Skeleton

The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Skeletons are the animated bones of the dead, brought to unlife through foul magic. While most skeletons are mindless automatons, they still possess an evil cunning imparted to them by their animating force—a cunning that allows them to wield weapons and wear armor.

VARIANT SKELETONS
Numerous variant skeletons exist, such as those whose bones burn with an unending fire and those who drip with gore and reassemble themselves over time. Both of these variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. Once controlled, they count normally against the controller’s limit. Each of the following skeleton types modifies the base skeleton in a few key ways. Except as noted, these variations can be stacked with one another—it’s possible to have a bloody burning skeletal champion.

HUMAN SKELETON
CR 1/3 XP 135
NE
Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed
30 ft.
Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws +2 (1d4+2)
STATISTICS
Str
15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
Gear broken chain shirt, broken scimitar
ECOLOGY
Environment
any
Organization any
Treasure none
BLOODY SKELETON
 
BURNING SKELETON
 
CREATING A SKELETON
 
 

Skeletal Champion

This armored skeleton stands in a battle-ready pose, its weapon held high as cold blue light shines in its eye sockets.

Some skeletons retain their intelligence and cunning, making them formidable warriors. These undead are far more powerful than their mindless kin, and many gain class levels.

CR 2 XP 600
Human skeletal champion warrior 1
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC
21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield)
hp 17 (3 HD; 2d8+1d10+3)
Fort +3 Ref +1 Will +3; channel resistance +4
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed
30 ft.
Melee mwk longsword +7 (1d8+3/19–20)
STATISTICS
Str
17, Dex 13, Con —, Int 9, Wis 10, Cha 12
Base Atk +2; CMB +5; CMD 16
Feats Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Skills Intimidate +7, Perception +6, Stealth –1
ECOLOGY
Environment
any
Organization solitary, pair, or platoon (3–12)
Treasure standard (breastplate, heavy steel shield, masterwork longsword, other treasure)
CREATING A SKELETAL CHAMPION
 
 

Zombie

This walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.

Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread disease or move with increased speed. Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety. Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims. Most zombies are created using animate dead. Such zombies are always of the standard type, unless the creator also casts haste or remove paralysis to create fast zombies, or contagion to create plague zombies.

HUMAN ZOMBIE
CR 1/2 XP 200
NE
Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune undead traits
OFFENSE
Speed
30 ft.
Melee slam +4 (1d6+4)
STATISTICS
Str
17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Special Qualities staggered
ECOLOGY
Environment
any
Organization any
Treasure none

VARIANT ZOMBIES
The typical zombie is a slow-moving abomination that is tough to destroy. Yet this tough zombie is not the only type of zombie to plague crypts or stalk graveyards. Each of the following two variant zombies modifies the base zombie in a few simple ways.

FAST ZOMBIE
 
PLAGUE ZOMBIE
 
CREATING A ZOMBIE
 
 

Zombie Lord

Gore stains this creature’s tattered clothes, grimly appropriate garments for the rotting corpse inside.

Zombie lords are the fleshy counterparts of skeletal champions—intelligent, cunning, and envious of creatures whose bodies aren’t rotting away. Despite their decaying flesh, they are not slow like common zombies, and can easily pursue fleeing prey. Zombie lords are more powerful than common zombies and retain their class levels.

CR 3 XP 800
Female human monk 3
LE Medium undead
Init +3; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC
18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 Wis, +2 natural)
hp 30 (5d8+8)
Fort +3, Ref +6, Will +8; +2 vs. enchantments
Defensive Abilities evasion; channel resistance +4; DR 5/slashing; Immune undead traits
OFFENSE
Speed
40 ft.
Melee unarmed strike +6 (1d6+3) or flurry of blows +5/+5 (1d6+3)
Special Attacks flurry of blows, stunning fist (3/day, DC 13)
STATISTICS
Str
17, Dex 16, Con —, Int 12, Wis 15, Cha 10
Base Atk +3; CMB +7; CMD 22
Feats Combat Reflexes, Deflect Arrows, Dodge, Improved Unarmed Strike, Nimble Moves, Power Attack, Step Up, Stunning Fist, Toughness
Skills Acrobatics +11, Climb +11, Intimidate +8, Knowledge (religion) +6, Perception +10, Sense Motive +8, Stealth +11
Languages Abyssal, Common
SQ fast movement, maneuver training
ECOLOGY
Environment
any
Organization solitary, pair, or cult (3–6)
Treasure NPC gear
CREATING A ZOMBIE LORD
 

Undigested

A jumble of melted bones and skull fragments float amid an oozing brown and yellow slurry.

Undigested are the animate slurry of the indigestible parts of a humanoid creature. They come into being when a giant beast that swallowed its prey alive is slain by unspeakable necromantic arts. A primal shard of the beast’s sentience is ripped from it during the agonizing moments of its death, animating the gelatinous humanoid remains within its stomach into an ooze-like undead creature which hungers to inflict its digestive fate upon others. If the beast was digesting multiple creatures, this phenomenon results in undigested swarms instead. Undigested—implacable ambush predators—slop, ooze, and undulate through the dark places of the world in search of sustenance.

CR 1/4 XP 100
NE
Tiny undead
Init +1; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC
13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 9 (2d8)
Fort +0, Ref +1, Will +1
Defensive Abilities amorphous; Immune undead traits; Resist acid 5
OFFENSE
Speed
30 ft., climb 20 ft., swim 20 ft.
Melee bite +3 (1d3–3 plus 1 acid)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
4, Dex 12, Con —, Int 3, Wis 9, Cha 11
Base Atk +1; CMB +0; CMD 7 (can’t be tripped)
Feats Skill Focus (Perception), Weapon Finesse
Skills Climb +9, Perception +6, Stealth +13, Swim +9
Languages Common (can’t speak)
ECOLOGY
Environment
any
Organization solitary or pack (2–5)
Treasure none
 

Beheaded

A decaying humanoid head floats silently and ominously, its graying teeth eerily clattering.

A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey or is sent out into the lands of the living to terrorize everyone it finds. A beheaded set loose near populated areas thumps ominously against shut doors and windows, biding its time until someone responds to the incessant knocking. The beheaded then assaults this victim. Beheaded also guard grim crypts, abattoirs, and hideouts of murders who like to keep reminders of their past sins close at hand. Beheaded come in many varieties, usually based on the creature the head came from. A beheaded prefers to float at head height so it can more easily attack the face, neck, and shoulders of its victim. A neutral evil spellcaster can gain a beheaded as a familiar at 3rd level by taking the Improved Familiar feat. A beheaded familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.

CR 1/3 XP 135
NE
Tiny undead
Init +2; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
Immune undead traits
OFFENSE
Speed
fly 40 ft. (perfect)
Melee slam +2 (1d2)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
11, Dex 15, Con —, Int —, Wis 11, Cha 10
Base Atk +0; CMB +0; CMD 10 (can’t be tripped)
Skills Fly +14
ECOLOGY
Environment
any
Organization solitary, pair, or patrol (3–6)
Treasure none
CREATING A BEHEADED
 
 

Crawling Hand

With a jolt, this severed hand springs to life, its fingers propelling it forth at great speed like a deformed spider.

Some say the origins of the crawling hand lie in the experiments of demented necromancers contracted to construct tiny assassins. Other tales tell of gruesome prosthetics sparked to life by evil magic, which then developed primitive sentience and vengefully strangled their hosts. Regardless, the crawling hand is an efficient killing tool. When not commanded to kill, the crawling hand remains still and can be handled and transported safely. Typically, owners carry them about in small, velvet-lined boxes. Crawling hands can also be placed as guardians and programmed with contingency commands, such as to hunt down and slay an individual who performs a specific task like violating a shrine, opening a warded door, or breaking the seal of a casket.

CR 1/2 XP 200
NE
Diminutive undead
Init +0; Senses blindsense 30 ft., darkvision 60 ft.; Perception +4
DEFENSE
AC
14, touch 14, flat-footed 14 (+4 size)
hp 9 (1d8+5)
Fort +2, Ref +0, Will +2
Immune undead traits
OFFENSE
Speed
40 ft., climb 40 ft.
Melee claw +5 (1d1+1 plus grab)
Space 1 ft.; Reach 0 ft.
Special Attack mark quarry, strangle
STATISTICS
Str
13, Dex 11, Con —, Int 2, Wis 11, Cha 14
Base Atk +0; CMB –4 (+0 grapple); CMD 7
Feats Toughness
Skills Climb +9, Perception +4, Stealth +12, Survival +4
Racial Modifiers +4 Survival
Languages Common (can’t speak)
ECOLOGY
Environment
any land
Organization solitary or gang (2–5)
Treasure none
SPECIAL ABILITIES
Grab (Ex)
A crawling hand can use its grab ability on a creature of up to Medium size.
Mark Quarry (Su) A crawling hand is assigned a quarry by anointing the hand with a drop of the intended quarry’s blood. If the hand has no current quarry, it automatically gains the next creature it damages as its quarry. Once attuned to a target, it becomes aware of the target’s location as if under the effect of a continuous locate creature spell. The hand gains a +1 bonus on all attack rolls, damage rolls, and skill checks made to seek out and destroy the marked quarry. The mark quarry ability lasts until the quarry or the hand is slain.
GIANT CRAWLING HAND
CR 5 XP 1,600
NE
Medium undead
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +7
DEFENSE
AC
19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
hp 52 (7d8+21)
Fort +4, Ref +6, Will +6
Immune undead traits
OFFENSE
Speed
30 ft.
Melee claw +11 (1d6+7 plus grab)
Special Attacks mark quarry, pus burst
STATISTICS
Str
21, Dex 15, Con —, Int 2, Wis 13, Cha 14
Base Atk +5; CMB +10 (+14 grapple); CMD 23
Feats Dodge, Lightning Reflexes, Toughness, Weapon Focus (claw)
Skills Acrobatics +3, Perception +7, Stealth +12
Racial Modifiers +4 Stealth
Languages Common (can’t speak)
ECOLOGY
Environment
any land or underground
Organization solitary or gang (2–5)
Treasure none
SPECIAL ABILITIES
Mark Quarry (Su)
A crawling hand is assigned a quarry by anointing the hand with a drop of the intended quarry’s blood. If the hand has no current quarry, it automatically gains the next creature it damages as its quarry. Once attuned to a target, it becomes aware of the target’s location as if under the effect of a continuous locate creature spell. The hand gains a +1 bonus on all attack rolls, damage rolls, and skill checks made to seek out and destroy the marked quarry. The mark quarry ability lasts until the quarry or the hand is slain.
Pus Burst (Su) When damaged by a piercing or slashing melee weapon, a spray of vile pus strikes the attacker unless the attacker makes a DC 15 Reflex save. Weapons that provide reach protect the attacker completely from a pus burst. Creatures struck by pus become nauseated for 1d3 rounds and take 2d6 points of negative energy damage. The save DC is Charisma-based.
 

