Poltergeist
A ghostly, skeletal figure rises up amid a whirling cyclone of tools, plates, utensils, and other loose objects.
A poltergeist is an angry spirit that forms from the soul of a creature that, for whatever reason, becomes unable to leave the site of its death. Sometimes, this might be due to an unfinished task— other times, it might be due to a powerful necromantic effect. Desecrating a grave site by building a structure over the body below is the most common method of accidentally creating a poltergeist. The poltergeist experiences great trauma over its condition; this trauma twists its psyche to evil and fosters an overall hatred of the living expressed in outbursts of rage. A poltergeist is bound to a specific place, usually a building, room, or recognizable area (a section of a cemetery, a stretch of lonely road, and so on). This place typically corresponds to its place of death or the resting place of its mortal remains.
LE Medium ()
Init +1; Senses 60 ft.; Perception +9
DEFENSE
AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)
hp 16 (3d8+3)
Fort +2, Ref +2, Will +4
Defensive Abilities , , rejuvenation;
OFFENSE
Speed 20 ft. (perfect)
Special Attacks frightener, telekinesis
STATISTICS
Str —, Dex 13, Con —, Int 5, Wis 12, Cha 12
Base Atk +2; +3; CMD 14
Feats Ability Focus (fear), Alertness
Skills Fly +9, Perception +9, Sense Motive +3
Languages Common
SQ site bound
ECOLOGY
Environment any
Organization solitary or haunting (2–7)
Treasure incidental
SPECIAL ABILITIES
Frightener (Su) Once per minute as a standard action, a poltergeist can temporarily drop its natural invisibility, revealing itself to be a skeletal, ghost-like humanoid. All creatures within 30 feet when a poltergeist uses this ability must make a DC 14 Will save to avoid becoming frightened for 1d4 rounds. The poltergeist then resumes its invisibility at the end of its turn as a free action. A creature that successfully saves is immune to the fear effect of that poltergeist for 24 hours. If the poltergeist’s natural invisibility is negated via other methods, it cannot use this ability. Likewise, those that can see invisible creatures are immune to this special attack. This is a mind-affecting fear effect. The save DC is Charisma-based.
Rejuvenation (Su) When a poltergeist is destroyed, it only remains destroyed for 2d4 days. After this time, the undead spirit reforms where it was destroyed, fully healed. The only way to permanently destroy a poltergeist is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different poltergeist or group of poltergeists by the GM.
Site Bound (Ex) A poltergeist cannot travel more than 120 feet from the point at which it was created or formed.
Telekinesis (Su) A poltergeist has no method of attacking apart from telekinesis. This ability functions as the spell telekinesis, with a CL equal to the poltergeist’s Hit Dice (CL 3rd for most poltergeists). A typical poltergeist has a ranged attack roll of +3 when using telekinesis to hurl objects or creatures, and can use the ability on objects or creatures of up to 75 pounds. If a poltergeist attempts to hurl a creature with this ability, that creature can resist the effect with a successful DC 12 Will save. The save DC is Charisma-based.
Allip
This malignant cloud of shadows boils in the air, its skeletal maw eerily babbling as the creature’s claws manifest from the darkness.
Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death. These unfortunates, known as allips, suffer from the violent and incurable insanity they faced in life and take out their terror, confusion, and rage upon the living. They reach out to those they encounter—possibly in wrath, but also perhaps oblivious to their own insane nature—spreading the psychoses that led to their own untimely deaths. In combat, allips relentlessly attack the nearest living creature, relying on their babble to let them close in before attacking with their touch of insanity. Many seem to be driven to states of ferocity upon witnessing the terror living creatures exhibit when facing their spectral forms, or when faced with the intangibility of their incorporeal states. While allips have no way to kill creatures, those knocked unconscious by an allip’s Wisdom-draining touch often emerge from the state suffering from insanity—a fate that many would say qualifies as worse than death. Allips often seek to harm those who played a part in causing their mad, unholy condition. When faced with such foes, an allip ignores all other targets that confront it in favor of its hated enemies, attacking them until its tormentors have been forced into a vacant stupor. Alas, such vengeance does not put the allip to rest, but simply serves to further fuel its madness as it finds itself trapped in a world now no longer even holding the satisfaction of vengeance.
CE Medium ()
Init +5; Senses 60 ft.; Perception +7
Aura babble (60 ft., DC 15)
DEFENSE
AC 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex)
hp 30 (4d8+12)
Fort +4, Ref +4, Will +4
Defensive Abilities +2, ;
OFFENSE
Speed 30 ft. (perfect)
Melee incorporeal touch +4 (1d4 Wisdom damage)
Special Attacks babble, touch of insanity
STATISTICS
Str —, Dex 12, Con —, Int 11, Wis 11, Cha 16
Base Atk +3; +4; CMD 17
Feats Improved Initiative, Lightning Reflexes
Skills Fly +16, Intimidate +10, Perception +7, Stealth +8
Languages Aklo, Common
SQ madness
ECOLOGY
Environment any
Organization solitary, pair, or haunt (3–6)
Treasure incidental
SPECIAL ABILITIES
Babble (Su) An allip constantly mutters to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed at a DC 15 Will save or be fascinated for 2d4 rounds. While a target is fascinated, the allip can approach it without breaking the effect, but an attack by the allip does end the effect. Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. This is a sonic, mind-affecting compulsion effect. The save DC is Charisma-based.
Madness (Su) Anyone targeting an allip with a thought detection, mind control, or telepathic effect makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.
Touch of Insanity (Su) The touch of an allip deals 1d4 points of Wisdom damage (DC 15 Will negates). A successful critical hit causes 1d4 points of Wisdom damage and 1 point of Wisdom drain (instead of double Wisdom damage). With each successful attack, an allip gains 5 temporary hit points. The save DC is Charisma-based.
Shadow
Barely seen out of the corner of the eye, this wisp of shadow is vaguely humanoid in outline and writhes with unholy life.
The sinister shadow skirts the border between the gloom of darkness and the harsh truth of light. The shadow prefers to haunt ruins where civilization has moved on, where it hunts living creatures foolish enough to stumble into its territory. The shadow is an undead horror, and as such has no goals or outwardly visible motivations other than to sap life and vitality from living beings.
CE Medium ()
Init +2; Senses 60 ft.; Perception +8
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +4
Defensive Abilities , +2;
OFFENSE
Speed 40 ft. (good)
Melee incorporeal touch +4 (1d6 Strength damage)
Special Attacks create spawn
STATISTICS
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +2; +4; CMD 17
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light)
Racial Modifiers +4 Stealth in dim light (–4 in bright light)
ECOLOGY
Environment any
Organization solitary, pair, gang (3–6), or swarm (7–12)
Treasure standard
SPECIAL ABILITIES
Create Spawn (Su) A humanoid creature killed by a shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
Strength Damage (Su) A shadow’s touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Wraith
This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.
Wraiths are undead creatures born of evil and darkness. They hate light and living things, as they have lost much of their connection to their former lives.
LE Medium ()
Init +7; Senses 60 ft., ; Perception +10
Aura (30 ft.)
