophany. Woe to the soul who hears this, as this is a sure indication that the blasphemous beings that roam this town are nearby.

The Darklord of the realm is no more than a little girl, Alessa Gillespie. Treated horribly at the hands of the locals, she was inflicted by numerous atrocities thanks to the local cult. She was no more than a witch in their eyes, not an innocent child. She was ritually sacrificed on the Church alter of the cult to purge her evil.
Alessa just barely survived, relocated to the burn ward section of a hospital. Her constant pain and agony were channeled into thoughts of vengeance at the hands of the cult and their leader, Dahlia.
Alessa now subconsciously controls the town of Silent Hill, the monsters and locations shaped by her thoughts, wants, desires, and fears.
Monsters of Silent Hill
Silent Hill 2

Lying Figure: CR 1; Medium Aberration; HD 2d8+4; hp 16; Init +2; Spd 15 feet ( 40 feet when on its belly); Defense 13; Touch 12; Flat-footed 11; Bab +1; Grapple -3 (no arms); Attack Slam +1 Melee (1d3) or Acid Spray +3 Ranged (1d6 acid, Reflex Save DC 15 for half); Space/Reach 5/5; Special Qualities: Low-light vision, Dark-vision 60 feet, Resistance to Acid 10, Acid Breath Weapon; AL: None or Silent Hill; Abilities: Saves: Fort+2, Ref+0, Will+3; Str 10, Dex 14, Con 15, Int 6, Wis 10, Cha 6; Skills: Balance+6, Bluff +3 (+7 when feinting), Tumble +7; Feats: Ability Focus (Acid Spray).
A slim, grey humanoid with no arms and a face that appears to have its flesh burned off slowly walks toward you, moaning in agony. As it reaches you, its upper body starts swaying side to side, a soft rumbling sound emanates from the figure. Suddenly, its torso opens up, exposing its organs, not resembling any normal human being’s. An organ in its body starts spraying a greenish acidic mist towards you, its foul smell overwhelming your nostrils.
A Lying Figure is a pitiful creature, its form representing suffering and agony. It walks up to any light source or foreign creature (humans), and sprays its acid mist at it. When the creature encounters belligerent prey, it feigns death. If the enemy continues to attack it, it crawls away at an astonishing speed, “tumbling” through enemy space. If it has nowhere to escape, it rams into its opponent (treat as a slam), and attempts to put distance between it and its tormenter as soon as possible. A Lying Figure has a +4 species bonus on Bluff Checks when feigning death.
Lying Figures in the Labyrinth are more powerful than the standard Lying Figure.
Labyrinth Lying Figure: CR 3; Medium Aberration; HD 5d8+15; hp 39; Init+2; Spd 15 feet (40 feet when on its belly); Defense 15; Touch 12; Flat-footed 13; Bab+3; Grapple-1 (no arms); Attack Slam +3 Melee (1d3) or Acid Spray+6 Ranged (1d6+1); Space/Reach 5/5; Special Qualities: Low-light Vision, Dark-vision 60 feet, Resistance to Acid 10, Acid Breath Weapon (DC 17); AL: None or Silent Hill; Abilities: Str 10, Dex 14, Con 16, Int 6, Wis 10, Cha 6; Skills: Balance+6, Bluff+6 (+10 when feinting), Tumble+10; Feats: Ability Focus (Acid Spray), Point Blank Shot.

Mannequin: CR 1; Medium Aberration; HD 2d8+4; hp 17; Init +1; Spd 30 feet; Defense 13; Touch 11; Flat-footed 12; Bab +1; Grapple +3; Attack Slam +4 Melee (1d4+3); Space/Reach 5/5; Special Qualities: Blind-sense 30 feet; Mas:15; AL: None or Silent Hill; Saves: Fort+2, Ref+1, Will+3; Abilities: Str 14, Dex 12, Con 15, Int 7, Wis 10, Cha 8; Skills: Disguise +8 (as an inanimate object), Jump+7, Listen +9, Swim+3; Feats: Improved Natural Attack (Slam).
In every respect, this mannequin appears normal, except for one trait; it is comprised of two lower bodies joined together at the waists, its upper legs and feet functioning as impromptu arms. When you approach this curiosity, it comes to life, shouting in an unearthly tone not unlike that of a strangled man screaming. Whatever orifice the noises emanate from is unclear and probably best left unknown.
This monstrosity manifests from one’s natural desires, lusts, and urges. It attacks by swinging it’s upper feet at hostile creatures and unfamiliar creatures. From a distance, it is completely motionless, but when someone approaches within 10 feet, 20 feet with a light source, it springs to life and attacks. A mannequin has a +4 species bonus on Disguise checks when imitating a mannequin and Listen checks.
Creeper: Diminutive Vermin; CR ¼; HD 1/8d8-1; hp 1; Init +3; Spd 30 feet; Defense 17: Touch 17: Flat-footed 14; Bab+0; Grapple-17; Attack Bite +0 melee (1, plus poison); Space/Reach; Special Qualities: Dark-vision 60 feet, Poison; Mas 9; AL: None; Saves: Fort+1, Ref+3, Will-1; Abilities: Str 1, Dex 16, Con 8, Int -, Wis 8, Cha 2; Skills: Climb +7, Hide +19, Swim +7; Feats: None.
This appears to be a large beetle, about the size of an adult foot. It moves with surprising speed, about as fast as a running human, making soft screeching sounds as it moves.
This insect is too large to be a product of nature, especially in this climate. The bug is unlike any kind of vermin previously encountered in the study of entomology.
The creeper uses its Dexterity modifier for Climb and Swim checks. It poisons creatures that it bites. The initial damage is 1d3 Strength, the secondary damage is 1d2 Dexterity. The Save DC is 9.

“Bubblehead” Nurse: Medium Monstrous Humanoid; CR 3; HD 4d8+12; hp 32; Init +3; Spd 30 feet; Defense 16; Touch 13; Flat-footed 13; Bab+4; Grapple+7; Attack Iron Pipe+8 Melee (1d6+4), Power Attack Iron Pipe+4 Melee (1d6+12) or Revolver+7 Ranged (2d8); Space/Reach 5/5; Special Qualities: Dark-vision 60 feet; AL None or Silent Hill; Mas 16; Saves: Fort+4, Ref+6, Will+6; Abilities: Str 16, Dex 14, Con 16, Int 8, Wis 14, Cha 6; Skills: Listen +9, Hide +9, Spot +3, Treat Injury+9; Feats: Power Attack, Weapon Focus (Iron Pipe or Revolver).
This female nurse bears a grotesquely swollen head; its neck permanently fixed 90 degrees to its left. This horrid mutation carries an iron pipe, dragging it along the ground, making sounds of metal colliding against the floor. As it nears its prey, it unleashes a scream not unlike that of a young woman in mind-numbing pain.
It is unclear whether these monsters were humans in a previous life, or have always been the product of this wretched town. It attacks with either an iron pipe in two hands or, rarely, a pistol.

