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Pathfinder Roleplaying Game Supplement


Authors: Timothy Brown (World Book), Thomas M. Reid (Game Mechanics)
Cover Art: Brom
Graphics and Layout: Don Perrin

Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition
of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (char-
acters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previ-
ously been designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work
other than the material designated as Open Game Content may be reproduced in any form without written permission.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing,
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LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 1225745

LLC does not guarantee compatibility, and does not endorse this product.

Compatibility with Ultimate Psionics requires Ultimate Psionics from Dreamscarred Press. See http://dreamscarredpress.
com for more information on Ultimate Psionics. Dreamscarred Press does not guarantee compatibility, and does not en-
dorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder
Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Ro-
leplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the
compatibility license.

Ultimate Psionics is Copyright 2013 Dreamscarred Press and is referenced with permission.

Dragon Kings Pathfinder Roleplaying Game Supplement is published by Soldier-Spy LLC under the Open Game License
version 1.0a Copyright 2000 Wizards of the Coast, Inc.

www.dragonkingsproject.com
Soldier-Spy grants permission to print this document, in whole or in part, for personal use.

Dragon Kings, the Dragon Kings logo and the Soldier-Spy logo are © 2014 Soldier-Spy LLC.
All rights reserved.

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Resistant: Bev al-Khim have an innate sense of resistance


Chapter 2: The Struggle for Khitus to both mundane and magical afflictions, gaining SR 11 +
The following notes list specific game-mechanic details of character level and a +1 racial bonus on all saving throws.
the various factions found on Khitus. These entries are not Cunning: Bev al-Khim are clever in their dealings
meant to be exhaustive or exclusive, but rather are designed with others, gaining a +1 racial bonus to both Bluff and
to give the reader a general sense of how the Pathfinder Diplomacy checks. In addition, once per day when making
Roleplaying Game overlies the world of the Dragon Kings. a Bluff or Diplomacy check, they can roll twice and take
(See also the notes on Chapter 3: Races & Realms for more the better result.
information on character classes.) Darkvision: Bev al-Khim can see in the dark up to 60 feet.
Light Sensitivity: Bev al-Khim are dazzled as long as they
Bev al-Khim (The Pale) remain in an area of bright light.
Languages: Bev al-Khim begin play speaking Common
This strange humanoid creature has very pale skin and thin, and their own language, known as Palespeak to others.
withered limbs and face.
Kuad Ahir (The Awakened/The Changed)
Bev al-Khim CR 5
In the Pathfinder system, members of the Kuad Ahir are
XP 1,600 usually psionicists, primarily psions (most commonly
Bev al-Khim expert 7 (merchant) generalists and telepaths) and wilders, though some cryp-
N Medium humanoid (pale) tics, marksmen, psychic warriors, tacticians, and vitalists
Init +1; Senses darkvision 60 ft.; Perception +15 may also be encountered. Check out Utimate Psionics by
Defense Dreamscarred Press for more details on playing psionicist
AC 11, touch 11, flat-footed 10 (+1 Dex) characters in the Pathfinder Roleplaying Game. Also see
hp 24 (7d8–7) the Appendix: Powers of the Mind at the end of this docu-
Fort +2, Ref +4, Will +10 ment for more information.
SR 16
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Weaknesses light sensitivity Trakeen (The Faithful)


Offense
Speed 30 ft. Members of the Trakeen faction are not true clerics; they
Melee dagger +3 (1d4–2/19–20) do not derive their power from divine magic bestowed by
Statistics the Dragon Kings themselves. Rather, their numbers are
Str 6, Dex 12, Con 9, Int 11, Wis 14, Cha 14 made up of wizards who rely heavily on enchantments and
Base Atk +5; CMB +3; CMD 14 illusions, from both spell and magic item, to create the false
Feats Iron Will, Persuasive, Skill Focus (Diplomacy), Skill impression of divine guidance and reward. The infectious
Focus (Perception) charms and resilient illusions arcane discoveries work well
Skills Appraise +10, Bluff +13, Diplomacy +18, Intimidate for wizards of the Trakeen.
+4, Linguistics +10, Perception +15, Profession (mer-
chant) +12, Sense Motive +12; Racial Modifiers +1 Dramidge (The Bearded Ones)
Bluff, +1 Diplomacy
The wizards of the Dramidge employ very potent enchant-
Languages Common, Palespeak
ment spells in their efforts to interact with, raise, and
Ecology
befriend wild dragons—charm monster & mass version,
Environment any urban
dominate monster, euphoric tranquility, overwhelming pres-
Organization solitary or pair
ence, suggestion & mass version, etc.—and enhance them
Treasure NPC gear
whenever possible with the Piercing Spell metamagic feat
in order to overcome a dragon’s SR. A few very powerful
Bev al-Khim Characters (7 RP)
members possess orbs of dragonkind (specifically keyed
Bev al-Khim are defined by their class levels—they do not to Khitan dragons, rather than the traditional chromatic
possess racial Hit Dice. All Bev al-Khim have the follow- dragons).
ing racial traits.

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Rakar (The Cozeners/The Shrouded) Benefit: You can hide a Small-sized dagger or dart
within your flesh, inserted below the surface of the skin,
Some high-ranking wizards among the Rakarth employ gaining a +10 bonus to Sleight of Hand checks to prevent
spells (and/or magic items that emulate such spells) from others from noticing it.
the illusion and/or necromancy schools, as well as special- Special: You can take this feat multiple times. Its ef-
izing in the shadowcaster archetype, in order to become fects do not stack. Each time you take the feat, you can hide
“The Absent.” Some actually change their physical natures one additional weapon.
to become the stuff of shadows (such as shadow projection
or shadow walk), while others utilize misdirection and illu- Yenfansa (White Eyes/The Devil’s Children)
sion to make it only appear that they are wispy and insub-
stantial (blur, ghostly disguise, and mislead are popular This diminutive humanoid is hairless with stark, pupil-less
choices). white eyes.
To control their Vezhika, Zmast use charm person, un-
natural lust, reckless infatuation, suggestion, or even domi- Yenfansa CR 8
nate person and overwhelming presence. The infectious
XP 4,800
charms arcane discovery is useful for faction members.
N Small outsider
Init +7; Senses darkvision 60 ft.; Perception +22
Gare Attessa (The Chroniclers)
Aura frightful presence (30 ft., DC 13), unnatural aura
The Expert NPC class is by far the most common represen- Defense
tative of the Gare Attessa. Among character classes, clerics, AC 20, touch 15, flat-footed 16 (+3 Dex, +1 dodge, +5
wizards, bards (in particular, the archivist and negotiator natural, +1 size)
archetypes), and the loremaster (prestige class) fill out their hp 55 (10d10)
ranks. While less common, oracles may also be included Fort +3, Ref +10, Will +12
in the mix (in particular, the enlightened philosopher and DR 10/magic; SR 19
Offense
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a modified version of the ancient lorekeeper archetypes,


substituting the Dragon Kings for elves as the knowledge Speed 40 ft.
base). Melee 2 claw +14 (1d3), dagger +14/+9 (1d3/19–20)
Spell-Like Abilities (CL 8th; concentration +6)
Nyutu (The All-Seeing) 3/day—inflict critical wounds
Statistics
Members of the Nyutu typically function as rogues, par- Str 10, Dex 16, Con 10, Int 15, Wis 21, Cha 7
ticularly the acrobat, carnivalist, and charlatan archetypes. Base Atk +10; CMB +9; CMD 23
Bards are also common among the Nyutu, with the celeb- Feats Alertness, Dodge, Endurance, Improved Initiative,
rity, daredevil, diva, magician, and street performer arche- Weapon Finesse
types serving as good fits. Those among the Nyutu who Skills Climb +13, Escape Artist +16, Intimidate +8,
become Cora multiclass, gaining levels in the Kineticist Knowledge (arcana) +15, Perception +22, Sense Motive
discipline of the Psion class. Also, see Chapter 8: Sorcery’s +22, Spellcraft +12, Survival +18
Mind below for more information on their harmonic magic Languages Common, Yenfansa
abilities. Ecology
Environment any
Boneshards Organization solitary or band (2–5)
Treasure standard
Boneshards come exclusively from the assassin prestige
class. Members of this faction can learn the following feat:

Bloodsheath
You can hide small, unobtrusive weapons within your very
flesh.
Prerequisite: death attack class ability

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Tough-Skinned: Cold skins have tough, scaly hides that


Chapter 3: Races and Realms grant them a +1 natural armor bonus.
This section contains information on the new races found in Swimmer: Cold skins have a swim move of 15 feet and
The Dragon Kings World Book, including creating charac- can hold their breath for a number of rounds equal to four
ters from them. times their Constitution score.
Natural Weapons: Cold skins can opt to attack with two
Cold Skins (Oritahl) claws and a bite instead of with weapons.
Acrobatic: Cold skins gain a +2 racial bonus to their
Acrobatics skill.
Cold Skin Warrior CR 1/3 Languages: Cold skins begin play speaking limited, sim-
plistic Common.
XP 135
Warrior 1
Krikis
N Medium humanoid (reptilian)
Init +0; Senses Perception +1 This upright insect creature has a thick, chitinous shell and
Defense studies its surroundings with both antennae and multifac-
AC 15, touch 10, flat-footed 15 (+2 armor, +1 natural, +2 eted eyes.
shield)
hp 8 (1d10+3) Krikis Warrior CR 1/2
Fort +4, Ref +0, Will +0
Offense XP 135
Speed 30 ft., swim 15 ft. Warrior 1
Melee club +4 (1d6+2); or 2 claw +3 (1d4+2), bite +3 N Medium monstrous humanoid
(1d6+2) Init +1; Senses darkvision 60 ft.; Perception +0
Ranged javelin +1 (1d6+2) Defense
Statistics AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
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Str 15, Dex 11, Con 14, Int 7, Wis 10, Cha 8 hp 8 (1d10+3)
Base Atk +1; CMB +3; CMD 13 Fort +4, Ref +1, Will +2
Feats Weapon Focus (club) Offense
Skills Acrobatics +0, Perception +1, Swim +8; Racial Speed 30 ft.
Modifiers +2 Acrobatics Melee spear +2 (1d8+1/×3)
Languages Common, Draconic Statistics
SQ hold breath Str 13, Dex 13, Con 14, Int 9, Wis 10, Cha 8
Other Gear leather armor, heavy wooden shield, club Base Atk +1; CMB +2; CMD 13
Ecology Feats Acrobatic, Skill Focus (Acrobatics)B
Environment Any warm Skills Acrobatics +10 (jumping only)
Organization solitary, patrol (3–12), or tribe (13–60) Languages Common, Hivespeak
Treasure NPC gear Other Gear spear
Special Abilities Ecology
Hold Breath (Ex) A cold skin can hold its breath for a Environment any
number of rounds equal to 4 times its Constitution score Organization solitary, clutch (3–8), or hive (10–100)
before it risks drowning. Treasure NPC gear

Cold Skin Characters (10 RP) Krikis Characters (18 RP)


Cold skins are defined by their class levels—they do not Krikis are defined by their class levels—they do not possess
possess racial Hit Dice. All cold skins have the following racial Hit Dice. All krikis have the following racial traits.
racial traits. +2 Dexterity, +2 Constitution, –2 Intelligence: Krikis are
+2 Strength, +2 Con, –2 Intelligence: Cold skins are pow- unusually agile and hearty, but the species is still emerging
erful and hearty, but they are also slower-witted than many as truly sentient.
other species.