Ectoplasmic Creature

This slimy, shifting mass has the shape of a humanoid, but is made out of what appears to be some form of sticky rope or cloth.

Drawn from energies of the Ethereal Plane, ectoplasm is a vile substance resembling thick tangles of slimy linen or dripping goo. It shapes itself into the form of an undead creature, creating a host for a soul unfortunate enough to be confined within it. The existence of an ectoplasmic being is a cruel one, and few souls willingly choose this painful form of undeath. An ectoplasmic creature is approximately the same size as the body it inhabited in life, though it weighs nearly twice as much, as the ropes of undead matter that compose its body are significantly heavier than most living flesh. Even more so than most undead beings, creatures born of ectoplasm live hateful existences, filled with nothing but a lust for destruction and suffering. They have no bodily needs and require no sustenance; the only thing an ectoplasmic creature feeds upon is its own hatred of the living. Once a spirit has passed to the afterlife, it seldom wishes to return at all, let alone in a disfigured ectoplasmic body. Spirits that aren’t powerful enough to come back as ghosts or spectres sometimes return as ectoplasmic monsters, particularly when there are no remains of the creature’s original body for its soul to inhabit in the form of a skeleton or zombie. Sometimes, ghosts and other strong undead purposefully draw upon ectoplasm from the ethereal realm, yearning for even more power in their ectoplasmic hosts. Those who suffer this sorrowful fate, by misfortune or choice, are usually stuck in their ectoplasmic prisons until death grants them sweet release from this unlife. The transition from death to ectoplasmic undeath is a torturous ordeal, as is retaining the horrid form into which the creature is reborn. Often, this persistent agony drives these beings beyond mad, creating within an insatiable rage akin to that experienced by frustrated ghosts and other haunted souls. An ectoplasmic creature’s burning desperation and embitterment often pushes it toward violence: most such beings fling themselves into battle willingly, killing to satiate their natural hunger for the suffering of others, while simultaneously hoping to be killed and thus freed of their own suffering own. Whenever in contact with surfaces (including walls they pass through), ectoplasmic creatures leave a trail of a silvery substance that resembles a slug’s mucus—a trait almost exclusive to these undead. This slippery secretion dries within moments, so if its encountered, there is surely such a creature lurking nearby. Ectoplasmic beings can inhabit any location, regardless of environment or climate. The horrors tend to prowl the areas in which they died, and rarely venture outside these areas, as though they were anchored there. Though these entities rarely coordinate complicated actions with others of their kind, they seem to do so unintentionally at times. Their unnatural strength makes ectoplasmic creatures formidable combatants, which those not familiar with fighting ectoplasmic creatures would expect by looking at them. Fortunately for the wary, the sticky ectoplasm that trails behind these undead monsters is a clear indicator of their presence, and most experienced clerics can identify the substance at a glance.

CR 1/2 XP 200
N
Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
12, touch 10, flat-footed 12 (+2 natural)
hp 7 (1d8+3)
Fort +0, Ref +0, Will +2
DR 5/slashing; Immune undead traits
OFFENSE
Speed
30 ft.; air walk
Melee slam +3 (1d4+3 plus horrifying ooze)
Special Attacks horrifying ooze
Spell-Like Abilities (CL 1st; concentration +1)
Constant—air walk
STATISTICS
Str
16, Dex 11, Con —, Int —, Wis 10, Cha 12
Base Atk +0; CMB +3; CMD 13
Feats Toughness
SQ phase lurch
ECOLOGY
Environment
any
Organization solitary, pair, or haunt (3–6)
Treasure none
SPECIAL ABILITIES
Horrifying Ooze (Su)
Any creature struck by an ectoplasmic creature’s slam attack must succeed at a DC 11 Will save or be shaken for 1d4 rounds. The save DC is Charisma-based.
Phase Lurch (Su) An ectoplasmic creature has the ability to pass through walls or material obstacles. To use this ability, the ectoplasmic creature must begin and end its turn outside of whatever wall or obstacle it’s moving through. An ectoplasmic creature cannot move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.
CREATING AN ECTOPLAMIC CREATURE
 
 

Exoskeleton

The tattered remains of a dead insect rumble to life, creaking and clattering forward on dry, brittle legs.  

Found skittering through forgotten tombs, crawling through deep forests, and filling damp caverns, exoskeletons are animated carapaces of arthropods and other vermin. Most exoskeletons are the intentional creations of necromancers, but some of these undead monstrosities arise spontaneously from places awash with negative energy or are created by malfunctioning artifacts. Sometimes, the simple act of feeding on freshly destroyed undead creatures is enough to transform an insect into an exoskeleton upon its eventual death. Though exoskeletons are just as mindless as they were when they were living, they have become infused with an evil instinct in their new unlife that drives them to relentlessly attack all living creatures on sight, exploding in a burst of dusty remains when destroyed.  A spellcaster can create an exoskeleton using animate dead. An exoskeleton can be created from a mostly intact dead vermin that has an exoskeleton. This includes arachnids, crustaceans, insects, and even some mollusks, but not soft-bodied vermin such as jellyfish and leeches.  

HAUNTED EXOSKELETONS
Rarely, an exoskeleton is haunted by the lost spirit of a stubborn soul. This wreaks havoc on the spirit, wiping away most of its memories but giving the exoskeleton an Intelligence score of 10, along with all of the feats and skill ranks its Hit Dice would afford. Climb, Fly, Perception, and Swim are class skills for haunted exoskeletons. A haunted exoskeleton typically understands one language (usually Common) but cannot speak.   

GIANT COCKROACH EXOSKELETON
CR 1/2 XP 200
NE
Small undead
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +0
DEFENSE
AC
13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 12 (2d8+3)
Fort +0, Ref +1, Will +3
DR 5/bludgeoning; Immune undead traits
Weaknesses light sensitivity
OFFENSE
Speed
30 ft., climb 30 ft., fly 40 ft. (clumsy)
Melee bite +3 (1d4+1)
STATISTICS
Str
13, Dex 12, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 12 (20 vs. trip)
Feats Toughness
Skills Climb +9, Fly –5
SQ burst (DC 11)
SPECIAL ABILITIES
Burst (Ex)
When an exoskeleton is destroyed, its desiccated husk bursts, releasing the dusty remains of the vermin’s insides into the surrounding air. Any creature adjacent to an exoskeleton when it bursts must succeed at a Fortitude save DC 11 or become staggered for 1 round as it coughs and sneezes. Creatures that don’t need to breathe are immune to this effect. The save DC is Charisma-based.
GIANT STAG BEETLE EXOSKELETON
CR 4 XP 1,200
NE
Large undead
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
12, touch 9, flat-footed 12 (+3 natural, –1 size)
hp 49 (9d8+9)
Fort +2, Ref +2, Will +5
DR 5/bludgeoning; Immune undead traits
OFFENSE
Speed
20 ft., fly 20 ft. (clumsy)
Melee bite +10 (2d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks trample (1d6+7, DC 19)
STATISTICS
Str
21, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +6; CMB +12; CMD 22 (30 vs. trip)
Feats Toughness
Skills Fly –10
SQ burst (DC 14)
SPECIAL ABILITIES
Burst (Ex)
When an exoskeleton is destroyed, its desiccated husk bursts, releasing the dusty remains of the vermin’s insides into the surrounding air. Any creature adjacent to an exoskeleton when it bursts must succeed at a Fortitude save DC 14 or become staggered for 1 round as it coughs and sneezes. Creatures that don’t need to breathe are immune to this effect. The save DC is Charisma-based.
TITAN CENTIPEDE EXOSKELETON
CR 8 XP 4,800
NE
Colossal undead
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
13, touch 2, flat-footed 13 (+11 natural, –8 size)
hp 110 (20d8+20)
Fort +6, Ref +6, Will +12
DR 5/bludgeoning; Immune undead traits
OFFENSE
Speed
60 ft., climb 60 ft.
Melee bite +24 (4d6+25)
Space 30 ft.; Reach 30 ft.
Special Attacks trample (6d6+25, DC 37)
STATISTICS
Str
45, Dex 11, Con —, Int —, Wis 10, Cha 10
Base Atk +15; CMB +40; CMD 50 (can’t be tripped)
Feats Toughness
Skills Climb +25
SQ burst (DC 20), compression
SPECIAL ABILITIES
Burst (Ex)
When an exoskeleton is destroyed, its desiccated husk bursts, releasing the dusty remains of the vermin’s insides into the surrounding air. Any creature adjacent to an exoskeleton when it bursts must succeed at a Fortitude save DC 20 or become nauseated for 1 round as it coughs and sneezes. Creatures that don’t need to breathe are immune to this effect.
CREATING AN EXOSKELETON
 
 

Isitoq

This bloodshot eyeball trails strands of bloody nerves that fan out like flapping wings.

Awkwardly flapping through the air, this creature constantly weeps salty tears, leaving a dripping trail behind it as it flies. Most often encountered in the company of necromancers or powerful undead creatures capable of casting spells, an isitoq serves as a companion, spy, or sometimes even a familiar. Its creator normally uses it as a sentinel, sending it flying through the halls of its laboratory, lair, or dungeon complex to watch for intruders or spy on guests and test subjects. As an isitoq’s creator can see through the creature’s single eye, the creator can keep watch over her domain without having to leave an inner sanctum or other heavily-guarded area. Though the isitoq’s attack is itself weak, any creature struck by the floating eyeball’s wings sees the last moments of life experienced by the creature from which the isitoq was created. This horror-filled vision is potent with emotion, making the victim feel as if it’s experiencing its own death.

CREATING AN ISITOQ
A spellcaster can create an isitoq from the head of a Small or Medium corpse that has at least one intact eye. The head must be animated as a 1 Hit Die undead using animate dead (this counts toward the total HD animated by the spell and the total HD the caster can control), followed by casting clairaudience/clairvoyance or locate object to establish the sensory connection, and air walk, fly, levitate, or wind wall to give it the ability to fly. When these spells are finished, one of the head’s eyes pulls itself free of its socket and becomes an isitoq. The rest of the head remains part of a corpse. An evil spellcaster with the Improved Familiar feat can gain an isitoq as a familiar at 5th level.