Mandarin: Large Monstrous Humanoid; CR 4; HD 6d8+24; hp 46; Init+0; Spd Climb 30 feet; Defense 15; Touch 9; Flat-footed 15; Bab+6; Grapple+14 Attack Spike +10 Melee (1d8+6) or Power Attack Spike +7 Melee (1d8+9); Full Attack 2 Spikes +8 Melee (1d8+6) or Power Attack Spikes +5 Melee (1d8+9); Space/Reach 10/10; Special Qualities: Cursed, Slow fall 30 feet, Dark-vision 60 feet, Improved Grab; AL None or Silent Hill; Mas 16; Saves: Fort+5, Ref+4, Will+7; Abilities: Str 18, Dex 10, Con 16, Int 6, Wis 14, Cha 7; Skills: Balance+3, Climb +21, Jump+13; Feats: Power Attack, Improved Natural Attack (Claw), Multiattack.
This anthropoid is around 8 feet tall, with large, muscular arms and a stained white apron. It hangs under the grate you are standing upon. It has no fingers on its hand, yet somehow it manages to hang on. What is even more disturbing is that it has no face, and its neck and head are shaped like that of a worm’s.
This pitiful soul is cursed to remain below ground, its feet never allowed to touch a flat surface. Spikes are located in the creature’s arms, launching out of its hands at any foe that approaches nearby.
Cursed (Su): All Mandarins are cursed to hang below ground, to hang onto any nearby object for dear life. When its feet touch a flat surface, it instantly dies.
Slow fall (Ex): When taking falling damage, it ignores the first 30 feet of damage. In order to use this ability, it must be within reach of a wall.
[img]http://silent_hill6.tripod.com/sitebuildercontent/sitebuilderpictures/doormen.jpg[/img]
Doorman: Large Aberration; Challenge Rating 7; HD 8d8+40; hp 76; Init +2; Spd 20 feet; Defense 18; Touch 11; Flat-footed 16; Bab +6; Grapple+19; Attack +13 Melee (Bite 2d8+7) or Power Attack +8 Melee (Bite 2d8+17) or +8 Melee (1d4+17, Slam, 5 point Power Attack); Full Attack Bite+8/+3 Melee (2d8+17) and Slam+6 Melee (1d4+17); Space/Reach 10/10; Special Qualities: Energy Drain, Fear Aura (DC 18), Improved Grab, Constrict 2d8+7, Dark-vision 60 feet; AL None or Silent Hill, sometimes Evil; Mas 20; Saves: Fort+7, Ref+4, Will+8; Abilities: Str 20, Dex 14, Con 20, Int 12, Wis 14, Cha 18; Skills: Balance+13, Bluff+15, Intimidate +17, Listen+11; Feats: Power Attack, Improved Grapple, Improved Natural Attack (Bite), Multiattack.
This horrid entity appears to be two reclining figures on a table-like object, stitched together and to the table. The creature uses the “table legs” to walk, and two humanoid hands dangle below the front. As it walks toward you, it’s loud stomps reverberating throughout the recesses of your ears.
The Doorman is a malicious creature, draining others of life and using that energy to heal its own wounds by means of its bite. Its appearance is a representation of Angela Orosco’s father.
When engaged in combat, a doorman goes to the weakest-looking creature and attempts to grapple the victim. If it succeeds, it drains the life out of the victim until either the victim dies or the Doorman is presented with a greater threat, in which it attack the greater threat. The Doorman is one of the few monsters in Silent Hill to realize that humans with guns are much more dangerous than the ones without them. Even though it cannot speak, it can use an Intimidate check by means of attacking and its fear aura. A Doorman has a +4 species bonus on Listen checks.
For the Doorman that attempted to kill Angela in the Labyrinth, see Angela’s Monster in the Boss Monsters section.
Boss Monsters

Pyramid Head: Medium Outsider: Challenge Rating 12; HD 10d8+60; hp 105; Init+2; Spd 30 feet (20 feet with Great Knife); Defense 21; Touch 12; Flat-footed 19; Bab+10; Grapple+20; Attack Great Knife+16 Melee (2d6+20, 4-point Power Attack) or +20 Melee (2d6+12, Normal) or Full Power Attack Great Knife+10 Melee (2d6+32) or Slam+12 Melee (1d6+10, 4-point Power Attack) or Javelin +12 Ranged (1d6+6); Full Attack Great Knife+16/+12 Melee (2d6+20 Melee, 4 Point Power Attack); Space/Reach 5/5; Special Qualities: Blindsight 60 feet, Damage Reduction 10/-, Fear Aura (DC 22), Improved Grab, Regeneration 10; AL Neutral Evil; Mas 22; Saves: Fort+13, Ref+9, Will+10; Abilities: Str 22, Dex 14, Con 22, Int 14, Wis 16, Cha 24. Skills: Balance+12, Climb+18, Concentration+18, Escape Artist+14, Intimidate+19, Jump+18, Knowledge (Behavioral Sciences)+14, Listen+15, Spot+15, Swim+18; Feats: Archaic Weapons Proficiency, Frightful Presence (DC22), Improved Bull Rush, Improved Grapple, Power Attack, Simple Weapons Proficiency, Weapon Focus (Great Sword).
A muscular humanoid, about 6’1/2” tall, wearing a bloodstained white robe, coupled with what looks like a huge, triangular red hat that is actually the vile creature’s head. It carries a giant sword, about 6 feet long, with its right hand, scraping the blade against the cold stone floor, leaving scratch marks wherever it walks.
Pyramid head is one of the vilest blackguards to have been spawned from the fog-bound abattoir that is Silent Hill. It formally existed as a human executioner/assassin for the Order, before disaster plagued the town and turned him into a sadistic hellion. It stalks a particular victim, most likely one who (sub) consciously believes to be punished for a crime, and uses psychological torture to get their victim to admit their crime(s). When the victim admits this, that particular person has the power to kill Pyramid Head. In game terms, Pyramid Head loses both the Regeneration and Damage Reduction special qualities against that specific person, and that person only.
Sometimes Pyramid Head attacks his victims, sometimes he watches and observes, even if the victim attempts to hurt him. Pyramid Head’s Motives are mostly inscrutable to most eyes. It takes a DC 30 Sense Motive check to realize that Pyramid Head is attempting to get the victim to realize something about him/herself.
Angela’s Monster: Large Aberration; Challenge Rating 9; HD 12d8+60; hp 112; Init+2; Spd 20 feet; Defense 18; Touch 11; Flat-footed 16; Bab+9; Grapple+22; Attack Bite +16 Melee (2d10+7) Or Power Attack Bite +11 Melee (2d10+17, 5-point Power Attack); Full Attack Power Attack Bite+11/+6 Melee (2d10+17) and Slam+9 Melee (1d4+17); Space/Reach 10/10; Special Qualities: Energy Drain, Fear Aura (DC 20), Improved Grab, Constrict 2d10+7, Dark-vision 60 feet; AL Evil, Silent Hill; Mas 21; Saves: Fort+9, Ref+6, Will+10; Abilities: Str 20, Dex 14, Con 21, Int 12, Wis 14, Cha 18; Skills: Bluff+13, Balance+15, Intimidate+21, Listen+15; Feats: Power Attack, Improved Grapple, Improved Natural Attack (Bite)x2, Multiattack.
As you are walking down the damnable hallway in this vile maze, you hear a woman scream. She shouts “No Daddy! Please don’t!” The sound emanates from a door to the right. As you pursue whatever lies beyond the threshold the voices come from, you see a gruesome sight; a woman in her early-to-mid 20s attempting to fend off with a butcher knife what appears to be two humanoids stitched together on a table, the stand being able to walk with its table legs of its own volition. As the miscreation turns its head away from the frightened girl and toward you! It moans in a pitched tone, its vociferation carries a hint of acrimony.
This behemoth is basically an advanced Doorman with a more vicious bite attack and is slightly larger.

