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BOOK OF VILE DARKNESS
D E V E L O P E A R T D I R E C T O R
BRUCE R. CORDELL DAWN MURIN
E D I T O R s COVER ARTIST
DAVID NOONAN, PENNY WILLIAMS
H ENRY HIGGINBOTHAM
MANAGING EDITOR
KIM MOHAN INTERIOR ARTISTS
CREATIVE DIRECTOR DAREN 13A'DER, T HoMAs'J3AXA,
ED STARK MATT CAVOTTA,"BRIAN D ESPAIN,
RPG CATEGORY MANAGER JEFF EASLEY, SCOTT FISCHER,
ANTHONY VALTERRA LARs GRANT-WEST, G.!!_INTON HooVER,
J EREMY J ARVIS, RAVEN MIMURA,
VICE PRESIDENT OF RPG R&D
VrnoD RAMs, WAYNE REYNOLDS,
BILL SLAVICSEK
NOTTCE:Book ofVile 1Jarkness is intended for our adult audience. Parental discretion is advised.
PLAYTESTERS: Paul Bender, Eric Cagle, Michele Carter, Andy Collins, Sue Cook, Daniel Cooper, Bruce R. Cordell, Jesse Decker,
Martin Durham, George Fields,Je!TGnibb, Paula Horton, Robert Kcll_ey, Todd Meyer, Erik Mona, Brian Moseley, Christopher Perkins,
Athena Petticord,Jon Pickens, R.-i~ Sean K Reynolds, Mat Smith, Keith Strohm, Michael S. Webster, Penny Williams
Based on the original DUNGEONS & DRAGONS* rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS
game designed by Jonathan Tweet, Moote Cook, Skip Williams, Richard Baker, and Peter Adkison.
This WIZARDS OP THE CoAJT' game product contains no Open Game Content. No portion of this work may be reproduced in any form
without written permission. To learn more about the Open Gaming License and the d'l.o™ System License, please visit
www.wizards.com/dw. • ,:
Poison crearion rules adapted from Song ,mdSilence by David Noon au and John D. RareJifT. Drug addiction rules adapted from Lords of
1Jnrkness by Scan Reynolds and Jason Carl.
~
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CREATING vn I AJNS
terrible empire.
Ystan carries a special item called the slw/1 of past splendor,
If you understand evil, you can create villains with appro- which has all the powers of a rod of splendor. Additionally, it
priate personalities and motives. The following examples confers the memories once contained in the skull to the
detail some villains whose activities reflect the aspects of owner, granting Ystan a +2 circumstance bonus on his
evil described above. Knowledge and Spellcraft checks.
THE SCHEMING LIAR Asn4) is rhe henchman of a powerful criminal overlord.
The slippery weasel, the cunning thief, the silver-tongued Most of the crime lord's other henchmen expect a bonus
rogue-these villains present different dangers rhan brutes when rhey eliminate one of rhe syndicate's enemies. After
and psychopaths do, but they are dangerous foes nonethe- all, killing is a dangerous and dirty business. Not so with
less. These enemies are far more likely ro slip a dagger in Reynod, who deligh ts in killing. ln fac r, the crime lord
someone's ribs while he sleeps than figh t him face to face. worries abour wh at might happen if he didn't give Reynod
Or better yet, thinks the schemer, she'll just frame someone someone ro kill every so ofren. Reynod loves rhe use of
for murder and let the authorities hang him in the public knives; he owns a collection of them rhar numbers more
square. Such diabolic malefactors spin a web of deceit wher- rhan rhree hundred. He is sneaky, subtle, and sly. Reynod's
ever they go. Schemers know just what ro say and who to victims rarely know whar is coming because he is so effi-
say it to in order to get what they want. cienr at shadowfog, rhen approaching his prey. Nor even
Scheming liars can be political manipulators who use Reynod's criminal employer knows rhar he is actually a
others ro accomplish their goals. They do not go against vampire.
the laws and rules; they make laws and rules work for Reynod wears an amulet he calls fa.lher's tooth. The fang-
them, bending and twisting the words as needed. They shaped rood, granrs Reynod an additional +4 mm resistance.
don't truly respect the law, but they want to avoid the
appearance of breaking it. Such villains are difficult to THE SOPHISTICATE
defeat, and it's even harder to prove that rhey are villains in A villain can be a horrible murderer or a lying cheat and yet
the first place. srill rerai_n a veneer ofsophistication. This rype of villain can
Example: Nanna Glitterhome (CE fema le gnome Wiz8) be a foppish rogue without a conscience or a dispassionate
serves as a butler to Lord Feddin Spritestar, a powerful and overlord who enjoys a sampling of fine elven wines while
influential gnome. What most people do nor realize is that watching rhe execution of prisoners.
Narma has rhe lord's ear and frequen tly gives him advice Sophi.sricared villains are sometimes the evildoers that no
about the rulers hip of his demesne. Bur Lord Sprites tar does one suspects. Only a rhorough investigation can prove their
not know that Nanna is manipulating him into a war agafosr terrible deeds. Urbane villains are able to convince most
the nearby kobold tribes of Bloodwa11. people rhar rhey are noble, civilized individuals. In other
Narma is a11 illusionist who frequenrly travels to Blood- cases, these villains are known for what rhey truly are, but
wall in the guise of a male kobold to manipulate rhe council rhey still believe themselves ro be cultured and sophisti·
of chieftains there. If war breaks our, Nanna is poised to cared, and they conducr rhemselves accordingly- even as
assume a third identity: rhe long-lost gnome queen Halli rhey commit atrocities.
Guttenstone, who will save the gnomes from rhe kobolds Example: Duchess Winsone D'Artreda (LE female human
and become ruler of rhe land. Ari1 3) rules over a vast, wooded realm. All ki1ow her as a beau·
Nam1a wears a ring precious to her, the m1g of mn11y fnces, tiful, well-mannered, and sophisticated woman. Unknown to
which grants her the use of polymorph self three rimes per day most, however, she is also a sadist and a cold-blooded killer.
a11d a +10 profane bonus on her Disguise checks. She has a secret set of chambers in rhe dungeons below her
castle where she keeps her victims. Winsone has a strange
THE PSYCHOPATH code of honor: She preys only upon rhe lower class or upon
Some vi.llafos focus on the act of evil itself, rather than on intelligent nonhumanoid creatures. Her secret hunrers make
the goals an evil act helps them reach. They revel i.n killing, raids upon outlying villages or scour the woods for pixies,
in.flicring pain, and spreading misery. The motives and dryads, and even the occasional centaur.
methods of psychopaths vary greatl y. Some creatu res are Winsone delights in the use of her cusrom-made wl11p of
born psychopathic- lamias, destrachans, ores, beholders, many thongs, which grants her a +2 circumstance bonus on
and black dragons, for example. These monsters are evil Intimidate checks when she uses ir in her midnight torture
through and through, and they delight in death and misery. sessions.
Their love of killing for its own sake makes rhem far more
dangerous than monsters rhar simply kill ro ear, such as rhe THE MISGUIDED FOOL
ankheg or the remorhaz. Some villains do not even know that they are villains.
Human, elf, dwarf, halfling, and gnome psychopaths are Deluded rhrough insanity, religious belief, or just stupid-
no less varied. Some are clean and efficienr at what they do. ity, they commit horrible acrs and never realize what it is
They sneak up on thei_r vi.ctin1s quietly and make sure rhar rhar they do. A foolish villain might suspect that his acrs
when they are finished, no evidence ties rhe murderer to rhe and thoughts are tainted, but he's too apathetic to try to
murder. Other psychopaths are far more blaranr and direct. uncover the truth. Blindly committing evil acrs because it
They do not care who knows of their activities, and rhey is jusr easier rhar way, rhe misguided fool can easily
relish their victims' fear of death almost as much as rhey become a truly sinister villain over time, continuing his
enjoy the pai11 and the killing i1self. Ofren, such psy· evil deeds while his own perceptions vee r ever farther
choparhs have positions of power rhar keep anyone from from reality.
easily putting a stop to their terrible activities. A young king introduced to eviJ by his malevolent vizier,
Example: Reynod (NE male human vampire Rog6/ the fanatic demon worshiper seeking sacrificial victims for
his god, and the radical racial purist are all examples of rhe
misguided fool.
Example: Nerence Unger (NE male human Exp5) is the
EXAMPLE VII I AINS
The following villains can be easily adapted for most D&D
leader of a school for young boys. Every few monrhs, rwo campaigns. They utilize many of rhe fears, prestige classes,
men come to Nerence's office and give him a large bag of spells, magic irems, and new rules found in rbis book.
gold. At the same rime, one of rhe boys-one whom Ner-
ence has recently pur on record as a troublemaker-disap- THE DREAD EMPEROR
pears. Nerence says nothing. He just counts his gold. He One of rhe most arresting figures anywhere is the Dread
tells himself rhat he did nor do anything wrong. Emperor. This srriking human male stands 61/2 feet rail. He
wears golden plate armor and a long red cloak, and he car-
THE MONSTER ries a mirrored shield, although be bears no weapons. What
The monster villain craves killing, Lives in filth, and seeks co is most shocking is that he walks about with four children
desrroy everything rhar he encounters. More depraved rhan in row, each wearing an iron collar chained ro his annor. The
psychoparhs or sadists, rhis crearure is beyond redemprion. children shuffle behind the Dread Emperor as if in a
This villain is practically a demon or a devil in his own right. srupor-they do nor appear ro be treated well.
He drinks the blood of bis enemies and allows it co run down No one knows rhis man's real name. The Dread Emperor
his chin and over his chest. No act is too distasteful for hi.m. clain1s to be the Emperor of the World. Although rbis claim
Example: Like many evil warlords, Agrananath (LE male isn't true, the Dread Emperor is extremely powerful. Anyone
hobgoblin Bbn9) kills his foes with impunity. But whar who rells him char he doesn't rule all he surveys is Likely ro
Agrananath really enjoys is killing the children of his dead be dead soon.
foes slowly and then feasting on their quivering hearts. Aside from the four children (and it's not always the same
When he goes into barrle, he leads troops into combat with four children) chained ro his armor, the Dread Emperor
whar appears ro be bravery bur is acrually blood lust. Even keeps ro himsel£ H is lonely (but well-warded) fortress is
Agrarranarh's own tribe is afraid of him, for it is clear rhar he locared on rhe Ethereal Plane, accessible via a hidden portal
would jusr as willingly kill them and devour their children's i11 a high mountain cave. Occasionally the Dread Emperor
hearts ifhe did not have enemies to hi!. comes to a city to sell a magic item he has created, bur he
Agrananarh wields a mace whose head is the petrified keeps ro rhe shadier parts of rown because only the most
head of an elflord named Yesse£ It is treated as a +3 mnce of depraved are willing to deal wirh him. Upstanding, moral
lifc-dr111l1111g (as rhe life-drin/1er greataxe described in Chapter people often atrempr to rescue the children, so the Dread
8 of the DuNcroN MAST£R's Guide). Emperor has ro kill rhe do-gooders and usually destroy a few
city blocks in the process.
THE UNEXPECTED VILLAIN The Dread Emperor sometimes bargains for some bit of
Sometimes, evil doesn't show up where your players expect information, a magic item, or a spell Those who study him
it. A trusted servant can abuse bis position to steal and claim chat bis sole motivation is to gather more personal
gather secrets for blackmail. A cleric of Pelor might acn,ally magical power for himself, at any cost. He has been particu-
be a werewol£ The drug-addicted farmer's wife wiU do any- larly interested in defensive items larely.
thing to feed her addiction-even kill. The respected healer The Dread Emperor is clearly insane, but his isn't the cack-
in mwn is in rhe pay of the local slavers' ring. The unex- ling, madcap sorr of insanity. He is delusional, paranoid, and
pected villain usually also belongs to one of rbe other vil- psychotic. He does nor delight in the suffering of others, but
lainous categories. be has nor an ounce of compassion or empathy. lf left alone,
Sometimes the villain is obviously evil, but there is more rhe Dread Emperor is content to keep to himself and remain
ro him than first appears. A mind flayer might be possessed unobtrusive. However, the children he keeps in row often
by a devil, for example, or an evil wizard could really be a tempt would-be heroes to arrack h im, so he sometimes finds
polymorphed dragon. himself in battle when he moves among other people. When
.Example: Once every six hundred years, an elf child is that happens, he does not hesitate to kill hundreds in the
born with supernatural talent and intelligence. Known as process ofslaying a single target. One of his favo1ire tactics is
the shadowchild, this being has the mind of a dispassionate ro cast haste on himself and follow thar with meteor swnnn, a
killer and many special powers. To all outward appearances, corrupted maximized fireball, and a corrupted quickened fire-
however, the shadowchild is a normal elf child. ball all in a single round. Another favor.ite racric is to use mass
In the elf village of Daerrhane, young Taerra Fearherfall charm ro get any and all bystanders on his side while some
(CE female elf half-fiend) seems Like all the orher children hero or constable attempts ro accost him. He sometimes
scampering about the village and the surrounding woods. charms his assailants as weU, alrhough they are usuaUy found
She is not. She is the shadowchild, and rhe disappearances dead later even if they were charmed into submission.
near Daerthane of late are because of her, nor the nearby
clurch of owlbears currently being tracked by rhe village's 4'The Dread Emperor: Male human Wiz 10/ Diabol.ist 10;
rangers. Taetra is extremely careful when she abducts and CR 20; Medium-size humanoid; HD 10d4+40 plus t0d4+40;
sacrifices ocher children. She has no desire to expose herself hp 130; lnit +1; Spd 20 ft.; AC 36, touch 16, flar-foored 35;
before she is old enough to reveal her true nature. Ark +11 melee rouch (by spell), or +12 ranged couch (by
spell); SQdiabolism, familiar benefits, imp familiar, vile dia- of stupor (24 charges), spiralb11rst bottle, o,l of the lamia (2
bolism; AL LE; SV Fort +10, Ref +8, Will +18; Srr 12, Dex 15, doses), 2 potions of lesser restoration, potion of cure serious wounds,
Con 19, Int 26, Wis 14, Cha 13. evil spell components (4 humanoid fingers, human heart,
Skills and Feats: Bluff +17, Concentration +18, Craft metallic dragon heart, all preserved).
(armorsmirhing) +17, Crafr (blacksmirhi.ng) +17, lntimi- Spells Prepared (4/6/10/6/6/5/5/5/5/4; save DC t8 + spell
dare +24, Knowledge (arcana) +25, Knowledge (the planes) level, or 20 + spell level for evil spells; 50% arcane spell fail-
+26, Listen +15, Scry +23, Speak Language (Abyssal, Aquan, ure chance): o-daze, detect magic, flare, mage hand; 1sc-
Auran, Common, Draconic, Dwarven, Elven, Gianr, Goblin, char111 person, magic missile (2), seethi11g eyebane, shield, silent
Halling, Ignan, Infernal, Sylvan, Undercommon), Spell- image; 2nd-bull's strength, cat's grace, darkness, darkvision,
craft +25, Spot +18; Alertness, Corrupt Spell, Craft Magic Lah m's finger darts, corrupted magic missile, Melf's acid arrow,
Arms and Armor, Crafr Wondrous I rem, Evil Brand, see i11visibilify, web (2); 3rd-absorb mi11d, dispel mngic,fly, haste,
Forge Ring, Iron Will, Malign Spell Focus, Maximize Spell, nondeteclion, touch of J11iblex; 4tb-absot·b stret1gth 1 chann mon-
Quicken Spell, Scribe Scroll, Spell Masrery (co11e of cold, ster, dime11sio11 door, corrupted fireball, improved invisibility, wall
eyebite, f1rebnll, hold mot1ste1; improved invisi- of ice; Sth-cloudliill, cone of cold, hold monster,
bility, teleport, teleport witl1out error). teleporl, wall of force; 6th-disi11tegrnte,
Diabolism (Ex): The Dread eyebile, maximized fireball, mass mg-
Emperor can grant one of gestion, true seeing; 7th-corrupted
his spells greater magical maximized fireball, quickened
power. Four rimes per fireball, limited wish, power
day, any spell he casts word sltm, rapture of rupture;
chat affects a target 8th-corrupted quick-
or area (one char does ened fireball, hornd wilt-
not include himself) ing, mass charm, pris-
gains rhe evil de- matic wall, protectio11
scriptor. This spell from spells; 9th-domi-
deals +3d6 points of nate monster, meteor
unholy damage to swarm, Morde11ka111en's
any good charac- disju net ion, potver ivord
rer affected by the kill.
spell. Spellbooli: o-
Fam_iliar Bene- arca11e mark, da11c111g
fits: The Dread Em- 1igh ts, daze, detect
peror gains Alert- m ag1c detect poison,
1
Most evil gods and fiends demand sacrifice. When they say
sacrifice, they mean rhe sacrifice of a living, intelligent crea-
rure. Commonly, rhe victim is a humanoid, but dark powers
might demand rhe sacrifice of anything from a medusa ro a
giant to a beholder. The main criteria are that the creature be
alive and have an intelligence score of3 or higher.
The sacrifice musr be made in a ritualized manner. It's
fine for a blackguard to say that he is dedicating every foe he
slays to Vecna. But in truth, Vecna appreciates and rewards
his followers for victims killed in a ceremony and at a place
dedicated to him. This means that the ritual takes time, and
it probably involves extra participants and unholy trappings
(for examples of sacrificial gear, see the executio ner tools
and other equipment in Chapter 3).
In a world suffused with magic, evil gods pay attention
when someone makes a living sacrifice ro rhem, and they
often reward their followers for doing so. In some abstract
sense, rhe sacrifice adds some small mo te to the god's over-
whelming power, and in rerurn the evil deity is sometimes
willing to grant a boon or a blessing in return.
WHAT IS A SACRIFICE?
Sacrifice is the offering of the life of a sentient being to an evil
deity or powerful fiend. The victim is trussed, tied, or otherwise
immobilized so that a ceremony may be conducted that culmi-
nates with the murder. In many rituals, blood is a sacred
symbol of life. When that blood spills during the ritual murder
of an innocent creature, the blood (and sometimes even the
soul of the creature) is dedicated to a nether power of malev-
olence. Bloodless forms of killing, such as strangulation and
drowning, are possible during sacrifices, but usually those
that are despicable enough to practice this profane art prefer
bloodier deeds.
TABLE 2- 1: T YPICAL SACRI FI CE ELEMENTS T ABL E 2- 2: TYPI CAL S ACRIFICIAL REWARDS
Knowledge Check
(Religion) Result Effect
Sacrifice Element Modifier 15 Aid upon the celebrant for 24 hours.
Conducted in a ceremony lasting at least an hour -tl 15 Bull's strength upon the celebrant for 24 hours.
Conducted on an altar -t2 15 Cat's grace upon the celebrant for 24 hours.
Conducted in a desecrated area -t l 15 Endurance upon the celebrant for 24 hours.
Conducted In a unhallowed area +2 20 Divine favor (cast at 20th level) upon the celebrant for 24
Conducted in the presence of a creature important hours.
to the deity (a demon servant, for example) +2 20 Protection from elements upon the celebrant for 24 hours.
Conducted publicly (in the street or on the steps 20 Bless upon those witnessing the ceremony (one individual
of a public institution) +1 per HD of the victim) for 24 hours.
Conducted before more than 10 followers +1 25 Magic vestment (cast at 20th level) upon the celebrant's garb
Conducted before more than 100 followers -tl for 24 hours.
Sacrifice is tortured for 1 day prior to death +l 25 Evil outsider appears and serves celebrant for 1 hour per HD
Sacrifice loses extremities to hungry demon prior to death +l of the victim, serving as described in the lesser planar ally
Sacrifice is good-aligned +l spell.
Sacrifice is pure or virginal (as determined by the OM) +1 25 Divine power upon the celebrant for 24 hours.
Sacrifice has 1-5 HD or levels +l 30 Greater magic weapon (cast at 20th level) on the celebrant's
Sacrifice has &---10 HD or levels +2 weapon for 24 hours.
Sacrifice has 11-15 HD or levels +3 30 Bull's strength upon those witnessing the ceremony (one
Sacrifice has 16-t HD or levels +4 individual per HD of the victim) for 24 hours.
Sacrifice is a cleric of another god +2 30 Cat's grace upon those witnessing the ceremony (one indi-
Sacrifice 1s a race or character type hated by the deity +1 vidual per HD of the victim) for 24 hours.
Sacrifice is willing, but duped or controlled +1 30 Endurance upon those witnessing the ceremony (one indi-
Sacrifice is genuinely willing +3 vidual per HD of the victim} for 24 hours.
30 Evil outsider appears and serves celebrant for 1 hour per HD
of the victim, serving as described in the planar ally spell.
If a follower performs mulriple sacrifices, rhe bonuses on
30 Spell resistance upon the celebrant for 24 hours (use cele-
the follower's Knowledge (religion) check do nor srack for brant's level to determine SR).
every sacrifice; a separate check is made for each victim. 35 Magic vestment (cast at 20th level) upon the garb of those
Mosr deities give only one reward per day per temple, no witnessing the ceremony (one individual per HD of the
matter how many victims are slain. The leader of rhe sacri- victim) for 24 hours.
fice, called the celebrant, can perform multiple sacrifices 35 Evil outsider appears and serves celebrant for 1 hour per HD
of the victim, serving as described in the greater planar ally
and consequently make multiple Knowledge ( religion )
spell.
checks, then use rhe best result ro determine whar reward 35 Divine power upon those witnessing the ceremony (one indi-
might be granted by the deity. vidual per HD of the victim) for 24 hours.
The actual reward earned by the performance of a living 40 Limited wish for the celebrant.
sacrifice varies from religion to religion. See Table 2-2, 40 Greater magic weapon (cast at 20th level) upon weapons
below, for some typical rewards that might be granted by an involved in the ceremony (one weapon per HD of the
evil deity and the DC of the Knowledge (religion) check ro victim) for 24 hours.
45 Control weather (cast at 20th level} as directed by the cele-
qualify for each one. Many deities will have rheir own spe-
brant for 24 hours.
cific rewards to offer. The celebrant can choose whar reward 50 Wish for the celebrant (this monumental display of power
is sought and prayed for, but rhe deity might grant anorher happens only once for any given individual).
reward, especially if the Knowledge (religion) check result Varies Dark craft experience points equal to DC x 3 (minimum DC
is significantly higher than the DC of rhe reward sought. 15). The celebrant determines the number of dark craft expe-
The celebrant can't take 10 or take 20 on this check, and no rience points (and thus the DC) sought prior to the check. A
one else can h elp with the check. failed check indicates no dark craft experience points gained.
Varies Dark craft gold pieces equal to DC x 5 (minimum DC 20).
The celebrant determines the number of dark craft gold
pieces (and thus the DC) sought prior to the check. A failed
SACRIFICE AS A REQUIREMENT check Indicates no dark craft gold pieces gained.
Sometimes a special s ituation may arise in wh ich rather than
granting a boon, a deity demands a sacrifice to avoid d ivine Dark C raft R e w ard s : Experience points and gold pieces
punishment. An evil god might demand a sacrifice from a can be granted as rewards after a sacrifice (see the last rwo
disobedient cleric (or one who has failed to perform a required
enrries in Tabl e 2-2, below) . These so-called dark craft
duty or quest) before granting him new spells. Periodic sacri-
rewards have no acrual physical manifesrarion, bur rhe cele-
fices might a lso be required to power a temple's defense
brant senses rheir presence like a shadow on the soul Dark
system, such as an antimagic field, prismatic walls, a unique
craft gold pieces and dark craft experience points can't be
forbiddance or unhallow effect, or something similar. Typically,
used ro buy goods or artain higher levels, bur they can be
the Knowledge (religion) check DC for such required sacrifices
used instead of actual gold pieces or experience points when
is 25, and no other reward is forthcoming for conducting the
evil ritual. making a magic item. Only a single application of dark craft
experience points and dark craft gold pieces can be al)plied
toward a magic item's creation process. The time spent creat- • A random friend or family member of the rarger contracts
ing the item does not change when rhe celebram uses dark a disease. If the disease is magically cured or runs irs
craft resources. course (regardless of rhe outcome), another loved one
When the celebrant completes a magic item created by contracts a new disease.
the use of any dark craft resources (as lirrle as 1 gp or 1 XP), • The target's mosr powerful and/ or chedshed irem falls
rhe item is rainred with evil. Others can sense this evil, as apart, becoming forever useless.
described for an object of lasting evil (see lingering Effects • Valuable metals (such as platinum, gold, silver, and
of Evil, later in this chapter). Dark crafr experience points copper) rum ro lead in rhe target's possession, even if rhey
and dark craft gold pieces can be combined with the are in a bag of holding or scored away from rhe rarger. The
destruction of souls to make a magic item even easier to target's couch transmutes valuable mecals (including
build (see Souls as Power, later in this chapter). coins) into lead as well.
• 1 d4+ I of che target's loved ones or allies are affected by a
curse chosen from rhe bestow curse lisc above.
• All of the ra.rger's loved ones and allies suddenly despise
Curses are an important rype of evil magic. Although good- him and are considered to have unfriendly arrirndes. See
or neutral-aligned characters sometimes use curses to strike NPC Arrirudes in Chapter 5 of the DUNGEON MASTER's
at their enemies, curses are usually the domain of spiteful Guide for acrions former allies might rake.
and malicious creanires. • The rarger cannot casr spells, use spell-like abilities, or
activate spell completion or spell trigger items.
ALTERNATIVE CURSES
When a spellcasrer uses bestow curse (see Chapter 11 of the THE DYING CURSE
Player's Handboof1 ), the following curses can be substituted When a parricularly vile creature dies, she often speaks a
for rhose given in the spell description. fina l curse upon those rhar wronged her (usually, rhe char-
Target is rendered sterile. acters who killed her). The effect of rhe dying curse depends
The next person introduced ro rhe target for the first time on the level or Hit Dice of the crearure bestowing rhe curse.
will hate him or her uncontrollably forever. Even if this
curse is removed, the person srill bares the victim of rhe TABLE 2- 3: DYING (URSE EFFECTS
curse, but the victim can improve the person's atrinide HD or
normally after rhe curse is gone. Level Effect
1-4 Nothing
Each time the target attempts ro help a friend or ally, there
S-8 As bestow curse
is a 50% chance the arrempr fails and causes the ally ro fail 9-12 As bestow greater curse, or up to four bestow curses
at the task. 13-16 As limited wish, or up to four bestow greater curses, or up to
Target is struck blind and deaf. ten bestow curses
Each round in combat, there is a 25% chance that the 17- 20 As wish, or up to ten bestow greater curses, or up to twenty-
ta.rget will arrack the nearest creature rather than choos- flve bestow curses
i.ng an opponenr normally. 21 + OM's discretion
USING CURSES world what happens to anyone who crosses her. But curses are
At times, curses may appear trivial. Why would a villain curse always a risky proposition: The cursed victim might get the
a foe rather than just using the same amount of magical power curse removed and seek revenge on the curse-giver.
to obliterate the enemy instead? Because curses are an ulti- Dying curses and greater curses can become wonderful
mate expression of true malice. springboards for D&D scenarios. If something cannot simply
It is often far more cruel to allow something to live in pain be undone with a spell, the action or remedy required to lift the
and disfigurement than to kill it and end the creature's misery. curse is something that great adventures are made of.
If a villain is particularly evil, such as a devil or a demon, great On the other hand, don't overuse curses. Don't have every
delight comes from causing harm rather than causing death. defeated villain speak a dying curse, and don't let the dying
Assuming that your villain is confident or powerful enough to curse become routine. Let a curse be a rare moment of true
risk a curse, it's hard to resist the temptation of showing the drama for your campaign.
throw for a character, so that the character's player doesn't Faceless Hate: When a victim of this disease takes
know whether the disease has taken hold. enough Strength or Constitution damage to red uce the
lnciiba.tion: The amount of time before damage begins. ability score to 0, the infection disappears. The character's
Damage: The da mage a victim rakes after rhe incubation ability scores are immediately restored to what they were
period ifit fails its saving throw; also the damage taken daily before the onset of the disease, but he becomes a monster
until the disease is cured. Ability score damage is temporary with no face. The character loses his ability to see (and
unless otherwise noted. scent, if he has that ability), but gains blindsight with a
range of 60 feet. He loses the ability to speak, but gains the
ABLE 2-4: DISEASES Si lent Spell feat if a spellcaster. T he victim's alignment
Disease Infection DC Incubation Damage changes to neutral evil, and he becomes intent on killing
Acid fever Injury 18 1d3 days ld6 Str 2 all those who were his friends and family. When rhe
Blue guts Special 14 ld3 days ld4 Str
victim has hunted down everyone dear to him, he turns
Death song Contact 25 l day 1d8 Str, 1d8 Dex.
ld8 Con
his ire against all other living things. These changes are
Faceless hate 1 Injury 20 ld4 days 1d6 Str, permanent, and remove disease has no effect. A wish or mir-
ld6 Con 3 acle spell restores the character, but nothing else will. If
Festering anger 1 Special 22 Varies Special the victim dies and a remove disease spell is then cast on rhe
Fire taint Inhaled 18 l day ld6 Wis 2 corpse, a resurrect,011 or lrne resurrection spell restores the
Frigid ravaging Injury 18 1 day ld6 Con 2 character to life and to his original form. Raise dead won't
Iron corruption Injury 24 ld3 days ld4 Con
work.
Life blindness Inhaled 21 1 day Special
Lightning curse Contact 18 1 day ld6 lnt 2 Festering Anger: Brought upon by long-term, inrense
Melting fury Contact 16 ld6 days ld4 Str, 1d4 Dex, fury and hatred, rbis disease mmifests as dark boils across
1d4 Con the skin. The incubation period-in this case, the amount of
Misery's passage Injury 15 Varies ld6 Str 3 time during which a ch aracter must be angry-varies, but it
Possession Contact 17 1 day ld6 Wis, usually takes at least a year for festering anger to erupt. Each
infection 1 ld8 Cha day after the onset of this malady, the character rakes 1d3
Sound sickness Contact 18 1d3 days 1d6 Dex 2 4
points of Constitution damage, bur she gains a cumulative
Soul rot Special 23 ld8 days ld6 Wis,
ld6 Cha +2 enhancement bonus to Strength.
Vile rigidity Contact 19 1 day Special Each day, the victim must succeed at an additional Will
Warp touch 1 Contact 20 Immediate Special saving throw (DC 22) or attack whatever has made him so
1 Successful saves do not allow the character to recover. Only magical
angry. The victim is obsessed with caking acrion against the
healing can save the character. focus of his anger, bur isn't completely heedless of danger. if
2
When damaged, character must succeed at another saving throw or
the focus of the victim's anger isn't readi ly available, the
l point of temporary damage is permanent drain instead.
3 The victim must makes three successful Fortitude saving throws to victim will instead attack allies, minions, or symbols thar
recover. remind him of the reason for his hare. For example, a farmer
4 With each failed saving throw, a second saving throw must be made. suffering from festering anger directed ar the king won't
If at any time the second save fails, the victim becomes permanently necessarily march toward the palace after failing a Will save.
deafened. He might instead attack the royal guards in rhe markerplace,
pick a fight with the local tax collector, or vandalize the
DISEASE DESCRIPTIONS king's statue in the city square.
Acid Fever: When a character rakes more than 30 points Fire Taint: When a character takes more than 30 poims of
of acid damage and is at the same time exposed to great evil fire damage and is at the same time exposed to great evil (as
(such as the presence of an evil outsider or a desecrated with acid fever, above), she risks contracring fire rainr. Her
area), sh e risks contracting acid fever. Festering boils cover flesh reddens and her insides seem ro bum. The victim
the victim's flesh, a11d the skin blackens and withers. vomits bile during rhe worst of the disease.
Blue Guts: This disease comes from eating the flesh of Frigid Ravaging: When a character tak es more than 30
particularly disgusting creatures such as otyughs, gibbering points of cold damage and is at the same time exposed to
mouthers, and gray oozes. It results in a bluish complexion, great evil (as with acid fever, above), she risks contracting
particularly around the creature's intestines (hence the frigid ravaging.
name). Many (bur not all) predatory magical beasts, aberra- Iron Corruption: This disease comes from prolonged
tions, and other creanires are immune to this disease, but no exposure to iron worked in conditions of exrreme toil and
humanoids are. misery. Iron corruption often spreads from a stab wound or
Deathsong: One of the worst diseases known, this terri- an arrowhead lodged in one's flesh for too long. The victin1 is
ble plague has laid waste to entire communities in less than gripped with terrible chills. Her ski11 rums a dull metallic
a week. Victims of deathsong can do nothing but shriek and hue.
howl as their bodies wither and blacken. Once the incuba- Life Blindness: The infecred victim loses all ability to
tion pe1iod expires, the progress of the disease is so fasr thar perceive living crearures, even planes. All such beings are
a victim can hear his skin crackle and his bones grow brinle treared as invisible, silent, and odorless. The loneliness and
and break. alienation eventually drive the victim to be completely anti-
social, suffering effects similar to the emotion (despnir) and Melting Fury: Caught by characters who handle undead
ernotio,1 U111te) spells. flesh, this disease is as horrific to watch as it is to contract.
Lightning Curse: When a character takes more than 30 The victim's flesh slowly liquefies and "melts" off his body
points of electricity damage and is at rhe same time exposed w1ri! he is dead.
to great evil (as with acid fever, above), she risks contracting Misery's Passage: .Brought upon by long-term, intense
lightning curse. As her blood vessels burst, the victim is cov- emotions of sadness and despair, this disease
ered in blue and black bruises. Her muscles ache and she manifests as dark boils. The incubation period
cannot think straight. varies just as for festering anger. In addition
he equipment described in this chapter. is usually restrained in a stationary torture device. A vi.ctim in·
found in the possession of evil characters. The Dun- such a device can attempt to make an Escape Artist
geon Master may want to limit how much of it, if any, is check every round against the DC associated with
available on the open market. Item6 purchased on the the device (see Table 3-l: Torture Devices, on the
black market may have inflated prices, twi.ce or even following page). A pinned creature can attempi to
three times the prices given here. Those inflated black break a grapple. However, the torturer is generally
marker prices reflect the scarcity of the items; this equip- watching while the victim is being restrained in a
rriem i~ too evil co be found in common markets. stationary cortllre device or being.gpt,ppled lby a
third party. If the victim attempts an Escape Artist
check or a grapple check in the knowing presence
TORTURE DEVICES of the torturer, whether or not the check suc-
All manner of devices exist for inflicting pain. Each of the ceeds the torturer ca·n hit the creature with a
rorrure devices described in rhjs section provides a circum- coup de grace.
stance bonus char is added to the Intimidate check made by Once the victim is secure, the torrurer can
a torcurer against a victim-the more effective the device, attempt one use of a torture device against a
the greater the modifier. secured victim (such as thumbscrews on a maid
A torturer seeks to learn something from the victim tied to a chair) in a certain time frame (0)1Ce per
through the application of pain, though sometimes rom1r- round unless od1erwise noted). Each device has
ers inflict pain for pain's own sake. The sick thrill felt by a an associated circumstance bonus that is
totrurer as she clips the end off one of her victim's fingers, applied co the torturer's Intimidate check when
and rhe visceral charge the torturer feels as she pushes a the torturer attempts to pry desired informa-
red-hot brand all the way through her dienr's cheek, are tion from the victim. The Intimidate check DC
intangible drugs favored by the depraved. is 10 + the victim's level or HD.
Of course, a victim can choose to reveal the
RULES OF TORTURE information before torture is applied. Merely
The torturer's victim muse first be secured, either by rhrearening to use a torture device against a
being tied in place, pinned in a grapple, or successfully victim can' be effective: It the torturer sue-
ceeds on a Bluff check opposed by rhe victim's Sense Motive DEVICE DESCRl PTlONS
check, the torturer can use half of rhe device's circumstance Additional sinister devices and other forms of torture exist
bonus on her subsequent Intimidate check. beyond those presented here. Use the devices described
When using a torture device, a torturer can attempt mul- below as a guide ro determine the game effects of other
tiple Intimidate checks ro attempt to gain the same infor- forms of torture.
mation, unlike rhe standard use of the Intimidate skill. A Branding Iron/ Poker : Heated in hot coals, rhis iron rod
successful Intimidate check indicates the victim yields up is used to create painful but nonfatal burns. T he burn deals
the requisite information. 1d3 points of damage and allows one Intimidate check.
A victim can attempt to mislead a torturer, pretending Dagger: Any weapon could be used as a device of rorrn re,
ro give up rhe real information in hopes the rorrurer will though traditional weapons do their jobs roo well- the risk
end the pain. The victim's Bluff check is opposed by the of killing rhe victim too quickly becomes a concern. If a
torturer's Sense Motive check if rhe victim lies or mis- dagger is used as a torture device, each use deals 2d4 points
leads the torturer during the interrogation. Because the of damage and allows one Intimidate check
torturer is convinced of her methods-char pain reveals .Ho t Lead: The rornirer melts lead, then pours it on the
truth, and that torture can't be wirhstood-the torturer is victim's skin. Often the palm, the arm, or the belly is the
more likely to believe even the most outlandish lie. The target, but sometimes torturers drip lead on the eyelids or
torturer takes a - 3 circumstance penalty on Sense Morive other delicate tissues. Each use deals 1d3 points of damage
checks to see through the bluffs of chose she torrures. and allows one Intimidate check.
