Festrog
This hideously malformed, hairless, pustule-covered corpse moves and snarls more like an undead hound than an undead man.
A festrog is an undead abomination spawned when a creature is killed by a massive release of negative energy (perhaps due to planar bleeding, the destruction of a potent artifact, or even certain magical attacks by powerful undead), and then mutilated by an outside force, such as the scavenging of wild animals. Sometimes called dogghouls for their ability to run on all fours, the name often causes opponents to misinterpret this creature’s abilities and grossly underestimate its intelligence, for the festrog is in fact a rather canny monstrosity. Festrogs inhabit remote areas near places where they were slain. It’s not uncommon for a tribe of festrogs to share territories with ghouls. Most festrogs gather in small bands, based on whatever loose affiliations they might recall from when they were alive, and choose dwellings in sunless areas easily defended with group tactics. Like ghouls, they tend to skulk about graveyards, though they prefer ones with tombs and mausoleums so they can hide during the day. They hunt nocturnally in packs, preferring open areas like plains, farmlands, or open forests where they can track down prey with few places for it to run or hide. These packs wander semi-nomadically, often traveling miles beyond their dwellings in pursuit of mortal flesh.
NE Medium
Init +1; Senses 60 ft., ; Perception +6
DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 9 (2d8)
Fort +0, Ref +1, Will +4
OFFENSE
Speed 30 ft.; four-footed run
Melee bite +4 (1d6+3 plus feed), 2 claws +5 (1d4+3)
Special Attacks charging , diseased pustules, feed
STATISTICS
Str 17, Dex 13, Con —, Int 10, Wis 12, Cha 11
Base Atk +1; +4; CMD 15 (19 vs. trip)
Feats Weapon Focus (claw)
Skills Climb +8, Perception +6, Stealth +6, Survival +3
Languages Common
ECOLOGY
Environment any land
Organization solitary, pair, gang (3–5), or pack (6–11)
Treasure standard
SPECIAL ABILITIES
Charging Trip (Ex) A festrog that hits with its bite after making a charge attack on all fours can attempt to trip its opponent (+4 bonus). This trip does not provoke attacks of opportunity.
Diseased Pustules (Ex) When a festrog takes damage from a piercing or slashing weapon, some of its boils rupture, squirting the attacker with puslike fluids. The noxious secretions carry a potent contact disease that causes those infected to break out into painful necrotic boils.
Necrotic Boils: Disease—contact; save Fort DC 11; onset 1 day; frequency 1/day; effect 1d4 Con; cure 1 save.
Feed (Su) Every time a festrog makes a successful bite attack, it feeds on its opponent’s flesh and gains 5 temporary hit points. The festrog cannot have more than 5 temporary hit points gained by this ability at one time.
Four-Footed Run (Ex) A festrog can run on all fours at speed of 50 feet if it doesn’t hold or carry anything in its hands. When running on all fours, it is treated as if it had the Run feat.
Wight
The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.
Image by DM Omereth
Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre—a warped animated corpse whose touch steals living energy. As undead, wights do not need to breathe, so they are sometimes found underwater, though they are not particularly good swimmers unless they were originally swimming creatures such as aquatic elves or merfolk. Underwater wights prefer low-ceilinged caves where their limited swimming isn’t as much of a liability. The wight presented here is a typical example of its kind, but sometimes when a wight creates spawn from particularly unusual humanoids, the resulting wights are quite different in power, such as the three variants listed on this page.
LE Medium
Init +1; Senses 60 ft.; Perception +11
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 26 (4d8+8)
Fort +3, Ref +2, Will +5
Defensive Abilities
Weaknesses resurrection
OFFENSE
Speed 30 ft.
Melee slam +4 (1d4+1 plus energy drain)
Special Attacks create spawn, (1 level, DC 14)
STATISTICS
Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Base Atk +3; +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16
Racial Modifier +8 Stealth
Languages Common
SQ create spawn
ECOLOGY
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
SPECIAL ABILITIES
Create Spawn (Su) Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities they had in life.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.
Brute Wight (CR 5): Giants that are killed by wights become hunchbacked, simple-minded undead. Brute wights are giant advanced wights, but cannot create spawn of their own.
Cairn Wight (CR 4): Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites. A cairn wight is an advanced wight that fights with a weapon, typically a sword, that channels its energy drain attack and affects creatures damaged by the weapon as if they had been struck by the wight’s slam attack.
Frost Wight (CR 4): Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair. Frost wights have the cold subtype and their slam attacks deal 1d6 cold damage in addition to the normal effects. A creature touching a frost wight with natural weapons or unarmed strikes takes 1d6 cold damage.
Zuvembie
This withered old corpse has a feral glint in her eyes and clasps a rusty axe in her yellow-nailed hands.
Tied to the dark forces of nature and unholy magic, zuvembies employ fear and the wild creatures of the land to take their vengeance upon the living. Zuvembies appear to be withered, animate corpses but possess ruthless minds and blasphemous vigor. Revenge fuels a zuvembie, a hatefulness directed toward those who wronged it in life. Yet even when the last one who maligned it lies dead, its rage remains, turning against all who live, especially the relatives of the target of its original hate. Most zuvembies willingly performed the vile rituals to attain vengeance through unlife, but the transformation can also be wrought upon a helpless victim. The method of transforming into a zuvembie involves the creation and consumption of a vial of oil of animate dead, plus the performance of additional dark rites that take a day to perform and cost 3,000gp. The ritual kills the target, who must make a DC 20 Will save. Failure results in the victim’s death, while success means it reanimates as a free-willed zuvembie. Zuvembies stand between 5 and 6 feet tall and rarely weigh over 100 pounds.
NE Medium
Init +2; Senses 60 ft.; Perception +10
DEFENSE
AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 37 (5d8+15)
Fort +3, Ref +3, Will +6
Defensive Abilities +4; 5/piercing; cold,
OFFENSE
Speed 30 ft.
Melee battleaxe +4 (1d8+1/x3), claw –1 (1d4) or 2 claws +4 (1d4+1)
Special Attack corpse call (DC 16)
(CL 4th; concentration +6)
At will—darkness
3/day—ghoul touch, scare (DC 14)
1/day—animate dead, ray of exhaustion, (level 3, 1d3 bat or bird swarms [use the same stats], 1d2 constrictor snakes, 1d3 venomous snakes, or 1d4 wolves)
STATISTICS
Str 13, Dex 14, Con —, Int 11, Wis 14, Cha 15
Base Atk +3; +4; CMD 17
Feats Ability Focus (corpse call), Dodge, Toughness
Skills Bluff +7, Knowledge (arcana) +8, Perception +10, Stealth +14
Racial Modifiers +4 Stealth
Languages Common (can’t speak)
ECOLOGY
Environment any land
Organization solitary
Treasure standard (battleaxe)
SPECIAL ABILITIES
Corpse Call (Su) Zuvembies cannot speak, but their strange calls and whistles captivate the minds of those who hear them. Once per day, a zuvembie may call out, and all living creatures with an Intelligence score of 3 or higher within a 100-foot spread must succeed at a DC 16 Will save or move toward the zuvembie using the most direct means possible. If this path leads them into a dangerous area such as through fire or off a cliff, the creatures receive a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the zuvembie simply stands and offers no resistance to the zuvembie’s attacks. This effect continues for as long as the zuvembie continues its call as a standard action each round. This is a sonic mind-affecting charm effect, and has no effect on deaf creatures. The save DC is Charisma-based.
Crypt Thing
Shreds of leathery flesh cling to this skeletal figure’s body, while twin motes of fiery light glow deep in its eye sockets.
Crypt things are undead creatures found guarding tombs, graves, and crypts. Necromancers and other spellcasters create them to guard such areas, and the crypt things never leave their appointed lairs, even to pursue enemies. Their warded area may be a single room or passage, an entire grave complex, or even a city-sized necropolis. Though naturally solitary, multiple crypt things may guard a common area, often in conjunction with constructs or other undead. A crypt thing only initiates combat if it is attacked or if the object or crypt it is guarding is touched or entered. Until this condition is met, a crypt thing is content to remain motionless—it may even answer questions or otherwise interact with visitors if its master has directed it to do so. Rumors exist of variant crypt things that do not teleport their foes, but instead paralyze opponents and turn them invisible, leaving victims to helplessly watch their allies being torn apart by the angry guardian.
NE Medium
Init +6; Senses 60 ft., ; Perception +15
Aura fear (10 ft., frightened for 1d4 rounds, Will DC 16 negates)
DEFENSE
AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
hp 52 (8d8+16)
Fort +4, Ref +6, Will +8
Defensive Abilities +2; 10/bludgeoning or magic;
OFFENSE
Speed 30 ft.
Melee 2 claws +10 (1d8+4)
Special Attacks teleporting burst
(CL 8th; concentration +10)
3/day—quickened dimension door
STATISTICS
Str 19, Dex 14, Con —, Int 13, Wis 14, Cha 15
Base Atk +6; +10; CMD 23
Feats Alertness, Dodge, Improved Initiative, Lightning Reflexes
Skills Bluff +6, Intimidate +13, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (history) +3, Perception +15, Sense Motive +15, Stealth +9
Languages Common
ECOLOGY
Environment any underground
Organization solitary
Treasure standard
SPECIAL ABILITIES
Teleporting Burst (Su) Once per day, a crypt thing can teleport all creatures within 50 feet of it to randomly determined locations. The crypt thing can only affect creatures of which it is aware and to which it has line of sight. A successful DC 16 Will save negates this effect. An affected creature is teleported in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise) and a random distance (1d10×100 feet) away from the crypt thing; determine each creature’s direction randomly. A teleported creature arrives in the closest open space to the determined destination, but must appear on a solid surface capable of supporting its weight. If there is no appropriate destination in that direction, the creature does not teleport at all. The save DC is Charisma-based.
Mummy
Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait.
Created to guard the tombs of the honored dead, mummies are ever vigilant for those who would desecrate their sacred ground. Mummies are created through a rather lengthy and gruesome embalming process, during which all of the body’s major organs are removed and replaced with dried herbs and flowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens. The creator then finishes the ritual with a create undead spell. Although most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are at least 10th-level clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death—usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife.
LE Medium
Init +0; Senses 60 ft.; Perception +16
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
DEFENSE
AC 20, touch 10, flat-footed 20 (+10 natural)
hp 60 (8d8+24)
Fort +4, Ref +2, Will +8
5/—;
Weaknesses to fire
OFFENSE
Speed 20 ft.
Melee slam +14 (1d8+10 plus mummy rot)
STATISTICS
Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
Base Atk +6; +13; CMD 23
Feats Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Skills Perception +16, Stealth +11
Languages Common
ECOLOGY
Environment any
Organization solitary, warden squad (2–6), or guardian detail (7–12)
Treasure standard
SPECIAL ABILITIES
Despair (Su) All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.
Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.
Penanggalen
A pale face framed by glossy black hair hangs in the air, trailing viscera from the ragged stump of its neck like a grisly tail.
The hideous penanggalen is one of the most horrific vampiric monstrosities. By day, a penanggalen appears to be a normal humanoid, but at night or when provoked, the creature’s head rips free from the rest of her body, coils of viscera and entrails dangling from her throat as she launches into the air, seeking blood to sate her unholy thirst. Unlike most undead, the penanggalen is more akin to the lich in that she willfully abandons both her mortality and morality to become a hideous undead monster. While penanggalens are traditionally female spellcasters, any creature capable of performing the vile ritual of transformation can become one. Similar to a lich, a creature works toward becoming a penanggalen. More than one such transformation ritual exists, but all require heinous acts that symbolize the casting aside of kindness, benevolence, and any semblance of feelings other than cruelty. Many of these rituals call for the repeated consumption of blood, bile, tears, and other fluids drawn from captured and tortured innocents. A penanggalen keeps a vat of vinegar in her lair. When returning from a night of feeding, a penanggalen’s organs are swollen with blood. In order to fit back into her body, the penanggalen must soak for 1 hour in this vat of vinegar. Once reduced, a penanggalen slides back into her body. If a penanggalen is slain away from her body, the body rapidly deteriorates into foul-smelling grit. The penanggalen presented above was a witch in life.
Human penanggalen witch 5
NE Medium (augmented )
Init +4; Senses 60 ft.; Perception +16
DEFENSE
AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
hp 45 (5d6+25); 5
Fort +4, Ref +5, Will +7
Defensive Abilities +4; 5/silver and slashing; ; cold 10, fire 10
Weaknesses , penanggalen weaknesses
OFFENSE
Speed 60 ft. (good)
Melee bite +6 (1d6+4 plus disease), slam +6 (1d4+4 plus and wither)
Special Attacks (1d4 Constitution), create spawn, disease (filth fever, DC 15), hexes (cackle, evil eye, misfortune)
Witch Spells Prepared (CL 5th; concentration +8)
3rd—dispel magic, stinking cloud (DC 16)
2nd—glitterdust (DC 15), hold person (DC 16), see invisibility
1st—charm person (DC 15), command (DC 15), mage armor, obscuring mist
0 (at will)—dancing lights, detect magic, read magic, touch of fatigue (DC 13)
Patron Plague
STATISTICS
Str 18, Dex 18, Con —, Int 17, Wis 16, Cha 16
Base Atk +2; +6 (+10 grapple); CMD 21
Feats Dodge, Eschew Materials, Spell Focus (enchantment), Toughness
Skills Bluff +11, Fly +20, Knowledge (arcana) +19, Knowledge (nature) +7, Perception +16, Sense Motive +14, Spellcraft +11, Stealth +20, Use Magic Device +11
Racial Modifiers +8 Bluff, +8 Fly, +8 Knowledge (arcana), +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Draconic, Gnoll, Infernal
SQ separate, witch’s familiar (centipede)
ECOLOGY
Environment any
Organization solitary
Treasure NPC gear
SPECIAL ABILITIES
Blood Drain (Su) A penanggalen’s blood drain special attack causes 1d4 Constitution damage.
Create Spawn (Su) When a penanggalen slays a female humanoid via blood drain, and if that slain humanoid had at least 10 Hit Dice in life, that slain humanoid rises as a manananggal at the next sunset. This manananggal is under the command of the penanggalen who created it, and remains enslaved until that penanggalen’s destruction. A penanggalen may have enslaved spawn totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead.
Disease (Su) Filth Fever (Ex): Bite—injury; save Fortitude DC 15; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Charisma-based.
Hexes A penanggalen witch can use any of her hexes at will on any creature within 30 feet. Using a hex is a standard action (unless otherwise noted) that does not provoke an attack of opportunity. Save DCs are Intelligence-based.