Flesh Lips: Medium Aberration; Challenge Rating 5; HD 7d8+21; hp 54; Init+3; Spd 30 feet; Defense 19; Touch 13; Flat-footed 16; Bab+5; Grapple+13; Attack Bite+10 Melee (2d6+6, Bite) or Power Attack Bite+7 Melee (2d6+12, 3-point Power Attack); Space/Reach 5/5; Special Qualities: Improved Grab, Constrict 2d6+6, Blind-sight 60 feet; AL Silent Hill; Mas 16; Saves: Fort+5, Ref+5, Will+6; Abilities: Str 18, Dex 16, Con 16, Int 14, Wis 12, Cha 10; Skills: Climb+14, Escape Artist+13, Hide+13, Listen+5, Move Silently+13; Feats: Improved Grapple, Improved Natural Attack (Bite), Power Attack.
A dark, silent figure bound to a cage in the ceiling descends to roughly above your head’s level. It bears plump, beefy lips, in addition what looks like to be two pincers to the sides of its head. It does not appear to have any visible ears or eyes of any kind, and the rest of its body is no more than a fleshy sack.
This brute is encountered in Brookhaven hospital, and a dead specimen was spotted in Pyramid Head’s torture chamber in the Labyrinth. It attacks potential prey by positioning itself above the head and uses its pincers to grab the victim by the neck. It then envelops the head and neck, muscle constriction slowly crushing the cranium into gory paste, which it then digests as nutrients.

Mary/Maria: Medium Monstrous Humanoid; Challenge Rating 15; HD 20d10+100; hp 225; Init+10; Spd Fly 50 feet (good); Defense 30; Touch 16; Flat-footed 24; Bab+20; Grapple+33; Attack Tentacle Spike+20 Melee (2d8+33), 8-point Power Attack; Full Attack Tentacle Spike+20/+15/+10/+5 Melee (2d8+33); Space/Reach 5/5; Special Qualities: Constrict, Damage Reduction 10/-, Fear Aura (DC 27), Resistance to Fire 30, Improved Grab, Regeneration 20, Dark-vision 60 feet, Alter Self at will, Summon Swarm (Bat Swarm) at will; AL Neutral; Mas 24; Saves: Fort+13, Ref+20, Will+17; Abilities: Str 28, Dex 23, Con 21, Int 16, Wis 17, Cha 24; Skills: Bluff+17, Concentration+15, Disguise+17, Intimidate+19, Listen+13, Sense Motive+13, Spot+13. Feats: Power Attack, Weapon Focus (Spike), Improved Grapple, Improved Initiative, Heroic Surge, Precise Strike, Power Critical, Frightful Presence (DC 27), Improved Massive Damage Threshold (Bonus).
Mary/Maria is the final boss of Silent Hill 2. It is either a manifestation of a fake Mary, or the girl Maria in disguise, depending on the ending. Regardless, it is a malicious freak of nature that is the product of James Sunderland’s mind. The creature can alter self at will to transform into that of a young woman that looks exactly like James’ wife, Mary. She calls herself Maria, and wants James to protect her and love her.
Maria will stay in human form, with physical stats of 12 each, even if it will mean her death. In combat against James, however, she transforms into a twisted visage of Mary, garbed in a hospital gown and strapped to a hospital bed, flying in mid-air. It has the uncanny ability to summon swarms of bats at will, which fly away after 2 rounds. It can only use this ability every other round.
Silent Hill 3

Numb Body: Small Aberration; Challenge Rating 1/4; HD 1/2d8; hp 4; Init-1; Spd 15 feet; Defense 10; Touch 10; Flat-footed 10; Bab+0; Grapple-6; Attack Slam-2 Melee (1d2-2); Space/Reach 5/5; Special Qualities: Blind-sight 60 feet, Scent; AL None; Mas 11; Saves: Fort+0, Ref-1, Will+3; Abilities: Str 6, Dex 8, Con 11, Int 2, Wis 13, Cha 3; Skills: Listen+10, Spot+3, Survival+3 (+7 when tracking by scent); Feats: Alertness.
You hear a moaning sound, like that of a wounded animal. The source of the sound becomes clear: a small, hairless biped, about 4 feet at the shoulder, its body apparently pale and frozen-looking. In place of a face, a large orifice for what could be its mouth is the only significant feature on this animal’s head. It has a short tail and slender legs. It starts to walk towards you, weakly lunging at you with its face.
Possibly the most desperate and pathetic creature of Silent Hill, the only advantage the Numb Body has on its side is its sheer numbers. In order to survive, Numb Bodies often travel together in groups, surrounding other monsters and unfortunate humans to wear down their prey. Some Numb Bodies are encountered alone, but are almost always found in a location that would suit a creature of its size and be tactically appropriate; to do so otherwise would be suicide, especially in the desolate realm of Silent Hill.
Some Numb Bodies have grown to exceptionally large sizes; the largest one encountered was 6 feet tall at the shoulder. The larger varieties sometimes travel in groups, but it is not as necessary to their survival as they are larger and stronger.
Medium Numb Body: Challenge Rating 1; HD 1d8+1; hp 9; Init-1; Spd 20 feet; Defense 12, Touch 9, Flat-footed 12; Bab+0: Grapple+0; Attack Slam+0 Melee (1d3); Space/Reach 5/5; Special Qualities: Blind-sight 60 feet, Scent; AL None: Mas 13; Saves: Fort+1, Ref-1, Will+3; Abilities: Str 10, Dex 8, Con 13, Int 2, Wis 13, Cha 3; Skills: Listen+10, Spot+3, Survival+3(+7 when tracking by scent); Feats: Alertness.
Large Numb Body: Challenge Rating 2; HD 3d8+9; hp 25; Init-1; Spd 25 feet; Defense 14, Touch 8, Flat-footed 14; Bab+2; Grapple+8; Attack Slam+6 Melee (1d4+6); Space/Reach 10/10; Special Qualities: Blind-sight 60 feet, Scent; AL None; Mas 17; Saves: Fort+4, Ref+0, Will+4; Abilities: Str 18, Dex 8, Con 17, Int 2, Wis 13, Cha 3; Skills: Listen+12, Spot+3, Survival+5(+9 when tracking by scent); Feats: Alertness.