Even vict ims who don't really know the information Iron Maiden: This coffin-shaped iron box is laden with
sought by the torturer can be compelled to lie to make the spikes on the interior surfaces. Anyone placed inside is
hurt go away. pierced dozens of rimes, and any movement causes more
The tendency of victims to say anything to srop the pafo pain. The iron maiden has several settings that determine
makes torture impractical in some cases. But even when a how tightly rhe two sides come together when the device is
torturer feels as if she's e>..'tracted the truth, she may con- closed. At the low setting, anyone inside takes 1 point of
tinue the torture anyway. damage per round. The moderate setting deals 5 points of
If a victim is brought to Ohit points or lower through the damage, the severe setting deals 10 points of damage, and
use of torture equipment, then later healed, the subse- rhe tem1inal setting deals 50 points of damage each round.
quent use of a torture device against th at victim doubles Once rhe iron maiden is closed to any setting, the torrnrer
the device's circumstance bonus on the torturer's Intimi- can make an Intimidate check every round.
date checks. This doubling only occurs in the second and Jaw Breaker: This wood an d metal device is Like a reverse
subsequent torture sessions. thumbscrew. The torturer inserts rhe jaw breaker into the
Torture Devices 11s Wenpo11s: Nonsta tionary items such as victim's mouth, then t urns a small wheel. As the wheel
pokers and scalpels make poor melee weapons. In melee, turns, two opposing plates force the victim's mouth wider
rorrure devices deal half the damage given in Table 3- 1, if and wider, breaking teeth and eventually rhe jawbone. The
the device can be used in melee at all. For example, a jaw breaker can also be used on the victim in other places.
Medium-size torturer couldn't pick up and use an iron Each use deals 2d4 points of damage and allows one Intimi-
maiden as a weapon. date check. The jaw breaker must generally be removed for
Masterwork Devices: Masterwork torture devices can be the victim co speak coherently.
made, but do nor provide higher circumstance bonuses. They Needl e: Large needles or nails can be inserted into rhe
simply exhibit finer craftsmanship and cost twice as much. flesh of the victim in p laces that maximize pain and mini-
EXAMPLE TRAPS Some items have the taint of eviJ magic about them, though
-/'Spring Nee dle Trap in Sword Hilt: Unless the user they aren't magic items in the strict sense of the word. And
activates a special larch, a needle pricks anyone who in sinister laboratories, evil necromancers work on ocher
arrempts to use this longsword. Trapmakers can build a trap surprises for those who would defend good and light.
TABLE 3- 3: ALCHEMICAL AND QUASl·MACICAL ITEMS
Item
Feather powder
Price
70 gp
Alchemy DC
25
QRtJGS
Drugs function like poisons, allowing the imbiber an initial
Festering bomb SO gp 22
and a secondary saving throws to resist rheir effects. Delay
Karras stone knife 250 gp
Violated horn 3,000 gp poison, ne11frnlize poiso11, and similar effects negate or end a
Weeping stone 100 gp 25 drug's effects, bur they do nor restore hit points, ability
scores, or other damage caused by rhe subsrance.
Feather Po wder: Originally designed as a weapon A creature that willingly rakes a drug automarically fails
againsr devas and lammasus, rhis dark red alchemical both saving throws. It is nor possible to intentionally fail the
powder comes in a small glass vial thrown as a grenadelike inirial save but artempt to save against the secondary
weapon. Anyone struck or splashed by rhe powder must damage, or vice versa. DCs are provided for situations in
succeed at a Fortitude saving rhrow (DC 15) or rake a -1 cir- which a character is drugged against his will.
cu msrance penalry on arrack and damage rolls, saving Drugs in Your Campaig n : Depending on your cam-
rhrows, skill checks, and ability checks for t minure due to paign, drugs may be difficult or easy to obtain-the deci-
irritation and itching. Creatures with feathers are particu- sion is a maner of rasre. However, whether drugs are illegal
larly susceptible, raking a - 2 circumstance penalty on rhe (as might be the case in a restrictive but good-aligned civi-
Forti rude save against feather powder and suffering double lization) or commonplace, pushers wilJ exist.
the effect (-2 penalty) if rhey fail che save. Pushers are those who directly or indirectly want ro see a
Festering Bomb: This small ceramic sphere is packed drug dispersed into a population. Usually profit motivates
with alchemical explosives, rorting meat, and offal infected them. A pusher's typical tactic is to offer the drug ar only
with filth fever. When thrown as a grenadelike weapon, it t / 10 of its normal price (or even free) to potential new cus-
spreads disease in its wake. The explosion on impact is nor tomers, in hopes of addicting the customer to the drug.
enough to cause physical harm, bur it does spray the rorren Once rhe customer seeks our the pusher for the drug (usu-
conrenrs and infection in a 20-fooc burst. All wirhin the ally, once he or she is addicted), then the pusher charges full
burst must make saving throws as if exposed ro filth fever price for the drug, or even a premium.
(Fon DC 12; see the Disease section in Chapter 3 of che D UN· Adding drugs into your campaign is probably most easily
CEON MASTER's Guide). Unlike normal exposure to filrh fever, accomplished through a nonplayer character (NPC) pusher.
rhe victim need not be injured. Player characters ( PCs) can expect to run into pushers illic-
Karras Ston e Knife: A quasi-magical irem, chis simple itly in a civilization where drugs are outlawed, or in bazaars
knife must be carved from a very rare stone procured from in a society where drugs are common. In a society where
• the gallbladder of an intelligent creature slain during a spe- magic potions are commonplace, drugs migh t be legal, too.
cial harvesting rin1al. Karras stone is made only into knives Drug addiction functions much like diseases as described
because it has only one special use-otherwise, it is normal in rhe D UNGEON MAsiu's Guide. Upon initial exposure (any-
stone. When a karras stone knife is used to sacrifice a living time a character imbibes or applies a drug with an addiction
creature, rhe character using the knife gains a +1 profane rating), the character must succeed at a Fortitude save or
bonus on the Knowledge (religion) check for the sacrifice become addicted, as shown below. Addiction proceeds like a
(see Sacrifices in Chapter 2). disease-while addicted, the character rakes abiliry score
Violated Horn: Also a quasi-magical item, rhe violated damage each day unless be succeeds ar a fortitude save
horn is a unicorn's horn that has been removed from a still- against the given DC.
living unicorn, leaving the crearnre crippled and in con-
stant, terrible pain. For a violated horn to have special TABLE 3-4: ADDICTIONS
power, it must physically violare a victim during a perverse Addiction Fort
religious ritual conducted atop an altar dedicated to an evil Rating DC Satiation Damage
Negligible 4 1 day 1d3- 2 Dex (can be OJ
god. The character performing the rimal must succeed at a
Low 6 10 days ld3 Dex
Knowledge (arcana) check (DC 20) ro perform rhe ritual Medium 10 5 days 1d4 Dex, 1d4 Wis
properly, and no second tries are possible wirh that particu- High 14 2 days 1d6 Dex, 1d6 Wis, 1d2 Con
lar horn if the first check fails. Once a violated horn is pow- Extreme 25 1 day ld6 Dex, ld6 Wis, ld6 Con
ered, its possessor can break the horn at any rime thereafter Vicious 36 1 day ld8 Dex. 1d8 Wis, 1d6 Con,
and be immediately transported to rhe site of the ritual as if ld6 Str
a 1vord of recnll spell had been casr. Add1ctio11 Rnling: Drugs are rared according to their addic-
Weeping Ston e: Created rhrough alchemical processes tive potential. For example, many popular stimulant drinks
that inflict terrible- and sometimes lerhal- pain on a have a negligible addicrion raring, but have addictive quali-
living being, a weeping stone causes anyone touching it to ties all the same. Sometimes, an individual's long-term
his or her face to begin to weep and feel grear sorrow. Such a addiction increases a drug's addiction raring for rhar indi-
character is considered shaken for 1d6 rounds. vidual. Drngs with a negligible rating are nor subjecr ro this
change. Stronger drugs increase their rating by one step for
every two full months a character remains addicted to rhe
drug. A character who recovers from an addiction and later
becomes addicted agai_n does so at the addiction rating the Secondary Effect: 1d4+1 enhancement bonus to Charisma
drug had just prior to his recovery. for ld10+50 minutes.
Satiation: Each rime a user rakes a drug to which he is Side Effects: Feelings of intense pleasure last for ld4 hours.
addicted, he is satiated and staves off withdrawal symptoms Overdose: If more than one dose is taken in a 24-hour
for the given period of time. After the satiation period wears period, the user immediately falls unconscious for td4
off, the DC of the Fortitude save to resist the effects of addic- hours (Fon DC 18 negates).
tion increases by +5. The dose in which a character becomes
addicted counts for satiation. For example, a character unfor- Baccaran: This pasty substance is dried and kept as a
tunate enough to become addicted to devilweed (low addic- powder or sometimes lefr as a paste. The ingredients are
tion) on his first use of the drug must succeed at a Fortitude numerous and difficult to obtain.
save every day or rake 1d2 points of Wisdom damage. As long l1111inl Effect: 1d4 points of Strength damage.
as he continues to smoke devilweed every LO days, his saving Secondary Effect: 1d4+ l enhancement bonus to Wisdom for
throw DC is only 6. Ifhe stops smoking devilweed for more 1d10+15 minutes.
than 10 days, the DC of the addiction saving throw i_ncreases Side Effects: Those under the effect of baccaran take a -4
ro 11. Ifhe starts using it again, the DC drops back to 6. circumstance penalry on saving throws involving illusions
Damage: Addiction deals the listed damage each day for 2d4 hours after using this mild hallucinogen.
unless the character succeeds at a Fortitude saving throw Overdose: If more than one dose is taken in a 24-hour
or is satiated. Ability score damage is temporary, and char- period, rhe user immediately takes 2d6 points of damage
acters naturally heal 1 point in each ability score per day. and the side effect is doubled.
Recovery: If a character makes two successful saving
throws in a row, he has fought off his addiction and recovers, Devilweed: Leaves from rhe wyssin plant are dried and
taking no more damage. Of course, he can always become rolled into a tobaccoLike substance and smoked.
addicted again later by raking another dose of the drug and Initial Effect: 1 poinr of Wisdom damage.
failing his Fortitude save to resist addiction. Sccondnry Effect: The smoker gains a +2 alchemical bonus
A lesser restoration or rcstomtio11 spell may negate some or to Strength for td3 hours.
all of rhe ability score damage caused by an addiction, bur on Side Effects: A creature under the effect of devilweed is
the next day the victim may accrue more ability score easily confused and acts skittish (treat as shaken).
damage ifhe continues to fail his Fortitude saves. Remove dis- Overdose: None.
ease immediately causes the user ro recover from the addic-
tion, but it does not restore losr ability score points. Greater Luhix: Powdered stalks of plants that grow only in the
restoration or heal causes recovery and restores all ability Abyss, luhix is normally sprinkled onto a bleeding, self-
score damage from the addiction. inflicted wound. Then the wound is sealed either with mag-
ical healing or tightly wound bandages.
DRUG CHARACTERISTICS Initinl Effect: 1 point of abiLiry score damage to all abiliry
Some characteristics of drugs are summarized on Table 3-5: scores.
Drugs. Secondary Effect: The imbiber gains a +2 alchemical bonus
Other characteristics are spelled out in a texr enrry for to all ability scores for td2 hours.
each drug. Afrer a general description of the drug, rhe fol- Side Effects: For the first minute of application, the user
lowing characterisrics are provided. feels intense pain. During the time that rhe secondary effect
Initial Effect : The effect of the drug if the initial saving is in effect, the user is immune to pain (including the effects
throw is failed. If multiple effects are given, rhe resulr of one of spells such as symbol of pain). The character takes damage
saving throw indicates whether all or none of these effects as normal, bur may not react normally to that damage.
occur. Overdose: Those who take this drug more than once in 24
Secon dary E ffect: The effect of the drug if rhc secondary hours must make a separare save (Fort DC 25 negates) or die
saving throw is failed . If multiple effects are given, the resulc in terrible pain.
of one saving throw indicates whether all or none of these
effects occur. Mordayn Vapor ("Dreammist"): Made of roughly ground
Side Effects : Side effects, if any. These occur immedi- leaves of a rare herb found in deep forests, mordayn is so
ately upon raking the drug. potent rhat it is raken by steeping a small amount in hot water,
Overdose: What constitutes an overdose and rhe effects and rhen inhaling the vapors of the resultant tea. Raw mor-
of the same. dayn powder and mordayn-tainted water are deadly poison;
taking the powder directly or drinking tbe water produces an
Agony (Liquid Pain): This thick, reddish liquid is the dis- immediate overdose. Drearnmist is renowned for the beautiful
tilled essence of pain, captured using special spells or items visions ir induces and the deadly peril of its sinister embrace.
(see the Pain as Power section of Chapter 2). 11 is highly Intlial Effect: Exotic visions of incredible beauty enthrall
sought after by outsiders. the user for the next d20+:t0 minutes. During this time rhe
Initia.l Effect: User is stunned for ld4+1 rounds and can user has a 50% chance to lose any action he attempts, as
take only partial actions for 1d6 minutes after that. described in the bestow curse spell.
Secondary Effect: 1d4 points of Constitution damage and Secondary Effect: As a move-equivalent action, the user may
1d4 points of Wisdom damage. focus his attention upon a particular creature. If he follows
Side Effects: The visions of a dreammist user are incredibly thar action with an arrack agai.nsr the creature, he gains a +4
beautiful and poignant. His normal li.fe seems drab and comperence bonus on the attack roll. This ability lasts 10
futile in comparison, and he aches to experience the tran- minutes.
scendent beauty of his drug-induced dreams again. When Side Effects: None.
the dose wears off, the user must succeed at a Will save (DC Overdose: Taking a second dose before the first has worn
17) or fall under a compulsion to do whatever is necessary to off causes the user to be nauseated for 1d4 x 10 minutes.
repeat the dreammist dose (treat this as a compulsion simi-
lar to that of a suggestion spell). This compulsion lasts for 1d4 Sann ish : A bluish liquid distilled from wolves' milk and
hours before fading. a powdered desert plant, this concoction is very popular.
Overdose: If two doses are taken within the space of an Addicts are easily found by the permanen t blue stains on
hour, or if raw mordayn powder or mordayn tea are their lips.
ingested, the drug is a deadly poison (ingested DC 17, 1d10 I11 itial Effect: l point of Wisdom damage.
Con/ td1 o Con). Mordayn vapor addicts often throw out the Secondary Effect: The user becomes numbed to pain for 1d4
tea as soon as they inhale and make sure that only one dose hours, immune to pain-induced penalties (such as from a
is available at a time in order to make sure they cannot over- symbol of pain).
dose on the deadly drug. Side Effects: Sannisb causes euphoria. While the drug is
in effect, the user rakes a - 2 penalty on all initiative
Mushroom Powder: Taken from a rare blue mushroom, checks.
this powder must be inhaled. It is popular among arcane Overdose: A second dose taken while the first dose is still
spellcasters. in effect causes a numbing stupor for 2d4 hours. The user
Initial Effect: +2 alchemical bonus to Intelligence and can only rake partial actions until the stupor wears off.
Charisma for 1 hour.
Secondary Effect: 1 point of Strength damage. Ter r an Brandy: A potem alcohol, this magical drink is
Side Effects:This is a mild hallucinogen. The user rakes a - 2 favored by heartless spellcasters of all types. This green
alchemical penalty ro Wisdom for 1d4 hours and a - 2 liquid is distilled from the essence of dying fey.
alchemical penalty to Strength and Constitution for 2d4 foitial Effect: +2 alchemical bonus to effective caster level
hours. for td20+20 minutes.
Overdose: If more than one dose is taken in a 12-hour Seco11dary Effect: 2 points of Constitution damage.
period, the user rakes 2d6 points of damage. Using it more Side Effects: None.
than three times in any 24-hour period deals 4d6 poims of Overdose: If more than one dose is taken in a 8-hour
damage and paralyzes the user for 2d4 hours. period, the user in1mediately rakes 1 point of Constitution
damage.
Red.flower Leaves:These crushed leaves of a tiny red bog
flower are known for their ability to improve hand-to-eye Vodare: An extremely bitter brown powder, vodare is
coordination. usually mixed with honeyed water or sweet wine to dilute
l11itial Effect: None. the taste. lt is made from the crushed petals of a flower that
T ABLE 3- 5: D RUGS
Name Type Price Alchemy DC Addiction
Agony ("liquid pain") Ingested DC 18 200 gp 25 Extreme
Bacca ran Ingested DC 14 10 gp 20 Low
Devilweed Inhaled DC 15 6 gp 20 Low
Luhix Injury DC 25 2,000 gp 30 Vicious
Mordayn vapor Inhaled DC 17 200 gp 20 High
("dreammist")
Mushroom powder Inhaled DC 15 100 gp 25 Medium
Redflower leaves Ingested DC 10 300 gp 27 Low
Sannish Ingested DC 9 15 gp 20 Medium
Terran brandy 1 Ingested DC 19 500 gp 30 Low
Vodare Ingested DC 13 40 gp 15 High
Name: The name of the drug (and its common nickname, If any).
Type: This column gives the method by which the drug is introduced into a creature's system- either ingested, inhaled, or via an injury-and the
DC of the Fortitude save necessary to avoid the effects of the drug. Injury also includes methods such as pouring the drug into a wound or applying
it as a poultice.
Price: The price of a single dose, assuming the drug is publicly avai lable. If a drug is banned, the price is generally two to five times higher.
Alchemy DC: The DC for the Alchemy check required to make the drug. The check can only be made in a properly outfitted alchemical laboratory.
Addiction: The addiction rating of the drug (see the Add iction section above).
1
This drug is magical. Its positive effects do not take hold in an a11timagic field, but the negative aspects of the drug's secondary effects and addic-
tion remain.
grows only on the graves of those who dedicated their lives CREATI NG POISONS
to the worship ofRallaster. The first rule fo r refi ni ng n arural poison s, such as an
Initinl Effect: +2 alchemical bonus on Intimidate checks animal's venom, into a generally useful poison is that simply
and saving throws against fear effects for 1.d4 hours. killing rhe crearure and wiping your character's blade on its
Secondnry Effect: - 4 alchemical penalty on Diplomacy and poison gland doesn't work. Most creature's poisons are a del-
Bluff checks for 2d4 hours. icate mixn1re of vario us toxins, and rbat delicate mix is often
Side Effects: Mild euphoria and fierce confidence wh ile rhe disrupted when the creature dies or the poison is exposed to
drug is in effect. the afr. Getting the poison to persist on a blade and remain
Overdose: If more than one dose is taken in a 4-hour effective is a trickier task still.
period, the user becomes catatonic (Fort DC 15 nega res). Refining raw materials, such as creature venom, into an
effective poison requires time, determination, and an appli-
cation of craft. Craft (poisonmaking), a subcategory of rhe
Craft skill, provides the necessary expertise. Table 3-6 pro-
When a character takes damage from a poisoned weapon, vides Craft (poison making) DCs for usable poisons made
touches an item smeared with contact poison, or consumes from centipede, scorpion, and spider venom.
poisoned food or drink, he must make a fortitude saving Maki.ng poisons with the Craft (poL'iOnmaking) skill fo l-
throw. A character who fai ls the saving throw rakes t he lows the rules in Chapter 4 of rhe Plnyel"s Hnndbook for
poison's initial damage, which is usually abi lity score making irems wirh rhe Craft skill, with the followi_ng two
damage. Even a character who succeeds at rhe initial saving exceptions.
throw faces secondary damage 1 minure later, which ca11 be Cost : The cost of raw materials for a poison varies widely
avoided by making a separate Forrirude save. depending on whether the character has access to the active
ingredient-that is, the venom or plant tha t actually pro-
Cancer
Mage Companion
Level Int Ability
2nd 6 Blindsight 30 feet.
3rd 7 Can use a spell or spell-like ability of the cancer mage on its own as a standard action once per day, requiring no action on
the part of the cancer mage.
4th 8 Can warn the cancer mage of danger, granting him the evasion ability.
5th 9 Can warn the cancer mage of danger, granting him the uncanny dodge (Dex bonus to AC) ability.
6th 10 Mind-affecting spells and effects have a 500/4 chance of affecting the companion rather than the cancer mage.
7th 11 Can use a spell or spell-like abi lity of the cancer mage on its own as a standard action three times per day, requiring no
action on the part of the cancer mage.
8th 12 Can warn the cancer mage of danger, granting him the uncanny dodge (can't be flanked) ability.
9th 13 Can form a 1-ft. tendril of flesh capable of making touch attacks, including the cancer mage's contagion and poison spell-
like abilities.
10th 14 Bllndsight 60 feet.
rhe cancer mage score a critical hit with a sneak attack, this Tatterdemalion (Ex): Gathering scraps of clothing and
extra damage is nor multiplied. old, discarded rags, a 3rd-level cancer m age is able to make
Ir takes precision and penetration to hit a vital spot, so such articles into lighr armor wirh a rhe following stars:
ranged a tracks can only count as sneak attacks if the target is armor bonus +4, maximum Dex bonus +5, armor check
30 feer away or less. penalry -1, arcane spell failure 15%, speed 30 ft./20 ft.,
Wirh a sap or an unarmed strike, a cancer mage can make weight 20 lb. Only a 3rd-level or higher cancer mage can
a sneak arrack that deals subdiial damage instead of normal wear this armor and gain these benefits; other wearers treat
damage. He cannot use a weapon that deals normal damage it as padded armor. This armor is considered masterwork
co deal subdual damage in a sneak attack, not even with the quality and can be fashioned into magic armor.
usual - 4 penalty, because he must make optimal use of his Poison (Sp): Once per day per class level beginning at 3rd
weapon in order co execute the sneak attack. level, the touch of a cancer mage carries a poison spell. The
A cancer mage can only sneak attack a living creature wirh DC for rhe target's saving throw is 14 + rhe cancer mage's
a discernible anatomy-undead, constructs, oozes, p lanrs, Wisdom modifier.
and incorporeal creatures lack viral areas ro attack. Addition- Ch ildren of the Night (Su): A 4th-level cancer mage
ally, any creanire immune to critical hits is similarly immune commands the lesser crea tu res of rhe world and can call
to sneak arracks. Also, the ca11eer mage must be able to see forth a swarm of 2d6 Small monstrous spiders or a pack of
the target well enough to pick out a viral spor and must be 4d8 dire rats or a swarm of 1od t O bars, once per day, as a stan-
able to reach a viral spot. A cancer mage cannot sneak arrack dard action. These creatures arrive in 2d6 rou nds and serve
while srriking ar a creature with concealment or by striking the cancer mage (undersranding his mental commands) for
the limbs of a creature whose vitals are beyond reach. up to 10 minures per class level.
rf a cancer mage gets a sneak arrack bonus from another Viral Agent (Su): At 5th level, a cancer mage befriends a
source (such as rogue levels), the bonuses to damage srack. disease or virus that infests his body. He supernaturally
Disease Host (Ex): At 1st level, a cancer mage suffers no enhances a disease, making it sm arter by giving ir a point of
ill effects of diseases, except for purely cosmetic ones such his own lnceUigence. He establishes a telepathic link wirh
as boils, pockmarks, watery eyes, blackened skin, hair loss, rbe disease char fu nctions ar a range of one mile per class
foul smell, and so on. The cancer mage becomes a carrier of level of the cancer mage.
every disease he encounters, though be remains immune to The cancer mage can then attempt to infect a targer wirh
most of their effects. his viral agent, using his conlag,011 ability. If successf:ul, the
However, rhe cancer mage takes 1d6 points of damage viral agent can rell the cancer mage releparhically what its
per casrer level if someone casts a cure disease spell or effect host experiences. ln all other respects, rhe viral agent is a
on him (he can make a Fortitude save to try to resist the normal disease; if the vicrim fights ir off or a crll'e disease spell
effect). Furthermore, if the cancer mage has a cancerous is used, rhe disease and rhe viral agent die. The cancer mage
companion (see below), be loses all abilities gained from regains his Inteliigence point 24 hours after the viral agent
rhe companion for 1d10 days after being rhe subjecr of a dies. The cancer mage can create as many viral age nts as he
cure disease spell. is wi lling to devote Inrelligence points toward.
Con.tagion (Sp): Beginning at 2nd level, rhe touch of a Infected Wound (Ex): Once per day per class level
cancer mage carries a contag,011 spell once per day per class beginning at 6th level, a cancer mage can infect his foe with
level. The DC for rhe rarget's saving th row is 13 + rhe cancer an infectious cainr after maki ng a successful melee attack.
mage's Wisdom modifier. The foe rakes 1 point of Constitution damage and must
Cancerous Companion (Ex): Ar 2nd level, a cancer make a Forrirude save (DC 10 + cancer mage's class level +
grows within the cancer mage, forming a large rumor. This cancer mage's Wis modifier} 1 hour larer or rake a further
cancerous growth gains intelligence and a personality dis- 1d6 points of Constitution damage.
rincr from the cancer mage. The companion and rhe cancer Insect Plague (Sp): Ar 7th level, a cancer mage invokes
mage can communica te telepathically. When needed, the imecl plague once per day as a cleric of his class level.
cancerous compan ion uses the cancer mage's scores fo r Insect Armor (Su): By allowing insects and worn1S to
saves, ability scores oth er than Intelligence, and so forrh. crawl over his body, a 7th-level cancer mage gai11s a +4 natu-
The cancerous companion gains abilities as the cancer mage ral armor bonus. The cancer mage canner wear armor heav-
gains levels. ier than lighr armor and keep this benefit, however.
USING PRESTIGE CLASSES The warriors of darkness, for example, might be an evil
Each of the prestige classes presented in this chapter is a martial organization in your campaign led by a fallen paladin
nonplayer character waiting to plague player characters. Each who seeks the destruction of his old church. Maybe the
is a villain itching to be given a scheme, a plot, or a sinister disciple of Graz'zt in your campaign is a cultist who plans on
goal. Although Chapter 1 has much to say about creating using charm spells and the Disguise s kill to kidnap six chil-
villains and offers a number of examples, you can treat each of dren-one for each of his dark lord's fingers. At the next new
these prestige classes as a villainous plot generator. moon, the children will all be sacrificed.
Viral Ally (Su): In a fashion similar to the virnl agent abil- The cancer mage can leave h is host at any rime, allowing
ity, a cancer mage of 8th level or higher can create a viral ally the victim to recover normally. The victim can also attempt
by devoting 3 poinrs of Intelligence to a disease or virus in to force the cancer mage our by making Fortitude saves as if
his system. The cancer mage can then bestow his viral ally the cancer mage were a normal disease. Heal checks help
upon a humanoid victim using his cor1togio11 ability, and lhe the victim as rbey would normally. A cure disense spell kills
viral ally can communicate telepathically with the cancer rhe cancer mage if he fails a Fortitude save (calculating the
mage. The viral ally (and thus the cancer mage) controls its save DC as for spells of the same level). Even if the cancer
host as surely as with a dominnte perso11 spell, although rhe mage succeeds at the saving throw, he is forced to reassume
host gets no separate saving throw ro avoid the dommnt.e h is material form adjacent ro the victim.
pe1·so,1 effect. The viral ally is a nom1al disease, however, and A cancer mage can remain in disease form as long as he
the victim can fight it off with successful Fortitude saves or desires, or he can return to his namral form and be done
a cure diseose spell, either of which kills rhe viral ally. The with the disease form for rhat day. While in disease form, the
cancer mage regains his missing Intelligence points 24 cancer mage does nor need to eat, sleep, or drink, and he
hours later. A cancer mage can create as many viral allies as does nor age. A cancer mage could remain dormant in a
he is willing to devote lnrelligence points toward. room for a hundred years, then rake his material form or
Disease Form (Su): Ar 10th level, a cancer mage gains infect a new victim.
the ability to tranform into a disease once per day. (This abil-
iry also affects up to 100 pounds of gear the cancer mage is
carrying, plus tatterdemalion armor, insect armor, and a can-
cerous companion.) As a disease, the cancer mage is intangi-
DEMONOLOGTSJ
A demonologist is a mortal who has devoted his life to rhe
ble and invisible ro standard methods of observation, even study of demons. He is practiced in dealing with rhem,
blindsighr. Creatures with the scent ability note a foulness fighting them, and using them for his own gain. He even
in the air. The cancer mage cannot move, except with the gains some demon abilities due ro his smdies and devotion
wil1d (if any), or within a host. to rhe fiends of the Abyss. Demonologists are always evil,
The cancer mage may adopt his disease fonn as a srandard although they might nor think of themselves as such. No
acrion, attempting ro infect a Living creature within 100 feet. ch aracter can get so close ro rh e mind of utter corruprion
A potential victim must succeed at a Fortitude save (DC 20) and come away unchanged.
to avoid being infected with the cancer mage. Any creature Most de monologists were once wizard s or sorcerers,
that comes within 10 feet of a cancer mage in disease form is although bards who delve into evil lore also frequently meet
subject to the saving throw to resist infection as well. Once the requirements of the class.
inside an infected host, the cancer mage deals 1d3 points of Demonologisrs see themselves as researchers and keepers
Con stitution damage per day after a 24-hour incubation of lore that m ost people cannot handle. Thus, they often
period. The victim has no way of knowing that the cancer sequester themselves away in libraries of dark knowledge.
mage is anything orher rhan a normal illness. They attempt to deal with demons on an equal footi ng- an
The cancer mage travels wirh the victim, aware of what- extremely dangerous undertaking-and rarely interact
ever the victi m is aware of. A number of times per day equal with mortals. When demonologists see rhe need, they
to the cancer mage's Charisma bonus, the cancer mage can emerge from their studies and use their dark powers ro take
at tempt to force rhe victim to take one round's worth of or do what they wane; then they return ro their books and
actions of the cancer mage's choosing; a successful Will summoning circles. PCs might come into conflict with a
save ( DC t 8 + cancer mage's Wis modifier) allows the demonologist who is after some rare bir of lore or a magic
victim to resist this. While controlling his victim, rhe i tem that they possess. Or the characters might need rhe
cancer mage has access to all skills, feats, speUs, and special help of a demonologist if they are planning to fight demons
abilities of t he host, plus any of his own that he can use il1 and need aid or information.
his disembodied state. Hit Die: d4.
?
(arcana) (Int), Knowledge (the higher than rhe one for the
planes) (Inc), Knowledge (religion) summo11 monster spell he is
(Int), Ride (Dex), Scry (Int), casting. At 9th level, the
Sense Motive (Wis), and demonologist refers to the list
Spellcra.& (Int). See Chapter four levels higher.
4 of the Player's H1111dbook for Resi stances (Su ): A de-
skill desctiptions. monologist who reaches 4th
level gains acid resistance 10,
Skill Points at Each Level: 4 + lnt cold resistance 10, fire resist-
modifier. ance 10, and electricity resist-
ance 20.
CLASS FEATURES Poison Immunity (Ex): A 5th-
All che following are class features of level demonologist is immune to
the demonologist prestige class. poison.
Weapon and Armor Proficien cy: Hold Demon (Sp ): A 7th-level
Demonologists are proficient with no demonologist can arcempt co bold a
weapons, armor, or shields. chaotic evil outsider, as described in
the hold perso11 spell, once per day.The
t
Sp e lls : Beginning at 1st level, a
demonologist gains the ability to cast demon does not get to use its spell
a small number of arcane spells. To cast resistance, though ir can make a
a spell, the demonologist must have a saving th row as normal (DC 12 +
Charisma score of at least 10 + the spell's demonologist's Cha modifier).
level, so a demonologist with a Charisma Telep athy (Su ): An 8th-level
of 10 or lower cannot cast these spells. demonologist can communicate rele-
Demonologist bonus spells are based parh ically wi th any creature within
on Charisma, and saving throws 100 feet that has a language, just as a
against these spells have a DC of 10 + ranar'ri can.
spell level+ Charisma modifier. The demon- Dominate Demon (Sp): A 10th-level demonologist
ologist's spell list appears below; a demonologist has access can attempt to dominate a chaotic evil outsider, as described
co any spell on the list and need not prepare those spells in the do111i11ale perso11 spell, once per day. The demon does
ahead of time, just like a sorcerer. A de monologist casts not gee its spell resista1,ce, but it can make a saving throw as
spells just as a sorceier does. normal (DC 15 + demonologist's Cha modifier).
Chann Demon (Sp): A 1st-level demonologist can arcempt
to charm a chaotic evil outsider, as described in the charn1 Demonologist Spell List
person spell, once peI day. The demon does not get to use its Demonologists choose their spells from rhe following list.
spell resistance, rhough it can make a saving throw as 1st Level : ba11e, demo,-,fles/1, doom, protection from evil, pro-
normal (DC 11 + demonologist's Cha modifier). tection from good, spores of /l1e vrock, summon monster I, 11nnerv-
Qu asit Familiar (Ex): A 2nd-level demonologist gains a i11g gaze.
2nd Level: bestow curse, dance of ruin. demo,·1cnll, magic circle power. When rhe diabolisr d ies ( perman e n tly), her soul
agnimt evil, magic circle agaiml good, protection from elements, becomes the possession of a powerful deviJ. T he devil uses
slunning screech, mmmon morister TI. rhe soul as it sees fit.
3rd Level: abyssnl might, en/I dretch horde, corrupt wmmons,
demon wings, drend word, dimensional nnchor, lesser pln11nr bind- CLASS SKILLS
ing, sun11no11 momln lII. The diabolist's class skills (and rhe key ability for each skill)
4th Level: bestow grenter curse, call nightmnre, cloud of the are Bluff (Cha), Concentration (Con), Diplomacy (Cha),
nchaiemi, dismissal., impotenl possesso1·, imprison possessor, plnnar Intimidate (Cha), Knowledge (arcana) (Int), Knowledge
binding, summo,·1monster IV. (the planes) (lnr), Scry (Inr), Spellcrafr (Inr), and Spot (Wis).
See Chapter 4 of rhe Player's Handbook for skill descriptions.
DISCIPLEOf
ASMODEtJS
CLASS SKILLS
The d isciple of Asmodeus's class
"Merciless lord of the Ninth Hell, keeper of all skills (and the key ability for each
tl1111gs forbidden mid 1mlmow11, master of all skill) are Bluff (Cha), Concenrra-
you encounter, Asmodem, 1 cnll 011 your dread rion (Con), Decipher Script (Im),
name." Diplomacy (Cha), Gather Informa-
-Gilliard DeRosan tion (Cha), Hide (Dex), Innuendo
(Wis), lnrimidare (Cha), Knowl-
The disciple of Asmodeus is a lordly, edge (any) (Int), Listen (Wis), Scry
domi.neering sort who craves unlim- (Inr), Search (lnr), Sense
ited power. He is ruthless in his pur- Morive (Wis), Spellcrafr (Int),
suits and uncaring of a11y who might and Spot (Wis). See Chapter
get in his way. He uses his power and 4 of rh e Player's Handbook for
influence co learn secrets, which in mrn gai.n skill descriptions.
him more power, manipulare and
command others, and enhance his Skill Points at Each Level: 4 +
own physical aspect. Int modifier.
Amid the ranks of the undead, the vampires are some of the
most feared creatures that stalk the night. Yer even those Lifewell (Ex): A lifedrinker stores the life energy tthat it
cursed with vampirism have those that they respect and steals in a reservoir within itself called a lifewell. From this
fear. One such secretive group has many names, but most lifewell, the Lifedrinker draws the power needed to use
often they are called Lifedrinkers. their its abilities. A lifedrinker gains lifewell points by
Lifedrinkers are vampires who have been undead for a bestowing negative levels and by dealing Constirution
very long rime, honing their evil abilities to the fullest. They drain. Each negative level bestowed by the vampire's
focus on their inherenr ability to feed upon the Living. Vam- energy drain ability grants 2 Lifewell points. Each point of
pire wizards, sorcerers, and clerics make the best Consrirurion drained grants 1 Lifewell point. The Lifewell of
lifedrinkers, for the prinrnry ability of the lifedrinker is to a lifedrinker can hold a maximum of 3 points per
tum life energy and blood stolen from another into magical Lifedrinker level. Lifewell points gained when rhe lifewell
power. is already fu LI are was red.