CR 1/2 XP 200
NE
Diminutive undead
Init +1; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC
15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 9 (2d8)
Fort +0, Ref +1, Will +5
Immune undead traits
OFFENSE
Speed
5 ft., fly 60 ft. (perfect)
Melee slam +6 (1d2–3), 2 wings +6 (1d1–3 plus daze)
Space 1 ft.; Reach 0 ft.
Special Attacks daze, tears of anguish
STATISTICS
Str
4, Dex 13, Con —, Int 7, Wis 14, Cha 11
Base Atk +1; CMB –2; CMD 5 (can’t be tripped)
Feats Weapon Finesse
Skills Fly +15, Perception +7, Stealth +18
Languages Common (can’t speak)
SQ visual sensor
ECOLOGY
Environment
any
Organization solitary or gang (2–8)
Treasure none
SPECIAL ABILITIES
Daze (Ex)
An isitoq’s nerves form grotesque wings. Any creature struck by the creature’s wings must succeed at a DC 11 Will save or be dazed for 1 round as the target’s mind is flooded with images of the last seconds of the isitoq’s existence as a living creature. This is a mind-affecting fear effect. The save DC is Charisma-based.
Tears of Anguish (Su) As a full-round action, an isitoq can make a ranged touch attack to squirt tears into the eyes of a creature within 30 feet. If the target fails a DC 11 saving throw, it experiences the effect of the isitoq’s daze ability. The save DC is Charisma-based.
Visual Sensor (Su) An isitoq’s creator or master can see through its eye at a range of 60 feet, using the eye’s normal vision and darkvision. The following spells have a 5% chance per caster level of the isitoq’s creator of operating through the isitoq: detect chaos, detect evil, detect good, detect law, detect magic, and message. If the creator is 15th level or higher, the following spells have the same chance of functioning through the isitoq: read magic and tongues.
 

Ghoul

This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.

Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease—the true source of these undead scavengers is unclear. Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough. Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These “civilized” ghouls are no less horrific in their eating habits, and in fact the concept of a well-laid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.

Image by Erik Wirtz

Ghasts are ghouls with the advanced monster template. A ghast’s paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability.

Lacedon are aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends. Lacedons have a base land speed of 30 feet and a swim speed of 30 feet.

CR 1 XP 400
CE
Medium undead
Init +2; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC
14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +2, Ref +2, Will +5
Defensive Abilities channel resistance +2
OFFENSE
Speed
30 ft.
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)
STATISTICS
Str
13, Dex 15, Con —, Int 13, Wis 14, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
Languages Common
ECOLOGY
Environment
any land
Organization solitary, gang (2–4), or pack (7–12)
Treasure standard
SPECIAL ABILITIES
Disease (Su)
Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
GHAST
CR 2 XP 800
CE
Medium undead
Init +4; Senses darkvision 60 ft.; Perception +7
Aura stench (10 ft., DC 15, 1d6+4 minutes)
DEFENSE
AC
18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 18 (2d8+8)
Fort +4, Ref +4, Will +7
Defensive Abilities channel resistance +2
OFFENSE
Speed
30 ft.
Melee bite +5 (1d6+3 plus disease and paralysis) and 2 claws +5 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 15, elves are not immune to this effect)
STATISTICS
Str
17, Dex 19, Con —, Int 17, Wis 18, Cha 18
Base Atk +1; CMB +4; CMD 18
Feats Weapon Finesse
Skills Acrobatics +6, Climb +8, Perception +9, Stealth +9, Swim +5
Languages Common
ECOLOGY
Environment
any land
Organization solitary, gang (2–4), or pack (7–12)
Treasure standard
SPECIAL ABILITIES
Disease (Su)
Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
 

Pickled Punk

Barely contained in thick glass, this deformed humanoid creature wriggles in its jar.

Grotesque curiosities, pickled punks are deformed, often-humanoid fetuses raised by necromancers and stored in jars of embalming fluid. Every pickled punk is different and the level of deformity spans a spectrum between the mildly lopsided to the utterly unfathomable. Though they seem harmless at first— even laughable—pickled punks are hungry creatures that attack without provocation when freed from their jars. Some pickled punks rock and wriggle in their jars in hopes of falling off a shelf or table and shattering their glass prison (such jars typically have hardness 1 and 2 hit points). Once freed, a pickled punk pulls itself across the ground with its malformed limbs in search of sustenance. Unless weaned from its taste for blood or constantly controlled, pickled punks become a danger to their creators. Some necromancers (especially those on the edge of sanity) and some intelligent undead cultivate a fondness for pickled punks and regard them as their children. They talk to their various jars in cooing tones and are known to even carry around favored specimens on outings and social calls, often granting them names and imagined personalities.

CR 1 XP 400
NE
Tiny undead
Init +1; Senses darkvision 60 ft.; Perception +1
DEFENSE
AC
13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 11 (2d8+2)
Fort +1, Ref +1, Will +4
DR 5/bludgeoning; Immune undead traits
OFFENSE
Speed
15 ft.
Melee bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks attach, death throes, irritant
STATISTICS
Str
3, Dex 13, Con —, Int 4, Wis 12, Cha 13
Base Atk +1; CMB +0; CMD 6
Feats Weapon Finesse
Skills Bluff +2 (+10 when playing dead), Stealth +13
Racial Modifiers +8 Bluff when playing dead
Languages Common
SQ opportune
ECOLOGY
Environment
any
Organization solitary
Treasure none
SPECIAL ABILITIES
Attach (Ex)
When a pickled punk hits with a bite attack, it automatically grapples its foe, though the target is not considered to be grappling the punk. Each round the pickled punk is grappling its foe, it automatically deals bite damage each round.
Death Throes (Ex) When a pickled punk is destroyed, it discorporates into a fleshy sludge. Any creatures adjacent to a pickled punk when it is destroyed must succeed at a DC 12 Fortitude save or be nauseated for 1 round.
Irritant (Ex) The water in a pickled punk’s jar is highly irritating to all living creatures. A creature damaged by a pickled punk’s bite that deals damage to pickled punk with a natural weapon or unarmed attack, or that otherwise comes into contact with a pickled punk or the water in its jar, must succeed at a DC 12 Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 24 hours (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect. The save DC is Charisma-based.
Opportune (Ex) Though Tiny, a pickled punk can extend its deformed limbs to make attacks of opportunity as if it had a reach of 5 feet. This ability doesn’t allow a pickled punk to attack adjacent creatures as if it truly had a reach of 5 feet.
 

Phantom Armor

This suit of armor moves with a warrior’s deadly skill despite obviously being empty.

Created from blood-spattered armor infused with the souls of betrayed knights or fallen soldiers, phantom armors appear as suits of damaged but animate armor that move with deadly purpose and lethal precision. Arising from the armored remains of towering humanoids, these suits are particularly fearsome, though slower than guardian phantom armors.

CREATING PHANTOM ARMORS
Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor’s creation. A magic-user must be at least caster level 12th to create a guardian phantom armor and at least caster level 15th to create a giant phantom armor.

GUARDIAN PHANTOM ARMOR
CR 2 XP 600
NE
Medium undead
Init +5; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC
21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 shield)
hp 13 (3d8)
Fort +1, Ref +2, Will +3
Defensive Abilities channel resistance +2; Immune undead traits
OFFENSE
Speed
30 ft.
Melee mwk longsword +5 (1d8+2/19–20) or 2 slams +4 (1d4+2)
STATISTICS
Str
14, Dex 13, Con —, Int 7, Wis 11, Cha 10
Base Atk +2; CMB +4; CMD 15
Feats Improved Initiative, Power Attack
Skills Perception +6, Stealth +7
Languages Common (can’t speak)
SQ freeze (suit of armor)
ECOLOGY
Environment
any
Organization solitary or pair
Treasure none
GIANT PHANTOM ARMOR
CR 4 XP 1,200
NE
Large undead
Init +4; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC
18, touch 9, flat-footed 18 (+9 armor, –1 size)
hp 37 (5d8+15)
Fort +3, Ref +1, Will +4
Defensive Abilities channel resistance +4; Immune undead traits
OFFENSE
Speed
20 ft.
Melee heavy flail +7 (2d8+7/19–20)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str
20, Dex 11, Con —, Int 7, Wis 11, Cha 15
Base Atk +3; CMB +9; CMD 19
Feats Improved Initiative, Power Attack, Toughness
Skills Perception +8, Stealth +4
Languages Common (can’t speak)
SQ freeze (suit of armor)
ECOLOGY
Environment
any
Organization solitary or pair
Treasure none
 

Huecuva

Rotting vestments hang across the withered flesh of this walking corpse, and its mouth hangs open in a silent scream.

Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death. In unlife, they hate and seek to destroy those pious souls who keep their vows. Although easily mistaken for zombies or even skeletons, huecuvas have a spark of intelligence that makes them cunning and deceptive foes. During daylight hours, a huecuva becomes shrouded in an illusion that causes it to appear as it did in life—at these times, a huecuva might seek to infiltrate society to dwell among those it hates. When night falls, it emerges to seek out its prey. Fortunately for the living, the typical huecuva has only fragments of intellect remaining, so it is usually not long before the undead creature makes an error of judgment or simply reveals itself for the monster it is. Most huecuvas remember little of their former lives except for the blasphemies that led them to their cursed fates. They often find themselves drawn to the ruins of old temples, where they rage against or seek hopeless absolution from the deities who so afflicted them. Huecuvas sometimes work in concert with other undead creatures that share the same area. While most huecuvas arise when a god rejects a heretic priest’s soul, forcing the slain to rise as horrible undead, a huecuva can also be created with create undead. The caster must be at least 11th level, and the body to be transformed must have been an evil cleric in life. The spell can be used to create a huecuva using the body of a nonevil cleric, but doing so requires a DC 20 caster level check.

CR 2 XP 600
CE
Medium undead
Init +6; Senses darkvision 60 ft.; Perception +5
Aura faithlessness (30 ft.)
DEFENSE
AC
15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 16 (3d8+3)
Fort +2, Ref +3, Will +4
DR 5/magic or silver; Immune undead traits
OFFENSE
Speed
30 ft.
Melee 2 claws +4 (1d4+1 plus disease)
STATISTICS
Str
13, Dex 14, Con —, Int 4, Wis 12, Cha 12
Base Atk +2; CMB +3; CMD 15
Feats Improved Initiative, Weapon Focus (claw)
Skills Perception +5, Stealth +7
Language Common
SQ false humanity
ECOLOGY
Environment
any
Organization solitary, pair, or cloister (3–10)
Treasure standard
SPECIAL ABILITIES
Aura of Faithlessness (Su)
The huecuva and all undead creatures within 30 feet receive a +2 profane bonus on Will saves made to resist channeled energy and positive energy effects.
Disease (Ex) Filth fever: Injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Str damage; cure 2 consecutive saves. The save DC is Charisma-based.
False Humanity (Su) During the day, a huecuva is cloaked in an illusion that makes it look, sound, and feel like the living creature it once was. This effect functions similarly to disguise self—if a creature interacts directly with a huecuva, it can attempt a DC 12 Will save to see through the illusion. Regardless, the huecuva’s scent never changes—it always exudes a faint stench of grave dust and decay. Creatures with the scent ability receive a +4 bonus on any Will saving throw made to see through this illusion. At night (regardless of whether the huecuva itself knows night has fallen) this illusion fades and reveals the creature for what it truly is. The save DC is Charisma-based.
 