Double Head: Medium Aberration; Challenge Rating 2; HD 2d8+4; hp 18; Init+6; Spd 40 feet; Defense 13, Touch 12, Flat-footed 11; Bab+1; Grapple+3; Attack Bite+3 Melee (2d4+2) or Claw+3 Melee (1d4+2); Space/Reach 5/5; Special Qualities: Scent; AL None; Mas 12; Saves: Fort+1, Ref+2, Will+4; Abilities: Str 14, Dex 14, Con 14, Int 2, Wis 12, Cha 5; Skills: Jump+4, Listen+3, Spot+3, Survival+3(+7 when tracking by scent); Feats: Improved Initiative.
This pitiful canine appears to have its head split in two vertically. Torn, bloody bandages adorn its frame and the bark that emanates from its gaping “face-maw” does not in the least bit sound like that of a normal dog’s. As it rushes toward you, it bites your leg with its vertical face.
Double Heads are loosely related to the canine family, except for notable differences in its appearance and pack mentality. A pack of double heads are more loosely organized than that of a typical earthly canine’s; any double heads that are dead, dying, or weak will be slaughtered by the rest of the pack, feasting on its remains. However, the Double-Heads have not lost their animal instinct whilst in Silent Hill; they will flee from any great threat, willing to sacrifice the rest of the pack in order to get away. They are impossible to domesticate; they are far too malicious and blood-thirsty to display any signs of loyalty to a human.

Closer: Large Monstrous Humanoid; Challenge Rating 5; HD 6d8+24; hp 46; Init+1; Spd 30 feet; Defense 16; Touch 10; Flat-footed 16; Bab+6; Grapple+15; Attack Spike+11 Melee (1d8+7) or Power Attack Spike+7 Melee (1d8+15) or Bite+11 Melee (2d6+7) or Power Attack Bite+7 Melee (2d6+15); Full Attack 2 Spikes+11/+6 Melee (1d8+7) and Bite+9 Melee (2d6+7) or Power Attack 2 Spikes+7/+2 Melee (1d8+15) and Bite+5 Melee (2d6+15); Space/Reach 10/10; Special Qualities: Low-Light Vision, Dark-vision 60 feet, Improved Grab; AL None or Silent Hill; Mas 18; Saves: Fort+6, Ref+6, Will+7; Abilities: Str 21, Dex 13, Con 18, Int 6, Wis 14, Cha 7; Skills: Balance+5, Climb+14, Jump+14; Feats: Power Attack, Improved Natural Attack (Claw), Multiattack (Bonus).
You have never seen a Mandarin at eye level, and you probably wish you hadn’t; in all respects, this creature is the same as the Mandarin, but it is standing above ground on a flat surface. Its head wildly gyrating, it thrusts its arm towards you, and a spike shoots out to lengthen its reach. Fortunately, it just barely grazes your left side.
Closers are so named for their ability to block tight passageways and thin corridors. The more fortunate cousin of the Mandarin, the Closer has free run wherever it goes, except of course for small niches and alcoves.

Insane Cancer: Large Monstrous Humanoid; Challenge Rating 7; HD 8d8+48; hp 84; Init+3; Spd 30 feet; Defense 17; Touch 11; Flat-footed 15; Bab+8; Grapple+16; Attack Slam+13 Melee (1d4+6) or Bite+13 Melee (1d6+9, plus Poison) or Power Attack Slam+8 Melee (1d4+16) or Power Attack Bite +8 Melee (1d6+19, plus Poison), 5-points for Power Attacks; Full Attack 2 Slams+13/+11 Melee (1d4+16) and Bite+11 Melee (1d6+19, plus Poison) or Power Attack 2 Slams+8/+6 Melee (1d4+16) and Bite+11 Melee (1d6+19, plus Poison); Space/Reach 10/10; Special Qualities: Low-light Vision, Dark-vision 60 feet, Poison (Save DC 16, Primary Damage 1d4 Dexterity, Secondary Damage 1d6 Constitution); AL: Silent Hill; Mas 23; Saves: Fort+8, Ref+9, Will+8; Abilities: Str 22, Dex 16, Con 23, Int 12, Wis 15, Cha 8; Skills: Bluff+7(+15 when faking death or feinting in combat), Climb+14, Jump+14; Feats: Power Attack, Improved Feint (Bonus), Improved Bull Rush, Multiattack, Run.
This inconceivably bloated freak of nature bears a huge mouth, fat meaty arms, and every breath it takes gives off a labored, buzz-like exhalation. Its skin is purplish-grey, dotted here and there with warts, ranging from tiny dots to huge, oozing orbs. With surprising speed, it darts toward your location, concealing a surprisingly nimble body beneath its blanket of flesh.
The Insane Cancer is so named because it resembles a feral-minded human with extreme stages of skin cancer. It is surprisingly strong and quick for its size and girth, being able to out-perform all but the most professional of athletes.
The Insane Cancer is surprisingly clever in combat: It fakes death near an important item or entryway, then when another living being approaches too close, its body literally inflates and quickly regains its posture in about half a second seconds whenever it is prone (free action). When reduced to a quarter of its hit points, it fakes death until its opponents leave.

Pendulum: Medium Monstrous Humanoid; Challenge Rating 3; HD 4d8+4; hp 24; Init+4; Spd 5 feet, Fly 60 feet (good); Defense 18; Touch 14; Flat-footed 14; Bab+4; Grapple+6; Attack Spike+8 Melee (1d6+1); Full Attack 4 Spikes +8/+6/+6/+6 Melee (1d6+1); Space/Reach 5/5; Special Qualities: Blind-sight 60 feet; AL None or Silent Hill; Mas 13; Saves: Fort+2, Ref+8, Will+5; Abilities: Str 12, Dex 18, Con 13, Int 8, Wis 12, Cha 8; Skills: Balance+11, Hide+5, Listen+16, Tumble+11; Feats: Multiattack, Fly-by Attack (Bonus).
The unearthly sound of what seems to be of metal scraping against metal at incredibly high speeds off in the distance. Who, or what, is making the sonancy is obscured in the tenebrosity. Suddenly, a monstrous insect-like creature, about the size of a human, swoops towards you at incredible velocity, a chaotic mass of blades rotating around as the figure gyrates in the air, a living blender of turbulence. It is bright green, a humanoid figure curled up in a ball, two spikes on the head and the bottom, coupled by two other barbs sticking out to the sides, capable of being bent like two impromptu legs.
The Pendulum represents a vicious cycle, events repeating themselves, only to bring destruction and ruin to any soul who gets too close to the heart of the matter. Heather is the reincarnated soul of Alessa, doomed to repeat the history of revenge and violence. Curbing those hidden rages are the key to escaping the sequence.
Pendulums hide in the distance under the veil of the crepuscule, the maddening scraping sound reverberating throughout the entire area, making it almost impossible to pinpoint the source. The Pendulum uses this confusion to strike at its prey, flying past the victim at breakneck speed, sundering flesh and bone alike, retreating into the inky black and repeating this doomed sequence anew.
I also enjoyed how the town of Silent Hill was made by the descent of Alessa's drive for revenge. If Silent Hill were in Ravenloft, Alessa would be the Darklord. So here we go:
Silent Hill

Cultural Level: Formerly around 12 (Industrial), now Savage(0). In the movie, Silent Hill had some cultists, but I cannot accurately measure the Cultural Level. Too sophisticated for Stone Age, yet too savage for anything higher.
Population: Occasional trapped denizen, no surviving natives other than the cultists. Monsters: Unknown
Magic Rating: 0

Desolate and dark, Silent Hill is surrounded by an impenetrable fog, thick enough that one cannot see several feet ahead. The buildings are dirty and decrepit, the cars unworking regardless of condition. Even in noon, the fog captures most of the rays of sunlight, leaving the entire town trapped in a fog-bound abbattoir. No visible indication of why or how the town was abadoned is visible anywhere. That is, any place that would not be visible to the unseeing eye...
Technological devices for transportation and communication stop functioning, while radios and walkie-talkies give off faint static. At times, the static grows stronger, until it is impossible for the ears to not pick up the cacophany. Woe to the soul who hears this, as this is a sure indication that the blasphemous beings that roam this town are nearby.