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Chitinous: Krikis have thick exoskeletons that protect Pachyaur Characters (17 RP)
them from enemies, granting a +5 natural armor bonus, but
they do not wear other armor. Pachyaur are defined by their class levels—they do not pos-
Wary: Krikis are particularly adept at noticing and leaping sess racial Hit Dice. All pachyaur have the following racial
away from danger, and thus gain Acrobatics and Perception traits.
as class skills, regardless of their actual class. +4 Strength, –2 Dexterity, –2 Wisdom: Pachyaur are very
Keen Jumper: Krikis gain Skill Focus: Acrobatics as a powerful, but they cannot perform fine manipulation very
bonus feat that only applies to jumping, and attempts are well, and they are prone to fits of emotion.
always treated as if they gained a running start. Thick Hide: Pachyaur have thick skins and gain a +1 natu-
Alien-Minded: Because of Krikis’ alien mentalities, they ral armor bonus.
gain a +2 bonus to all Will saving throws. Natural Attacks: Pachyaur can choose to use their tusks
Languages: Krikis begin play speaking Common and their and hooves to gore and kick opponents, rather than attack
native Hivespeak, which involves both mandible clicks and with weapons.
shared sensory data from their antennae. King of the Plains: Pachyaur gain Survival and Intimidate
as class skills.
Pachyaur Languages: Pachyaur begin play speaking Common and
Pachyaur.
This large, intelligent creature looks like a cross between an
elephant and a centaur. Penmai

Pachyaur Fighter CR 1 This small humanoid uses its remarkably long and dexterous
limbs and tail to help it climb and jump through the forest
XP 400 canopy.
Fighter 1
LN Large monstrous humanoid Penmai Ranger CR 1
Init +0; Senses darkvision 60 ft.; Perception +0
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Defense XP 400
AC 13, touch 9, flat-footed 13 (+3 armor, +1 natural, –1 Ranger 1
size) CG Small humanoid (penmai)
hp 13 (1d10+3) Init +4; Senses Perception +4
Fort +4, Ref +0, Will –1 Defense
Offense AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
Speed 30 ft. hp 11 (1d10+1)
Melee gore +4 (1d8+4), 2 hoof +2 (1d6+2); or 3 spears +4 Fort +3, Ref +6, Will +0
(2d6+4/×3) Offense
Space 10 ft.; Reach 10 ft. Speed 20 ft., climb 30 ft.
Statistics Melee short sword +3 (1d4+1/19–20), dagger +3
Str 19, Dex 11, Con 14, Int 12, Wis 8, Cha 8 (1d3+1/19–20)
Base Atk +1; CMB +6; CMD 16 Ranged shortbow +6 (1d4/×3)
Feats Multiattack, Multiweapon Fighting Special Attacks favored enemy (monstrous humanoids +2)
Skills Intimidate +3, Knowledge (geography) +2, Statistics
Perception +0 Str 12, Dex 19, Con 13, Int 8, Wis 10, Cha 10
Languages Common, Pachyaur Base Atk +1; CMB +1; CMD 15
Ecology Feats Skill Focus (Acrobatics)B, Two-Weapon Fighting
Environment any warm plains Skills Acrobatics +8 (+4 when jumping), Climb +18,
Organization solitary, pair, or herd (4–15) Handle Animal +8, Perception +4, Stealth +9, Survival
Treasure NPC gear +4; Racial Modifiers –4 Acrobatics when jumping, +16
Climb, +4 Handle Animal (avians only)
Languages Common, Penmaian
SQ track +1, wild empathy +1, avian empathy, expert
climber, prehensile tail

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Ecology
Environment any forest or cliff
Chapter 4: The Cities
Organization solitary, pair, or tribe (5–60) The Stranger described in the entry for the city of Brokkan
Treasure NPC gear is an advanced mummy (or mythic mummy, if you include
Special Abilities those rules in your campaign). Adjust the creature’s intelli-
Avian Empathy (Ex): Penmai gain a +4 bonus on Handle gence to serve the needs of the campaign, if necessary.
Animal checks made to influence birds and Sanid.
Expert Climber (Ex): Penmai have a climb speed of 30 Chapter 5:
feet, gain a +16 racial bonus to Climb checks, and can
easily climb cliff walls and hang upside down from
horizontal surfaces, so long as there are hand-, foot-, and Traversing the Wastelands
tail-holds available (they function as if under the effect
of a permanent spider climb spell, though they cannot The following section includes information on special game
cling to smooth surfaces). mechanics for dealing with natural phenomena in Khitus.
Prehensile Tail (Ex): Penmai have a long, flexible tail that
can be used to carry objects. They cannot wield weap- Dunes
ons with their tails, but they can retrieve small, stowed
objects carried on their persons as a swift action. See the “Desert Terrain” sub-section in the “Wilderness”
section of Chapter 13 of the Pathfinder Roleplaying Game
Penmai Characters (13 RP) Core Rulebook. Furthermore, traveling across the crest of
a sand dune might trigger a collapse. In this case, reference
Penmai are defined by their class levels—they do not have the Avalanche rules under the “Mountain Terrain” sub-
racial Hit Dice. All penmai have the following racial traits. section in the “Wilderness” section of Chapter 13 of the
+4 Dexterity, –2 Strength, –2 Wisdom: Penmai are agile Pathfinder Roleplaying Game Core Rulebook.
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ity, and they are prone to flights of fancy. Cracked Sea Floors
Size: Penmai are Small creatures and thus gain a +1 size
bonus to their AC and attack rolls, but suffer a –1 penalty to Common undead found here include allips, bhuta, draugr,
their CMD and on combat maneuver checks, and a +4 size festering spirits, geists, ghosts, poltergeists, raveners, shad-
bonus on Stealth checks. ows, and skeletons.
Speed (Slow Speed): Penmai have a base speed of 20 feet.
Expert Climber: Penmai have a climb speed of 30 feet, Metal Scarcity
gain a +16 racial bonus to Climb checks, and can easily Any weapon, armor, or piece of gear made of steel costs 10
climb cliff walls and hang upside down from horizontal times the normal listed price in the equipment section of
surfaces, so long as there are hand-, foot-, and tail-holds any rulebook. These items are much more commonly made
available (they function as if under the effect of a perma- from bronze (the normal base price of equipment listed), or
nent spider climb spell, though they cannot cling to smooth bone, obsidian, and/or stone (one-half the base price listed).
surfaces). See the “Primitive Materials” sub-section of the “Special
Prehensile Tail: Penmai have a long, flexible tail that can Materials” section of Chapter 1: Arms and Armor of the
be used to carry objects. They cannot wield weapons with Pathfinder Roleplaying Game Ultimate Equipment book for
their tails, but they can retrieve small, stowed objects car- more information which types of equipment can be made
ried on their persons as a swift action. from such alternative materials, and the game-mechanic
Elusive: Penmai are particularly adept at darting and effects of such.
hiding within their home terrain, so they gain Acrobatics
and Stealth as class skills, regardless of their actual class. The Iron Virus
Furthermore, they gain Skill Focus: Acrobatics as a bonus
feat. This affliction only affects iron and steel objects. Any time
Avian Empathy: Penmai gain a +4 bonus on Handle an iron or steel item comes within 10 feet of another item
Animal checks made to influence birds and Sanid. infested with the Iron Virus, there is a 1 in 10 chance of the
Languages: Penmai begin play speaking Penaian and infestation spreading to the untainted object(s). If an item
Common. comes into actual contact with an afflicted object (say, if
7

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an untainted shield blocks a tainted sword in combat), the quests, but how such things occur can be attributed to a
chance increases to 5 in 10. Once the taint has spread to the couple of different mechanics, depending on the needs of
new item, use the following effects: the game.
The first option is inadvertent planar travel or comin-
Type infestation, touch; Save none (iron or steel magic gling. See “The Planes” in Chapter 3: Environment in the
items make a DC 20 Fortitude save) Pathfinder Roleplaying Game Core Rulebook for more in-
Onset 1 hour; Frequency 1/hour formation on how connections between different planes can
Effect 1d4 hit points (ignores hardness); Cure none exist. In particular, points in the desert that exhibit strange
characteristics might be the sites of weak barriers between
When the object has been reduced to half its original hit coterminous or coexistent planes.
points, it has the broken condition. When it loses all of its You can also attribute the odd sightings and experi-
hit points, it is destroyed. ences in the desert to wild forms of magic. Perhaps they
are the sites of older, more ancient magical “hot zones” and
Ganshyer, the Black Steel function much like certain spells from the illusion school,
in particular mirage arcana and permanent image.
Items made from ganshyer are never sold in a campaign; it
must be found as rare treasure. Furthermore, selling items Mirages
made of ganshyer brings in remarkable profits. Treat this
as fire-forged steel, as detailed in the “Special Materials” Mundane mirages can be countered by getting to a higher
section of Chapter 1: Arms and Armor of the Pathfinder elevation (climbing a rock formation, using a levitate or
Roleplaying Game Ultimate Equipment book, for the pur- fly spell). A successful DC 12 Will saving throw allows a
poses of cost adjustments only (weapons and armor made character to disbelieve the effects of a mirage, and prior
from ganshyer have no special properties; they function as suspicion that the phenomenon is a mirage grants a +4 bo-
iron or steel in all respects). nus. Once a mirage is shown to be such, a character cannot
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Hesheyel, the Water Spice automatic.

Consuming too much hesheyel can result in hesheyel Fire Rain


poisoning.
Any character seeing the black clouds in the distance that
Hesheyel Poisoning presage fire rain may discern their true nature on a DC 15
Perception check. Any unprotected creature caught in fire
Type poison, ingestion; Save Fortitude DC 10 + number rain suffers 2d6 points of damage each round, and all com-
of previous doses consumed over three times as many bustible materials catch fire. Characters trying to protect
days equipment or weapons at risk of burning must succeed at a
Onset 1 day; Frequency 1/day DC 15 Reflex save each round during use, and they suffer a
Effect 1d2 Con damage plus see below; Cure abstinence –2 penalty to the appropriate check (skill check, attack roll,
for as many days as three times the previous doses etc.).
consumed
When the effects of hesheyel poisoning drop the afflicted Ghost Lightning
creature to 2/3 its maximum Constitution score, the creature
becomes confused. When the creature’s Constitution drops Characters in the vicinity of a charged area can succeed
to 1/3 of its maximum, it becomes dazed. The dazed and on a DC 12 Will save to detect the static charge in the air.
confused effects persist until the Constitution is restored to Anyone caught in a region of ghost lightning must make
above 1/3 and then 2/3 of the maximum score, respectively. a DC 12 Reflex save each turn to avoid suffering damage
from discharges. Each time a save is failed, the character
Getting Lost and Desert Hallucinations in question suffers a number of d6 damage equal to the
amount by which the save failed. For example, if the save
The descriptions of places in the desert coming and going result is a 9, then the character suffers 3d6 points of electri-
in time and space are prime material for adventuring and cal damage (12 – 9 = 3).

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When a spellcaster casts a spell with the electricity Melee dagger +4 (1d4–1/19–20)
descriptor in a charged region, the ghost lightning enhances Ranged mwk light crossbow +5 (1d8/19–20)
the damage inflicted by causing 1s on damage dice to be Statistics
rerolled. Str 8, Dex 9, Con 10, Int 14, Wis 11, Cha 14
Base Atk +5; CMB +4; CMD 13
Minute Terrors Feats Alertness, Combat Expertise, Deceitful, Persuasive,
Skill Focus (Profession [merchant])
The following afflictions are menaces to the inhabitants of Skills Appraise +12, Bluff +14, Diplomacy +12, Disguise
Khitis. +6, Handle Animal +10, Intimidate +4, Knowledge (ge-
ography) +10, Knowledge (local) +10, Knowledge (no-
Bone Fleas bility) +3, Linguistics +12, Perception +12, Profession
Type disease (parasite), ingestion; Save Fortitude DC 22 (merchant) +13, Ride +6, Sense Motive +12
Onset 2 hours; Frequency 1/every 4 hours
Effect 1d3 Con damage; Cure 2 consecutive saves Caravan Guard CR 1

XP 400
Sand Tick Sickness Male human warrior 3
Type disease, contact or ingestion; Save Fortitude DC 14 LN Medium humanoid (human)
Onset 1 day; Frequency 1/day for 1d6+4 days Init +1; Senses Perception +1
Effect 1d2 Str damage plus paralysis and blindness; Cure 2 Defense
consecutive saves AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2
shield)
Umber Aphids hp 25 (3d10+9)
Fort +4, Ref +2, Will +0
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Fortitude DC 15 Speed 30 ft.