Like most vampires, lifedrinkers are likely ro have a host A lifedrinker with o lifewell points must succeed at a Will
of charmed guardians, vampire spawn, and other servants. saving throw (DC 20) or go temporarily insane, arracking
They ofren keep a small number of living beings to feed any Living creature within sight until rhe lifewell has at least
upon, referring to rhe caprives as their "canle." 1 point per lifedrinker level. A successful saving throw
Hit Die: d12. means chat rhe lifedrinker need not make a saving throw
against this remporary insanity unril one week has passed-
REQUIREMENTS and even then only if rhe lifewell has remained at o points
To qualify ro become a lifedrinker, a character must fulfill all throughout rhe week.
the following crireria. Invigorate (.Ex): A lifedrinker can spe11d I lifewell poinr to
Alignment: Any evil. gain 1d6 temporary hit points. These hit points last 24 hours,
Skills: Knowledge (arcana) 6 ranks, Spellcraft 6 ranks. and while they do nor stack with chose granted by other
Special: Muse be a vampire. sources of cemporary hit points, chey do srack with more hit
points gained from rhe invigorate abiliry, so a Lifedtinker may
CLASS SKILLS spend multiple Lifewell points ro gain more temporary hit
The lifedrinker's class skills (and rhe key ability for each points. No more lifewell points may be spent on this abiliry in
skill) are Bluff (Cha), Hide (Dex), Knowledge (arcana) (lnr), any given day than the lifedrinker bas levels.
Listen (Wis), Move Silenrly (Dex), Profession (any) (Wis), Spell Boost (Empower) (.Ex): If a Lifedrinker of 2nd level
Search (lnt), Sense Morive (Wis), Spellcraft (Int), and Spor or higher casts spells, it may spend 4 lifewell points ro
(Wis). See Chapter 4 of rhe Player's Handbook for skill empower a spell as if using the Empower Spell feat. The
descriprions. spell slot and level of the spell do not change.
Spell Boost (Heighten) (Ex): If a Lifedrinker of 3rd level
Skill Points at Each Level: 4 + Inr modifier. or higher casts spells, it may spend a variable number of
lifewell points to heighten a spell as if using the Heighten
CLASS FEATURES Spell feat. For every 2 lifewell points devoted co the spell
All of rhe following are class fearures of the lifedrinker pres- boost, rhe spell's effective level is treated as one higher for
rige class. purposes of save DC and other effects. For example, if a
Weapon and Armor Proficien cy: A lifedrinker is profi- lifedrinker spends 4 lifewell poinrs to boost a fireball spell,
cient with no weapons, atmor, or shields. the spell is treated as a 5th-level spell when calculating rhe
Reflex save DC, and the boosted fireball can penetrate a a blood revel as a free action at the beginning of its next cum
minor globe of invul.nembility, which a 3rd-level fireball cannot. and remain in that stare for 10 rounds. In rhis srare, the
The spell slor and level of the spell do not change. lifedrinker gai.ns a +4 profane bonus ro Srrengrh, its damage
Special Attack Boost (Empower) (Ex): A 4th-level reduction increases to 25/ +3, its fast healing increases ro 10
lifedrinker can spend 4 li.feweU points ro empower a special points per roLmd, and ir may ignore its weakness roward
attack, increasing its variable, numeric effects by a factor of garlic, mirrors, holy symbols, and running warer, as well as
1.5. The special arrack is empowered for one use only. For its vulnerability co sunJighr.
example, a lifedrinker empowering its blood drain ability However, during the blood revel, the lifedrinker cannot
would drain 1d3 poi.ms of Con stitution, multiplied by L.5. A flee from a living foe, and musr attack physically every
lifedrinker could also use this ability co summon more crea- round. A hasted lifedrinker in a blood revel could use its
tures using rhe children of the night ability it gains as a vam- extra partial action to cast a spell as long as it also made a
pi.re. Some lifedrinkers might have other special abilities melee attack that round. A blood revel ends when the
rhat chey can use with this ability; a sea hag vampire lifedrinker chooses ir to end, when 10 rounds are over, or
lifedrinker, for example, could use chis to empower her hor- when no living foes can be reached by a full arrack, a move
rific appearance. and an attack, or a charge. When the blood revel ends, che
Blood Servant (Ex): By spending 10 lifewell poincs, a lifedrinker must reach its coffin home within 2 hours or be
5th-level lifedrinker can call forth a lesser planar ally (evil utterly dest royed, as if it were reduced to O hit points. It
only), as per che spell of the same name. The ally automati- must remain i.n its coffin for as long as it was in irs revel, plus
cally serves the lifedrinker for 24 hours. the amount of rime it rook ro reach irs coffin.
Boost Defenses (Ex): At 5th level, a lifedrinker can
spend 8 lifewell points to add +2 to its natural armor bonus
and rum resistance, add +10 to its cold resistance a11d elec- MORTAi HUNTER
tricity resistance, and increase its damage reduction to Although fiends prize the souls of monals tempted to evU,
20/+2. The effects last for 24 hours. sometimes a mortal muse simply be slain. Such a mortal,
Spell Boost (Maximize) (Ex): If a lifedrinker of 6th level often an obstacle to a powerful fiend's evil schemes, finds
or higher casts spells, it can spend 6 lifewell points to maxi- herself the target of a mortal hunter.
mize a spell as if using the Maximize Spell feat. The spell slot Mortal hunters are fiends rhat specialize in killing mor-
and level of the spell do not change. tals. For purposes of this prestige class, "mortal" is a term
Greater Blood Drain (Ex): At 7th level, a lifedrinker's meaning any creature not of rhe oursider, undead, con-
blood drain abiliry now deals ld6 points of Constitution struct, or fey rypes. To practice rheir hunting skills, fiends
drain. capture mortals and drag rhem to rheir infernal rea lm s
Special Attack Boost (Maximize) (Ex): A lifedrinker of where they are freed, then tracked and killed. A mortal
7th level or higher can spend 6 lifewell points to maximize hunters is nor only good at n·acking and kiUing mortals, but
all variable, numeric effects of a special arrack. The special ir learns to use mortal skins ro form disguises so that it can
attack is maximized for one use only. A lifedrinker using this infiltrate mortal societies and crick individuals, drawing
ability co maximize its greater blood drain ability, for exam- rhem into rraps.
ple, would deal 6 points of Constin1tion drain. A lifedri.nker lf a mortal hunter has a character class, it is often ranger
could also use rhis ability to summon the maximum number or fighter. Mortal hunters usually work alone, bur some-
ofcrearures using the children of the night ability it gains as times have lesser fiends ro use as shock troops or to help
a vampire. Some lifedxinkers might have other special abUi- spring ambushes and craps. They occasionally use hounds-
cies chat they can boost in a similar fashion. howlers, displacer beasts, h e ll hounds, or similar crea-
Spell Boost (Quicken) (Ex): lf a lifedrinker of 8th level tu res-in their hunts.
or higher casts spells, it can spend 8 lifewell poi.ms co Hit Die: d10.
quicken one of irs spells, as if using the Quicken Spell feat.
The spell slot and level of the spell do not change. REQUIREMENTS
Greater Invigorate (Ex): Whenever a 9th-level li fe- To qualify ro become a mortal hunter, a character must ful-
drinker uses its invigorate ability, it gains a +1 enl1ancement fill all the following criteria.
bonus co Strength for each lifewell point spent. rf multiple Type: Any oursider.
lifewell points are spent at the same time, the bonus is cor- Alignment: Any evil.
respondingly larger. A lifedrinker that spends 10 lifewel l Base Attack Bonus: +5.
points all at once on invigorate gains 10d6 temporary h it Skills: Move Silenrly 3 ranks, Speak Language
points and a +10 enhancement bonus to Strength. But if the (Common), Wilderness Lore 5 ranks.
lifedrinker spends s lifewell points in one round and 5 more Feats: Alerrness, Morralbane, Track.
points in the next, it has 10d6 temporary hit points but only
a +5 enhancement bonus ro Strength. The bonus to Strength CLASS SKILLS
lases for 24 hours. The morral hunter's class skills (and the key ability for each
Blood Revel (Ex): Once a 10th-level lifedrinker drains skill) are Bluff (Cha), Climb (Str), Concentration (Con), Dis-
any blood from a victim, it can choose to enter a stare called guise (Cha), Hide (Dex), Intuit Di.recrion (Wis), Jump (Srr),
Knowledge (arcana) (Inr), Knowledge (religion) (Inr), 8th level, any mortal form can be adopted. If the flesh used is
Knowledge (rhe planes) (Inr), Listen (Wis), Move Silenrly from the exact individual being imitated, the duration is per-
(Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and manent. If the flesh is from a being of the same rype as the
Wilderness Lore (Wis). See Chapter 4 of the Player's Hand- form adopted, rhe duration is 1 hour. l f the flesh is n o r rhe
booh for skill descriptions. same type as rhe form adopted, rhe duration is lO minutes. In
all cases, the mortal h unter can dismiss rbe ability as a stan-
Skill Points at Each Level: 4 + I ni modifier. dard acrion. Otherwise, this ability works as rhe polymorp'1 self
spell, and the mortal hunter can call upon ir once per day.
CLASS FEATURES Detect Mortals (Su ): A 2nd-level mortal hunrer can use
All the following are class features of the mortal hunter pres- detect mortals at will. This ability duplicates rhe effect of
tige class. detect irndend cast by a I 5th-level caster, except that mortals
Weapon and Armor Proficien cy: Mortal hunters are are detected.
proficient with no weapons, armor, or shields. Boost Spell-Like Ability: At 2nd level, a mortal hunte r
Spells: A mortal hunrer gains the ability to cast a small gains this feat as a bonus fear.
number of arcane spells. To cast a spell, the mortal hunrer Smite Mortals (Su ): Once per day, a mortal hunter of
must have a Charisma score of at least 10 + the spell's level, 4th level or higher may attempt to smite mortals with one
so a mortal hunter wirh a Charisma of IO or lower can nor normal melee arrack. It adds its Wisdom modifier (if posi-
cast these spells. Morral hunrcr bonus spells are based on tive) to its attack roll and deals 2 extra points of damage per
Charisma, and saving throws against these spells have a DC class level; for example, an 8th-level mortal hunter armed
of 1 O + spell Level + Cha modifier. When Table 5-10 shows O with a longsword would deal td8+16 points of damage,
spells of a given level, such as O 1st-level spells at 1st level, pl us 3 points of damage for its mortal bunting ability, plus
rhe morral hunter gers only bonus spells. A mortal hunrer any additional bonuses for high Strength or magical
without a bonus spell for that level cannor yet cast a spell of effects. If the mortal hunter accidentally smites a creature
char Level. The mortal hunter's spell list appears below; it has that is nor a mortal, the smite has no effect bur is still used
access ro any spell on the Ust and need nor prepare those up for chat day.
spells ahead of time, just as a sorcerer. A mortal hunter casts Spurn Mortal Magic (Su ): A 5th-level mortal hunter
spells just as a sorcerer does. applies its Wisdom modifier (if positive) as an additional
Mortal Hunting (Ex): A mortal hunter gains a bonus bonus on all saving throws against spells and spell-like abil-
against mortals due ro its extensive study of them and train- ities used by morrals. Will saving throws rbus add double
ing in the proper combat techniques. The mortal hunter the normal Wisdom modifier.
gains a +1 bonus on attack and damage rolls against mortals Claws of the Overfiend (Ex): At 7th level, the damage
and the same bonus on Bluff, Listen, Sense Motive, Spot, dealt by all of the mortal hunter's narural attacks increases
and Wilderness Lore checks when using these skills against by one step. Use the table in the Size Increases section in the
mortals. The damage bonus applies to ranged weapons only introduction of the Monster Manual to determine the proper
against targets within 30 feet (rhe mortal bunter cannot die increase. For example, a bite that deals td6+2 points of
strike with deadly accuracy beyond that range). The bonus damage now deals 1d8+2 points of damage.
does not apply to damage against creatures that are immune Mortalbane Shout (Su): An 8th-level mortal bunter can,
to critical hirs. Ar 3rd, 6th, and 9th level, the mortal hunter's once per day, give a shout that stuns for 1 round all mortals
bonus associated with mortals goes up by +1. This bonus within 50 feet who fail a fortitude save (DC 10 + Charisma
stacks wirh a ranger's favored enemy bonus. bonus+ class levels).
Mortal Skin (Su): By magically grafong bits of mortal Slay Mortal (Su): A 10th-level mortal hunter can attempt
flesh to its own body, a morral hunter gains the ability at tsr to slay a mortal with its roucb once per day. Jf rhe mortal
level to transform (as the polymorp'1 self spell) into any hunter succeeds at a melee touch arrack, the mortal must
humanoid mortal form. Ar Srh level, a mortal hunter can make a Fortitude saving throw (DC 10 + class level+ mortal
polymorph into any mortal form except that of a dragon. Ar hunter's Cha modifier) or die instanrly.
The thrall of Orcus has devoted herself to rbe demon Skill Points at Each Level: 2 + lnt modifier.
prince of undeath. In his service, she becomes a rool of
misery, murder, and reve nge. She revels in the com- CLASS FEATURES
pany of the undead, preferring their decaying All the following are class features of che th rail of
rouch to that of living flesh. Orcus prestige class.
Clerics, wizards, and sorcerers make the best Weapon and Armor Proficiency: A th rall
th ralls of O rcus, although bards, blackguards, of Orcus is proficient with all simple an d mar-
and various multiclass c haracters also join tial weapons, with all types of armor, and
bis demonic ranks occasion ally. with shields.
Thralls of Orcus often work in small Bonus Feat or Spells : When a thrall of
groups. These cabals of necromancers and Orcus attains 1st, 4th, 7th, and 10th level, the
necrophiliacs consort with undead crea- character gains new spells per day as i.f she
tures and demons to fo rm small cells of had also gai.ned a level in whatever spellcasr-
depraved evil hidden amid bustling cities ing class she belonged to before she added the
and quiet villages. Th ralls of Orcus hate prestige class, or else she gains a bonus feat of
and war against the thralls of Demogorgon her choice. If the thrall chooses +1 spellcasting
and Graz'zt. level, she does nor gain any other benefir a ch ar-
Hit Die: ds. acter of that class would have gained (improved
chance of controlling or rebuking undead, meta-
REQUIREMENTS magic or item creatio n feats, hit points beyond
To qualify to become a thraU those received from the prestige class, and so
of Orcus, a character must ful- on), except for an increased effective
fill all the follow ing criteria. level of spellcasring. This essentially
Alignment: Any evil. means char she adds rhe new level to
Base Attack Bonus : the level of whatever other spellcasting
+4. class che character has, then deter-
Skills: Knowledge mines speUs per day, spells known,
(arcana) 2 ranks, Knowl- and caster level accordingly.
edge (religion) 2 ranks. If a character had more than one
Fe ats : Lichloved, spellcasting class before she be-
Thrall to Demon. came a thrall of Orcus, she musr decide
Special: Must be able to cast a spell of to which class she adds the level for pur-
rhe Necromancy school. poses of determining spells per day.
Special: The sacrifice of an intelligent being is the center- A th rall of Orcus is free co choose the bonus feat at one
piece of th e horrific rite char initiates a new thrall of Orcus. opportunity and the spellcasring level rhe nexr time the
This ritual takes p lace in complete darkness atop an altar decision arises, or vice versa. Characters who are not spell-
made of at least rhirry skulls. casters must choose rhe bonus feat.
does, except that unlike a cleric, she does not have the abil- For example, if an ur-priest is near a noble salamander,
iry to spontaneously cast infiicl or wre spells, nor does she she can steal fireball and use it three rimes that day or steal
have domain spells or associated domain granted powers. dispel magic and use it o nce that day. If she is near a pit
She does not have restrictions on spells with alignments. To fiend, she could steal teleporl without error (self plus 50
determine the caster level ofan ur-priest, add the character's pounds of objects on ly) and use it three Limes per day,
ur-priest levels to one-half of her levels in other spellcasting because the pie fiend can do it at will. She could even steal
classes. (Any levels gained in the cleric class by an ex-cleric the pit fiend's wish abiliry, but because a pit fiend can only
don't count.) use wish once per year, the ur-priest would be similarly
Rebuke Undead: Like an evil cleric, an ur-priest of 2nd limited. She cou ld nor stea l that power again from any
level or higher can rebuke undead. She uses her ur-priest creature for one year.
level as the cleric level for determining success and damage
1
(see Turn and Rebuke Undead in Chapter 8 of the Playel' S
Handbook). VERMIN lORD
Divine Spell Resistance (Su): At 4th level, an ur-priest The skittering of multiple legs across the floor, the droning
gains spell resistance 15, but only against divine spells and of wings- these phenomena mark the passing of a vermin
the spell-like abilities of outsiders. At 8th level, the ur- lord. This unthinkable entiry prefers the caress of the crawl-
priest's spell resistance increases to 20. ing legs of an insect or the fluttering wings of a fly more
Siphon Spell Power (Ex): Because they steal whatever than rhe touch of another person. The vermin lord offers
power they can, ur-priests learn to manipulate their energy itself as a host for all manner of parasitic organisms and
in ways that confound other casters. A 6th-level ur-priest insects that feed on it body. It not only allows the infesta-
can temporarily sacrifice two (or more) lower-level spell tion, it revels in it.
slots and use those slots to prepare a higher-level spell. The Clerics and druids comprise the majoriry of the vermin
hnigher-level spell must be of a level the ur-priest can cast. lord ranks; some cleric/ rogues are present as well. Many
Only one exchange of this sort can be made each day. The monstrous vermin lords, such as drider clerics, exist.
levels of the lower-level slots are totaled, then reduced to Humanoid vermin lords work with monsters such as
three-quarters (rou11d down) ro determine the level of the driders, phase spiders, and orher creatures associated wirh
extra higher-level spell slot. For example, an ur-priest who vermin. Otherwise, rhey opera te alone, for most other
sacrifices a 3rd-level spell and a 5th-level spell can use that humanoids will have nothing to do with them.
spell slot to prepare an additional 6th-level spell (3 + 5 = 8, Hit Die: d6.
and 8 x 3/ 4 = 6).
Steal Spell-Like Ability (Su): The most powerful ur- REQUIREMENTS
priests can use the same techniques that siphon off the gods' To qualify ro become a vermin lord, a character must ftJ.flll
spell power to steal the spell-like abilities of another crea- all the following criteria.
ture. Once each day, when a creature with spell-like abilities Alignment: Any evil.
is within 50 feet of a 10th-level ur-priest, the ur-priest can Skills: Hide 3 ranks, Knowledge (nature) 2 ranks, Move
choose one of the spell-like abilities of the crearure to steal Silencly 3 ranks.
for herself. The ur-priest can use the spell-like abiliry as Feats: Venninfriend.
often as the creature can, or three times per day, whichever Special: Must be able to cast the giant vel'min spell.
is less. The ur-priest uses the abiliry as the crearure does wi th Special: The vermin lord must be ordained by an intelli-
regard to caster level and save DCs. This ability only lasts 24 gent evil creature with a physical resemblance to vermin-
hours. The creature with the spell-like abiliry does not lose a drider, chasme, gelugon, aranea, bebilith, phase spider, evil
the ability when the ur-p1-iest steals it. If the ur-priest tries to fonnian, or similar cream re. The ordaining cream re must be
steal a spell-like ability that the creature doesn't have, or tries intelligent enough to communicate with the vermin lord-
to steal an ability that is supernatural rather than spell-like, to-be. Of course, such a creature will demand service or pay-
the attempt automatically fails. ment in ren,m.
CLASS SKILLS If a character bad more than one spellcasting class before
The vermin lord's class skills (and the key ability for each he became a vermin lord, he muse decide to which class he
skill) are Bluff (Cha), Climb (Str), Concentration (Con), adds the level of vermin lord.
Hide (Dex), Knowledge (natme) (Int), Listen (Wis), Move Chiti n (.Ex): A vermin lord gains a +1 natural armor
Silently (Dex), Perform (Cha), Pick Pocket (Dex), Search bonus to Armor Class from the chitinous plates that begu1
(Int), SpelJcraft (Int), and Spot (Wis). See Chapter 4 of the ro grow on his flesh. Every three levels beyond 1st, this
Player's Ha11rlbook for skill descriptions. bonus i11creases by +1.
~ Vermin Servant: A vermin lord
Sk ill Points at E ach Level : 4 + Intl gains a servant in the form of a
modifier. vermin of up to 1 HD. This ser-
vant is treated as a familiar; its
LASS FEATURES . . intelligence increases, and it is
All the following are class features of considered a magical beast (see
the vermin lord prestige class. the Familiars section in Chapter
Weapon and Armo r Profi- 3 of the Player's Handbook). The
ciency: A vermin lord is profi- vermin servant is in addition to
cienr with no weapons, armor, or any familiar che character may
shields. already have.
Spells: When a vermin lord at- A vermin lord gains additional
rains 1st level and every two levels vermin servants at higher levels.
after that (plus 10th level), rhe char- At 5th level, the vennin servant
acter gains new spells per day as ifhe gained can be of up to 4 HD. At
had also gained a level in whatever 9th level, rhe vermin servant
spellcasting class he belonged to may be of up to 16 HD.
before he added the prestige class. Blood D r ai n (Su ): A 2nd-
He does not, however, gain any other level vermi11 lord can grow i11sec-
benefit a character of that class mid mandibles at will. He can use
would have gained (improved chance of these mandibles to make a bite
controlling or rebuking undead, meta- attack that deals L point of damage.
magic or item creation fears , hit points Furthermore, the vermin lord can
beyond those received from the prestige attempt to start a grapple, provoking
class, and so on), except for an increased effec- no attack of opportunity. If successful,
rive level of spellcasting. This essentially rhe mandibles aucomacically deal 2d6
means that he adds the new level of vermin ' poinrs of damage each round as they
lord ro the level of whatever other spellcasr- ~~ ~ 1~• suck blood from the victim. The blood
ing class the character has, chen determines .:::-.:~ 1
.::~ e;
:· , ~.: ,.,:_, drain ability only works on living creatures.
spells per day, spells known, and caster level '.;~,. · •,it···. ' ·'-;--., ·~
fl' <, ...
Spider Hand (Sp): Once per day, a 3rd-level
accordingly. For example, if Silican, an 8th-level . · . vermin lord can produce an effect identical ro
wizard, gains a level in vermin lord, he gains new spells as i.f char of a spicier hand spell cast at his effective caster level.
he had risen to 9th level in wizard, bur uses che other Swarm Armor (Su ): Each day, a 4th-level vermin lord
vermin lord aspects of level progression such as attack automatically summons a swarm of insects, spi.ders, or scor-
bonus and save bonus. If he next gains a level of wizard, pions that cover his flesh when he regains his spells. These
making him a 9th-level wizard/ 1st-level vermin lord, he insects absorb up to 10 points ofdamage from any damaging
gains spells as if he had risen to 10th-level wizard. arrack (weapons or spells). The insects cl ie off when rhey
Dance of Ruin
Necromancy (Evil)
Level: Brd 2, Cir 2, Demonologist 2, Sor/ Wiz 2
Components: V, S
CastingTime: 1 full round
Range: Close (25 fr. + 5 fr./ 2 levels)
Area: Spread centered on caster
Duration: lnscamaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Dancing Chai ns
Transmutation
Level: Demonologist 3, Sor/ Wiz 4
Components: V, S
CastingTime: 1 actio n
Range: Close (25 fr. + 5 fr./ 2 levels)
Targets: One chain per level within range
Duration: t minute/ level
Saving Throw: None
Spell Resistance: No
Darkbolt
Evocation [Darkness, Evil]
Level: Clr 2, Darkness 2, Sor/ Wiz 2
Components: V, S
CastingTime: 1 action
Range: Close (25 fr. + 5 fr./2 levels)
Target: One creatu re
Duration: Insta11taneous
Saving Throw: Fortitude partial Death by Thorns Corruption Cost: -id3 points of
Spell Resistance: Yes Conjuration (Creation) [Evil, Death] Wisdom di-ain.
Level: Co1Tupr 7
The caster makes a ranged touch Com pon ents: V, S, Corrupt Death Grimace
arrack againsr a foe, launching a bole Casting Time: 1 action Necromancy [Evil]
of cold darkness from his left hand. Range: Touch Level: Asn 1, Blk 1, Sor/ Wiz 1
The bole deals LdS points of damage Targets: Up to three creatures, no Components: S
per two caster levels (maxi.mum sds). two of which can be more than Casting Tim e: 1 action
Half the damage is cold, and the other 15 fr. apart Range: Touch
has no specific rype. When struck, the Duration: Instantaneous Target: One corpse
foe must also succeed at a Fortitude Saving Throw: Fortitude partial Duration: Permanent
save or be stunned for l round, over- Spell Resistance: Yes Saving Throw: None
whelmed by the evil charge o f the Spell Resistance: No
darlibolt.
' The caster marks a corpse
Darklight wirh a partic ular magical
Evocation [Darkness] "signature," thus identifying
Level: Asn 2, Sor/ Wiz 1 hi.mself (rruth.fi.1lly or falsely)
Components: V, S as the murderer. Some assas-
Casting Time: 1 action sins use this signature as a
Range: Touch sort of calling card, while
Target : One creamre or others use it as a way ro prove
object rouched that rhey earned their pay.
Duration : 1 minute/ level The signature can take many
SavingThrow: None forms: a specific expression
Spell Resistance: No on the face of rhe corpse
(hence rhe name of the
The caster makes one crea- spell), an actual rune, a word
ture or object radiate spe- wrinen on the corpse's flesh,
cial darkness called dark- a discoloration of one eye,
light in a s-foot-radius and so on.
sphere. This spell is most
useful in a large, naturally Demon Wings
dark area. Within che dark- Transmutation [Evil]
light sphere, creatures that Level: Blk 3, Demonic 3,
can normally see in the Demonologist 3
light can see, even though Com ponents: V, S
there is no light. Only crea- Castin g Time: 1 action
tures and objects in the Range: Personal
sphere can be seen, and Target: Caster
only creatures in rhe Duration: 10 minutes/
sphere can see within the level
sphere, unless other ob-
servers can naturally see in Massive, batlike wings grow
the dark. Thus, while two from the caster's back. With
crearures in rhe sphere can see each The caster causes thorns to sprout these wings, the caster can fly at his
ocher, a crearure standing outside from the insides of the subject crea- normal land speed, with average
che sphere can neither see rhe crea- tures, which writhe in agony for 1 d4 maneuverability. The caster can carry
tures in rhe sphere (assuming it rounds, incapacirared, before dying. A his norma l carrying capacity, and
doesn't have darkvision), nor can ir be wisi, or miracle spell casr on a subject grearer burdens affect his fly speed as
seen by rhem. A creature with dark- during chis rime can eliminate the they would affect his land speed .
vision standing outside rhe sphere thorns and s:ive that creature. Crea-
could see those within the sphere, but rures rhat succeed ar rheir Fortitude Demoncall
those inside could nor discern rhe saving throws are still incapacitated Divination (Evil]
crearure. for -id4 rounds in horrible agony, Level: Blk 2, Demonic 2,
The darklight spell's sphere is invisi- raking td6 points of damage per Demonologist 2
ble in nonnal light and does not func- row1d. Ar the end of the agony, how- Components: V, S, M
tion in magical darkness. ever, the thorns disappear. Casting Time: 1 action
Range: Personal Only d1e effects of multiple wish or Devil's Tongue
Target: Casrer miracle spells can undo the lasting Transmutation [Evil]
Duration : lnsranraneous effecrs of this spell. Level: Corrupt 2
Material Compo11e11t: Corpse of a Components: S, Corrupt
The caster taps inro the forbidden fre shly dead or preserved (still CastingTime: 1 action
knowledge of demons, giving her bloody) living crearure. Range: Personal
a +-io profane bonus on any one Target: Caster
check (made immediately) involving Devil's Ego Duration: 1 minute/level
Knowledge (arcana), Knowledge (rhe Transmurarion fEvil]
planes), or Knowledge (religion). Level: Diabolic 3 The caster's rongue length ens and
Compon ents: V, S st re ngthe ns, allowing her ro make
Demonflesh Casting Tim e: 1 action grapple or disarm attacks with a reach
Transmurarion [Evil] Ran ge: Personal of 15 feet. Attempts to grapple or
Level: Blk 1, Demonic 1, Target: Casrer disarm with h er to n gue do nor pro-
Oemonologisr t Duration : 1 minute/level voke arracks of opportunity. O ther-
Components: V, S wise, they are handled normally.
CastingTime: 1 acrion The caster gains an enhancement bonus Co rn1ptio11 Cost: 1d6 points of
Range: Personal to Charisma of 1d4+1 points. Further- Wisdom damage.
Target: Casrer more, che caster is treated as an outsider
Duration: 1 minute/ level wirh regard to what spells and magical Distort Summons
effects can affect her (rendering a hu- Transmutarion [Evil]
The caster grows rhe thick, leathery manoid caster immune to charm person Level: Demonologist 3, Sor/ Wiz 4
flesh of a demon, gaining a +1 narural and hold pcrso11, for example). Components: V, S
a1mor bonus to Armor Class for every Casting Time: l action
five caster levels (ar leasr +1 , maxi- Devil's Eye Range: Medium (100 fr. + 10
mum +4). This spell has no effect if Divination [Evil] fr/ level)
rhe casrer is an evil oursider. Level: Blk 2, Cir 3, Diabolic 2, Area: 50-fr.-radius spread
Sor/Wiz 3 Duration: 1 hour/ level
Despoil Compon ents: V, S
Transmuration [Evil] Casting Time: 1 action The caster creates an area in which
Level: Clr 9 R ange: Personal only evil creatures can be magically
Components: V, S, M Target: Caster summoned. No matter what a later
Casting Time: 1 minute Duration: 1 minute/level caster attempts to summon, he actu-
Range: Touch ally summons an evil version (a
Area: 100-fr./level radius The caster gains rhe visual acuity of a fiendish beast rather than a celestial
Duration: lnsranraneous devil. He can see not only in darkness, one, for example) or an evil equivalent
Saving Throw: Fortitude partial bur also in magical darkness, with a (a devil rather than a forrnian).
(planrs) or Fortirude negates range of 30 feet. If rhe summoner was arrempting to
(other living crearures) summon a good or neutral creature,
Spell Resistance: Yes Devil's Tail the evil creanrre rhar appears does not
Transmutation fEvil] obey the commands of tbe summoner
The caster blights and corrupts a vast Level: Diabolic 1 or attack his enemies. Instead, it
area of land. Planrs with 1 HD or less Components: V, S attacks the summoner, and the spell
shrivel and die, and the ground Casting Time: 1 action that summoned the evil creature
cannot support such plant life ever Ran ge: Personal cannot be dismissed. A distort sum-
again. Plants witb more than 1 HD Target : Caster mons spell can be dispelled normally,
must succeed at a Fortitude saving Duration: 1 minute/ level however.
throw or die. Even those successful on
their saves rake 5d6 points of damage. The caster grows a 3-foot-long rail. Distort Weapon
All living creatures in the area other The tail is rhin, black or red, and it Transmutation [Evil]
than plants (a11d the caster) must suc- ends in a spike. The caster can use this Level: Blk 1
ceed at a Fortitude saving throw or tail to make melee attacks using his Components: V, S
rake 1d4 points of Strength damage. attack bonus, dealing a base 1d4 CastiugTime: 1 action
Unattended objects, including poims of damage, plus one-half his Range: Touch
structural fea tures such as walls and Strength bonus. Jf the caster rakes a Target: Weapon rouched
doors, grow britrle and lose 1 point of fulJ arrack action, he can use both the Duration: 1 minute/ level
hardness (ro a minimum of 0), then tail and his normal melee attacks, but Saving Throw : None
rake td6 poi 11ts of damage. aU attacks have a -2 penalty. Spell Resistance: No
This spell makes a weapon strike true T he subject's lungs fill with water if creases by +1 for every three caster
against good foes. Any threat of a crit- the subject fails a Fortitude saving levels. So a 12th-level caster grants a
ical hit against a good foe is automati- throw. To avoid drowning, the subject +5 deflection bonus to AC, an extra
cally confirmed, without a roll. The can hold his breath (see The Drown- ld8+4 te mporary hit points, a +5
weapon can also harm good creatures ing Rule in Chapter 3 of the D u NCEON enhancement bonus on attack rolls,
chat have damage reduction, as if rhe MA~TcR's Guide). The subject gains a and a +6 bon us to turn resistance.
weapon had a +1 enhancement bonus. new save (ro expel the water) every 2
Individual arrows or bolts can be rounds after the first. While holding Entice Gift
altered, bur altered projectile weapons his breath with water-filled lungs, a Enchantment [Mind-Affecting]
(such as bows) don't confer the benefit character cannot talk or cast spells Level: Greed 2, Sor/Wiz 2
ro rhe projectiles rbey shoot. with verbal components, and he rakes Component s: V, S
This spell has no effect on any a - 2 circumstance penalty on attack Casting Time: 1 action
magic weapon that already has a spe- rol ls, saving throws, ability checks, R ange: Close (25 ft. + 5 fr./ 2 levels)
cial ability related to critical hits, such and skill checks. Target: One creature
as a keen or vorpal weapon. D uration : 1 round
Drug Resistance SavingThrow : Will negates
Dread Word Enchantment Spell Resistance: Yes
Evocation [Evil] Level : Cir 1, Sor/Wiz 1
Level: Demonologisr 3, Sor/Wiz 3 Components: V, M The caster enchants a creature so that
Compon ents: V CastingTime: 1 acrion it feels sudden ly compelled co give
Casting Time: 1 action Range: Touch her what iris holding when she casts
Ran ge: Close (25 ft. + 5 fr./2 levels) Tar get : One living creature the spell. On the creature's next
Target: One crearure of good align- Duration: 1 hour/ level action, it moves as close co the caster
ment Saving Throw: Fortitude negates as it can get in a single round and
Duration: l11sranta11eous (harmless) offers h e r the object as a standard
SavingThrow: Fortitude negates Spell Resistance: Yes (harmless) action. This spell allows the caster to
Spell Resistance: Yes act out of turn and accept the "gift" if
The creature touched is immune ro the creature reaches her to hand the
The caster speaks a single unique the possibility of addiction to drugs. caster the object (assuming she has a
word of pure malevolence- a pow- He still experiences the negative and free hand and can carry rhe object).
erful urrerance from the Dark positive effects of drugs during the The subject defends itself normally
Speech (see Chapter 2). The word is spell's duration. This spell does nor and acts however it wishes on subse-
so foul rhat it harms the very soul of free the target from the effects of an quent rounds, including attempting
one char hears ir. The urrerance of a addiction already incurred. If the co gee the object back if desired. If the
dread word causes one subject within spell ends before the effects of a drug subject is prevented from doing as the
range ro rake 1 d3 points of Charisma wear off, the normal chance for addic- spell compels, the spell is wasted. For
drain. The power of chis spell pro- tion applies. example, if the subject is pa ralyzed
tects the caster from the damaging Material Co111ponent: Three drops of and cannot move or drop the item,
effects of both hearing and knowing pure water. nothing happens.
the word.
To arrempt to speak this unique Ectoplasmic Enhancement Eternity of Torture
word without using this spell means Necromancy fEviJJ Necromancy [Evil]
insranr death (and no effect, because Level: Sor/ Wiz 6 Level: Pain 9
the caster dies before she gets the Components: V, S Compon ents: V, S, Df
entire word our). CastingTime: 1 full round Casting Time: 1 action
Range: Close (25 fr. + 5 ft./ 2 levels) Ran ge: Close (25 ft. + 5 fr./2 levels)
Drown Target: One incorporeal Target : One crea ture
Conjuration (Creation) [Evil] w1dead/ level Duration: Permanenr
Level : Sor/ Wiz 3 Duration: 24 hours Saving Throw: Fortin1de partial
Components: V Saving Throw: None Spell Resistance: Yes
Castin gTime: 1 action Spell Resis tance: No
Range: Medium ( 100 ft. + 10 The subject's body is twisted and
fr./ level) The undead affected by this spell gaiJ1 warped, wracked forever with excru-
Target: One humanoid a +1 deflecrion bonus ro Armor Class, ciating pain. The subject is rendered
Duration: lnsranraneous +tds temporary hit points, a +t helpless, bur-as long as the spell con-
Saving Throw: Fortitude negates enhancement bonus on arrack rolls, tinues- it is sustained a11d has no
Spell Resistance: Yes and a +2 bonus to rurn resistance. need for food, drink, or air. The subject
Each of these enhancemenrs in- does nor age- all the better to ensure
a true eternity of unimaginable tor- area and duration are as given for this like that of a beholder. Due to the
ture. The subject takes 1 point of drain spell. To conjure violet rain, the caster mobility of the eye, the caster gains a
to each ability score each day until all must sacrifice 10,000 gp worth of +2 circumstance bonus on Spot
scores are reduced to O(except Consti- amethysts and spend 200 XP. Ocher ch ecks. More imponanr, the eye has
tution, which stays at 1). The subject forms of evil weather have no material o ne of the beholder's eye powers,
cannot heal or regenerate. Lastly, the component or experience poinr cost. determined randomly. The caster can
subject is completely unaware of its Com1pt1011 Cost: 3d6 poinrs of Con- use t his power as a srandard acrion
surroundings, insensate to anything stitution damage. during rhe spell's durarion.
but the excruciating pain. Each type of eye produces an effect
A single Fortitude saving throw is Extract Drug identica l to rhar of a spell cast by a
all that stands between a target and Conjuration (Creation) 13th-level caster, but it follows the
this horrible spell. However, even if Level: Brd 'I, Cir t , Drd 'I, Sor/ Wiz l rules for a ray (see Aiming a Spell in
the saving throw is successful, the Components: V, S, F Chapter 10 of the Plnyer's Handbook.).
rarget still feels terrible (bur tempo- CastingTime: l minute All of rhese effects have a range of 150
rary) pain. The target rakes 5d6 points Range: Touch feer and a save DC of 18.
of damage immediately and rakes a -4 Effect: One dose of a drug Roll 1d10 to see which eye the
circumstance penalty on attack rolls, Duration: Permanent casrer gains.
saving throws, skill checks, and ability
checks for 1 round per level of the The caster infuses a substance with l dl 0 Eye Effect
caster. energy and creates a magical version of l Charm Person: Target must make a
Will save or be affected as though by
a drug. The magical version manifests
the spell.