The Darklord of the realm is no more than a little girl, Alessa Gillespie. Treated horribly at the hands of the locals, she was inflicted by numerous atrocities thanks to the local cult. She was no more than a witch in their eyes, not an innocent child. She was ritually sacrificed on the Church alter of the cult to purge her evil.
Alessa just barely survived, relocated to the burn ward section of a hospital. Her constant pain and agony were channeled into thoughts of vengeance at the hands of the cult and their leader, Dahlia.
Alessa now subconsciously controls the town of Silent Hill, the monsters and locations shaped by her thoughts, wants, desires, and fears.
Monsters of Silent Hill
Silent Hill 2

Lying Figure: CR 1; Medium Aberration; HD 2d8+4; hp 16; Init +2; Spd 15 feet ( 40 feet when on its belly); Defense 13; Touch 12; Flat-footed 11; Bab +1; Grapple -3 (no arms); Attack Slam +1 Melee (1d3) or Acid Spray +3 Ranged (1d6 acid, Reflex Save DC 15 for half); Space/Reach 5/5; Special Qualities: Low-light vision, Dark-vision 60 feet, Resistance to Acid 10, Acid Breath Weapon; AL: None or Silent Hill; Abilities: Saves: Fort+2, Ref+0, Will+3; Str 10, Dex 14, Con 15, Int 6, Wis 10, Cha 6; Skills: Balance+6, Bluff +3 (+7 when feinting), Tumble +7; Feats: Ability Focus (Acid Spray).
A slim, grey humanoid with no arms and a face that appears to have its flesh burned off slowly walks toward you, moaning in agony. As it reaches you, its upper body starts swaying side to side, a soft rumbling sound emanates from the figure. Suddenly, its torso opens up, exposing its organs, not resembling any normal human being’s. An organ in its body starts spraying a greenish acidic mist towards you, its foul smell overwhelming your nostrils.
A Lying Figure is a pitiful creature, its form representing suffering and agony. It walks up to any light source or foreign creature (humans), and sprays its acid mist at it. When the creature encounters belligerent prey, it feigns death. If the enemy continues to attack it, it crawls away at an astonishing speed, “tumbling” through enemy space. If it has nowhere to escape, it rams into its opponent (treat as a slam), and attempts to put distance between it and its tormenter as soon as possible. A Lying Figure has a +4 species bonus on Bluff Checks when feigning death.
Lying Figures in the Labyrinth are more powerful than the standard Lying Figure.
Labyrinth Lying Figure: CR 3; Medium Aberration; HD 5d8+15; hp 39; Init+2; Spd 15 feet (40 feet when on its belly); Defense 15; Touch 12; Flat-footed 13; Bab+3; Grapple-1 (no arms); Attack Slam +3 Melee (1d3) or Acid Spray+6 Ranged (1d6+1); Space/Reach 5/5; Special Qualities: Low-light Vision, Dark-vision 60 feet, Resistance to Acid 10, Acid Breath Weapon (DC 17); AL: None or Silent Hill; Abilities: Str 10, Dex 14, Con 16, Int 6, Wis 10, Cha 6; Skills: Balance+6, Bluff+6 (+10 when feinting), Tumble+10; Feats: Ability Focus (Acid Spray), Point Blank Shot.

Mannequin: CR 1; Medium Aberration; HD 2d8+4; hp 17; Init +1; Spd 30 feet; Defense 13; Touch 11; Flat-footed 12; Bab +1; Grapple +3; Attack Slam +4 Melee (1d4+3); Space/Reach 5/5; Special Qualities: Blind-sense 30 feet; Mas:15; AL: None or Silent Hill; Saves: Fort+2, Ref+1, Will+3; Abilities: Str 14, Dex 12, Con 15, Int 7, Wis 10, Cha 8; Skills: Disguise +8 (as an inanimate object), Jump+7, Listen +9, Swim+3; Feats: Improved Natural Attack (Slam).
In every respect, this mannequin appears normal, except for one trait; it is comprised of two lower bodies joined together at the waists, its upper legs and feet functioning as impromptu arms. When you approach this curiosity, it comes to life, shouting in an unearthly tone not unlike that of a strangled man screaming. Whatever orifice the noises emanate from is unclear and probably best left unknown.
This monstrosity manifests from one’s natural desires, lusts, and urges. It attacks by swinging it’s upper feet at hostile creatures and unfamiliar creatures. From a distance, it is completely motionless, but when someone approaches within 10 feet, 20 feet with a light source, it springs to life and attacks. A mannequin has a +4 species bonus on Disguise checks when imitating a mannequin and Listen checks.
Creeper: Diminutive Vermin; CR ¼; HD 1/8d8-1; hp 1; Init +3; Spd 30 feet; Defense 17: Touch 17: Flat-footed 14; Bab+0; Grapple-17; Attack Bite +0 melee (1, plus poison); Space/Reach; Special Qualities: Dark-vision 60 feet, Poison; Mas 9; AL: None; Saves: Fort+1, Ref+3, Will-1; Abilities: Str 1, Dex 16, Con 8, Int -, Wis 8, Cha 2; Skills: Climb +7, Hide +19, Swim +7; Feats: None.
This appears to be a large beetle, about the size of an adult foot. It moves with surprising speed, about as fast as a running human, making soft screeching sounds as it moves.
This insect is too large to be a product of nature, especially in this climate. The bug is unlike any kind of vermin previously encountered in the study of entomology.
The creeper uses its Dexterity modifier for Climb and Swim checks. It poisons creatures that it bites. The initial damage is 1d3 Strength, the secondary damage is 1d2 Dexterity. The Save DC is 9.

“Bubblehead” Nurse: Medium Monstrous Humanoid; CR 3; HD 4d8+12; hp 32; Init +3; Spd 30 feet; Defense 16; Touch 13; Flat-footed 13; Bab+4; Grapple+7; Attack Iron Pipe+8 Melee (1d6+4), Power Attack Iron Pipe+4 Melee (1d6+12) or Revolver+7 Ranged (2d8); Space/Reach 5/5; Special Qualities: Dark-vision 60 feet; AL None or Silent Hill; Mas 16; Saves: Fort+4, Ref+6, Will+6; Abilities: Str 16, Dex 14, Con 16, Int 8, Wis 14, Cha 6; Skills: Listen +9, Hide +9, Spot +3, Treat Injury+9; Feats: Power Attack, Weapon Focus (Iron Pipe or Revolver).
This female nurse bears a grotesquely swollen head; its neck permanently fixed 90 degrees to its left. This horrid mutation carries an iron pipe, dragging it along the ground, making sounds of metal colliding against the floor. As it nears its prey, it unleashes a scream not unlike that of a young woman in mind-numbing pain.
It is unclear whether these monsters were humans in a previous life, or have always been the product of this wretched town. It attacks with either an iron pipe in two hands or, rarely, a pistol.

