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While most summoners tap into the distant planes to bring Weapon and Armor Proficiency
forth powerful outsiders, the undead summoner reaches into Undead summoners are proficient with all simple weapons.
the grave to conjure necromantic allies. Summoners are also proficient with light armor. An undead
summoner can cast summoner spells while wearing light
Alignment: Any non-good. armor without incurring the normal arcane spell failure
chance. Like any other arcane spellcaster, an undead sum-
Hit Die: d8. moner wearing medium or heavy armor, or using a shield,
incurs a chance of arcane spell failure if the spell in question
Starting Wealth: 2d6 x 10 gp (average 70gp.) In addition, has a somatic component. A multiclass undead summoner
each character begins play with an outfit worth 10 gp or less. still incurs the normal arcane spell failure chance for arcane
spells received from other classes.
Class Skills
Spells
The undead summoner’s class skills are Craft (Int), Fly (Dex), An undead summoner casts arcane spells drawn from the
Handle Animal (Cha), Knowledge (all) (Int), Linguistics summoner spell list. He can cast any spell he knows without
(Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use preparing it ahead of time, assuming he has not yet used up
Magic Device (Cha). his allotment of spells per day for the spell’s level.
Skill Ranks per Level: 2 + Int modifier. To learn or cast a spell, an undead summoner must have a
Charisma score equal to at least 10 + the spell level. The Dif-
ficulty Class for a saving throw against a summoner’s spell
is 10 + the spell level + the summoner’s Charisma modifier.
Cantrips
An undead summoner learns
a number of cantrips, or 0-level
spells, as noted on Table: Spell
Known. These spells are cast
1
like any other spell, but they may
be cast any number of times per
day. Cantrips prepared using other spell slots, due to metam- tution, Dexterity, and Strength), as well as to exhaustion
agic feats, for example, consume spell slots as normally. and fatigue effects.
• Negative energy (such as an inflict spell) can heal the
Fetch fetch. The fast healing special quality however heals the
An undead summoner begins play with the ability to summon fetch.
to his side a powerful undead called a fetch. The fetch forms • Immunity to any effect that requires a Fortitude save
a link with the summoner, who, forever after, summons an (unless the effect also works on objects or is harmless).
aspect of the same creature. This fetch functions just like a • Not at risk of death from massive damage, but is imme-
regular summoner’s eidolon with these exceptions: diately destroyed when reduced to 0 hit points.
• The fetch has a d8 Hit Die. • Does not breathe, eat, or sleep (even if it wishes).
• Its base attack bonus is equal to ¾ its total Hit Dice (me-
dium progression) Kissed by Death
• It has a good Will, a bad Fort, and a bad Ref save. At 2nd level, you gain Necromantic Affinity as a bonus feat
• Skill points equal to Skill points equal to 4 + Int modifier even if you do not meet the prerequisites of this feat.
(minimum 1) per Hit Die. The following are class skills
for undead: Climb, Disguise, Fly, Intimidate, Knowledge Summon Undead I (Sp)
(arcane), Knowledge (religion), Perception, Sense Mo- Starting at 1st level, a summoner can cast summon undead
tive, Spellcraft, and Stealth. I as a spell-like ability a number of times per day equal to 3
• Banishment, dismissal, and any other spell that specifi- + his Charisma modifier. Drawing upon this ability uses up
cally targets outsiders only do not affect fetches. the same power as the summoner uses to call his fetch. As a
• No Constitution score, using its Charisma in place of its result, he can only use this ability when his fetch is not sum-
Constitution score when calculating hit points, Fortitude moned. He can cast this spell as a standard action and the
saves, and any special ability that relies on Constitution. creatures remain for 1 minute per level (instead of 1 round
• Immunity to all mind-affecting effects (charms, compul- per level). At 3rd level, and every 2 levels thereafter, the pow-
sions, morale effects, patterns, and phantasms. er of this ability increases by one spell level, allowing him to
• Immunity to death effects, disease, paralysis, poison, summon more powerful creatures (to a maximum of sum-
2 effects, and stunning.
sleep mon undead IX at 17th level). At 19th level, this ability can be
• Not subject to nonlethal damage, ability drain, or energy used as summon undead IX. A summoner cannot have more
drain. than one summon undead spell active in this way at one time.