DEFENSE
AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)
hp 47 (5d8+25)
Fort +6, Ref +4, Will +6
Defensive Abilities +2, ;
Weaknesses
OFFENSE
Speed 60 ft. (good)
Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain)
Special Attack create spawn
STATISTICS
Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
Base Atk +3; +6; CMD 21
Feats Blind-Fight, Combat Reflexes, Improved Initiative
Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11
Languages Common, Infernal
ECOLOGY
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure none
SPECIAL ABILITIES
Create Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life.
Constitution Drain (Su) Creatures hit by a wraith’s touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.
Lifesense (Su) A wraith notices and locates living creatures within 60 feet, just as if it possessed the .
Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.
Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.
Exiled Shade
Gray and black shadows and mist coalesce into a humanoid figure, its face a distorted mask of rage and hatred.
An exiled shade is a wretched, undead remnant of an evil organization. Driven out and possibly even slain by its former allies, the exiled shade wallows in the pain of its betrayal and its paradoxical desires to simultaneously destroy and be reunited with its former comrades. Exiled shades linger near the places they once served, but are psychologically unable to return to the places from which they were exiled. Instead they attack lonesome travelers, enslaving them to use as puppets against their onetime allies. An exiled shade is approximately 6 feet tall.
CE Medium ()
Init +7; Senses 60 ft.; Perception +9
DEFENSE
AC 18, touch 18, flat-footed 14 (+4 deflection, +3 Dex, +1 dodge)
hp 68 (8d8+32)
Fort +6, Ref +5, Will +8
Defensive Abilities +2, ;
Weaknesses exiled
OFFENSE
Speed 40 ft. (perfect)
Melee incorporeal touch +10 (1d6 Intelligence damage)
Special Attacks rage thrall
STATISTICS
Str —, Dex 17, Con —, Int 7, Wis 14, Cha 19
Base Atk +6; +9; CMD 24
Feats Dodge, Improved Initiative, Mobility, Weapon Focus (incorporeal touch)
Skills Fly +18, Perception +9, Sense Motive +9, Stealth +10
Languages Common
ECOLOGY
Environment any
Organization solitary, pair, or banishment (3–10)
Treasure none
SPECIAL ABILITIES
Exiled (Ex) The symbols of an exiled shade’s former organization still hold power over its restless spirit. An exiled shade that can see such a symbol is sickened for as long as the symbol remains visible. Additionally, if a shade is directly confronted with such a symbol (which requires a standard action) it must succeed at a DC 16 Will save or become dazed for 1 round. If the shade succeeds, it can no longer be dazed in this manner for 24 hours, but remains sickened while in the symbol’s presence. If this symbol is a holy symbol and is used in the act of channeling energy, the exiled shade does not gain its channel resistance against the effect. The symbol must be something the exiled shade’s organization used to identify its members while the shade was alive, such as a noble crest, a knightly banner, or a holy icon.
Intelligence Damage (Su) An exiled shade’s touch clouds the target’s mind with anger and resentment, dealing 1d6 points of Intelligence damage. This is an emotion-based, mind-affecting, negative energy effect.
Rage Thrall (Su) If an exiled shade deals a cumulative amount of Intelligence damage greater than or equal to a humanoid target’s actual Intelligence score, the affected creature does not fall unconscious as normal. Instead, the target ceases to take penalties from its Intelligence damage and falls under the control of the exiled shade, as per dominate person. Creatures so dominated cannot attempt new saving throws to escape the shade’s control until their Intelligence damage no longer equals or exceeds their actual Intelligence score. An exiled shade can control only a single creature in this manner. If an exiled shade deals enough Intelligence damage to a second creature to activate this ability, the first creature is relinquished from its control (though it might immediately fall unconscious if its Intelligence damage equals or exceeds its actual Intelligence score).
Ghost
This spectral, horrifying figure glides silently through the air, passing through solid objects as if they didn’t exist.
When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil—even the ghost of a good or lawful creature can become hateful and cruel in its afterlife. More than most of the monsters in this book, a ghost benefits from a strong and detailed backstory. Why did this character become a ghost? What are the legends surrounding the ghost? An encounter with a ghost should never happen completely out of the blue—there are plenty of other incorporeal undead like wraiths and spectres to fill that role. A proper encounter with a ghost should be a climactic scene after a lengthy period of tension building with lesser minions or manifestations of the undead spirit. The sample ghost above is that of a human princess who was murdered by an unfaithful lover—after she confronted him, he murdered her by wrapping her in chains and throwing her into the castle well, where she drowned. The ghost’s abilities were selected to fit this backstory, and it shows how potent a villain you can create with a simple NPC class. Applying the template to creatures with class levels or creatures with significant racial abilities can create even more powerful ghosts. When a ghost is created, it retains incorporeal “copies” of any items that it particularly valued in life (provided the originals are not in another creature’s possession). The equipment works normally for the ghost but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures, but any such attack deals only half as much damage (50%) unless it is a ghost touch weapon. A ghost can use shields or armor only if they have the ghost touch quality. The original items remain behind, just as the ghost’s physical remains do. If another creature seizes the original, the incorporeal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place (and thus regain the item’s use).
Human ghost aristocrat 7
CE Medium (augmented , )
Init +5; Senses 60 ft.; Perception +18
DEFENSE
AC 17, touch 17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection)
hp 73 (7d8+42)
Fort +7, Ref +5, Will +7
Defensive Abilities +4, , rejuvenation;
OFFENSE
Speed 30 ft. (perfect)
Melee corrupting touch +6 (7d6, Fort. DC 18 half)
Special Attacks frightful moan (DC 18)
STATISTICS
Str —, Dex 12, Con —, Int 10, Wis 11, Cha 20
Base Atk +5; +5; CMD 22
Feats Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Fly +9, Knowledge (history) +10, Knowledge (nobility) +10, Perception +18, Sense Motive +10, Stealth +9
Racial Modifiers +8 Perception, +8 Stealth
Languages Common
ECOLOGY
Environment any
Organization solitary
Treasure NPC gear
SPECIAL ABILITIES
Corrupting Touch (Su) All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe’s body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.
Frightful Moan (Su) The ghost died in the throes of crippling terror. It can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.
Rejuvenation (Su) In most cases, it’s difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM.
Psychic Stalker
This horrific, ghostly skull’s brain pulses within its cranium, the whorls and folds plainly visible through bone.
Psychic stalkers are the undead minds of psychic spellcasters who suffered unexpectedly violent deaths. Such minds are sometimes powerful enough to persist even after their bodies’ destruction, transforming into incorporeal creatures composed entirely of thought, yet they retain no true memories or abilities from their former existence. Knowing only that they are missing a vital part of their being, psychic stalkers are ruled by the envious desire to take control of new bodies.