Onset 1 day; Frequency 1/day Melee scimitar +4 (1d6+1/18–20)
Effect 1 natural armor damage; Cure 2 consecutive saves Ranged longbow +5 (1d8/×3)
Statistics
Vermilion Fungus Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Base Atk +3; CMB +4; CMD 15
Type infestation; Save Fortitude DC 18 Feats Alertness, Toughness, Weapon Focus (longbow)
Onset 1 day; Frequency 1/day Skills Handle Animal +5, Intimidate +5, Ride +7
Effect 1d4 Con damage; Cure 2 consecutive saves
Teamster CR 1
Caravans
XP 400
The following are example NPCs found in a typical Human Expert 3
caravan. NG Medium humanoid (human)
Init +1; Senses Perception +4
Traveling Merchant CR 5 Defense
XP 1,600 AC 11, touch 11, flat-footed 10 (+1 Dex)
Human expert 7 hp 10 (3d8–3)
N Medium humanoid (human) Fort +0, Ref +2, Will +4
Init –1; Senses Perception +12 Offense
Defense Speed 30 ft.
AC 10, touch 9, flat-footed 10 (+1 armor, –1 Dex) Melee dagger +1 (1d4–1/19–20)
hp 31 (7d8) Statistics
Fort +2, Ref +1, Will +5 Str 8, Dex 12, Con 9, Int 11, Wis 13, Cha 10
Offense Base Atk +2; CMB +1; CMD 12
Speed 30 ft. Feats Animal Affinity, Skill Focus (Handle Animal)

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Skills Handle Animal +8, Knowledge (animals) +3, Special Attacks hand of the apprentice (8/day), metamagic
Knowledge (nature) +3, Perception +4, Profession mastery (5/day)
(Teamster) +4, Ride +6, Survival +4 Wizard Spells Prepared (CL 17th; concentration +24):
9th—gate
Camp followers are made up of various types of experts 8th—form of the dragon III, greater planar binding (DC
of levels 1–5; slaves can be of any PC or NPC class, as 23)
suits the campaign and adventure. 7th—banishment (DC 22), finger of death (DC 22),
limited wish
Bandit CR 1/2 6th—contingency, disintegrate (DC 21), getawayAPG,
true seeing
XP 200 5th—contact other plane, feeblemind (DC 20), lesser
Human warrior 2 planar binding (DC 20), polymorph, telepathic bond
CN Medium humanoid 4th—charm monster (DC 19), dimension door, lesser
Init +2; Senses Perception –1 geas (DC 19), mass dazeUM (DC 19), phantasmal killer
Defense (DC 19)
AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 3rd—arcane sight, clairaudience/clairvoyance, dispel
dodge, +1 shield) magic, fly, lightning bolt (DC 18)
hp 11 (2d10) 2nd—acid arrow, alter self, blindness/deafness (DC 17),
Fort +3, Ref +2, Will –1 detect thoughts (DC 17), hypnotic pattern (DC 17)
Offense 1st—charm person (DC 16), comprehend languages,
Speed 30 ft. disguise self, hypnotism (DC 16), protection from good,
Melee rapier +3 (1d6+1/18–20) or sap +3 (1d6+1 unseen servant
nonlethal) 0 (at will)—arcane mark, detect magic, mage hand, read
Ranged composite longbow +4 (1d8+1/x3) magic
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Statistics Statistics
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Str 13, Dex 14, Con 11, Int 10, Wis 8, Cha 9 Str 8, Dex 19, Con 10, Int 21, Wis 12, Cha 18
Base Atk +2; CMB +3; CMD 16 Base Atk +8; CMB +7; CMD 27
Feats Dodge, Point Blank Shot Feats Brew Potion, Combat Casting, Craft Construct,
Skills Climb +4, Handle Animal +3, Intimidate +3, Ride Craft Magic Arms & Armor, Craft Rod, Craft Staff,
+5, Stealth +2 Craft Wand, Craft Wondrous Item, Forge Ring, Golem
ConstructorUM, Great Fortitude, Iron Will, Lightning
The Pock & Environs Reflexes, Scribe Scroll
At the time of their demise or disappearance during the Traits charming, focused mind
course of their historic battle, Yhethinar and Bethayalbub Skills Appraise +25, Bluff +26 (+27 vs. characters who
were rumored to possess the following abilities and items: could be attracted to him), Diplomacy +21 (+22 vs.
characters who could be attracted to him), Knowledge
Yhethinar CR 16 (arcana) +25, Knowledge (history) +25, Knowledge
(planes) +25, Perception +18, Sense Motive +18,
XP 76,800 Spellcraft +25
Male Human Wizard 17 SQ arcane bonds (arcane bond [amulet of magecraft [en-
CE Medium humanoid (human) chantment]]), specialized schools (universalist)
Init +4; Senses Perception +18 Combat Gear bead of force, mindmaster’s eyes, ring of
Defense spell storing (major), robe of the archmagi (black), staff
AC 24, touch 19, flat-footed 21 (+5 armor, +3 Dex, +5 of enchantment, wand of dimensional anchor, wand of
deflection, +1 insight) shatter; Other Gear amulet of magecraft, belt of incred-
hp 62 (17d6) ible dexterity +6, boots of levitation, cloak of resistance
Fort +11, Ref +15, Will +17 +4, crystal ball, dust of illusion, figurine (ebony fly),
SR 18 headband of alluring charisma +4, dusty rose prism
Offense ioun stone, ring of protection +5, ring of spell turning,
Speed 20 ft. rod of beguiling, seducer’s bane

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Special Abilities Str 13, Dex 17, Con 20, Int 19, Wis 14, Cha 27
Amulet of Magecraft (Enchantment) Each silver link that Base Atk +11; CMB +14; CMD 25
makes up this heavy necklace represents a well-known Feats Agile Maneuvers, Combat Reflexes, Craft Wand,
concept of arcane theory. Yhethar may choose one Iron Will, Piercing SpellUM, Scribe Scroll, Spell Focus
school of spells each day when he prepares spells. He (enchantment), Spell Penetration, Toughness, Weapon
then can use the necklace to spontaneously convert any Finesse
prepared wizard spell of that school into any other wiz- Traits charming, gifted adept
ard spell of that school he knows; the desired spell must Skills Bluff +35 (+36 vs. characters who could be at-
be of the same level or lower than the prepared spell. tracted to her), Diplomacy +27 (+28 vs. characters who
For example, if the wizard chose “evocation” when he could be attracted to her), Disguise +24, Escape Artist
prepared his spells that morning, until the next time he +16, Fly +19, Intimidate +19, Knowledge (arcana)
prepares spells, he can spontaneously convert a prepared +14, Knowledge (local) +15, Perception +26, Sense
fireball into any other evocation wizard spell of 3rd level Motive +18, Stealth +21; Racial Modifiers +8 Bluff, +8
or lower that he knows. Perception
SQ arcane bonds (arcane bond [familiar, imp]), beguiling
Bethayalbub CR 14 touch, change shape, energy drain, opposition schools
(divination, necromancy), profane gift, specialized
XP 38,400 schools (manipulator)
Demon, Succubus Wizard 7 Combat Gear necklace of fireballs IV, staff of many rays;
CE Medium outsider (chaotic, demon, evil, extraplanar) Other Gear +2 longsword, amulet of natural armor +3,
Init +3; Senses darkvision 60 ft.; Perception +26 pearly white spindle ioun stone, rope of entanglement
Defense Special Abilities
AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural) Agile Maneuvers Use DEX instead of STR for CMB
hp 158 (8d10+7d6+90) Arcane Familiar Nearby She gains the Alertness feat
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Fort +9, Ref +11, Will +15 while her familiar is within arm’s reach.
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DR 10/good or cold iron; Immune electricity, fire, poison; Beguiling Touch (max 7 HD, 3 rds, 7/day, DC 17) (Sp)
Resist acid 10, cold 10, fire 10; SR 18 Touch charms.
Offense Change Shape (Small/Medium humanoid; alter self)
Speed 30 ft., fly 50 ft. (average) (Su) She can change her form.
Melee +2 longsword +14/+9/+4 (1d8+3/19-20) or 2 claws Charming +1 Bluff/Diplomacy/save DC for a language-
+9 (1d6) dependent spell vs. targets who could be sexually at-
Spell-Like Abilities (CL 12th; concentration +20) tracted to her.
Constant—detect good, tongues Combat Reflexes (4 AoO/round) Can make extra attacks of
At will—charm monster (DC 22), detect thoughts (DC 20), opportunity each round, and even when flat-footed.
ethereal jaunt (self plus 50 lbs. of objects only), greater Damage Reduction (10/cold iron or good) She has
teleport (self plus 50 lbs. of objects only), suggestion Damage Reduction against all except Good or Cold Iron
(DC 21), vampiric touch attacks.
1/day—dominate person (DC 23), summon (level 3, 1 Darkvision (60 feet) She can see in the dark (black and
babau 50%) white vision only).
Wizard Spells Prepared (CL 7th; concentration +11): Deliver Touch Spells Through Familiar (Su) Her familiar
4th—malicious spite S, UM (DC 19), summon monster IV, can deliver touch spells for her.
wall of ice (DC 18) Divination She must spend 2 slots to cast spells from the
3rd—gaseous form, suggestionS (DC 18), suggestion (DC Divination school.
18), summon monster III Empathic Link with Familiar (Su) She has an empathic
2nd—daze monsterS (DC 17), fox’s cunning, invisibility, link with her Arcane Familiar.
summon monster II (×2) Energy Drain (DC 22) (Su) A succubus drains energy
1st—charm personS (DC 16, ×3), lock gazeUC (DC 16), from a mortal she lures into an act of passion, such as
silent image (DC 15), sow thoughtARG (DC 16) a kiss. An unwilling victim must be grappled before
0 (at will)—acid splash, daze (DC 15), ghost sound (DC the succubus can use this ability. The succubus’s kiss
14), resistance bestows one negative level. The kiss also has the effect
Statistics
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of a suggestion spell, asking the victim to accept another Creature of the Crater CR 10
act of passion from the succubus. The victim must suc-
ceed on a DC 22 Will save to negate the suggestion. The XP 9,600
DC is 22 for the Fortitude save to remove a negative CN Large magical beast
level. These save DCs are Charisma-based. Init –1; Senses darkvision 60 ft., low-light vision;
Energy Resistance, Acid, Cold, and Fire (10) Perception +23
Flight (50 feet, Average) Defense
Gifted Adept Charm Person gets +1 CL. AC 24, touch 8, flat-footed 24 (–1 Dex, +16 natural, –1
Immunity to Electricity, Fire, and Poison size)
Ioun Stone (pearly white spindle) Regenerate 1 point of hp 127 (15d10+45)
damage per 10 minutes. Fort +12, Ref +8, Will +6
Manipulator Associated School: Enchantment Offense
Necromancy She must spend 2 slots to cast spells from the Speed 30 ft., climb 20 ft.
Necromancy school. Melee 4 claw +19 (1d6+5/19–20), tail +19 (2d6+5/19–20)
Piercing Spell Affected spell treats creatures with SR as Space 10 ft.; Reach 10 ft.
having an SR of 5 lower. Spell-Like Abilities (CL 10th; concentration +6)
Profane Gift (1/day) (Su) Once per day as a full-round 3/day—animate dead (vermilion corpse only)
action, a succubus may grant a profane gift to a will- Statistics
ing humanoid creature by touching it for 1 full round. Str 21, Dex 8, Con 16, Int 7, Wis 12, Cha 3
The target gains a +2 profane bonus to an ability score Base Atk +15; CMB +21; CMD 30
of his choice. A single creature may have no more than Feats Alertness, Bleeding Critical, Cleave, Critical Focus,
one profane gift from a succubus at a time. As long as Improved Critical (claw), Improved Critical (tail),
the profane gift persists, the succubus can communicate Improved Natural Attack (claw), Power Attack
telepathically with the target across any distance (and Skills Climb +13, Perception +23, Sense Motive +3
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profane gift is removed by dispel evil or dispel chaos. milion fungus