• Immune to damage to its physical ability scores. (Consti-
2
If this ability is used again, any existing summon undead or up a daily summon undead. This also lasts 1 minute per lev-
zombie apocalypse immediately ends. These summon spells el and has the same restrictions as summon undead. At 9th
are considered to be part of his spell list for the purposes of level, and every 2 levels thereafter, the power of this ability
spell trigger and spell completion items. In addition, he can increases by one spell level, allowing him to summon more
expend uses of this ability to fulfill the construction require- powerful creatures (to a maximum of summon undead le-
ments of any magic item he creates, so long as he can use this gion V at 17th level).
ability to cast the required spell.
Summon Undead Army (Sp)
Channel Energy (Su) Starting at 13th level, the undead summoner may cast sum-
Starting at 4th level, an undead summoner can channel nega- mon minor undead army as a spell-like ability. This uses up
tive energy to heal undead creatures like a cleric, healing 1d4 a daily summon undead. This also lasts 1 minute per level
points of damage, plus 1d4 points of damage for every two and has the same restrictions as summon undead. At 15th
undead summoner levels beyond 4th. He can use this ability level and 17th level the power of this ability increases by one
a number of times per day equal to his Charisma bonus (min- spell level, allowing him to summon more powerful creatures
imum 1). This ability cannot be used to harm living creatures. (to a maximum of summon undead army II at 17th level).
Fetch Master
Undead Summoner Archetype
Some undead summoners focus on creating a powerful Other Class Archetypes
fetch, forsaking their other summoning powers. For all the archetypes below, add the following aligment re-
striction: any nongood.
Empowered Fetch
This fetch functions just like a regular undead summoner’s Blight Ranger
fetch with these exceptions: Ranger Archetype
• The fetch has a d10 Hit Die. While most rangers protect the world from aberrations,
• Its base attack bonus is equal to its total Hit Dice. undead, or worse; blight rangers bring these threats upon
• The fetch gains 6 + Int modifier (minimum) per Hit nature.
4
Die.
This replaces ability replaces summon undead and alters the Undead Empathy
fetch ability. A blight ranger can use his Diplomacy to influence mindless
Famine Druid A druid can use this ability an additional time per day at 6th
Druid Archetype level and every two levels thereafter, for a total of eight times
Although very rare, some druids fall into the lure of un- at 18th level. At 20th level, a famine druid can use undead
death. These so-called famine druids have a small order of shape at will.
their own that’s hated by most of the other orders.
At 6th level, a druid can use undead shape to change into a
Spells Large or Tiny corporeal undead. When taking the form of an
A famine druid adds all spells with both “summon” and “un- undead, a druid’s wild shape now functions as undead anat-
dead” in their name to her spell list. omy II.
Spontaneous Casting At 8th level, a druid can use undead shape to change into a
A famine druid can channel stored spell energy into sum- Huge or Diminutive undead. This functions as undead anat-
moning spells that she hasn’t prepared ahead of time. She omy III.
can “lose” a prepared spell in order to cast any summon un-
dead spell of the same level or lower. At 10th level, a druid can use wild shape to change into an
This alters spontaneous casting. incorporeal undead. If the form she chooses is incorporeal,
her undead shape’s duration is minutes per level instead of
Bonus Languages hours per level. This functions as undead anatomy III.
A famine druid gains Necril, the language of undead, as a
bonus language option. She does not gain Sylvan as a bonus
language option. Nightmare Rider
This alters bonus languages. Cavalier Archetype
This cavalier does not ride a horse into battle to inspire his
Unnatural Bond (Ex) allies. Instead he rides a skeletal beast into battle to strike
This ability functions like nature bond except that the famine terror into his enemies.
druid may either call a fetch as an undead summoner of her
druid level or select from the Death, Evil, Repose, or Void Nightmare
domains. A cavalier gains the service of an undead steed to ride into
This ability replaces nature bond. battle. He gains an undead summoner’s fetch, using the cav-
alier’s level as his effective undead summoner level. The un-
Death Sense (Ex) dead must be a quadruped or aquatic fetch that he’s capable
A famine druid gains a +2 bonus on Knowledge (religion) of riding and has the mount evolution.
and Heal. A cavalier does not take an armor check penalty on Ride
This ability replaces nature sense. checks while riding his nightmare. 5
In all other respects, this functions like an undead summon-
Undead Empathy er’s fetch.