Cackle Hex (Su) As a move action, the penanggalen may cackle. Any creature within 30 feet that is under the effects of the penanggalen’s evil eye or misfortune hex has the duration of that hex extended by 1 round.
Evil Eye Hex (Su) This hex causes the target creature to take a –2 penalty on one of the following (penanggalen’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This effect lasts for 6 rounds, or only 1 round if the target succeeds at a DC 15 Will save. This is a mind-affecting effect.
Misfortune Hex (Su) This hex causes a creature to suffer grave misfortune for 1 round. Whenever the target makes an ability check, attack roll, saving throw, or skill check during this time, it must roll twice and take the worse result. A DC 15 Will save negates this effect. A creature may only be targeted by this hex once per day.
Separate (Su) During the day, a penanggalen has the same appearance as she did in life, and does not detect as undead (though she is still an undead creature). At night, she can detach her head and entrails as a full-round action. Her physical but now hollow body exists as dead flesh, but can be destroyed if it suffers damage equal to the penanggalen’s normal hit point total. Before a penanggalen can return to her body, she must soak her entrails in vinegar for 1 hour—she can then reattach to her body, at which point any damage done to the body immediately heals (although damage the penanggalen herself suffered remains). A penanggalen whose body is destroyed can never again walk the day in living form, but is otherwise unharmed (save for no longer having a safe way to travel in direct sunlight). When a penanggalen wears her body, she cannot use her natural attacks, her fly speed, or any of her special penanggalen attacks.
Wither (Su) A penanggalen’s entrails drip with a foul bile that blisters and weakens living flesh. Any creature that is damaged by a penanggalen’s slam attack must succeed at a Fortitude save or take 1d4 Dexterity and 1d4 Charisma damage. The save DC is Charisma-based.
Berbalang
This hunched, bat-winged horror moves with an uncanny grace, its glowing eyes and long tongue presenting a frightening visage.
Berbalangs prefer to make their homes within a day’s travel of humanoid settlements. These lairs are well hidden and sometimes protected by other undead creatures. Some berbalangs set themselves up as secluded shamans or wise old crones, using alter self to appear human. Ultimately cowardly, berbalangs rarely attack a settlement directly, preferring to pluck its meals from those who stray too far from civilization. A berbalang stands as tall as a human and rarely weighs more than 100 pounds.
CE Medium
Init +4; Senses 60 ft.; Perception +14
DEFENSE
AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 68 (8d8+32)
Fort +6, Ref +6, Will +9
Defensive Abilities projection; 10/good or silver;
OFFENSE
Speed 40 ft., 60 ft. (good)
Melee bite +9 (1d6+3 plus paralysis), 2 claws +9 (1d6+3 plus paralysis) or incorporeal touch +10 (1d4 Con damage)
Special Attacks (1d4+1 rounds, DC 18)
(CL 9th; concentration +13)
At will—bleed, ghost sound (DC 14)
3/day—alter self, charm person (DC 15)
STATISTICS
Str 17, Dex 19, Con —, Int 13, Wis 16, Cha 18
Base Atk +6; +9; CMD 26
Feats Defensive Combat Training, Dodge, Flyby Attack, Mobility
Skills Bluff +10, Escape Artist +10, Fly +17, Knowledge (local) +5, Knowledge (religion) +6, Perception +14, Stealth +15
Languages Common
ECOLOGY
Environment any land
Organization solitary or pack (2–8)
Treasure standard
SPECIAL ABILITIES
Projection (Su) Once per day as a full-round action, a berbalang can enter a trance that separates the creature’s spirit from its body. This splits the berbalang’s current hit points in half between its body and its spirit. The berbalang’s spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical self with the following changes: AC 19, touch 19, flat-footed 14 (+4 Dex, +4 deflection, +1 dodge), single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel no more than 1 mile away from the berbalang’s body. Because the creature is only partially in existence when in this state, its body gains displacement as the spell. When separated in this way, the berbalang’s body is unconscious and helpless. If the berbalang’s body is injured while in this state, the separated projection immediately returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang’s spirit form returns to the body, add both the spirit body’s hit points and the physical body’s hit points back together to determine the creature’s current hit point total.
Dullahan
Clad in ragged black robes and tarnished armor, this grim, headless rider is surrounded by an aura of menace.
Terrifying reapers of souls, dullahans are created by powerful fiends from the souls of particularly cruel generals, watch-captains, or other military commanders. Sent back from the pits of Hell to sow terror and harvest new souls, dullahans return to the towns or villages they lived in as mortals. While their favored victims are evil men and women (or their living descendants) whose souls are destined for Hell, the dullahans have no qualms about adding innocents to their lists of victims. Legends tell of powerful dullahans who can summon not just a single fiendish mount, but an entire carriage pulled by six powerful ebony horses. Known as a “Coach of the Silent,” these powerful undead are CR 14 with 20 Hit Dice, the advanced creature simple template, and the ability to cast trap the soul on those who fail to resist their death’s calling. These souls take seats in the coach, where they languish forever—or at least until the dullahan himself is slain.
LE Medium
Init +2; Senses 60 ft.; Perception +16
Aura (30 ft., DC 19)
DEFENSE
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 85 (10d8+40); 5
Fort +7, Ref +5, Will +12
Defensive Abilities +4; ; 18
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee +1 keen longsword +14/+9 (1d8+6/17–20 plus 1d6 cold)
Special Attacks chilling blade, death’s calling, summon mount
STATISTICS
Str 20, Dex 14, Con —, Int 14, Wis 16, Cha 18
Base Atk +7; +12; CMD 24
Feats Iron Will, Mounted Combat, Ride-By Attack, Trample, Weapon Focus (longsword)
Skills Handle Animal +14, Intimidate +17, Perception +16, Ride +7, Spellcraft +15, Stealth +10
Languages Common, Sylvan
ECOLOGY
Environment any
Organization solitary
Treasure double (+1 full plate, +1 longsword, other treasure)
SPECIAL ABILITIES
Chilling Blade (Su) A dullahan is proficient with all simple and martial slashing weapons. When it wields a slashing weapon, the blade inflicts +1d6 cold damage and gains the keen weapon property.
Death’s Calling (Su) Once per day as a standard action, a dullahan may place death’s calling on a target within 60 feet (DC 22 Fortitude negates). If the dullahan knows and speaks the target’s name, the target takes a –2 penalty on the save. If the victim fails the save, he becomes staggered for 1d6 rounds. For the next 24 hours (or until the dullahan is slain), all critical hits against the victim automatically confirm. Finally, the victim automatically fails all Constitution checks to stabilize while dying. This is a mind-affecting curse effect. The save DC is Charisma-based.
Summon Mount (Su) As a standard action, a dullahan can summon a war-trained heavy horse with the fiendish creature simple template. This horse remains until it is slain or the dullahan dismisses it. He can only have one such horse in his service at a time.
Hupia
Dressed in filthy rags, this undead woman lacks any facial features. Ragged talons grow from her dirty fingers.
Hupias are drawn to their past lives by a yearning to live again. In trying to return to their previous lives, they seek to fool friends and loved ones with tales of how they were away traveling for a long time or were busy with something else and forgot to tell everyone that they’d be gone. The ruse rarely holds up, and once the loved ones discover the truth, the results are tragic at best. Most hupias are unable to work themselves back into the life they had due to their indistinct memories and lack of understanding that they are actually dead. Even though they don’t need to eat, many hupias still ingest the foods they loved when they were living. They seek out their favorites, even wandering into villages in order to procure them. Many hupias from tropical regions, where they are most plentiful, still love the taste of tropical fruits, specifically guava. Some groups of hupias form their own communities. These small settlements are typically secluded in deep jungles, well away from where they might be discovered, though they are often within a day’s walk from where many of the hupias resided in life. In these bizarre communities, hupias carry out mundane tasks in perpetuation of the semblance of a settlement, hoping they appear normal to outsiders who might happen by.
NE Medium
Init +9; Senses 60 ft., fear sense; Perception +14
DEFENSE
AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
hp 76 (9d8+36)
Fort +7, Ref +8, Will +10
Defensive Abilities +4, rejuvenation;
OFFENSE
Speed 30 ft., 60 ft. (perfect)
Melee 2 slams +12 (1d8+6 plus Charisma drain)
Special Attacks Charisma drain
(CL 6th; concentration +10)
At will—detect thoughts (DC 16), fear (single target only) (DC 18)
1/day—gaseous form
STATISTICS
Str 22, Dex 21, Con —, Int 10, Wis 15, Cha 19
Base Atk +6; +12; CMD 28
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility
Skills Disguise +16, Fly +25, Perception +14, Stealth +17
Languages Common
SQ (bat; beast shape III), misdirected appearance
ECOLOGY
Environment any land
Organization solitary, pair, or gathering (3–12)
Treasure none
SPECIAL ABILITIES
Charisma Drain (Su) A creature struck by a hupia’s slam attack must succeed at a DC 18 Fortitude save or take 1 point of Charisma drain. A creature already suffering a fear effect instead takes 1d4 points of Charisma drain on a failed save, or 1 point of Charisma drain on a successful save. The save DC is Charisma-based.
Fear Sense (Su) A hupia can detect a creature with the shaken, frightened, or panicked condition within 100 feet as if it had blindsight.
Misdirected Appearance (Su) The first time a creature sees a hupia, instead of a frightening undead monster it sees either the form the hupia had in life or that of someone dear to the creature. An observer can see past this illusion with a successful DC 18 Will save. A creature immune to mind-affecting effects or that has other protections against creatures reading its mind is immune to this effect. The save DC is Charisma-based.
Rejuvenation (Su) After being destroyed, a hupia reforms at the site of its death in 1d6 days. To permanently destroy a hupia, a special ritual must be performed involving a personal item of the hupia and 100gp worth of rare herbs that are burned during the ceremony.
Jiang-Shi Vampire
Its flesh pallid and a parchment burial prayer hanging from its brow, this risen corpse lurches forward in a series of short hops.
Jiang-shis (often known as “hopping vampires”) are undead humanoid creatures that feed on the exhaled life energy of the living. A jiang-shi’s appearance is based on the state of the creature’s corpse at the time of its reanimation. Regardless of the state of decay, most jiang-shis wear clothing or armor that is at least one generation out of style. Additionally, each has a short parchment prayer scroll affixed to its brow by stitches; originally intended to protect the body from restless spirits, this scroll grants a jiang-shi immunity to magical effects unleashed by items like scrolls and wands. A jiang-shi is created when a restless spirit does not leave its corpse at the time of death, and is instead allowed to fester and putrefy within. At some point during the body’s decomposition, the thing rises in its grotesque form and seeks living creatures to feed upon.
Human jiang-shi monk 5
LE Medium (augmented )
Init +10; Senses 60 ft. (breathing creatures only), 60 ft.; Perception +22
DEFENSE
AC 25, touch 22, flat-footed 18 (+6 Dex, +1 dodge, +3 natural, +1 monk, +4 Wis)
hp 51 (5d8+25); 5
Fort +8, Ref +11, Will +9; +2 vs. enchantment
Defensive Abilities +4, evasion, prayer scroll; 10/magic and slashing; disease, spell completion and spell trigger effects, ; cold 20
Weaknesses jiang-shi weaknesses
OFFENSE
Speed 30 ft.
Melee 2 claws +9 (1d8+3/19–20 plus ), bite +9 (1d6+3)
Special Attacks brutal claws, drain chi (DC 15), flurry of blows, stunning fist (5/day, DC 16)
STATISTICS
Str 16, Dex 23, Con —, Int 12, Wis 18, Cha 16
Base Atk +3; +8 (+12 grapple); CMD 28 (can’t be tripped)
Feats Alertness, Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Power Attack, Skill Focus (Acrobatics), Spring Attack, Stunning Fist, Toughness, Weapon Finesse
Skills Acrobatics +25 (+30 when jumping), Escape Artist +14, Perception +22, Sense Motive +14, Stealth +22, Swim +11
Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth
Languages Common
SQ fast movement, high jump, ki pool (6 points, magic), maneuver training, purity of body, slow fall 20 ft., still mind
ECOLOGY
Environment any
Organization solitary or brotherhood (2–8)
Treasure NPC gear (amulet of natural armor +1, cloak of resistance +1, potion of invisibility, alchemist’s fire [6])
SPECIAL ABILITIES
Brutal Claws (Ex): A jiang-shi’s nails are brutally sharp and can extend and retract at will. They threaten a critical hit on a roll of 19–20 and grant the grab ability. A jiangshi with monk levels gains this enhanced critical threat range and grab ability with its unarmed attacks, and uses its unarmed monk damage or its claw damage, whichever is higher, when making such attacks.
Drain Chi (Su): Instead of draining blood, a jiang-shi vampire drains “chi,” or life energy, from a victim’s breath. When a jiang-shi makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage), the jiang-shi can attempt to drain chi by drinking the victim’s breath. The victim can resist this attack by making a successful Fortitude save DC 15. On a failed save, the victim gains 1 negative level and is staggered for 1d4 rounds. The DC is Charisma-based.
Jiang-Shi Weaknesses: Jiang-shis recoil from mirrors or the sound of handbells rung within 10 feet of them. Cooked rice, which to jiang-shis mocks the fundamental fact that they no longer eat food, shames them into recoiling as well. These things don’t harm a jiang-shi vampire—they merely keep it at bay for a period of time. A recoiling jiang-shi vampire must stay at least 5 feet away from the object of its revulsion, and cannot touch or make melee attacks against a creature brandishing the object during that round. Holding a jiang-shi vampire at bay takes a standard action. After being held at bay for 1 round, a jiang-shi vampire can attempt to overcome its revulsion of the object and function normally each round it makes a DC 20 Will save at the start of its turn.
Destroying a Jiang-Shi: If reduced to 0 hit points, a jiangshi vampire crumbles to dust but is not destroyed. It reforms in 1 minute with 1 hit point in the same space, or the nearest unoccupied space. Scattering the dust before the jiang-shi reforms destroys it permanently, as does mixing rice into the dust with a dose of holy water. Jiangshi vampires are also susceptible to wooden weapons carved from peach trees, as such weapons represent the unity of all elements and life to these creatures. A wooden weapon carved from a peach tree automatically bypasses a jiang-shi vampire’s damage reduction. Additionally, any successful hit from such a weapon that reduces a jiang-shi to 0 hit points immediately destroys the creature. Although they normally retreat from daylight, jiang-shi vampires are not destroyed by sunlight like regular vampires and can move around during the day without harm.