Evil Eye as greenish fumes that rise from the 2 Charm Monster: Target must make a
Enchanrment (Evil] chosen focus. The fumes must then be Will save or be affected as though by
Level: Mortal H un ter 2, Sor/Wiz 3 inhaled as a standard action within 1 the spell.
Components: S round to get the drug's effects. 3 Sleep: As the spell, except that It
Casting Time: 1 action The type of drug extracted depends affects one creature with any number
Range: Close (25 fr. + 5 fr./2 levels) on the substance used. of Hit Dice. Target must make a Will
save to resist.
Target: One creature
4 Flesh to Stone: Target must make a
Duration: Instantaneous (see text) Drug Effect
Fortitude save or be affected as
Saving Throw: Will negates Material Extracted on Focus
though by the spell.
Metal Bacca ran Metal's hardness
Spell Resistance: Yes 5 Disintegrate: Target must make a
drops by 1.
Fortitude save or be affected as
Stone Vodare Stone's hardness
The caster focuses malevolent wishes though by the spell.
drops by 1.
through her gaze and curses someone 6 Fear: As the spell, except that it
Water Sannish Water becomes
targets one creature. Target must
with bad luck. T he s ubject takes a - 4 brackish and foul.
make a Will save or be affected as
luck penalty on all attack rolls, saves, Air Mordayn Foul odor fills the
though by the spell.
and checks. The spell ends at the next vapor area (up to 50-ft.
7 Slow: As the spell, except that it
radius) for 1 hour.
sunrise, when dismissed, when a affects one creature. Target must
Wood Mushroom Wood takes on
remove curse is cast on the subject, or make a Will save to resist.
powder a permanent foul
when the caster takes at least 1 point 8 Inflict Moderate Wounds: As the spell,
odor
dealing 2d8+10 points of damage
of damage from the subject.
(Will half).
There may be other drugs that can be 9 Finger of Death: Target must make a
Evil Weather extracted with rarer substances, at the Fortitude save or be slain as though
Conjuration (Creation) [Evil] DM's discretion. by the spell. The target takes 3d6+13
Level: Corrupt 8 Focus: 15 lb. or 1 cubic foot of the points of damage if his save
Components: V, S, M, XP, Corrupt material in quesrio n. succeeds.
(see below) 10 Telekinesis: The eye can move objects
or creatures that weigh up to 325
Casting Time: 1 hour Eye of t he Beholder
pounds, as though with a telekinesis
Range: Personal Transmutation [Evil] spell. Creatures can resist the effect
Area: 1-mile/ level radius, centered Level: Sor/ Wiz 7 with a successful Will save.
on caster Components: V, S
Duration: 3d6 minutes Casting Ti.me: 1 action Eyes of the Zombie
Saving Throw: None Range: Personal Divination [Evil]
Spell Resistance: No Target: Caster Level: Cir 2, Sor/ Wiz 3
Duration: 1 round/ level Components: V, S, F
The caster conjures a type of evil Casting Time: 30 minutes
weather. It functions as described in One of the caster's eyes grows out of Range: Personal
Chapter 2 of this book, except that her head on an eyesralk, becoming Effect: Caster and one zombie
Duration: 1 hour/level (D) low as t can understand the sending, The caster grows vampirelike fangs
Saving Throw: None though a subject's ability to react is that allow him to make bite attacks
Spell Resistance: Yes limi ted normally by its Intelligence. with an attack bonus of +10 plus the
Even if rhe se nding is received, the caster's Strength modifier. The caster's
The caster replaces his eyes with rhe subject creature is not obligared to act bite attack deals ld6 points of damage
eyes of a zombie, allowing him to see upon it in any manner. and l point of Constitution damage.
through the zombie's eye sockets and lf the creatt1re in question is not on Corrnphon Cost: 1.d6 points of
control its actions directly. The the same p lane of existence as the Sti:engtb damage.
zombie must be one that the caster
animated. The magic of this spell Fiendish Clarity
allows the caster to remove his eyes Oivi.nation [Evil]
(dealing 1d6 points of damage to Level: Cir 7, Demonic 7,
him from the pain, but no per- Sor/ Wiz 7
manent damage to his eyes) Components: V, S
and rake a zombie's eyes CastingTime: 1
that he has removed and action
soaked in a special barh Range: Personal
of brackish water. The Target: Caster
caster's eyes are pre- Duration: 10
served by rhe spell minutes/
while he controls level
the zombie and
perceives the The caster
world through it. develops rhe
The caster's body senses of a pow-
remains motion- erful fiend. He has
less and is subject darkvision to a range of
to harm normally. 60 feet. The caster can see
When the spell in magical darkness as if
ends, the caster's it were normal darkness.
eyes automatically He can see invisible
return to him. creatures and objects as
Focus: Zombie eyes if h e had a see invisibil-
and a pint of brackish ity spell cast on him.
water. The caster can detect
good at will.
False Sending
Illusion (Glamer) Fiend ish Quickeni ng
Level: Cir 5, Sor/ Wiz 6 Transmurarion
Components: V, S, M/ DF Level: Cir 6, Sor/Wiz 6
Casting Time: 10 minutes Components: V, S, Fiend
Range: See text CastingTime: 1 full round
Target: One creature caster, there is a 5% chance that rhe Range: Personal
Duration: 1 rotmd (see text) sending does not arrive. (Local condi- Target: Caster
SavingThrow: Will negates tions on other planes may worsen this Duration: 1 round/ level
Spell Resistance: Yes chance considerably, at the option of
the DM.) For the duration of this spell , the
The caster contacts a particular crea- Arcnne Mnterral Component: A shorr caster's teleport or teleporl untho11t error
ru re with whom she is familiar and piece of corroded copper wire. spell-like ability is quickened. This
sends a short message of twenty-five means that the caster can teleport as a
words or less ro the subject. The sub- Fangs of the Vampire King free action and still have time during
jeer is convinced thar the sender of Transmutation [Evil] rhe round to attack and/ or move. The
the message is someone other than Level: Corrupt 2 caster can use his quickened teleport
rhe caster, as specified by the caster. Components: S, Corrupt or teleport without error once per
The caster must be also familiar with CastingTime: 1 acrion round. This spell does nor affect
the fa lse sender. The subject can Range: Personal teleport spells in any way, only the
answer in like manner immediarely. Target: Caster spell-Like ability of fiends to releport
Creatures with lntelligence·scores as Duration: 1 minute/ level themselves.
flesh Armor Target: 1 living crearure the answer is a simple yes or no. The
Abjurarion [Evil] Duration : Permanent answer given is correct 75% of rhe
Level: Asn 4 Saving Throw: Will negates rime. Answers the OM deems roo
Compon ents: V, S, M, F Spell Resistan ce: Yes obscure are never revealed. The spell,
Casting Time: l action ar best, provides information to aid
Range: Personal The caster makes ir impossible for a charncter decisions. In cases where a
Target: Caster single creature ro speak abour a single one-word answer would be mislead-
Duration: 10 minutes/level or unti-1 topic. The topic should be as narrow ing, rhe OM can give a short answer
discharged as possible for rhe spell ro work prop- instead (five words or less).
erly. An appropriate topic migh r be Drug Compo11ent: Mordayn vapor.
Prior to casting flesh nrmor, the caster events char occurred while the crea-
flays rhe skin from a crearure of his ture was in captivity, the whereabouts Graz'zt's Long Grasp
size and lays it upon his own flesh, and names of tormentors, the secret Transmuration [Evil)
wearing it l ike clothing or armor. location of a hidden treasure, the pass- Level: Sor/Wiz 2
Once the caster cases fles/1 11rn1or, his word into a guarded compound, rhe Components: V, S
skin develops resistance ro b lows, command word of a magic item, or Casting Time: 1 action
curs, stabs, and slashes. The caster the explanation behind some major Range: Personal
gains damage reduction 1 0/+ J. Once occurrence. Invalid topics include Target: Caster
the spe 11 has preven red a rota l of 5 verbal components of spells, a crea- Duration: 10 minutes/ level
points of damage per caster level ture's whole life history, or anyrhing
( maximum 50 points), ir is dis- coo broad for a reasonable definition The casrer causes one of her hands to
charged, and the skin slowly rots, of a single ropic. Wherher a topic is detach from her arm. She can control
shedding i_n patches like the skin of a too broad is up the DM, who can rhe hand by thought alone as a free
molting snake. double rhe corruption cosr and have action. Ir can fly at a speed of 20 feet
Material Component: A bit of flesh the spell auromarically fai l if rhe (perfect maneuverability).
torn from the caster's body during the casrer persisrs in attempting an On casting rhe spell, t he caster takes
casting (dealing 1 point of damage). invaUd topic. Thus, chis can be a dan- 2d4 points of damage, bur she is healed
Focus: The entire freshly harvested gerous spell ro attempt. by the same amoun c when the hand
skin of another creawre of the caster's The affected crearure cannor com- returns ro her arm (unless it is
size. municare regarding the topic in any destroyed or otherwise prevented from
way. Speech becomes gibberish, writ- reaching her arm before the end of the
Flesh Ripper ing is reduced to an indecipherable spell). The damage heals normally. As
Evocation [Evil] scrawl, gesrures are impossible, and long as the spell lasts, the floating hand
Level: Cir 3, Morral Hunter 3 even telepathy ( including detect can deliver any spell with a range of
Compon e nts: V, S, Undead, Fiend tl10ughts) is scrambled. The creature rouch chat the caster can cast. The spell
Casting Time: .t action has not forgorren the information, gives rhe caster a +2 bonus on he r
Range: Close (25 ft. + 5 ft./2 levels) however, and it can be a maddening melee touch attack with the disembod-
Target: One livit1g creat\.lre occurrence for the creature to be ied hand, which functions as if ir were
Durat ion: Instantaneous unable ro communicate informarion attached to her. The hand can flank tar-
Saving Throw: None that might be of life-and-dearh impor- gets as a creature can.
Spell Resis tance: Yes tance ro friends and allies. The hand can punch opponents (as
Corrnpl,011 Cost: 1 d6 points of a normal unarmed attack with a +2
The caster evokes pure evil power in Strength damage. arrack bonus), or it can grasp things
the form of a black claw that flies ar and move them (with cbe caster's
the target. If a ranged rouch attack roll Glimpse of Truth normal Strength). The hand can make
succeeds, the claw deals 1ds poinrs of Divination [Evil] grapple arracks, bu t it is considered
damage per caster level (maximum Level: Sor/ Wiz 3 Tiny.
tods). On a critical hit, i_n addition to Components: V, S, Drug If the hand goes beyond the spell's
dealing double damage, the wound Casting Time: 1 action range, if the caster can no longer see
bleeds for I point of damage per Range: Personal it, or if she is nor directing it, the hand
round unti l it is magically healed. Target: Casrer attempts ro rerurn to her on its own,
Duration: 1 hour reattaching to rhe end of the wrist.
Forbidden Speech The hand has improved evasion
Enchantment [Evil, Mind-AffecringJ The casrer sees rhrough rhe veil of (half damage on a failed Reflex save
level: Corrupt 5 reality ro pose a single question to and no damage on a successful save),
Components: V, S, Corrupt nameless malevolent entities chat the caster's save bonuses, and AC 22.
Casting Time: 1 minute exisr beyond normal consciousness. The caster's Lntelligence modifier
Range: Touch The question must be posed such that applies to the hand's AC as if it were
the hand's Dexterity. The h and has Components: V, S, DF being reduced by protection from ele-
2d4 hit points, the same number that Casting Time: :L action ments (fire), fire shield (chill shield), or
the caster lost in creating it. Range: Close (25 fr. + 5 fr./ 2 levels) similar magic.
Target : One creatt1re
Grim Revenge Duration : I round Hellfire Storm
Necromancy [Evil] SavingThrow: Will negates Evocarion [Evil]
Level : Sor/ Wiz 4 Spell Resistance: Yes Level: Diabolic 7
Components: V, S, Undead Range: Medium (100 ft.+ 10
Casting Time: 1 action The caster fills the subject with heart- &./ level)
Range: Medium (100 ft.+ 10 wrenching sorrow that re nders it Area: 20-fr.-radius spread
ft./ level) incapacitated for 1 round. The subject
Target: One living humanoid cannot move or rake actions and is As hellfire, except in area and range
Duration: Instantaneous helpless for that round. and chat the spell deals 5d6 points of
Saving Throw : Fortitude negates special diabolic fire damage.
Sp ell Resistan ce: Yes Heartclutch
Transmutation [Evil] Hell's Power
The hand of rhe subject tears itself Level: Cir 5 Conjuration (Creation) [Evil]
away from one of his arms, leaving a Comp onents: V, S, Disease Level: Blk 3, Cir 4, Sor/ Wiz 4
bloody srump. This trauma deals 6d6 CastingTime: 1 action Components: V, S, M, Devil
points of damage. Then the hand, ani- Range: Close (25 &. + 5 ft./2 levels) Casting Time: 1 action
mated and floating in the air, begins Target : The heart of one creature Range: Personal
to arrack the subject. The band attacks Duration : lnstanraneous Target: Caster
as if it were a wight (see the Monster Saving Throw: Fortitude partial Duration : 10 minutes/ level
Manual) in terms of its statistics, spe- Sp ell Resistance: Yes
cial attacks, and special quali ties, The caster summons evil energy from
except that it is considered Tiny and The caster holds forth his empty the Nine Hells and bathes himself in
gains a +4 bonus to AC and a +4 bonus hand, and the still-bearing heart of the its power. The caster gains a +2 deflec-
on arrack rolls. The hand can be subject appears within ir. Tbe subject tion bonus to Annor Class, as well as
turned or rebuked as a wight. If the dies in 1d3 rounds, and only a heal, an upgrade of his existing damage
band is defeated, only a regenerate spell regenemtc, mirncle, or wish spell will reduction by / +1 (DR 10/+1 becomes
can restore the victim tO nom1al. save it during rhis rime. The target is DR 10/ +2, for example).
entitled ro a Forrirude saving throw ro .Material Compone11t: The heart of an
Gutwrench survive the attack. If the target suc- elf ch il.d.
Necromancy [Evil, Death] ceeds ar the save, it instead takes 3d6
Level: Sor/ \Y/iz 8 points of damage +t point per caster Ident ify Transg ressor
Components: V, S, Undead level from general damage to the Divination [Evil]
Casting Time: 1 action chest and internal organs. (The target Level : Cir 4
Range: Close (25 ft. + 5 fr./ 2 levels) might die from damage even if it suc- Components: V, S, Drug, Location
Target: One living creature ceeds at the saving throw.) Casting Time: 10 minutes
Duration: Instantaneous A creature with no di scernible Ran ge: Personal
Saving Throw: Fortitude parrial anatomy is unaffected by this spell. Target: Caster
Spell Resistance: Yes Disease Con1ponent: Soul rot. Duration: Instantaneous
The i11nards of the rarget crearure roil. Hellfire The caster is able to divine the answer
If the target fails its saving throw, its Evocation [Evil] to a single question, as long as the
intestines burst forth, killing it. The Level: Diabolic 4 answer is a single person's name.
intestines fly toward the caster and Components: V, S Thus, the question must be a "who?"
are absorbed into her form, granting Casting Tim e: 1 action type question. For example, "Who
her 4d6 temporary hit points and a +4 Range: Close (25 fr. + 5 fr./2 levels) broke into the temple last night and
enhancemenr bonus to Strength. If Area: 5-ft.-radius spread stole the 111a11d of inflict moderate
rhe target's save is successful, it rakes Duration: Instantaneous wo1mds?" Questions thar cannot be
10d6 points of damage instead. Saving Throw: None answered with a single name are not
A creature with no d iscernible Sp ell Resistance: Yes answered at all.
anatomy is unaffected by th is spell. Tbe base chance for a correct
The caster creares a small explosion of answer is 70% + 1% per caster level.
Heartache brimstone and fire that deals 3d6 The DM adjusts the chance if unusual
Enchantment [Evil, Mind-Affecting] points of special diabolic fire damage. circumstances require it (precautions
Level: Clr 1, Mortal Hunter 1 The diabolic .flames are not subject to against divination spells have been
taken, for example). The caster knows and a caster currently using a magic jar magic items or enhance spells (see
ifhe didn't get a correct answer, unless spell. The possessing creature cannot Pain as Power in Chapter 2). It can
specific magic yielding false informa- leave the body it is currently in, also be used as a potent drug.
tion is at work. whether or not it is its own, by any Focus: A jar, vial, or other container
As with augury or divination, multi- means. for the liquid pam.
ple identify tmnsgressor spells about tbe
same question by the same caster use Imprison Sou l Lah m's Finger Darts
the same die roll resu l t as the first Necromancy [Evil] Transmutation [Evil]
spell and yield the same answer each Level: Clr 7 Level: Corrnpt 2
time. Componen ts : V, S, M, F Components: V, S, Corrupt
Drug Component: Vodare. Cas ting Time: 1 action (see text) Casting Time: 1 acti_on
Location Component: An area under Range: Medium (100 fr. + lO Range: Medium (100 ft. + 10
the effect of a desecrnte or unhallow ft/ level) fr./ level)
spell. Tar get : One crearure Targets: Up to five crearures, no rwo
Duration: Instantaneous of which can be more than 15 ft.
Impotent Possessor Saving Throw : Will negates apart
Abjurnrion Spell Resistan ce: No Duration: Instantaneous
Level: Oemonologist 4, Sor/Wiz 6 Saving Throw: None
Components: V, S By cas ting imprison soul, the caster Spell Resistance: Yes
Casting Time: 1 action places the subject's soul in a recepta-
Range: Close (25 fr. + 5 fr./2 levels) cle, such as a gem, ring, or some other The caster's finger becomes a danger-
Target: One possessing creature minuscule object, leaving the sub- ous projectile that flies from her hand
Duratio n : Permanenr (D) ject's body lifeless. While trapped, the and unerringly strLkes its target. The
Saving Throw: Will negates subject takes td4 points of Constitu- dart deals 1d4 points of Dexterity
Sp ell Resis tance: Yes tion damage per day until dead or damage. Creatures without fingers
freed. The rituals to prepare the recep- cannot cast this spell.
The caster renders one creature that tacle require three days. Desn·oying or The dart strikes unerri.ngly, even i_f
can possess or inhabit ocher creatures, opening the receptacle ends the spell, the target is in melee or has partial
or a creature chat can move its mind releasing the soul. cover or con cealment. Inanimate
out of its body, powerless withi_n the To cast the spell, the receptacle objects (locks, doors, and so forrh )
host it currently inhabits. Potential must be within spell range and the cannot be damaged by the spell.
targets include possessing demons, caster must know where it is. The For every three caster levels beyond
malevolent ghosts, and a caster cur- caster must also know rhe name of the 1st, the caster gains an additional dart
renrly using a magic jar spell. The only target. by losing an additional finger: two at
action the subject can take is to leave Material Component: A portion of 4th level, three at 7th level, four at
the body it currently inhabits. This the target's body (a fmgernail, a strand 10th level, and the maximum of five
spell, in conjunction with imprison of hair, or some other small part). darts at 13th level or higher. Cf the
possessor, is one of the best ways to deal Focus: A Tmy or smaller object to be caster shoots multiple darts, she can
with a possessing fie nd. the receptacle for the subject's soul. have t hem stri_ke a single creature or
several creatures. A single dart can
Imprison Possessor Liquid Pain strike only o ne crea rure. The caster
Abjuration Necromancy must designate targets before check-
l evel: Demonologist 4, Sor/Wi_z 5 Level: Pain 4, Sor/ Wiz 4 ing for spell resista nee or damage.
Components: V, S Components: V, S, F Fmgers lost ro this spell grow back
Casting Time: 1 action Casting Time: 1 day when the corruption cost is healed, at
Range: Close (25 ft. + 5 ft./2 levels) Range: Touch the rate of one finger per point of
Target: One possessmg crearure and Target: One living crearure Strength damage·healed.
its host Duration: Permanent Corruption Cost: 1 point of Strength
Duration: Permanent (D) Saving Throw: Forcirude negates damage per dart, plus the loss of one
Saving Throw : Will negates Spell Resistan ce: Yes finger per dart. A hand with one or no
Spell Resistance: Yes fingers is useless.
Over the course of one day, the caster
The caster traps one creature char can rakes a subject already in great pain- Love's Pain
possess or inhabit other crearnres, or wracked wirh disease, the victim of Evocation [Evil, Mind-Affecting]
one that can move its mind out of its torture, or dying of a wound , for Level: Corrupt 3
body, within the creature it currently example-and captures its pain in Components: V, S, Corrupt
inhabits. Potential targets include pos- liquid form. This physical manifesta- Casting Time: 1 action
sessing demons, malevolent ghosts, tion of agony can be used to create
Range: Medium (100 ft. + 10 Casting Time: 1 action greatly unnerved by this spell.
ft./level) Range: Medium (:LOO fr. + 10 Focus: A mirror of finely wrought
Target: One living crearure ft./level) and highly polished silver costing nor
Duration: Instantaneous Target: One crearure less than 1,000 gp. The mirror must be
Saving Throw: None Duration: Instantaneous at least 2 feet by 4 feet.
Spell Resistance: Yes Savin g Throw: Will negates
Spell Resistance: Yes Moralit y Undo ne
The caster blasts a lancelike projectile Enchantment [Evil, Mind-Affecting]
of greenish-black energy from his The casrer enters the mind of a crea- Level: Brd 5, Cir 5, Corruption 4,
hand, striking a single foe as a ranged ture, learning everything that crea- Mortal Hunter 4
touch attack. The energy does not ture knows. The caster can erase or Components: V. S, M/ DF
baim the subject. Instead, the subject's add memories as she sees fit and alter CastingTime: 1 action
closest friend or dearest loved one is emotions, opinions, and even align- Range: Close (25 ft.+ 5 ft./ 2 levels)
wracked with pain and rakes 1d6 ment. When the caster is done, she Target: One nonevil crearure
points of damage for every two caster can leave the creature insane (as Duration: 10 minutes/ level
levels (maximum 1od6). There is no described in the insanily spell) or Saving Throw: Will negates
limit to the distance between the caster seemingly unaffected, without any Spell Resistance: Yes
and rhe loved one, and the loved one memory of the intrusion.
gets no saving throw or spell resist- Severe changes to personality and The caster turns one creature evil. The
ance. If the loved one is within an changes to alignmen r can be cor- chaotic/ neutral/lawful component of
antimagic field, the spell has no effect. rected by a break endrnn/men/ spell the subject's alignment is unchanged.
It may rake DMs and players a (although an atonement spell might be The subject retains whatever outlook,
moment ro determine who the sub- needed as well, depending on circum- allegiances, and outlooks it bad
ject's dearest loved one is. The DM stances). Alterations to memories and before, so long as rhey do not conflict
determines this for nonplayer charac- subtler rhoughrs can be resrored only wirh the new alignment. Otherwise, it
ters (NPCs). It is rare (bur possible) througb use of a mimcle or wis/.i. acts with its new selfish, bloodthirsty,
that no individual qualifies. In that cruel outlook on all things.
case, the subject rakes the damage. Mirro r Sending For example, a wizard might nor
Com1ption Cost: 1d6 points of Intel- Evocation immediately rum on her fighter com-
ligence damage. Level: Morral Hunter 3, Sor/Wiz 4 panion for no apparent reason, parric-
Components: V. S, F u la rl y in the middle of a combat
Masochism Casting Time: See text when they're fighting on the same
Enchantment [Evil] Range: See rexr side. Bur she might try to steal the
Level: Asn 3, Blk 3, Clr 3, Sor/ Wiz 2 Target: One living creature fighter 's bag of gems, even using
Components: V. S, M Duration: Instantaneous applicable spells (charm person, sugges-
Casting Time: 1 action Saving Throw: None tion, and invisibility, for instance)
Range: Personal Spell Resistance: Yes against her friend. She might even
Target: Caster eventually decide to betray or arrack
Duration: 1 round/level The caster sends her image rhrough a her friend if there is some potential
mirror into another mirror or mir- gain involved.
For every 10 points of damage the rored surface that the chosen target Using this spell in conjunction
caster rakes in a given round, he gains looks into. The caster casts the spell, with a spell such as domi1111te person or
a +1 luck bonus on attack rolls, saving then stares into her mirror until the suggestion is particularly useful,
throws, and skill checks made in the target sees his reflection in another because ir c hanges what acts are
following round. The more damage mirror, or until rhe caster tires and against a subject's nature.
the caster rakes, the greater the luck gives up. The caster can see rhe sub- Arcane Material Component: A pow-
bonus. It's possible to get a luck bonus ject and his surroundings in her dered holy symbol.
in multiple rounds if the caster takes mirror whenever rhe subject looks at
damage in more than one round bis mirror. From the subject's perspec- Nether Trail
during the spell's duration. tive, the caster appears to be staring Conjuration (Creation)
Material Component: A leather strap our of the mirror, replacing the sub- Level: Sor/Wiz 1
that has been soaked in the caster's ject's own reflection or appearing Components: S, M
blood. right behind him (caster's choice). Casting Time: 1 action
The caster can have her image say up Range: Touch
Mindra pe ro one word per caster level before it Effect: A trail 20 ft. long/level
Enchantment (Evil, Mind-Affecting] disappears, if she chooses. The image Duration: 10 minutes/level
Level: Sor/Wiz 9 remains for only 1 round. Subjects not Saving Throw: Will negates
Components: V. S expecting a mirror sending can be Spell Resistance: No
The caster creates a handful of invisi- Pestilence ture possesses but is n or carryi ng or
ble, nigh-intangible powder rhat Necromancy [Evil) wearing. Even objects in a bag of hold-
attracts creatures from the Lower Level: Cir 8, Drd 7 ing can be stolen. Ir can only steal
Planes. The caster can sprinkle this Components: V, S, Disease objects, bring objects to the caster, or
powder in a rrail on the ground. Evil CastingTi.me: I action put them back where they came from.
outsiders who come within 10 feet of Range: Touch lt can rake no other actions. A plrnntas-
any ponion of this trail and fail their Target : Living crearure touched mnl Lhief takes 1 round ro steal an
saving throws follow the trail as if Duration: Instantaneous object and another round to bring it
affected by a compulsion effect. Saving Throw: Forrirude negates to the caster.
Compelled fiends will follow a Spell Resistance: Yes A phantasmal th ref can only hold
nether trail even into danger. For one object at a rime; rhe object
example, the trail could lead ro a trap, The subject contracts a particularly becomes invisible in rhe grasp of the
a holy spell effect, or even a prison terrible and contagious disease, which pl11111tasmal lhref.
cell. If rhe danger is obvious, such as a strikes immediately with no incuba- The phantasmal tl11cf cannot take an
blade barrier, rhe compelled creatures tion period. The caster infects the sub- item if che chief is detected by the
get an other saving throw ro resist. ject wirh a sickness that deals ld4 creature it's trying to steal from (usu-
A compelled creature only follows points of Constitution drain eacl1 day ally by a Listen or Spot check). How-
the trail ro its end. So, if the trail leads unril the subject dies. The subject may ever, the chief, however, can repeat
ro che edge of a cliff, the fiend goes ro arrempr a new saving throw each day, the attempt next round. Ir cannot be
the edge of the cliff and no farther. bur she must succeed at rwo saves in a harmed in any way, although it can be
If a creature encounters the trail in row to rid herself of the disease (as dispelled.
the middle, it instinctively senses wirh most diseases). A plrnntnsmnl thief can also steal an
which direction is forward and which However, the disease, once un- object from a creamre's hand. It does
is backward. When the evil outsider leashed, continues to spread. For the chis as if it had the Improved Disarm
reaches the end of the trail, the com- first day of the sickness, anyone feat and a +20 Strength bonus. If a
pulsion effect ends, and che creature touching rhe subject must succeed at phantasmal thief is used in this way, ic
cannot be affected by this particular a Fortitude saving throw or fall victim disappears after it brings the stolen
nether trail again. to the same malady. Thar victim in object to the caster.
The trail can be obscured and turn becomes contagious on the first Materral Component: A spool of
destroyed by an yone who can see day of her own affliction. green thread.
invisible objects. Ir rakes a standard Disense Component: Any disease.
action ro destroy 10 feet of trail, but an Plague of Night mares
evil outsider must make its saving Phantasmal Thief Enchantment [Evil, Mind-Affecting)
throw first. Conjuration (Creation) Level: Corrupt 8
Material Component: A urine-soaked Level: Greed 8, Wiz/ Sor 8 Components: V, S, F, Corrupt
holy symbol, which crumbles into the Components: V, S, M CastingTime: 1 action
powder that creates the nether /rad. Casting Ti.me: 1 action Range: Touch
Ran ge: Close (25 fr. + 5 fr./ 2 levels) Target: One living crearure
No Light Effect: One object Duration: Inscanraneous
Transmutation Duration: 1 round/ level Saving Throw: Fortitude negates
Level: Brd t, Ciro, Sor/ Wiz o Saving Throw: None Spell Resistance: Yes
Components: V, S Spell Resistance: No
Casting Time: 1 action The caster can give the subject
Range: Close (25 ft. + 5 fr./2 levels) An invisible force, not un like an demon-haunted dreams so vivid and
Area: 20-fr.-radius spread unseen servant, comes into being frightening that sleep provides no rest
Duration: 'l minute/level where rhe caster wishes. On the and the subject eventually turns to
Saving Throw: None caster's rum, chis force steals objects suicide. The caster must have a chunk
Spell Resis tance: No from ochers as she inaudibly directs it of flesh from the target and succeed at
to (a free action). A phantasmnl thief a touch arrack when she casts plnguc of
The caster creates an area of darkness. can only steal from creatures. Ir nightmnres. If the target fails che Forti-
Normal light sources cannot illumi- cannor break into locked chests or tude save, the spell begins to rake
nate the area, bur darkvision allows a steal unattended objects. A plrnnl.as- effect. Thereafter, the caster must
creature to see within the area. Light ma.l thief bas a Hide bonus of +20 chant for 12 hours per week and pay
counters no light (and vice versa), leav- (useful against those who can see rhe corruption cosc each week ro
ing whacever light conditions nor- invisible creatures) and a Move maintain the spell.
mally prevail in the overlapping areas Silently bonus of +20. The subject begins ro feel the effect
of rhe spells. Higher-level ligh r spells If a pha11lasmal thief goes unde- of this spell the next time he sleeps, as
counter and dispel no light. tected, it can steal any object a crea- nightmares of evil gods and demons
plague him. These nightmares con- Pox psychic poison for which he meets
tinue each night, and each night the Necromancy [Evil] the minimum level requirement.
subject rakes 1d4 points of Charisma Level: Co1Tuption 6, Ord 6, Pain 6 Arcane Mnterinl Compo11ent: A bit of
damage and gains no natural healing Components: V, S, DF humanoid brain tissue.
for that day. When the subject reaches CastingTime: I action
O Charisma, he enters a trance in Range: Close (25 fr. + 5 ft./2 levels) Rapture of Rupture
which he menrally offers his soul to a Targets: Up to one living Transmutation [Evil]
demon to be devoured. Thar night rhe creature/level, no rwo of which Level: Corrupt 7
subject dies and is beyond even a trne can be more rhan 10 fr. apart Components: V, S, Corrupt
rem rrection spell. Duration: instantaneous Casting Time: 1 action
The subject gets a new saving throw Saving Throw: forrirude negates Range: Touch
each day to resist the spell, and one Spell Resistance: Yes Target : One Living creature touched
success is enough to end rhe night- per level
mares. If rhe spell ultimately suc- Subjects rake ld4 points of Constitu- Duration: Instantaneous
ceeds, the focus disappears, alerting tion drain. Their sk in breaks out in SavingThrow: Fortitude half
rhe caster tha t the subject is dead. lesions and takes on a pale yellow Spell Resistance: Yes
Focus: A fresh or preserved (still pallor.
bloody) 1- ounce portion of anothe r Wit h this spell, the caster's touch
crea rure's flesh. Preserve Organ deals grievous wotmds to multiple tar-
Corrnptio,i Cost: 1d6 points of Necromancy gets. After mpturc of rupture is cast, the
Strength damage, taken all at once at Level: Clr 0, Drd O, Sor/ Wiz O caster can touch one target per round
the end of each week. Components: V, S, DF until she has couched a number of tar-
Casting Time: 10 minutes gets equal to her caster level. The same
Power Leech Range: Touch creature cannot be affected twice by
Necromancy [Evil] Effect: One organ the same rnpture of rupture. A creature
Level: Corrupt 5 Duration: 24 hours with no discernible anatomy is unaf-
Components: V, S, Corrupt SavingThrow: Fortitude negates fected by this spell.
Casting Time: 1 action (harmless) When the caster touches a subject,
Range: Medium (100 fc. + to Spell Resistance: Yes bis flesh bursts open suddenly in
ft./level) multiple places. Each subject takes
Target: One living creature The caster preserves a single severed 6d6 points of damage and is srwrned
Duration: 1 round/ level organ from a living crearure so that it for 1 round; a successful Fortitude
Saving Throw: Will negates does nor decay or rot. Evil casters use save reduces damage by half and
Spell Resistance: Yes preserved organs as material spell negares the stun effect. Subjects who
components. There are rirual uses for fai l their Fortitude save continue ro
The caster creates a conduit of evil body pans as welJ. rake td6 points of damage per round
energy between himself and another The organ is kept in rhe exact stare until rhey receive magical healing,
crearure. Through the conduit, the it was in when the spell was casr. If a succeed ar a Heal check (DC 20), or
caster can leech off ability score hearr is still beating and bloody, for die. If a subject takes 6 points of
points at the rare of 1 point per round. example, then it remains rhar way. damage from rnpture of rupture in a
The other creature rakes '1 point of single round, he is stunned in the fol-
drain from an abil ity score of the Psychic Poison l.owing round.
caster's choosing, and the caster gains Abjuration [Evil] Corruplio11 Cos!: 1 point of Strength
a +1 enhancement bonus to the same Level: Cir 4, Sor/Wiz 4 damage per target touched.
ability score per poi.nr drained during Compon ents: V, S, M/ DF
the casting of rhis spell. In other Casting Time: 10 minutes Reality Blind
words, all points drained during this Range: Close (25 fr. + 5 fr./2 levels) lllusion (Phantasm) [Evil, Mind-
spell srack with each other to deter- Area: 50-fr.-radius spread, or one Affecting]
mine the enhancement bonus, bur single object or crearure rhat can Level: Sor/ Wiz 3
they don't stack with orher castings of fir in that area Components: V, S, M
power leech or with other enhance- Duration: L hour/ level Casting Time: 1 acri.on
menr bonuses. Range: Close (25 fr. + 5 fr./2 levels)
The enhancement bonus lasts for The caster taints an area, crearure, or Target: One creature
LO minures per caster level. object so rhat anyone casting a mind- Duration: Concentration (see
Corruption Cost: 1 poim of Wisdom affec ting or divination spell at the below)
drain. creature or object or within the area is Saving Throw: Will negates
subject ro a psychic poison (see Table Spell Resistance: Yes
3-6). The caster may choose any
This spell overwhelms rhe target with Range: Touch The caster improves his spell resist-
hallucinations, causing him to be Target: Creamre couched ance. Each time a foe attempts to
blinded and stunned if he fails the Duration: Instanraneous bypass the caster's spell resistance, ir
save. The subject can attempt a new Sav ingThrow: Fortitude negates must make a spell resistance check
saving throw each round to end rhe Spell Resistance: Yes twice. If either check fails, the foe fails
spell. to bypass the spell resistance.