A famine druid can use her Diplomacy to influence mindless
Ghoul: The creature gains the scent ability with a range of 10 Hide from Undead
feet. The range of this sense increases to 20 feet at 8th level At 4th level, as a full-round action a rogue can cast hide from
and 30 feet at 15th level. The range doubles if the opponent is undead as a spell-like ability at will. She can only affect her-
upwind, and is halved if the opponent is downwind. self.
This replaces the rogue talent gained at 4th level.
Isitoq: The creature gains darkvision to a range of 60 feet. If
it already has darkvision, extend the range by 30 feet. At 8th
level, the range increases by 30 feet. At 15th level, the crea-
ture also gains blindsense to a range of 10 feet.
Vampire: The creature gains fast healing 1 and a 25% chance 4th-Level Antipaladin Spells
to treat any critical hit or sneak attack as a normal hit (as Summon Minor Undead Legion: Summon 3d6+2 weak
the fortification armor special ability). This increases to fast undead to fight for you.
healing 2 and 50% at 8th level, and fast healing 3 and 75% at Summon Undead IV: Summons undead creature to fight
15th level. for you.
Summon Undead Horde I: Summon 2d4+2 undead to
Zombie: The creature gains a +2 enhancement bonus to fight for you.
Strength. This bonus increases to +4 at 8th level and +6 at
15th level.
Cleric Spells
0-Level Cleric Spells (Orisons)
Undead Stalker Summon Undead Servant: Summon a weak undead that
Rogue Archetype
lasts all day.
Not all undead slayers are bound in shining armor and
golden holy symbols. Many are assassins that have honed
their skills at slaying and stalking undead. 1st-Level Cleric Spells
Summon Minor Undead: Summon 1d3 weak undead.
7
Summon Undead I: Summons undead creature to fight for
Stalk Undead
At 1st level, an undead stalker adds 1/2 her level to Percep- you.
tion skill checks made to perceive undead and on Stealth skill
10
Summon Undead I This spell functions as summon undead I, except that you
School Conjuration (Summoning, Evil) [see text]; Level can summon one creature from the 5th level list, or 1d3 crea-
antipaladin 1, cleric/oracle 1, shaman 1, sorcerer/ wizard 1, tures of the same kind from the 4th-level list, or 1d4+1 crea-
summoner 1, witch 1 tures of the same kind from a lower-level list.
Casting Time 1 round
Components V, S, F/DF (a knucklebone)
Range close (25 ft. 5ft./2 levels) Summon Undead VI
Effect one summoned creature School Conjuration (Summoning, Evil); Level cleric/ora-
Duration 1 round/level (D) cle 6, shaman 6, sorcerer/ wizard 6, witch 6
Saving Throw none; Spell Resistance no
This spell functions as summon undead I, except that you
This spell summons an undead. It appears where you des- can summon one creature from the 6th level list, or 1d3 crea-
ignate and acts immediately, on your turn. It attacks your tures of the same kind from the 5th-level list, or 1d4+1 crea-
opponents to the best of its ability. If you can communicate tures of the same kind from a lower-level list.
with the undead, you can direct it to not to attack, to attack
particular enemies, or to perform other actions. The spell
conjures one of the creatures from the 1st level list on Table: Summon Undead VII
Summon Undead. You can choose a different creature School Conjuration (Summoning, Evil); Level cleric/or-
each time you cast the spell. acle 7, shaman 7, sorcerer/ wizard 7, summoner 5, witch 7
This spell functions as summon undead I, except that you
A summoned undead cannot summon or otherwise conjure can summon one creature from the 7th level list, or 1d3 crea-
another creature, nor can it use any teleportation or planar tures of the same kind from the 6th-level list, or 1d4+1 crea-
travel abilities. Undead cannot be summoned into an envi- tures of the same kind from a lower-level list.
ronment that cannot support them. Creatures summoned
using this spell cannot use spells or spell-like abilities that
duplicate spells with expensive material components (such
as animate dead or wish). Summon Undead VIII
School Conjuration (Summoning, Evil); Level cleric/or-
acle 8, shaman 8, sorcerer/ wizard 8, summoner 6, witch 8
Summon Undead II This spell functions as summon undead I, except that you
School Conjuration (Summoning, Evil); Level antipal- can summon one creature from the 8th level list, or 1d3 crea-
adin 2, cleric/oracle 2, shaman 2, sorcerer/ wizard 2, sum- tures of the same kind from the 7th-level list, or 1d4+1 crea-
moner 2, witch 2 tures of the same kind from a lower-level list.