The succubus can remove it as well as a free action Ecology
(causing 2d6 Charisma drain to the victim, no save). Environment Vermilion Crater
Share Spells with Familiar Can cast spells with a target of Organization solitary
“You” on the familiar with a range of touch. Treasure triple
Speak with Animals (Ex) Her familiar can communicate
with animals similar to itself. Vermilion Fungus Zombie
Speak With Familiar (Ex) She can communicate verbally This animated corpse rises from the stones, a red haze of
with her familiar. some kind swarming around its decayed flesh.
Spell Focus Enchantment spells have +1 to their save DC.
Spell Resistance (18) She has Spell Resistance. Vermilion Fungus Zombie CR 1
Telepathy (100 feet) (Su) Communicate telepathically if
the target has a language. XP 400
N Medium undead
The Vermilion Crater Init +0; Senses darkvision 60 ft.; Perception +0
Defense
The following statistics block defines the creature found AC 12, touch 10, flat-footed 12 (+2 natural)
inside the structure within the Vermilion Crater. hp 13 (3d8)
Fort +1, Ref +1, Will +3
Creature of the Crater Immune undead traits
This strange beast is a true nightmare, with six insect-like Offense
legs, four large reptilian arms, two smaller humanoid arms Speed 30 ft.
that flail from the center of its chest, three hairless humanoid Melee slam +6 (1d4+6 plus vermilion fungus)
heads painfully melted together, and a long spine-covered Special Attacks death burst
tail. Statistics

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Str 19, Dex 10, Con —, Int —, Wis 10, Cha 10 4th (8/day)—arcane eye, crushing despair (DC 23),
Base Atk +2; CMB +6; CMD 16 dragon’s breathAPG (DC 23), fear (DC 23), overwhelm-
Ecology ing griefUM (DC 23)
Environment Vermilion Crater 3rd (8/day)—clairaudience/clairvoyance, dispel magic,
Organization group (4–40) fly, hold person (DC 22), howling agonyUM (DC 22)
Treasure none 2nd (8/day)—cat’s grace, eagle’s splendor, fox’s cun-
Special Abilities ning, locate object, resist energy, unnatural lustUM (DC
Death burst (Ex) When a vermilion fungus zombie dies, 21)
it explodes in a burst of decay. All creatures adjacent to 1st (9/day)—charm person (DC 20), ear-piercing screa-
the vermilion fungus zombie are exposed to the fungus mUM (DC 20), identify, mage armor, true strike
as if struck by a slam attack and must make a Fortitude 0 (at will)—arcane mark, dancing lights, detect magic,
save or be infested by vermilion fungus. detect poison, flare (DC 19), mage hand, prestidigita-
Vermilion Fungus (Ex) The slam attack—as well as any tion, read magic, resistance
other natural attacks—of a vermilion fungus zombie Statistics
exposes the target to vermilion fungus. Str 10, Dex 12, Con 8, Int 13, Wis 14, Cha 28
Base Atk +10; CMB +10; CMD 21
Chapter 6: Traces Feats Concussive SpellUM, Dazing SpellAPG, Empower
Spell, Eschew Materials, Great Fortitude, Improved
of the Daragkarik Great Fortitude, Improved Initiative, Improved Iron
The following statistics blocks detail some of the creatures Will, Improved Lightning Reflexes, Intensified SpellAPG,
and characters mentioned in Chapter 6: Iron Will, Lightning Reflexes, Piercing SpellUM, Quicken
Spell, Spell Penetration
Dalia/Shagnathrix CR19 Traits classically schooled, suspicious
Skills Diplomacy +29, Intimidate +32, Perception +25,
XP 204,800 Sense Motive +26, Spellcraft +25
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Female Human Sorcerer 20 SQ bloodlines (draconic), wings, wondrous pavilion


NE Medium humanoid (human) Combat Gear ring of delayed doom, sorcerer’s robe;
Init +5; Senses blindsense 60 ft., power of wyrms; Other Gear amulet of natural armor +5, bag of holding
Perception +25 III, cloak of resistance +4, gem of seeing, headband of al-
Defense luring charisma +6, rod of splendor
AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural) Special Abilities
hp 52 (20d6–20) Blindsense (60 feet) (Ex) Sense things and creatures with-
Fort +11, Ref +13, Will +20 out seeing them.
Immune fire, paralysis, sleep; Resist fire 10 Bloodline Arcana: Draconic (Ex) +1 damage per die for
Offense [Fire] spells.
Speed 20 ft., fly 60 ft. (average) Breath Weapon (3/day, DC 29) (Su) 3/day, Breath
Special Attacks bloodline arcana: draconic, breath weapon, Weapon deals 20d6 Fire damage, DC 29.
claws Concussive Spell Dalia causes creatures to be disoriented
Sorcerer Spells Known (CL 20th; concentration +29): when she affects them with a spell that has the sonic
9th (7/day)—power word kill, time stop, wish descriptor.
8th (7/day)—form of the dragon III, greater shout, hor- Benefit: With sonic damage comes a concussive wave
rid wilting (DC 27), iron body of energy that rattles creatures affected by the spell. A
7th (7/day)—finger of death (DC 26), form of the concussive spell causes creatures that take damage from
dragon II, mass flyAPG (DC 26), scouring windsUM a spell that has the sonic descriptor to take a –2 penalty
6th (7/day)—antimagic field, form of the dragon I, on attack rolls, saving throws, skill checks, and ability
globe of invulnerability, greater dispel magic checks for a number of rounds equal to the actual spell
5th (8/day)—dominate person (DC 24), sonic thrustUM, level of the spell. A concussive spell only affects spells
spell resistance, teleport, wall of soundUM with the sonic descriptor.
Dazing Spell Dalia can cast a spell that dazes those injured
by it (duration = spell’s level in rounds, Fort negates).

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Empower Spell Numeric effects of a spell are increased Black Knight


50%. +2 Levels.
Energy Resistance, Fire (10) XP 25,600
Eschew Materials Cast spells without materials, if compo- Female Human Cavalier 14
nent cost is 1 gp or less. LE Medium humanoid (human)
Fire Claws (12 rounds/day) (Su) 2 Magic Claw attacks Init –1; Senses Perception +18
deal 1d6 damage + 1d6 Fire. Defense
Flight (60 feet, Average) AC 21, touch 9, flat-footed 21 (+12 armor, –1 Dex)
Immunity to Fire, Paralysis, and Sleep hp 123 (14d10+42)
Improved Great Fortitude (1/day) Can re-roll a Fort save, Fort +11, Ref +3, Will +6 (+4 insight bonus vs. dragon’s
but must take the second result. frightful presence aura); +2 vs. fear, +2 Morale bonus
Improved Iron Will (1/day) Can re-roll a Will save, but vs. charm and compulsion spells and effects, +3 Morale
must take the second result. bonus vs. fear when beneath banner, +2 morale vs. fear
Improved Lightning Reflexes (1/day) Can re-roll a Ref (+1 stacks with similar)
save, but must take the second result. Defensive Abilities fortification 50%
Intensified Spell Dalia can cast a spell that can exceed its Offense
normal damage die cap by 5 (if she has the caster level Speed 20 ft.
to reach beyond that cap). Melee +2 courageous greatsword +21/+16/+11
Piercing Spell Affected spell treats creatures with SR as (2d6+9/19–20)
having an SR of 5 lower Special Attacks cavalier’s charge, challenge, mighty
Power of Wyrms (Su) Dalia gains immunity to paralysis, charge
sleep and fire energy and gains blindsense 60’. Statistics
Quicken Spell Dalia can cast a spell as a swift action. +4 Str 20, Dex 8, Con 14, Int 10, Wis 13, Cha 12
Levels. Base Atk +14; CMB +19; CMD 28
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effect that has a saving throw by 1 minute. DefenseAPG, Coordinated ManeuversAPG, Defensive
Rod of splendor (1/day) Dalia gains a +4 enhancement Combat Training, Duck and CoverAPG, Escape RouteUC,
bonus to her Charisma score for as long as she holds or Fortified Armor TrainingUC, Improved Back to BackUC,
carries the item. Once per day, the rod garbs her in magi- Paired OpportunistsAPG, Shake It OffUC, Shield WallAPG
cally created clothing of the finest fabrics, plus adorn- Traits armor expert, indomitable faith
ments of furs and jewels. Skills Diplomacy +18, Handle Animal +11, Intimidate +22,
Apparel created by the magic of the rod remains in Perception +18, Ride +5, Sense Motive +18, Survival +1
existence for 12 hours. However, if she attempts to sell (+8 to provide food and water for allies or to protect al-
or give away any part of it, use it for a spell component, lies from harsh weather); Racial Modifiers ride mount,
or the like, all the apparel immediately disappears. The dragon’s skills
same applies if any of it is forcibly taken from her. SQ aid allies, banner, expert trainer, orders (Black Knight),
The value of noble garb created by the rod ranges from tactician, strategy
7,000 to 10,000 gp (1d4+6 × 1,000 gp)—1,000 gp for Combat Gear maw of the red wyrm; Other Gear +3 forti-
the fabric alone, 5,000 gp for the furs, and the rest for fication (moderate) full plate, +2 courageous
the jewel trim (maximum of twenty gems, maximum Special Abilities
value 200 gp each). +4 Ride while riding a bonded mount (Ex) A Black
In addition, the rod has a second special power, usable Knight cancels her armor check penalty of –4 while rid-
once per week. Upon command, it creates a palatial ing her mount.
tent—a huge pavilion of silk 60 feet across. Inside the Aid Twin +5 (Ex) Aid Another grants +5 when aiding her
tent are temporary furnishings and food suitable to the twin.
splendor of the pavilion and sufficient to entertain as Armor Expert –1 Armor check penalty.
many as 100 people. The tent and its trappings last for 1 Back to Back +2 to AC vs. flanking foes if adjacent to her
day. At the end of that time, the tent and all objects as- twin.
sociated with it (including any items that were taken out Banner +3/+3 (Ex) Her twin gains +3 save vs. fear & +3 to
of the tent) disappear. hit while charging.

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Cavalier’s Charge (Ex) Mounted charge grants +4 to hit


and –0 AC rather than +2/–2.
Chapter 7: Bestiary
Coordinated Defense +2 to CMD if adjacent to her twin, All of the following entries detail creatures found in
more if foe is larger. Chapter 7: Bestiary of the Dragon Kings World Book.
Coordinated Maneuvers +2 to CMB if adjacent to her
twin, more to escape a grapple. Azurat (Blue Watcher)
Dragon’s Demanding Challenge +14 (5/day) (Ex) +14 to
damage target, –2 AC vs. others when used, twin gains This tiny, dazzling blue creature looks faintly like a watery
+4 to hit the target of her challenge. angel as it leaps and frolics playfully.
Dragon’s Skills +7 (Ex) +7 to Survival checks for twin.
Duck and Cover Take adjacent twin’s roll for Ref (but Azurat CR 4
drop prone).
XP 1,200
Escape Route The Black Knight does not provoke attacks
NE Fine aberration (psionic)
of opportunity when moving through spaces adjacent to
Init +5; Senses darkvision 60 ft.; Perception +7
her twin.
Defense
Expert Trainer +7 (Ex) +7 to train mounts, reduced train-
AC 23, touch 23, flat-footed 18 (+5 Dex, +8 size)
ing time option.
hp 5 (2d8–4)
Fortification 50% The Black Knight has a chance to negate
Fort –2, Ref +5, Will +5
critical hits on attacks.
Defensive Abilities amorphous, DR 5/magic; Immune dis-
Fortified Armor Training Break armor or shield to turn
ease, electricity, poison, sonic, bleed, flanking, paralysis,
critical hit into a normal hit.
sleep effects, stunning
Greater Coordinated Defense or Coordinated
Weaknesses vulnerable to fire
Maneuvers, 10 rds, 3/day) (Ex) Grants the use of the
Offense
Black Knight’s teamwork feats to twin when within 30
Speed 20 ft., swim 60 ft.
ft.
Space 1/2 ft.; Reach 0 ft.
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Improved Back to Back As a swift action when adjacent


Psi-like Abilities (ML 7th; concentration +12)
to her twin, she gains +2 to AC against flanking foes.
Constant—conceal thoughts
Maw of the Red Wyrm +4 insight bonus vs. dragon fright-
At will—empathic connection, mind control (only upon
ful presence.
conducting a brain burrow), mindlink
Mighty Charge (Ex) Double weapon’s threat range while
Statistics
charging and execute a maneuver if she hits.
Str 3, Dex 20, Con 6, Int 19, Wis 14, Cha 21
Paired Opportunists +4 to hit for AoOs if she and her
Base Atk +1; CMB –2; CMD 4
adjacent twin both threaten the target.
Feats Skill Focus (Bluff)
Shake It Off Gain +1 to all saving throws when adjacent to
Skills Bluff +13, Diplomacy +7, Perception +7, Perform
her twin.
(dance) +7, Sense Motive +4, Stealth +26
Shield Wall +2 to shield bonus if adjacent twin has a
SQ no breath
tower/heavy shield or +1 for smaller shields.
Ecology
Strategy (Ex) Grant varying bonuses to twin within 30’.
Environment any fresh water
Twin Link (Ex) A Black Knight has a link with her twin
Organization solitary
(Similar to Animal Companion Link).
Treasure standard
Special Abilities
Brain burrow (Ex) Once an azurat has successfully con-
vinced its victim that it is friendly and should be trusted
(through Bluff checks and its empathic link ability), it
convinces the victim to allow it to enter the creature’s
mouth, where it oozes its way into the cranial cavity
by burrowing through the sinuses and auditory canals.
During this process, it uses its mind control ability to
keep the victim from fighting against the invasion. Once

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enmeshed in the brain, the azurat has complete control Fullet


over the victim. Removing the azurat is exceedingly dif-
ficult; force almost always kills the host. This small but fleet creature has two powerful hind legs but
only vestigial upper arms and a long, thin neck. Its distended
Daragkan (Khitan Dragons) belly holds its prize.