Even afrer the subject succeeds at The subject's skin rurns red and blis- The caster must have spell resist-
the save or the caster stops concentrat- ters. The b listers quickly turn into ance as an extraordinary abiliry for res-
ing, the subject is plagued with night- oozing wounds. furthermore, the 011nting resistance to function. SpelJ
mares every night. The nightmares subject's sense of self becomes resistance granted by a magic item or
prevent the subject from benefiting st rangely clouded, diminishing her the spell resistance spell does not
from natural healing. These night- self-esteem. The subject rakes 1d6 improve.
mares continue u11til the caster dies or points of Strength damage and 1d4
the subject succeeds at a Will saving points of Charisma damage. Rotting Curse of Urfestra
throw, attempted once per night. This Corruplion Cosl: 1d6 points of Transmutation (Evil]
nightmare effect is treated as a curse Strength damage. Level: Corrupt 3
and thus cannot be dispelled. It is sub- Compon ents: V, S, Corrupt
ject to remove curse, however. Resonating Resistance CastingTime: 1 action
Materinl Component: A 2-inch-diam- Transmutation Range: Touch
eter multicolored disk of paper or Level: Cir 5, Mortal Hunter 4, Target: Living creature couched
ribbon. Sor/Wiz 5 Duration: Instantaneous
Com ponents: V, Fiend SavingThrow: Fortitude negates
Red Fest er CastingTime: l action Spell Resistance: Yes
Necromancy [Evil] Ran ge: Personal
Level : Corrupt 3 Target: Caster The subject's flesh a11d bones begin to
Components: V, S, Corrupt Duration : 1 minute/level rot. The subject rakes 1d6 points of
CastingTime: l action Constitution damage immediately,
and a further td6 points of Constitu- Saving Throw: Fortitude negates 1d6 poinrs of Strength damage itnme-
tion damage every hour until. the sub- Spell Resist ance: Yes dia tel y and another 1d6 points of
ject dies or the curse is removed with Strength damage 1 minute later. Each
a wish, miracle, or remove curse spell. The caster drains rhe personal. well- instance of damage can be negated by
Corruption Cost: ld6 points of being from the subject, who becomes a successful Fortitude save (DC 16).
Strength damage. exhausted. After 1 hour of complete As a full attack action, the caster can
rest, characters become fatigued strike with borh serpents at her full
Sacrifi cial Skill rather than exhausted. A fatigued attack bonus.
Enchanrmenr [Evil] character becomes exhausted again if Com1ption Cost: 1d6 points of Intel-
Level: Asn 2, Cir 1, Sor/ Wiz 1 she does something else rhat would ligence damage.
Compon ents: V, S, M normally cause fatigue. After 8 hours
Casting Time: 1 action of complete rest, fatigued characters Shriveling
Range: Personal are no longer fatigued. Necromancy [Evil]
Target: Caster Mnterinl Component: A long needle Level : Clr 3, Sor/ Wiz 2
Duration: l minute/ level and a tiny glass bottle. Com ponen ts : V, S, Disease
Cas ting Time: 1 action
The casrer gains a +5 bonus on all Seething Eyebane Range: Close (25 fr. + 5 fr./2 levels)
Knowledge (religion) checks that Transmutation fEvil, Acid] Target: One livi11g creature
have ro do with sacrifices made ro Level: Corrupt 1 Duration: lnsranraneous
evLI gods. See Sacrifices in Chapter 2 Components: V, S, Corrupt Saving Throw: Reflex half
for the K110wledge (religion) check Casti ng Time: 1 action Spell Resistance: Yes
DCs required to gain boons from evil Range:Touch
gods. Target: Creature rouched The caster channels dark energy that
Mnteri11I Co,nponcnt: A lock of hair Duration: Insranraneous biases and blackens the subject's flesh.
taken from an tmwilling humanoid. Saving Throw: Fortirnde negates The subject takes 1d4 points of
(see rexc) damage per caster level (maximum
Sadism Spell Resistance: Yes t0d4).
Enchanrmenr [Evil] Disease Component: Soul rot.
Level: Asn 3, Blk 3, Cir 3, Pain 2, The subject's eyes burst, spraying acid
Sor/ Wiz 2 upon everyone within 5 feet. The sub- Slash Tongue
Components: V, S, M ject is blinded and rakes Ld6 points of Transmutation [Evil]
Castin gTime: 1 action acid damage. Those sprayed rake l d6 Level: Ciro, Sor/Wiz 0
Range: Personal points of acid damage (Reflex save for Components: V, S
Target: Caster half). Crearures without eyes can't be Casting Time: 1 action
Duration: 1 round/ level blinded, bur they migh t take acid Range: Close (25 ft. + 5 ft./2 levels)
damage if someone nearby is the sub- Target: One living crean1re with a
For every 10 points of damage the ject of seething eyeb1111e. tongue
caster deals in a given round while Corrnption Cost: 1d6 points of Con- Duration: 1 round
under rbe effect of rhis spell, she gains stirntion damage. SavingThrow: Fortitude negates
a +1 luck bonus on arrack rolls, saving Spell Resistance: Yes
throws, and skill checks in the next Serpents ofTheggeron
round. The more damage rhe caster Transmutation [Evil] The subject's tongue gets a thin cur.
deals, rhe greater the luck bonus. It's Level: Cornipr 3 The subject takes 1 point of damage
possible co get a luck bonus for multi- Components: S, Corrupt and rakes a - l penalty on attack rolls,
ple rounds if sh e deals damage in CastingTime: 1 action saving throws, skill checks, and abiliry
more than one round during the Range: Personal checks on the following round due ro
spell's duration. Target : Caster rhe annoying pain.
Mnterinl Component: A leather strap Duration: 1 minute/level
char has been soaked in human blood. Slow Consumption
The caster's arms turn into serpents Necromancy [Evil]
Sap Stre ngth rhat can be used as natural weapons. Level : Clr 1, Sor/ Wiz 2
Enchantment [Evil] The serpents provide the caster with Compon ents: V, S, Location
Level: Clr 2, Sor/ Wiz 2 LO-foot reach. They have an arrack Casting Time: 10 minutes
Components: V, S, M bonus of +10 (plus caster's Srrengtb Range: Touch
Casting Time: 1 action modifier) and they deal 1d8 points of Target : One living creature
Range: Touch damage (plus her Strength modifier). Duration: Permanent (see below)
Target: One living creature lf the caster hits with a serpent, she Saving Thr ow: Fortitude negates
Duration: Instantaneous has poisoned her foe. The poison deals Spell Resistance: Yes
The caster absorb s the life force an d Components: V round/level each day, asking one
physical form fro m a living subject Casting Time: 1 action question per round. The soul looks as
and uses it for himself. T he victim Range: Close (25 fr. + 5 fr./ 2 levels) ir did in life, including the clothing
must be rendered helpless to cast this Target: One living creature and equipment it had with it on the
spell upon her. For rhat day, the caster Duration: Concentrarion day it died. Answers are clear, com-
heals at twice the normal narural rare Saving Throw: Fortirude negares plete, and precise.
and does not need to eat. The subject, Spell Resistance: Yes If the subject is hostile, or if the
on the other hand, does not heal natu- answer to the question was an impor-
rally that day and rakes 1 point of The caster si ngs a waili ng ululation, tant secret ro it in life, the subject
Constitution damage. As long as the req uiring a successful Perform gain s a Will saving throw. A success-
caster touches the subject on ce per (singing) check (DC 20). If the Per- ful saving throw indicates that the
day, he gains the benefits and the sub- form check succeeds and the target spell ends and the soul departs to the
ject cakes the Constitution damage. If fails a Fortirude saving rhrow, the sub- afterlife.
the caster does not touch the subject ject's flesh bubbles and festers inro Focus: The talisman that will be the
within 24 hours of the last time he pestilent blobs, dealing the s ubject receptacle for the soul.
touched her, the spell ends. 2d6 points of damage each round. If .Lornt1011 Component: An area under
Villains often use this spell on pris- the subject dies, she bursts with a the effect of a desecrate or unlrnl.low
oners, who are sometimes sustained sickening pop as steamy gore spills spell.
by lesser restoration spells so they can onto the ground.
serve for years as evil sustenance. Soul's Treasu re Lost
Loco/ion Componerit: An area under Sorrow Tran smutation
the effect of a desecrate or 1.111/111/loav Enchantment rEvil, Mind-Affecting] Level: Sor/ Wiz 8
spell. Level: Brd 1, Cir 1 Components: V, S, M
Components: V, S, M Casting Time: 1 action
Snare Astral Traveler CastingTime: 1 action Range: Close (25 ft. + 5 fr./2 levels)
Abjuration Range: Close (25 fr. + 5 ft./2 levels) Target: One creanare
Level: Cir 6, Sor/ Wiz 6 Target: One living creature Duration: Instanra11eous
Components: V, S Du.ration: 1 round/ level Saving Throw: Fortitude negates
Casting Time: 1 action Saving Throw: Will negates (object)
Range: Medium (100 ft. + 10 Spell Resistance: Yes Spell Resistance: Yes
ft./level)
Target: One astral creature Grief and sad11ess overcome the sub- With a h arsh word of power and a
Duration: 1 round/level ject. She takes a - 3 morale penalty on shake of her fist, the caster targets a
Saving Throw: Will negates all attack rolls, saviJ1g throws, ability single creatu re. The spell ascertai_ns
Spell Resistance: Yes checks, and skiU cbecks. the most valuable object currently in
Material Component: A tear. the subject's possession and disinte-
This spell allows the caster to attract grates it. This spell will nor affect an
and capture an astra l creature, as Soul Shackles artifact, bur destroys the next most
someone using the astral projection Necromancy [Evil] valuable object instead.
spell. lf such a creature is within Level: Brd 5, Sor/ Wiz 5 Material Compo11ent: A crushed ruby
range at the time of casting and fails Components: V, S, F, Location worth at least 500 gp.
its saving th row, it is brought Casting Time: 1 action
instantly before the caster and held Range: Close (25 fr. + 5 ft./2 levels) Spider Hand
motionless and visible for the spell's Target: One living creature Transmutation
duration. Spellcasters generally Duration: Instantaneous Level: Cir 1, Ord 1
follow snare astral traveler with a more Saving Throw: None (see text) Components: V, S
lasting restraint, such as frap the soul. Spell Resistance: Yes Casting Time: 1 action
If more than one astral creature is Range: Personal
within range, the closest creature is The caster draws out the soul of a dead Target: Caster's hand
affected. lf that creature makes its creamre and imprisons it within a Duration: Concenrrarion (up ro 1
saving throw, the next closest creature specially made talisman. The subject minute/ level)
must make a save. This continues must have had the talisman in bis pos-
until one creature fails its save or all session wben he died, or the spell The caster detaches his hand, which
have succeeded. cannot fu nction. transforms into a Small monstrous
Henceforth, if the talisman is i.n the spider (see rhe Monster Mar111nl) that he
Song of Festering Death caster's possession, she can calJ forth comrols. The caster can see through its
Evocation (Evil] the soul of rhe subject and question it eyes, and it can travel up to 20 feet per
Level: Brd 2 about what it knew in life for up to 1 level away from him. If the spider is
killed or prevented from returning ro spores' growth for its duration. Bless, All living creatures within the area
the caster, his hand is restored when neulrnlize poiso11, or remove diseme kills become hostile to anyone not af-
the spell ends, but he takes Jd6 points the spores, as does sprinkling the fected by the spell, whether in or o ut
of damage. If the caster directs the victim wi th a vial of holy water. of the area, and regardless of align·
spider to return to his arm (a move- Arcane M11leri11I Compo11e11!: The menr or fom1er association. They are
equivalent action), then lets the spell feathers of an avian creature with an likely to arrack such
end, he rakes no damage. Intelligence score of at least 3 (a creatures, al-
harpy, achaierai, or similar creacure). though they
Spider Legs retain their
Transmurarion Spread of Savagery intellect and
Level: Clr 2 Enchantment [Evil]
Components: V, S, F Level: Bestial 8, Cir 9
Casting Time: I action Components: V, S, M/ DF
Range: Personal CastingTime: I hour
Target: Caster Range: Long (400 ft. + 40 ft./level)
Duration: 1 minure/ level Area: lO-ft./level radius spread
Duration: l hour/ level
The caster grows four long spider legs Saving Throw: Will negates
from the sides of her torso. She can use Spell Resistance: Yes
these legs to move at a speed of 30 feet,
no matter what the caster's normal
speed is, as long as she carries less than
her maximum load. The caster can also
use the exn·a legs ro climb on verti-
cal surfaces or even traverse ceilings as
well as a spider does, with her hands
completely free. The caster has a climb
speed of 15 feet.
A creature with a Strength score of
at lease 20 + I per caster level can pull
the caster off a wall or ceiling.
·JJ--~
Energy Drain (Su ): Any only with natural healing and
living creature hit by Demo- cannot be restored
gorgon's tail slap artack gains wirh magic.
1d4 negative levels. F~r each Sp e ll -Li k e
negative level bestowed, Abilities: Ar will-
Demogorgon heals 5 ppints
of damage. If the amount of
healing is more than the contagion,
damage he has taken. he gains 1/:_ deeper dark-
any excess as .temporary hit -~ · ·· i1ess, desecrate, detect
points. If the negadve level has nor ' . good, detect law, detect
been removed (wirh a spell ·t/10ugl1 ts, fear, fly,greater dis-
such as restoration) hefote . pej/ing, pox, i•ead magic, sug-
24 hours have passed, the gestion, telekinesis, 1eleport ~litho·ut erroi·,.tongues (self
afflicted opponent only), unlrnllow, unholy aum," 11nholy blight, U(ail of ice, wither
musr succeed l,mb, and water breathing; 1/ day-befoul, symbol (any), mi11d-
at a Forrirude - ''- '-_. rape1slrnpechange. Caster level 20th; save DC 20 + spell level.
save (DC 39) Dual Action s (Ex): Demogorgon, havlng two heads with
ro remove ir. distinct intelligences and personalities, can take rwo rounds'
Failure means the opponent's level (or Hit Dice) is reduced worth of actions in any given round, as if he were two crea-
by one. tures. Thus, he can use a full attack action and a double
Gaze Attacks (Su): Each of Demogorgon's heads has its move; two fuJJ attack actions and rwo 5-foot steps; a full
own gaze arrack, and rhe demon can use a third gaze attack attack action, a move action and a spell-like ability; two
involving both heads ar rbe same time. spell-like abilities and two move actions; and so on.
Aameul's Begu1lfr1g Gaze: The beguiling gaze attack of Fast Healing (Ex): Demogorgon regains lose hit points
Aameul, Demogorgon's left head, is the equivalent of a at the rate of t O per round. Fasr healing does not restore hit
charm monster spell (Will DC 39 negates) with a range of 60 points lost from starvation, thirst, or suffocation, and it
feet. If the demon prince chooses not to use bis hypnosis does nor allow Demogorgon to regrow or reattach lost
gaze, he may use this attack and bis insanity gaze attack ar body parrs.
the same time, or this gaze attack and a spell-like ability. Item Mas ter (Ex): Although not an actual spellcaster,
Either way, Demogorgon can use gaze attacks and make Demogorgon can use any magic item, even spell completion
physical attacks as part of a single action. items such as wands and scrolls. He can also create any item
or consrrucr as though he had the necessary feats and pre- ignorant of his existence. A slim few have heard his name in
requisite spells or other requirements. whispers and nothing more. Only scholars, arcanists, and
Mage Armor (Su): Demogorgon is constantly sur- those with a particular interest in demonkind know who
rounded by an aura of force that provides armor protection, and what he is.
identical to a mage armor spell that cannot be dispelled. Demogorgon craves blood and souls. His cultists offer up
Outsider Traits: Demogorgon has darkvision (60-foot sacrifices in his name on black aJrars before double-headed
range). He cannot be raised or resurrected. idols. His followers often control the societies they live in,
See Invisibility (Su): Invisible creatures and objects are evil theocracies that rule by terror and violence.
always visible co Demogorgon, as if he always had the see The priests of the Prince of Demons are thus often rulers
invisibility spell active. as well. The clerics allied with Demogorgon are madmen,
Summon Tanar'ri (Sp): Once per day Demogorgon can masochists, and psychopaths- completely unfit for lead-
automatically summon 1ds vrocks, 1.d6 h ezrous, td4 ersbip, but often in charge nonetheless. However, Demo-
glabrezu, 1d3 nalfeshnees, 1 marilirh, or 1 balor. gorgon's fell priests are not as interested in political power
Tanar'ri Traits: Demogorgon can communicate telepath- and conquest as they are in using their resources ro serve
ically with any creature within 100 feet char has a language. their master.
He is immune to electricity and poison, and he has acid Demogorgon's high priests wear writhing, snaky head-
resistance 20, cold resistance 20, and fire resistance 20. dresses and black robes with hoods. Clerics affiliated with
Demogorgon have access to the Evil, Demonic, and Corrup-
The Goals of Demogorgon tion domains.
Inside the Prince of Demons rages a secret war for control of Cultists: Offered here as examples are three cultists.
himself. Demogorgon has rwo heads and therefore two Erath is a typical priest of Demogorgon who leads a small
minds, and each one seeks domination of the other. Even cult of worshipers in a human town, harboring a secret
chose creatures familiar with the demon prince are unaware library of forbidden secrets and stolen books. Erarh's main
of Demogorgon's eternal, internal conflict. goal is to increase the size of this library, amassing forbidden
Aameul, one of Demogorgon's personas, seeks to pan knowledge in Demogorgon's name.
with his sibling person a, called Hechradiah. Aameul and S'ruurr leads a large community of eviJ lizardfolk who all
Hethradiah are each unable to control the other, because pay fealty to Demogorgon, Prince of Demons. Those that
each is in truth an aspect of the other. Nor could one slay the challenge her end up as sacrifices on Demogorgon's altar of
other withottC also perishing. Still, Aameul seeks a way to be skulls and scales.
free of- and eventually usurp-his ocher half, for selfish- Qill is a psychopath, a rapist, and a necrophiliac who
ness and jealousy in a demon know no bounds. Hcchradiah roams the streets of civilized communities, finding lone vic-
is coo concerned with chc effect such a separation would tims for his attacks. Occasionally, he attempts to subdue his
have on all his dread accomplishments co seriously consider victims so that they can be sacrificed ro Demogorgon. Other
the notion of living alone. times, he uses his superb archery prowess ro kill from a dis-
Dcmogorgon has kept his rwo heads together so far. He tance and then flees, laughing maniacally, before anyone
does nor want ro jeopardize rhe position and power char can tell where the fatal arrows came from. His two methods
he- char they-have accained. By most definitions, this of killing derive from the rwo different personalities that
internal conflict would be described as insanity, but rhat arose from his insanity.
would be applying inappropriate mortal standards ro one to
whom such standards can never apply. ~ Erath: Female tiefling Clr 8; CR 8; Medium-size outsider;
Demogorgon's war with Orcus and Graz'zc has been HD 8d8+8; hp 50; Inic +2; Spd 30 fr.; AC 18, touch 13, flat-
epic in scope. Vast armies clash in the Abyss- resources footed 16; Ark +11/+6 melee (1d4+4/ 19-20, masterwork
thar could have been spent in the Blood War are instead dagger), or +9/ +4 ranged (td4+4/ 19-20, masterwork dagger);
wasted in a conflict rhar has no victor. However, Orcus SA rebuke undead 5/ day; SQ cold resistance 5, darkness,
disappeared for a time, apparencly slain. During that e lectriciry resistance 5, fire .resistance 5, outsider rrairs; AL
rime, Demogorgon's power and influence grew in the CE; SV Forr +9, Ref +6, Will +12; Str 18, Dex 14, Con 13, Int
vacuum left behind, while Graz'zc, who also disappeared 14, Wis 19, Cha 14.
for a rime (summoned and captured by the archmage Skills and Feats: Bluff +4, Concentration +9, Craft (wood-
Zagyg), suffered. working) +11, Disguise +3, Hide +3, Scry +1 l , Spellcraft +10;
Demogorgon is a creative and innovative creature. He Endurance, Scribe Scroll, Thrall ro Demon.
invented such foul things as the first retrievers, and he has Darkness (Sp): Erath can use darkness once per day. Caster
countless mtlque creanires ac his beck and call. level 8th.
Outsider Traits: Erath has darkvision (60-foot range).
The Cult of Demogorgon She cannot be raised or resurrected.
The worshipers of Demogorgon are more likely ro be scaly Spells Prepared (6/ 6/ 5/ 5/ 4; save DC 14 + spell level): 0-
things that hide from the light than humans or members of detect mngic, gwdnnce, no light, preserve organ, read magic, resist-
other civilized races. Despite Demogorgon's stature in the ance; 1st-cause fear, command, demonflesli\ divine favo1; doom,
Abyss, che vast majority of the Material Plane is blissfully shield of fnith; 2nd- bull's strength, darkbolt, demoncall",
endurance, silence; 3rd-animate dead, Circle of 11a11sea, conta- half-elf traits, reaching touch, scaly flesh +4, summon
gion", deeper darkness, dispel magic; 4th-cure critical wounds, demon, traps, two personas, uncanny dodge (Dex bonus to
divine powe1·, moml1ty undone", poison. AC); AL CE; SV Fort +10, Ref +9, Will +9; Str t2, Dex 15,
"Domain spell. Doma111s: Corruption (ignore hardness Con 10, Int 16, Wis 17, Cha 5.
1/day), Demonic (+1 on arrack and damage when unarmed). Skills and Feats: Balance +9, .Bluff +7, Climb +9, Concen-
Possessions: +1 cl1e1111 shirt, nng of protecl1011 +1, cloak of remt- tration+ 12, Craft (bow making)+ 12, Diplomacy +9, Disable
ance +2, six masterwork daggers, scroll of vile lance, 2 pot1om Device + 11 , Disguise +4, Escape Artist +9, forgery + 11 ,
of cure nroderate wounds, 2 potions of levitate, 2 potions of protec- Intimidate +18, Knowledge (arcana) +5, Knowledge (his-
tion from elements (fire), evil spell components (demon heart tory) +5, Know ledge (religion ) +15, Listen +6, Move
and elf finger). Silently +3, Search +4, Sense Motive +12, Spot +20, Swim
+19; Deformiry (face), Dodge, Mobility, Point Blank Shor,
-, s•ruurr: Female lizard folk C lr 5/ Ftr 1/Thrall of Demo- Precise Shor, Rapid Shor, Shor On The Run, Thrall to
gorgon 3; CR 10; Medium-size humanoid (aquatic, reptil- Demon, Weapon Focus (longbow), Willing Deformity.
ian); HD 2d8-2 plus 5d8-5 plus 1d10- 1 plus 3d8- 3; hp 36; Death Touch (Sp}: Qill can produce an effect identical co
Init +3; Spd 30 fr.; AC 28, rouch 9, flat-footed 28; Ark +J I thar of a slay living spell (Fort DC 17 negates) once per day.
melee (1d4+3, 2 claws) and +6 melee (1d4+2, bite), or +12/ +7 Hypnosis (Sp ): Once per day, Qill can use hypnotism as a
melee (td6+3/ X3, +1 halfspenr) and +6 melee (1d4+2, bite), or gaze arrack with a range of 30 feer (Will DC 17 negates).
+9/+4 ranged (td6+3/ X3, +1 hnlfspear); SA hypnom, rebuke Rotting Tou,~ (Sp}: Three rimes per day, Qill can deal td6
undead 5/ day, touch of fear; SQ reaching couch, scaly flesh points of Constitution damage as a touch arrack.
+1; AL CE; SV Fort +8, Ref +4, Will +8; Str 15, Dex 8, Con 9, Touch of Fear (Sp}: Three times per day, Qill can use cause
Int 10, Wis 16, Cha 15. fear (Will DC '.17 negates).
Skills and feats: Balance - 3, Concentration +5 , Escape Demogorgon's Will (Sp): Qill can call upon rhe power of
Artist -5, Heal +5, Intimidate +61 Jump +3, Knowledge his master and be granted a limited wish effect once per day.
(arcana) +2, Knowledge (local) +2, Knowledge (religion) The use of 1hjs ability requires 3 full rounds devoted to
+7, Spot +4, Swim +10; Deformity (gaunt), Improved initia- enrrearies and prayers to Demogorgon before the limited
tive, Thrall to Demon, Weapon Focus (halfspear), Willing wish is granted.
Deformiry. Dual Actions (Su): Twice per day, Qill can take two full
Hypnosis (Sp): Once per day, S'ruurr can use hypnotism rounds' worth of actions in the same round.
as a gaze attack wirh a range of 30 feet (WiU DC LS negates). Evasion (Ex); If exposed ro any effect that normally
Touch of Fear (Sp): Three times per day, S'ruurr can use allows a character to attempt a Reflex saving throw for half
cnme fear (Will DC 15 negates). damage, Qill rakes no damage with a successful saving
Reaching Touch (Su): Three times per day, S'ruurr can throw.
cause her arms to stretch unnaturally, like tentacles, giving Half-ElfTraits: Qill is immune to magic sleep spells and
her a reach of 10 feet for 1 round. effects, and he has a +2 racial bonus on saves against
Scaly Flesh (Ex): S'ruurr has dark scaly flesh, which Enchanrmenr speJls or effects. He has low-light vision (can
confers a +1 natural armor bonus (already figured into the see twice as far as a human in low-light conditions}. Qill
statistics above). also has a +'L racial bonus on Listen, Spot, and Search
Spells Prepared (5/ 5/ 5/ 4; save DC 13 + spell level): 0- checks (already figured into the statistics given above).
crente water, detect magic, no light, preserve organ, rend mngrc; Reaching Tou ch (Su ): Three times per day, Qill can
1 sc-bless, connnand, d1v1ne favor, protection from good", shield cause his arms to stretch unnaturally, like tentacles, giving
of faith; 2nd-bull's stre11gth, dnrkbolt, demoncnll", endura11ce, him a reach of 10 feet for L round.
inflict modernte wo1111ds; 3rd- bestow curse, demon wings'", Scaly Flesh (Ex): QiU has dark scaly flesh, which gives
inflict serious wounds, magic vestment. him a +4 natural armor bonus.
"Domain spell. Domains: Demonic (+1 on attack and dam- Summon Demon (Sp): QjU can summon a demon of 5 HD
age with natural attacks and unarmed strikes), Evil (+1 caster or less once per day, and a demon of 10 HD or less, also
level for evil spells). once per day. This ability functions as a mmmon nro11ster
Possessions: +2 full plate, +1 hnlfspenr, +J large steel shield, spell (caster level 15th).
potion of invisibility, scroll of neutralize poiso11 and commune, Two Personas (Ex): Qill has a multiple personality dis-
evil spell components ( preserved human heart and rwo order that allows him to multiclass with no experience
human brains). point penalties.
Spells Prepared (3/ 3; save DC 13 + spell level): 0-detect
~ Qill; Male half-elf Rog 5/ Clr !/Thrall of Demogorgon magrc, no light, preserve organ; lsr-cure light 1vo1111ds, d1v111e
10; CR 16; Medium-size humanoid; HD 5d6 plus Ld8 plus favor, protectio,-1from le1111" .
10d8; hp 69; Inir +2; Spd 30 fr.; AC 22, touch 12, flar-foored "Domain spell. Dome1i11s: Chaos (+1 caster level for chaos
22; Ark +15/+10/ +5 melee (td8+2/ 19-20, +1 lo11gsword)1 or spells), Demonic (+1 on attack and damage wi.rh natural
+20/+15/ +10 ranged (1d8+4/ X3, +2 lo11gbow with +2 arrows); attacks and unarmed strikes).
SA death touc/1, hyp11osis, rotting touch, sneak arrack +3d6, Possessions: +4 lcather armor, +l longsword, +2 /011gbow, 20 +2
touch of fear; SQ Demogorgon's wrll, dual actions, evasion, arrows.
The Servants of Demagargan See Invisibility (Su): Severik continuously produces a
Severik is a balor fighter that commands a cad re of rwelve see invisibility effect (casrer level 20th ), as the spell.
marilith blackguards in Demogorgon's name. Each of these Summon Tanar'ri (Sp): Once per day, Severik can auto-
demons is granted a retriever co use as a moun t or compan- matically summon 4d10 d retches, td4 hezrous, l nalfesh-
ion. The mariliths are infamous for their use of the nee, 1 gla brezu, 1 marilirh, or 1 balor.
Quicken Spell-Like Ability feat applied to rheir tclepod Tanar'ri Traits: Severik can communicare telepathically
without error ability. with any creature within 100 feet that has a language. He is
immune to electricity and poison, and he has acid resist-
-, s everik: Male balor ftr 10; CR 28; Large outsider ance 20, cold resistance 20, and fire resistance 20.
(chaotic, evil); HD 13d8+65 plus l0d I 0+50; hp 196; !nit +6; Skills: Severik receives a +8 racia l bonus on Listen and
Spd 40 fr. , fly 90 fr. (good); AC 42, touch 10, flat-footed 41; Spot checks.
Ark +28/+23/+t8/+13 melee (2d6+10/ 19-20, +1 unholy var- Possessions: + I 1111holy vorpal gre11tst11ord , +4 ghost touch full
pal gre11 tsword) and +27 melee (td4+5, whip), or +28 melee plate nnnor, whip.
( td6+7, 2 slams); Face/Reach 5 ft. by 5 ft./ 10 fr.; SA entan-
gle, fear, spell-like abilities; SQ body flames, death throes, -,Mari lith Blackguards (1 2): Marilith Blk 10; CR 27;
detect magic, DR 30/+3, outsider traits, see invisibility, Large outsider (chaotic, evil); HD 9d8+45 plus t0d 10+50; hp
SR 30, rnmmon tanar'n, ranar'ri traits; AL CE; SV fort +19, 190; Inir +2; Spd 40; AC 35, couch 11 , flat-footed 33; Ark
Ref +13, Will +16; Str 25, Dex LS, Con 2J, lnt 20, Wis 20, +25/+20/+15/+10 melee (1d8+7 / 19-20, +2 unholy stmigth
Cha 18. s11ppi11g longsword) and +25 melee (1d8+4/ 19-20, 2 +2 unholy
Skill sand Fen ts: Appraise +10, Bluff +17, Concenrration + 18, sfrength s11pping lo11gs1vords) and +25 melee (1d8+4/X3, 3 +2
Craft (weaponsmirhing) +15, Diplomacy +17, Hide +16, 11nholy bloodfccding b11ttlcaxes) and +21 melee (4d6+2, rail
Intimidate +6, Knowledge (the planes) +18, Listen +31 , slam); face/Reach 5 fr. by 5 fr./10 ft.; SA command undead
Move Silently +11, Scry +2 1, Search +25, Sense Motive +25, 7/day, constrict 4d6+7, improved grab, poison use, sm ite
Spellcrafr +2 l , Spot +32; Ambidexterity, Boost Spell Resis- good 1/ day, sneak arrack +3d6, spell-like abilities; SQaura of
tance, Boost Spell-Like Ability, C leave, Dodge, Exotic despair, dark blessing, DR 20/+2, enhanced mulriweapon
Weapon Proficiency (whip), Expertise, lmproved lnitia- fighting, outsider traits, SR 25, summon tanar'ri, ranar'ri
rive, Power Arrack, Two-Weapon Fighting, Weapon focus traits; AL CE; SV Fort +22, Ref +15, Will +17; Str 21, Dex 15,
(greatsword), Weapon Focus (whip), Weapon Specializa- Con 21, lnt 18, Wis 18, Cha 18.
tion (greatsword), Weapon Specialization (whip). Skills 1111d Feats: Bluff +19, Concenrration +15, Diplomacy +8,
Entangle (Ex): Severik's whip entangles foes much like Hide +14, Intimidate +6, .Knowledge (religion) +6, Listen +24,
an arrack with a net. The whip has a maximum range of 40 Move Silently +11, Scry +14, Search +19, Sense Motive +19,
feet, a range increment of 10 feet, and 20 hit points. If the Spellcraft +19, Spot +25, Cleave, Expertise, Mulriattack,
whip hits, Severik must immediately make an opposed Multidexterity, Mulriweapon Fighting, Power Attack,
Strength check against the target. If Severik wins, he drags Quicken Spell-like Ability, Sunder.
the target against his flaming body (see Body Flames, Command Undead (Su ): Each of these marilirh black-
below). The target remains anchored against Severik's body guards can command or rebuke undead as an 8th-level
until it escapes rhe whip. cleric.
Fear (Su): A creature hit by Severik's slam attack must Constrict (Ex): With a successful grapple check, a mar-
succeed at a Will save (DC 20) or fle e in terror for 1d6 ilith can crush a grabbed opponent, dealing 4d6+7 poin ts
rounds. of bludgeoning damage. The constricted creature must
Spell-Like Abilities: Ar will-blasphemy, deeper d11rk11ess, succeed at a Fortitude save (DC 18) or lose consciousness
desecrn tc, detcc1 good, defect low, fenr, gre11ter dispelling, pyrotech- for at long as it remains in the marilith's coils and for 2d4
nics, read magic, rnggeslion, symbol (any), telekinesis, telcport rounds thereafter.
ivithout enor (self plus 50 pounds of objects only), tongues Improved Grab (Ex): If a marilirh hits a Medium-size
(self only), unhallow, unholy 11urn, m1holy bligl1t, wall of fi re; or smaller opponent with a rail slam attack, it deals normal
1/ day-fire st.orm, i111plosion. Caster level 20th; save DC 14 + damage and attempts ro s tart a grapple as a free action
spell level, or 16 + spell level for a boosted spell-like ability. without provoking an arrack of opportun ity (grapple
Body Flames (Su): Severik can wreathe h is body in bonus +28). If it hits with the rail slam, it can also constrict
roaring flames as a free action. He suffers no harm, but in the same round. The marilith has the option to conduct
anyone grappling with him rakes 4d6 points offire damage the grapple normally, or simply use its rail to hold rhe
per round. opponent (-20 penalty on grapple check, bur the marilirh
Death Throes (Ex): When killed, Severik explodes in a is not considered grappled). In either case, each successful
blinding flash of light rhat deals 50 points of damage to grapple check it makes during successive rounds automat-
everything within LOO feet (Reflex DC 20 half). ically deals tail slam and constrict damage.
D e tect M agic (Su ): Severik continuously produces a Poison Use: A marilirh b lackguard never risks acciden-
detect magic effect (caster level 20th) as rhe spell. tally poisoning itself whe n applying poison to a blade.
Outsider Traits : Severik has darkvision (60-foot range). Smite Good (Su): Once per day, each of these mariliths
He can not be raised or resurrected. may attempt ro smite a good creature with one normal
melee attack, adding +4 co the attack roll and +10 to damage Abilities: Str 26, Dex 30, Con 28, Int 35, Wis 22, Cha 39
if the attack succeeds. Skills: Balance +49, Bluff +50, Climb +25, Concentration
Spe ll-Like Abilities: Ar will-animnle dcnd, bestow +45, Diplomacy +58, Disguise +50, Forgery +48, Gather
curse, chaos hammer, clo11dfaill, comprehend languages, dnrhness, Information +50, Hide +41, Intimidate +54, Jump +11,
desecrate, detect good, detect !nw, detect magic, 111flicl serious Knowledge (arcam) +48, Knowledge (history) +30,
wounds, magic circle against good (self only), rrragrc weapon, Knowledge (religion) +30, Knowledge (the planes) +48,
project image, po!ymorpl, self, pyrotechnics, see i11v1sibillfy, slrnl- Listen +42, Move Silently +45, Scry +48, Search +48,
ter, telehines'is, teleport without error (self plus 50 pounds of Sense Motive +42, SpeUcrafr +30, Spor +42, Tumble +45
objects only), unholy aura, uni10!y bligl,t. Caster level 13th; Feats: Cleave, Dark Speech, Dodge, Empower Spell-Like
save DC 14 + spell level. Ability, Expertise, Improved Critical (grearsword),
Aura of Despair (Su ): Each enemy within 10 feet of a lmproved Initiative, Power Attack, Vile Martial Srrike
marilith blackguard rakes a -2 morale penalry on all saving (grearsword), Weapon Focus (greatsword)
throws.
Dark Blessing : A marilirh b lackguard applies its Climate/Terrain: A11y land and underground
Charisma bonus to all saving throws. (This modifier is Organization: Graz'zt plus 6 lamias, succubi, or marilirhs
already figured into rhe statistics given above.) Challenge Rating: 24
Enhan ced Multiw eapon Fighting (Ex): This ability Treasure: Quadruple standard
lessens the penalty for off-hand weapon use by 2 for both Alignment: Chaotic evil
primary and off hands. Combined with the Multidexteriry Advancem ent: -
and Multiweapon Fighting feats, this ability effectively
negates all attack penalites for using one or more light off- One of the most powerful demons in all rhe Abyss, Graz'zt is
hand weapons. lord of three layers of rhar p lane. He is a rail, darkly hand-
Outs ider Traits: A marilith blackguard has darkvision some demon with shiny black skin a11d green, glowing eyes.