Mandarin: Large Monstrous Humanoid; CR 4; HD 6d8+24; hp 46; Init+0; Spd Climb 30 feet; Defense 15; Touch 9; Flat-footed 15; Bab+6; Grapple+14 Attack Spike +10 Melee (1d8+6) or Power Attack Spike +7 Melee (1d8+9); Full Attack 2 Spikes +8 Melee (1d8+6) or Power Attack Spikes +5 Melee (1d8+9); Space/Reach 10/10; Special Qualities: Cursed, Slow fall 30 feet, Dark-vision 60 feet, Improved Grab; AL None or Silent Hill; Mas 16; Saves: Fort+5, Ref+4, Will+7; Abilities: Str 18, Dex 10, Con 16, Int 6, Wis 14, Cha 7; Skills: Balance+3, Climb +21, Jump+13; Feats: Power Attack, Improved Natural Attack (Claw), Multiattack.
This anthropoid is around 8 feet tall, with large, muscular arms and a stained white apron. It hangs under the grate you are standing upon. It has no fingers on its hand, yet somehow it manages to hang on. What is even more disturbing is that it has no face, and its neck and head are shaped like that of a worm’s.
This pitiful soul is cursed to remain below ground, its feet never allowed to touch a flat surface. Spikes are located in the creature’s arms, launching out of its hands at any foe that approaches nearby.
Cursed (Su): All Mandarins are cursed to hang below ground, to hang onto any nearby object for dear life. When its feet touch a flat surface, it instantly dies.
Slow fall (Ex): When taking falling damage, it ignores the first 30 feet of damage. In order to use this ability, it must be within reach of a wall.
[img]http://silent_hill6.tripod.com/sitebuildercontent/sitebuilderpictures/doormen.jpg[/img]
Doorman: Large Aberration; Challenge Rating 7; HD 8d8+40; hp 76; Init +2; Spd 20 feet; Defense 18; Touch 11; Flat-footed 16; Bab +6; Grapple+19; Attack +13 Melee (Bite 2d8+7) or Power Attack +8 Melee (Bite 2d8+17) or +8 Melee (1d4+17, Slam, 5 point Power Attack); Full Attack Bite+8/+3 Melee (2d8+17) and Slam+6 Melee (1d4+17); Space/Reach 10/10; Special Qualities: Energy Drain, Fear Aura (DC 18), Improved Grab, Constrict 2d8+7, Dark-vision 60 feet; AL None or Silent Hill, sometimes Evil; Mas 20; Saves: Fort+7, Ref+4, Will+8; Abilities: Str 20, Dex 14, Con 20, Int 12, Wis 14, Cha 18; Skills: Balance+13, Bluff+15, Intimidate +17, Listen+11; Feats: Power Attack, Improved Grapple, Improved Natural Attack (Bite), Multiattack.
This horrid entity appears to be two reclining figures on a table-like object, stitched together and to the table. The creature uses the “table legs” to walk, and two humanoid hands dangle below the front. As it walks toward you, it’s loud stomps reverberating throughout the recesses of your ears.
The Doorman is a malicious creature, draining others of life and using that energy to heal its own wounds by means of its bite. Its appearance is a representation of Angela Orosco’s father.
When engaged in combat, a doorman goes to the weakest-looking creature and attempts to grapple the victim. If it succeeds, it drains the life out of the victim until either the victim dies or the Doorman is presented with a greater threat, in which it attack the greater threat. The Doorman is one of the few monsters in Silent Hill to realize that humans with guns are much more dangerous than the ones without them. Even though it cannot speak, it can use an Intimidate check by means of attacking and its fear aura. A Doorman has a +4 species bonus on Listen checks.
For the Doorman that attempted to kill Angela in the Labyrinth, see Angela’s Monster in the Boss Monsters section.
Boss Monsters

Pyramid Head: Medium Outsider: Challenge Rating 12; HD 10d8+60; hp 105; Init+2; Spd 30 feet (20 feet with Great Knife); Defense 21; Touch 12; Flat-footed 19; Bab+10; Grapple+20; Attack Great Knife+16 Melee (2d6+20, 4-point Power Attack) or +20 Melee (2d6+12, Normal) or Full Power Attack Great Knife+10 Melee (2d6+32) or Slam+12 Melee (1d6+10, 4-point Power Attack) or Javelin +12 Ranged (1d6+6); Full Attack Great Knife+16/+12 Melee (2d6+20 Melee, 4 Point Power Attack); Space/Reach 5/5; Special Qualities: Blindsight 60 feet, Damage Reduction 10/-, Fear Aura (DC 22), Improved Grab, Regeneration 10; AL Neutral Evil; Mas 22; Saves: Fort+13, Ref+9, Will+10; Abilities: Str 22, Dex 14, Con 22, Int 14, Wis 16, Cha 24. Skills: Balance+12, Climb+18, Concentration+18, Escape Artist+14, Intimidate+19, Jump+18, Knowledge (Behavioral Sciences)+14, Listen+15, Spot+15, Swim+18; Feats: Archaic Weapons Proficiency, Frightful Presence (DC22), Improved Bull Rush, Improved Grapple, Power Attack, Simple Weapons Proficiency, Weapon Focus (Great Sword).
A muscular humanoid, about 6’1/2” tall, wearing a bloodstained white robe, coupled with what looks like a huge, triangular red hat that is actually the vile creature’s head. It carries a giant sword, about 6 feet long, with its right hand, scraping the blade against the cold stone floor, leaving scratch marks wherever it walks.
Pyramid head is one of the vilest blackguards to have been spawned from the fog-bound abattoir that is Silent Hill. It formally existed as a human executioner/assassin for the Order, before disaster plagued the town and turned him into a sadistic hellion. It stalks a particular victim, most likely one who (sub) consciously believes to be punished for a crime, and uses psychological torture to get their victim to admit their crime(s). When the victim admits this, that particular person has the power to kill Pyramid Head. In game terms, Pyramid Head loses both the Regeneration and Damage Reduction special qualities against that specific person, and that person only.
Sometimes Pyramid Head attacks his victims, sometimes he watches and observes, even if the victim attempts to hurt him. Pyramid Head’s Motives are mostly inscrutable to most eyes. It takes a DC 30 Sense Motive check to realize that Pyramid Head is attempting to get the victim to realize something about him/herself.
Angela’s Monster: Large Aberration; Challenge Rating 9; HD 12d8+60; hp 112; Init+2; Spd 20 feet; Defense 18; Touch 11; Flat-footed 16; Bab+9; Grapple+22; Attack Bite +16 Melee (2d10+7) Or Power Attack Bite +11 Melee (2d10+17, 5-point Power Attack); Full Attack Power Attack Bite+11/+6 Melee (2d10+17) and Slam+9 Melee (1d4+17); Space/Reach 10/10; Special Qualities: Energy Drain, Fear Aura (DC 20), Improved Grab, Constrict 2d10+7, Dark-vision 60 feet; AL Evil, Silent Hill; Mas 21; Saves: Fort+9, Ref+6, Will+10; Abilities: Str 20, Dex 14, Con 21, Int 12, Wis 14, Cha 18; Skills: Bluff+13, Balance+15, Intimidate+21, Listen+15; Feats: Power Attack, Improved Grapple, Improved Natural Attack (Bite)x2, Multiattack.
As you are walking down the damnable hallway in this vile maze, you hear a woman scream. She shouts “No Daddy! Please don’t!” The sound emanates from a door to the right. As you pursue whatever lies beyond the threshold the voices come from, you see a gruesome sight; a woman in her early-to-mid 20s attempting to fend off with a butcher knife what appears to be two humanoids stitched together on a table, the stand being able to walk with its table legs of its own volition. As the miscreation turns its head away from the frightened girl and toward you! It moans in a pitched tone, its vociferation carries a hint of acrimony.
This behemoth is basically an advanced Doorman with a more vicious bite attack and is slightly larger.