Prayer Scroll (Su): The scroll attached to the brow of a jiang-shi grants immunity to any effects generated from spell-completion or spell-trigger magic items, such as scrolls and wands. Such magical effects treat the jiang-shi as if it had unbeatable spell resistance. A jiang-shi‘s prayer scroll can be removed with a successful steal combat maneuver, which immediately ends the jiang-shi’s immunity to these effects. If a jiang-shi’s prayer scroll is destroyed (a standard action), the vampire also loses its fast healing ability. A jiang-shi may create a replacement prayer scroll by using any strip of parchment and a writing instrument, but doing so requires 10 minutes of uninterrupted work.
Manananggal
This disembodied female torso flaps through the air on batlike wings, her fanged face a hateful mask.
Horrid undead, manananggals walk among the living by day and prey upon them at night. These creatures delight in spreading fear and distrust. By day, they tend to stay inside because of their light sensitivity. They mask this odd behavior by either living just outside villages as reclusive hermits or by obtaining roles within the community that explain away or justify their eccentricities. Manananggals pass themselves off as normal people, usually posing as mad old women, midwives, hedge witches, or mystics. This allows the undead creatures to select their prey from within the community. Manananggals particularly enjoy feeding upon pregnant women, targeting them in their sleep so the undead may feast on the blood of both mothers and the children they carry. These foul creatures drain blood via their long, black, hollow tongues. Manananggals despise the scent of garlic and strong spices like cloves and anise. As they fly through the night, manananggals make a ticking or clicking sound, leading some villagers to call the creatures “tik-tiks.” Once separated, a manananggal’s mobile torso has a 6-foot wingspan.
CE Medium
Init +3; Senses 60 ft.; Perception +16
DEFENSE
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 85 (10d8+40)
Fort +7, Ref +8, Will +10
10/good or silver;
Weaknesses , to light blades
OFFENSE
Speed 30 ft., 100 ft. (good)
Melee bite +11 (1d8+4), 2 claws +12 (1d8+4 plus )
Special Attacks (1d2 Constitution)
(CL 9th; concentration +13)
At will—bleed (DC 14), dancing lights, touch of fatigue (DC 14)
3/day—darkness, deep slumber (DC 17), fear (DC 18)
STATISTICS
Str 19, Dex 17, Con —, Int 12, Wis 16, Cha 19
Base Atk +7; +11 (+15 grapple); CMD 25
Feats Deceitful, Dodge, Flyby Attack, Lightning Reflexes, Weapon Focus (claws)
Skills Bluff +18, Disguise +21, Fly +16, Knowledge (religion) +11, Perception +16, Sense Motive +11, Spellcraft +6
Languages Abyssal, Common
SQ separate
ECOLOGY
Environment any land
Organization solitary or pack (2–6)
Treasure standard
SPECIAL ABILITIES
Separate (Su) During the day, a manananggal looks like a living human woman. She does not detect as undead during the day, but is still an undead creature. At night, her upper torso rips away (this is a full round action that occurs at sunset), leaving her lower torso behind. Her lower torso is helpless, but her upper torso gains its fly speed and natural attacks at this time. The upper and lower portions share the same pool of hit points (despite any intervening distance), and if the helpless lower portion is damaged, the manananggal is immediately aware of the attack. Since manananggals can be destroyed by damage to their lower bodies, they prefer to hide their lower torsos when separated. A manananggal must return to its lower torso and reattach to it (a full-round action) within the hour before sunrise—each round a manananggal remains separated after sunrise, it takes 1d6 points of damage until it rejoins its lower torso or it crumbles into dust.
Vulnerable to Light Blades (Ex): Light blades (such as daggers, kamas, kukris, rapiers, short swords, sickles, and starknives) deal double the weapon’s base damage on a successful hit against a manananggal.
Totenmaske
This spindly, skeletal humanoid has moldy green flesh, long talons for hands, and a head that seems to be mostly mouth.
Consumed by the same lusts and excesses that led them in life, the souls of some sinners rise as totenmaskes, drinking the flesh and memories of living creatures and even stepping into their lives to once more pursue their base desires. Incapable of resuming their sinful pursuits in their natural form, totenmaskes often keep their victims alive for as long as possible, renewing their stolen identities regularly in order to continue indulging in pleasures of the flesh. A totenmaske can be created from the corpse of a sinful mortal by a cleric of at least 18th level using the create greater undead spell. A totenmaske is 6 feet tall and weighs 140 pounds.
NE Medium (shapechanger)
Init +10; Senses 60 ft.; Perception +15
DEFENSE
AC 20, touch 16, flat-footed 14 (+6 Dex, +4 natural)
hp 85 (10d8+40)
Fort +7, Ref +9, Will +9
; cold 20
OFFENSE
Speed 50 ft.
Melee bite +13 (1d8+4 plus 1d4 Cha drain), 2 claws +13 (1d6+4)
Special Attacks fleshdrink, shape flesh
STATISTICS
Str 18, Dex 23, Con —, Int 16, Wis 15, Cha 19
Base Atk +7; +11; CMD 27
Feats Ability Focus (Charisma drain), Combat Expertise, Combat Reflexes, Improved Initiative, Weapon Finesse
Skills Acrobatics +16 (+24 jump), Bluff +14, Diplomacy +14, Disguise +17, Perception +15, Sense Motive +15, Stealth +19
Languages Abyssal, Celestial, Common, Infernal
SQ (the previous humanoid it successfully used its fleshdrink ability on; alter self)
ECOLOGY
Environment any land or underground
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Charisma Drain (Su) A totenmaske can eat the hopes and dreams of a creature it bites, dealing 1d4 points of Charisma drain unless the victim makes a DC 21 Will save. The save DC is Charisma-based.
Fleshdrink (Su) If a totenmaske hits a single creature with both claw attacks, the hollow claws drain away some of the target’s flesh, dealing 1d6 points of Constitution damage and making the victim sickened for 1d4 rounds. A successful DC 19 Fortitude save negates the Constitution damage and reduces the sickened condition duration to 1 round. The save DC is Charisma-based.
Shape Flesh (Su) By spending 1 minute in contact with a helpless creature, a totenmaske can reshape the target’s face, causing flesh to cover vital features. The target may attempt a DC 19 Fortitude save to resist. Changes are permanent, but can be reversed with heal, restoration, or regeneration, or by surgically opening the sealed flesh with a DC 15 Heal check that takes 1d3 rounds and deals 1d4 points of damage even if the check is not successful. A totenmaske can use this ability on one of four different features per use: ears (target becomes deaf), eyes (target becomes blind), mouth (target cannot speak or eat), or nose (target cannot smell). Multiple uses can have increasingly serious effects (such as sealing the mouth and nose, which causes suffocation). The save DC is Charisma-based.
Guecubu
A skeletal carcass pulls itself from the ground, its body formed as much from earth and soil as from bones and rotting flesh.
Often when a particularly evil criminal is executed, suspicious folk fear that the criminal’s remains might rise from death to continue to plague the living. To combat this possibility, many mobs or rural justices take to the practice of burning the bodies, grinding the bones, and scattering the remains in the wild. Yet in the case of particularly evil criminals, even these steps are in vain, for their will is enough to reassemble a body from earth, stone, roots, and plants drawn from the region into which the remains were scattered. Such an undead horror rises as a guecubu, a harbinger of misfortune and vengeance from beyond the grave. A newly formed guecubu remembers well how its enemies treated it, and while the undead creature retains none of its previous life’s talents, its undead state grants it many new tools to seek revenge with. Typically, a guecubu does not limit its revenge to those directly involved with its execution—entire villages and towns fall victim to its rage. The guecubu’s tactics tend toward the subtle, and it seeks to spread misfortune and death on a person-by-person basis, slaying its enemies one at a time until they flee, so that all that remains is a ghost town. A guecubu is 6 feet tall and weighs 100 pounds.
CE Medium (earth)
Init +8; Senses 60 ft., 60 ft.; Perception +18
Aura broken ground (30 ft., DC 20)
DEFENSE
AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
hp 104 (11d8+55); 5
Fort +8, Ref +7, Will +11
Defensive Abilities +2; 5/bludgeoning; electricity, ; cold 10
OFFENSE
Speed 30 ft., 15 ft.;
Melee bite +14 (1d8+6 plus misfortune), 2 slams +14 (1d6+6 plus misfortune)
(CL 8th; concentration +13)
At will—stone shape
3/day—soften earth and stone, spike growth (DC 18)
1/day—spike stones (DC 19), transmute mud to rock (DC 20), transmute rock to mud (DC 20)
STATISTICS
Str 22, Dex 18, Con —, Int 13, Wis 18, Cha 21
Base Atk +8; +14; CMD 29
Feats Combat Expertise, Dodge, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack
Skills Acrobatics +15, Knowledge (nature) +12, Perception +18, Sense Motive +18, Stealth +18
Languages Abyssal, Common
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Broken Ground (Su) The ground in a 30-foot radius around a guecubu ripples and shudders unnaturally. This transforms the area surrounding a guecubu into difficult terrain. A guecubu can move through this area with no penalty. Consecrated ground cannot be affected by this ability, nor can any area warded by a magic circle against chaos or a magic circle against evil.
Misfortune (Su) A creature struck by a guecubu must make a DC 20 Will save or become permanently cursed with misfortune. The victim of this curse takes a –4 penalty on all attack rolls, saving throws, and skill checks, and any critical threat against the victim automatically confirms. If a guecubu hits a creature already suffering from this curse, the victim must make a DC 20 Will save or be staggered for 1 round. This is a curse effect. The save DC is Charisma-based.
Mohrg
A thick tangle of discolored entrails clings to this lurching skeleton’s torso and winds upward to loll from its jaw like a clawed tongue.
Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg. Undead things caring less for life than they did before their own deaths, mohrgs exist solely to wreak havoc on the living. Sometimes mistaken for skeletons or zombies, they are far more dangerous than those mindless abominations, retaining some semblance of their own memories—and the delight they once took in hearing the screams of the dying. When possible, mohrgs gather in small groups, seeking out lone targets much as they did in life. If faced with capable foes, a mohrg attempts to incapacitate them one by one, starting with divinely empowered characters first, both to protect itself from holy wrath, and to make the task of paralyzing and devouring the others that much easier. Some mohrgs retain enough of their former memories that they return to the favored locations of their pasts, “haunting” old hideouts and sometimes even resuming the depredations of murderers long dead, falling back on means of death and mayhem that were more comfortable in their breathing days. Such mohrgs are even more insane than most undead beings, and can sometimes be found wandering the streets of a city or town in cowls and cloaks, carrying on their old life’s work of slaughter and murder as best they can. Of course, since those slain by a mohrg rise soon thereafter as undead themselves, the murders of a mohrg do not go unnoticed for long, even when they take extra care to prey only upon society’s dregs. A sudden uprising of undead in the streets is the inevitable result of a mohrg’s attentions. Since these zombies remain under the mohrg’s control, and since the mohrg itself possesses a hateful and cruel intelligence, it often holds its undead army in reserve, even commanding it to lie motionless until several weeks or months have passed and the local graveyard is filled with the sleeping dead. Then, when the time is right, the mohrg calls upon its army to rise and aid it in finishing the slaughter.
CE Medium
Init +8; Senses 60 ft.; Perception +23
DEFENSE
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
hp 91 (14d8+28)
Fort +6, Ref +10, Will +9
OFFENSE
Speed 30 ft.
Melee 2 slams +15 (2d8+5 plus ), tongue +10 melee touch (paralysis)
Special Attacks create spawn, (1d4 minutes, DC 21)
STATISTICS
Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 14
Base Atk +10; +15 (+19 grapple); CMD 30
Feats Ability Focus (paralysis), Dodge, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus (Perception), Spring Attack
Skills Climb +22, Perception +23, Stealth +21, Swim +19
ECOLOGY
Environment any
Organization solitary, gang (2–4), or mob (2–4 plus 4–12 zombies)
Treasure standard
SPECIAL ABILITIES
Create Spawn (Su) Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg’s control. The sudden bloom of unlife when a mohrg’s victim dies and becomes a zombie causes a surge of negative energy to flow through the mohrg. Whenever a mohrg creates a zombie in this manner, it is healed 1d6 hit points per HD possessed by the slain creature and acts as if hasted for the round immediately following the spawn’s creation.
Baykok
This howling corpse swoops through the air with hideously elongated legs and a bow made of bone.
When hunters become utterly obsessed with the chase and indulge excessively in the savagery of the kill, their souls become progressively tainted. When such remorseless hunters perish before they can capture and kill their quarry, they sometimes rise from death as baykoks— flying undead horrors that kill purely for the ecstasy that only murder can bring them. Unlike many undead who feed on and hate all living things, a baykok seeks always to prove its mastery of the hunt. Though thoroughly wicked, baykoks often ignore all but the most powerful-looking foe in a group, only picking off lesser creatures if they dare to get between the baykok and its true prey. When it finally lays low its quarry, the baykok swoops down on the victim to devour the creature’s soul in an attempt to make sure the creature never returns to seek revenge.
NE Medium
Init +10; Senses 60 ft.; Perception +18
DEFENSE
AC 24, touch 17, flat-footed 17 (+6 Dex, +1 dodge, +7 natural)
hp 97 (15d8+30)
Fort +7, Ref +11, Will +9
OFFENSE
Speed 30 ft., 60 ft. (good)
Melee 2 claws +14 (1d6+3)
Ranged +1 composite longbow +19/+14/+9 (1d8+4/19–20/×3 plus 1d6 negative energy and paralysis)
Special Attacks devour soul, dread howl, infused arrows
STATISTICS
Str 17, Dex 22, Con —, Int 11, Wis 10, Cha 15
Base Atk +11; +14; CMD 31
Feats Dodge, Improved Critical (composite longbow), Improved Initiative, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow)
Skills Fly +28, Intimidate +20, Perception +18, Stealth +24
Languages Common
ECOLOGY
Environment any
Organization solitary, gang (2–5), or flight (6–12)
Treasure standard (+1 composite longbow [+3 Str], other treasure)
SPECIAL ABILITIES
Devour Soul (Su) A baykok can take a standard action to devour the soul of an adjacent dead or dying creature. A dying creature can resist this attack with a DC 19 Fortitude save. If it fails, the target is instantly slain. If the creature is already dead, it does not make a saving throw, although the body cannot be more than 1 hour dead. A creature subjected to this attack cannot be brought back to life via raise dead (resurrection and more powerful effects work normally). When a baykok devours a soul in this way, it heals 5d6+10 points of damage and becomes hasted for 4 rounds (as if affected by haste). This is a death effect. The save DC is Charisma-based.
Dread Howl (Su) Once per day, a baykok can unleash a bloodcurdling howl. Any living creature within a 30-foot-radius burst becomes paralyzed with fear for 1 round unless it resists with a DC 19 Will save. Any creature that makes this saving throw is instead shaken for 1 round. This is a fear effect. The DC is Charisma-based.