(60-foot range). Ir cannot be raised or resurrected. Graz'zr dresses in regal finery, bur his slighrly pointed ears
Sum mon Tanar'ri (Sp ): Once per day a marilith black- a11d yellow fangs mark him for rhe demon he is. Most strik-
guard can attempt to summon 4d10 dretches, Ld4 hezrous, ing of all are his digits: He has six ebony fingers on each
or 1 nalfeshnee with a 50% chance of success, or 1 glabrezu hand and six roes on each foot.
or another marilith with a 20% chance of success. Tales are cold among common folk rhat a dark-skinned
Tanar'ri Traits: A marilith blackguard can commu11i- fiend sometimes visits witches and sorcerers, granting
care telepathically with any creature within 100 feet rhat rhem both sexual favors and magical powers. Craz'zt is the
has a Language. It is immune co electricity and poison, and truth of that legend. A deeply sexual, erotic being, the Dark
it has acid resistance 20, cold resistance 20, and fire resist- Prince never goes anywhere without a retinue of female
ance 20. monsters- usually lamias, succubi, or marilichs. He is dan-
Skills: A marilith blackguard receives a +8 racial bonus gerously charming and seductive, and he speaks with such
on Listen and Spot checks. eloquence and grandeur that one might rhi.nk him a devil,
Spells Prepared (3/3/3/2; save DC 14 + spell level): lsr- not a demon.
cure light wounds, doom (2); 2nd-bull's strength, wre moderate Graz'zt has long been in a scare of war with both Demo-
wormds (2); 3rd-abyssal m1gl1t, dernon wfr1gs, masochmn; gorgon ru1d Orcus. At one point he had the upper hand in
4th-freedom of movement, vile lance. this conflict, but he was suddenly summoned to rhe Marer-
Possessions: +1 breastplate, 3 +2 unholy strength sappmg long- iaJ Plane by Zagyg, rhe mad archmage. There, he was impris-
swords, 3 +2 unholy bloodfeeding batt!ea,Yes. oned and subjugated unriJ he was able ro win his freedom at
the cost of being imprisoned on his own plane for a time. No
GRAZ'ZT, THE DARK PRINCE one knows ifhe is srill under the restriction or nor-and he
Large Outsider (Ch aotic, Evil) is certainly nor telling.
Hit Dice: 36d8+324 (486 hp) Graz'zt's symbol is a black, six-fingered hand.
Initiative: +l4
Speed: 40ft. Combat
AC: 43 (-1 size, +'LO Dex, +6 insight, +13 natural, +5 shield), Graz'zt has a vase repertoire of spell-like abilities-so vase
couch 25, flat-footed 33 thar many assume thar he is in fact a sorcerer or a wizard.
Attacks: +5 acidic burst greatsword +48/+43/+38/+33 melee He does nor hesitate to use his spell-like abilities, and he
Damage: +5 nc1dic burst greatsword 2d6+13/17-20 plus 2d6 consorts with many evil wizards. However, he is just as
acid plus 1 vile deadly in melee with his acidic sword and rhus does not
Face/ Reach: 5 ft. by 5 ft/to ft. shrink from close combat, either. He often goes into
Special Attacks: Fear, spell-like abilities combat wirh these abilities active: l'ongues, unholy aura (+4
Special Qualities: DR 15/+6, fast healing 5, item master, additional bon us ro AC, +4 bonus on saves), and detect
outsider rrairs, see invisibility, SR 38, summon tannr'ri, thoughts.
tanar'ri traits Fear (Su): With a sneer and a word (free action), Graz'zt
Saves: Fort +29, Ref +30, Will +26 can invoke a fear effect (Will DC 42 negates) at wilL
Spell-Like Abilities: At will-blasphemy, chann monster, The Dark Prince pays a great deal of attention (through
danrning darkness, darkboll, deeper darkness, demand, desecrate, spies, mostly) to what goes on in the mortal realm. He is
detect good, detect l11w, detect thoughts, discern location, eyebite, fond of trading favors wirh mortals, giving aid or informa-
rnsnnity, Gmz'zt's long grasp, greater dispelling, 11111g1c missile, tion now for services to be demanded later.
mass charm, n11rror image, suggest1011, telel1111esis, teleport with-
out error, tongues (self only), unhallow, unholy 1111m, 1mholy The Cult of Graz'zt
blight, wall of rron, w11ter bre11thing, wret.ched blight; 2/day- The cu It of Craz'zt is small, except among certain monstrous
dominate person, volymo1·ph other, polymorvh 11ny object; races such as lamias, where his cultists are widespread and
1/day-disintegrnte, trap the soul, shapechange, veil. Caster powerful. Most priests of Graz'zr, also known as the Chosen,
level 20th; save DC 24 + spell level. are female, and the highesr-ran.king cleric in a temple is
Fast Healing (Ex): Graz'zt regains always female.
lost hit points at the rate of 3 per Craz'zt enjoys blood sacrifices made in his name, and
round. Fast healing does 1101 restore sexual tites are important in services dedicated to him as
hir points lost from starvation, we ll. His temples are dark, secluded places
thirst, or suffocation, and it does not where orgies are common. Some section of the
allow Graz'zr to regrow or reattach temple is ofren shrouded i11 magical darkness.
lost body parts. From there, clerics use create tmdead on sacrifi-
Item Master (Ex): Although not an cial victims to bring forth shadows chat
actual speLlcaster, Graz'zt can use any guard the temple.
magic item, even spell completion > Clerics affiliated with Graz'zt
items such as wands and scrolls. generally have access to the
Unlike Demogorgon, he does not Demonic, Evi l, and Dark-
create items. ness domains. They tend co
Out sider Traits: Graz'zt has dark- wear black clothing and
vision (60-foot range). He cannot be favor si lver jewelry. Most
raised or resurrected. carry a wavy blade of some sort.
See Invisibility (Su ): Invisible crea- Cultist s: Anastasia runs a secret
tures and objects are always visible to sect ofclerics and wizards that operates
Graz'zt, as if he were constantly under a in the cellar of a tavern owned by one
see 1nv1s1bility effect. of the wizards. The townsfolk believe
Summon Tanar'ri {Sp ): Once per day the re is a coven of witches in the
Graz'zt can automatically summon area, but they do not know any
1d2+1 glabrezu or 1d2 balors. more than that. lsha-Denarthun,
Tan ar'ri Traits: Graz'zt can commu- on the other hand, is the head of
nicate telepathically with any creanire a large temple in the desert
within 100 feet that has a language. He flanked by huge statues of
is immune to electricity and poison, and Graz'zr. More than sixty lamias
he has acid resistance 20, cold resistance serve Graz'zt there, guarding and
20, and fire resistance 20. tending the building, as well as par-
Possessions: Graz'zt wields a wavy- ticipating in the evil rites char occur
bladed +5 ac,dic b11rst greatsword and a +3 there. In the temple, called the
demonmight warded large steel shield. Home of Darkness, Isha-Denar-
rhun oversees numerous living
The Goals of Graz'zt sacrifices, in which the
Graz'zt is bent on the victims are killed in a
conquest of the Abyss. huge vat of acid in an
despises char Demogorgon is called the area of permanent dark-
Prince of Demons-he covets that title more ness. Besmal serves as a go-
than anything else. Graz'zt controls Azzagrat, a realm that berween for Anastasia's coven and
extends over three layers of the Abyss. Spanning all three the Home of Darkness. Isha-Denarthun is wiUing to work
layers is rhe city of Zelatar. Within the city Iies the Argent with humanoids that serve her dark lord, and she is even
Palace, Graz'zt's personal home composed of sixty-six ivory willing to send them some magical aid (in the form of items
towers. From his palace, Graz'zt schemes, developing intri- created in the temple by the lamias) in exchange for sacrifi-
cate plots to defeat his enemies and gain more power. cial victims.
Graz'zr loves seduction and guile. Although he is not
afraid of war, he would rarher crick and charm his oppo- ~ Anastasia, Ch osen: Female human Cir 7; CR 7; Medium-
nents than bear them in battle. He enjoys rhe notion chat he size humanoid; HD 7d8+14; hp 44; Init +2; Spd 20 fr.; AC 17,
is the most intelligent, cunning creature in the Abyss. touch 12, flat-footed 15; Atk +7 melee (1ds+1, masterwork
heavy mace); SA rebuke undead 7/day; Al CE; SV Fort +7, +11, Sense Motive +4, Spellcraft +11, Spot +8; Brew Potion,
Ref +61 Will +8; Ser 13, Dex 15, Con 14, Int 11, Wis 17, Iron Will, Scribe Scroll, Spell Penetration, Thrall to
Cha 11. Demon, Violate Spell.
Skills n11d Feats: Craft (painting) +7, Heal +9, Knowledge Charm (Sp): Besmal can use drnm1 perso11 once per day
(religion) +7, Spellcraft +t0; Blind-Fight, Combat Casting, (Will DC 16 negates).
Extra Turning, Lighmi ng Reflexes, Thrall to Demon. Dark Charisma (Su): Besmal can add +2 to her Charisma
Spells Prepared (6/6/5/4/2; save DC 13 + speU level): 0- modifier as an enhancement bonus. However, the bonus
ueate wnler, detect mng1c (2), guidance, rend magic, resistance; gained on Animal Empathy, Diplomacy, Bluff, Gather
1st-bless, rnre Iighl wo1111ds1 darlw1s1011", denll11vnlch , mng1c Information, Handle Animal, and Perform checks is
weapon, sa11ctunry; 2nd-dnrkbolt", dnrkness, e11durn11cc1 hold applicable only when dealing with evil creatures.
peno111 spmt11nl weapon; 3rd-bestoiv wrse, deepe1· darkness" Sp ell Betray al (Su ): When casting a damage-dealing
(2), magic vestme11t; 4th-damning dnrlrncss, 1111holy bl1ghf". spell at any numbe r of targets that are denied their Dexter-
" Domain spell. D011rn111s: Darkness ( Blind-Fight as a ity bonuses, Besmal can increase the amount of damage
bonus fear), Evil (+1 caster level for evil spells). dealt by +3d6 points.
Possessions: masterwork breastplate, masterwork heavy Sp ells trike (Su): If Besmal casts a damaging spell upon
mace, perrnpt of wisdom +2, scroll of b/111dness, dnmning dnrlt- one or more targets threatened in melee (and thus dis-
11ess and rleepe1· darkness. tracted), she can add +1d6 points of damage to the spell.
Summon Demon {Sp ): Besmal can summon a demon of 5
~ Isha-Denarthun, Ch osen: Female larnia Clr 6; CR 12; HD or less, once per day. This functions as a summon mon-
Mediun.1-size magical beast; HD 9d 10+9 plus 6d8+6; hp 90; ster spell (caster level 15th).
lnir +2; Spd 60 fr.; AC 17, touch 12, flat-footed 15; Atk +13 Spells K11ow11 (6/8/7/7/6/4; save DC 15 + spell level): 0-
melee touch (Wisdom drain, touch), or +16/+11/+6 melee dnnc111g lights, dnze, detect mngic, ghost so1111d, /ig/1!, mnge hnnd,
(td4+1/ 19-20, +1 dagger); SA rebuke undead 5/day, spell- 111e11ding, prestidigitation, rend magic; 1st-chill to11d1 1 mage
like abilities, Wisdom drain; SQdarkvision 60 fr., low-light armor, magic 111 issile, sile11t imnge, sleep; 2nd-b/i11d11ess/denf-
vision; Al CE; SV Fort +12, Ref +10, Will +1.3; Ser 10, 11ess, c11d11rn11ce, rnmmon monster Il, iveb; 3rd-haste, light11i11g
Dex 15, Con 12, Int 13, Wis 16, Cha 14. bolt, mngic circle ngn111st good; 4th-/1q11id parn, iva!I of rleadly
Skills and Feats: Bluff+14, Concentration +1 1, Diplomacy chnins; 5th-tefeporl.
+4, Hide +14, Intimidate +4, Knowledge (religion) +7, Possess1011s: ring of protection +2, deck of illusions, scroll of
Move Silently +8; Blind-Fight, Dodge, Iron Will, Mobility, haste and lightn ir1g bolt, potion of endurnnce, dagger.
Thrall to Demon, Violate Spell, Weapon Fi nesse (dagger).
Spell-Like Abilities: t/ day-chnnn person, mnjor image, The Servants of G raz'zt
m.irror image, suggestion. Caster level 9th; save DC 12 + spell Graz'zr is always attended by six lamias with maximum hit
level. points. Furthermore, Unharh and Reluhanris, two mari-
Wisdom Drain (Su): With a successful me lee touch liths, are never far from the demon prince when he is
attack, Isha-Denarthun drains I point of Wisdom. She tries within his dark palace. When he is gone, rhey run the
to use this power early in an encounter to make foes more place with an iron hand, cruelly and chaotically. When
susceptible to charm person and suggestion. Graz'zr returned from his time on the Material Plane, he
Spells Prepnred (5/5/5/4; save DC 13 + spell level): 0- had much to do to get his realm back in order. Yattara is in
detccl magic (2), guida11ce, rend mngic, resislc111ce; 1st- bane, charge of a small squad of succubi that excel at infiltration
bless, darkvmo11", divrne favor, random action; 2nd-bull's and espionage.
strength, dnrkbolt*, hold perso11 (2), shatter; 3rd-
blindness/ deafness, cure serious wounds, drspel magic, mngic ~ Un hath and Relu hantis (2): Female marilirh Sor 6;
circle agarnst good". CR 23; .Large outsider (chaotic, evil); HD 9d8+45 plus
"Domain spell. Domnrns: Darkness (Blind-Fight as a 6d4+30; hp 105; Init +3; Spd 40 ft.; AC 30, touch 12, Oar-
bonus feat), Evil (+ I casrer level for evil spells). footed 27; Ark +16/+11/+6 melee (1d8+5/ J 9-20 plus td6
Possemons: + I dngger, scroll of cure moderate wounds and acid, +1 acidic b11rst lo11gsworrl) and +16 melee (1d8+3/19-20
restoral,011. plus 1d6 acid, 2 +1 nndic burst 1011gsivords) and +16 melee
(1d8+3/ 19-20, 3 +1 unholy lo11gsivords) and +13 melee
~ Besmal: Female human Sor 7/Thrall of Graz'zt 6; CR 13; (4d6+2, tail slam); Face/ Reach 5 ft. by 5 ft./ 10 fr.; SA con-
Medium-size humanoid; HD 7d4+28 plus 6d6+24; hp 90; strict (4d6+6), improved grab, spell-like abilities; SQ DR
I nit +1; Spd 30 ft.; AC 13, touch 13, flat-footed 12; Atk 20/+2, enhanced mulciweapon fighting, outsider traits,
+5/+0 melee (1d4- 1/ t9-20, dagger), or +7/+2 ranged SR 25, summon tn.11n,,.n, ranar'ri traits; Al CE; SV Fort +13,
(1d4-1/19-20, dagger); SA drnrm; SQ dark Charisma +2, Ref +11, Will +15; Srr 19, Dex 16, Con 20, Int 19, Wis 18,
spell betrayal +3d6, spellstrike +1d6, summon dernon; Cha 20.
Al CE; SV Fort +8, Ref +5, Will +L4; Str 8, Dex 13, Con 18, Skills a11d Fcnts: Bluff +JS, Con centration +15, Diplo-
Int 13, Wis 15, Cha 20. macy +9, Hide + 15, Intimidate +7, Knowledge (arcana) +6,
Skills nnd Feats: Bluff +17, Diplomacy +16, Intimidate +7, Listen +24, Move Silently +16, Scry +14, Search +17, Sense
Knowledge (arcana) +7, .Listen +8, Move Silently +9, Scry Motive +17, Spelkrafr +20, Spot +24; Expertise, Multiattack,
Multidexteriry, Multiweapon Fighting, Power Arrack, Init +4; Spd 30 fr., fly 50 ft. (average); AC 25, touch 16, flat-
Quicken Spell-Like Ability, Violate Spell-Like Ability. footed 25; Ark +11 melee (1d3+1, 2 claws), or +15/+10
Con strict (Ex): With a successful grapple check, Un- melee (ld6+2/19-2O, + I short sword of subtlety) and +6 melee
harh or Reluhantis can crush a grabbed opponent, dealing ( I d3, claw); SA e nergy drain, sneak a track +3d6, spell-like
4d6+6 points of bludgeoning damage. The conslricted abilities; SQ alternate form, DR 20/+2, evasion, o utsider
creature must succeed at a Fortitude save (DC 19) or lose traits, SR 12, s111n111011 lcrnar'ri, ranar'ri traits, tongues, traps,
consciousness for at long as it remains in the marilith's uncanny dodge ( Dex bonus to AC; can't be flanked);
coils and for 2d4 rounds thereafter. Al CE; SV Fort +8, Ref +14, Will +9; Ser 12, Dex 18, Con 13,
Improved Grab (Ex): If Unhath or Reluhanris hits a Int 16, Wis 15, Cha 21.
Medium-size or smaller opponent with a rail slam attack, Shills a11d Feats: Balance +6, Bluff +17, Concentration +10,
she deals normal damage and attempts to start a grapple as Diplomacy +7, Disguise.,, +17, Escape Artist +16, Hide +16,
a free action without provoking an arrack of opponuniry intimidate +7, Jump +3, Knowledge (arcana) +9, listen +22,
(grapple bonus +20). If she hits with rhe rail slam, she can Move Silently +16, Ride (horse) +10, Search +15, Spot +22,
also constrict in the same row1d. Unharh or Reluhantis has Tumble +10, Use Magic Device +11; Dodge, Mobility,
the oprion to conduct rhe grapple normally, or simply use Spring Arrack, Weapon Finesse (short sword).
her rail to hold the opponent (-20 penalty on grapple Energy Drain (Su ): Yattara drains energy from a mortal.
check, but rhe marilirh is not conside red grappled). In it lures into some acr of passion, or by simply planting a
either case, each successful grapple check she makes kiss on the victim. If the target is not willing to be kissed,
during successive rounds automatically deals tail slam and rhe succubus must start a grapple (grapple bonus +11),
constrict damage. which provokes an arrack of opporruniry. Her kiss or
Spell-Like Abilities: At will- animate dead, bestow curse, embrace bestows one negative level; the victim must suc-
chnos hammer, clo11dkill, comprehend languages, darlrness, dese- ceed at a Wisdom check (DC 15) to even notice. For each
crate, detect good, detect lniv, detect nrng1c, inflict serious wounds, negative level bestowed, Yatrara heals 5 points of damage.
mag,c circle against good (self only), magic wenpo11, project If rhe amount of healing is more than the damage she has
imnge, polymorph self, pyrotechnics, see invisibility, shatter, taken, she gains any excess as temporary hir points. If the
teleliincsis, telcpo,·t without error (self plus 50 pounds of negative level has not been removed (with a spell such as
objects only), unholy aura, unholy blight. Caster level 13th; restorntio11) before 24 hours have passed, the afflicted oppo-
save DC 15 + spell level. nent musr succeed at a Fortirude save (DC 18) to remove it.
Enhanced Multiweapon Fighting (Ex): This ability Failure means the opponent's level (or Hit Dice) is reduced
lessens the penalty for off-hand weapon use by 2 for both by one.
primary and off hands. Combined with the Multidexteriry Spell-Like Abilities: At will-drnm, mo11ste1; clmraudi-
and Mulriweapon Fighting feats, this ability effectively ence/clairvoynnce, darkness, desecrate, detea good, detect
negates all arrack penalires for using one or more light off- thougl,ts, doom, et/meal jaunt (self plus 50 pounds of objects
hand weapons. only), suggestion, and teleport without erro,· (self plus 50
Outsider Traits: Unharh and Reluhantis have darkvision pounds of objects only); 1/day- 11nholy blight. Caster level
(6O-foor range). They cannot be raised or resurrected. 12th; save DC 15 + spell level.
Summon Tanar'ri (Sp ): Once per day a marilirh can Alternate Form (Su): Yattara can assume any humanoid
attempt to summon 4d 10 dretches, 1d4 hezrous, or 1 nal- form of Small to Large size as a standard action. This ability
feshnee with a 50% chance of success, or 1 glabrezu or is si milar ro the polymorph self spell but allows onl y
another marilith wirh a 20% chance of success. humanoid forms.
Tanar'ri Traits: Unharh and Reluhantis can communi- Evasion (Ex): If exposed to any effect chat normally
cate releparhicaUy with any creature within 100 feet that allows Yattara to attempt a Reflex saving throw for half
has a language. They are in1mune to electricity and poison, damage (such as a fireball), she rakes no damage with a suc-
and they have acid resistance 20, cold resistance 20, and cessful saving rhrow.
fire resistance 20. Outsider Traits: Yartara has darkvision (6O-foor range).
Skills: A marilith receives a +8 racial bonus on Listen She can nor be raised or resurrected.
and Spot checks. Summon Tanar'ri (Sp): Once per day Yarrara can attempt
Spells Known (6/8/ 6/ 4; save DC 15 + spell level): 0- dn11c- to s ummon 1 balor with a 10% chance of success.
i11g lights, detect magic, flare, ghost s01111d, mage lrnnd, my offrost, Tanar'ri Traits: Yarrara can communicate telepathically
rend magic; 1sr-chnm1 perso11, cl1ill touc/1, mnge mwor, shield; wirh any creature within 100 feet rhat has a language. She
2nd-bttll's strength, darkbolt; 3rd-lightni11g bolt. is immune to elecn-iciry and poison, and she has acid resis-
Possessions: 3 +1 unholy longswords, 3 +1 acidic burst long- tance 20, cold resistance 20, and fire resistance 20.
swords, wand of lightning bolt (25 charges), evil spell compo- Tongues (Su): Yattara bas a permanent tongues ability
nents ( preserved human heart, human brain, and devil's as the spell (caster level l2rh).
heart). Skills: "While using alrernare form, Yattara gains a +10
circumstance bonus on Disguise checks.
-,Yattara: Female s uccubus Rog 6; CR 15; Medium-size Possessio11s: +J short sword of subtlety, ring of protection +2,
outsider (chaotic, evil); HD 6d8+6 plus 6d6+6; hp 60; potio11 of cat's grace, potio11 of endura11ce, potion of bull's slrengf/1.
JUIBLEX, THE FACELESS LORD Juiblex often appears as a 9-foor-talJ cone of jelly and
Large Outsider (Chaotic, Evil) slime srriated with black, green, and a disgusting mixn1re of
H it Dice: 26d8+468 (585 hp) brown, yellow, and gray. At other rimes, Juiblex is nothing
Initiative: +3 but a seething pool of animate ooze. In any form, pulsating
Sp eed: 30 ft., climb 30 fr. red eyes tbac look in aU directions cover Juiblex completely:
AC: 37 (-1 size, +3 Dex, +10 insight, +15 natural), touch 22, Juiblex's symbol, hardly ever used, is that of a pseudopod
flat-footed 34 dripping slime.
Attacks: Slam +39 melee
Damage: Slam 3d8+21 and 2d6 acid Combat
Face/Reach: 5 ft. by 5 ft./10 ft. Juiblex's favorite tactic is to engulf a number of foes at once,
Special Attacks: Acid, circle of cold, constrict 3d8+21 plus invisibly, arcacki ng rhe first witb a contagion spell in addirion
2d6 acid, create slime, drown, engulf, improved grab, to all other attacks.
spell-like abiliries Acid (Ex): Juiblex secretes acid that dissolves organic
Special Quahties: Amorphous, blindsight 120 marerial and metal quickly. Any melee hit
ft., circle of darkness, DR 30/+5, immu- deals acid damage. Juiblex's acidic
nities, outsider rraits, SR 30, summon touch deals 50 points of damage
oozes, summon tnnnr'ri, tanar'ri traits per round to wood or metal ob-
Saves: Fort +33, Ref +18, Will +24 jects. The opponent's armor
Abilities: Str 39, Dex 16, Con 47, and dothing dissolve and be-
Int 24, Wis 24, Cha 20 come useless immediately
Skills: Alchemy +20, Bluff +31, un less they su cceed at a
Climb +22, Concentration Reflex save (DC 41 ). The
+44, Diplomacy +26, Hide acid can dissolve srone,
+25, Intimidate +35, Intuit dealing 20 poinrs of dam-
Direction +33, Knowledge age per round of contact.
(arcana) +33, Knowledge A metal or wooden weap-
(religion) +20, Knowledge on that strikes Juiblex dis-
(the planes) +20, Listen +33, solves immediately unless
Move Silently +29, Search it succeeds at a Reflex save
+33, Sense Motive +33, (DC 41).
Spellcra& +33, Spot +33, Improved Grab (Ex): If
Swim +40 Juiblex bits a Medium-size
Feats: .Boost Spell-Like Ability, or smaller opponent with a
Combat Reflexes, Dark slam attack, he deals nor-
Speech, Iron Will, Power mal damage and attempts
Arrack, Quicken Spell-Like to stan a grapple as a free
Ability, Verrninfriend action without provoking
an attack of opportunity
Chmat e/rerrain: Any land (grapple bonus +44). If he
and underground bits with rhe s lam, be can
Organization : Solitary also co nstric t in the sam e
Challen ge Rating: 20 round. Juiblex has the option
Treasure: Quadruple standard to conduct the grapple normally, or simply use his pseudo-
Alignment: Chaotic evil pod to hold the opponent (-20 penalty on grapple ch eck,
Advancem ent: - but Juiblex is not considered grappled). In either case, each
su ccessfu l grapple check he makes during successive
Juiblex, known as the Faceless Lord, is a loathsome demon rounds automatically deals slam and acid damage.
of slime and ooze. Even most demons sh un him, and the Circle of Cold (Sp): IfJuiblex wishes it, he exudes frigid cold
demon princes are said to refer to him contemptuously as so that all within l O feet of him cake 6d6 points of cold
the "lord of nothing." He is among the weakest demon lords damage each round (Fore DC 41 half). This area ofcold moves
but is a terrifying foe nonetheless. He embodies many of the with him. He can raise or lower this effect as a free acrion.
horrible abilities of various slimes, oozes, and puddings, and Constrict (Ex): Witb a successful grapple check, Juiblex
he commands impressive magical powers as well. can crush a grabbed opponent, dea ling 3d8+21 points of
The domain of Juiblex is his by right of power- he bas damage plus 2d6 points of acid damage. The opponent's
driven everything from the Slime Pits except che various slimes clothing and armor take a - 4 penalty on Reflex saves against
and oozes that teem there. Nevertheless, a few demons - the acid.
hezrous, mainly-pay him enough fealty that they bring vic- Create Slime (Sp ): Once every other round, Juiblex can
tims for Juiblex and his slimy brood to hunt and feed on. spew forth a patch of green slime anywhere within 20 feet
of himself (including at a target, making a ranged touch The Goals of J uiblex
arrack with a bonus of +28) as a free action. Juiblex does not plot and scheme. Juiblex is content to
Drown (Ex): A character who needs air to breathe and simply exist, desrroying and killing and corroding anything
becomes engulfed within Juiblex's horrible, acidic, semiliquid he can get his tendrils on. He hares everything and revels
form must make a Constitution check (DC lO) every round in only in destruction.
order to hold his or her breath. Each round, the DC i.ncreases
by 1. Upon failing a check, the character faUs unconscious (0 The Cult of J uiblex
hp). The next round, he or she drops to - 1 hp and is dying.The Although a few demented souls (and the occasional abolerh)
round after that, the character drowns and dies. revere rhe Faceless Lord, rhere is no organ ized cu lr of
Engulf (Ex): Juiblex can simply bowl over a large or Juiblex. For example, Duvamil is a native of the Material
smaller creature as a standard action. This attack affects as Plane. She reveres Juiblex, but he is unaware of her. Never-
many opponents as his body can cover. Each target ca11 make theless, her devotion to rhe Faceless Lord grants her disgust-
either an arrack ofoppommity against Juiblex or a Reflex save ing powers with which she terrorizes the land, causing
(DC 37) ro avoid being engulfed. A successful saving throw chaos and woe for its own sake, in rhe name of the demon
indicates that the target has been pushed back or aside she reveres.
(target's choice) as Juiblex moves fo1ward. An engulfed crea-
nire is subject to Juiblex's acid and drown attacks and is con- -,ouvamil: Female gnome Rog 5/ Ftr 4/rhrall ofJuiblex 6;
sidered to be grappled and trapped within his body. Juiblex CR 15; Small humanoid; HD 5d6+15 plus 4dt0+'12 plus
cannot make a slam arrack during a round in which he 6d10+18; hp 1.49; Init +7; Spd 20 ft.; AC 20, couch ·t 4, flat-
attempts to engulf, but each engulfed crearure rakes auto- footed 20; Atk +'14/+9/+4 melee (1d2+2, clawed hand) and
matic slam damage in rhat round and every round thereafter +14 melee (1d2+1, clawed hand), or +20/ +15/+10 ranged
that it remains trapped. (1d6+4/ X3, +2 mighty composite short bow [+1 Srr bonus] with
+ l al'rows); SA contagion, corrosive spew, corrosive touch,
sickening slime, sneak arrack +3d6; SQ alter self, evasion,
gnome traits, mmmo11 demon, summon ooie, traps, uncanny
dodge (Dex bonus to AC) ; AL CE; SV Fore +13, Ref +13,
Will +9; Str 14, Dex 16, Con 17, Im 12, Wis 14, Cha 7.
Skills and Feats: Appraise +7, Balance +5, Climb +13, Dis-
able Device +9, Disguise +8, Escape Artisr +12, Hide +15,
Intimidate +10, Jump +8, Listen +4, Move Silendy +6, Open
Spell-Like Abilities: At will-blasphemy, contagion, deeper Lock +11 , Ride (horse) +6, Search +8, Spot +4, Swim +6,
darkness, desecrate, detect good, detect law, detect thoug/1ts, fear, Tumble +10; Ambidexterity, Deformity (clawed bands),
greater dispelling, hold monster, invisibility, phase door, read magic, Dodge, Improved Iniriarive, Point Blank Shor, Thrall ro
telekinem, teleport witho11t error, tongues (self only), touch of Demon, Two-Weapon Fighring, Verminfriend, Willing
Juiblex (no corruption cnst), true seeing, 1mlrnllow, unholy a11m, Deformity.
1rnholy blight, 11Umiark; !/ day-befoul, blasphemy, desporl, Contagion (Su): Once per day, Duvamil can spread a dis-
1111holy aurn. Caster level 20th; save DC 15 + speU level. ease as if castu1g rhe spell contagion (caster level l0rh).
Amorphous (Ex): Blunt weapons and impact damage Corrosive Spew {Ex): Once per day, Duvamil can spic a
deal no damage to Juiblex. He is able to slip rbrough spaces gout ofcaustic goo in a line 5 feer wide and 30 feet long. The
that othe1wise could accommodate a creature no larger than corrosive goo deals 6d6 poinrs ofacid damage (Reflex DC 19
Tiny because of his jellylike substance. half).
Circle of Darkness (Sp): Juiblex can create an area around Corrosive Touch (Ex): Three rimes per day, Duvamil can
himself with a 10-foot radius of complete darkness rhat no secrete a causric slime on her hand rhat deals 2d6 points of
being can see within. This special magical darkness can be damage. Once it is secreted, the thrall of Juiblex can make
dispelled (as a spell from a 20th-level caster), bur no light an arrack roger the corrosive slime to damage a foe, dealing
spell can counter it. This area moves wirh Juiblex. normal unarmed damage as well as the damage from the
Immunities (Ex): Juiblex is immune ro paralysis, stun- slin1e.
ning, polymorphing, and critical hits because he has no dis- Sickening Slime (Ex): Duva mil secretes a smelly slime
cernible anatomy. that coats her body. Anyone within 5 feet must make a For-
Summon Oozes (Sp): Once per day, Juiblex can automati- ti rude saving rhrow (DC 19) or take a - 1 circumstance
cally summon 1 d6 gray oozes, 1d4 ochre jellies, or 1d2 black penalty on arrack rolls and skill checks.
puddings. Alter Self (Su ): Duvamil can change her appearance and
Summon Tanar'ri (Sp): Once per day Juiblex can automati- form, as though using the spell alter self (caster level 4th), at
cally summon 3d10 drerches or 1 hezrou. will.
Tanar'ri Traits: Juiblex can communicate telepathically Evasion (Ex): If exposed to any effect char normally
with any creature within 100 feet chat has a language. He is allows Duvamil to attempt a Reflex saving throw for half
immune to electricity and poison, and he has acid resistance damage (such as a fireball), she takes no damage with a suc-
20, cold resista11ce 20, and fire resistance 20. cessful saving throw.
Gnome Traits: Duva mil has low-light vision chat lets her deals normal damage and attempts ro start a grapple as a free
see twice as far as a human in low-light conditions. She also action wirhout provoking an arrack of opporruniry (grapple
has a +2 racial bonus on saves against illusions, a +1 racial bonus +4J ). If it hits with rhe slam, ir can also constrict in
bonus on attack rolls against kobolds and goblinoids, and a rhe same round. Thereafter, Darkness Given Hunger has rhe
+4 dodge bonus against gianrs. option ro conduct rhe grapple normally, or simply use its
Summon Demon (Sp): Duvamil can summon a demon of 5 pseudopod ro hold the opponent (-20 penalty on grapple
HD or less once per day. This ability functions in all other check, bur it is nor considered grappled). In eirher case, eac.h
ways as a s1111rn1011 t11011ster speU (caster level '15th). successful grapple check it makes during successive rounds
Summon Oou (Sp): Duvamil can summon a parch of green automarically deals slam, acid, and constrict damage.
slime, a gray ooze, an ochre jelly, or a gelatinous cube as if Spell-Like Abilities: At will-nnimnte object, blasphemy,
she had cast a m1m11011 monster spell (caster level 6th). bli11k, ch,ws hammer, deeper dnrhness, desecmte, detect good, detect
Possessions: +3 stHdded leather armor, +2 111ig~1ty composite mngic, dispel good, magic circle agninst, good, produce flam e,
sl10rtbow (+1 Str bonus), 20 +1 arrows. mmmon swarm, teleport rvitho11t error (self plus 50 pounds of
objects only), 11111'10/y blight; 3/ day-gaseous form. Caster level
e Servants of Juiblex 13th; save DC 10 + spell level.
Juiblex has many slime, pudding, ooze, and jelly "servants," Stench (Ex): Darkness Given Hunger produces a foul-
although none are intelligent enough to serve the demon smelling, toxic slime when it fights. Any creature except a
lord willingly-except for one. ranar'ri wirh lOfeet must succeed at a Fortitude save (DC 32)
Darkness Given Hunger is rhe largest black pudding or be overwhelmed by nausea. Ir is rendered helpless from
known. It was possessed by a hezrou demon at Juiblex's gagging and vomiting as long as it remains in the affected
command, and then an impmon possessor spell was cast upon area and for td4 rounds afterward. A creature that success-
the fusion, making it permanent. For centuries, rhe demon fully saves takes a -2 morale penalty on attack rolls bur can-
has dwelled within the pudding, and rhe two have truly not be affected by Darkness Given Hunger's stench again
become one in the foul depths of the Abyss. Now, Darkness for 24 hours. A delny poison or 11e11tralize poiso11 spell removes
Given Hunger is Juiblex's main servanr, helping patrol the the effect.
Abyssal layer upon which rhey borh dwell, looking for food. Blindsight (Ex): Darkness Given Hunger is blind, bm its
enrire body is a primitive sensory organ that can ascertain
-,Darkness Gi ven Hunger : Unique advanced black pud- prey by scent and vibration. This ability enables it to discern
ding/ demon fusion; CR 18; Gargantuan aberration; HD objects and creatures within 60 feet. Darkness Given
3od1O+21O; hp 540; lair -3; Spd 20 fr., climb 20 fr.; AC 3, Hunger us ually does not need to make Spot or Listen
touch 3, flar-foored 3; Ark +25 melee (2d6+1O/19-2O, slam); checks ro notice creatures within range of its blindsighr.
Face/Reach 5 ft. by 20 ft./ 10 ft.; SA acid, constrict 2ds+10 plus Immunities: Darkness Given Hunger is immune to
2d6 acid, improved grab, spell-like abilities, stench; SQ blind- poison, sleep, paralysis, stunning, and polymorphing, and it
sight 60 ft., DR 20/+3, immunities, SR 27; AL CE; SVForr +17, is nor subject ro critical hits.
Ref +9, WiU + L4; Str 25, Dex 4, Con 24, lnr 12, Wis 14, Cha 11. "Skills and Feats: Darkness Given Hunger gains skills
Skills and Feats*: Climb +25, Concentration +40, Hide +18, and feats as irs demonic componenr.
Intimidate +10, Listen +43, Move Silently +30, Search +34,
Spellcraft +34, Spot +42; Blind-Fight, Cleave, Improved Bull ORCUS, DEMON PRINCE OF THE UN DEAD
Rush, Improved Critical (slam), lron Will, Lightning Large Outsider (Chaotic, Evil)
Reflexes, Power Attack, Thrall co Demon. Hit Dice: 37d8+592 (758 hp)
Acid (Ex): Darkness Given Hunger secretes a digestive Initiative: +7
acid that dissolves organic material and metal quickly. Any Speed: 20 fr., fly 40 ft. (average)
melee hit deals acid damage. The pudding's acidic rouch AC: 47 (-1 size, +7 Dex, +6 insight, +20 natural, +5 defl.ec-
deals 50 points of damage per round to wood or metal rion), touch 27, £lat-footed 40
objects. An opponent's armor and clothing dissolve and Attacks: Wn11d of Orcus (+6 chaotic 1111'10/y greatclub)
become useless immediately unless rhey succeed at a Reflex +57/+52/+47/+42 melee and claw +45 melee and horns
save (DC 32). The acid can dissolve stone, dealing 20 points +45 melee and s ting +45 rnelee
of damage per round of contact. Damage: Wnnd of Orcus (+6 chaotic 1111holy grentclub)
A metal or wooden weapon char strikes Darkness Given I d1O+27/ 19-20, claw 1d6+7, horns 2d6+7, sting 1d3+7
Hunger dissolves immediately unless it succeeds ar a Reflex plus poison
save (DC 32). Face/ Reach: 5 fr. by 5 fr./1 O ft.