Daragk’gael (Wind Dragons): Use the sky dragon from Fullet CR 1/8
Bestiary 3.
Daragk’huck (Coal Dragons): Use the red dragon from XP 50
Bestiary 1. N Tiny animal
Daragk’ralsh (Mud Dragons): Use the water dragon from Init +2; Senses low-light vision; Perception +5
Tome of Horrors Complete by Necromancer Games. Defense
Daragk’reg (Rock Dragons): Use the magma dragon from AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2
Bestiary 2. size)
Daragk’ulnar (Bone Dragons): Use the sovereign dragon hp 3 (1d8–1)
from Bestiary 3. Fort +1, Ref +4, Will +1
Offense
Elephant and Colossadant Speed 40 ft.
Melee bite –2 (1d3–4)
Use the elephant from Bestiary 1. Space 2 1/2 ft.; Reach 0 ft.
Colossadant Statistics
This massive version of an elephant stands twice as tall as Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 2
its normal cousin. Base Atk +0; CMB +0; CMD 7
Feats Dodge
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Ecology
XP 19,200 Environment warm plains
N Gargantuan animal Organization solitary or herd
Init –2; Senses low-light vision, scent; Perception +28 Treasure none
Defense
AC 17, touch 4, flat-footed 17 (–2 Dex, +13 natural, –4 size) Huckratha (Coal Crab)
hp 189 (18d8+108)
Fort +19, Ref +9, Will +9 This six-legged creature darts and weaves between boulders
Offense as it scrabbles toward its prey, pinchers clacking.
Speed 50 ft.
Melee gore +21 (2d10+12), slam +21 (2d8+12) Huckratha CR 5
Space 20 ft.; Reach 20 ft.
XP 1,600
Special Attacks trample (2d8+18, DC 31)
N Small animal
Statistics
Init +3; Senses low-light vision; Perception +8
Str 35, Dex 6, Con 22, Int 2, Wis 13, Cha 7
Defense
Base Atk +13; CMB +29 (+33 bull rush, +31 overrun);
AC 20, touch 14, flat-footed 17 (+3 Dex, +6 natural, +1
CMD 37 (39 vs. bull rush)
size)
Feats Endurance, Great Fortitude, Greater Bull Rush,
hp 32 (5d8+10)
Greater Overrun, Improved Bull Rush, Improved
Fort +6, Ref +7, Will +1
Great Fortitude, Iron Will, Power Attack, Skill Focus
Offense
(Perception)
Speed 40 ft.
Skills Perception +28
Melee 2 claws +6 (1d8+2)
Ecology
Special Attacks disease, rend (2 claws, 1d8+3)
Environment warm plains
Statistics
Organization solitary or herd
Str 14, Dex 16, Con 15, Int 2, Wis 11, Cha 3
Treasure none
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Base Atk +3; CMB +4 (+8 sunder); CMD 17 (19 vs. Artifact Link (Sp) The jaladam can become magically
sunder) connected to ancient items of great power or histori-
Feats Greater Sunder, Improved Sunder, Power Attack cal significance, tracking them unerringly as if using
Skills Perception +8 a discern location spell. The ability is triggered if a
Special Abilities jaladam is within 1 mile of an artifact or other powerful
Disease, Coalskin (Ex) Touch—Infection; Save Fort DC magic item when the item is disturbed (handled, moved,
14; Onset immediate; Frequency 1 day; Effect 1 Con used, etc.). Once the link is created, the jaladam pursues
damage; Cure burn to remove (one-half of Con damage the item to the exclusion of all else and remains on task
remains as Con drain). until either the item or the jaladam is destroyed.

Jaladam Kardillo
This malevolent creature sports a single deadly horn, power- This ferocious predator blends like a chameleon into its sur-
ful fins, and a large tail. roundings before attacking to rend with its claws and fangs.

Jaladam CR 6 Kardillo CR 2

XP 2,400 XP 600
CE Medium outsider (chaotic, demon, evil, extraplanar) N Medium animal
Init +5; Senses darkvision 60 ft.; Perception +12 Init +2; Senses low-light vision; Perception +5
Aura fear aura (30 ft., DC 17) Defense
Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 22 (3d8+9)
hp 84 (8d10+40) Fort +6, Ref +5, Will +2
Fort +11, Ref +7, Will +5 Offense
DR 10/magic or good; Immune electricity, poison; Resist Speed 50 ft.
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acid 10, cold 10, fire 10; SR 17 Melee bite +4 (1d3+2), 2 claws +4 (1d2+2)
Weaknesses holy or good weapons Statistics
Offense Str 15, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Speed 30 ft. Base Atk +2; CMB +4; CMD 16
Melee horn +14 (1d8+5/×3) or 2 fins +13/+8 (1d6+5) and Feats Run, Skill Focus (Stealth)
tail +13 (1d6+5) Skills Perception +5, Stealth +20 (+30 when still); Racial
Special Attacks trip Modifiers +10 Stealth (+20 when still)
Spell-Like Abilities (CL 8) Ecology
1/day—summon (level 3, 1 jaladam at 80%) Environment warm desert and plains
Statistics Organization solitary, pair, or pack (20–30)
Str 21, Dex 13, Con 20, Int 14, Wis 13, Cha 16 Treasure none
Base Atk +8; CMB +13; CMD 24
Feats Combat Reflexes, Improved Initiative, Iron Will, Lu’urat (Ghost Snake)
Weapon Focus (horn)
Skills Bluff +14, Diplomacy +14, Intimidate +14, This milk-white snake is about ten feet long and weighs
Knowledge (arcana) +13, Knowledge (planes) +13, around 80 pounds.
Perception +12, Sense Motive +12, Spellcraft +13
Languages Abyssal, Common Lu’urat CR 3
SQ artifact link XP 800
Ecology N Medium animal
Environment any ruins Init +5; Senses low-light vision; Perception +6
Organization solitary Defense
Treasure double (in lair) or none AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
Special Abilities hp 26 (4d8+8)
Fort +6, Ref +5, Will +2
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Offense Maradoch
Speed 20 ft.
Melee bite +4 (1d4–1) This vermin is roughly the size of a small dog and is aggres-
Special Attacks truth venom sive and territorial.
Statistics
Str 8, Dex 13, Con 14, Int 1, Wis 13, Cha 2 Maradoch CR 1
Base Atk +3; CMB +2; CMD 13
Feats Improved Initiative, Weapon Finesse XP 400
Skills Perception +6, Stealth +6 N Small animal
Ecology Init +2; Senses low-light vision, scent; Perception +9
Environment any temperate or warm Defense
Organization solitary, pair, or nest AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1
Treasure none size)
Special Abilities hp 13 (2d8+4)
Truth venom (Ex) Bite—injury; Save Fort DC 14; Fort +5, Ref +5, Will +1
Frequency 1/hour for 8 hours; Effect 1d4 Int and 1d2 Offense
Con; Cure 2 consecutive saves; The lu’urat’s venom, in Speed 40 ft., burrow 10 ft.
addition to causing Intelligence and Constitution dam- Melee 2 claw +3 (1d3+1), bite +3 (1d4+1)
age, also forces the victim to speak the truth (as though Statistics
under the effects of a zone of truth spell). Once the Str 13, Dex 15, Con 14, Int 2, Wis 13, Cha 6
victim’s Intelligence score reaches 0, instead of becom- Base Atk +1; CMB +1; CMD 13
ing comatose, he becomes a zombie-like creature who is Feats Skill Focus (Perception)
easily controlled by another (consecutive Fort saves both Skills Perception +9, Survival +0 (+4 when tracking by
cure the poison and eliminate the truth effect). Once the scent); Racial Modifiers +4 Survival when tracking by
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Ecology
Manju Environment warm desert or plains
Organization solitary, pair, or pack (6–20)
This large, furry rodent has been domesticated for its meat,
Treasure standard (in nest only)
fur, and milk.
Matakata
Manju CR 1/2
This giant tortoise creature slowly plods along the scorching
XP 200
wastes with its massive shell to protect it.
N Medium animal
Init +3; Senses low-light vision, scent; Perception +7
Matakata CR 9
Defense
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) XP 6,400
hp 6 (1d8+2) N Huge animal
Fort +4, Ref +5, Will +0 Init –2; Senses low-light vision; Perception +15
Offense Defense
Speed 40 ft., swim 20 ft. AC 21, touch 6, flat-footed 21 (–2 Dex, +15 natural, –2
Melee bite +1 (1d2+1) size)
Statistics hp 102 (12d8+48)
Str 12, Dex 16, Con 15, Int 2, Wis 11, Cha 7 Fort +14, Ref +6, Will +4
Base Atk +0; CMB +1; CMD 14 Offense
Feats Skill Focus (Perception) Speed 15 ft.
Skills Perception +7, Swim +9 Melee bite +14 (3d6+7/19), slam +9 (1d8+3), tail slap +9
Ecology (2d6+3)
Environment temperate to warm desert or plain Space 15 ft.; Reach 15 ft.
Organization solitary, pair, or herd (3–50) Special Attacks trample (3d8+10, DC 23)
Treasure none
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Statistics Treasure standard


Str 24, Dex 7, Con 18, Int 3, Wis 11, Cha 10 Special Abilities
Base Atk +9; CMB +18; CMD 26 Crystaline fur (Ex) The mesachnat prefers hunting in
Feats Critical Focus, Endurance, Great Fortitude, Improved bright light, when it can redirect sunlight through its
Critical (bite), Improved Great Fortitude, Power Attack crystalline fur to daze (DC 16) its victim. The effect
Skills Perception +15 (+11 for sound–based checks); Racial lasts for 1d4 rounds and is Dexterity based.
Modifiers +–4 Perception for sound–based checks Poison (Ex) Bite—injury; Save Fort DC 14; Frequency 1/
Languages Matakata round for 6 rounds; Effect 1d4 Str damage; Cure 1 save.
SQ shell, slow and steady
Ecology Pavouk Spiders
Environment warm deserts
Organization solitary, pair, or herd (3–8) Spiders of every size imaginable inhabit the city of Pavouk,
Treasure none venerated by the city’s other citizens.
Special Abilities
Shell (Ex) As a move action, a matakata can pull its ex- Pavouk Spider, Tiny CR 1/4
tremities and head into its shell. It can’t move or attack XP 100
as long as it remains in this state, but its armor bonus N Tiny vermin
from natural armor increases by 8 as long as it does. It Init +3; Senses darkvision 60 ft., tremorsense 60 ft.;
may end this state as a move action. Perception +4
Slow and Steady (Ex) A matakata’s speed is never modi- Defense
fied by armor or encumbrance. AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Mesachnat (Hypno Spider) Fort +2, Ref +3, Will +0
This massive spider’s fur sparkles and refracts the light of Immune mind-affecting effects
Offense
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the sun in a myriad of dazzling colors.