Infused Arrows (Su) A baykok creates arrows of bone as it fires its bow—it need not carry arrows as ammunition. These bone arrows do normal damage for arrows fired from the bow, but gain a +1 enhancement bonus on attack and damage rolls. In addition, each arrow deals an additional 1d6 points of negative energy on a hit. Further, the first creature struck in a round by a baykok’s arrow must make a DC 19 Fortitude save to avoid being paralyzed for 1d3 rounds. A baykok can fire normal arrows from its bow if it wishes—such arrows, however, do not gain the special negative energy damage or paralysis effects. The DC is Charisma-based.
Herecite
Tears of blood run from this decaying man’s eye sockets, yet his expression is one of unquenched rage.
Herecites are a particularly blasphemous form of undead created via an obscure ritual of sacrifice, wherein a priest of an evil god offers up at least five worshipers of a nonevil deity to her own deity. All of the sacrifices must worship the same deity. Upon the deaths of the sacrificed worshipers, their souls and bodies seethe and surge with negative energy and then melt away, only to re-form into a single entity—a herecite. Even the herecite’s appearance serves to support its heretical nature, for these foul creations always appear as undead versions of their prior god, even though in their new unlife they are devoted worshipers of the god to whom they were sacrificed. Regardless of the size and shape of the worshipers sacrificed and of the mythological size of their prior deity, a herecite is a human-sized creature. The ritual for the creation of a herecite is recorded in certain rare and blasphemous texts that are hidden away in dark libraries. It is also known to exist in certain texts describing the Outer Planes and their denizens, and likely exists in texts associated with powerful necromancy cults, although groups composed primarily of arcane spellcasters find herecites more of a curiosity than a viable addition to their ranks. The ritual to create a herecite often focuses on the torture and slaughter of young, inexperienced priests while a captured leader of the same faith is forced to watch the cruel torment of his flock. The overwhelming pain and anguish experienced by the high priest as his acolytes are forcibly converted into undead serves as the ritual’s catalyst. High priests driven mad or forced to lose their faith after they have witnessed such a ritual often rise again as huecuvas who then go on to gain levels as oracles of the ritual’s profane deity. Herecites never take levels in cleric or any other class capable of casting divine spells, for the ritual of their creation results in a tenuous awareness and an inability to ever again profess such powerful faith in a deity. Those who do continue to learn and train in a character class after their creation typically become sorcerers, witches, or even fighters or rogues. Herecites, once created, typically remain as guardians for the temple responsible for their forced conversion and do not seek a greater purpose in their new unlife. In some cases, a lone herecite may wander from the site of its creation, especially if it loses its creator, but once a group of herecites forms a cabal, its members remain bound to that area for months, years, or even centuries—if they leave the area, the cabal is broken, and a new ritual must be performed in order to reaffirm their blasphemous faith. They have very little interest in their new lives save for the constant offering of blasphemous prayers to their new deity; these prayers often consist of warped versions of the sacred chants and songs of their prior faith.
CR 9 XP 6,400
LE Medium
Init +8; Senses 60 ft., detect good, see invisibility; Perception +20
Aura desecration (30 ft.)
DEFENSE
AC 24, touch 19, flat-footed 20 (+4 Dex, +5 natural, +5 profane)
hp 138 (12d8+84)
Fort +11, Ref +10, Will +11
Defensive Abilities +6, profane insight; 10/good; ; 20 (24 vs. divine spells)
OFFENSE
Speed 40 ft.
Melee +2 unholy heavy mace +19/+14 (1d8+10 plus faith-stealing strike), slam +12 (1d8+5 plus faith-stealing strike) or 2 slams +17 (1d8+8 plus faith-stealing strike)
Special Attacks faith-stealing strike
(CL 10th; concentration +15)
Constant—detect good, see invisibility
At will—burning hands (DC 16), disguise self
3/day—invisibility, produce flame, unholy blight (DC 19)
1/day—confusion (DC 19), fireball (DC 18), nondetection, wall of fire
STATISTICS
Str 22, Dex 19, Con —, Int 14, Wis 9, Cha 21
Base Atk +9; +17; CMD 34
Feats Combat Casting, Improved Initiative, Improved Iron Will, Iron Will, Power Attack, Skill Focus (Perception)
Skills Bluff +17, Intimidate +20, Knowledge (planes) +14, Knowledge (religion) +17, Perception +20, Sense Motive +14
Languages Common, Infernal
SQ cabal, herecite domains (Fire, Trickery), profane insight, unleash heresy
ECOLOGY
Environment any
Organization solitary or cabal (2–5)
Treasure double (+2 heavy mace, other treasure)
SPECIAL ABILITIES
Cabal (Ex) Multiple herecites can form a cabal to gain increased magical abilities and defenses. A cabal consists of two to five herecites. The ritual to form a cabal (or to welcome new herecites into an existing cabal) requires 24 hours of worship, prayer, and vile sacrifice, after which point the herecites become bound to the area in which the ritual was performed (this area can be no larger than one 50-foot cube per herecite in the cabal, to a maximum of five 50-foot cubes for a cabal of five herecites). If any one member of a herecite cabal leaves this area, it and all other herecites in the cabal lose all of the shared abilities granted by their cabal and they must perform the ritual once again to regain these abilities. All herecites in a cabal gain the spell-like abilities granted by each individual herecite’s domains (in the case of duplicate domains, no additional spell-like abilities are gained—most herecite cabals consist of herecites with individually different domains). All herecites in a cabal share one mind, can communicate telepathically, and gain a +4 bonus on initiative and Perception checks. If at least one herecite in a cabal disbelieves an illusion, all other herecites in the cabal are considered to disbelieve the illusion. If one herecite is aware of combatants, all other herecites in that cabal area also aware of those combatants, and if one member is injured or killed, all remaining herecites are aware of it. As long as the cabal exists, all herecites in the cabal gain fast healing 10.
Desecration Aura (Su) A herecite’s very existence is an embodiment of blasphemy and heresy, and as such it exudes a 30-foot-radius aura of desecration. It and all undead within this area gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and the DC to resist negative channeled energy in the area increases by 6. The herecite gains 2 hit points per Hit Die (+24 hit points for most herecites). All of these benefits are calculated into the above statistics, and while they do not stack with those granted by desecrate spells, neither do they vanish if the herecite enters an area under the effect of a consecrate spell.
Faith-Stealing Strike (Su) A nonevil divine spellcaster struck by a herecite’s slam attack or by its favored weapon must succeed at a DC 21 Will save or be unable to cast any divine spells for 1 round. If it succeeds at this save, the creature is immune to further faith-stealing strikes from that particular herecite for 24 hours. The save DC is Charisma-based.
Herecite Domains A herecite is associated with one evil god, and is always of the same alignment as that god. The herecite selects two domains granted by that god, gaining both domains’ 1st-level spells as at-will spell-like abilities, the 2nd-level spells as 3/day spell-like abilities, and the 3rd- and 4th-level spells as 1/day spell-like abilities. Inappropriate spells granted by domains, or spells that duplicate the herecite’s existing spell-like abilities, are replaced with inflict spells of the same level. For example, a herecite with access to the Healing domain would swap out all four of its cure spells for the inflict versions, while a herecite with access to Glory would swap out bless weapon for inflict moderate wounds, searing light for inflict serious wounds, and holy smite for inflict critical wounds. These spell-like abilities are in addition to the herecite’s base spell-like abilities (detect good, see invisibility, and unholy blight). The herecite presented here is a herecite of Asmodeus with the Fire and Trickery domains.
Profane Insight (Su) A herecite adds its Charisma bonus (+5 for most herecites) to its AC as a profane bonus. It is proficient with the favored weapon of its associated deity, and if it wields its deity’s favored weapon, that weapon gains the unholy special ability. Against divine spells, the herecite’s spell resistance increases by 4.
Unleash Heresy (Su) When a herecite is destroyed, it explodes, dealing 3d6 points of negative energy damage to all creatures in a 30-foot radius (Reflex DC 21 half). Any nonevil creature damaged by this energy must also succeed at a DC 21 Will save or be affected by the herecite’s faith-stealing strike. The save DCs are Charisma-based.
Vampire
This alluring, crimson-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.
Vampires are undead humanoid creatures that feed on the blood of the living. They look much as they did in life, often becoming more attractive, though some have a hardened, feral look instead.
Female human vampire sorcerer 8
CE Medium (augmented )
Init +8; Senses 60 ft.; Perception +21
DEFENSE
AC 23, touch 17, flat-footed 18 (+2 deflection, +4 Dex, +1 dodge, +6 natural)
hp 102 (8d6+72); 5
Fort +13, Ref +11, Will +12
Defensive Abilities +4, vampiric rejuvenation; 10/magic and silver; ; cold 10, electricity 10
Weaknesses vampire weaknesses
OFFENSE
Speed 30 ft.
Melee slam +8 (1d4+4 plus energy drain)
Special Attacks , children of the night, create spawn, dominate (DC 22), (2 levels, DC 22)
Undead Bloodline Spell-Like Ability (CL 8th, +7 touch; concentration +16)
11/day—grave touch
Sorcerer Spells Known (CL 8th, +8 ranged touch; concentration +16)
4th (5/day)—greater invisibility
3rd (5/day)—dispel magic, fireball (DC 21), vampiric touch
2nd (8/day)—false life, invisibility, scorching ray, web (DC 20)
1st (8/day)—burning hands (DC 19), chill touch (DC 19), disguise self, expeditious retreat, mage armor, magic missile
0 (at will)—acid splash, detect magic, light, mage hand, mending, message, open/close, read magic
STATISTICS
Str 16, Dex 18, Con —, Int 14, Wis 16, Cha 26
Base Atk +4; +7; CMD 24
Feats Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative, Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse
Skills Bluff +27, Knowledge (arcana) +13, Knowledge (religion) +10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, Use Magic Device +19
Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Draconic
SQ (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb
ECOLOGY
Environment any
Organization solitary or family (vampire plus 2–8 spawn)
Treasure NPC gear (cloak of resistance +3, headband of alluring charisma +4, ring of protection +2)
SPECIAL ABILITIES
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Grave Touch (Sp) As a standard action, this vampire can make a melee touch attack that causes a living creature to become shaken for 4 rounds. If a shaken creature is touched with this ability, it becomes frightened for 1 round if it has fewer than 8 Hit Dice.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Vampiric Rejuvenation: If reduced to 0 hit points in combat, a vampire assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Vampire Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Bloody Bones
This blood-drenched humanoid skeleton stares with hate-filled eyes as its bones drip with streams of fresh gore.
In many lands, parents have used tales of bloody bones to frighten children away from dangerous ponds or to keep them from misbehaving, especially at night. At first sight, these monsters are easy to confuse for particularly gruesome skeletons. Bloody bones, however, have an evil intelligence. They revel in creating fear in their victims, using their natural stealth to haunt and frighten a creature for hours or even days before revealing themselves. Bloody bones are the creations of horrific creatures known as rawheads, which have the ability to command these gory undead to do their whims. Even when not directed by the malevolence of a rawhead, though, a bloody bones is adept at wreaking havoc on local settlements. The inhabitants of a region plagued by a bloody bones often have no idea of the true nature of the creature that menaces them, which only furthers the urban legends and frightening stories that rise in the wake of these violent, undead monstrosities. A typical bloody bones is approximately 5-1/2 feet tall and weighs about 60 pounds.
NE Medium
Init +8; Senses 60 ft., ; Perception +20
DEFENSE
AC 24, touch 19, flat-footed 20 (+4 Dex, +5 natural, +5 profane)
hp 133 (14d8+70)
Fort +9, Ref +13, Will +12
Defensive Abilities +2; 10/bludgeoning;
OFFENSE
Speed 30 ft.
Melee bite +18 (1d8+8 plus bleed), 2 claws +18 (1d8+8/19–20 plus bleed)
Special Attacks (1d6), mirror jump, (2 claws, 1d8+8+12)
(CL 10th; concentration +15)
At will—dimension door (via reflective surfaces only)
3/day—mass inflict moderate wounds (DC 21)
STATISTICS
Str 27, Dex 19, Con —, Int 14, Wis 16, Cha 21
Base Atk +10; +18; CMD 37
Feats Improved Critical (claw), Improved Initiative, Intimidating Prowess, Lunge, Power Attack, Skill Focus (Intimidate), Stealthy
Skills Acrobatics +18, Climb +25, Escape Artist +22, Intimidate +36, Perception +20, Stealth +25
Languages Common
SQ hide in plain sight, unholy grace
ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–10)
Treasure standard
SPECIAL ABILITIES
Hide in Plain Sight (Su) A bloody bones can use Stealth even while being observed; as long as it is within 10 feet of a reflective surface like a mirror or calm body of water, a bloody bones can hide itself from view in the open without having anything to hide behind.
Mirror Jump (Su) A bloody bones can use its dimension door spell-like ability to leap between reflective surfaces within range of each other (such as mirrors, darkened windows, or calm water), but can also opt to remain in hiding within such a reflection. The reflective surface must be large enough for the bloody bones to pass through with ease (at least 2 feet wide and 2 feet tall). While hidden this way, the bloody bones can use its lifesense to detect prey near the reflective surface. When an adjacent victim looks into the surface, the bloody bones can leap out as a swift action (often appearing as though the target’s own skeleton were ripping free to attack) and manifest in any square adjacent to the viewer. When a bloody bones uses this action, all creatures within 30 feet must succeed at a DC 22 Will save or be staggered for 1d4 rounds, and the triggering viewer takes a –4 penalty on this saving throw. The staggering effect is a mind-affecting fear effect. The save DC is Charisma-based.
Unholy Grace (Ex) A bloody bones applies its Charisma modifier to its AC and on Reflex saves as a profane bonus.
Fext
This creature’s pallid skin and dead, vacant eyes belie its healthy, powerful physique. It is clad in fearsome armor.
Any good general forbids mention of fexts among his ranks, but such strictures do little to prevent soldiers from whispering tales of undying officers leading enemy units. These supernatural officers almost never seem to fall in battle, and when they do, they return for the next clash unfazed. Soldiers whisper that these deathless commanders are vulnerable only to glass weapons. Stories of fexts, usually dismissed as camp folktales derived from soldiers’ frustration at failed campaigns and lost battles, are most frighteningly true—a truth living officers keep from the normal rank and file, for it takes a truly callous leader to send his soldiers against an unkillable foe. While these abominations often serve corrupt monarchs or power-hungry and desperate tyrants, some fexts infiltrate good armies and act as double agents, defying their nation’s ideals. They use politics and miscommunication to distort the truth of their battlefield atrocities and cow those under their command into obedience. Though a fext normally acts as a commander on the battlefield, when engaged in combat, it favors its martial prowess, intermingling quick strikes and deadly blows with disruptive curses and its energy drain ability.