Juju Zombie

This wretched human figure has tight leathery skin, sunken eyes, and an emaciated frame, yet it moves with eerie alacrity.

A juju zombie is an animated corpse of a creature, created to serve as an undead minion, that retains the skills and abilities it possessed in life.

CR 2 XP 600
Human juju zombie rogue 2
NE Medium undead (augmented human)
Init +8; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC
18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
hp 15 (2d8+3)
Fort +0, Ref +7, Will +1
Defensive Abilities channel resistance +4, evasion; DR 5/magic and slashing; Immune cold, electricity, magic missile, undead traits; Resist fire 10
OFFENSE
Speed
30 ft.
Melee mwk short sword +6 (1d6+4/19–20) or slam +5 (1d6+6)
Special Attacks sneak attack +1d6
STATISTICS
Str
18, Dex 19, Con —, Int 8, Wis 13, Cha 10
Base Atk +1; CMB +5; CMD 19
Feats Dodge, Improved InitiativeB, Toughness, Weapon Finesse
Skills Acrobatics +8, Climb +16, Disable Device +8, Intimidate +5, Perception +6, Sleight of Hand +9, Stealth +8, Survival +3, Swim +8, Use Magic Device +5
Racial Modifiers +8 Climb
Languages Common
SQ rogue talents (combat trick), trapfinding +1
ECOLOGY
Environment
any land
Organization solitary
Treasure NPC gear (masterwork short sword, other treasure)
CREATING A JUJU ZOMBIE
 
 

Plagued Beast

The rotting skeleton and muscles of this fanged, decaying horse seem barely able to hold together.

When animals are stricken with demon plague, they may arise as undead and further spread the disease. Some demons and cultists are fond of using plagued horses as mounts.

PLAGUED HORSE
CR 2 XP 600
NE
Large undead (augmented animal)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC
14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 size)
hp 16 (2d8+7)
Fort +5, Ref +6, Will +1
Defensive Abilities channel resistance +2; DR 5/slashing; Immune cold, undead traits
OFFENSE
Speed
50 ft.
Melee bite +5 (1d8+5 plus disease), 2 hooves +0 (1d4+2)
Space 10 ft.; Reach 10 ft.
Special Attacks disease
STATISTICS
Str
20, Dex 16, Con —, Int 2, Wis 13, Cha 15
Base Atk +1; CMB +7; CMD 20 (24 vs. trip)
Feats Endurance, Run, Toughness
Skills Perception +6
SQ docile
ECOLOGY
Environment
any
Organization solitary, pair, or herd (3–30)
Treasure none
SPECIAL ABILITIES
Disease (Ex)
Demon Plague: Biteinjury; save Fortitude DC 13; onset 1 day; frequency 1/day; effect 1d3 Constitution damage and 1d6 Wisdom damage, victim is fatigued if it takes any ability damage from the disease, and certain creatures slain by demon plague rise as plagued beasts; cure 3 consecutive saves.
Docile (Ex) Unless specifically trained for combat a horse’s hooves are treated as secondary attacks.
CREATING A PLAGUED BEAST
 
 

Shredskin

This floating creature looks like an orc’s animate, hollow skin. Its upper half is intact, but its lower half is in tatters.

A shredskin is a wretched undead creature created either when a humanoid is skinned alive to be preserved as a trophy or otherwise killed in a terrifying way that leaves much of its upper half unharmed, such as being dissolved feet-first in acid. A fragment of the creature’s soul animates the skin and seeks vengeance on those who created it, all the while trying to find a comfortable body for it to use as it did when it was alive. A shredskin may attack on its own and try to squeeze the life out of a living humanoid to use it as a body, or it might control another undead such as a skeleton, zombie, or ghoul, covering it like a morbid costume. In either case, it abandons its borrowed body if it finds a better one or the old one is destroyed. A shredskin is usually recognizable by creatures who knew it in life. Because it lacks a lower half, a shredskin is 3–4 feet tall and weighs only 10–15 pounds.

CR 2 XP 600
NE
Small undead
Init +2; Senses darkvision 60 ft., detect undead; Perception +7
DEFENSE
AC
14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 22 (4d8+4)
Fort +2, Ref +3, Will +4
Defensive Abilities amorphous; Immune undead traits
OFFENSE
Speed
fly 40 ft. (average)
Melee bite +6 (1d4), 2 claws +6 (1d4 plus grab)
Special Attacks constrict (1d4), control body, enshroud, grab (Medium)
Spell-Like Abilities (CL 3rd; concentration +4)
Constant—detect undead
1/day—command undead (DC 13)
STATISTICS
Str
10, Dex 15, Con —, Int 6, Wis 10, Cha 13
Base Atk +3; CMB +4 (+8 grapple); CMD 14 (can’t be tripped)
Feats Agile Maneuvers, Weapon Finesse
Skills Fly +4, Perception +7, Stealth +13
Languages Common (can’t speak)
SQ compression
ECOLOGY
Environment
any land
Organization solitary or pack (2–5)
Treasure incidental
SPECIAL ABILITIES
Control Body (Su)
A shredskin can wrap itself around a corpse (or a corporeal undead it controls using command undead). When wrapping a host body in this way, the shredskin gains Strength 14 or the host body’s Strength, whichever is higher, but cannot use its grab or enshroud abilities which doing so. Attacks targeted at the shredskin deal half damage to it and half damage to the host body; area attacks deal normal damage to both the shredskin and its host. If the host is destroyed, the shredskin unwraps itself as a free action on its next turn. A typical Medium corpse has 15 hit points for this purpose, while a Small corpse has 10 hit points. A shredskin can only use this ability on a generally humanoid-shaped creature (two arms, one head, humanoid torso) of Medium or Small size.
Enshroud (Ex) A shredskin that successfully pins a creature can wrap itself around that target like a shirt. The target gains the pinned condition, but the shredskin has neither the grappled or pinned condition, and can move itself and the target as if it controlled the target’s body. The shredskin deals constrict damage to the target on its turn each round (no combat maneuver check needed). Attacking the shredskin while it’s using this ability damages both it and the target as described in the control body ability. The shredskin can release the target as a free action.
 

Combusted

This creature’s vestments are charred black and fused together, and its flesh is a raging inferno surrounded by greasy black smoke.

Most scholars of the strange consider accounts of spontaneous combustion to be nothing more than superstitious folktales. But those with a deep understanding of the occult know it is indeed possible for a person to feel a sudden fever come on, only to find the heat within her body rising to incredible levels until she bursts into flames and perishes, leaving behind only a charred corpse. The sudden and violent deaths of such individuals make it easier for dark powers to reanimate their bodies, and sometimes for the victims to return from the dead on their own.  However they return, the undead creatures known as combusted all suffer the telltale signs of their demise: their corpses constantly burn and their desiccated flesh is never fully consumed by the flames. Roiling clouds of smoke, thick with the stench of burning skin and hair, surround them at all times, and may reveal their presence from over a mile away. These shambling horrors can arise at any location that has a particular affinity for undead, but they have been known to wander into nearby bodies of water in an attempt to extinguish the flames that took their lives, though they never attempt such self-destructive acts when affronted by the presence of the living.  A typical combusted stands the same height as the creature it was in life, but weighs less than half as much, since so much of its body and musculature has burned away to ashes.

CR 3 XP 800
NE
Medium undead (fire)
Init +5; Senses darkvision 60 ft.; Perception +9
Aura howl of agony (10 ft., DC 13), stench (DC 13, 10 rounds)
DEFENSE
AC
15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 32 (5d8+10)
Fort +2, Ref +4, Will +5
Immune fire, undead traits
Weaknesses susceptible to water, vulnerability to cold
OFFENSE
Speed
30 ft.
Melee 2 slams +6 (1d6+3 plus 1d6 fire and combustion)
Ranged fire blast +4 touch (3d6 fire)
Special Attacks combustion, fire blast
STATISTICS
Str
17, Dex 13, Con —, Int 1, Wis 12, Cha 13
Base Atk +3; CMB +6; CMD 17
Feats Improved Initiative, Lightning Reflexes, Toughness
Skills Perception +9
ECOLOGY
Environment
any
Organization solitary or effigy (2–6)
Treasure none
SPECIAL ABILITIES
Combustion (Su)
Curse—slam; save Fort DC 13; onset immediate; frequency 1/round; effect 2d6 fire damage that ignores fire resistance; cure 1 save. A creature that falls below 0 hit points from this curse spontaneously combusts, dying instantly. The save DC is Charisma-based.
Fire Blast (Sp) This ability has a 30 foot range and can be used at will as a standard action.
Howl of Agony (Ex) A combusted perpetually screams in agony, forcing each creature within 10 feet to succeed at a DC 13 Will save or be stunned with fear for 1d4 rounds. A creature cannot be affected by the same combusted’s howl of agony ability more than once every 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Susceptible to Water (Ex) A vial of water can be used as a splash weapon against a combusted, dealing 1d4 points of damage on a hit or 1 point of damage on a splash. Holy water deals double damage to a combusted. Rainfall deals 1d6 points of damage per round to a combusted, and full immersion in water deals 6d6 points of damage per round. Despite this, the supernatural fires that burn in a combusted cannot be extinguished by mere water, and a combusted cannot be reduced to fewer hit points than it has Hit Dice (5 hp for most combusted) by water alone.
 

Necrocraft

Thick muscle and jutting bone from multiple corpses fused together form a winged, humanlike predator.

A necrocraft is a medley of undead body parts and corpses grafted together with dark magic to create a single animated undead creature with abilities based on its component pieces and the surgical and necromantic talents of its creator. Necrocrafts are better suited for brute force than delicate manipulation, and most creators build larger hulks rather than smaller, more agile (and fragile) necrocrafts. Though necrocrafts can be of virtually any size and can be made up of undead bodies or parts of any size, a typical Medium specimen is 7 feet tall and weighs 250 pounds. The details of the ritual to create a necrocraft vary greatly, and depend on the particular undead parts used and the intended size of the resulting creature. The final anatomy of the creation largely depends on the master’s artistry, creativity, and personal preferences—as well as any specific goals it has in mind for the creature. For example, a necrocraft’s “teeth” could actually be dozens of clawed ghoul talons, or its eyes and mouth might be located in its chest rather than in a distinct head.