Speed 20 ft., climb 10 ft.
Mesachnat CR 4 Melee bite –2 (1d3–4 plus poison)
Space 2 1/2 ft.; Reach 0 ft.
XP 1,200 Special Attacks poison, web (+5 ranged, DC 10, 1 hp)
N Medium aberration Statistics
Init +7; Senses darkvision 60 ft.; Perception +12 Str 3, Dex 17, Con 10, Int —, Wis 10, Cha 2
Defense Base Atk +0; CMB +1; CMD 7
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural) Skills Climb +20, Perception +4 (+8 in webs), Stealth
hp 33 (6d8+6) +15 (+19 in webs); Racial Modifiers +16 Climb, +4
Fort +3, Ref +5, Will +5 Perception (+8 in webs), +4 Stealth (+8 in webs)
Immune mind-affecting effects Ecology
Offense Environment city of Pavouk (also elsewhere)
Speed 30 ft., climb 30 ft. Organization colony (9–16)
Melee bite +7 (1d6+1) Treasure none
Special Attacks crystalline fur, poison, web (+7 ranged, Special Abilities
DC 14, 6 hp) Poison (Ex) Bite—injury; Save Fort DC 10; Frequency 1/
Statistics round for 4 rounds; Effect 1 Strength damage; Cure 1 save.
Str 13, Dex 17, Con 12, Int 2, Wis 10, Cha 3
Base Atk +4; CMB +5; CMD 18 Pavouk Spider, Small CR 1/2
Feats Improved Initiative, Skill Focus (Perception),
Weapon Finesse XP 200
Skills Climb +9, Perception +12 N Small vermin
Ecology Init +3; Senses darkvision 60 ft., tremorsense 60 ft.;
Environment any warm Perception +4
Organization solitary Defense

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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) Environment city of Pavouk (also elsewhere)
hp 9 (2d8) Organization solitary or colony (2–5)
Fort +3, Ref +3, Will +0 Treasure none
Immune mind-affecting effects Special Abilities
Offense Poison (Ex) Bite—injury; Save Fort DC 13; Frequency 1/
Speed 30 ft., climb 20 ft. round for 4 rounds; Effect 1d4 Strength damage; Cure
Melee bite +0 (1d4–2 plus poison) 1 save.
Special Attacks poison, web (+5 ranged, DC 11, 2 hp)
Statistics Pavouk Spider, Huge CR 5
Str 7, Dex 17, Con 10, Int —, Wis 10, Cha 2
Base Atk +1; CMB –2; CMD 11 XP 1,600
Skills Climb +22, Perception +4 (+8 in webs), Stealth N Huge vermin
+11 (+15 in webs); Racial Modifiers +16 Climb, +4 Init +3; Senses darkvision 60 ft., tremorsense 60 ft.;
Perception (+8 in webs), +4 Stealth (+8 in webs) Perception +4
Ecology Defense
Environment city of Pavouk (also elsewhere) AC 16, touch 11, flat-footed 13 (+3 Dex, +5 natural, –2
Organization colony (2–5) or swarm (6–11) size)
Treasure none hp 52 (8d8+16)
Special Abilities Fort +8, Ref +5, Will +2
Poison (Ex) Bite—injury; Save Fort DC 11; Frequency 1/ Immune mind-affecting effects
round for 4 rounds; Effect 1d2 Strength damage; Cure Offense
1 save. Speed 30 ft., climb 20 ft.
Melee bite +8 (2d6+6 plus poison)
Pavouk Spider, Medium Space 15 ft.; Reach 15 ft.
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Use the medium giant spider from Bestiary 1. Statistics


Str 19, Dex 17, Con 14, Int —, Wis 10, Cha 2
Pavouk Spider, Large CR 2 Base Atk +6; CMB +12; CMD 25
Skills Climb +28, Perception +4 (+8 in webs), Stealth
XP 600 –1 (+3 in webs); Racial Modifiers +16 Climb, +4
N Large vermin Perception (+8 in webs), +4 Stealth (+8 in webs)
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Ecology
Perception +4 Environment city of Pavouk (also elsewhere)
Defense Organization solitary or colony (2–5)
AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 Treasure none
size) Special Abilities
hp 22 (4d8+4) Poison (Ex) Bite—injury; Save Fort DC 16; Frequency 1/
Fort +5, Ref +4, Will +1 round for 4 rounds; Effect 1d6 Str drain; Cure 1 save.
Immune mind-affecting effects
Offense Peer’urat (Screaming Cobra)
Speed 30 ft., climb 20 ft.
Melee bite +4 (1d8+3 plus poison) This huge, malevolent snake issues a terrible ear-splitting
Space 10 ft.; Reach 10 ft. scream right before it strikes.
Special Attacks poison, web (+5 ranged, DC 13, 4 hp)
Statistics Peer’urat CR 8
Str 15, Dex 17, Con 12, Int —, Wis 10, Cha 2
Base Atk +3; CMB +6; CMD 19 XP 4,800
Skills Climb +26, Perception +4 (+8 in webs), Stealth NE Large magical beast
+0 (+4 in webs); Racial Modifiers +16 Climb, +4 Init +6; Senses darkvision 60 ft., low-light vision;
Perception (+8 in webs), +4 Stealth (+8 in webs) Perception +14
Ecology Defense

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AC 19, touch 12, flat-footed 16 (+2 Dex, +1 dodge, +7 Base Atk +10; CMB +26 (+30 grapple); CMD 37 (39 vs.
natural, –1 size) grapple)
hp 95 (10d10+40) Feats Endurance, Greater Grapple, Improved Grapple,
Fort +11, Ref +9, Will +6 Improved Natural Armor, Improved Unarmed Strike
Offense Skills Perception +13
Speed 30 ft., climb 30 ft. Ecology
Melee bite +16 (2d6+9 plus poison) Environment warm plains
Space 10 ft.; Reach 10 ft. Organization solitary or pack (3–12)
Spell-Like Abilities (CL 8th; concentration +11) Treasure double
3/day—augmented ear-piercing screamUM (DC 14) Special Abilities
Statistics Inhale (Ex) As a standard action, a regelth can draw po-
Str 22, Dex 15, Con 18, Int 1, Wis 17, Cha 16 tential prey into its mouth. The ability creates a 10-foot
Base Atk +10; CMB +17; CMD 30 (can’t be tripped) diameter line of wind directly into the regelth’s mouth,
Feats Dodge, Improved Initiative, Skill Focus (Stealth), and creatures within 60 feet of the regelth must make a
Skill Focus (Perception), Weapon Focus (bite) Reflex (DC 21) save or be knocked prone, suffering 2d6
Skills Acrobatics +8, Climb +14, Perception +18, Stealth nonlethal damage, and are pushed 20 feet in the direc-
+13; Racial Modifiers +8 Acrobatics, +4 Perception, +4 tion of the mouth. Creatures that save take 1d6 nonlethal
Stealth damage. Creatures under the effect of freedom of move-
Ecology ment and creatures with the air subtype are unaffected
Environment any warm by the regelth’s inhale ability. A creature that is drawn
Organization solitary into the regelth’s mouth is considered grappled and
Treasure standard pinned for the purposes of its swallow whole ability. The
Special Abilities save DC is Constitution-based.
Poison (Ex) Bite—injury; Save Fort DC 19; Frequency 1/
round for 6 rounds; Effect 1d4 Con; Cure 2 consecutive Regelthex (Greater Stone Worm)
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saves.
This colossal specimen is four times the size and mass of its
Regelth (Stone Worm) lesser kin, but thankfully especially rare.

This massive creature is 20 meters and four tons of living Regelthex CR 12


rock, gliding easily through the earth.
XP 19,200
Regelth CR 8 N Colossal magical beast (earth)
Init –2; Senses darkvision 60 ft., low-light vision, tremors-
XP 4,800 ense 120 ft.; Perception +18
N Gargantuan magical beast (earth) Defense
Init +1; Senses darkvision 60 ft., low-light vision, tremors- AC 26, touch 0, flat-footed 26 (–2 Dex, +26 natural, –8
ense 120 ft.; Perception +13 size)
Defense hp 187 (15d10+105)
AC 20, touch 7, flat-footed 19 (+1 Dex, +13 natural, –4 Fort +18, Ref +9, Will +7
size) DR 10/magic
hp 115 (10d10+60) Offense
Fort +13, Ref +8, Will +3 Speed 20 ft., burrow 20 ft.
DR 5/magic Space 30 ft.; Reach 30 ft.
Offense Special Attacks destructive harmonics inhale, swallow
Speed 20 ft., burrow 20 ft. whole (3d8 acid damage, AC 23, 18 hp)
Space 20 ft.; Reach 20 ft. Statistics
Special Attacks inhale, swallow whole (2d8 acid damage, Str 42, Dex 7, Con 25, Int 1, Wis 10, Cha 6
AC 16, 11 hp) Base Atk +15; CMB +39 (+43 grapple); CMD 47 (49 vs.
Statistics grapple)
Str 34, Dex 13, Con 23, Int 1, Wis 10, Cha 6

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Feats Endurance, Great Fortitude, Greater Grapple, Skills Fly +9, Perception +15; Racial Modifiers +8
Improved Grapple, Improved Natural Armor, Improved Perception
Unarmed Strike, Iron Will, Lightning Reflexes Ecology
Skills Perception +18 Environment warm and temperate mountains
Ecology Organization solitary, pair, or flock (3–12)
Environment warm plains Treasure none
Organization solitary
Treasure triple Swafa
Special Abilities
Destructive Harmonics (Su) A regelthex can project a This wild, ostrich-like savannah lizard has short fore-claws,
blast of sonic energy in a cone up to 80 feet long as a powerful back legs, and a long tail that helps it keep its bal-
standard action. All creatures within the area of effect ance, and it chirps when it runs.
of the destructive harmonics take 8d6 points of sonic
damage—a DC 24 Reflex save halves this damage. The Swafa CR 1
save DC is Constitution-based. XP 400
Inhale (Ex) As a standard action, a regelthex can draw N Large animal
potential prey into its mouth. The ability creates a 10- Init +2; Senses low-light vision; Perception +9
foot diameter line of wind directly into the regelthex’s Defense
mouth, and creatures within 60 feet of the regelthex AC 13, touch 11, flat-footed 11 (+2 Dex, +2 natural, –1
must make a Reflex (DC 24) save or be knocked prone, size)
suffering 3d6 nonlethal damage, and are pushed 20 feet hp 13 (2d8+4)
in the direction of the mouth. Creatures that save take Fort +5, Ref +5, Will +1
1d6 nonlethal damage. Creatures under the effect of Offense
freedom of movement and creatures with the air subtype Speed 50 ft.
are unaffected by the regelthex’s inhale ability. A crea- Melee 2 claws +3 (1d2+3) and bite +3 (1d3+3)
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ture that is drawn into the regelthex’s mouth is consid- Special Attack foaming spittle (+2 ranged touch)
ered grappled and pinned for the purposes of its swallow Statistics
whole ability. The save DC is Constitution-based. Str 17, Dex 14, Con 14, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +5; CMD 17
Sanid Feats EnduranceB, RunB, Skill Focus (Perception)
This majestic bird flies high over the hot plains, circling Skills Perception +9
upon the updrafts while it watches for prey. Ecology
Environment warm plains
Sanid CR 2 Organization solitary, pair, or flock (10–80)
Treasure none
XP 600 Special Abilities
N Small animal Foaming Spittle (Ex) Once per hour, a swafa can spray
Init +3; Senses low-light vision; Perception +7 foaming saliva at a single target within 10 feet. The tar-
Defense get must make a DC 13 Fortitude save or be blinded for
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 1d4 rounds. The save DC is Constitution-based.
size)
hp 13 (2d8+4) Tabahk (Thorn Lizard)
Fort +5, Ref +6, Will +2
Offense This thorny-hided animal grows to one meter tall and preys
Speed 10 ft., fly 100 ft. (good) on herd animals and small rodents.
Melee 2 talons +5 (1d3+1), bite +5 (1d4+1)
Statistics Tabahk CR 1
Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 9 XP 400
Base Atk +1; CMB +1; CMD 14 N Small animal
Feats Weapon Finesse Init +6; Senses low-light vision; Perception +6
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Defense Uludur CR 1/2


AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1
size) XP 200
hp 11 (2d8+2) N Small animal
Fort +4, Ref +5, Will +2 Init +0; Senses low-light vision; Perception +4
Offense Defense
Speed 40 ft. AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
Melee 2 claws +3 (1d3+1), bite +3 (1d4+1) hp 8 (1d8+4)
Statistics Fort +3, Ref +2, Will +0
Str 13, Dex 15, Con 12, Int 2, Wis 14, Cha 7 Offense
Base Atk +1; CMB +1; CMD 13 Speed 20 ft.
Feats Improved Initiative Melee stinger +1 (1d2)
Skills Climb +13, Perception +6; Racial Modifiers +8 Statistics
Climb Str 10, Dex 11, Con 12, Int 2, Wis 11, Cha 5
Ecology Base Atk +0; CMB –1; CMD 9
Environment warm grasslands Feats Toughness
Organization solitary, pair, or nest (3–6) Skills Perception +4
Treasure none SQ water purification
Ecology
Thakal Environment warm plains
Organization solitary, pair, or herd (3–12)
This foul-smelling but powerful lizard moves quickly across Treasure none
the desert floor despite its uneven, loping gait. Special Abilities
Water purification (Ex) The uludur can purify polluted or
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to fresh, clean, crystal-clear water and stored in the crea-


XP 600 ture’s gullet for future use. The water can be extracted
N Large animal back through the uludur’s mouth with a gentle squeeze
Init +0; Senses low-light vision; Perception +9 without harming it, producing five liters per day.
Defense
AC 14, touch 9, flat-footed 14 (+5 natural, –1 size) Ulweppa (Blood Crawler)
hp 25 (3d8+12)
Fort +9, Ref +3, Will +1 This eight-foot-long worm stands tall, its tail buried in the
Offense sand, its open mouth as high in the air as possible, while it
Speed 40 ft. makes an eerie sucking sound that carries for miles.
Melee 2 claws +6 (1d2+5) and bite +6 (1d3+5)
Statistics Ulweppa CR 6
Str 21, Dex 11, Con 19, Int 2, Wis 10, Cha 6
Base Atk +2; CMB +8; CMD 18 XP 2,400
Feats Great Fortitude, Skill Focus (Perception) N Medium animal
Skills Perception +9 Init +3; Senses blindsight 60 ft.; Perception +9
Ecology Defense
Environment warm plains AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
Organization solitary, pair, or herd (5–50) hp 58 (9d8+18); fast healing 5 (during blood drain only)
Treasure none Fort +8, Ref +9, Will +3
Offense
Uludur Speed 20 ft., burrow 20 ft.
Melee bite +9 (1d6+4) plus attach
This sluggish herd animal has small tentacles and its meat is Special Attacks anesthetic ooze, blood drain (1d2
considered a delicacy. Constitution), disease
Statistics

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Str 17, Dex 17, Con 14, Int 2, Wis 10, Cha 3 Skills Perception +9
Base Atk +6; CMB +9 (+13 drag, +13 grapple); CMD 22 Ecology
(24 vs. drag, 24 vs. grapple) Environment cold forests
Feats Greater DragAPG, Greater Grapple, Improved DragAPG, Organization solitary, pair, or herd (3–8)
Improved Grapple, Lunge, Skill Focus (Perception)B, Treasure none
StealthyB
Skills Escape Artist +5, Perception +9, Stealth +14 Xursha (Constrictor)
SQ assisted respiration
Ecology Use the giant anaconda from Bestiary 2.
Environment warm and temperate mountains
Organization solitary or group (6–36) Yethawar (Sonic Beetle)
Treasure none This small brown beetle has two fanned antennae on the for-
Special Abilities ward dorsal ridge just behind its eyes.
Anesthetic Ooze (Ex) As a full action, the ulweppa can
excrete a solution that completely numbs a localized Yethawar CR 2
area of its victim, rendering it potentially unaware of
the ulweppa’s bite. If the victim is asleep or otherwise XP 600
unaware of the blood crawler, it must make a Perception N Diminutive magical beast
check against a DC 16 to detect the anesthetic, and Init +2; Senses darkvision 60 ft., low-light vision;
again to detect the ulweppa’s bite. The save DC is Perception +7
Constitution-based. Defense
Assisted Respiration (Ex) The ulweppa can insert its tail AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4
into the mouth and down the windpipe of an uncon- size)
scious victim, thereby allowing the victim to breathe hp 4 (1d10–1)
even if it is buried in the sand, so long as the ulweppa Fort +1, Ref +4, Will +0
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keeps its head above the surface. Offense


Disease, Parasitic Seed-Worms (Ex) Bite—Implantation; Speed 20 ft.
Save Fort DC 16; Onset 1d3 days; Frequency 1/day; Melee 2 claw +1 (1–4), bite +1 (1d2–4)
Effect 1 Con damage; Cure 2 consecutive saves. Space 1 ft.; Reach 0 ft.
Special Attacks sonic blast
Urshev Statistics
Str 2, Dex 15, Con 9, Int 2, Wis 10, Cha 7
This lanky, bear-like creature is covered in shaggy fur to Base Atk +1; CMB –1; CMD 5
protect it from the cold. Feats Skill Focus (Perception)
Skills Perception +7 (+17 to detect yethawar communica-
Urshev CR 3 tion); Racial Modifiers +10 Perception to detect yetha-
XP 800 war communication
N Medium animal SQ enhanced reception
Init +1; Senses low-light vision, scent; Perception +9 Ecology
Defense Environment warm deserts
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural) Organization solitary or pair
hp 42 (5d8+20) Treasure none
Fort +8, Ref +5, Will +4 Special Abilities
Offense Enhanced Reception (Su) A yethawar can detect the the
Speed 40 ft. non-damaging sonic chirps emitted by another of its
Melee 2 claw +8 (1d3+5 plus grab), bite +8 (1d4+5) species at great distances. Two yethawar can commu-
Statistics nicate with simple chirps up to a distance of 10 miles.
Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 10 The tones are not limited to a single pair; any yethawar
Base Atk +3; CMB +8; CMD 19 within range can detect the communication.
Feats Endurance, Iron Will, Run

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Sonic Blast (Su) As a standard action, a yethawar can emit extra attention and focus to working the magic in such a
a loud, piercing sonic pulse that damages brittle objects way that Sorcery’s Wrath does not manifest. If this check
and causes great discomfort to creatures. The tone takes fails (or if the caster chooses to forgo it), consult the table
the form of a 30-ft. cone and affects hard, non-magical below.
objects exactly as a shatter spell (CL 3). In addition,
living creatures in range of the cone must make a DC Afllictions
12 Fortitude save or become deafened for 1d4 minutes.
Those who save are dazed for 1d4 rounds. The save DC Roll percentile dice, adding 5 × the level of the offending
is Dexterity-based. spell to the result, to determine which type, if any, affliction
occurs:
Yulugh
Modified Type of
This slug-like pest is made of soft, moist flesh with a rubbery, Result Affliction
cartilage-like skeleton. 01–75 None
76–90 Personal
Yulugh CR 1 91–00 Regional

XP 400 None
N Fine vermin (swarm)
Init +2; Senses blindsense 5 ft.; Perception +0 The triggering spell fails to manifest an affliction.
Aura stench (DC 13, 1d4 rounds)
Defense Personal
AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
The resultant affliction is a personal one, affecting only the
hp 13 (2d8+4)
offending wizard. Roll d% and consult the following table:
Fort +5, Ref +2, Will +0
Defensive Abilities swarm traits; Immune weapon dam-
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Die Personal
age, mind-affecting effects
Result Affliction
Offense
01–08 Physical Irritation
Speed 10 ft., burrow 10 ft., climb 10 ft.
09–15 Pain
Melee bite +4 (1d6 acid)
16–22 Non-debilitating Sickness
Space 10 ft.; Reach 0 ft.
23–29 Sores and Lesions
Statistics
30–36 Phobias
Str 1, Dex 15, Con 14, Int —, Wis 10, Cha 1
37–43 Hallucinations
Base Atk +1; CMB —; CMD —
44–50 Depression
Skills Climb +3
51–57 Nightmares
Ecology
58–64 Rage
Environment any warm
65–71 Forgetfulness
Organization swarm
72–78 Physically Wretched
Treasure none
79–85 Stress
86–92 Infestations
Chapter 8: Sorcery’s Mind 93–00 Aging
The following rules are used to create the effects of
Physical Irritation: The caster suffers 2 points of
Sorcery’s Wrath.
Charisma damage and a –2 penalty to concentration checks.
Pain: At a random time once per day for 1d4 hours,
Triggers
the caster takes a –2 penalty to AC, attacks, melee dam-
Each time a creature activates a magic item, casts a spell, age rolls, and Reflex saving throws, and must succeed at a
or uses a spell-like ability, there is a chance that Sorcery’s concentration check (DC 15) to cast spells.
Wrath manifests. If a user/caster chooses, he can attempt
a Concentration check (DC = 15 + 2 × spell level) to give

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Non-debilitating Sickness: At a random time once Die Regional


per day for 1d4 hours, the caster suffers the nauseated Result Affliction
condition. 1–4 Bad Weather
Sores and Lesions: The caster suffers 4 points of 5–8 Withered Crops
Charisma damage and a –4 penalty to concentration checks. 9–12 Infertility
Phobias: At a random time once per day for 2d6 rounds, 13–16 Disease
the caster suffers the frightened condition. Select the object 17–20 Infestation
of the caster’s phobia through roleplaying or randomly from
among the items, people, and activities within the scene. Manipulating the Wrath
Hallucinations: At a random time once per day, the
caster suffers the effects of the mad hallucination spell. A wizard who wishes to redirect Sorcery’s Wrath toward a
Depression: The caster has difficulty making decisions. designated target must work to bring the target into the fold
Each round, he must make a Will save (with penalty; see of the wizard’s circle of relationships. This should ideally
below) or be dazed. Success means he may take his action be roleplayed, but a quick alternative method can operate
normally. On the round following a failed save, the caster as follows: the caster must succeed on a Will saving throw
makes a new initiative check with a –4 circumstance penalty against a DC of 25. He gains a bonus to the die roll equal
to determine when he may act. In addition, he suffers a –4 to the number of weeks the target has been in a relationship
penalty to Will saves. with him, to a maximum of 10. If the saving throw suc-
Nightmares: The caster suffers the fatigued condition ceeds, the target of the Wrath is the other individual. If it
and cannot heal naturally. fails, the caster himself also becomes a target.
Rage: At a random time once per day for 2d6 rounds,
the caster comes under the effects of the rage spell and Misfortunes
must attack the closest individual to her. Regardless of the target, the result of intentionally redirect-
Forgetfulness: At a random time once per day for 2d6 ing Sorcery’s Wrath at an individual produces one of the
rounds, the caster suffers the effects of the confused condi- listed misfortunes. Roll 1d4 and consult the following table:
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tion. Furthermore, any time the caster wishes to cast a spell,