LE Medium
Init +4; Senses 60 ft.; Perception +20
DEFENSE
AC 25, touch 12, flat-footed 23 (+9 armor, +1 Dex, +1 dodge, +2 natural, +2 shield)
hp 127 (15d8+60)
Fort +9, Ref +9, Will +11
10/glass or obsidian; cold, ; electricity 10, fire 10; 21
OFFENSE
Speed 40 ft. (30 ft. in armor)
Melee +1 bastard sword +20/+15/+10 (1d10+8/17–20) or slam +18 (1d4+10 plus energy drain)
Special Attacks (1d4 levels, DC 21)
(CL 15th; concentration +19)
At will—death knell (DC 16), protection from good, speak with dead (DC 17)
3/day—bestow curse (DC 17)
STATISTICS
Str 25, Dex 18, Con —, Int 13, Wis 15, Cha 18
Base Atk +11; +18; CMD 33
Feats Cleave, Dodge, Great Cleave, Improved Critical (bastard sword), Mobility, Power Attack, Spring Attack, Weapon Focus (bastard sword)
Skills Acrobatics +4, Disguise +15, Intimidate +20, Knowledge (engineering) +12, Knowledge (religion) +12, Perception +20, Sense Motive +9, Stealth +11
Languages Common, Infernal
SQ unkillable
ECOLOGY
Environment any
Organization solitary
Treasure standard (+1 bastard sword, full plate, heavy steel shield, other gear)
SPECIAL ABILITIES
Unkillable (Su) When reduced to 0 hit points by anything other than a glass weapon or an obsidian weapon, a fext is not destroyed but instead becomes unconscious. Additionally, 1d4 minutes after falling unconscious, a fext gains fast healing 1. To be completely destroyed a fext must be reduced to 0 hit points by a glass or obsidian weapon, or once it is rendered unconscious its head must be severed and anointed with holy water. Once destroyed a fext dissolves into fine ash.
Leng Ghoul
This semi-canine humanoid has rancid green flesh and hoof like feet, yet its eyes sparkle with the gleam of intelligence.
The ghouls of the nightmare dimension of Leng are far more powerful and more intelligent than their lesser kin that haunt and caper in the lonely graveyards of the Material Plane, yet they are also more prone to discussion and debate with intruders. Ghoul warrens that burrow deep enough can inexplicably cross over from this world to Leng, allowing the ghouls of that realm access to this world. Leng ghouls delight in feasting on dead flesh and consider themselves gourmets of rot and decay, treating a full coffin as a sumptuous banquet table. Leng ghouls maintain complex societies and extensive warrens when they colonize reaches of the Material Planes, digging deep below the surface graveyards they choose to haunt. These creatures are not only driven to gather victims to slaughter and bodies to ripen—they also seek out forbidden texts and magical scrolls to augment their ever-increasing stores of knowledge, which often rival the greatest of wizardly libraries in size, although their subject matter tends to be limited to necromancy and the study of forbidden rites. A Leng ghoul can sometimes be convinced to let a particularly delicious-looking intruder go (relatively) unharmed in exchange for new lore. Although most Leng ghouls venerate the Great Old Ones or Outer Gods (they have a particular affinity for Nyarlathotep), a rare few of these creatures retain more of their humanity than merely their living intellect. These unique few drift away from evil in their pursuit of magical lore—while they still hunger for dead flesh, many try their best to feed only on those who died naturally or willingly offer themselves up to the carrion feast in return for favors. While many eventually succumb to the temptation to feed on fresh kills in time, a rare few manage to maintain nonevil alignments. Such rare ghouls also retain some or all of the class levels they had in life, transferring those levels onto their new undead forms. The bulk of these Leng ghouls have levels as arcane spellcasters or rogues, since those who were once divine spellcasters, or otherwise religious in life, tend to be wholly devoted to gods of evil and decay.
CE Medium ()
Init +7; Senses 60 ft.; Perception +20
DEFENSE
AC 25, touch 17, flat-footed 18 (+7 Dex, +8 natural)
hp 126 (12d8+72)
Fort +10, Ref +11, Will +13
Defensive Abilities +4; cold,
OFFENSE
Speed 30 ft., 30 ft., 30 ft.
Melee bite +16 (1d8+7 plus disease and paralysis), 2 claws +17 (1d6+7 plus paralysis)
Special Attacks (2 claws, 1d6+10), sneak attack +2d6
STATISTICS
Str 24, Dex 24, Con —, Int 17, Wis 20, Cha 23
Base Atk +9; +16 (+18 trip); CMD 33 (35 vs. trip)
Feats Combat Expertise, Combat Reflexes, Improved Feint, Improved Trip, Lunge, Weapon Focus (claws)
Skills Acrobatics +19, Climb +30, Knowledge (arcana, dungeoneering, planes, religion) +12, Perception +20, Sense Motive +20, Stealth +22
Languages Aklo, Common
SQ erudite
ECOLOGY
Environment any
Organization solitary, pair, or cult (3–8)
Treasure standard
SPECIAL ABILITIES
Disease (Ex) Leng Ghoul Fever: Bite—injury; save Fort DC 22; onset immediate; effect 1d3 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.
Erudite (Ex) All Knowledge skills are class skills for Leng ghouls. In addition, a Leng ghoul can cast spells from any magic scroll as if it had the spells on its spell list. It automatically succeeds at the caster level check necessary to use the scroll.
Paralysis (Ex) A successful DC 22 Fortitude save negates a Leng ghoul’s paralysis. At the end of each round after the first, the victim can attempt a new DC 22 Fortitude saving throw to end the paralysis effect; the effect is otherwise permanent. Once the effect ends, the victim is staggered for 1 round.
Mummy Lord
Dirty linen strips swathe this emaciated, once-noble figure from head to toe. Its eyes burn with unholy light.
Many cultures practice the sacred art of mummification, though the sinister magical techniques used to imbue corpses with undead vitality are far less widespread. In certain ancient lands, such blasphemous techniques have been refined through centuries of ceremony and countless deaths, giving rise to mummies of terrible power. On rare occasions, if the deceased was of great rank and exceeding malevolence, he might undergo such elaborate rituals, rising from his tomb as a fearful mummy lord. Similarly, a ruler known for his malice or who died in a moment of great rage might spontaneously arise as such a vengeful despot. Regardless of the exact circumstances of his resurrection, a mummy lord retains the abilities he had in life, becoming a creature consumed by the desire to restore his rule and dominate both the living and dead.
Male human mummy lord cleric 9
LE Medium (augmented human)
Init +2; Senses 60 ft.; Perception +5
Aura great despair (30 ft., DC 19)
DEFENSE
AC 24, touch 14, flat-footed 21 (+6 armor, +1 deflection, +2 Dex, +1 dodge, +4 natural)
hp 103 (9d8+63)
Fort +11, Ref +7, Will +11
Defensive Abilities +4, rejuvenation; 10/—; cold, electricity,
OFFENSE
Speed 30 ft.
Melee +1 spear +12/+7 (1d8+8/×3 plus insidious mummy rot) or slam +11 (1d6+7 plus insidious mummy rot)
Special Attacks channel negative energy 8/day (DC 21, 5d6), channel rot, insidious mummy rot (DC 19), sandstorm wrath (DC 19, 6d8 fire and slashing), scythe of evil (4 rounds, 1/day), undead mastery (DC 19)
Domain Spell-Like Abilities (CL 9th; concentration +14)
8/day—touch of darkness (4 rounds), touch of evil (4 rounds)
Cleric Spells Prepared (CL 9th; concentration +14)
5th—dispel good (DC 20), greater contagion (DC 21), slay living (DC 21)
4th—divine power, poison (DC 20), shadow conjuration (DC 19), spit venom (DC 19)
3rd—animate dead, bestow curse (DC 19), deeper darkness, magic vestment, sands of time
2nd—align weapon (evil only), bull’s strength, desecrate, dread bolt (DC 17), hold person (DC 18), silence (DC 17)
1st—bane (DC 17), cause fear (DC 17), command (DC 17), detect good, divine favor, protection from good, sanctuary (DC 16)
0 (at will)—detect magic, guidance, read magic, resistance
Domains Darkness, Evil
STATISTICS
Str 20, Dex 14, Con —, Int 10, Wis 20, Cha 20
Base Atk +6; +11; CMD 25
Feats Blind-Fight, Combat Casting, Dodge, Improved Channel, Lightning Reflexes, Spell Focus (enchantment), Spell Focus (necromancy), Toughness
Skills Intimidate +17, Knowledge (religion) +12, Sense Motive +20, Spellcraft +12, Stealth +16
Racial Modifiers +8 Intimidate, +8 Sense Motive, +8 Stealth
Languages Common
SQ eyes of darkness (4 rounds/day)
ECOLOGY
Environment any
Organization solitary or court (mummy lord and 6–14 standard mummies or mummified creatures)
Treasure NPC gear (mithral breastplate, +1 spear, headband of inspired wisdom +2, ring of protection +1, scroll of spiritual weapon, scroll of summon monster III)
SPECIAL ABILITIES
Channel Rot (Su) A mummy lord can deliver its insidious mummy rot through melee weapon attacks, its slam attack, and any natural attacks it possesses.
Insidious Mummy Rot (Su) Curse and disease—slam; save Fortitude DC 19; onset 1 minute; frequency 1/day; effect 2d4 Constitution and 2d4 Charisma damage; cure —. Insidious mummy rot is both a curse and disease, and can be cured only by first removing the curse and then curing the disease. Even after the curse element of insidious mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed at a caster level check DC 21 or the spell is wasted and the healing has no effect. Anyone who dies from insidious mummy rot transforms into a pile of sand and cannot be raised by means other than resurrection or greater magic. The save DC is Charisma-based.
Rejuvenation (Su) One day after a mummy lord is destroyed, the necromantic energies that created the abomination begin to rebuild its body. This process takes 1d10 days. If the body is destroyed before that time passes, the process starts anew. After this time, the mummy lord awakens fully healed in its tomb. To permanently destroy a mummy lord, it must be destroyed and then its remains must be targeted by consecrate, hallow, and then dispel evil, cast in consecutive rounds and in that order.
Sandstorm Wrath (Su) Three times per day as a standard action, a mummy lord can exhale a blast of superheated sand in a 40-foot cone. The blast deals 2d8 points of fire and slashing damage for every 3 Hit Dice a mummy lord possesses. A successful Reflex save DC 19 halves this damage. Creatures that fail this save are blinded for 2d4 rounds.
Undead Mastery (Su) As a standard action, a mummy lord can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save DC 19 or fall under the mummy lord’s control (the save DC is Charisma-based). An undead with an Intelligence score is allowed an additional save every day to break free of the mummy lord’s control; for undead without an Intelligence score, the control is permanent. A creature that succeeds at its Will save cannot be affected again by the same mummy lord’s undead mastery for 24 hours. A mummy lord can control 6 Hit Dice of undead creatures for every Hit Die it has. If the mummy lord exceeds this limit, any excess undead from earlier uses of this ability become uncontrolled, as per animate dead. If another creature is currently controlling an undead that fails its save against undead mastery, the mummy lord must roll an opposed Charisma check against the current controller. If the mummy lord succeeds, it wrests away control of the undead. Otherwise, the mummy lord’s undead mastery attempt has no effect.
Pale Stranger
This nearly skeletal figure wields a pistol in each hand. Its garb is dusty and weathered, and smells of old decay.
Sometimes death itself cannot come between a gunslinger and its final revenge. When a gunslinger is slain by a hated enemy, or murdered before it can achieve vengeance against a hated foe, the anger and wrath can animate its remains as a vengeful undead monstrosity. When a pale stranger first rises, it seeks out the source of its anger to finish the job—thereafter, it wanders the desolate parts of the world looking for new victims to vent its unending rage upon. A pale stranger appears much as it did in life, though desiccated and obviously undead. Rare pale strangers have the ability to hide their undead nature and appear as they did in life using veil as a constant spell-like ability (CL equals their CR). These pale strangers are often more powerful and have class levels in gunslinger or ranger, and often attract large groups of adoring bandits and followers who may or may not realize that their murderous idol is in fact an unliving horror. A pale stranger stands 6-1/2 feet tall and weighs 130 pounds.
NE Medium
Init +9; Senses 60 ft.; Perception +22
Aura fear (10 ft., DC 21)
DEFENSE
AC 25, touch 19, flat-footed 19 (+2 armor, +5 Dex, +1 dodge, +3 luck, +4 natural)
hp 127 (15d8+60)
Fort +9, Ref +10, Will +13
Defensive Abilities +4; 10/bludgeoning and magic; ; 21
OFFENSE
Speed 30 ft.
Ranged +1 pistols +15/+15/+10/+10/+5 (1d8+1/19–20/×4)
Special Attacks pistols, stranger’s shot
STATISTICS
Str 17, Dex 21, Con —, Int 11, Wis 18, Cha 18
Base Atk +11; +14; CMD 33
Feats Deadly Aim, Dodge, Improved Critical (pistol), Improved Initiative, Improved Two-Weapon Fighting, Point-Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting
Skills Acrobatics +10, Climb +11, Intimidate +22, Perception +22, Ride +15, Stealth +13, Swim +8
Languages Common
SQ stranger’s luck
ECOLOGY
Environment any
Organization solitary
Treasure standard (leather armor, 2 pistols, other treasure)
SPECIAL ABILITIES
Pistols (Su) A pale stranger fights with two pistols. A pistol has a range increment of 20 feet and deals both bludgeoning and piercing damage. At a range of up to 20 feet, a pale stranger’s pistol attacks resolve as touch attacks. While pistols normally consume bullets and black powder when fired, a pale stranger’s pistols supernaturally reload the instant it fires them, allowing the undead to make multiple attacks in a round with the weapons. In addition, any pistol a pale stranger wields functions as a +1 pistol. A pale stranger does not provoke attacks of opportunity when it fires a pistol in melee, and treats pistols as light weapons for the purposes of determining penalties from two-weapon fighting.
Stranger’s Luck (Su) A pale stranger gains a +3 luck bonus to AC and has no chance of misfire when using firearms.
Stranger’s Shot (Ex) As a full-round action, a pale stranger can take careful aim with one of its firearms and take a single, ruinous shot. This single shot always resolves as a touch attack, regardless of the actual range. If the pale stranger threatens a critical hit with this shot, it automatically confirms the critical hit. Regardless of whether the shot is a critical hit or not, it deals +6d6 points of damage.
Devourer
This dry, hovering corpse’s chest is a prison of jagged ribs, within which is trapped a small tormented ghostly form.
Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation. These withered corpses stand 10 feet tall but weigh a mere 200 pounds.
NE Large ()
Init +7; Senses 60 ft.; Perception +20
DEFENSE
AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
hp 133 (14d8+70)
Fort +9, Ref +7, Will +12
Defensive Abilities spell deflection, ; 22
OFFENSE
Speed 30 ft., 20 ft. (perfect)
Melee 2 claws +18 (1d8+9 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks devour soul, (1 level, DC 20)
(CL 18th; concentration +23)
At will—animate dead, bestow curse (DC 19), confusion (DC 19), control undead (DC 22), death knell (DC 17), ghoul touch (DC 17), inflict serious wounds (DC 18), lesser planar ally, ray of enfeeblement, spectral hand, suggestion (DC 18), true seeing, vampiric touch (DC 18)
STATISTICS
Str 28, Dex 16, Con —, Int 19, Wis 16, Cha 21
Base Atk +10; +20; CMD 33
Feats Blind-Fight, Cleave, Combat Casting, Combat Expertise, Improved Initiative, Improved Sunder, Power Attack
Skills Bluff +19, Diplomacy +14, Fly +19, Intimidate +19, Knowledge (arcana) +21, Knowledge (planes) +18, Perception +20, Sense Motive +17, Spellcraft +21, Stealth +6
Languages Abyssal, Celestial, Common, Infernal; 100 ft.
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Devour Soul (Su) By making a touch attack as a standard action, a devourer can deal 12d6+18 points of damage as if using a slay living spell. A DC 22 Fortitude save reduces this damage to 3d6+18. The soul of a creature slain by this attack becomes trapped within the devourer’s chest. The creature cannot be brought back to life until the devourer’s destruction (or a spell deflection—see below) releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell’s level (for sake of ease, spell levels for its spell-like abilities are included in its stats to the left in superscript). At the start of an encounter, a devourer generally has 3d4+3 essence points available. The trapped essence gains one permanent negative level for every 5 points of essence drained—these negative levels remain if the creature is brought back to life (but they do not stack with any negative levels imparted by being brought back to life). A soul that is completely consumed may only be restored to life by a miracle or wish. The save DC is Charisma-based.
Spell Deflection (Su) If any of the following spells are cast at the devourer and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the soul, the caster makes a DC 25 caster level check when a spell is deflected—success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal.
Graveknight
Shadows veil what lurks within the dark, imposing armor of this figure, though two piercing eyes gaze from its closed visor.
Image by DM Omareth
Undying tyrants and eternal champions of the undead, graveknights arise from the corpses of the most nefarious warlords and disgraced heroes—villains too merciless to submit to the shackles of death. They bear the same weapons and regalia they did in life, though warped or empowered by their profane resurrection. The legions they once held also flock to them in death, ready to serve their wicked ambitions once more. A graveknight’s essence is fundamentally tied to its armor, the bloodstained trappings of its battle lust. This armor becomes an icon of its perverse natures, transforming into a monstrous second skin over the husk of desiccated flesh and scarred bone locked within.
GRAVEKNIGHT ARMOR
In death, the graveknight’s life force lingers on in its armor, not its corpse, in much the same way that a lich’s essence is bound within a phylactery. Unless every part of a graveknight’s armor is ruined along with its body, a graveknight can rejuvenate after it is destroyed. A typical suit of full plate graveknight armor has hardness 10 and 45 hit points, though armor with enhancements or made of special materials proves more difficult to destroy. Merely breaking a graveknight’s armor does not destroy it; it must be ruined, such as by being disintegrated, taken to the Positive Energy Plane, or thrown into the heart of a volcano.
Human graveknight fighter 10
LE Medium (augmented )
Init +5; Senses 60 ft.; Perception +19
Aura sacrilegious aura (30 ft., DC 19)
DEFENSE
AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4 natural)
hp 139 (10d10+80)
Fort +13, Ref +6, Will +6; +3 vs. fear
Defensive Abilities bravery +3, +4, rejuvenation; 10/magic; acid, cold, electricity, ; 22
OFFENSE
Speed 30 ft.
Melee +1 greatsword +25/+20 (2d6+19 plus 2d6 acid)
Ranged composite longbow +14/+9 (1d8+11/×3)
Special Attacks channel destruction, devastating blast (6d6 acid, DC 19), undead mastery (DC 19), weapon training (heavy blades +2, bows +1)
STATISTICS
Str 27, Dex 12, Con —, Int 15, Wis 12, Cha 18
Base Atk +10; +20; CMD 29
Feats Cleave, Critical Focus, Dazzling Display, Greater Weapon Focus (greatsword), Improved Initiative, Mounted Combat, Power Attack, Ride-By Attack, Shatter Defenses, Spirited Charge, Toughness, Trample, Unseat, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Climb +13, Intimidate +25, Knowledge (nobility) +12, Perception +19, Ride +19, Swim +13
Racial Modifiers +8 Intimidate, +8 Perception, +8 Ride
Languages Common, Dwarven, Infernal
SQ armor training 2, phantom mount, ruinous revivification
ECOLOGY
Environment any land
Organization solitary or troop (graveknight plus 12–24 skeletal champions)
Treasure NPC gear (+1 full plate, +1 greatsword, composite longbow [+8 Str] with 20 arrows, belt of giant strength +2, other treasure)
SPECIAL ABILITIES
Channel Destruction (Su): Any weapon the graveknight wields seethes with energy, and deals an additional 2d6 points of acid damage.
Devastating Blast (Su): Three times per day, the graveknight may unleash a 30-foot cone of acid as a standard action. This blast deals 6d6 points of acid damage (Reflex DC 19).
Phantom Mount (Su): Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount’s powers are based on the graveknight’s total Hit Dice rather than caster level. A graveknight’s mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later.
Rejuvenation (Su): One day after a graveknight is destroyed, its armor begins to rebuild the undead horror’s body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed.
Sacrilegious Aura (Su): A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight’s armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (the bonus hit points are included in the graveknights statblock). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check DC 19. If the character fails, the effect is expended but does not function. The save DC is Charisma-based.
Undead Mastery (Su): As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save DC 19 or fall under the graveknight’s control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight’s control. A creature that successfully saves cannot be affected again by the same graveknight’s undead mastery for 24 hours. This graveknight can control 50 Hit Dice of undead creatures. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.
Harionago
This deathly pale beauty’s skin is blemished with bruises and cuts, yet a smile shows behind her flowing tangle of hair.
Despite her ragged dress and unkempt appearance, a harionago is a beautiful and graceful creature. She walks the roads at night pretending to be a lost damsel, luring those she encounters close before striking with her paralyzing claws and jagged hair barbs. However, a harionago’s most dangerous weapon is her laugh. A resounding cackle of mocking scorn and hateful malice, it compels those around her to join in mocking concert. A harionago is formed when an innocent woman is murdered in some unspeakable fashion. She rises, twisted by the injustice of the crime against her, into an unnatural and bloodthirsty horror that hunts unsuspecting victims while trying to sate an everlasting lust for revenge. Destroying a harionago doesn’t always lay her to rest for good. On rare occasions and by mysterious means, a harionago rises again after a year and a day to resume her hunt. She can only rest after she takes her revenge on those who murdered her. If her murderers are already dead when she returns, she will rest only once every member of her murderers’ family lines has been slaughtered.
NE Medium
Init +9; Senses 60 ft.; Perception +20
DEFENSE
AC 25, touch 15, flat-footed 20 (+5 Dex, +10 natural)
hp 147 (14d8+84)
Fort +10, Ref +9, Will +12
Defensive Abilities +2; 10/magic;
OFFENSE
Speed 30 ft.
Melee 2 claws +15 (1d6+4/19–20 plus paralysis), 4 hair barbs +12 (1d6+2/19–20 plus bleed)
Space 5 ft.; Reach 5 ft. (10 ft. with hair barbs)
Special Attacks (5), infectious laughter, (1d4+1 rounds, DC 23)
(CL 14th; concentration +20)
3/day—feather fall, levitate, ray of enfeeblement (DC 17), unnatural lust (DC 18)
1/day—charm monster (DC 19), vampiric touch (DC 19)
STATISTICS
Str 19, Dex 20, Con —, Int 15, Wis 17, Cha 22
Base Atk +10; +14; CMD 29
Feats Combat Reflexes, Improved Critical (claw), Improved Critical (hair barb), Improved Initiative, Improved Natural Attack (hair barb), Multiattack, Weapon Finesse
Skills Bluff +20, Disguise +23, Intimidate +16, Knowledge (nobility) +5, Perception +20, Perform (sing) +10, Sense Motive +20, Stealth +22
Languages Common, Elven, Sylvan
ECOLOGY
Environment any land
Organization solitary
Treasure standard
SPECIAL ABILITIES
Infectious Laughter (Su) As a full-round action, a harionago can emit a scornful laugh ringing out in a 60-foot burst. A creature that hears the laughter must succeed at a DC 23 Will saving thrown or be affected as the hideous laughter spell (CL 14th), except that a laughing creature is considered helpless to the harionago. A creature that successfully saves against a harionago’s scornful laughter can’t be affected by that same harionago’s laughter for 24 hours. This is a mind-affecting effect that can be countered with the countersong class feature. Its save DC is Charisma-based.
Lich
Once fine robes hang in tatters from this withered corpse’s frame. A pale blue light shines from where its eyes should be.
Image by DM Omareth
Few creatures are more feared than the lich. The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster’s life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time. The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster’s soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster’s transformation are left to the GM’s discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades.
THE LICH’S PHYLACTERY
An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich can rejuvenate after it is killed (see Creating a Lich, below). Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000gp to create and has a caster level equal to that of its creator at the time of creation. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.
Human lich necromancer 11
NE Medium (augmented )
Init +2; Senses 60 ft., life sight; Perception +24
Aura fear (60-ft. radius, DC 18)
DEFENSE
AC 23, touch 14, flat-footed 21 (+4 armor, +2 deflection, +2 Dex, +5 natural)
hp 111 (11d6+55 plus 15 false life)
Fort +6, Ref +7, Will +11
Defensive Abilities +4; 15/bludgeoning and magic; cold, electricity,
OFFENSE
Speed 30 ft.
Melee touch +5 (1d8+5 plus paralyzing touch)
Special Attacks grave touch (9/day), paralyzing touch (DC 18), power over undead (9/day, DC 18)
Spells Prepared (CL 11th; concentration +17)
6th—circle of death (DC 22), globe of invulnerability, maximized fireball (DC 19)
5th—cloudkill (DC 21), cone of cold (DC 21), quickened magic missile, waves of fatigue(2)
4th—dimension door, enervation, fire shield, wall of ice
3rd—dispel magic (2), fireball (DC 19), suggestion (DC 19), vampiric touch (2)
2nd—darkness, extended mage armor (already cast), false life (already cast), scorching ray (2), see invisibility, spectral hand
1st—magic missile (3), ray of enfeeblement (2), shield (2)
0 (at will)—bleed (DC 16), detect magic, ray of frost, read magic
Opposition Schools illusion, transmutation
STATISTICS
Str 10, Dex 14, Con —, Int 22, Wis 14, Cha 16
Base Atk +5; +5; CMD 25
Feats Command Undead, Craft Wondrous Item, Defensive Combat Training, Extend Spell, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Toughness
Skills Craft (alchemy) +20, Intimidate +17, Knowledge (arcana) +20, Knowledge (planes) +20, Linguistics +20, Perception +24, Sense Motive +24, Spellcraft +20, Stealth +24
Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Orc, Undercommon
ECOLOGY
Environment any
Organization solitary
Treasure NPC gear (boots of levitation, headband of vast intelligence +2 [Perception], ring of protection +2, potion of invisibility, scroll of dominate person, scroll of teleport)
SPECIAL ABILITIES
Fear Aura (Su): Creatures within 60-feet that look at the lich must succeed on a Will save DC 18. Creatures with less than 5 HD that fail are frightened. Creatures with 5 HD or more that fail this save are shaken for a number of rounds equal to the lich’s Hit Dice. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. This is a mind-affecting fear effect.
Life Sight (Su) This lich has to a range of 10 feet for a number of rounds per day equal to its wizard level. This ability only allows the lich to detect living creatures and undead creatures. This sight also informs the lich whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. These rounds do not need to be consecutive.
Grave Touch (Sp) As a standard action, this lich can make a melee touch attack that causes a living creature to become shaken for 5 rounds. If a shaken creature is touched with this ability, it becomes frightened for 1 round if it has fewer than 11 Hit Dice.
Paralyzing Touch (Su) Any living creature a lich hits with its touch attack must succeed on a Fortitude save DC 18 or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Power Over Undead (Su) This lich receives Command Undead as a bonus feat. It can channel energy a number of times per day equal to 3 + its Intelligence modifier with a DC of 18, but only to use this feat. The DC is Charisma-based.
Rejuvenation (Su) When a lich is destroyed, its phylactery immediately begins to rebuild the undead spellcaster’s body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.
Sayona
This revolting withered corpse of a woman is dressed in revealing clothes, its bare skin wet with fresh blood.
Occasionally called “weeping vampires” for their ability to cry tears of blood, sayonas are powerful and intelligent undead creatures that hunt mortals to steal from them what they envy most: the ability to exist within living flesh. While they aren’t true vampires, similarity between these two creatures creates substantial confusion to those unfamiliar with sayonas. While sayonas and vampires sustain themselves off mortal blood, sayonas don’t consume the blood, but rather absorb it through their skin (even when using blood drain), using it to transform their twisted forms back into some semblance of the beauty they had—or believe they had— in life. Above all else, sayonas covet youth. Stories of their origins claim that the first sayona was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover’s children, then killed herself. Doomed to undeath, she wanders the world crying tears of blood and preying on beautiful young women—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share her fate.
CE Medium
Init +5; Senses 60 ft., ; Perception +21
DEFENSE
AC 26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 natural)
hp 161 (17d8+85); 5 (see living form)
Fort +10, Ref +12, Will +13
Defensive Abilities +4; ; cold 30
OFFENSE
Speed 30 ft.