CR 3 XP 800
NE
Medium undead
Init +1; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 26 (4d8+8)
Fort +2, Ref +2, Will +4
Immune undead traits
OFFENSE
Speed
30 ft., fly 30 ft. (clumsy)
Melee 2 claws +5 (1d4+2), bite +5 (1d6+2)
STATISTICS
Str
15, Dex 13, Con —, Int —, Wis 10, Cha 13
Base Atk +3; CMB +5; CMD 16
Feats Toughness
SQ Construction Points (additional movement [fly], extra attack [bite])
ECOLOGY
Environment
any land or underground
Organization solitary, pair, or gang (3–6)
Treasure none
SPECIAL ABILITIES
Construction Points
Necrocrafts have a number of Construction Points (CP) used to purchase abilities and defenses. A Medium necrocraft has 2 CP; differently sized necrocrafts have CP totals as detailed on the size chart below. If a necrocraft is built with more CP than its size category would allow, its CR increases by 1 (minimum of +1) for every 2 additional CP spent. Unless otherwise stated, each of these abilities can be purchased only once. The stats presented here are for a Medium necrocraft (with 2 CP spent on additional movement [fly] and extra attack [bite]).
Size HD CP CR Number of Undead Required
Medium 4d8 2 3 5
Large 7d8 3 5 10
Huge 10d8 4 7 25
Gargantuan 14d8 5 9 50
Colossal 18d8 6 11 100
 

Spore Zombie

The top of this large, black ant’s head is cracked open, and a pulsing, brown growth twists up out of the gap.

There are certain evil fungal creatures (such as fungus queens, but also rare fungal growths or extraplanar blights upon the wild) that can infest vermin with spores that have been infused with sinister power and negative energy. These foul spores grow quickly in the body of a dead vermin, eventually bursting from its head to form disturbing, antler-like growths. At the same time, the spores animate the vermin as an intelligent undead creature.  These are then known as spore zombies.

GIANT ANT SPORE ZOMBIE
CR 3 XP 800
CE
Medium undead (augmented vermin)
Init +4; Senses darkvision 60 ft., scent; Perception +12
DEFENSE
AC
17, touch 10, flat-footed 17 (+7 natural)
hp 34 (4d8+16)
Fort +4, Ref +3, Will +5
Immune undead traits
OFFENSE
Speed
50 ft., climb 20 ft.
Melee bite +7 (1d6+4 plus grab), sting +7 (1d4+4 plus poison)
Special Attacks spore burst (DC 15)
STATISTICS
Str
18, Dex 10, Con —, Int 10, Wis 13, Cha 17
Base Atk +3; CMB +7 (+11 grapple), CMD 18 (26 vs. trip)
Feats Improved Initiative, Lightning Reflexes, Toughness
Skills Climb +19, Perception +12, Stealth +7, Survival +9
Racial Modifiers +4 Perception, +4 Survival
Languages Abyssal (can’t speak)
ECOLOGY
Environment
any
Organization solitary or bloom (2–12)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d2 Str damage; cure 1 save.
Spore Burst (Ex) Once per day as a swift action, a spore zombie can spray a cloud of spores through the area. This deals 2d6 points of damage to the spore zombie and creates a cloud of spores that fills an area equal to the spore zombie’s reach. Any creature in this area must succeed at a Fortitude save DC 15 or be nauseated by the spores for 1d6 rounds. Vermin that fail this save become infested for 24 hours. If an infested vermin dies during this time, it rises as a spore zombie 1d6 rounds after its death.
CREATING A SPORE ZOMBIE
 
 

Trailgaunt

This filthy, pallid figure lurches forward as if it were not entirely in control of its twitching limbs.

The dreaded trailgaunt is a form of undead that plagues regions where travelers have long trod the roads. Legends hold that trailgaunts rise from the remains of seasoned travelers who became lost and then perished from exposure or starvation, suffering great shame and humiliation to have come to such unexpected and lonely ends in addition to their physical torment. Trailgaunts seek travelers to avenge themselves upon and are driven to feast upon the feet of those they slaughter, often leaving the maimed bodies to rise as new trailgaunts with the setting of the next sun. Trailgaunts with intact feet are rare, yet even those fortunate enough to retain all their toes are slow and clumsy.  Trailgaunts are particularly feared in nomadic societies, and stories of how these undead creatures relentlessly stalk those who commit crimes are popular. The most common tales focus on a hunter who abandons a partner in the wild and then prospers on the profits of the hunt for a year before the betrayed partner finally catches up to the traitor and kills him as he sleeps. Many variations on this tale exist, but they inevitably revolve around themes of treachery and relentless pursuit.

CR 3 XP 800
NE
Medium undead
Init +2; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC
15, touch 8, flat-footed 15 (–2 Dex, +7 natural)
hp 25 (3d8+12)
Fort +5, Ref –1, Will +5
Defensive Abilities channel resistance +2; DR 5/slashing; Immune undead traits
Weaknesses loathing
OFFENSE
Speed
10 ft., burrow 10 ft., climb 10 ft.
Melee bite +4 (1d4+2 plus pain), 2 claws +4 (1d4+2 plus pain)
Special Attacks create spawn, mutter, vengeful strike
STATISTICS
Str
15, Dex 6, Con —, Int 7, Wis 14, Cha 19
Base Atk +2; CMB +4; CMD 12
Feats Improved Initiative, Step Up
Skills Climb +10, Perception +7, Stealth +7, Survival +4 (+12 following tracks)
Racial Modifiers +4 Stealth, +8 Survival following tracks
Languages Common
SQ sudden lunge, sure stride
ECOLOGY
Environment
any land (wilderness)
Organization solitary, pair, or pack (3–10)
Treasure standard
SPECIAL ABILITIES
Create Spawn (Su)
Any humanoid creature killed by a trailgaunt becomes a trailgaunt itself at the next sunset as long as the body is both unburied and not within line of sight of a well-maintained road. Spawn so created are free-willed and do not have any of the abilities they had in life.
Loathing (Ex) A trailgaunt cannot cross a well-maintained road. It can burrow under it or climb over it, but it cannot walk across such a barrier. A trailgaunt forced onto a well-maintained road must succeed at a DC 15 Will save at the start of each round or be unable to take any actions.
Mutter (Su) A trailgaunt’s pain-filled muttering and groaning is distressing to hear. A creature that begins its turn within 10 feet of a trailgaunt must succeed at a DC 15 Will save or become shaken for 1 minute. Multiple failed saving throws against a trailgaunt’s mutter do not increase this effect to frightened. This is a mind-affecting sonic fear effect. The save DC is Charisma-based.
Pain (Su) A creature damaged by a trailgaunt’s bite or claws must succeed at a DC 15 Fortitude save or become staggered by pain in its legs and feet for 1 round. Creatures in contact with the ground take a –1 penalty on this saving throw. The save DC is Charisma-based.
Sudden Lunge (Ex) Once per minute, a trailgaunt can lurch into a burst of motion, gaining a speed of 40 feet for 1 round.
Sure Stride (Su) A trailgaunt’s speed is never reduced by difficult terrain, and it can take a 5-foot step in such conditions.
Vengeful Strike (Ex) A trailgaunt hates merchants, pilgrims, and others who spend lots of time traveling, and gains a +2 bonus on all attack rolls, Perception checks, and Survival checks against such targets.
 

Vukodlak

This feral, black-furred creature combines the features of a wolf and those of a horse, with a fanged muzzle and glowing red eyes.

Vukodlaks spawn from the malignant spirits of powerful, intelligent, wolf like creatures such as worgs, winter wolves, or werewolves. Often they arise from such creatures that—through desperation or depravity—fed on undead flesh or drank the blood of a vampiric creature. Their blackened souls arise after death, twisting their bodies into monstrous shapes. Like vampires, vukodlaks share an insatiable thirst for blood.  Vukodlaks measure 8 feet long and 6 feet tall at the shoulder, and they weigh 1,000 pounds. A vukodlak typically walks on all fours, and from a distance can easily be mistaken for a large, shaggy horse. However, it has a distinct wolf like muzzle filled with sharp canine teeth, as well as other wolfish features. Vukodlaks possess monstrous strength, making them ideal mounts for powerful undead masters or other evil creatures. While serving as mounts, they keep to all fours, and might easily be mistaken for worgs or great fanged horses. Masters seeking to control vukodlaks find the most success relying on fear and intimidation, as well as providing a constant source of blood for the creature to feed upon. Vukodlaks share a natural kinship with vampires and often serve them willingly.  Vukodlaks hunger for blood, gorging themselves rather than saving victims to feed on later. When feeding, they can prove difficult to command. Riders who are not careful in their attempts to restrain a hungry vukodlak risk having their mount turn on them. While vukodlaks can go days without feeding, they gradually become weaker if they do not feed daily, and have difficulty operating on anything other than pure instinct. Though intelligent, vukodlaks rarely think or plan ahead, instead focusing on feeding or obeying their masters’ commands.  Vukodlaks without masters often form small packs. These packs annihilate all life in entire areas, overfeeding until destroyed or forced to move on. Vukodlaks hate sunlight and hunt only at night, making their lairs in deep caves or ruins. They don’t care for treasure; anything of worth found in a vukodlak lair is simply something its latest victim was carrying that the beast couldn’t eat. Although vukodlaks don’t appear undead at first glance, any creature that wounds one or finds a vukodlak corpse can tell they’re not living creatures—their bodies being largely hollow, filled with the rotten, stinking remains of organs that ceased functioning long ago.

CR 3 XP 800
NE
Large undead
Init +6; Senses darkvision 60 ft., scent; Perception +10
Aura unnatural aura
DEFENSE
AC
15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 26 (4d8+8)
Fort +3, Ref +3, Will +5
DR 5/silver; Immune undead traits; Resist cold 5, electricity 5
OFFENSE
Speed
50 ft.
Melee bite +7 (1d8+7 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks blood drain (1d2 Constitution), terrifying gaze
STATISTICS
Str
21, Dex 15, Con —, Int 6, Wis 12, Cha 14
Base Atk +3; CMB +9 (+13 grapple); CMD 21 (25 vs. trip)
Feats Improved Initiative, Run
Skills Intimidate +8, Perception +10, Stealth +8
Racial Modifiers +4 Perception, +4 Stealth
Languages Common (can’t speak)
ECOLOGY
Environment
any land
Organization solitary, pair, or pack (3–11)
Treasure incidental
SPECIAL ABILITIES
Terrifying Gaze
Paralyzed with fear for 1 round, 30 feet, Will DC 14 negates. This is a mind-affecting fear effect. A creature that succeeds at its saving throw is immune to the vukodlak’s gaze for 24 hours. The save DC is Charisma-based.
 

Skaveling

This monstrously sized, undead bat has mottled, decayed flesh and eyes that smolder with an unholy green glow.