she must succeed on a Concentration check (DC 15 + spell Die Misfortune
level) or forget the spell, losing it for the day. In addition, Result Type
the caster must make a similar concentration check to study 1–3 Direct/Personal Misfortune
spells in order to rememorize them. 4 Indirect/Impersonal Misfortune
Physically Wretched: The caster suffers the effects of
both the Pain and The Non-debilitating Sickness afflictions, Direct/Personal Misfortunes
with each set of effects occurring separately. Roll d% and consult the following table:
Stress: The caster suffers the effects of both the
Physical Irritation and Nightmares afflictions. Die Direct/Personal
Infestations: The caster suffers 6 points of Charisma Result Misfortune Type
damage and a –6 penalty on concentration checks. 1–6 Fall
Aging: The caster’s effective age category immediately 7–12 Animal Attack
increases to Middle Age (or Old, if the caster was already 13–19 Venture Failure
Middle Age). In one month’s time, the caster’s age category 20–25 Amnesia
increases by one category, from Middle Age to Old, Old to 26–33 Sickness
Venerable, and finally Venerable to Maximum Age. At some 34–39 Spurned
point in the month after that, the caster dies of natural causes. 40–45 Drunkenness
46–53 Sleepwalking
Regional 54–59 Accidental Poisoning
60–67 Infertility
Regional afflictions occur over a wide area (in a radius 68–73 Disfigurement
equal to 1 mile per level of the offending spell). Their 74–79 Withered Limbs
effects are beyond the scope of game mechanics and are 80–87 Coma
better served through roleplaying. Roll 1d20 and consult 88–93 Madness
the following table: 94–00 Suicide
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Each of the following misfortunes uses the indicated game Indirect/Impersonal Misfortunes
mechanics. Roll 1d8 and consult the following table:
Fall: Any time the target is required to roll a Reflex
saving throw, two rolls must be made and the worse result Die Indirect/Impersonal
used. Result Misfortune Type
Animal Attack: Any time the target is in the company 1 Vicious Rumors
of a tame beast, she must roll a Will saving throw (DC 20) 2 Runaway Cart
or the creature suddenly grows hostile and attacks. Any 3 Shunned
time the target is part of an encounter with hostile wild 4 Rival
animals, they single out the target for combat (ignoring 5 Fire
other possible foes unless doing so would generate attacks 6 Building Collapse
of opportunity or similarly endanger the animal). 7 Lightning
Venture Failure: Best resolved through roleplaying, 8 Avalanche
but for any die rolls that must be made, two rolls are made
and the worse result taken. Each of the following misfortunes uses the indicated game
Amnesia: Best resolved through roleplaying. No spell- mechanics.
casting is possible. Vicious Rumors, Shunned, and Rival: Best resolved
Sickness: The target suffers from the sickened con- through roleplaying. For any die rolls for Diplomacy, Bluff,
dition. In addition, after one week, he also takes on the Sense Motive and similar, two rolls are made and the worse
fatigued condition. After one month, the target takes on the one is used.
exhausted condition. Runaway Cart, Fire, Building Collapse, Lightning,
Spurned: Best resolved through roleplaying; can also and Avalanche: Treat as a trap of an appropriate type as
draw on the Depression and Rage afflictions listed in the found in the “Traps” Section of Chapter 13: Environment in
previous section. the Pathfinder Roleplaying Game Core Rulebook.
Drunkenness: Each day, the target must make a Will
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save (DC 25) or cave to the temptation to drink to excess. Harmonious Magic
Any target that fails this save takes on the Drunk template.
Sleepwalking: Randomly generate paths and distances The following game mechanics emulate the concept of
before the target awakens. The target also suffers from the harmonious magic on Khitus.
fatigued condition.
Accidental Poisoning: At a random time once per Process
week, the target is exposed to some form of poison (see the When a group of casters (arcane casters together or divine
entry on Poisons in the “Afflictions” section of Appendix 1: casters with other divine casters as well as non-casting
Special Abilities in the Pathfinder Roleplaying Game Core adherents) work together, they can increase the effective
Rulebook). caster level of a particular spell, thereby increasing its
Infertility: Best resolved through roleplaying. variable elements accordingly. The number of additional
Disfigurement: The target suffers 1 point of Charisma performers needed who succeed in their Perform check (see
damage each week. Each time the target is wounded, re- below) is directly proportional to the level of the desired
gardless of healing efforts, she suffers 1 point of Charisma caster level in question. Thus, if a group wished to boost
drain. a spell’s effects so that it functioned as if cast by a 13th-
Withered Limbs: Once per week, the target suffers 1 level caster, thirteen performers (in addition to the caster
point of either Strength, Constitution, or Dexterity drain herself) are required to roll successful checks. Thus, it is
(determine randomly). often necessary to have more than the minimum number
Coma: The target suffers from the unconscious condi- of performers working together in order to avoid flubbing
tion and cannot be awakened. the attempt. Boosting the effective caster level in order to
Madness: The target suffers the effects of the confu- employ metamagic feats is possible using this method.
sion spell. Each performer must make an appropriate Perform
Suicide: Each day, the target must make a Will save skill check (various Instruments or Sing). The DC is 10 +
or attempt to kill himself. The DC for this save is 10 + the the desired caster level for instruments, or 15 + the desired
number of days since the misfortune began. caster level for vocals only. Each success counts toward

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the minimum needed to cast the spell at the higher desired Jaythe, the Panther
level. Once the checks are made, the lead caster can attempt
to cast the spell as if he were of the desired level. Alignment: N
Regardless of success or failure, attempting harmo- Domains: Darkness (Night), Strength (Ferocity)
nious magic increases the chances of Sorcery’s Wrath Favored Weapon: Kukri
manifesting. When the die roll is made to determine if any
affliction occurs (and the type) on the table above under Meshezes, the Shambler
Afflictions, add 1 to the result for each performer partici-
pating in the ritual. Furthermore, add 2 to the result for each Alignment: CN
performer who failed the requisite Perform check (in other Domains: Chaos, (Revelry), Destruction, Plant (Decay,
words, each performer who failed the check counts as a +3 Growth)
total modifier to the die roll). Favored Weapon: Flail
Under no circumstances does performing harmonious
magic permit a caster to attempt to cast a spell of a higher Najus, the Wise
level than he could ordinarily cast unaided. The ritual only Alignment: N
boosts effective caster level for spells the lead caster could Domains: Knowledge (Memory, Thought), Sun (Day,
otherwise cast at his actual level. Light, Revelation)
Favored Weapon: Mace
Chapter 9: Gods & Demigods
Phatrash, the Bull
Each of the gods in the Dragon Kings World Book is listed
below with standard entries for clerics in the Pathfinder Alignment: NG
Roleplaying Game. Domains: Liberation (Freedom), Strength (Resolve), Travel
Favored Weapon: Club
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Prusha, the Thakal


Alignment: CN
Domains: Scalykind (Venom), Trickery (Deception, Alignment: N(E)
Thievery) Domains: Animal, Artifice (Toil), Law (Slavery), Strength
Favored Weapon: Knife Favored Weapon: Whip

Arvaritos, the Spider Rutchu, the Red Man


Alignment: N Alignment: CE
Domains: Strength (Ferocity), Repose Domains: Charm (Lust), Trickery (Ambush, Deception,
Favored Weapon: Punching dagger Innuendo, Thievery)
Favored Weapon: Dagger
Baynar, the Wolf
Alignment: CN
Domains: Animal (Fur), Darkness (Moon), Strength
(Ferocity), War (Blood)
Favored Weapon: Spear

Iyalphos, the Crane


Alignment: N(E)
Domains: Chaos (Entropy), Destruction (Catastrophe,
Rage)
Favored Weapon: Staff

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Appendix: Powers of the Mind


The mental powers featured in the Dragon Kings
World Book take the form of psionics in The Pathfinder
Roleplaying Game. Ultimate Psionics, published by
Dreamscarred Press for use with that system, contains
a wealth of information on creating and playing psionic
characters in a variety of forms. Please take a look at that
product to gain the full breadth and depth of psionics as a
system.
The mental powers listed in the Appendix of the
Dragon Kings World Book correspond to certain psionic
powers found in Ultimate Psionics. Consult the table below
to match up the Khitan mental powers with the appropriate
ability found in the Pathfinder Roleplaying Game.

Khitan Power Psionic Power


Auric Transformation Aura Alteration
Distract the Mind Distract
Total Recall Call to Mind
Thought Shroud Conceal Thoughts
Mind Fog Cloud Mind
Repetition Deja Vu
Crush the Mind Demoralise
Empathic Mind Empathy
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Empathic Link Empatic Connection


Blank the Mind Empty Mind
Control the Mind Mind Control
Mental Spike Mind Thrust
Link the Mind Mind Link
Mind Sending Missive
Seek the Hidden Pierce the Veils SHARE THIS PDF!
Psychic Cleansing Psychic Chirurgery
Mental Reading Read Thoughts Soldier-Spy grants permission to share this electronic
Detect Minds Sense Minds Dragon Kings Pathfinder PDF Rules Supplement
Mind Whip Telepathic Lash with anyone and everyone. Soldier-Spy also grants
Mental Shielding Thought Shield permission to print this document, in whole or in part,
The Mind Killer Unearthly Terror for personal use only.

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Open Gaming License Version 1.0a Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author:
Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have on material by Jonathan Tweet, Monte Cook, and Skip Williams.
contributed Open Game Content; (b) “Derivative Material” means copyrighted material Pathfinder Roleplaying Game Advanced Player’s Guide © 2010, Paizo Publishing, LLC;
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display, transmit or otherwise distribute; (d) “Open Game Content” means the game Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
mechanic and includes the methods, procedures, processes and routines to the extent such Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Authors: Jason
content does not embody the Product Identity and is an enhancement over the prior art and Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, James Jacobs,
any additional content clearly identified as Open Game Content by the Contributor, and Rob McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider, Lisa Stephens, James
means any work covered by this License, including translations and derivative works un- L. Sutter, and Greg A. Vaughn, based on material by Jonathan Tweet, Monte Cook, and
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and special abilities; places, locations, environments, creatures, equipment, magical or su- Tweet, Monte Cook, and Skip Williams.
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or registered trademark clearly identified as Product identity by the owner of the Product Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary,
Identity, and which specifically excludes the Open Game Content; (f ) “Trademark” means Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based
the logos, names, mark, sign, motto, designs that are used by a Contributor to identify on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying
itself or its products or the associated products contributed to the Open Game License by Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner,
the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James
modify, translate and otherwise create Derivative Material of Open Game Content. (h) Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-
“You” or “Your” means the licensee in terms of this agreement. MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
2. The License: This License applies to any Open Game Content that contains a notice indi- Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis
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You must affix such a notice to any Open Game Content that you Use. No terms may be Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen
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other terms or conditions may be applied to any Open Game Content distributed using Pathfinder Roleplaying Game GameMastery Guide © 2010, Paizo Publishing, LLC; Author:
this License. Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis,
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws,
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grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip
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Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC;
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5. Representation of Authority to Contribute: If You are contributing original material as


Open Game Content, You represent that Your Contributions are Your original creation Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ross Byers,
and/or You have sufficient rights to grant the rights conveyed by this License. Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley,
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Stephen Radney-
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indica- Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
tion as to compatibility, except as expressly licensed in another, independent Agreement Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors:
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compatibility or coadaptability with any Trademark or Registered Trademark in conjunc- Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips,
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License with respect to some or all of the Open Game Content due to statute, judicial John Tynes, Andy Collins, and JD Wiker.
order, or governmental regulation then You may not Use any Open Game Material so The Grand OGL Wiki, http://grandwiki.wikidot.com © 2008–2011 Purple Duck Games;
affected. Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike
13. Termination: This License will terminate automatically if You fail to comply with all Whalen, Shane O’Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson,
terms herein and fail to cure such breach within 30 days of becoming aware of the Slatz Grubnik, Charles R. Wenzler Jr, John Fraser, Jonathon Thompson, Thomas Boxall.
breach. All sublicenses shall survive the termination of this License. Legendary VI: Legendary Armor © 2012, Purple Duck Games; Author: Marc Radle.
14. Reformation: If any provision of this License is held to be unenforceable, such provision The Genius Guide To: Feats of Psionic Might © 2011, Super Genius Games. Author: Owen
shall be reformed only to the extent necessary to make it enforceable. K.C. Stephens.
15. COPYRIGHT NOTICE Pathfinder Companion: Sargava, the Lost Colony © 2010, Paizo Publishing, LLC; Author:
Open Game License v. 1.0a © 2000, Wizards of the Coast, Inc. JD Wiker.
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Psionics Unleashed © 2010, Dreamscarred Press.
Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Psionic Bestiary © 2013, Dreamscarred Press.
Psionics Augmented © 2013, Dreamscarred Press.
Ultimate Psionics © 2013, Dreamscarred Press.

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paizo.com #4156770, MARCELO DE BENZI <redincubus@gmail.com>, Dec 4, 2016 8429118
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