NE Medium ()
Init +8; Senses 60 ft., 60 ft.; Perception +16
Aura (30 ft., DC 20)
DEFENSE
AC 20, touch 20, flat-footed 16 (+6 deflection, +4 Dex)
hp 84 (8d8+48)
Fort +8, Ref +6, Will +8
Defensive Abilities +2, ;
OFFENSE
Speed 60 ft. (good)
Melee incorporeal touch +10 (1d6 Charisma damage)
Special Attacks fleeting possession
STATISTICS
Str —, Dex 18, Con —, Int 13, Wis 15, Cha 23
Base Atk +6; +10; CMD 26 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Skills Fly +19, Intimidate +17, Perception +16, Sense Motive +13, Stealth +15
Languages Common
SQ formless
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Charisma Damage (Su) A psychic stalker’s touch deals 1d6 points of Charisma damage to a living creature. Each time a creature takes Charisma damage from a psychic stalker that would normally exceed the creature’s current Charisma score, the creature must make a successful DC 20 Fortitude saving throw or die. This is a negative energy effect. The save DC is Charisma-based.
Fleeting Possession (Sp) As a standard action, a psychic stalker can enter an adjacent living creature’s body and begin to destroy its mind in a violent attempt to feel alive. The psychic stalker can initiate this process only on a creature that has taken an amount of Charisma damage equal to or greater than half the creature’s Charisma score. This effect functions as per possession (CL 8th; Will DC 20; the save DC is Charisma-based), but the target continues to take damage each round as if it had been struck by the psychic stalker’s touch attack. A creature that successfully saves is immune to that psychic stalker’s possession for 24 hours.
Formless (Ex) A psychic stalker has no visible form, but creatures that have taken Charisma damage from its attacks hallucinate a screaming skull within a ghostly haze, allowing them to damage the creature normally. It is treated as invisible to all other creatures, but as it has no true form or substance, effects like invisibility purge, see invisibility, and even faerie fire or glitterdust don’t negate this ability (though blindsight provided by thoughtsense can be used to locate a psychic stalker). The ability to hallucinate a psychic stalker and negate its concealment after taking Charisma damage is a mind-affecting effect.
Spectre
This translucent, ghostly figure fades into view from the damp mist, its face distorted by wrath into a hideous mask.
Image by Scott Weir
Spectres are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like ghosts, spectres haunt the places of their deaths, and seek to draw others into the lonely abyss of undeath. A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual’s face in paintings or drawings. Spectres retain a strong sense of identity, and even ancient, insane spectres generally remain coherent. Evil historians and necromancers often try to ally with spectres for the knowledge they held in life and retain in undeath.
LE Medium ()
Init +7; Senses 60 ft.; Perception +17
Aura (30 ft.)
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
hp 52 (8d8+16)
Fort +4, Ref +5, Will +9
Defensive Abilities , +2
Weaknesses resurrection ,
OFFENSE
Speed 80 ft. (perfect)
Melee incorporeal touch +10 (1d8 plus energy drain)
Special Attacks create spawn, (2 levels, DC 16)
STATISTICS
Str —, Dex 16, Con —, Int 14, Wis 16, Cha 15
Base Atk +6; +6; CMD 21
Feats Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon Focus (touch)
Skills Fly +11, Intimidate +13, Knowledge (history) +10, Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11
Languages Common
ECOLOGY
Environment any
Organization solitary, pair, gang (3–6), or swarm (7–12)
SPECIAL ABILITIES
Create Spawn (Su) Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain one level on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell in this way does not require a material component.
Sunlight Powerlessness (Ex) Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre.
Fallen
This ghostly crusader floats just above the ground, yet despite its phantomlike appearance, its armor and weapons seem quite solid.
When a righteous crusader is denied the path to the afterlife in death, its spirit can rise as one of the fallen— undead driven to enact a crusade against all life in a frustrated corruption of their beliefs. The undead creature’s fall in battle remains the greatest disappointment vexing its soul. Driven by hatred and shame, the fallen wander battlefields and wildlands in constant search of someone to end their misery by performing last rites.
LE Medium ()
Init +3; Senses 60 ft., 60 ft.; Perception +17
DEFENSE
AC 22, touch 17, flat-footed 19 (+4 armor, +4 deflection, +3 Dex, +1 shield)
hp 93 (11d8+44)
Fort +7, Ref +6, Will +10
Defensive Abilities +4, , rejuvenation; ; acid 5, fire 5
Weaknesses
OFFENSE
Speed 30 ft. (good)
Melee longsword +11/+6 (1d8 force/19–20 plus 2d6 negative energy and despair), light shield +13 (1d3 force plus 2d6 negative energy and despair)
Ranged longbow +11/+6 (1d8 force/×3 plus 2d6 negative energy and despair)
Special Attacks agent of despair, curse of the unburied, phantom armaments, touch of the grave
(CL 12th; concentration +16)
3/day—deeper darkness, telekinesis (DC 19)
STATISTICS
Str —, Dex 16, Con —, Int 13, Wis 17, Cha 18
Base Atk +8; +15; CMD 25
Feats Combat Expertise, Deadly Aim, Improved Shield Bash, Shield Slam, Two-Weapon Fighting, Weapon Focus (longsword)
Skills Fly +15, Intimidate +18, Knowledge (religion) +10, Perception +17, Sense Motive +17, Survival +14
Languages Common
ECOLOGY
Environment any
Organization solitary, squad (2–6), or platoon (7–16)
Treasure none
SPECIAL ABILITIES
Agent of Despair (Su) A creature that takes damage from a fallen’s attacks must succeed at a DC 19 Will save or take a –4 penalty on saving throws against fear. If a creature that has immunity to fear fails this saving throw, its immunity is temporarily suppressed. This effect lasts as long as a creature still has damage taken from a fallen’s attacks. This is a curse effect. The save DC is Charisma-based.
Curse of the Unburied (Su) Once per day, a fallen can curse a good-aligned cleric, paladin, or warpriest within 30 feet whose deity is opposed to the creation of undead to locate the fallen’s remains and perform a funeral for it. The target must succeed at a DC 19 Will save or take a –2 penalty to each of its ability scores. Each day, the target can attempt a new saving throw; success keeps the target from accruing an additional –2 penalty to each of its ability scores. No ability score can be reduced below 1 by this effect. The ability score penalties are removed immediately upon completing funeral rites for the fallen. The target does not need to complete the rites personally, but it is responsible for seeing that they’re carried out. The save DC is Charisma-based.
Phantom Armaments (Su) A fallen’s weapons and armor are formed of force, allowing the fallen to make physical attacks and wear protective armor. This gear cannot be disarmed or removed from the fallen. Arrows fired from the fallen’s longbow vanish after dealing damage to their target. A fallen gains a bonus on attack rolls with melee weapons and on combat maneuver checks equal to its Charisma modifier.
Rejuvenation (Su) A fallen is tied to the place where it died. A fallen is permanently destroyed and its soul is released when funeral rites lasting at least 1 minute are performed at the site where it perished or over its earthly remains. Otherwise, a fallen reforms 2d4 days after its destruction at the site where it first died.
Touch of the Grave (Su) All of a fallen’s melee and ranged attacks deal 2d6 additional points of negative energy damage to living targets (this does not heal undead targets struck).
Festering Spirit
This ghostlike creature reeks of the grave and drips with putrescent goo.