Con strict (Ex): With a successful grapple check, Dark- Special Attacks: Poison, spell-like abilities, spells
ness Given Hunger can crush a grabbed opponent, dealing Special Qualities: DR 20/+7, outsider traits, see invisibil-
2d8+1 O points of bludgeoning damage and 2d6 points of iry, SR 41, s11111111011 lanar'ri, m111mon 1111dead1 ranar'ri rrairs
acid damage. The opponent's clorhing and armor take a -4 Saves: Fort +36, Ref +27, Will +26
penalty on Reflex saves againsr rhe acid. Abilities: Sa 39, Dex 25, Con 43, Int 29, Wis 22, Cha 21
Improved Grab (Ex): If Darkness Given Hunger hits a Skills: Alchemy +46, Bluff +42, Concentration +53, Diplo-
Medium-size or smaller opponent wirh a slam attack, it macy +40, Escape Artist +26, Forgery +27, Hide +24,
lnrimidate +46, Knowledge (arcana) +41, Knowledge the archetypal demon. In fact, when commoners think of
(religion) +4l, Knowledge (the planes) +45, Knowledge demons, rhey most likely think of some terrible picrure of
(undead) +46, Listen +43, Move Silently +44, Scry +46, Orcus that they once saw somewhere.
Search +46, Sense Morive +43, Spellcrafc +46, Spot +43 Orcus is best known iJ1 some circles for his wand, an arti-
Feats: Ambidexterity, Cleave, Craft Rod, Dark Speech, fact of malefic might. This wand-more accurately described
Improved Critical (greatclub), Power Arrack, Quicken as a rod-is made of black iron and obsidian and topped with
Spell, Scribe Scroll, Spell focus (Necromancy), Weapon a skull. It has terrible powers (see the Artifacts section of
Focus (greatclub) Chapter 6) and is a hor-
rific weapon in its own
Climate/ferrain: Any right. The black, skull-
land and underground copped rod also serves as
Organization: Orcus rhe prince's symbol.
plus ld6 vampires or
liches Combat
Challenge Rating: 28 Orcus relies heavily on
Treasure: Quadruple his wand in combat,
standard much preferring ro en-
Alignment: Chaotic evil gage in melee and kill
Advancem ent: - foes with the arcifacr. He
often goes into combat
Orcus is a massive, bloat- with u11ho/y aarrn (grant-
ed demon prince- bloat- ing a +4 bonus on saves)
ed on spite, bile, a11d con- active on himself as well
rem pt. After becoming as any servants he migh t
complacent with his wars have with him.
against Demogorgon and Po i son (E x): Orcus
Graz'zt waning, Orcus delivers his poison (Fore
was murdered and de- DC 44) with each suc-
posed. Bur then, Orcus cessful sting attack. The
rose from the dead-a n initial damage is 1d6
undead demon - a nd points of Strength dam-
took rhe name Tenebrous age; the secondary dam-
for a time, hiding in rhe age is 2d6 points of
shadows and waiting to Strengrh damage.
take his revenge. Now he Spell-Like Abilities:
has reinsrared himself to At will-ani,nate dead,
his former position and blaspliemy, charm perso11,
taken up residence in cl11tch of Orcus, create
Naratyr, his terrible fortress-city in the Abyss on Thanaros, 1111dead, cren.te greater 11ndcnd, deepel' dnrkness, desecrnte, detect
the layer he rules. Once again Orcus finds himself in a strug- good, detect lnw, detect tho11gl·1ts,fea1',feeblemind, greater dispelling,
gle for dominance with many of rhe other demon lords. lightning bolt, read mngic, rngge,lion, stop l1enrt, tell'ld11esis, tele-
Orcus is no longer content to grow old and fat feeding on port 1Vithout error, tongues (self only), 1111hnllow, u11holy narm,
larvae in his casrle. He focuses his anger and hare on the 1111holy blight, wall of fire; 1/day-symbol (any), shnpccfaange,
absolute destruction of h is enemies and the spread of woe time stop. Caster level 20th; save DC 15 + spell level.
and havoc among mortals. Truly a demon reborn, Orcus is Spells: Orcus casts spells as a 13th-level wizard specializ-
more terrible and more dangerous than ever. ing in the Necromancy school. He can also cast spells usu-
Orcus hates borh Demogorgon and Graz'zt. He resents ally limited to undead. Naratyr has hundreds of spellbooks,
them for their power, and he covets their realms. Orcus so Orcus has access to any wizard spell he wishes to prepare,
commands a host of undead as well as armies of demons that except chose from his prohibited school (Divi.nation).
ravage the fields of the Abyss that they cross. Spells Prepared (5/8/7/7/7/6/4/3; save DC 19 + spell level,
Probably because he has an identifiable, if loathsome, or 21 + spell level for Necromancy spells): 0-daze, detect
"portfolio," Orcus is worshiped as a god more often than mngic, disrnpt 1111dend, ghost sound, mage hand; 1st-cause fear,
most of the other demon princes are. Although Demogor- chrwge self, cl1ill lo11ch, ,nagc armor, magic missile, my of e11feeble-
gon might actually be more powerful, Orcus may be closer 111e11t, shield, shocldng grasp; 2nd-bl11r, b11ll's stm1gt/1, darfl11ess,
to ascending to true godhood. g/1011I lo11cli, invisibility, scnre, spectrnl h1111d; 3rd-displncement,
Standing 15 feet tall, Orcus is a massive demon. His head fil'ebn/1, lrnll undcnd, linste (2), ,nngic circle ngni11st good, 11nmpirir
bears a striking resemblance co thar of a ram, and his legs touch; 4th- besto111 rnrse, co1a/agio11, emotion, enervation, grim
end in cloven hooves. Barlike wings complete the picture of revenge, p/11111/amrnf killer, uirack; 5th-do11dkill, dominnte
person, hold monsler, mngic jnr, nightmare, wall of iron; 6th- Orcus, as do a large number of corrupt and despicable
circle of dealh, disintegrate, ectoplasm ic enhn11ceme11t, greater dis- humans. His temples are usually hidden, and his worshipers
pelling; 7rh-finger of death,forcecnge, limited wish. form secret societies living in otherwise normal communi-
Outsider Traits: Orcus has darkvision (60-foor range). ties. Other of his temples are terrible strongholds foll of
He cannot be raised or resurrected. undead, where wicked lords commit atrocities and wage
See Invisibility (Su): Invisible crearures and objects are wars in the demon prince's name. Sometimes an entire ore
always visible to Orcus, as ifhe constantly had a see invisibil- rribe devotes itself ro the Prince of the Undead, but such
ity spell (caster level 20th) active. individuals are shunned even by ocher ores.
Summon Tanar'ri (Sp): Once per day Orcus can auromati- Orcus demands living sacrifice as a part of his rituals.
cally summon td6 vrocks, 1d4 bezrous, or 1 glabrezu, or he Blood and skulls are an important part of the imagery used
has an 80% chance ro summon 1 nalfeshnee, 1 marilirh, or in his worship. Idols and altars are often surrolllided by or
1 balor. built upon tall piles of skulls. Intelligent undead never will-
Summon Undead (Sp): Once per day Orcus can auromari- ingly serve Orcus (they are more likely ro venera te the
cally summon 4d10 wights, 1d8 spectres, or td3 vampires or deities Vecna or Erythnul). However, many vampires, liches,
mohrgs. and other undead creatures are forced into his service by
Tanar'ri Traits: Orcus can communicate telepathically dark pacrs or compelling magic.
wirh any crearure wichin 100 feet rhat has a language. He is Priests and particularly influential followers of Orcus are
immune to electricity and poison, and he has acid resistance called Skulls, while high priesrs are called Skull Lords.
20, cold resistance 20, and fire resistance 20. Often, a single Skull Lord gains so much power and influ-
Possessions: The Wand of Orcus is an artifact chat acts as a +6 ence among rhe followers of Ore us that he adoprs rhe
chaotic unholy greatclub char adds a +5 deflection bonus to the mantle of SkulI King or Skull Queen.
wielder's Armor Class and forces any living crearure It is common for followers of Orcus to carry black, skull-
touched by it to make a Fortitude save (DC 20) or die topped scepters around, not in order to foo l anyone into
instantly. It has other powers as well (see its description in thinking char they wield the acrual Wnnd of Orws, but ro rep-
Chapter 6). resent and remind others of rheir lord's dread might. They
also often wear skull masks and black robes wirh hoods or
The Goals of Orcus goat-horned headdresses and stlver robes.
Orcus is in many ways a contradictory figure. He does not Clerics affiliated with Orcus typically have access ro the
delight in his charges, the undead, and has nor taken up the Chaos, Evil, and Death domains.
self-proclaimed mantle "Prince of the Undead" our of devo- Cultists: Perhaps one of rhe most powerful and infa-
tion or allegiance. If anything, rhe demon lord despises mous priests of Orcus alive today is an unusual human
undead. He has little but contempt for chem and uses them named Quah-Nomag. Because his ancestry includes an
wichour chought or consideration. Of course, Orcus despises ogre, he is Large and has ability scores different from those
the living as well. He hares all things, a1,d seethes with utter of a normal human. He also has a +3 natural armor bonus.
revulsion and loathiPg at all rimes. He craves only personal Not only is Quah-Nomag a despicable creature in virtu-
power and the spread of misery and destruction for all others. ally every way, but he was instrumental in restoring Orcus
Occasionally, Orcus allows his wand robe found by a back to rhe living. The evil cleric used an obscene ritual on
mortal in order to wreak greater chaos and evil among rhose the Astral Plane thar restored Orcus. For his reward, Quah-
inhabiting the MatetiaJ Plane. This sorr of dalliance lasts only Nomag has been given many blessings from Orcus,
for a short rime- perhaps a year or two ar mosr-before the although rhe Prince of the Undead already tires of Quah-
bloated prince grows bored and reclaims his artifact, usually Nomag's self-importance and arrogance since the successful
along with the soul of whoever currently wields it. rirual. While he retains his power and title, Quah-Nomag
Orcus is in a constant state of war wirh his rivals Demo- may not be able to counr on Orcus's gratit1.1de forever.
gorgon and Graz'zt. More often than nor, acrual warfare
occurs between his armies of undead and demons and -, Quah-Nomag the Skull-King: Male unique human
Graz'zr's hordes ofmonsrers and demons. Strife wirh Demo- (ogre-blooded) Clr 14/ Thrall of Orcus 3; CR 17; Large
gorgon often takes a more subrle guise, that of assassination humanoid; HD 14d8+70 plus 3d8+15; hp 197; lnir +0;
and saborage. This is usually because borh his and Demogor- Spd 20 ft.; AC 30, touch 9, flat-footed 30; Ark +25/+20/+15
gon's fuJI armies are simultaneously warring against rhe melee (tdl0+13/ l9-20, +4 spell slonng vile heavy J1ail);
forces of Graz'zt. However, sometimes rhe legions of Orcus Face/Reach 5 fr. by 5 fr./ 10 fr.; SA carrion stench, rebuke
and Demogorgon meet in the course of their struggle undead 9/day, touch of fear; SQ demon wings, disease;
against Graz'zt, and then they arrack each other as viciously AL NE; SV Fort +17, Ref +5, Will +16; Str 29, Dex 10, Con
as chey fighr rhe legions of rhe Dark Prince. 20, Int 9, Wis 18, Cha 14.
Skills and Feats: Climb +8, Concentration +17, Hide -10,
The Cult of Orcus Knowledge (arcana)+ I , Knowledge (religion) +7, Listen
The cult of Orcus is widespread, with a more significant fol- +5, Spellcrafr +3, Spot +6; Corrupt Spell, Evil Brand, Exrra
lowing among humanoids tha1, most demon princes can Turning, Lichloved, Spell Focus (Necromancy), Thrall to
boast. In particular, ores, half-ores, ogres, and giants revere Demon, Violate Spell.
Carrion Stench (Ex): When desired, Quah-Nomag can Sl1ills and Feats: Bluff +13, Cli.n1b +21, Hide +8, Intimidate
emit a terrible smell in a 10-foor radius. Living cream res in the +22, Jump +20, Listen +18, Move Silently +12, Search +9,
radius (excluding Quah-Nomag) must succeed at a Fortitude Sense Motive +11, Spot +13, Wilderness Lore +18; Alertness,
save (DC LS) or rake a - 2 penalty on all arrack rolls, weapon Cleave, Combar Reflexes, Dodge, Improved Initiative,
damage rolls, saving throws, skill checks, and ability checks Lightning Reflexes, Mobility, Power Arrack, Sunder, Thrall
for 3 rounds. Furrhennore, mindless undead creatures within to Demon, Weapon Focus (greataxe).
the radius of rbe stench believe Qual1-Nomag to be undead. Blood Drain (Ex): Kauvra can suck blood from a living
Touch of Fear (Sp): Three rimes per day, Quah-Nomag can victim with her fangs by making a successful grapple check
use cause fear. Caster level 10th; save DC 13. (grapple bonus +24). If s he pins rhe foe, Kauvra drains
Demon Wings: Once per day, Quah-Nomag can bring blood, dealing 1d4 points of Constitution drain each round
forth massive demon wings that sprout from his back. These the pin is maintained.
wings allow Quah-Nomag to fly at a speed of 20 feet with Domination (Su): Kauvra can crush an opponent's will
average maneuverability. The wings lasr for up ro 1. hour. just by looking into his or her eyes. This ability is similar to
Disease: Quah-Nomag is currently infected wirb soul rot. a gaze attack, except that Kauvra must take a standard action
Spells Prepared (6/7/7/7/6/5/4/3/2; save DC 14 + spell to use it, and those merely looking at her are nor affected.
level, or 16 + spell level for Necromancy spells): 0-crcate Anyone Kauvra targets must succeed at a Will save (DC 23)
water, detect magic, no light, read magic, resistar1ce (2); tsr-ba11e, or fall instantly under her influence as though by a dominate
command, divine favor, i11visibility t·o undead, protection from person spe1l cast by a 12th-level sorcerer. The ability has a
good~·, shield of faith, suspend disease; 2nd-darkbolt, death range of30 feer.
knell", desecrate, endumnce, hold person, shatter, silence; 3rd- Energy Drain (Su }: A.11y living creanire hit by Kauvra's
at1imate dead", circle of 11a11sea, clutch of Orcus, deeper darkness, slam attack gains rwo negative levels. For each negative level
dispel magic, prayer, protection from elements; 4th--daws of the bestowed, Kauvra heals 5 points of damage. If the amount of
savage, cure critical wounds, damning darkness, death ward, stop healing is more than the damage she has taken, she gains
heart, unholy bligiit"; 5th-circle of doom,jlame stYi~u, spell resist- any excess as temporary hit points. If the negative level has
ance, slay livit1g", true seeing; 6th- blade barrier, cloud of the nor been removed (with a spell such as restora.tion) before 24
adiaierai, create 1mdead", heal; 7th-blasphemy, destruction", hours have passed, the afflicted opponent must succeed at a
wretched blight; 8th- violated wretrhed blight, unholy aura". Fortitude save (DC 23) to remove it. Failure means the oppo-
"Domain spell. Domains: Death (death touch kills creature nenr's level (or Hit Dice) is reduced by one.
with less than 14d6 hp; 1/ day), Evil (+ I caster level for evil Alternate Form (Su): Kauvra can assume the shape of a
spells). bar, dire bar, wolf, or dire wolf as a standard action. This abil-
Possessions: +4 spell stori11g vile heavy flail ( rnflict serious ity is similar to a polymorph self spell cast by a 12th-level sor-
wo1mds), +3 full plate armor, +5 large steel shield, gauntlets of ogre cerer, except rhar she can assume only one of the forms
power +2, scroll of cure critical wounds, scroll of crente greater listed here per use of the ability. Kauvra can remaiJ1 in that
1mdead, 3 doses ofbaccaran. form unril she assumes anorher or until the next sunrise.
Children of the Night (Su ): Once per day Kauvra can
The Servants of Orcus call forrh a pack of 4d8 dire rats, a swarm of 10d'l0 bats, or a
Orcus bas many servants, and most of them are undead, pack of 3d6 wolves as a standard action. These creatures
alrbough a number ofdemons serve him as well. Most of his anive in 2d6 rounds and serve Kauvra for up to 1 hour.
servants do nor lasr long enough to gain positions of power. Create Spawn (Su }: A humanoid or monstrous human-
Kauvra is a vampire who serves as an enforcer for Orcus oid slain by Kauvra's energy drain attack rises as a vampire
on Thanatos. Her rages are infamous, as is the long list of spawn (see Vampire Spawn in the Monster Manual ) 1.d4 days
creatures that she has slain single-handedly. Harrhoon's after burial.
arcane power makes him a perfect vizier for the Prince of IfKauvra instead brings the victim's Constitution to O or
the Undead, and he currently serves in that capacity at lower by means of her blood drain, the victim returns as a
Orcus's right hand. spawn if it had 4 or fewer HD and as a vampire if it had 5 or
more HD. In either case, rhe new vampire or spawn is
-, Kauvra: Female half-ore vampire Bbn 16; CR 18; under Kauvra's command and remains enslaved until
Medium-size undead; HD 16d12; hp 93; lnir +7; Spd 30 fr.; Kauvra's death.
AC 31, couch 17, flat-footed 31; Atk +24 melee (1d6+12, Gaseous Form (Su ): As a standard action, Kauvra can
slam), or +27/+22/+17/+12 me lee (tdt2+ L4/X3, +2 unholy assume gaseous form at will, as the spell cast by a 5th-level
grealaxe); SA blood drain, domination, energy drain; SQ sorcerer, bur she can remain gaseous indefinitely and has
alternate form, children of rhe nighr, cold resistance 20, a fly speed of20 feet with perfect maneuverability.
create spawn, DR 15/+1, DR 2/-, electricity resistance 20, Greater Rage (Ex): The following changes are in effect as
fast healing 5, fast movement, gaseous form, greater rage long as Kauvra rages: AC 29, touch 15, flat-footed 29;
5/day, spider climb, nirn resistance +4, uncanny dodge (Dex Ark +27 melee (1d6+15, slam), or +30/+25/+20/+15 melee
bonus to AC, can't be flanked ), undead traits; AL CE; SV (1d12+18/X3, +2 unholy greataxe); SV Will +11.; Str 32;
Fon +10, Ref +10, Will +8; Str 26, Dex 1.6, Con-, Int 13, Climb +24, Jump +23. Her rage lasts for 3 rounds, and (as an
Wis 17, Cha 20. undead) she is not fatigued afterward.
Fast Healing (Ex): Kauvra heals 5 points of damage each Undead Traits: H arthoon is immune to m ind-affecting
round so long as she has at least 1 hit point. If reduced to 0 effects, poison, sleep, paralysis, stunning, disease, death
hit points or lower, Kauvra automatically assumes gaseous effects, necromantic effects, and any effect that requires a
form and arrempts to escape. She muse reach her coffin Fortitude save u nless i.t also works on objects. He is nor
home within 2 hours or be utterly destroyed. (Kauvra can subject ro critical hits, subdual damage, ability damage,
travel up to nine miles in 2 hours.) Once at rest in her coffin, ability drain, energy drain, or death from massive damage.
Kauvra rises to 1 hit point after 1 hour, then resumes healing Hardmon cannot be raised, and resurrection works only if
at the rate of 5 hit points per round. he is willi ng. Harthoon has darkvision (60-fooc range).
Spider Climb (Ex): Kauvra can climb sheer surfaces as Spells K11ow11 (6/8/8/8/7/7/7/7/6/4; save DC 17 + spell
though using a spider climb spell. level, or 19 + spell level for Necromancy spells): o- danci11g
Turn Resistance (Ex): Kauvra is trea ted as an undead lights, delect magic, disrupt undead, ghost sound, light, mnge
with 20 Hit Dice for the purpose of turn, rebuke, command, hand, preserve orgn11, rny of frost, rend magic; 1st-mage armor,
and bolster attempts. magic missile, shield, sleep, s,1111111011 mo11sler l; 2nd-blur, i11vis-
Undead Trai ts: Kauvra is im mune to mind-affecting ibility, levitate, see mv1sibilily, Tasha's hideous laughter; 3rd-
effects, poison, sleep, paralysis, stunn ing, disease, deach dispel magic, hold person, magic circle agni11st good, 1rnlivi11g
effects, necromantic effects, and any effect tha t requires a weapon; 4th-bestow curse, charm monster, grim revenge,
Fortitude save unless it also works on objects. She is nm sub- improved inv1sibil1ty; 5th- en/I nightmare, cone of cold, teleport,
ject to critical hits, subdual damage, ability damage, ability ivnll of iron; 6th-cont111ge11cy, eyebite, mass haste; 7th-delayed
drain, energy drain, or death from massive damage. Kauvra blast f1rebnll, fi11ger of den.th, mass i11visibility; 8th-gutwrench,
cannot be raised, and resurrection works only if she is will- horrid wilti11g, steal life; 9th-power word kill, slrnpechnnge.
ing. Kauvra has darkvision (60-foot range). Possessions: clonk of Charisma +6, staff of pestilence (45
Skills : Kauvra gains a +8 racial bonus on Bluff, Hide, charges), vile spell ring, ring of protection +5, wand of stonesliin
Listen, Move Silently, Search, Sense Motive, and Spot checks. (48 charges), scroll of pnsmaUc spray, scroll of flesh to stone.
Possessions: +2 u11/1oly greataxe, +3 breastplnt.e, r111g of protec-
tion +4. YEENOGHU, DEMON PRlNCE OF GNOLLS
Large Outsider (Chaotic, Evil)
~Harthoon: Male human lich Sor19; CR 2.1; Medium-size Hit Dice: 33d8+363 (511 hp)
undead; HD 19d L2; hp 139; [ni t +1; Spd 30 ft.; AC 21 1 touch Initiative: +13
16, flat-footed 20; Atk +9 melee touch (1d8+5, touch, Will Speed: 40 fr.
save DC 25 half); SA fear aura, paralyzing touch; SQ DR AC: 42 (-t size, +9 Dex, +6 i11Sight, +18 natural), rouch 24,
15/+1, immunities, mm resistance +4, undead traits; AL CE; fla r-footed 33
SV Fort +6, Ref +9, Will +15; Str 11, Dex 13, Con - , Int 15, Attacks: Huge +5 triple flnil +51/+46/+41/+36 melee
Wis 15, Cha 25. Damage: Huge +5 triple flail 1d12+24/19-20 (for each of td3
S~ills and Feats: Alchemy +18, Concenrration +22, Hide +10, heads)
Knowledge (arcana) +23, Knowledge (the planes) +3, Face/Reach: 5 fr. by 5 fr./ 10 ft.
Listen +10, Move Silently +10, Profession (embalmer) +19, Special Attacks: Spell-like abiliries
Search +10, Sense Motive +10, Spellcraft +15, Spot +10; Special Qualities : DR 15/+6, fast healing 5, outsider traits,
Craft Wondrous ltem, Forge Ring, Iron Will, Lightning scent, see invisibility, SR 32, summo,1 ghouls, su,nmon
Reflexes, Maximize Spell, Silent Spell, Spell Focus (Necro- gnolls, summon tnnar'ri, ranar'ri traits
mancy), Thrall to Demon. Saves: Fort +29, Ref +27, Will +25
Fear Aura (Su): Harthoon is shrouded in a dreadful aura Abilities: Ser 37, Dex 28, Con 32, Int 26, Wis 25, Cha 25
of death and evil. Any creature with fewer than 5 HD within Skills: Animal Empathy +24, Balance +46, Climb +36,
a 60-foot radius that looks at him must succeed at a Will save Concentration +44, Diplomacy +11, Escape Artist +42,
(DC 26) or be affecred as though by a fear spell (caster level H andle Animal +28, Hide +38, Intimidate +40, lnn,ic
t9rh). Direcrion +40, Jump +50, Knowledge (narure) +41,
Paralyzing Touch (Su): Any living creature Harrhoon Listen +40, Move Silently +42, Ride (dire horse) +11,
touches must succeed at a Fortitude save (DC 26) or be Search +27, Sense Motive +40, Spot +40, Tumble +46,
permanently paralyzed. Remove pnrnlysrs or any spell that Wilderness Lore +26
can remove a curse can free the victim (see the bestow wrse Feats: Cleave, Dark Speech, Dodge, Great Cleave,
spell). The effect cannot be dispelled. Anyone paralyzed Improved Initiative, Power Attack, Sunder, Track,
by Harrhoon seems dead; only a successful Spot check Weapon Focus (rripJe flail)
(DC 20) or Heal check (DC 15) reveals that the victim is
still alive. Climate/Ierrain: Any land and undergrou nd
Immunities (Ex): Harthoon is immune to cold, electric- Organization: Solitary
ity, polymorphing, and mind-affecting effects. Challenge Rating: 22
Turn Resistance (Ex): Harthoon is treated as an undead Treasure: Quadruple standard
with 23 Hit Dice for the purpose of turn, rebuke, command, Alignment: Chaotic evil
and bolster attempts. Advancem ent: -
It may be that Yeenoghu was once a morral gnoll. Or it may greater dispelling, greatel' magic fang, suggestion, teleki,mis, tele-
be that, as a bestial and savage demon, he simply saw a kin- port witho1d erl'Or, tongues (self only), unhallow, unholy aurn,
ship with the gnolls. ln any event, this demon prince con- 1111holy blight; 1/ day-sl1apeclrn11ge, spread of sn.vagery. Caster
siders himself rhe patron of gnolls, and indeed many gnolls level 20th; save DC 17 + spell level.
do pay him homage. Fast Healing (Ex): Yeenoghu regains lost hit points at
Yeenoghu is very powerful, but not in the same league as the rate of 5 per round. Fast healing does not restore hit
Demogorgon or Orcus in terms of personal power or in influ- points lost from starvation, thirst, or suffocation, and irdoes
ence and armies. Yeenoghu does conn·ol a layer of the Abyss, nor allow Yeenoghu to regrow or rearrach lost body parts.
which he creatively calls Yeenoghu's Realm. There, he hunts Outsider Traits: Yeenoghu has darkvision (60-foot
lesser demons and other creatures while he plots his next range). He cannot be raised or resurrected.
arracks against layers with weak rulers in hopes of conquest. Scent (Ex): Yeenoghu can detect approaching enemies,
One success that Yeenogbu achieved long ago was his sub- sniff our hidden foes, and rrack by sense of smell.
jugation of the demonic entity that calls himself the King of See Invisibility (Su): Invisible creatures and objects are
the Ghouls. Once a vassal of Orcus, the King of the Ghouls always visible co Yeenoghu, as ifhe constantly had a see invis-
conrrolled his own minor layer of the Abyss. Yeenoghu's gnoU ibility spell (caster level 20th) active.
horde invaded and conquered that layer a11d its ruler. The King Summon Ghouls (Sp): Once per day, Yeenoghu can auro-
of the Ghouls swore fealty to Yeenoghu and pays homage to matically summon td6+6 ghouls. These special ghouls have
him even to this day. The Abyssal layer, however, was lost to maximum hit points and a +5 profane bonus on their rum
Yeenoghu because he did not command an anny vast enough resistance, AC, and attack and damage rolls.
to defend both ir and the layer he already occupied. The King Summon Gnolls (Sp): Once per day, Yeenoghu can automat-
of the Ghouls rules there again, but he is a vassal ofYeenoghu ically summon 11d6 gnolls or 3d4 5th-level gnoll
now rather than a minion of Orcus. So far, Orcus's anenrion fighters.
has been elsewhere, and he has not acted against Summon Tanar'ri (Sp): Once per
the Prince ofGnolls. day Yeenoghu can auromari-
Yeenoghu appears as a massive, gaunt gnoll 12 cally summon 1d2+1
feet in height. Yellow fur appears in mangy patches vrocks.
on his body, with pale gray flesh showu1g where
rhe fur is absent. H.is amber-colored eyes are large
and protruding.
Yeenoghu's symbol is a rriple-headed flail.
Combat
Bestial and straightforward, Yeenoghu is likely to charge
into melee growling and screaming epithets before doing
anything more
subtle. He usu-
ally prepares
for battle with
a bull's slrrngl/1
spell as well as
1111'10/)' a urn.
Climate/Terrain: Any land and underground Any land and tmderground Any land and underground
Organization: Solitary, swarm (6-15), Solitary or gang (3-10) Solitary, pair, or pack (3-11)
or horde (10-100)
Challenge Rating: 1 3 5
Treasure: None Standard Standard
Alignment: Always chaotic evil Always chaotic evil Always chaotic evil
Advancem ent: 2-6 HD (Small) 6-10 HD (Medium-size); 7-12 HD (Medium-size);
11- 15 HD (Large) 13- 18 HD (Large)
do nor use their summon ability lightly, since it leaves them battle heedless of danger, but they are slow, stupid, and
beholden ro the summoned crearures. ln general, they use it largely ineffective combatants. As weak as they are, they can
only when necessary co save their own lives. overcome foes by their numbers.
Acidic Cloud (Ex): When a mane dies, it dissolves into a
MANE cloud of noxious vapor. Anyone within 10 feet of a slain
Formed directly from the souls of evil creatures sent ro rhe mane who foils a Reflex save (DC 20) rakes 1d6 points of
Abyss for eternity, manes are rhe lowest of the demons, even acid damage.
lower than the dretches. They have no magical abilities at all
and are almost mindless. They act more Like wild beasts than RUTTERKIN
anything else. Rough, crude, and bestial, rutrerkins understand nothing
Manes are 3-foot-tall humanoids with pale, bloated Elesh rid- but brute force. These bullying demons are mean and cruel,
dled with maggots. Their white eyes show no sign ofsentience, trapped i11 a life of never-endiJ1g pail1, unhappy unless they
but their claws and jagged teeth betray their feral nanire. are inflicting violence. They roam the Abyss in gangs, avoid-
Manes cannot speak bur can understand simple concepts ing those more powerful and hw1ti.ng those weaker (or even
spoken il1 any language (as a side effect of their limited use a solitary powerful creature if they can gang up on it). These
of tanar'ri relepathy). demons are outcasts even in the Abyss. Of all other demons,
only the chasmes treat them as allies, and that is only
Combat because they find rutterkins easy to master and dominate.
Manes are largely mindless but devoted to savagery and Rutterkin are rhe misshapen results of the foul and
fury. They obey their masters and throw themselves into chaotic energies that cottrse through the Abyss, formed in a
process nor unlike the disease known as warp touch. As Spell-Like Abilities: At will- dnrlrness, cause fear, teleki11e-
such, they are always in pain and frequently howl and gri- sis; 1/ day- desecmte. Caster level 6th; save DC 10 + spell level.
mace, writhing and contorting as their corrupted bodies Summon Ta11ar'ri (Sp): Once per day a rutterkin can attempt
mutate with no rhyme or reason. The forms rhe rurrerkins ro summon 1 rucrerkin with a 35% chance of success or l
are cursed with are not always rhe most efficie11t, and about chasme with a 10% chance ofsuccess.
J 0% of rhe rime, a rutterkin encountered is so malformed
rhar one of its arms does nor work, or its limp actually slows Rutterkin Weapons
irs speed by 10 feer. A rurrerki11's double axe has the same weapon statistics as an
Standing 5 to 7 feet rail, these twisted, malformed crea-
ore double axe. 1n addition, a rutterkin can use a snap-tong
tures usually are hunched over, walking with a stagger or or a three-armed blade.
limp. Their skuLis are pointed, their eyes small and vicious, Sn ap -To n g: Many rutterkins carry this Large exotic
and their feanires asymmetrical and deformed. Their mot- weapon rather than a double axe. A snap-tong deals 2d6
tled green and blue-violet skin is nearly hairless. No two points of piercing damage, threatens a critical hit on a 20, and
look exactly alike. deals double damage on a critical hit. A wielder char hits an
opponent ofSmaU ro Large size may attempt to start a grapple
Combat as a free action without p.ovoking an attack of opporninity. If
Rurterkins prefer the use of weapons, and a few even wear the wielder gets a hold, the snap-tong grabs tbe opponent and
armor. They mainly use double axes with crescent-shaped deals 2d6 points of damage each round the hold is main-
blades, but occasionaUy one wields a longsword with a ser- tained. All rutterkins are proficient in the use of this weapon.
rated edge (usually with a shield) or one of rhe weapons Three-Armed Blade: This exotic ranged weapon is a !-foot
described below. As demons go, rutterkins have - - -- wide, three-bladed wedge that is launched from
few spell-Like or supernatu- a slinglike device. It has a range increment
ral abilities, and they of 20 feet and deals 1d10 points of slashing
rarely think of valu- damage. It threatens a critical hit on a 20 and
able or in re resting deals double damage on a critical hit. All rut-
ways of using the terkins are proficient in its use.
abilities they
do have.
Also known as leaping demons, bar-
lguras appear like lumbering apes.
_ _ This appearance is
.---c-::::.:: ./ misleading, for aIthough
.,._,._.~~; they look and move like
orangutans, they are inrelli-
genr and use their magical
abilities crafrily.
They make excellent
scours and skirmishers.
The sight of a dozen of
these bestial mon-
sters loping forward
at high speed can
crush the morale of
the stoutest war-
rior. They prefer ro
operate in small
packs. Unlike many
demons, bar-lguras
do not want ro be
around lesser demons.
They do nor enjoy bul-
1yin g d retches and
manes the way rut-
terkins do. Instead,
they feel that
- the lesser demons
W&~.z001 justgerin theirway.
Babau (Tanar 'ri) Shadow Demon Chasme (Tanar'ri)
Medium-Size Outsider Mediwn-Size Outsider Large Outsider
(Chaotic, Evil) (Ch aotic, Evil, Incorporeal) (Chaotic, Evil)
Hit Dice: 7d8+28 (59 hp) 1od8 (45 hp) 9d8+36 (76 hp)
Initiative: +2 +ll +3
Speed: 30 ft. fly 40 ft. (perfect) 30 ft., fly 50 ft. (perfect)
AC: 25 (+2 Dex, +14 natmal), 22 ( +7 Dex, +5 deflection), 26 (-1 size, +3 Dex, +14 narural),
rouch 11 , flat-footed 24 rouch 22, flat-footed LS touch 12, £lat-footed 23
Attacks: Greataxe +12/+7 melee and 2 claws +17 melee couch 2 claws +12 melee and bite +10
bite +7 me lee, or 2 claws +12 melee and gore +10 melee
melee and bite +7 melee
Damage: Grearaxe 1d12+7/ x3, Claw 1d6 vile Claw 1d8+4, bite 1d6+2,
bite 1d6+2, claw 1d6+5 gore 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 fr. by 5 ft./ 10 ft.
Special Attacks: Sneak attack +2d6, spell-like Improved grab, pounce, Drone, fear aura,
abilities, weakness gaze rake, spell-like abilities spell-like abilities, wounding
Special Qualities : DR 10/+1, protective slime, Darkness enhancement, flesh- DR 20/+2, outsider traits, SR 23,
outsider traits, SR 17, ripping claws, immunities, summon lmiar'ri, tanar'ri traits
sum.mo1·1 tanar'ri, tanar'ri rraits incorporeal subtype, light
powerlessness, oursider traits
Saves: Fon +9, Ref +6, Will +6 Fon +7, Ref +16, Will +10 Fort +10, Ref +9, Will +8
Abilities: Str 21, Dex 12, Con 18, Str - , Dex 24, Con 10, Str 19, Dex 16, Con 18,
Inc 14, Wis 13, Cha 16 Int 17, Wis 17, Cha 20 Int 14, Wis 14, Cha 14
Skills: Climb +15, Disable Device Bluff +1.5, Concentration +10, Concentration +16, Hide +11,
+12, Disguise + 13, Escape Diplomacy +12, Hide +30'\ Intimidate +14, lnruit
Artist +6, Hide +14, Listen Intimidate +7, Knowledge (arcana) Direction +8, Listen +14,
+14, Move Silently +14, +16, Knowledge (the planes) +11, Move Silently +15, Search +14,
Open Lock +11., Pick Listen +16, Move Silently +20, Spor +14
Pocket +6, Search +15 Search +16, Spot +J 5
Feats: Cleave, Power Attack Expertise, unproved Initiative, Flyby Attack, Multiattack,
Lightning Reflexes Power Attack
Climate/Terrain: Any land and underground Any land and underground Any land and underground
Organization: Solitary or gang (3- 6) Solitary Solitary, pair, gang (3-4),
or squad (6- 10)
Challenge Rating: 7 8 10
Treasure: None None Standard
Alignment: Always chaotic evil Always chaotic evil Always chaotic evil
Advancem ent: 8- 14 HD (Large); 11- 15 HD (Medium-size); 10-18 HD (Large)
15-21 HD (Huge) 16- 20 HD (Large)
Standing 5 to 6 feer rail, a bar-lgura is covered in reddish- co prisons or sealed caverns, leaving them there for as long
brown hair, although it can change color. I ts face is apelike, as they wish.
and its forelimbs are lon g and powerful while its rear limbs Pounce (Ex): If a bar-lg ura charges, it can make a full
are short- and powerful. Bar-lguras frequently walk o n aU arrack even rhough it has moved.
fours, bur they are capable of standing upright. A few wield Sp ell-Like Abilities: Ar will- darkness, cause fenr, dispel
weapons and wear humanoid clothing or armor. mngic, see invisibilil)\ telekinesis; 2/ day- chcrnge self, invisibility,
major image. Caster level 6tl1; save DC 11 + spell level.