Known in some circles as ghoul bats, skavelings are the hideous result of necromantic manipulation by urdefhans, who create them from mobats specially raised on diets of fungus and humanoid flesh. Upon reaching maturity, urdefhans ritually slay the bats using necrotic poisons, then raise the corpses to serve as mounts and guardians.

CR 5 XP 1,600
CE
Large undead
Init +7; Senses blindsense 120 ft.; Perception +14
DEFENSE
AC
19, touch 13, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 58 (9d8+18)
Fort +5, Ref +6, Will +8
Immune undead traits
OFFENSE
Speed
20 ft., fly 40 ft. (good)
Melee bite +10 (2d8+7 plus disease and paralysis)
Space 10 ft.; Reach 5 ft.
Special Attacks screech, paralysis (1d4+1 rounds, DC 16)
STATISTICS
Str
21, Dex 17, Con —, Int 8, Wis 15, Cha 14
Base Atk +6; CMB +12; CMD 26
Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Skill Focus (Stealth)
Skills Fly +13, Perception +14 (+18 when using blindsense), Stealth +14
Racial Modifiers +4 Perception when using blindsense
Languages Undercommon
ECOLOGY
Environment
any underground
Organization solitary or colony (2–8)
Treasure incidental
SPECIAL ABILITIES
Disease (Su)
Ghoul Fever: Bite—injury; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight .
Screech (Su) Once per day as a standard action, a skaveling can screech as a mobat, save that those who are affected are stunned for 1d3 rounds unless they make a DC 16 Fortitude save. The save DC is Charisma-based.
 

Undigested Swarm

This brown-and-yellow sludge appears to be made of multiple smaller globules churning in a disgusting communal mass.

Whereas individual undigested are more of a nuisance than a threat to adventurers, a swarm of such creatures can be dangerous to even experienced adventurers. An undigested swarm comprises hundreds of individual undigested. Driven by insatiable hunger, they fall upon and consume any living creatures crossing their path, surrounding the unfortunate victims and drenching them in acidic slime, digesting their still-living prey even before the screaming ends.

CR 5 XP 1,600
NE
Tiny undead (swarm)
Init +3; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC
17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
hp 54 (12d8)
Fort +4, Ref +9, Will +9
Defensive Abilities amorphous, swarm traits; Immune undead traits; Resist acid 10
OFFENSE
Speed
30 ft., climb 20 ft., swim 20 ft.
Melee swarm (3d6 plus digest and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks digest, distraction (DC 16)
STATISTICS
Str
4, Dex 16, Con —, Int 3, Wis 9, Cha 11
Base Atk +9; CMB —; CMD
Feats Dodge, Improved Iron Will, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Perception)
Skills Climb +14, Perception +8, Stealth +17, Swim +14
Languages Common (can’t speak)
ECOLOGY
Environment
any
Organization solitary, pack (2–5), or infestation (6–12)
Treasure none
SPECIAL ABILITIES
Digest (Ex)
A target that takes swarm damage from an undigested swarm is covered in acidic slime and must succeed at a DC 16 Reflex save or take 2d6 points of acid damage for 1d4 rounds at the start of its turn. An affected creature can make a new save as a full-round action. Washing off the acid grants a +4 bonus on this save. The save DC is Constitution-based.
 

Unrisen

This grotesque tangle of twisted bones, decayed flesh, and rotted organs is shaped into a vague parody of the human form.

Even by the standards of the undead, unrisen are an affront to life. An unrisen is rarely created intentionally, as most come about when a resurrection attempt is poorly performed and results in a mishap, or through experimental alchemical processes that attempt to restore life to the dead.  The unrisen cling to unlife with unparalleled resilience. Their half-living organs drink in positive energy, taking a form of healing from the life-giving power. Even devastating violence cannot truly slay an unrisen, as the magic that created them reforms them over and over in a horrifying rebirth. Only the purifying touch of fire or the unrisen’s dissolution to essential salts can grant these undead creatures permanent rest.  An unrisen is 6 feet tall and weighs 200 pounds.

CR 5 XP 1,600
NE
Medium undead
Init +3; Senses darkvision 60 ft.; Perception +13
Aura awfulness (60 ft., DC 16)
DEFENSE
AC
18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
hp 52 (7d8+21)
Fort +5, Ref +3, Will +8
Defensive Abilities meant to live, rise again; Immune undead traits
Weaknesses resurrection vulnerability
OFFENSE
Speed
40 ft.
Melee bite +10 (1d4+5), 2 claws +10 (1d4+5)
STATISTICS
Str
21, Dex 8, Con —, Int 6, Wis 17, Cha 16
Base Atk +5; CMB +10; CMD 19
Feats Improved Initiative, Lightning Reflexes, Power Attack, Step Up
Skills Climb +15, Perception +13
Languages Common (cannot speak)
SQ essential salts
ECOLOGY
Environment
any
Organization solitary, pair, or blasphemy (3–14)
Treasure incidental
SPECIAL ABILITIES
Awfulness (Ex)
An unrisen’s form is horrifically distorted. Any creature that sees an unrisen within 60 feet must succeed at a DC 16 Fortitude save or become nauseated for 1d4 rounds. Once a creature is subjected to an unrisen’s awfulness aura, it is immune to that unrisen’s awfulness aura for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.
Essential Salts (Ex) An unrisen destroyed by fire damage, disintegration, or as a result of its resurrection vulnerability is reduced to a handful of metallic blue-green salts. Reducing an unrisen to 0 hit points while the undead is in the area of a consecrate or hallow effect also reduces the creature to its essential salts. These salts can be used as a material component for the casting of spells that restore life (such as raise dead, resurrection, and true resurrection), reducing the total cost of that spell’s material components by 1,500gp per handful of salts.
Meant to Live (Su) An unrisen takes no damage from positive energy. Whenever a positive energy effect would otherwise deal damage to an unrisen, the unrisen heals half that amount of hit points instead.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on an unrisen destroys it (Will negates). Using the spell in this way does not require a material component.
Rise Again (Su) One round after an unrisen is destroyed (unless it was reduced to its essential salts—see above), it returns to unlife at half its maximum hit points (26 hp for most unrisen), reforming in the square in which it was destroyed. Any creature that witnesses an unrisen rising again must succeed at a DC 16 Will save or be stunned for 1 round; this is a mind-affecting fear effect. An unrisen can rise again no more often than once per hour; if killed a second time within this hour it is permanently destroyed (note that this does not reduce it to its essential salts). The save DC is Charisma-based.
 

Deathweb

This animated husk from an enormous spider seems filled with thousands of living spiders that fall from its body like drops of blood.

A deathweb is the undead exoskeleton of a massive spider animated with the vilest necromancy. The spells that create this monstrosity bind to it thousands of normal spiders, which together form the mind of the undead beast like an arachnid hive. These smaller spiders live in and direct their exoskeleton home, working together to swarm around the deathweb and weave its web sheets. The exoskeleton of a deathweb is cracked and full of holes to allow the resident spiders easy passage into and out of it. Although the exoskeleton can be up to 10 feet long, the largest spiders within are only 6 inches in length. The variety in the sizes of the internal spiders allows them to ably move all parts of the exoskeleton, giving the massive carapace amazing dexterity and swiftness, as well as cleverness, perception, and presence. These capabilities make deathwebs resourceful and frightening opponents, especially when adversaries mistake them for normal monstrous arachnids or mindless undead. Because of their ability to squeeze into tight surroundings, deathwebs may be found lurking in all manner of niches. Deathwebs lair where they can build webs to trap passersby, such as among thick trees or in caves or tunnels. The creatures don’t actively collect valuables, but they kill indiscriminately to feed the multitude of spiders within. Webs in a deathweb’s lair are thus likely to contain valuables despite the creature’s lack of interest in wealth.

CR 6 XP 2,400
N
Large undead
Init +6; Senses darkvision 60 ft.; Perception +15
Aura infestation (5 ft., 1d6 plus poison)
DEFENSE
AC
19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 71 (11d8+22)
Fort +5, Ref +5, Will +8
Immune undead traits
OFFENSE
Speed
30 ft., climb 20 ft.
Melee bite +15 (2d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks web (+9 ranged, DC 15, 11 hp)
STATISTICS
Str
26, Dex 14, Con —, Int 7, Wis 13, Cha 15
Base Atk +8; CMB +17; CMD 29 (41 vs. trip)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Initiative, Power Attack, Vital Strike
Skills Climb +16, Perception +15, Stealth +16
Racial Modifiers +4 Stealth
SQ compression
ECOLOGY
Environment
any
Organization solitary, pair, or nest (3–8)
Treasure incidental
SPECIAL ABILITIES
Poison (Ex)
Infestation—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Str damage; cure 2 consecutive saves. The save DC is Charisma-based.
Infestation (Su) An infestation of poisonous spiders, which nest within this creature’s exoskeleton, constantly surrounds a deathweb, to a radius of 5 feet. Any creature within the infestation takes 1d6 points of damage at the end of each round it remains in the area. A creature that takes this damage must make a DC 17 Fortitude save or be nauseated for 1 round. In addition, those damaged by this infestation are poisoned as well. Any area effect attack that deals 10 or more points of damage to a deathweb destroys its infesting spiders, removing its aura for 3 rounds, after which a new batch of spiders swarms out of the undead’s body to replenish the infestation. The save DC is Charisma-based.
 

Kurobozu

The mouth of this gray-skinned, emaciated monk is a distended, hollow pit of darkness.

Kurobozus, also called black monks, are jealous undead that arise when a monk dies under circumstances that violate the precepts of his or her monastic training. Kurobozus need to feed upon the breath of mortals to survive, and they usually acquire this sustenance by sneaking up on a sleeping victim, though they can just as easily draw breath from a foe stunned by their fists in combat. While this feeding doesn’t immediately kill the victim, it leaves a horrific rotting scent on the victim’s breath that can spread the kurobozu’s contagious apoxia to others, eventually leading to faintness, exhaustion, and death. When they aren’t maintaining their existence through feeding, kurobozus carry out their jealous fantasies by murdering living monks, especially members of their former monastery or monastic tradition. They still possess a shred of their former discipline, which they use to formulate long-term plans for their acts of revenge. Generally, kurobozus’ interactions with other creatures are limited to feeding and killing, but they have an affinity for malcontent ex-monks and may actually go out of their way to secretly offer protection or succor to such a person, without ever revealing their true identities. Evil ex-monks seeking to destroy their former masters and fellow disciples may even see the actual face of their benefactors and be able to forge lasting alliances.