Flesh Lips: Medium Aberration; Challenge Rating 5; HD 7d8+21; hp 54; Init+3; Spd 30 feet; Defense 19; Touch 13; Flat-footed 16; Bab+5; Grapple+13; Attack Bite+10 Melee (2d6+6, Bite) or Power Attack Bite+7 Melee (2d6+12, 3-point Power Attack); Space/Reach 5/5; Special Qualities: Improved Grab, Constrict 2d6+6, Blind-sight 60 feet; AL Silent Hill; Mas 16; Saves: Fort+5, Ref+5, Will+6; Abilities: Str 18, Dex 16, Con 16, Int 14, Wis 12, Cha 10; Skills: Climb+14, Escape Artist+13, Hide+13, Listen+5, Move Silently+13; Feats: Improved Grapple, Improved Natural Attack (Bite), Power Attack.
A dark, silent figure bound to a cage in the ceiling descends to roughly above your head’s level. It bears plump, beefy lips, in addition what looks like to be two pincers to the sides of its head. It does not appear to have any visible ears or eyes of any kind, and the rest of its body is no more than a fleshy sack.
This brute is encountered in Brookhaven hospital, and a dead specimen was spotted in Pyramid Head’s torture chamber in the Labyrinth. It attacks potential prey by positioning itself above the head and uses its pincers to grab the victim by the neck. It then envelops the head and neck, muscle constriction slowly crushing the cranium into gory paste, which it then digests as nutrients.

Mary/Maria: Medium Monstrous Humanoid; Challenge Rating 15; HD 20d10+100; hp 225; Init+10; Spd Fly 50 feet (good); Defense 30; Touch 16; Flat-footed 24; Bab+20; Grapple+33; Attack Tentacle Spike+20 Melee (2d8+33), 8-point Power Attack; Full Attack Tentacle Spike+20/+15/+10/+5 Melee (2d8+33); Space/Reach 5/5; Special Qualities: Constrict, Damage Reduction 10/-, Fear Aura (DC 27), Resistance to Fire 30, Improved Grab, Regeneration 20, Dark-vision 60 feet, Alter Self at will, Summon Swarm (Bat Swarm) at will; AL Neutral; Mas 24; Saves: Fort+13, Ref+20, Will+17; Abilities: Str 28, Dex 23, Con 21, Int 16, Wis 17, Cha 24; Skills: Bluff+17, Concentration+15, Disguise+17, Intimidate+19, Listen+13, Sense Motive+13, Spot+13. Feats: Power Attack, Weapon Focus (Spike), Improved Grapple, Improved Initiative, Heroic Surge, Precise Strike, Power Critical, Frightful Presence (DC 27), Improved Massive Damage Threshold (Bonus).
Mary/Maria is the final boss of Silent Hill 2. It is either a manifestation of a fake Mary, or the girl Maria in disguise, depending on the ending. Regardless, it is a malicious freak of nature that is the product of James Sunderland’s mind. The creature can alter self at will to transform into that of a young woman that looks exactly like James’ wife, Mary. She calls herself Maria, and wants James to protect her and love her.
Maria will stay in human form, with physical stats of 12 each, even if it will mean her death. In combat against James, however, she transforms into a twisted visage of Mary, garbed in a hospital gown and strapped to a hospital bed, flying in mid-air. It has the uncanny ability to summon swarms of bats at will, which fly away after 2 rounds. It can only use this ability every other round.
Silent Hill 3

Numb Body: Small Aberration; Challenge Rating 1/4; HD 1/2d8; hp 4; Init-1; Spd 15 feet; Defense 10; Touch 10; Flat-footed 10; Bab+0; Grapple-6; Attack Slam-2 Melee (1d2-2); Space/Reach 5/5; Special Qualities: Blind-sight 60 feet, Scent; AL None; Mas 11; Saves: Fort+0, Ref-1, Will+3; Abilities: Str 6, Dex 8, Con 11, Int 2, Wis 13, Cha 3; Skills: Listen+10, Spot+3, Survival+3 (+7 when tracking by scent); Feats: Alertness.
You hear a moaning sound, like that of a wounded animal. The source of the sound becomes clear: a small, hairless biped, about 4 feet at the shoulder, its body apparently pale and frozen-looking. In place of a face, a large orifice for what could be its mouth is the only significant feature on this animal’s head. It has a short tail and slender legs. It starts to walk towards you, weakly lunging at you with its face.
Possibly the most desperate and pathetic creature of Silent Hill, the only advantage the Numb Body has on its side is its sheer numbers. In order to survive, Numb Bodies often travel together in groups, surrounding other monsters and unfortunate humans to wear down their prey. Some Numb Bodies are encountered alone, but are almost always found in a location that would suit a creature of its size and be tactically appropriate; to do so otherwise would be suicide, especially in the desolate realm of Silent Hill.
Some Numb Bodies have grown to exceptionally large sizes; the largest one encountered was 6 feet tall at the shoulder. The larger varieties sometimes travel in groups, but it is not as necessary to their survival as they are larger and stronger.
Medium Numb Body: Challenge Rating 1; HD 1d8+1; hp 9; Init-1; Spd 20 feet; Defense 12, Touch 9, Flat-footed 12; Bab+0: Grapple+0; Attack Slam+0 Melee (1d3); Space/Reach 5/5; Special Qualities: Blind-sight 60 feet, Scent; AL None: Mas 13; Saves: Fort+1, Ref-1, Will+3; Abilities: Str 10, Dex 8, Con 13, Int 2, Wis 13, Cha 3; Skills: Listen+10, Spot+3, Survival+3(+7 when tracking by scent); Feats: Alertness.
Large Numb Body: Challenge Rating 2; HD 3d8+9; hp 25; Init-1; Spd 25 feet; Defense 14, Touch 8, Flat-footed 14; Bab+2; Grapple+8; Attack Slam+6 Melee (1d4+6); Space/Reach 10/10; Special Qualities: Blind-sight 60 feet, Scent; AL None; Mas 17; Saves: Fort+4, Ref+0, Will+4; Abilities: Str 18, Dex 8, Con 17, Int 2, Wis 13, Cha 3; Skills: Listen+12, Spot+3, Survival+5(+9 when tracking by scent); Feats: Alertness.
Double Head: Medium Aberration; Challenge Rating 2; HD 2d8+4; hp 18; Init+6; Spd 40 feet; Defense 13, Touch 12, Flat-footed 11; Bab+1; Grapple+3; Attack Bite+3 Melee (2d4+2) or Claw+3 Melee (1d4+2); Space/Reach 5/5; Special Qualities: Scent; AL None; Mas 12; Saves: Fort+1, Ref+2, Will+4; Abilities: Str 14, Dex 14, Con 14, Int 2, Wis 12, Cha 5; Skills: Jump+4, Listen+3, Spot+3, Survival+3(+7 when tracking by scent); Feats: Improved Initiative.
This pitiful canine appears to have its head split in two vertically. Torn, bloody bandages adorn its frame and the bark that emanates from its gaping “face-maw” does not in the least bit sound like that of a normal dog’s. As it rushes toward you, it bites your leg with its vertical face.
Double Heads are loosely related to the canine family, except for notable differences in its appearance and pack mentality. A pack of double heads are more loosely organized than that of a typical earthly canine’s; any double heads that are dead, dying, or weak will be slaughtered by the rest of the pack, feasting on its remains. However, the Double-Heads have not lost their animal instinct whilst in Silent Hill; they will flee from any great threat, willing to sacrifice the rest of the pack in order to get away. They are impossible to domesticate; they are far too malicious and blood-thirsty to display any signs of loyalty to a human.