Combat Teleport with out Error (Su ): A bar-lgura can use this
Bar-lguras enjoy setting ambushes and arracking foes with ability at wLll, as the spell, carrying up to 200 pounds with it.
surprise. They leap inro combat and thrortle opponents with Bar-lguras can even use this ability while grappling (grapple
their powerful limbs. If they outnumber their foes, some of bonus +10), but tl,e foe must be pinned first.
these demons grapple and hold the enemy while the others Summon Tanar'ri (Sp): O nce per day a bar-lgura can attempt
tear at them with powerful claws. co swnrnon another bar-lgura with a 35% chance of success.
Many of their supernatural and spell-like abilities help Skills: The skin of a bar-lgura changes color, allowing ir
them surprise their foes. Unlike that of most other demons, to blend it with surroundings like a chameleon and confer-
bar-lguras' teleport ability is not limited to just themselves, ring a +4 racial bonus on Hide checks. A bar-lgura also
so bar-lguras use this ability to grab foes and teleporr chem receives a +10 racial bonus on Jump checks.
BABAU SHADOW DEMON
Babaus are powerful assassins that strike with a sudd en Shadow demons are denizens of the Abyss without corpo-
ferocity. They are devious and careful, forming carefu l plans real fo rms, fo rmed from the very essence of evil o n that
before going into battle-always making sure that they do plane. They skitter and flit abou t with great speed and a
nor have to engage in a fai r fight. Almost every demon lord supernatural nimbleness, often mistaken for undead shad-
has a num ber of babaus that he or she employs as spies and ows. They resemble gaunt, angular, shadowy humanoids
killers. They occasionally work with succubi. with batlike wi11gs.
Babaus are tall and gaunt, looking like elongated skele- Shadow demons, like night hags and a few other cream res
tons covered in black leathery skin. The back of their skull chat inhabit the lower Planes, trade in souls. They use their
sports a singular, curved horn. Their rough flesh is covered nrngic jor abiliry to crap souls and sell or trade chem to more
iJ1 a thick, reddish paste that they secrete from smelly pores. powerful fiends. O n the Material Plan e, shadow d emons
They have pointed ears and a mouth full of jagged teeth. som etimes work as advisors or assistants ro evil crearures of
g rea t power: a dragon, an evi l king, a powerful demonolo-
Combat gist, or a similar villai n. Shadow demons genera lly serve
Babaus are sneaky and sly. They attack the m ost powerful foe their chosen master well, especially if they are able to gain a
first, hoping to eliminate the true threats quickly and rhen great many souls while doing so. If che souls are evil, all rhe
toy with rhe rest. Although they can use thei r claws in better. Shadow demons are also interested in tempting and
com bar, babaus prefer to use weapons, usually those requir- corrupting m ortals. And if, when its masrer finally dies, the
ing two hands to wield. shadow demon is able to snatch its soul too, all the better.
Sneak Attack (Ex): A babau can make a sneak attack Like Shadow demons sometimes serve demon lords directly,
a rogue, inflicting +2d6 points of damage whenever a foe is bur they rarely interact with ranar'ri or other demons.
denied his or her Dexteriry bonus, or when the babau is
flanking. Combat
Sp ell-Like Ab ilities: Ar will-dor!mess, dcsecmle, ce1 11 sc Shadow demons employ a straightforward s trategy in
feor, dispel magic, fly, sec mvisibility, teleb11em, telcporl ivit'1011I combat:
ermr (self plus 50 pounds of gear o nl y); 1/ day-poly-
morph self, wracli. Caster level 7th; save --• --~
DC 13 + spell level
Weakness Gaze (Su ): A
babau has a gaze attack
that deals id 3 points of
Strength damage to any
creamre that fails its For-
cicude save ( DC 16).
Prot ective
Slime (Ex): Because of the slippery,
slimy jelly that coars its s kin ,
a babau cakes half damage from
slashing and piercing weapons.
Furthe r, any weapon that
s trikes ir is corroded
and ruined by a ro uch
of rhe goo. A magic
weapon must succeed
at a Reflex save (DC 17)
or be corroded and ruined.
Bare flesh exposed co the
slime ( thro ugh unarmed
attacks or grappling) auto-
matically takes 1d6 points of acid
damage per round or per srrike.
Summon Tanar'ri (Sp): Once per day a babau
can attempt to summon 1 babau with a 40% chance
of success.
Skills: Babaus receive a +8 racial bonus on Hide,
Lisren, Move Silently, and Search checks.
immerse rhe battlefield in darkness, then tear foes ro shreds such light, it takes a -4 penalty to AC, attack rolls, damage
with their inky claws. rolls, saves, and skill and ability checks.
Improved Grab {Ex): If a shadow demon hits a Medium- Skills: A shadow demons receives a +10 racial bonus on
size or smaller opponent with both claw attacks, it deals Hide checks.
normal damage and attempts ro starr a grapple as a free
action without provoking an arrack of opportunity (grapple CHASME
bonus +17). lf it hits with both claws, ir can also rake in the Chasmes are disgusting, flylike demons. Experts in punish-
same round. The shadow demon has the option ro conduct ment and torture, they sometimes gain positions of power
rhe grapple normally, or simply use its claws to hold the and influence in the Abyss. If in the service ofa demon lord,
opponent (-20 penalry on grapple check, but the shadow chasmes are the taskmasters char keep orher demons serv-
demon is nor considered grappled). In either case, each suc- ing that lord in line and doing rbe jobs assigned co them (a
cessful grapple check it makes during successive rounds feat that can only be accomplished through pain and intim-
automatically deals damage from both claws. idation). Orher times, however, chasmes carve our a little
Pounce {Ex): If a shadow demon dives or leaps upon a niche for themselves and act as very minor demon lords,
foe during the first round of combat, it can make a full ruling over a number of lesser demons such as rurterkins
arrack (including a rake attempt, see below) even though ir and dretches. Traditionally, chasmes hare succubi and kill
has moved. them when they can. They also do nor like vrocks, whom
Rake (Ex): On any round thar a shadow demon bas a hold they see as rivals. They fear and obey more powerful demons
on an opponent (see (mproved Grab, above), ir can make such as hezrous and glabrezu.
two rake attacks (+17 melee couch) with its hind legs for td6 Like giant flies with tufts of hair sprouting about their
points of damage each. The shadow demon can also attempt thick, insecroid flesh, chasmes have large buzzing wings
co rake when it pounces on an opponent. and six limbs, two of which resemble long, thin human
Spell-Like Abilities: At will: darkness; L/ day- deeper arms. Their heads are vaguely humanlike, alrhough exagger-
darkness, damning darkness; 1/ week-mngic jnr. Caster level ated and ugly, wirh a hard, hooked horn where a human's
10th; save DC 15 + spell level. nose would be.
Darkness Enhancement (Ex): Shadow demons gain
power from being with in total darkness. They gain a +4 Combat
enhancement bonus to AC, attack rolls, damage rolls, saves, C hasmes like to torment their foes before slaying them.
and skill and ability checks in such conditions. Thus, they often besiege enemies with co11 tagio11, wave of
Flesh -Ripping Cl aws (Su): When a shadow demon's grief, or insect plague before going in for the kill.
claws touch flesh, rhey become corporeal, allowing rhe Drone (Su ): As a full-round action, a cbasme can beat its
creature to claw, rake, and even grapple with opponents, wings co create a droning buzz in a 60-foot spread. Each crea-
yet still ignore their armor. The shadow demon's claw and rure in the area must make a Will save (DC 16) or fall asleep
rake attacks are thus made as rouch attacks. Fleshless crea- for 2d10 rounds. There is no Hit Dice limit for this effect.
tures, such as certain constructs, are immune to rhe attacks This ability otherwise functions like the sleep spell. Demons
of a shadow demon. Corporeal foes attempting to grapple and creatures immune to sleep effects (such as elves) are
the shadow demon can only attempt to escape; they ca n't immune co this effect.
deal damage or pin in a grapple. All damage a shadow Fear Aura (Su): As a free action, a chasme can crea te an
demon's claws deal is vile damage (see Vile Damage in aura of fear in a 5-foor radius. The effect is otherwise identi-
Chapter 2). cal with a fem-spell (caster level 10th; Will DC 16 negates). If
Immunities {Su ): A shadow demon is immune to fire, the save is successful, that crearure cannot be affected again
cold, and electricity as well as mind-affecting effects, poison, by that chasme's fear aura for 24 hours.
sleep, paralysis, stunning, and disease. It is not subject to Spell-Like Abilities: At will-co11tagion, dnrki,ess, dese-
critical hits, subdual damage, ability damage, energy drain, crate, detect good, dispel magic, fly, insect plague, ray of enfeeble-
or death from massive damage. mwt, protection from good, see invisibility, telekinesis, t'Cleport
Incorporeal Subtype: A shadow demon can be harmed without error (self plus 50 pounds of gear only), wnve of grief;
only by other incorporeal creatures, +1 or berrer magic ! / day-circle of nausea, 1ml10ly n1Jrn. Caster level 10th; save
weapons, spells, spell-Like abilities, and supernatural abili- DC 12 + spell level.
ties. The creature has a 50% chance co ignore any damage Wounding (Ex): A wound resulting from a chasme's attack
from a corporeal source, except for force effects or anacks bleeds for an additional l points of damage per round there-
made with ghost couch weapons. A shadow demon can pass after. Multiple wounds from such attacks result in cumulative
rhrough solid objects, bur not force effects, at will. Its bleeding loss (two wounds for 2 points of damage per round,
attacks ignore narural armor, armor, and shields, but deflec- and so on). The bleeding can be stopped only by a successful
tion bonuses and force effects work normally aga inst them. Heal check (DC 10) or rhe application ofa cure spell or some
A shadow demon aJways moves silently and cannot be heard ocher healing spell (heal, healing circle, or the like).
with Listen checks if it doesn't wish to be. Summon Tanar'ri (Sp ): Once per day a ch asme can
Light Powerlessness (.Ex): A shadow demon is drained attempt to summon 1d4 runerkins or l chasme with a 40%
in bright light (such as sunlight) and flees from ir. Within chance of success.
monster spell of the appropriate level, except that it has only
DEVIL a limited chance of success. Roll cl% and compare the result
Devils are fiends narive to the Nine Hells. The mosr numer- with the creature's indicated chance of success. On a failure,
ous are rhe baatezu, who are infamous for their strength, evil no baatezu answer the summons. Summoned creatures
remperamenr, and rurhlessly efficienr organization. automatically return whence they came after 1 hour. A
Baatezu have a rigid caste system, in which aurhoriry baatezu that has just been summoned cannot use its own
derives nor only from power bur also from station. They summon ability for 1 hour. Most baatezu do not use their
occupy rhemselves mainly with e:Ktending their influence summon ability lightly, since it leaves them beholden to the
throughout the planes by corrupting mortals. Baatezu rhar summoned creatures. In general, they use it only when nec-
further chis goal are usually rewarded with improved srations. essary ro gain victory or to save their own lives.
Baatezu Traits: Unless otherwise noted, a baatezu can
COMBAT communicate telepathically with any creature within 100
Devils enjoy bullying rhose weaker rban themselves and feet that has a language. [n addition, it can see perfectly in
often attack good creatures just ro gain a trophy or three. darkness of any kind, even that created by a deeper darkness
Mosr devils are surrounded by an aura of fear, which they spell. A baatezu is i_mmune to tire and poison, and it has acid
use ro break up powerful groups and defear oppone nts resistance 20 and cold resistance 20.
piecemeal. The baacezu also use rheir illusion abiliries ro
delude and confuse foes. A favorite trick is to creare illusory KOCRACHON
reinforcements; enemies can never be sure if a threar is only Kocrachons are diabolic torturers. When the damned are
a figment or if real summoned devils are joining the fray. senr to hell ro face torment, it is often the insectoid kocra-
All devils share the following rrairs. chons thar perform the sick and terrible duties-and they
Outsider Traits: A devil has darkvision (60-foot range). Ir relish the rask. These devils are likely to be found in terrible
cannor be raised or resurrecred. hellish citadels, working for some greater baatezu. Dispater
In addition, all baatezu have rhe following abiliries in alone employs more than a thousand kocrachons in Dis.
common unless otherwise stated. They have a dark bluish-purple carapace like an insect's,
Sum mon Baatezu (Sp ): Most baatezu can summon other with long, serrated proboscises. Their heads are small; their
baacezu to rheir aid. This ability functions like a rnmmo11 legs are long and thin, ending in claws that are qui_te adept at
Climate/Ierrain: Ai-1y land and underground Any land and underground Any land and underground
Organization: Solitary or swarm (3-10) Solitary or swarm (3- 10) Solitary or pack (2---4)
Challenge Rating: 1 3 5
Treasure: None Standard Standard
Alignment: Always neutral evil Always neutral evil Always neutral evil
Advancement: 3- 5 HD (SmaU) 7-9 HD (Medium-size) "11- 15 HD (Meditun-size);
·16- 20 HD (Large)
breaks free. Add +1 ro the Challenge Raring of a kyrhon wirh with each successful sting or bite attack.The i.Ilitial and second-
this weapon. ary damage is tbe same (1d6 poi.I1ts of Constitution damage).
Mucus Pod: This gray and red membrane sac, filled wirh
yellow fluid, attaches to a kython's arm. When the kyrhon JUVENILE
makes a successful claw attack with rhar arm, rhe arrack also As kyrbons mature into juveniles, they grow larger and
sprays mucus our of a rube that rw1s from rbe sac ro rhe claw. A develop an exoskeleton. They also gain tbe use of rwo clawed
creature bit by the claw musr succeed al a Reflex savi.ng rhrow arms. Cn other ways, juvenile kyrhons look like broodlings.
(DC 18) or be entangled in the mucus for 1d6+4 rounds. Alco-
hol will wash tbe substance off a victim. Otherwise, there is no Com bat
means of disentangling before the duration is up. The juvenile kyrbon is as poison-fi lled as rhe brood ling.
Phnse Organ: This small fleshy pod fits upon tbe forehead Kython Weaponry (Ex): Each juvenile has a 10% chance
of the kyrhon, grafting into place permanendy. Ir allows rbe ro possess a kyrhon weapon.
kython to become i11corporeal (or corporeal again) as a free Po ison (Ex): Sting and bire, Fort DC 15; injrial and sec-
action. Ir cannot use rhis supernatural abiliry more rhan ondary damage 1d6 Constitution.
once per round. Add +1 ro rhe Challenge Rating of a kyrhon
with this device. ADULT
Skills and Feats: All kyrhons have extra Hir Dice as When kythons mature fully, their torso grows so rha r they
though they were Small crearures. become a lirrle more like upright humanoids (although rbey
still usually hunch over). Their rail drops away as rbey pass
BROODUNG into this srage, but rhey gain another set of clawed arms. The
Newly hatched kythons, or broodlings, have no functiona l exoskeleton is now either green, dark blue, or black. Adult
arms. Instead, they look like massive, roorh-filled mouths in kyrbons' bodily fluids become less poisonous, but they
eyeless, carapace-covered heads on rwo short legs, with a develop poison sacs in rhei.I- mouth wirh a new rype of venom.
long, whiplike tail. Coloration varies wildly, from dark Adults guard the nests and carry out most of the work that
green to black ro orange-whire. needs doing for kyrhon sociery as a whole. Most kytbons
remain in this stage forever. A few mature into more spe-
Combat cia lized stages, most of these becoming impalers, a few
Both the bite and tbe rail sting of rhe brood ling are poisonous. transforming into slaymasters, and very rare individuals be-
Poison (Ex): A broodling delivers irs poison (Fort DC 12) coming slaughterkings.
Impaler Slaymaster Slaughterking
Medium-Size Aberration Large Aberration Large Ab errat ion
Hit Dice: 12d8+36 (90 hp) 15d8+60 (127 hp) 18d8+9o (171 hp)
Initiative: +9 +7 +8
Sp eed : 50 ft. 30 ft. 30 ft.
AC: 27 (+5 Dex, +12 natural), 30 (-1 size, +3 Dex, +18 33 (-1 size, +4 Dex, +20 natural),
rouch 15, flat-footed 22 natural), rouch 12, flat-footed 27 touch 13, flat-footed 29
Attacks: Bite +13 melee and 4 claws Bice +17 melee and tail slap +15 Bite +22 melee and 4 claws
+11 melee melee and 4 claws +16 melee +20 melee
Dam age: Bite 3d6+4, claw 1d8+2 Bite 4d6+7, tail slap 1d6+3, Bite 4d6+9, claw 1d8+4
claw 1d8+3
Face/Reach: 5 ft. by 5 ft./ 5 ft. 1o ft. by 5 fr./10 ft. 5 fr. by 5 ft/ 10 fr.
Special Attack: Charge 6d6+8, kython Constrict 2d8+10, improved Kython weaponry, poison,
weaponry, poison grab, kython weaponry, poison poison spray
Special Qualities: Kython traits Kyrhon traits Kyrhon traits
Saves: Fort +7, Ref +9, Will +10 Fort +9, Ref +8, Will + t3 Fort +11, Ref +10, Will +17
Abilities: Srr 18, Dex 20, Con 17, Str 25, Dex 17, Con 18, Str 28, Dex 18, Con 20,
Int 12, Wis 15, Cha 15 Int 18, Wis 19, Cha 19 Int 20, Wis 19, Cha 21
Skills: Escape Artist +17, Hide +23, Escape Artist +10, Hide +17, Escape Artist +11, Hide +19,
listen +14, Move Silently +25 lntimidare +10, Intuit intimidate +15, Imuit Direction+14,
Direction +10, lis ten +13, Listen +13, Move Silently +23
Move Silently +21
Feats: Cleave, Dodge, Improved Cleave, Dodge, Great Cleave, Cleave, Dodge, Expertise, Great
Initiative (B), Multiattack (B), Improved Initiative (B), Mobility, Cleave, Improved Initiative (B), Iron
Power Arrack Mulriattack (B), Power Attack, Will, Multiattack (B), Power Attack,
Spring Attack, Weapon Focus Sunder, Weapon Focus (bite),
(claw) Weapon Focus (claw)
Climate/Terrain : Any land and underground Any land and underground Any land and underground
Organization: Solitary or pair Solitary or nest (1 slaymasrer, Solitary or nest (1 slaughrerking,
2-4 adults, 2-4 juveniles, 4-6 adults, 3- 10 juveniles,
3-5 broodlings) 3- 10 broodlings)
Challenge Rating: 8 11 13
Treasure: Standard Double standard Triple standard
Alignm ent: Always neutral evil Always neutral evil Always neutral evil
Advancement: 13-18 HD (Medium-size); L6-24 HD (large); 19- 30 HD (large);
19-24 HD (Large) 25- 32 HD ( Huge) 31-36 HD (Huge)
Combat Combat
The adult kython still has a poison bite, although it has a dif- The impaler has a poison bite, but its favored tactic is ro
ferent effect from chat of the younger kython's venom. charge with its bone spikes extended and ready co impale.
Kython Weaponry (Ex): Each adult has a 30% chance to Charge (Ex): When an impaler cl1arges with its bone spikes
possess a kyrhon weapon. out and pointed forward, it deals 6d6+8 points of damage.
Poison (Ex): Bite, Fort DC 18; initial and secondary Kython Weaponry (Ex): Each impaler has a 50% chance
damage 1d6 Strength. to possess a kyrhon weapon.
Poison (Ex): Bite, Fort DC 19; initial and secondary
IMPALER damage 1d6 Strength.
Impalers do not look all that different fro m regular Skills: lmpalers ga in a racial bonus of +8 on Move
adults, except rhac their form is more slender and sleek. Silently and Hide checks.
ln the palm of each claw is a recractable spike made of
hardened bone. SLAYMASTER
Impalers are kython assassins. They are fast, sneaky. and Slaymasrers rake on a form quire unlike that of regular adult
cunning. Unless assigned ro eliminate a foe (one that has kyrhons. 1n some ways, they seem to regress roward brood-
penetrated a kychon nesc or been decreed an enemy by a ling form. Slaymasrers have no legs and regain the long
slaymasrer or slaughterking), these creatures are usually at stinger-ripped rail, only chis time it forms the bulk of the
rest. Impalers are n ever found as guards. crearure's body, which resembles that of a snake.
Slaymasrers were the rulers of most kython nests w1ril
rhe appearance of the slaughterkings. They are brutal and
savage, and they seem to ta ke more enjoyment in killing SLAUGHTERKING
than their relatively unemotional lessers do. Slaughrerki ngs look like adult kyrhons, but they are much
larger and more muscular, standing about 12 feet call. Their
Combat mouths can open very wide like a snake's. They have an
A slaymasrer has a virulent poison in its bite and rail, and it almosr regal- bur still feral- bearing.
also commands strange supernatural abilities. The newest kython variation, the slaughrerking rules
C ons trict (Ex): With a d::ii!P"lll~,.t\ over all lesser kyrhon. Slaughrerkings are ill-tempered crea-
successful grapple check, a rures rhar crave battle. Occasionally, a slaughrerking goes off
slaymasrer can crush a grabbed on its own ro kill nonkythons, but' usually iris found in a
opponenr, dealing 2d8+10 points nest, surrounded by guards and attendants.
of bludgeoning damage.
Improved Grab (Ex): Ifa
slayrnaster hits a Medium- The slaughterking has a
size or smaller opponent virulent poison in irs
with a rail slap attack, ir deals bire, and it also sprays
normal damage and arremprs poison and com-
co srarr a grapple as a free action mands strange su-
without provoking an attack of oppor- pernarural abilities.
tunity (grapple bonus +22). lf it hits with It prefers to fight
the rail slap, it can also constrict at range for as
in the same round. The slay- long as possible.
master has rhe option to Kython Weap-
conduct rhe grapple nor- onry (Ex) : Each
mally, or simply use irs rail slaughrerking auto-
ro hold the opponent matically possesses a
(-20 penalty on grap- kyrhon weapon. It has a
ple check, but the 40% chance to possess a
slaymasrer is not second one.
considered grappled). Pois on (Ex): Bite,
In either case, each suc- Forr DC 24; initial and
cessful grapple check it makes secondary damage 2d6
during successive rounds auto- Strength.
matically deals rail slap and Poison Spray (Ex): In lieu of biting, a
constrict damage. slaught'erking can spray a stream of its
Kython Weaponry (Ex): poison up ro 30 feer as a ranged roucb
Each slaymasrer has a 90% arrack.
chance co possess a kyrhon Disruption Field (Su): If a
weapon. If it does possess slaughterking chooses to reduce the
a weapon, ir has a 10% chance ro range of its blindsigbr to 30 feet,
possess a second one. nonkyrhons wirh-
Poison (Ex }: rhis smaller
Bite, Forr DC 21; area rake a
initial and sec- -4 mora le
ondary damage penalty on at-
2d6 Sn·ength. tacks, saves, ability
Dis ruption Field (Su): If a sl ay master chooses ro checks, and skill checks. Any spell
reduce the range of its blindsight to 30 feet, nonkyrhons cast in rhis area has a 20% chance of being disrupted and fail-
within rhis smaller area take a - 2 morale penalty on attacks, ing (check for normal arcane spell failure chance sepa-
saves, ability checks, and skill checks. Any spell cast in this rately). The disruption field can operate at the same rime as
area has a 10% chance of being disrupted and failing (check rhe defensive field, or rhe slaughterking can activate them
for normal arcane spell failure chance separately). The dis- independemly.
ruption field can operate at d1e same time as the defensive Enhanced Defense (Su): If a slaughrerking chooses to
field, or the slaymaster can activate them independently. reduce rhe range of its blindsight ro 30 feet, it gains a +4
Enhanced D efense (Su ): lf a slaymasrer chooses ro reduce deflection bonus to Armor Class and spell resistance 25.
rhe range of its blindsighr to 30 feet, ir gains a +2 deflecrion Enhanced defense can operate at the same rime as the dis-
bonus to Armor Class and spell resistance 20. Enhanced ruption field, or the slaughrerking can activate rhem inde-
defense can operate at the same time as the disruption field, pendently.
or the slaymasrer can activate them independently.
Burrow into Flesh (Ex): If the vaarh has reduced its
VAATH prey's Dexterity to O or established a hold on it, the vaarh's
Large Outsider mouth-ended tendril burrows into the crearnre's flesh. The
Hit Dice: 6d8+t2 (39 hp) tiny mouth chews its way through the victim, dealing td6
Initiative: +8 points of damage per round. After td4+1 rounds of burrow-
Sp eed : 40 ft. ing, rhe tendril reaches a vital organ. Unless rbe vaarh is
AC: 22 (-1 size, +4 Dex, +9 narural), touch 13, flat-footed 18 killed or the victim receives healing, death comes td6+4
Attacks: 2 claws +8 melee and bite +3 melee minutes later. Most victims survive long enough ro watch
Damage: Claw 1d6+3, bite Ld8+1 plus poison their own intestines and organs disappear into rhe vaath's
Face/Reach : 5 ft. by 5 ft./10 ft. hungry maw.
Sp ecial Attacks: Burrow inro flesh, improved grab, poison, Improved Grab (Ex): [fa vaath hits a Medium-size or
telepathic sensory conduit smaller opponent with a claw attack, it deals normal damage
Special Qualities: DR 1 o/ +t, scenr, SR 16 and attempts to start a grapple as a free action without pro-
Saves: Fort +7, Ref +9, Will +7 voking an attack of opportunity (grapple bonus +J 3). If it
Abilities: Srr 17, Dex 18, Con 14, Inr 16, Wis 14, Cha 13 bits with a claw, it can also burrow into flesh. The vaath has
Skills: Climb +12, Intimidate +10, Jump +12, Listen +13, rhe option to conduct the grapple nonnally, or simply use its
Move Silently +12, Search +9, Spot +13, claw ro hold the opponent (-20 penalty on grapple check,
Wilderness Lore +9 bur rhe vaarh is not considered grappled). In either case,
Feats: Alertness, Improved Initiative each successful grapple check it makes during successive
rounds automatically deals claw damage.
Climate/retrain: Any land and underground Poison (Ex): The bite of the vaath carries a poison (Fort
Organization: Solitary, pair, or pack (3-8) DC 15) meant to incapacitate foes so that rhe vaarh can ror-
Challen ge Rating: 4 menr rhe creature before it perishes. The initial and second-
Treasure: Standard ary damage is the same (2d6 points of Dexterity damage).
Alignment: Always neutral evil Tel epathic Sen sor y Conduit (Su ): The vaarh's only
Advancement: 7- 13 HD (Large); 14-27 HD (Huge) supernatural ability comes into play when its mouth-ten-
dri l has burrowed deep wirhiJ1 its prey. W hen the vaath
Hailing from the evil plane known as Carceri, rhe vaath is a begins savoring the meat and organs of the crearu.re, it tele-
creature of pure sadism that delights in borh physical and pathically transmits the sensation of taste (and its own
emotional pain. Unlike some outsiders, ir does nor feed
upon pain-it simply relishes inflicting ir. If it can, a
vaath gives its prey rime to realize rhar it is going ro
die. Menral anguish is far more grati-
fying rhan simple physical agony.
Natural hunters, vaarhs are built
for speed and are excellent trackers.
They possess sinister cunning and a .
deviously twisted sense of tac-
tics, setting ambushes a11d
traps for prey ahead of rime.
A horri ble amalgama rion
insect and reptile, the vaarh has a long body covered in dark
scales. A hard, thorny brown carapace protects its head.
Long, white teeth drip venomous saliva. Narrow, slirted eyes
peek out from its spike-covered head-shell. A long, snaky
tendril extends from a small cavity above its mouth, ending enjoyment of it) to all wi1hin 20
in a small, sphincterlike mourb of its own. feet- including the victim. All creatures are allowed a
A vaarh speaks Infernal and Abyssal. Vaaths are occa- Will saving throw (DC 14) against this mind-affecting
sionally used as entertainment in the courts of powerful effect. Creatures char fail their saves take 1 point of
fiends or even sometimes as hunting crearures. But even Wisdom drain due ro rhe horrific effect the devouring has
rhe most powerful demon or devil is wary of a vaarh pack on one's sanity. Victims char fai l the Will save rake 1d6
rurning on it. points of Wisdom drain, but char only matters if the victim
survives. Crearures that regularly feed on the type of crea-
COMBAT ture being devoured are immune ro this effect. Bur no crea-
A vaarh attempts to either grapple or paralyze a foe and then ture, nor even another vaarh, is immune to the horror of
use its burrowing mouth-tendril Killing a foe quickly .is experiencing what its own entrails taste like.
wasteful, so the vaath avoids doing so at all costs. Its desire ro Scent (Ex): Vaaths can detect approaching enemies, sniff
hunt and kill supersedes its own survival insti.ncc. out hidden foes, and track by sense of smell.
the area takes sds points of damage (Reflex DC 18 half).
VII EWIGHT Disease (Ex): Any creature hit by the vilewigbt's intestinal
Medi.u m-Size Undead tendrils must succeed at a Fortitude save (DC 16) or contract
Hit Dice: 12d12 (78 hp) life blindness. The incubation period is ·1 days, and the disease
Initiative: +6 causes the victim to be unable to see living creanrres (see Dis-
Speed: 30 fr. ease in Chapter 3 of the DuNGWN MAsTn 's G111de).
AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16 Energy Drain (Su): Any living creature hit by any of a vile-
Attacks: 2 claws +10 melee and bite +5 melee and rendril wight's narural attacks arrack gains two negative levels. For
bites +5 melee each negative level bestowed, Lhe vilewighr heals 5 points of
Damage: Claws 1d6+4, bite 1ds+2, tendril bires Ld6+2 and damage. If tl1e a mount of heali11g is more cha n the damage it
disease has raken, it gains any excess as temporary hit points. If the
Face/Reach: 5 ft. by 5 fr./ 5 ft. ( 10 fr. with rendril bites) negative level bas not been removed (with a spell such as
Special Attacks: Darli r/1a1111el, disease, energy drain, rcslomlion) before 24 hours have passed, the afflicted opponent
improved grab must succeed at a Fortitude save (DC 18) to remove it. Failure
Special Qualities: Create spawn, undead traits means the opponent's level (or Hit Dice) is reduced by one.
Saves: Fort +4, Ref +6, Will +9 Improved Grab (Ex): lf a vilewight hits a Medium-size
Abilities: Str 18, Dex 15, Con - , Inr 17, Wis 12, Cha 14 or smaller opponent with a claw arrack,
Skills: Climb +12, Hide +15, Knowledge (arcana) +16, it deals normal damage and
Listen +16, Move Silently +25, Spor +14 attempts to start a grapple as
Feats: Alertness, Combat Reflexes, Dodge, Expertise, a free acrion without provok-
Improved Tnitiarive, Mobility ing an a track of opportu-
nity (grapple bonus +10).
Climate/Ierrain: Any land and underground If it hits with a claw, it
Organization: Solitary, pair, gang (3- 7), or automatically bits with
mob (3-7 plus 5- 10 wigh rs) its tendril bites in the
Challenge Rating: 8 next round. The vile-
Treasure: None wight has the option to
Alignment: Always neutral evil conduct the grapple
Advancement: By character class normally, or simply use
its claw to hold the
Vilewights are undead creatures, opponent (-20 penal-
the remains of those that delved ty on grapple check,
too far and roo long into the black bur the vilewight is
arts. They resemble wights- not considered grap-
eyes burning wirh malevolence, pled). In either case,
teeth like sharp, jagged needles, each successful grap-
and leathery, desiccated flesh. ple check i L makes during
The torso of a vilewigh r tears successive rounds automati-
open when it rises from rhe cally deals claw and tendril
dead, exposing dried, rubbery bites damage.
intestines. These gurs function Create Spawn (Su): A.J.1y
as limbs, snaking out of the humanoid slain by a vilewigbt be-
wound as multiple tendrils. comes a wight in id4 rounds. Such
Each tendril ends in a vicious wights are under the command of
mouth dripping bile. the vilewighr that created them and
These undead creatures haunt grave- remain enslaved until its destruction.
yards and necropolises, but they also can be found in ancient They do not possess any of the abilities they bad in life.
libraries and in hidden cellars beneath wizards' guilds. Undead Traits: A vilewight Is immune ro mind-affecting
Vilewights retain none of the abilities they had in life. effec1s, poison, s leep, paralysis, stunning, disease, death
effects, necromantic effects, and any effect that requires a
COMBAT Fortitude save unless it also works on objects. Ir is nor sub-
A vilewight relies on its dark channel spell-like ability, resorr- ject to critical hits, subdual damage, ability damage, ability
ing ro melee only when it must. If ir kiUs a humanoid that drain, energy drain, or death from massive damage. A vile-
become a spawn, it attempts to retreat unril the spawn is fully wight cannot be raised, a11d resurrection works only if iris
formed. Then it charges back into the fray with its new ally. willing. The crearure has darkvision (60-foot range).
Dark Channel (Sp): Once every other round, a vilewight Skills: A vilewigh t receives a +8 racial bonus on Move
can channel the negative energy infusing it into a line of Silently checks.
cold, black energy 5 feet wide and 30 fee1 long. Everyone in
Abilities: Modify the base creature as follows: Str +o,
RONE CREATlJRE Dex +4, Con - , Int +0, Wis +0, Cha +0.
Sometimes creatures char rise as undead skeletons rerain Sk ills: Same as the base creature, modified by ability
their intellect and abilities. Bone fighters wie Id dead! y score adjusrmenrs.
weapons and clank about in ancient armor. Bone sorcerers Feats: Same as the base creature, plus rhe bone creature
cast dreadful spells and are often confused wirh liches. gets rhe Weapon Finesse fear wirh any one weapon for free.
Bone wyverns darken the skies and threaten with their
poisoned, skeletal tails. SAMPLE BONE CREATURE
Bone creatures cannot be the resulr of a simple nnimnte Base Creature: 5rh-level bugbear rogue.
dead spell, bur could arise from a create undead or create greater Bone Bugbear
undead spell, as undead of their equivalent Hir Dice. M edium-Size Undead
Hit Dice: sd12 (52 hp)
REATING A BO NE CREATURE Initiat ive: +6
''Bone" is a template char can be added co any nonundead, cor- Speed : 30 ft.
poreal creature rhar has a skeleral system (referred ro hereafter AC: 2l (+5 Dex, +2 natural, +3 masterwork srudded
as rhe base crearure). The creature's rype changes to undead. It learber, + L masrerwork small sreel shield), couch 15,
retains all rype modifiers and subrypes, if applicable. flar-footed 21
The bone creature uses all the base creature's statistics and Attacks: + L shorl stvord +12 me lee, or 2 claws +9 me lee
special abilities excepr as noted here. Dam age: +1 short sword td6+4/ 19-20, claw td4+4
Hit Dice: Increase ro d12. Face/Reach : 5 ft. by 5 ft./5 fr.
Speed: Winged bone creatures retain the ability to fly. Special Attacks: Sneak attack +3d6
Now, however, the flight is magical, as rhe fly spell, bur it still Special Qu alities: Darkvision 60 ft., evasion, immuniries,
uses the creature's original fly speed. traps, uncrurny dodge (Dex bonus to AC), undead rrairs
AC: Narural armor bonus changes to a number based on Saves: Forr +4, Ref +l3, Will +3
rhe bone creature's size. Abilities: Str 19, Dex 22, Con-, Inr 15, Wis 13, Cha 10
Skills: Balance +8, Bluff +7, Climb+10, Diplomacy +2,
Size Bonus Size Bonus Hide +11, Innuendo +6, Intimidate +7, Inn1it Direcrion
Tiny or smaller +0 Huge +4
+6, Listen +9, Move Silently +12, Pick Pocket +13, Spor
Small +1 Gargantuan +6
Medium-size +2 Colossal +10 +11, Tumble +12
Large +3 Feats: Alertness, Grear Fortirnde, Weapon Finesse (short
sword)
Attacks: A bone crearure retains all the natural attacks
and weapon proficiencies of the base crearure, except for Climate/Ierrain: Any underground
attacks that can't work without flesh, such as a mind flayer's Organization: Solitary, pair, gang (3-4), or ba11d ( 11-20
tentacle attacks. A crearure wirh hands gains one claw attack plus 150% noncombatants plus 22nd-level sergeants
per hand; a bone creature can strike with all of them at irs a11d 1 leader of 2nd-5th level)
full arrack bonus. if the creature already had claw arracks Challenge Rating: 7
with irs hands, use rhe bone crearure arrack formar and Treasure: Standard
damage, if rhey're better. The base creature's base arrack Alignment: Chaotic evil
bonus does not change. Advancement: By character class
D amag e : Na rural and manufactured weapons deal
normal damage. A claw attack deals damage depending on This bone bugbear conceals its undead narure as besr as ir
the bone creature's size. can and conrinues to ambush rravelers on rhe road.
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