CR 6 XP 2,400
LE
Medium undead
Init +8; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC
20, touch 20, flat-footed 16 (+4 Dex, +2 monk, +4 Wis)
hp 76 (9d8+36)
Fort +7, Ref +9, Will +10
Defensive Abilities evasion; Immune undead traits
OFFENSE
Speed
50 ft.
Melee unarmed strike +12/+7 (1d8+5 plus sage’s bane) or  flurry of blows +13/+13/+8 (1d8+5 plus sage’s bane)
Special Attacks disease, sage’s bane, steal breath
STATISTICS
Str
21, Dex 18, Con —, Int 10, Wis 18, Cha 12
Base Atk +6; CMB +11; CMD 34 (38 vs. trip)
Feats Defensive Combat Training, Power Attack, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +13, Climb +12, Perception +16, Sense Motive +12, Stealth +16
Languages Common
SQ echo of life, sage’s bane
ECOLOGY
Environment
any
Organization solitary, pair, or guard (3–5)
Treasure standard
SPECIAL ABILITIES
Disease (Su)
Black apoxia: Steal breath—inhaled; save Fort DC 18; onset 1 day; frequency 1/day; effect 1d3 Con damage and exhausted; cure 2 consecutive saves.
Echo of Life (Su) A kurobozu retains some the same disciplined training it had in life. It gains the monk’s evasion, AC bonus, stunning fist, and flurry of blows class features and unarmed strike damage as a monk of equal level to its Hit Dice. A kurobozu’s stunning fist lasts 1 round longer than normal. In addition, a kurobozu replaces its Constitution modifier with its Wisdom modifier instead of its Charisma modifier.
Sage’s Bane (Su) Any target struck by a kurobozu’s unarmed strike takes 1d4 points of Wisdom damage and loses an equal amount of ki (Fortitude DC 18 negates both). For every point of Wisdom damage a kurobozu deals, it heals 5 hit points. Hit points received in excess of the creature’s normal total are treated as temporary hit points and dissipate after 1 minute. The save DC is Wisdom-based.
Steal Breath (Su) As a standard action, a kurobozu can steal the breath from a stunned or helpless target, as per the spell suffocation, except it never causes the victim to die. Regardless of whether it successfully saved, the victim can’t speak for 1 minute, and its breath reeks of carrion. This also exposes the victim to the kurobozu’s disease.
 

Gaki

This skeletal creature with a long, thin neck seems to float above the ground. Its jaw is elongated, showing sharp, worn teeth.

When an especially jealous or greedy evil person dies, it sometimes returns as a gaki—a misshapen creature with a supernatural hunger for things of the material world. Mistakenly called “hungry ghosts” because of their ability to fly and turn invisible, gakis believe that if they consume the right material—typically meat, wine, blood, flowers, and souls—they can form a new body resembling their former mortal shapes. Its long, thin neck restricts how much it can eat, and the creature is perpetually starving. It prefers to consume evil creatures, believing it gains more sustenance from a sinful being than a righteous one, but it won’t pass up any mortal flesh. Some gakis believe they must consume flesh from demons or undead, and fixate on these creatures to the aversion of all others. Gakis are cursed, pitiable creatures with nothing to lose, which makes them very dangerous. Some that have existed for many years as undead grow desperate and try consuming earth, sewage, or more vile substances in an attempt to find the missing ingredient for their transformation. Particularly unfortunate ones bear an onerous curse that causes anything they try to eat to burst into flame or wither away into dust. These creatures have short memories and little sense of perspective. They’re smart enough to pursue what they want cannily, but fail at making long-term plans. Most gakis wander alone, pursuing their search for nourishment in solitude. When they do form packs, they use their numbers to surround and bring down large animals or groups of people, but then throw cooperation aside to squabble and shove as each one greedily tries to claim the entire prize they’ve taken. Strangely, gakis are scorched by moonlight and frozen by sunlight. Because of this, they’re forced to lurk in the shadows of ruins. Some wander the deep caves and tunnels below the surface, scrounging whatever meals they can find. In urban areas, they group together to stalk the slums, often leaping upon victims, tearing away small morsels of flesh before they retreat, leaving victims bleeding and disoriented. They find hiding places— often in abandoned buildings or sewers— to stay during the day, turning invisible and biding their time till the dark of night comes.

CR 7 XP 3,200
NE
Medium undead
Init +6; Senses darkvision 60 ft., detect evil; Perception +13
DEFENSE
AC
20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
hp 74 (9d8+32)
Fort +5, Ref +7, Will +9
Immune undead traits
Weaknesses aversion to sun and moon, compulsive hunger, vulnerability to cold and fire
OFFENSE
Speed
30 ft., fly 30 ft. (average)
Melee 2 claws +9 (2d6+3), bite +9 (2d6+3 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks blood drain (1d2 Constitution), fear cone (30 ft., DC 16)
Spell-Like Abilities (CL 7th; concentration +9)
Constant—detect evil
At will—invisibility
1/day—disguise self
STATISTICS
Str
16, Dex 15, Con —, Int 9, Wis 12, Cha 18
Base Atk +6; CMB +9 (+13 grapple); CMD 22
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes
Skills Intimidate +14, Perception +13, Stealth +14
Languages Common
ECOLOGY
Environment
any land
Organization solitary or gang (2–4)
Treasure incidental
SPECIAL ABILITIES
Aversion to Sun and Moon (Ex)
A gaki takes 1d4 points of fire damage every round it’s exposed to the light of a full moon. It takes 1d4 points of cold damage every round it is exposed to direct sunlight.
Compulsive Hunger (Ex) Despite being undead, a gaki is plagued by an insatiable hunger, and believes it can gain a normal body or rest in peace if it consumes the right mixture of flesh, food, and drink. A gaki that finds a corpse or is offered food, wine, holy water, or flowers must succeed at a DC 20 Will save or spend one turn trying to grab and consume it. Its narrow neck prevents it from swallowing more than a tiny amount, and it gives up after 1 round of attempting to do so. A gaki that consumes holy water in this way is not harmed by it.
 

Vrykolakas

This twisted, barely-humanoid monstrosity has rancid-looking flesh, an unnaturally long neck, and a mouth full of fangs.

The vrykolakas knows only rage and relishes the suffering of those who failed it in life. Reanimated corpses of wicked and vengeful souls denied even the most basic burial rites, these unreasoning, vampire-like creatures unleash their wrath against the living indiscriminately, spreading disease and death among all in their paths.

CR 10 XP 9,600
NE
Medium undead (shapechanger)
Init +8; Senses darkvision 60 ft.; Perception +13
Aura pestilent aura (5 ft., DC 22)
DEFENSE
AC
23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
hp 126 (12d8+72)
Fort +10, Ref +10, Will +12
Defensive Abilities channel resistance +4; Immune undead traits
Weaknesses vulnerability to fire
OFFENSE
Speed
40 ft., climb 20 ft.
Melee bite +17 (1d6+8 plus energy drain), 2 claws +18 (1d8+8)
Special Attacks create spawn, energy drain (1 level, DC 22), rend (2 claws, 1d6+12)
Spell-Like Abilities (CL 10th; concentration +16)
3/day—charm animal (DC 17), fear (DC 20), vampiric touch
STATISTICS
Str
26, Dex 19, Con —, Int 7, Wis 18, Cha 23
Base Atk +9; CMB +17; CMD 32
Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility, Stealthy, Weapon Focus (claw)
Skills Climb +25, Disguise +15 (+25 when disguised as former living self), Escape Artist +6, Perception +13, Stealth +15
Racial Modifiers +10 Disguise when disguised as former living self
Languages Common
SQ change shape (as its previously living humanoid form; alter self), feral possession
ECOLOGY
Environment
any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Create Spawn (Su)
A humanoid slain by a vrykolakas becomes a free-willed vrykolakas itself in 1d4 days if not blessed and given proper funerary rites. A blessing might entail either the spell bless or a more mundane consecration, but at the very least requires a proper prayer (with a successful DC 15 Knowledge [religion] check) invoking a good-aligned deity.
Feral Possession (Su) Upon being reduced to 0 hit points, a vrykolakas attempts to possess any animal within 100 feet. This ability is similar to possession and has a duration equal to 1 day for every Hit Die the vrykolakas has. The target must succeed at a DC 22 Will save or be possessed. If the possession fails, the vrykolakas immediately dies. If the possession succeeds, the animal immediately retreats to the vrykolakas’s lair, where it attempts to bury itself in the earth. If left uninterrupted for 1d4 days, the animal transforms into a new vrykolakas with all the same statistics as the original. If discovered and slain during this time, both the animal and the vrykolakas are destroyed. If discovered and the possession effect is ended via dispel magic or a similar effect, the animal returns to normal and the vrykolakas is destroyed (caster level is equal to the vrykolakas’s CR for the purposes of resolving this dispel magic attempt). The save DC is Charisma-based.
Pestilent Aura (Su) Creatures within 5 feet of a vrykolakas must succeed at a DC 22 Fortitude save or contract bubonic plague. Any creature that successfully saves against a vrykolakas’s pestilent aura cannot be affected by the aura of that same vrykolakas for 24 hours. The save DC is Charisma-based.
Bubonic Plague: save Fort DC 21; onset 1 day; frequency 1/day; effect 1d4 Con damage and 1 Cha damage and target is fatigued; cure 2 consecutive saves.
 

Gashadokuro

The bones and skulls of countless smaller creatures dribble from the joints and rib cage of this massive skeleton.

Gashadokuros are enormous skeletons that come into being as a result of mass starvation. The victims of such a tragedy fuse together into an undead colossus that continues to hunger even in death. A gashadokuro uses its feral instincts to hunt living creatures, forever seeking to sate its ineradicable, collective memory of starvation. A typical gashadokuro is 30 feet tall and weighs up to 5,000 pounds.

CR 13 XP 25,600
NE
Huge undead
Init +4; Senses darkvision 60 ft.; Perception +20
Aura starvation (60 ft., DC 25)
DEFENSE
AC
28, touch 8, flat-footed 28 (+20 natural, –2 size)
hp 180 (19d8+95)
Fort +11, Ref +6, Will +14
Defensive Abilities channel resistance +4; DR 10/bludgeoning; Immune undead traits
OFFENSE
Speed
30 ft.
Melee bite +22 (2d8+10 plus grab), 2 claws +23 (2d6+10/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (30-ft. cone, 12d6 bludgeoning damage, Reflex DC 24 half, usable every 1d4 rounds), corpse consumption, swallow whole (6d6 bludgeoning damage, AC 20, 18 hp)
STATISTICS
Str
30, Dex 11, Con —, Int 6, Wis 17, Cha 21
Base Atk +14; CMB +26 (+28 bull rush, +30 grapple); CMD 36 (38 vs. bull rush)
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Intimidating Prowess, Power Attack, Vital Strike, Weapon Focus (claw)
Skills Climb +23, Intimidate +32, Perception +20
Languages Common (can’t speak)
ECOLOGY
Environment
any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su)
A gashadokuro can breathe bone shards as a standard action.
Corpse Consumption (Su) A gashadokuro that kills creature by using its swallow whole special ability automatically consumes its victim’s body and regains a number of hit points equal to the victim’s Constitution score. Consumed creatures cannot be resurrected by any effect short of a miracle or wish spell until the gashadokuro is destroyed.
Starvation Aura (Su) A gashadokuro emits a powerful aurathat causes all creatures within range to feel the intense pains of starvation. Each creature within 60 feet must succeed at a DC 24 Fortitude save or be fatigued and succumb to the supernatural starvation of the gashadokuro, taking 2d6 points of nonlethal damage at the end of its turn each round it remains in the aura. Even after leaving the area or slaying the gashadokuro, an affected creature continues to starve and cannot heal from the nonlethal damage dealt by this ability until it consumes food.
 