A festering spirit arises when a vile person’s corpse is put in a mass grave, or when such a person is buried, exhumed, and placed in a charnel house or ossuary. The lingering hatred and evil of the dead mixes with the worst remnants of dozens of other people, creating a frustrated incorporeal shade of sickness, hate, and rot. Powerful mortals might arise as multiple festering spirits, each spawned from a different aspect of the original creature’s personality. A festering spirit can’t travel more than a mile from its remains. When left alone for long periods, a festering spirit usually wanders the halls and rooms near its burial site, destroying things, indulging in pranks, or trying to eat and drink anything it finds palatable (which falls through its incorporeal body to no effect). Its senses can barely detect these treats, though some adventurers report that strong alcohol and spicy foods can distract the spirit as it savors these sensations.
CE Medium ()
Init +9; Senses 60 ft.; Perception +13
Aura (DC 14, 10 rounds)
DEFENSE
AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)
hp 58 (9d8+18)
Fort +5, Ref +8, Will +7
Defensive Abilities +2, ;
OFFENSE
Speed 40 ft. (good)
Melee incorporeal touch +11 (1d4 Con damage plus slime)
Special Attacks create spawn, slime, (1 Con plus slime, DC 16)
STATISTICS
Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15
Base Atk +6; +11; CMD 24
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility
Skills Fly +9, Perception +13, Stealth +17
SQ ghost touch
ECOLOGY
Environment any land or underground
Organization solitary, pair, or gang (3–6)
Treasure incidental
SPECIAL ABILITIES
Create Spawn (Su) A humanoid creature killed by a festering spirit’s Constitution damage becomes a festering spirit under the control of its killer in 1d4 days. Giving the corpse a proper burial (or cremation) prevents it from becoming a festering spirit.
Ghost Touch (Su) A festering spirit can manipulate corporeal objects that weigh up to 25 pounds as if those objects had the ghost touch special ability.
Slime (Su) A festering spirit’s slime resembles the putrefying sludge of decaying corpses. Any creature that is hit by the spirit’s incorporeal touch attack, passes through its square, or hits it with a natural weapon or unarmed strike must attempt a DC 16 Fortitude save. On a failure, the creature is nauseated for 1d4 rounds, and on a success the creature is staggered for 1 round. A festering spirit’s slime persists on objects and creatures for 1d10 minutes but has no harmful effect after its initial contact. Creatures immune to poison or disease are immune to this ability. The save DC is Charisma-based.
Trample (Ex) The DC of a festering spirit’s trample is Charisma-based.
Greater Shadow
This shadowy figure sways and moves with an erratic grace, as if lit by an unseen fire.
Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. These undead monsters are often found with a small band of normal shadows, which typically treat a greater shadow as a leader to rally behind.
CE Medium ()
Init +5; Senses 60 ft.; Perception +13
DEFENSE
AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)
hp 58 (9d8+18)
Fort +5, Ref +8, Will +7
Defensive Abilities , +2;
OFFENSE
Speed 40 ft. (good)
Melee incorporeal touch +11 (1d8 Strength)
Special Attacks create spawn, strength damage
STATISTICS
Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15
Base Atk +6; +11; CMD 24
Feats Dodge, Flyby Attack, Mobility, Skill Focus (Perception, Stealth)
Skills Fly +15, Perception +13, Stealth +20 (+24 in dim light, +16 in bright light)
Racial Modifiers +4 Stealth in dim light (–4 in bright light)
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Create Spawn (Su) A humanoid creature killed by a greater shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
Strength Damage (Su) A greater shadow’s touch deals 1d8 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Polong
This crimson spectral creature drips with blood, its skeletal face contorted with malice.
Polongs are the spirits of murderers who have been magically bound to a bottle. Whoever possesses a polong’s bottle can command the creature to carry out murderous acts. Necromancers, cultists, and assassins sometimes use polongs to perform assassinations from afar. Commanding polongs is dangerous, however, as their desire to kill makes them turn on their own masters if given the chance. When a polong’s bottle is opened, the creature manifests as a blood-drenched spirit with hands transformed into long claws. Its thirst for violence and murder twists its distorted features into a hateful visage. Polongs remember little of their past lives, their own thoughts turned to committing the heinous acts commanded by their masters.
NE Medium ()
Init +8; Senses 60 ft.; Perception +15
Aura murderous intent (30 ft.)
DEFENSE
AC 19, touch 19, flat-footed 15 (+5 deflection, +4 Dex)
hp 95 (10d8+50)
Fort +8, Ref +7, Will +11
Defensive Abilities ; +2;
Weaknesses bottle-bound (DC 22)
OFFENSE
Speed 40 ft. (perfect)
Melee incorporeal touch +12 (6d8 plus 1d4 bleed and terrible wounds)
Special Attacks (1d4), terrible wounds
STATISTICS
Str —, Dex 18, Con —, Int 13, Wis 14, Cha 20
Base Atk +7; +11; CMD 26
Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Intimidate), Weapon Focus (incorporeal touch)
Skills Fly +25, Intimidate +24, Perception +15, Stealth +17, Survival +12
Languages Common
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Bottle-Bound (Su) A polong is bound to a bottle as part of the ritual to create it. A polong must remain within 1 mile of its bottle, and regains 1d8+5 hit points for each hour it spends inside its bottle. If a polong’s bottle (AC 11, hardness 1, hp 1) is destroyed, the polong is considered staggered until the bottle reforms in 24 hours. Once per day, a creature that possesses a polong’s bottle can attempt to take control of the polong for 24 hours as if the polong where under the effect of a dominate monster spell. The polong can attempt a DC 20 Will save to negate this effect. A creature that’s controlling the polong is immune to its murderous intent aura.
Murderous Intent (Su) A polong generates a seething aura of unrestrained violence and malicious intent. As an immediate action, a polong can attempt an Intimidate check to demoralize any creature entering its aura. A creature that doesn’t become demoralized is immune to the polong’s aura for 24 hours. This is a mind-affecting fear effect.
Terrible Wounds (Su) A polong’s touch deals slashing damage, and opens up terrible gashes. Each round a creature takes bleed damage from the polong’s touch attack, it must succeed at a DC 20 Fortitude saving throw or take 2 points of Constitution damage. The save DC is Charisma-based.
Caller in Darkness
This roiling horror appears to be a swirling vortex of darkness and screaming, ghostly faces.
A caller in darkness grows from the psychic remains of a creature with psychic sensitivity that died a violent death, its restless spirit compelled to visit upon others the horrors that it suffered before dying. As more and more minds are absorbed, it grows, and the original spirit is lost in the swirling mass of hatred, confusion, and despair.
CE Large ()
Init +11; Senses 60 ft.; Perception +22
Aura unnatural aura (30 ft.)
DEFENSE
AC 20, touch 20, flat-footed 12 (+3 deflection, +7 Dex, +1 dodge, –1 size)
hp 97 (13d8+39)
Fort +7, Ref +11, Will +10
Defensive Abilities ;
Weaknesses
OFFENSE
Speed 60 ft. (good)
Melee incorporeal touch +15 (6d6 plus consume mind)
Space 10 ft.; Reach 10 ft.