Melee bite +18 (2d6+1 plus bleed and paralysis), 2 claws +18 (2d6+1 plus bleed and paralysis)
Special Attacks absorb blood, (1d4 Con), (60 ft., DC 23), (1d4 rounds, DC 23), staggering
(CL 12th; concentration +17)
3/day—command undead (DC 17), dominate person (DC 20), fog cloud, gaseous form, invisibility
STATISTICS
Str 13, Dex 20, Con —, Int 11, Wis 12, Cha 21
Base Atk +12; +13; CMD 29
Feats Dodge, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Vital Strike, Weapon Finesse, Weapon Focus (bite), Weapon Focus (claw)
Skills Bluff +14, Diplomacy +14, Disguise +17, Knowledge (nobility) +8, Perception +21, Sense Motive +12, Stealth +16
Languages Abyssal, Common, Infernal
SQ create spawn, living form
ECOLOGY
Environment any land or underground
Organization solitary or retinue (1d3 plus 2d6 spawn)
Treasure standard
SPECIAL ABILITIES
Absorb Blood (Su) A sayona adjacent to a bleeding creature automatically accelerates the bleeding, dealing 1 point of Con damage to that creature once per round on its turn and absorbing the blood through its skin.
Create Spawn (Su) When a sayona kills a humanoid or fey of Medium or Small size with its absorb blood or blood drain ability, the victim rises 24 hours later as a ghoul with the advanced creature simple template and the blood drain ability. The spawn is the sayona’s slave until its master is destroyed.
Living Form (Su) As a standard action, a sayona can transform into a young, beautiful person for 24 hours. It can only use this ability if it has absorbed or drained blood in the past hour. In this form, the sayona has the aura of a living creature instead of an undead (for the purpose of detect undead and similar effects), its fast healing increases to 10, positive energy attacks (such as channel energy) deal half damage to it, and it cannot use its fear cone or gaze attack. Exposure to holy water or positive energy attacks in this form reduces the duration of this transformation by 1d4 hours.
Staggering Gaze (Su) Staggered for 1d4 rounds, 30 feet, Fortitude DC 23 negates. This is a mind-affecting effect. The save DC is Charisma-based.
Yurei
Long black hair obscures the face of this pale woman. With each motion, her body twitches and jerks.
When a person dies a violent death in the grip of extreme emotion, such as in a blinding rage or in overwhelming sorrow, she may return from the dead as a twisted and horrific undead creature known as a yurei. These restless spirits remain consumed by the emotional torment that pervaded their demise, and can feel a measure of peace only while causing other creatures to suffer as they did. To accomplish this, they haunt the people and places they knew in life in search of fresh victims for their painful grasp. Regardless of whether she received a proper burial or not, a yurei always appears dressed in the remnants of funereal clothing, with her face obscured by long black hair. Often, the restless spirit seems to be dripping wet or caked with mud or filth, or displays other distressing signs of neglect. Her body can also appear contorted or disjointed, reflecting the pain that twists her very existence. When a yurei uses nightmare, she typically creates dreams wherein the target is placed in the role of her murderer, so it may suffer her vengeance from beyond the grave.
NE Medium
Init +11; Senses 60 ft.; Perception +23
DEFENSE
AC 27, touch 22, flat-footed 15 (+7 Dex, +5 dodge, +5 natural)
hp 157 (15d8+90)
Fort +11, Ref +14, Will +16
Defensive Abilities +2, evasion, flicker; cold, ; 23
OFFENSE
Speed 40 ft.
Melee painful grasp +11 touch (12d6 plus sickened)
Special Attacks choking suffocation, face of death
(CL 10th; concentration +16)
Constant—blink, spider climb, water walk
At will—enter image
3/day—suffocation (DC 21)
1/day—mislead (DC 22), nightmare (DC 21)
STATISTICS
Str 10, Dex 25, Con —, Int 14, Wis 21, Cha 23
Base Atk +11; +11; CMD 33
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Step Up
Skills Acrobatics +22, Climb +18, Intimidate +24, Perception +23, Sense Motive +23, Stealth +25
Languages Common
ECOLOGY
Environment any land
Organization solitary, pair, or haunting (3–6)
Treasure incidental
SPECIAL ABILITIES
Choking Suffocation (Su) When a yurei uses her suffocation spell-like ability, she causes something disgusting (such as a tangled clump of wet hair or a foul-tasting clot of rancid swamp mud) to manifest in the target’s throat. As soon as the victim succeeds at its saving throw against choking suffocation or the ability’s duration ends after 3 rounds, the victim coughs up the disgusting foreign matter in a horrific display and must succeed at a DC 23 Fortitude save or become nauseated for 1d6 rounds. The save DC is Charisma-based.
Face of Death (Su) As a full-round action, a yurei can expose her face to a single adjacent creature. The target must succeed at a DC 23 Will save or be stunned for 1d6 rounds. If the target is stunned by this effect, it must then succeed at a DC 23 Fortitude save or immediately die of fright. A target that succeeds at the initial save is immune to that particular yurei’s face of death ability for 24 hours. This is a mind-affecting fear effect, and the secondary effect is a death effect. The save DCs are Charisma-based.
Flicker (Sp) A yurei gains a +4 dodge bonus to her Armor Class on any round she moves at least 5 feet.
Painful Grasp (Su) A yurei’s touch inflicts horrific pain, dealing 12d6 points of untyped damage and sickening the target for 1d6 rounds. A creature can avoid the sickened effect with a successful DC 23 Fortitude save, but this does not reduce the damage. The save DC is Charisma-based.
Demilich
Glittering jewels encrust this leering skull as it floats up into the air on a swirling vortex of dust and shimmering magic.
In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich’s physical form succumbs to decay over the centuries. In time, only the lich’s skull remains intact. Yet the bonds of undeath keep the lich’s remains from final dissolution. Vestiges of the lich’s intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich’s will to live strengthen the skull, rendering it harder than any steel. The lich’s greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich’s eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest. The lich’s phylactery invariably fails during the slow decline of lich into demilich, losing its last vestiges of enchantment if not crumbling into dust with the lich’s body. But even without the preserving power of the phylactery, demiliches retain a tenacious grip on existence. Only powerful and precise use of magic can permanently destroy a demilich and its remains. To the unwary adventurer, a demilich looks like nothing more than dust and bones within the lich’s former sanctum. Indeed, until disturbed, a demilich has only the vaguest awareness of intruders, and ignores their presence. Any attempt to steal the demilich’s possessions, disturb its remains, or harm its domain rouses the demilich’s slumbering mind, causing it to rise up in the air and voice its wail of the banshee before again settling to the ground. Should the interlopers relent, the skull returns to its torpor. But if they persist, the skull rises again, not to rest again until all in its sight have perished. Fortunately for intruders, demiliches never pursue those wise enough flee.
NE Tiny
Init +7; Senses 60 ft., true seeing; Perception +27
DEFENSE
AC 25, touch 21, flat-footed 21 (+3 Dex, +1 dodge, +4 natural, +5 profane, +2 size)
hp 142 (15d8+75)
Fort +15, Ref +15, Will +21
Defensive Abilities +5, rejuvenation, unholy grace; 20/—; acid, cold, electricity, magic, polymorph,
Weaknesses torpor, vorpal susceptibility
OFFENSE
Speed 30 ft. (perfect)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks devour soul
(CL 20th; concentration +25)
Constant—true seeing
At will—greater bestow curse (DC 21), telekinesis (DC 20), wail of the banshee (20-ft.-radius spread centered on the demilich; DC 24)
STATISTICS
Str 6, Dex 17, Con —, Int 21, Wis 20, Cha 21
Base Atk +11; +12; CMD 30
Feats Ability Focus (devour soul), Alertness, Defensive Combat Training, Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Mobility
Skills Bluff +20, Fly +23, Knowledge (arcana) +23, Knowledge (dungeoneering) +20, Knowledge (history) +15, Knowledge (planes) +15, Knowledge (religion) +18, Perception +27, Sense Motive +27, Spellcraft +23, Stealth +24
Languages Abyssal, Aklo, Common, Draconic, Giant, Infernal
ECOLOGY
Environment any
Organization solitary
Treasure double
SPECIAL ABILITIES
Devour Soul (Su) As a standard action with a range of 300 feet, a demilich can imprison the soul of a living creature within one of 10 special gems embedded in its skull. If the target succeeds at a DC 24 Fortitude save, it gains two permanent negative levels. If it fails, its soul is immediately drawn into one of the gems in the demilich’s skull. The soul remains trapped within the gem, visible as but a gleam except under true seeing. The soulless body corrupts and decays rapidly, reducing to dust in a single round. As long as the dead creature’s soul remains trapped in the gemstone, it cannot be restored to life via any means save direct divine intervention. Gems with souls trapped in them can be retrieved from a destroyed demilich, at which point they can either be crushed to release any souls within to their afterlife or used in the place of the usual material components to restore the soul and body with resurrection or true resurrection. After 24 hours, the demilich can choose to consume any soul trapped in a gem, healing it 1d6 hit points per Hit Die of the soul, at which point only miracle or wish can restore the dead creature to life. The save DC is Charisma-based, and includes a +2 bonus for the Ability Focus feat.
Greater Bestow Curse (Sp) This spell-like ability functions like bestow curse, but can have one of the following effects: –12 to one ability score; –6 to two ability scores; –8 penalty on attack rolls, saves, and checks; or a 25% chance to act normally. This ability is treated as a 6th-level spell.
Immunity to Magic (Su) A demilich is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells function differently against the creature, as noted below.
• A dispel evil spell deals 2d6 points of damage, with no saving throw.
• Holy smite affects a demilich normally.
• A power word kill spoken by an ethereal caster deals 50 points of damage to the demilich if it fails a Fortitude save (with a DC determined as though the spell allowed a saving throw).
• A shatter spell deals 1d6 points of damage per two caster levels (maximum 10d6), with no saving throw.
Rejuvenation (Su) A destroyed demilich reforms in 2d6 days. To permanently destroy a demilich, holy water must be poured over its remains within the area of a hallow spell. To complete the destruction, holy word or dispel evil must be cast. If the caster succeeds at a caster level check with a DC equal to 10 + the demilich’s Hit Dice, the demilich is permanently destroyed.
Telekinetic Storm (Su) As a special use of its telekinesis spell-like ability, a demilich can churn up its treasure, dust, bones, and other loose debris in the area into a whirling storm about its skull. The storm obscures vision as a fog cloud within a 20-foot spread centered on the demilich’s skull. Creatures within the storm take 12d6 points of bludgeoning damage per round on the demilich’s turn (Reflex DC 20 half). The demilich can maintain the storm indefinitely by concentrating.
Torpor (Ex) A demilich takes no actions against intruders unless its remains or treasure are disturbed.
Unholy Grace (Su) A demilich gains a bonus on saves and a profane bonus to AC equal to its Charisma modifier.
Vorpal Susceptibility (Ex) Vorpal weapons of any kind ignore a demilich’s damage reduction.
Rawhead
This slim figure’s proportions are wrong, and its disturbingly long arms end in claws, save for an oversized, boneless index finger.
Some believe rawheads to be nothing more than figments from scary stories, typically associated with the childhood terror known as bloody bones. But others know rawheads to be all too real and live in fear of attracting their attention. A rawhead stands almost 7 feet tall and weighs 200 pounds.
NE Medium
Init +10; Senses 60 ft., ; Perception +24
Aura (120 ft., DC 23)
DEFENSE
AC 29, touch 17, flat-footed 22 (+4 armor, +6 Dex, +1 dodge, +8 natural)
hp 200 (16d10+112)
Fort +12, Ref +16, Will +15
Defensive Abilities blur, freedom of movement, ; 15/good and silver; bleed, fear; 25
OFFENSE
Speed 40 ft., air walk
Melee bite +23 (1d6+7), 2 claws +23 (1d4+7 plus 1d4 Cha damage)
Special Attacks create bloody bones, sneak attack +3d6
(CL 14th; concentration +19)
Constant—air walk, blur, freedom of movement
At will—command undead (DC 17), suggestion (DC 18)
3/day—clairaudience/clairvoyance, deeper darkness, hold person (DC 19), phantasmal killer (DC 19)
1/day—gaseous form, greater scrying (DC 22), shadow walk
STATISTICS
Str 24, Dex 23, Con 24, Int 18, Wis 21, Cha 21
Base Atk +16; +23; CMD 40
Feats Combat Expertise, Combat Reflexes, Dodge, Greater Feint, Improved Feint, Improved Initiative, Mobility, Skill Focus (Stealth)
Skills Acrobatics +22, Bluff +21, Intimidate +24, Knowledge (local, religion) +12, Perception +24, Sense Motive +21, Stealth +31, Survival +24
Languages Abyssal, Aklo, Common, Infernal
SQ bloody bones mastery, hidden terror
ECOLOGY
Environment any land
Organization solitary or terror (1 rawhead plus 3–6 bloody bones)
Treasure double (+2 leather armor, other treasure)
SPECIAL ABILITIES
Bloody Bones Mastery (Su) A rawhead can sense the direction and condition of all bloody bones within a 1-mile radius. This functions as if via a status spell (even though undead normally cannot be affected by this spell).
Charisma Damage (Su) A rawhead’s tentacle fingers strip away flesh and emotion alike, dealing 1d4 points of Charisma damage on every hit with its claw attack (Will DC 23 negates). The save DC is Charisma-based.
Create Bloody Bones (Su) A rawhead can create a bloody bones from a Small or Medium helpless, living humanoid. As a full round action, the rawhead extends its finger tentacle to pierce the creature’s flesh, ensnares its bones, and attempts to rip the creature’s skeleton free. This deals 10d6 points of damage to the victim. If the victim is helpless as a result of Charisma damage, it takes 10d8 points of damage from this attack instead. If this damage is enough to reduce the creature’s hit points below 0, it is instantly slain as its skeleton is extracted from its body. The skeleton immediately animates as a bloody bones under the rawhead’s control. This is a death effect.
Hidden Terror (Ex) A rawhead can activate its frightful presence ability as a swift action, and can affect creatures that are unaware of its presence or aren’t within line of sight.
Gallowdead
This skeletal horror staggers under the weight of the massive hook and chain impaling the bones of its midsection.
Some tyrants execute criminals, traitors, or those who dare insurrection on the end of hooked and spiked chains. Leaving the criminal to painfully hang and rot sends a message to those who would dare commit the same crimes. Sometimes such savage deaths have a strange and terrible consequence: the victim rises, grabs the instrument of its execution, and becomes a servant of those who condemned it.
CE Medium
Init +8; Senses 60 ft.; Perception +3
Aura whispers (30 ft., DC 27)
DEFENSE
AC 31, touch 15, flat-footed 26 (+4 Dex, +1 dodge, +16 natural)
hp 228 (24d8+120)
Fort +13, Ref +12, Will +17
Defensive Abilities +6; 10/bludgeoning; cold,
OFFENSE
Speed 30 ft.