Ecorche

This brawny creature has had its skin completely flensed from its form, revealing the violent pulsing of its massive, exposed muscles.

The bodyguards and spies of undead masterminds, ecorches appear as gory giants with musculatures overdeveloped by infusions of necromantic toxins and grafts of reanimated sinew. Although its natural form possesses no skin, an ecorche can steal the flesh of another creature, flaying its victim in mere seconds and leaving it in unimaginable shock and pain with only moments to seek aid before perishing. Yet this gruesome act of violence is only the first stage of the chaos an ecorche spreads with its violence. An ecorche possesses incredible control over its gruesome form, allowing it to compress its body into the skin of a much smaller creature. Wearing such grisly garb, these terrors walk among the living, doing the bidding of their terrible masters or searching for more inf luential individuals to murder, skin, and impersonate. If an ecorche’s unholy nature is revealed, the monster is quick to dispose of its nowuseless disguise, bursting from the suit of flesh and exposing its terrible form to the unprepared, few of whom can withstand such unabashed gore. An ecorche stands approximately 8-1/2 feet tall and weighs upward of 600 pounds.

CR 16 XP 76,800
CE
Large undead
Init +9; Senses darkvision 60 ft.; Perception +25
Aura frightful presence (60 ft., DC 26)
DEFENSE
AC
30, touch 14, flat-footed 25 (+5 Dex, +16 natural, –1 size)
hp 209 (22d8+110); fast healing 5
Fort +12, Ref +12, Will +15
Defensive Abilities channel resistance +2; DR 15/good and silver; Immune acid, undead traits
OFFENSE
Speed
30 ft.
Melee 2 claws +27 (3d6+11/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (1 Con drain), rend (2 claws, 3d6+11 plus bleed and seize skin)
STATISTICS
Str
32, Dex 20, Con —, Int 9, Wis 11, Cha 21
Base Atk +16; CMB +28 (+30 bull rush); CMD 43 (45 vs. bull rush)
Feats Awesome Blow, Blinding Critical, Combat Reflexes, Critical Focus, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Iron Will, Power Attack, Stand Still, Weapon Focus (claw)
Skills Disguise +30, Perception +25, Stealth +26
Languages Common
SQ wear skin
ECOLOGY
Environment
any land
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Seize Skin (Su)
Whenever an ecorche damages a target with its rend ability, the target must succeed at a DC 25 Fortitude save to resist being skinned alive. Those who fail the save become staggered and take 1 point of Constitution drain per round. Both of these effects are permanent but can be removed with a regenerate or heal spell (or 1 round of regeneration). The ecorche can use its wear skin ability to don a skin stolen in this way as a full-round action. The save DC is Dexterity-based.
Wear Skin (Su) An ecorche can steal the skin of a dead Small, Medium, or Large humanoid and wear it as its own. When it does this, the ecorche takes on the creature’s size and appearance and gains a +10 bonus on Disguise checks made to impersonate the victim. While wearing a stolen skin, an ecorche cannot use its frightful presence. This stolen skin is preserved while the ecorche wears it, but is destroyed if the ecorche takes more than 10 points of damage or if the ecorche chooses to destroy the skin as a standard action. Those within 60 feet who see an ecorche’s stolen skin destroyed are immediately subjected to its frightful presence and take a –5 penalty on the related Will save. An ecorche reverts to its normal size if its stolen skin is destroyed.
 

Hollow Serpent

This creature looks like an oversized, empty snakeskin, its body covered in barbs and maw filled with jagged teeth.

Crafted from the shed skins of great snakes by serpentfolk necromancers and other foul spellcasters, hollow serpents are plagued by an eternal hunger they can never sate. The act of draining energy from living creatures blunts these supernatural pangs, driving the hollow serpent to constantly seek new prey. A hollow serpent is a difficult undead to create—most of them were crafted by a long-forgotten god of the serpentfolk and not by mortal spellcasters at all. The exact methods by which a mortal might create a hollow serpent are obscure, but most scholars have come to the conclusion that the use of powerful artifacts or the aid of a demigod may be required for such a feat. A hollow serpent is 15 feet long and weighs 500 pounds.

CR 16 XP 76,800
NE
Large undead
Init +9; Senses darkvision 60 ft., lifesense; Perception +17
Aura desiccation aura (30 ft., DC 26)
DEFENSE
AC
31, touch 19, flat-footed 21 (+9 Dex, +1 dodge, +12 natural, –1 size)
hp 230 (20d8+140); fast healing 10
Fort +14, Ref +17, Will +18
Defensive Abilities channel resistance +4, freedom of movement; DR 10/magic and silver; Immune undead traits; SR 27
OFFENSE
Speed
50 ft., climb 50 ft.
Melee 2 bites +23 (4d10+10 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks channel negative energy (8d6, DC 24, 9/day), constrict (4d10+10 plus energy drain), energy drain (1 level, DC 26), lifedraining coils
Spell-Like Abilities (CL 16th; concentration +22)
Constant—freedom of movement
1/day—horrid wilting (DC 24), waves of exhaustion
STATISTICS
Str
25, Dex 29, Con —, Int 6, Wis 19, Cha 22
Base Atk +15; CMB +25 (+29 grapple); CMD 43 (can’t be tripped)
Feats Agile Maneuvers, Channel Smite, Dodge, Great Fortitude, Iron Will, Lightning Reflexes, Lunge, Toughness, Vital Strike, Weapon Finesse
Skills Climb +28, Escape Artist +19, Perception +17, Stealth +18
Languages Aklo; telepathy 100 ft.
SQ swift strike
ECOLOGY
Environment
any underground
Organization solitary, pair, or nest (3–8)
Treasure double
SPECIAL ABILITIES
Channel Negative Energy (Su)
As a standard action, a hollow serpent can channel negative energy in a 30-foot burst as a 16th-level evil cleric. This ability requires no divine focus. The save DC is Charisma-based.
Desiccation Aura (Su) A cloud of moisture-draining dust fills the air in a 30-foot radius around a hollow serpent. Living creatures within this area must make a DC 26 Fortitude save or take 1d6 points of Strength damage as water is leached from their flesh. Whether or not the save is successful, a creature cannot be affected again by the same hollow serpent’s desiccation aura for 24 hours. Creatures without fleshy bodies are immune to this aura, while creatures with the aquatic or water subtypes take a –4 penalty on the saving throw. The save DC is Charisma-based.
Life-Draining Coils (Su) A hollow serpent seethes with negative energy capable of sapping the life force of creatures trapped within its coils. Every time a creature takes constriction damage from a hollow serpent, it gains one negative level. The hollow serpent also gains 5 temporary hit points for each negative level it bestows.
Lifesense (Su) A hollow serpent notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Swift Strike (Ex) When a hollow serpent takes a full-attack action, it can make two bite attacks instead of just one.
 

Warsworn

An enormous, animate mass of armed and armored corpses undulates forth, like a siege tower of steel-girded flesh.

Warsworns are massive undead amalgams, their ever-shifting, chaotic bodies composed of countless slain soldiers and their armor and weapons. The shambling, serpentine form of a warsworn creates a grotesque, metallic cacophony as the weapons and armor of countless souls clash as though still in the throes of a never-ending battle. A warsworn forms by the will of a god or goddess of undeath or war, or spontaneously from the bloodlust and wrath of a battlefield of dead soldiers. Once created, a warsworn exists to spread the rage of war, ravage the land, and spread the carnage of battle. A typical warsworn weighs several tons and can reach a height of up to 25 feet. A newly formed one is much smaller, but quickly consumes nearby corpses from a battlefield or mass grave and swells to its full size. It is always hungry for more dying bodies. It prefers to absorb warriors and soldiers, but willingly consumes any suitable humanoid. Its constant grinding motion breaks its component parts, giving it plenty of scrap to hurl at distant foes.

CR 16 XP 76,800
NE
Gargantuan undead
Init +3; Senses darkvision 60 ft.; Perception +27
Aura frightful presence (60 ft., DC 26)
DEFENSE
AC
29, touch 9, flat-footed 26 (+3 Dex, +20 natural, –4 size)
hp 207 (18d8+126)
Fort +13, Ref +9, Will +17
Defensive Abilities channel resistance +4; DR 10/bludgeoning and magic; Immune undead traits
OFFENSE
Speed
40 ft.
Melee 4 slams +21 (2d6+12 plus energy drain)
Ranged 1 scrap ball +12 (2d6+12)
Space 20 ft.; Reach 5 ft.
Special Attacks absorb dying creature, energy drain (1 level, DC 26), trample (2d6+18, DC 31)
Spell-Like Abilities (CL 18th; concentration +25)
3/day—extended animate objects (7 Medium weapons only), telekinesis (violent thrust, heavy armor only)
STATISTICS
Str
34, Dex 17, Con —, Int 9, Wis 22, Cha 25
Base Atk +13; CMB +29; CMD 42 (can’t be tripped)
Feats Awesome Blow, Blind-Fight, Greater Overrun, Improved Bull Rush, Improved Overrun, Lightning Reflexes, Power Attack, Step Up, Strike Back
Skills Climb +33, Perception +27, Swim +30
Languages Common (can’t speak)
SQ profane magic
ECOLOGY
Environment
any
Organization solitary
Treasure double standard (nonmagical armor and weapons)
SPECIAL ABILITIES
Absorb Dying Creature (Su)
A warsworn can consume any dying creature by moving into the same space. This immediately kills the creature, absorbs the corpse into the warsworn, and heals the warsworn by an amount equal to the creature’s Constitution score. Absorbed corpses can’t be resurrected by any effect short of a miracle or wish until the warsworn that consumed them is destroyed.
Profane Magic (Su) Protection from evil blocks attacks from a warsworn’s spell-like abilities. Weapons animated by the warsworn are damaged by channeled energy as if undead.
Scrap Ball (Ex) The warsworn can throw a mass of broken weapons and armor. This deals an amount of damage equal to 2d6 + the warsworn’s Strength modifier, and has a range increment of 20 feet.