Special Attacks consume mind, wrap in despair
(CL 10th; concentration +12)
12 PE—aversion (2 PE, DC 15), emotive block (3 PE, DC 16), greater oneiric horror (4 PE, DC 17), mind thrust V (5 PE, DC 18), paranoia (2 PE, DC 15), telempathic projection (1 PE, DC 14)
STATISTICS
Str —, Dex 25, Con —, Int 15, Wis 14, Cha 17
Base Atk +9; +13; CMD 27 (can’t be tripped)
Feats Ability Focus (wrap in despair), Alertness, Combat Reflexes, Dodge, Improved Initiative, Skill Focus (Intimidate, Stealth)
Skills Fly +5, Intimidate +25, Knowledge (arcana) +18, Perception +22, Sense Motive +22, Spellcraft +18, Stealth +21
Languages Abyssal, Common
ECOLOGY
Environment any
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Consume Mind (Su) Whenever a caller in darkness hits a creature with its incorporeal touch attack, or begins its turn occupying the same space as a creature, it drains away a portion of that creature’s mind, inflicting 1d4 points of Wisdom damage. This is a mind-affecting effect, but not a negative energy effect. If the caller in darkness reduces a living creature’s Wisdom score to 0 in this way, it absorbs that creature’s mind, killing it. The caller in darkness gains psychic energy equal to the creature’s HD and access to all of the creature’s memories. A creature whose mind is absorbed in this way cannot be resurrected until the caller in darkness is slain, unless the caster first uses a wish or miracle to free the creature’s mind.
Wrap in Despair (Su) Any living creature that begins its turn occupying the same space as a caller in darkness must succeed on a DC 21 Will save or be overwhelmed by crippling depression for 1d4 rounds. Affected creatures are unable to take any action. Adjacent allies can offer words of encouragement as a standard action to grant the creature a new saving throw. If the creature succeeds on a saving throw granted in this way, it is immune to the caller in darkness’s wrap in despair ability for 24 hours. Creatures with Intelligence scores of 2 or less are immune to this effect. This is a mind-affecting, emotion, and fear effect. The saving throw DC is Charisma-based.
Dread Wraith
This towering spectral entity emanates utter darkness, with twin hellish lights as eyes. Its shifting, nightmarish form exudes a palpable aura of despair.
A wraith that exists for long enough and feeds on enough life force undergoes an unholy transformation, becoming a creature known as a dread wraith.
LE Large ()
Init +10; Senses 60 ft., ; Perception +22
Aura (30 ft.)
DEFENSE
AC 21, touch 21, flat-footed 14 (+4 deflection, +1 dodge, +6 Dex)
hp 152 (16d8+80)
Fort +10, Ref +11, Will +15
Defensive Abilities +2, ;
Weaknesses
OFFENSE
Speed 60 ft. (good)
Melee incorporeal touch +18 (2d6 negative energy plus 1d8 Con drain)
Special Attack create spawn
STATISTICS
Str —, Dex 23, Con —, Int 14, Wis 17, Cha 21
Base Atk +12; +19; CMD 35
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Focus (incorporeal touch)
Skills Diplomacy +21, Fly +8, Intimidate +24, Knowledge (planes) +18, Perception +22, Sense Motive +22, Stealth +21
Languages Common, Infernal
ECOLOGY
Environment any
Organization solitary, pair, gang (1 plus 3–6 shadows), or pack (3 plus 7–12 shadows)
Treasure none
SPECIAL ABILITIES
Create Spawn (Su) Any humanoids slain by a dread wraith become wraiths in 1d4 rounds. Spawn are under the command of the dread wraith that created them and remain enslaved until its death, at which point they become free-willed wraiths. They don’t possess any of the abilities they had in life.
Constitution Drain (Su) Creatures hit by a dread wraith’s touch attack must succeed on a DC 23 Fortitude save or take 1d8 points of Constitution drain. On each successful attack, the dread wraith gains 5 temporary hit points. The save DC is Charisma-based.
Lifesense (Su) A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the .
Sunlight Powerlessness (Ex) A dread wraith caught in sunlight cannot attack and is staggered.
Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a dread wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.
Bhuta
This ghostly apparition floats in the air on backward-facing feet. Its hands end in sharp talons, and its eyes glow with blue fire.
A bhuta is a ghostlike undead creature born of horrible death or murder in a natural setting. It is a manifestation of rage at the injustice of a death that interrupted important business or unsated desires. Doomed to haunt the wilderness within several miles of the site of its demise, a bhuta turns to the local fauna as tools for its vengeance. A bhuta can appear in a variety of animalistic forms by using its veil ability, but its natural appearance is that of a bestial humanoid phantom that floats a foot above the ground as it moves. While bhutas are incorporeal, the touch of their claws creates horrific, bleeding wounds. A bhuta’s feet point backward. To disguise its nature, a bhuta can appear solid, manifesting in long robes that help disguise the fact that it floats and has strange feet. By means of its magic jar spell-like ability, a bhuta can also possess living animals to use as its minions; an animal possessed by a bhuta casts no shadow, and therefore prefers to lurk in heavily canopied or thicketed areas, waiting for the right time to strike out and attack intruders. Animals find themselves attracted to bhutas, which use their spell-like abilities to manipulate such victims toward evil and deceptive ends. Bhutas generally avoid inf luencing animal companions or domesticated animals, for changes in behavior among such creatures can easily arouse suspicion and reveal a bhuta’s presence and inf luence. A bhuta might have tasks it wishes to complete from its previous existence as a living creature, or it might work against those who slew its living form. This link to its past life is vague and compulsive rather than clear, unlike that of a ghost. Bhutas who have no specific target for retribution still seek to trouble those living in or near their domains, coaxing passersby into accepting them as traveling companions and using their influence over animals as a testament to their benevolence. When invited to join a group, a bhuta can journey outside its normal territory. However, a bhuta’s hunger for living blood usually drives it to attack its companions before it wanders far.
NE Medium ()
Init +7; Senses 60 ft., ; Perception +13
DEFENSE
AC 24, touch 24, flat-footed 16 (+6 deflection, +7 Dex, +1 dodge)
hp 147 (14d8+84)
Fort +10, Ref +11, Will +10
Defensive Abilities , +4;
Weaknesses cold iron
OFFENSE
Speed 30 ft. (perfect)
Melee 2 incorporeal claws +17 (5d8 plus bleed)
Special Attacks (1d8), (1d6 Constitution)
(CL 11th; concentration +17)
At will—animal trance (DC 18), speak with animals, veil (self only, as animal with backward feet; DC 22)
3/day—charm animal (DC 17)
1/day—magic jar (animals only, DC 21)
STATISTICS
Str —, Dex 25, Con —, Int 11, Wis 8, Cha 22
Base Atk +10; +17; CMD 34
Feats Animal Affinity, Dodge, Flyby Attack, Iron Will, Lunge, Mobility, Stealthy
Skills Bluff +16, Escape Artist +9, Fly +15, Handle Animal +14, Knowledge (nature) +8, Perception +13, Ride +9, Sense Motive +13, Stealth +24
Languages Common
ECOLOGY
Environment any aboveground natural area
Organization solitary or with a group of animals
Treasure none
SPECIAL ABILITIES
Blood Drain (Su) As a standard action, a bhuta can suck blood from an adjacent opponent that is taking bleed damage. The target takes 1d6 points of Constitution damage (Fort DC 23 half). The bhuta heals 5 hit points when it drains blood.