Melee spiked chain +26/+21/+16/+11 (2d4+10/19–20 plus chains of the dead) or 2 claws +25 (2d8+7)
Special Attack chains of the dead
Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
STATISTICS
Str 24, Dex 19, Con —, Int 11, Wis 16, Cha 21
Base Atk +18; +25; CMD 40
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Dodge, Improved Critical (spiked chain), Improved Initiative, Improved Vital Strike, Lunge, Power Attack, Step Up, Vital Strike, Weapon Focus (spiked chain)
Skills Climb +34, Escape Artist +28, Intimidate +32, Swim +31
Languages Common
ECOLOGY
Environment any
Organization solitary, pair, or plague (3–18)
Treasure standard
SPECIAL ABILITIES
Aura of Whispers (Su) A gallowdead constantly whispers vile secrets and blasphemous chants. Any creature within 30 feet of a gallowdead must succeed at a DC 27 Will save or be shaken for 1d4 rounds. Already shaken creatures that fail this saving throw become nauseated by the secrets revealed. Each round, an affected creature can make a new Will save to recover from the effect—once a creature recovers from a gallowdead’s whispers, it is immune to this ability for 24 hours. Each overlapping whisper aura from additional gallowdead increases the save DC by 2. This is a language-based sonic effect. The save DC is Charisma-based.
Chains of the Dead (Su) When a gallowdead uses its spiked chain, the first attack that hits a foe during the gallowdead’s turn deals an extra 12d6 points of negative energy damage (Will DC 27 half). This has no effect on undead creatures. In addition, the gallowdead can make a free combat maneuver check against its target with a +4 racial bonus. If the check succeeds, the target becomes grappled, but the gallowdead doesn’t gain the grappled condition. The gallowdead can make a free combat maneuver check each round to maintain its grip on the victim, but can’t take any special grapple actions against the victim except the move special action. When grappling a victim in this way, the gallowdead can’t attack with its spiked chain. The save DC is Charisma-based.
Lesser Death
Human-sized and of a deathly blue color, this long-taloned skeletal creature is partially encased in jagged sheets of ice.
Lesser deaths are the weaker cousins of grim reapers. It is whispered among dark cabals and occult fellowships that the first soul unshackled from its mortal coil faced its final judgment with scorn and defiance. This creature was so outraged by the metaphysical order of the multiverse that it became a kind of rogue deity dedicated to the ending of all other lives. Particularly powerful creatures killed by this unforgiving deity become the servants of their slayer, spreading death wherever they wander. The least powerful of these lethal servants are called lesser deaths. The first creators of the decks of many things captured some of these twisted lesser deaths long ago and bound them to those artifacts. This handful of treacherous artifacts calls forth a lesser death instead of a dire wraith when the skull card is drawn. The vast majority of lesser deaths are not bound within artifacts, though, and are free to wander the multiverse, spreading doom wherever possible. Their choices of victims sometimes seem capricious, and have birthed myriad rumors regarding their nature and purpose. Some claim that these creatures serve the whims of a hidden force in the multiverse, while others claim they select their victims according to some dark logic that only they fathom. While these creatures possess a wicked intelligence, they converse with no one and use their haunting rasps only rarely, in mockery of those who would defy them. On rare occasions, a group of these creatures converges and works together to deal death to a particularly powerful foe. When they do, they often come riding advanced albino cauchemars in a terrifying stampede, trampling the life from any who would impede their dread work. A lesser death appears much like a typical grim reaper, though those who have encountered both claim that it’s impossible to mistake one for the other, as lesser deaths lack the hopeless gravity of true grim reapers.
NE Medium ()
Init +14; Senses 60 ft., see invisibility, status sight; Perception +6
Aura misfortune (10 ft.), unnatural aura
DEFENSE
AC 31, touch 21, flat-footed 20 (+10 Dex, +1 dodge, +10 natural)
hp 276 (24d8+168)
Fort +17, Ref +19, Will +20
Defensive Abilities +4; ; 27
OFFENSE
Speed 60 ft.; air walk
Melee +2 keen scythe +30/+30/+25/+20/+15 (2d4+14/19–20/×4 plus energy drain)
Special Attacks (2 levels, DC 29)
(CL 16th; concentration +23)
Constant—air walk, haste, see invisibility
3/day—call spirit (DC 22), slay living (DC 22)
1/day—finger of death (DC 25), plane shift (DC 22)
STATISTICS
Str 27, Dex 30, Con —, Int 15, Wis 23, Cha 24
Base Atk +18; +27; CMD 47
Feats Combat Casting, Critical Focus, Dazing Assault, Furious Focus, Great Fortitude, Improved Initiative, Power Attack, Staggering Critical, Step Up, Stunning Critical, Tiring Critical, Weapon Focus (scythe)
Skills Acrobatics +34, Disguise +34, Intimidate +34, Knowledge (planes) +14, Knowledge (religion) +17, Ride +34, Stealth +37
Languages Celestial, Common, Infernal
ECOLOGY
Environment any
Organization solitary or murder (2–4)
Treasure standard (+2 keen scythe, other treasure)
SPECIAL ABILITIES
Misfortune Aura (Su) When a living creature attempts an ability check, attack roll, caster level check, skill check, or saving throw within 10 feet of a lesser death, it must roll two d20s and take the lowest roll before applying any modifiers.
Status Sight (Su) When a lesser death gazes on a creature, it can see that creature’s emotion aura and that creature’s current health and overall well-being. This ability acts as the status spell, as well as the emotion aura aspect of the analyze aura spell.
Winterwight
Human-sized and of a deathly blue color, this long-taloned skeletal creature is partially encased in jagged sheets of ice.
The winterwight is an undead horror born from the coldest depths of the negative energy plane. Infused with the dark, cold magic that permeates this realm of death, the winterwight takes the form of a skeleton coated in armor of jagged ice. Though it resembles an ordinary skeleton from a distance, the winterwight’s frame is much sturdier than the average humanoid’s, its frozen armor intertwining with its bone structure to form an incredibly hardy chassis. Sometimes called hatewraiths because of their insatiable lust for suffering, these frozen horrors are often found in areas that suffer from magical cold or frozen climates. Winterwights are 7 feet tall and weigh 250 pounds.
CE Medium (cold)
Init +10; Senses 60 ft.; Perception +27
Aura cold (10 ft.)
DEFENSE
AC 32, touch 16, flat-footed 26 (+6 Dex, +16 natural)
hp 270 (20d8+180); 10
Fort +15, Ref +14, Will +16
Defensive Abilities +4; 15/bludgeoning and good; cold, ; 28
Weaknesses to fire
OFFENSE
Speed 30 ft.
Melee bite +30 (2d8+15 plus blightfire), 2 claws +30 (2d6+15 plus blightfire)
Special Attacks (2 claws 2d8+22)
(CL 17th; concentration +26)
Constant—air walk
At will—cone of cold (DC 24), dimension door, greater dispel magic, sleet storm, wall of ice
3/day—polar ray
1/day—control weather
STATISTICS
Str 40, Dex 23, Con —, Int 11, Wis 18, Cha 29
Base Atk +15; +30; CMD 46
Feats Blind-Fight, Combat Reflexes, Critical Focus, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Staggering Critical, Vital Strike
Skills Acrobatics +26, Intimidate +32, Perception +27, Stealth +29
Languages Common
ECOLOGY
Environment any cold land
Organization solitary, pair, or incursion (3–6)
Treasure standard
SPECIAL ABILITIES
Aura of Cold (Su) Winterwights are surrounded by a 10-foot radius of deathly chill. Any creatures within this area during the winterwight’s turn takes 2d10 points of cold damage. All creatures of the cold subtype within this area (including the winterwight) are treated as having fast healing 10.
Blightfire (Su) Whenever a winterwight damages a creature with a bite or claw, the wound erupts with tongues of black fire. For the next 5 rounds, the victim must make a DC 29 Fortitude saving throw at the start of its turn or take 1d6 points of Constitution drain. The winterwight gains 10 temporary hit points each time the creature fails a saving throw against blightfire. A creature cannot be affected by more than one instance of blightfire at a time. The save DC is Charisma-based.
Tzitzimitl
Crusted with rock, this immense skeletal figure flies swiftly through the air, strange gasses clinging to its nightmarish form.
Enigmatic creatures of darkness, some cultures claim tzitzimitls attack and consume entire suns to “shut down worlds” in preparation for the end of days. Sages say that these creatures come from the cold, dark places between the stars, and that in the darkness of any eclipse, one can see their immense, world-darkening shadows. Some claim ancient and forgotten deities of death and destruction created the first tzitzimitls as instruments of apocalypse, while others speculate they come from faraway worlds where immense planets teem with creatures of this scale, and that the immortal dead of these dark globes are banished to other worlds to spread devastation. Tzitzimitls as a whole offer neither affirmation nor denial for these claims, and in fact seem to glory in such legends. Certainly, the arrival of a tzitzimitl upon a world heralds the advent of a time of great trouble, although whether or not the tzitzimitl actually presages such dark times or is the cause of them is a matter of debate. On some planets, tzitzimitls have already arrived, yet they lie dormant in ancient tombs, imprisoned ages ago by heroes who are long forgotten today. A tzitzimitl is 50 feet tall.
NE Gargantuan
Init +9; Senses arcane sight, 60 ft., true seeing; Perception +31
DEFENSE
AC 35, touch 11, flat-footed 30 (+5 Dex, +24 natural, –4 size)
hp 319 (22d8+220); 15
Fort +17, Ref +14, Will +19
Defensive Abilities +4, light to dark; 15/ bludgeoning and good; cold, electricity, ; fire 15; 30
OFFENSE
Speed 50 ft., 60 ft. (good)
Melee bite +26 (2d8+14 plus 3d6 electricity and energy drain), 2 claws +27 (2d6+14/19–20 plus 3d6 electricity)
Ranged eye beam +17 touch (10d6 electricity and 10d6 force)
Space 20 ft.; Reach 20 ft.
Special Attacks eclipse, (2 levels, DC 31)
(CL 19th; concentration +29)
Constant—arcane sight, fly, true seeing
At will—bestow curse (DC 24), deeper darkness
3/day—animate dead, contagion (DC 24), greater teleport, haste
1/day—create undead, temporal stasis (DC 28), wail of the banshee (DC 29)
STATISTICS
Str 39, Dex 21, Con —, Int 20, Wis 23, Cha 30
Base Atk +16; +34 (+36 bull rush); CMD 49 (51 vs. bull rush)
Feats Awesome Blow, Combat Reflexes, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Point-Blank Shot, Power Attack, Precise Shot, Vital Strike, Weapon Focus (claw)
Skills Fly +35, Knowledge (arcana) +28, Knowledge (nature) +27, Knowledge (planes) +25, Knowledge (religion) +30, Perception +31, Sense Motive +31, Spellcraft +23, Survival +21, Use Magic Device +30
Languages Abyssal, Aklo, Celestial, Common
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Eclipse (Su) Anytime a tzitzimitl casts deeper darkness, any creatures in the area of darkness when it is created take 8d6 points of cold damage (Fortitude DC 31 half). Any creature that takes damage from this effect becomes staggered as long as it remains in the area of darkness and for 1d4 rounds after it leaves that area. The save DC is Charisma-based.
Eye Beam (Su) As a standard action, a tzitzimitl can fire a glowing beam of force from its eyes at a range of 100 feet as a ranged touch attack dealing 10d6 points of force damage and 10d6 points of electricity damage.
Light to Dark (Su) As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.
Grim Reaper
One bleached-bone hand of this robed, skeletal figure grasps a massive, curved scythe.
As silent as the grave and as inevitable as time, grim reapers are more akin to forces of nature than individual beings, being nothing less than personifications of grim, violent death. Unlike their lesser kin, grim reapers never work together or with other creatures, save for select ancient dragons and dragon-like undead that sometimes serve these dreaded soul hunters as steeds. This lack of cooperation has led some to speculate that there is only one grim reaper who plagues the multiverse. Others claim that least nine of these creatures stalk the worlds and planes, culling the living as inexplicable servants of true entropy. According to the teaching of some death cults, the final goal of a grim reaper is to end the entire cycle of life and death and to serve as a silent lord of an empty universe. Grim reapers are so feared that even most outsiders give them a wide berth. This suits the reapers well, as that means less interference with the harvest of doomed souls. A grim reaper stands approximately 6-1/2 feet tall and weighs about 40 pounds.
NE Medium ()
Init +14; Senses 60 ft., see invisibility, status sight, true seeing; Perception +6
Aura misfortune (20 ft.),
DEFENSE
AC 39, touch 29, flat-footed 28 (+10 Dex, +1 dodge, +10 natural, +8 profane)
hp 400 (32d8+256)
Fort +26, Ref +29, Will +32
Defensive Abilities +4, death’s grace; 10/—; ; 33
OFFENSE
Speed 60 ft., 90 ft. (perfect)
Melee +5 keen adamantine scythe +40/+40/+35/+30/+25 (2d4+18/19–20/×4 plus death strike and energy drain)
Special Attacks death strike (DC 34), (2 levels, DC 34), final death
(CL 20th; concentration +27)
Constant—haste, see invisibility, true seeing
At will—call spirit (DC 23)
3/day—finger of death (DC 26), power word kill
1/day—plane shift (DC 23)
STATISTICS
Str 29, Dex 30, Con —, Int 15, Wis 23, Cha 26
Base Atk +24; +34; CMD 62
Feats Cleave, Cleaving Finish, Combat Casting, Combat Reflexes, Critical Focus, Dazing Assault, Furious Focus, Great Cleave, Improved Cleaving Finish, Improved Initiative, Power Attack, Staggering Critical, Step Up, Stunning Critical, Tiring Critical, Weapon Focus (scythe)
Skills Acrobatics +42, Disguise +43, Fly +18, Intimidate +43, Knowledge (planes) +18, Knowledge (religion) +21, Ride +42, Stealth +45
Languages Celestial, Common, Infernal
ECOLOGY
Environment any
Organization solitary
Treasure standard (+5 keen adamantine scythe, other treasure)
SPECIAL ABILITIES
Death Strike (Su) A grim reaper automatically confirms any critical hit. A creature damaged by a critical hit from a grim reaper must succeed at a DC 34 Fortitude saving throw or be instantly killed. The save DC is Charisma-based.
Death’s Grace (Su) The dark power stolen from countless souls protects a grim reaper, granting it a profane bonus on all saving throws and to AC equal to its Charisma modifier.
Final Death (Su) A creature killed by a grim reaper can’t be brought back to life by any means short of divine intervention.
Misfortune Aura (Su) When a living creature attempts an ability check, attack roll, caster level check, skill check, or saving throw within 20 feet of a grim reaper, it must roll two d20s and take the lowest roll before applying any modifiers.
Status Sight (Su) When a grim reaper gazes on a creature, it can see that creature’s emotion aura and that creature’s current health and overall well-being. This acts as the status spell, as well as the emotion aura aspect of the analyze aura spell.