Closer: Large Monstrous Humanoid; Challenge Rating 5; HD 6d8+24; hp 46; Init+1; Spd 30 feet; Defense 16; Touch 10; Flat-footed 16; Bab+6; Grapple+15; Attack Spike+11 Melee (1d8+7) or Power Attack Spike+7 Melee (1d8+15) or Bite+11 Melee (2d6+7) or Power Attack Bite+7 Melee (2d6+15); Full Attack 2 Spikes+11/+6 Melee (1d8+7) and Bite+9 Melee (2d6+7) or Power Attack 2 Spikes+7/+2 Melee (1d8+15) and Bite+5 Melee (2d6+15); Space/Reach 10/10; Special Qualities: Low-Light Vision, Dark-vision 60 feet, Improved Grab; AL None or Silent Hill; Mas 18; Saves: Fort+6, Ref+6, Will+7; Abilities: Str 21, Dex 13, Con 18, Int 6, Wis 14, Cha 7; Skills: Balance+5, Climb+14, Jump+14; Feats: Power Attack, Improved Natural Attack (Claw), Multiattack (Bonus).
You have never seen a Mandarin at eye level, and you probably wish you hadn’t; in all respects, this creature is the same as the Mandarin, but it is standing above ground on a flat surface. Its head wildly gyrating, it thrusts its arm towards you, and a spike shoots out to lengthen its reach. Fortunately, it just barely grazes your left side.
Closers are so named for their ability to block tight passageways and thin corridors. The more fortunate cousin of the Mandarin, the Closer has free run wherever it goes, except of course for small niches and alcoves.

Insane Cancer: Large Monstrous Humanoid; Challenge Rating 7; HD 8d8+48; hp 84; Init+3; Spd 30 feet; Defense 17; Touch 11; Flat-footed 15; Bab+8; Grapple+16; Attack Slam+13 Melee (1d4+6) or Bite+13 Melee (1d6+9, plus Poison) or Power Attack Slam+8 Melee (1d4+16) or Power Attack Bite +8 Melee (1d6+19, plus Poison), 5-points for Power Attacks; Full Attack 2 Slams+13/+11 Melee (1d4+16) and Bite+11 Melee (1d6+19, plus Poison) or Power Attack 2 Slams+8/+6 Melee (1d4+16) and Bite+11 Melee (1d6+19, plus Poison); Space/Reach 10/10; Special Qualities: Low-light Vision, Dark-vision 60 feet, Poison (Save DC 16, Primary Damage 1d4 Dexterity, Secondary Damage 1d6 Constitution); AL: Silent Hill; Mas 23; Saves: Fort+8, Ref+9, Will+8; Abilities: Str 22, Dex 16, Con 23, Int 12, Wis 15, Cha 8; Skills: Bluff+7(+15 when faking death or feinting in combat), Climb+14, Jump+14; Feats: Power Attack, Improved Feint (Bonus), Improved Bull Rush, Multiattack, Run.
This inconceivably bloated freak of nature bears a huge mouth, fat meaty arms, and every breath it takes gives off a labored, buzz-like exhalation. Its skin is purplish-grey, dotted here and there with warts, ranging from tiny dots to huge, oozing orbs. With surprising speed, it darts toward your location, concealing a surprisingly nimble body beneath its blanket of flesh.
The Insane Cancer is so named because it resembles a feral-minded human with extreme stages of skin cancer. It is surprisingly strong and quick for its size and girth, being able to out-perform all but the most professional of athletes.
The Insane Cancer is surprisingly clever in combat: It fakes death near an important item or entryway, then when another living being approaches too close, its body literally inflates and quickly regains its posture in about half a second seconds whenever it is prone (free action). When reduced to a quarter of its hit points, it fakes death until its opponents leave.

Pendulum: Medium Monstrous Humanoid; Challenge Rating 3; HD 4d8+4; hp 24; Init+4; Spd 5 feet, Fly 60 feet (good); Defense 18; Touch 14; Flat-footed 14; Bab+4; Grapple+6; Attack Spike+8 Melee (1d6+1); Full Attack 4 Spikes +8/+6/+6/+6 Melee (1d6+1); Space/Reach 5/5; Special Qualities: Blind-sight 60 feet; AL None or Silent Hill; Mas 13; Saves: Fort+2, Ref+8, Will+5; Abilities: Str 12, Dex 18, Con 13, Int 8, Wis 12, Cha 8; Skills: Balance+11, Hide+5, Listen+16, Tumble+11; Feats: Multiattack, Fly-by Attack (Bonus).
The unearthly sound of what seems to be of metal scraping against metal at incredibly high speeds off in the distance. Who, or what, is making the sonancy is obscured in the tenebrosity. Suddenly, a monstrous insect-like creature, about the size of a human, swoops towards you at incredible velocity, a chaotic mass of blades rotating around as the figure gyrates in the air, a living blender of turbulence. It is bright green, a humanoid figure curled up in a ball, two spikes on the head and the bottom, coupled by two other barbs sticking out to the sides, capable of being bent like two impromptu legs.
The Pendulum represents a vicious cycle, events repeating themselves, only to bring destruction and ruin to any soul who gets too close to the heart of the matter. Heather is the reincarnated soul of Alessa, doomed to repeat the history of revenge and violence. Curbing those hidden rages are the key to escaping the sequence.
Pendulums hide in the distance under the veil of the crepuscule, the maddening scraping sound reverberating throughout the entire area, making it almost impossible to pinpoint the source. The Pendulum uses this confusion to strike at its prey, flying past the victim at breakneck speed, sundering flesh and bone alike, retreating into the inky black and repeating this doomed sequence anew.