Cold Iron Weakness (Su) A cold iron weapon is considered to be magical when used against a bhuta. A magic cold iron weapon always functions as a ghost touch weapon when used against a bhuta.
Aoandon
This translucent, shaggy, horned monster shines with an eerie blue light, and its form trickles into vapor below the waist.
An aoandon is an incorporeal outsider formed from the spirit of a woman who died pursuing some ill-fated relationship. An aoandon waits for her chance to seek revenge on those who wronged her in her mortal life. If that person is dead, she finds a surrogate—someone who reminds her of the wrongdoer—and acts out her delusions with unrelenting vindictiveness. These spirits can also appear as a result of mishaps with calling spells, but such instances are rare.
CE Medium (, native)
Init +7; Senses 60 ft., true seeing; Perception +20
DEFENSE
AC 24, touch 24, flat-footed 16 (+6 deflection, +7 Dex, +1 dodge)
hp 152 (16d10+64)
Fort +14, Ref +12, Will +12
Defensive Abilities
OFFENSE
Speed 60 ft. (perfect)
Melee touch of madness +19 touch (10d6)
(CL 16th; concentration +22)
Constant—true seeing
At will—darkness
3/day—bestow curse (DC 20), suffocation (DC 21)
1/day—mass pain strike (DC 21), waves of fatigue
STATISTICS
Str —, Dex 24, Con 19, Int 20, Wis 15, Cha 22
Base Atk +16; +23; CMD 40
Feats Combat Reflexes, Dodge, Mobility, Skill Focus (Fly), Skill Focus (Intimidate), Spring Attack, Weapon Finesse, Weapon Focus (touch)
Skills Acrobatics +22, Bluff +25, Diplomacy +19, Fly +40, Intimidate +31, Knowledge (arcana) +20, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility) +12, Knowledge (planes) +18, Knowledge (religion) +13, Perception +20, Sense Motive +20, Spellcraft +22, Stealth +22
Languages Abyssal, Celestial, Common, Draconic, Giant, Infernal
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Touch of Madness (Su) The touch of an aoandon causes maddening fear. As a standard action it can make an incorporeal touch attack that deals 10d6 damage. Any living creature damaged by an aoandon’s touch attack must succeed at a DC 24 Will save or be confused for 1d4 rounds. A creature that succeeds at this saving throw can’t be confused again by this aoandon’s touch of madness for 10 minutes. This is a mind-affecting fear effect. The save DC is Charisma-based.
Banshee
This beautiful, ghostly elven woman glides through the air, her long hair flowing around a face knotted into a mask of rage.
A banshee is the enraged spirit of an elven woman who either betrayed those she loved or was herself betrayed. Maddened by grief, a banshee visits her vengeance on all living creatures—innocent or guilty—with her fearsome touch and deadly wails.
CE Medium ()
Init +15; Senses 60 ft., hear heartbeat; Perception +31
DEFENSE
AC 26, touch 26, flat-footed 14 (+4 deflection, +11 Dex, +1 dodge)
hp 161 (19d8+76)
Fort +10, Ref +19, Will +18
Defensive Abilities ;
Weaknesses
OFFENSE
Speed 60 ft. (perfect)
Melee incorporeal touch +26 (14d6 negative energy plus terror)
Special Attacks wail
STATISTICS
Str —, Dex 32, Con —, Int 5, Wis 20, Cha 19
Base Atk +14; +25; CMD 40
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Step Up, Weapon Focus (touch), Wind Stance
Skills Fly +19, Perception +31, Sense Motive +7
Languages Common, Elven
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Hear Heartbeat (Ex) A banshee can sense the beating hearts of living creatures within 60 feet, as if it had the .
Terror (Su) A creature damaged by the banshee’s touch attack must make a DC 23 Will save. Failure means that the victim cowers in fear for 1d3 rounds. If a target is protected against fear by a dispellable effect (such as heroes’ feast or mind blank), the banshee’s touch attempts to dispel one such effect with greater dispel magic (CL 14th). Negative energy damage caused by a banshee’s touch can only harm the living; it cannot heal undead. This is a mind-affecting fear effect. The save DC is Charisma-based.
Wail (Su) Once per minute, a banshee may wail as a full-round action. The wail lasts until the beginning of her next turn. All creatures within 40 feet of the banshee when she begins her wail, as well as all creatures that end their turn within that radius, must make a DC 23 Fortitude save. (This save is only required once per wail.) Creatures under the effects of a fear effect take a –4 penalty on this save. Creatures that make their save are sickened for 1d6 rounds. Those that fail take 140 points of damage (as if affected by a CL 14 wail of the banshee). If a wailing banshee is damaged during a wail, she must make a Will save (DC 15 + damage taken) to maintain the wail; otherwise it ends. This is a sonic death effect. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level or lower that creates silence. The save DC is Charisma-based.
Death Coach
Two spectral horses pull this ornate, ghostly carriage, whose windows are blocked by dark, heavy curtains.
Fearsome phantasmal carriages pulled by ghostly horses, death coaches appear without warning to collect and carry off unwilling mortal souls to the afterlife, slaying their victims first if need be.
NE Huge ()
Init +14; Senses 60 ft., deathwatch, ; Perception +30
Aura aura of doom (30 ft., DC 26)
DEFENSE
AC 27, touch 27, flat-footed 16 (+8 deflection, +10 Dex, +1 dodge, –2 size)
hp 212 (17d8+136)
Fort +13, Ref +15, Will +14
Defensive Abilities +4, ;
OFFENSE
Speed 40 ft., 30 ft. (average); soulbound gallop
Melee incorporeal touch +20 (17d6 negative energy)
Space 15 ft.; Reach 15 ft.
Special Attacks collect soul
(CL 16th; concentration +24)
At will—ghost sound (DC 18), scare (DC 20), distracting cacophony (DC 21)
3/day—quickened fear (DC 22), phantasmal killer (DC 22)
STATISTICS
Str —, Dex 30, Con —, Int 15, Wis 18, Cha 27
Base Atk +12; +24; CMD 43 (can’t be tripped)
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Stance, Mobility, Quicken Spell-Like Ability (fear), Skill Focus (Intimidate), Skill Focus (Perception), Wind Stance
Skills Fly +26, Intimidate +34, Knowledge (geography, history, local, nobility) +9, Perception +30, Sense Motive +13, Survival +21
Languages Abyssal, Common, Infernal (can’t speak any language)
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Aura of Doom (Su) The death coach’s aura acts like an aura of doom with a radius of 30 feet. A creature that succeeds at its save is immune to that death coach’s aura for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Collect Soul (Su) When a death coach deals damage to a creature with its touch attack, it can immediately attempt to collect the creature’s soul, forcing the creature to attempt a DC 24 Fortitude save. Creatures under the effects of a fear effect take a –4 penalty on this save. A creature that succeeds at its save takes 3d6+16 points of damage. On a failed save, the creature takes 160 points of damage (as if affected by a CL 16 finger of death). The soul of a creature slain by this attack becomes trapped in the death coach’s interior. A trapped soul can be restored to life only by a miracle or wish. This is a death effect, and a creature that succeeds at its save is immune to that death coach’s collect soul ability for 24 hours. The save DC is Charisma-based.
Soulbound Gallop (Su) When the death coach has trapped a soul with its collect soul ability, all of its movement speeds double. The doubling occurs before applying any other effects that increase its speed.
Dybbuk
This grinning spectre has mad eyes and blood-red hands that twitch and jerk like a puppeteer’s.
A dybbuk is a misplaced soul who has eluded judgment because of a some great transgression or a pitiful suicide. Like a ghost, it lingers on in the mortal world, either trying to fulfill an insane need to right some great failure that has marked its soul for eternity or merely to spread the torment it is condemned to face for eternity. Bodiless and left to wander, dybbuks grow increasingly bitter and resentful over the loss of their bodies and endlessly seek mortal or even inanimate forms to steal and use to sow suffering. Vile manipulators, they seek bodies that have the greatest potential to cause pain in those closest to their victims, taking pleasure in shifting a leader’s agenda toward the destruction of her followers or torturing an innocent from within. Dybbuks also often animate unliving things to spread fear, reveling in the chaos resulting from manipulating corpses to confuse and terrify. Most also realize they have all of eternity to torment their chosen victims, and might lurk quietly near a living target for weeks or months, waiting for the right moment to act and begin their terrors anew.
NE Medium ()
Init +15; Senses 60 ft.; Perception +29
DEFENSE
AC 28, touch 28, flat-footed 17 (+7 deflection, +11 Dex)
hp 207 (18d8+126)
Fort +13, Ref +17, Will +17
Defensive Abilities , +4; 10/good; ; 26
OFFENSE
Speed 60 ft. (perfect)
Melee pain touch +25 touch (7d6)
Special Attacks malevolence
(CL 18th; concentration +25)
At will—detect thoughts (DC 19), telekinesis (DC 22)
3/day—dominate monster (DC 26), feeblemind (DC 22), inflict serious wounds (DC 20)
1/day—greater heroism, modify memory (DC 21), tongues
STATISTICS
Str —, Dex 32, Con —, Int 15, Wis 18, Cha 25
Base Atk +13; +24; CMD 41
Feats Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Improved Initiative, Iron Will, Lunge, Step Up, Weapon Focus (pain touch)
Skills Bluff +25, Diplomacy +25, Fly +19, Intimidate +28, Perception +29, Sense Motive +29, Stealth +32
Languages Abyssal, Celestial, Common
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Malevolence (Su) Once per round, a dybbuk can merge itself with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 18th), except that it does not require a receptacle. To use this ability, the dybbuk must be adjacent to the target. The target can resist the attack with a successful DC 26 Will save. A creature that successfully saves is immune to that same dybbuk’s malevolence for 24 hours. The save DC is Charisma-based.
Pain Touch (Su) With a successful touch attack, a dybbuk causes painful spasms throughout the target’s body, dealing 7d6 points of damage. Creatures that are immune to pain take no damage from this touch.
Possess Object (Su) A dybbuk can use its malevolence ability to possess a Large or smaller unattended object, animating it as if using animate objects, except the dybbuk merges with and controls the object as if it were a living creature. The dybbuk cannot speak or use its other special abilities while possessing the object.
Nemhain
A cloud of translucent humanoid spirits whirls around this ghostly desiccated corpse.
A nemhain is formed when a soul deliberately assumes undead status as a means of protecting a person, object, place, or ideal. Often, a devoted priest or ally volunteers herself and her (often unwitting) kin for transformation into a nemhain in order to continue protecting her home even beyond her death. The blasphemous rituals used to create nemhains are often believed to have been lost. While most nemhain aspirants are evil to begin with—such individuals are often members of cults worshiping deities of lost or forbidden secrets— occasionally a goodly creature considers protecting a site worthy of a corrupted, tortured existence. Such an act, however well intentioned, is destined to damn her for all eternity.
NE Medium ()
Init +12; Senses 60 ft.; Perception +28
DEFENSE
AC 26, touch 26, flat-footed 17 (+7 deflection, +8 Dex, +1 dodge)
hp 225 (18d8+144); profane 5 (electricity or good)
Fort +13, Ref +16, Will +20
Defensive Abilities +4, ; cold, ; acid 10, fire 10
OFFENSE
Speed 30 ft. (perfect)
Melee incorporeal touch +21 (3d8 plus 1d6 Con drain)
Special Attack bound spirits
(CL 15th; concentration +22)
3/day—harm (DC 23), slay living (DC 22), telekinesis (DC 22)
1/day—antilife shell, wall of force
STATISTICS
Str —, Dex 26, Con —, Int 23, Wis 25, Cha 25
Base Atk +13; +21; CMD 39
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Mobility, Toughness
Skills Bluff +25, Diplomacy +25, Fly +37, Intimidate +28, Knowledge (arcana) +27, Knowledge (religion) +27, Perception +28, Sense Motive +28, Spellcraft +27, Stealth +29
Languages Common; 100 ft.
SQ rejuvenation
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Bound Spirits (Su) A nemhain is surrounded by a whirling cloud of spirits that are bound to her—often the spirits of close relatives or friends she had in life. As a swift action, she can direct these bound spirits to strike at any creature within 30 feet as a ranged touch attack (with an attack bonus of +21). These spirits may be used to cause damage as if the nemhain had touched the target with her incorporeal touch, or they can be used to deliver a harm or slay living effect. Using these spirits to deliver one of these spell-like abilities is a swift action; the nemhain does not need to take a standard action to cast the spell-like ability, but it still counts against the number of times per day she can use that spell-like ability. The nemhain can also send these spirits as a group up to 1 mile away to act as scouts; they have a fly speed of 60 feet (perfect). She can observe and listen through them, but as long as they don’t share her space, she can’t use them to deliver ranged touch attacks. These spirits are impervious to almost all attacks and magic, save the following: dispel evil, raise dead, or resurrection. Such spells cause the spirits to vanish and to be useless to the nemhain for 1 hour. True resurrection makes the spirits useless for 24 hours.
Profane Regeneration (Su) This ability functions like regeneration except the nemhain possesses it despite the fact that she lacks a Constitution score. A nemhain reduced to 0 hit points is staggered instead of destroyed while her profane regeneration is active. As long as her profane regeneration is active, a nemhain ignores all damage that would reduce her hit points below 0.
Rejuvenation (Su) All nemhains are tied to a ritual object used in their creation. This object is typically a large statue, pillar, or monolith. Until this object is destroyed, a destroyed nemhain automatically rejuvenates back to full hit points 1d4 days after she is destroyed, always appearing adjacent to her ritual object.
Wyrmwraith
This ghostly, skeletal creature appears to once have been a dragon, but it is now something far less noble.
Wyrmwraiths arise from the souls of powerful dragons who refuse to accept death or have an irrational fear of moving on to an afterlife. No longer concerned with amassing wealth and power, wyrmwraiths instead brood with an unrelenting hatred of all living things. They hate other dragons above all else, seeing the existence of those living creatures as a mockery of their own. Wyrmwraiths typically haunt their former lairs or some other location where they can hide from the sunlight. They are drawn toward ancient ruins, forgotten catacombs, and other places associated with death. Litter, detritus and bones lie heaped in areas controlled by a wyrmwraith instead of the coins and gems. In the rare instances when a wyrmwraith is away from its den, the malice of its presence still lingers palpably in the cold air. Still displaying the draconic instinct to protect their homes from would-be thieves, wyrmwraiths will often create and leave behind undead guardians. Wyrmwraiths slay those who venture near their lairs, surrounding themselves with their newly created dread wraiths and any other undead they can create or control, carving out small fiefdoms populated by undead servitors. They send their minions to collect anything and anyone with knowledge or power they believe can aid them in their dark endeavors. Captured individuals who please the wyrmwraith can expect to be reborn as powerful undead while those that fail wallow in eternal torment as dread wraiths. On rare occasions throughout history, powerful necromancers or dark cults have managed to entice or coerce a wyrmwraith into an alliance. These collaborations are fleeting, as wyrmwraiths still retain a twisted shadow of their draconic pride, seeing all other creatures as beneath them. Unless compelled to work with others, a wyrmwraith turns on its allies once they are no longer useful to it. Finding a way to gain a wyrmwraith’s attention is difficult because it is no longer interested in wealth or other mundane material possessions. Instead, wyrmwraiths seek knowledge or items to reverse or improve their undead condition. Their own loathing of what they have become is the only thing as strong as their hatred of the living. Yet, despite their predicament, they still fear ultimate death. A wyrmwraith blights the land with its very presence, a slowly spreading stain tainting anything it touches. Undead activity inevitably increases in any area a wyrmwraith inhabits. Unless a wyrmwraith is destroyed, its territory often becomes a lifeless wasteland for miles. Wyrmwraiths are very dangerous opponents in combat. They prefer to soften up enemies with their breath weapon and spells before closing in for melee. Wyrmwraiths target clerics, paladins, and other spellcasters wielding divine magic, both because they know divine magic possesses the greatest threat to them and because they see it as a chance to strike back against the gods for their accursed state. Wyrmwraiths care little about how many of their undead minions are destroyed in combat. They are merely pawns to the wyrmwraiths, who have the means at their disposal to create more. Wyrmwraiths appear as skeletal, ghostly versions of their former selves, their features warped by malice. No matter the size they once possessed, wyrmwraiths measure roughly 50 ft. from snout to tail. Unencumbered by flesh, they move with a silent, effortless, and deadly grace. Even wyrmwraiths’ minds become changed in undeath. Already long-lived creatures when they were dragons, some wyrmwraiths have spent an even longer time as undead. Brooding and nurturing brutal hatred for the living for so long drives these wyrmwraiths insane, causing them to become reckless—or self-destructive—and to venture out into the night to rain down destruction on a nearby settlement or even an entire kingdom, knowing that they will eventually be hunted down and destroyed.
CE Gargantuan ()
Init +16; Senses 60 ft., ; Perception +38
Aura
DEFENSE
AC 31, touch 31, flat-footed 18 (+6 deflection, +12 Dex, +1 dodge, +6 profane, –4 size)
hp 252 (24d8+144)
Fort +14, Ref +20, Will +19
Defensive Abilities +4, , positive energy transference;
Weaknesses
OFFENSE
Speed 80 ft. (perfect)
Melee incorporeal bite +27 (4d6 plus energy drain), 2 incorporeal claws +27 (2d8 plus divine dispelling), 2 incorporeal wings +24 (2d6), incorporeal tail slap +24 (2d8)
Space 20 ft.; Reach 15 ft. (20 ft. with incorporeal bite)
Special Attacks (60-ft. cone, 20d6 negative energy and 1 negative level, Reflex DC 22 half damage, usable every 1d4 rounds), create spawn, ectoplasmic shift, (2 levels, DC 28)
(CL 24th; concentration +30)
At will—animate dead, command undead (DC 18), desecrate, detect undead, protection from good
5/day—create undead, control undead (DC 23), unhallow, unholy blight (DC 20)
3/day—create greater undead, quickened finger of death (DC 23), waves of exhaustion
1/day—energy drain (DC 25), soul bind (DC 25)
STATISTICS
Str —, Dex 34, Con —, Int 20, Wis 21, Cha 22
Base Atk +18; +34; CMD 57 (61 vs. trip)
Feats Acrobatic, Dodge, Flyby Attack, Hover, Improved Initiative, Multiattack, Quicken Spell-Like Ability (finger of death), Skill Focus (Intimidate), Skill Focus (Perception), Stealthy, Weapon Focus (incorporeal bite), Weapon Focus (incorporeal claw)
Skills Acrobatics +40, Escape Artist +14, Fly +45, Intimidate +39, Knowledge (arcana) +20, Knowledge (planes) +17, Knowledge (religion) +32, Perception +38, Sense Motive +32, Stealth +31, Survival +29
Languages Abyssal, Common, Draconic, Elven, Infernal
SQ phase lurch
ECOLOGY
Environment any
Organization solitary or cadre (1 plus 2–4 dread wraiths)
Treasure double
SPECIAL ABILITIES
Create Spawn (Su) Any humanoids slain by a wyrmwraith become dread wraiths in 1d4 rounds. Spawn are under the command of the wyrmwraith that created them and remain enslaved until its death, at which point they become free-willed dread wraiths. They don’t possess any of the abilities they had in life.
Divine Dispelling (Su) When a wyrmwraith strikes a creature with one of its claws, that creature is also affected by a targeted greater dispel magic (CL 20th) that can dispel only divine spells.
Ectoplasmic Shift (Su) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. As a swift action, the wyrmwraith can become corporeal for 1d4 rounds. It can return to its incorporeal form as a free action. Once its ectoplasmic form’s duration ends, the wyrmwraith can’t assume that form again for 1d4 rounds. While in ectoplasmic form, the wyrmwraith loses the incorporeal ability (including its deflection bonus to AC) and gains a +16 natural armor bonus to AC, DR 15/—, a Strength score equal to its Dexterity score, and the phase lurch ability. The AC for a typical wyrmwraith in ectoplasmic form is 41. When in ectoplasmic form, its attacks are melee +27 (4d6+18 plus energy drain), 2 claws +27 (2d8+12 plus divine dispelling), 2 wings +24 (2d6+6), tail slap +24 (2d8+18).
Phase Lurch (Su) A wyrmwraith in ectoplasmic form can pass through walls or material obstacles. It must begin and end its turn outside whatever wall or obstacle it’s moving through. It can’t 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.
Positive Energy Transference (Su) Whenever a wyrmwraith succeeds at a saving throw to resist positive energy damage but still suffers damage, the wyrmwraith can immediately transfer that damage to any dread wraith spawn of its choice with 120 feet that it controls. The wyrmwraith takes any excess damage beyond the spawn’s hit points. Even if the wyrmwraith has no spawn under its control, when it succeeds at its save against a positive energy effect that normally deals half damage on a successful save, it instead takes one quarter damage.