This spell functions as summon undead I, except that you
can summon one creature from the 2nd level list, or 1d3 crea-
tures of the same kind from the 1st-level list. Summon Undead IX
School Conjuration (Summoning, Evil); Level cleric/ora-
cle 9, shaman 9, sorcerer/ wizard 9, witch 9
Summon Undead III This spell functions as summon undead I, except that you
School Conjuration (Summoning, Evil); Level antipala- can summon one creature from the 7th level list, or 1d3 crea-
din 3, cleric/oracle 3, shaman 3, sorcerer/ wizard 3, witch 3 tures of the same kind from the 6th-level list, or 1d4+1 crea-
tures of the same kind from a lower-level list.
This spell functions as summon undead I, except that you
can summon one creature from the 3rd level list, or 1d3 crea-
tures of the same kind from the 2nd-level list, or 1d4+1 crea-
tures of the same kind from the 1st-level list. Summon Undead Army I
School Conjuration (Summoning, Evil) [see text]; Level
cleric/oracle 8, sorcerer/ wizard 8, summoner 6
Summon Undead IV Casting Time 1 round
School Conjuration (Summoning, Evil); Level antipal- Components V, S, F/DF (a knucklebone)
adin 4, cleric/oracle 4, shaman 4, sorcerer/ wizard 4, sum- Range close (25 ft. 5ft./2 levels)
moner 3, witch 4 Effect 6d6 +20 summoned creatures
Duration 1 round/level (D)
This spell functions as summon undead I, except that you Saving Throw none; Spell Resistance no
can summon one creature from the 4th level list, or 1d3 crea- 11
tures of the same kind from the 3rd-level list, or 1d4+1 crea- This spell functions as summon undead I, except that you
tures of the same kind from a lower-level list. summon 6d6+20 creatures from Table: Summon Un-
dead I. The summoned undead must all be the same type
11
This spell functions as summon undead horde I, except that Summon Undead Legion II
you summon 2d4+2 creatures from Table: Summon Un- School Conjuration (Summoning, Evil); Level cleric/ora-
dead II. The summoned undead must all be the same type cle 6, sorcerer/ wizard 6
of creature.
This spell functions as summon undead legion I, except that
you summon 3d6+2 creatures from Table: Summon Un-
Summon Undead Horde III dead II. The summoned undead must all be the same type
School Conjuration (Summoning, Evil); Level cleric/ora- of creature.
cle 6, sorcerer/ wizard 6, witch 6
This spell functions as summon undead horde I, except that Summon Undead Legion III
you summon 2d4+2 creatures from Table: Summon Un- School Conjuration (Summoning, Evil); Level cleric/ora-
dead III. The summoned undead must all be the same type cle 7, sorcerer/ wizard 7, summoner 5
of creature.
This spell functions as summon undead legion I, except that
you summon 3d6+2 creatures from Table: Summon Un-
Summon Undead Horde IV dead III or Table: Summon Undead II. The summoned
School Conjuration (Summoning, Evil); Level cleric/ora- undead must all be the same type of creature.
cle 7, sorcerer/ wizard 7, summoner 5, witch 7
This spell functions as summon undead horde I, except that Summon Undead Legion IV
you summon 2d4+2 creatures from Table: Summon Un- School Conjuration (Summoning, Evil); Level cleric/ora-
dead IV. The summoned undead must all be the same type cle 8, sorcerer/ wizard 8, summoner 6
of creature.
This spell functions as summon undead legion I, except that
you summon 3d6+2 creatures from Table: Summon Un-
Summon dead IV. The summoned undead must all be the same type
12 Undead Horde V of creature.
School Conjuration (Summoning, Evil); Level cleric/ora-
cle 8, sorcerer/ wizard 8, summoner 6, witch 8
12
13
14
15
DEFENSE OFFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natu- Speed 30 ft., swim 20 ft.
ral) Melee 2 claws +1 (1d2–1 plus grab), slam +1 (1d3-1)
hp 4 (1d8) Space 2-1/2 ft.; Reach 0 ft.
Fort +0, Ref +2, Will +2 Special Attacks constrict (1d2–1)
DR 5/bludgeoning; Immune cold, undead traits
STATISTICS
OFFENSE Str 9, Dex 13, Con -, Int -, Wis 10, Cha 10
Speed 30 ft. Base Atk +0; CMB -1 (+3 grapple); CMD 8 (20 vs. trip)
Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws Feats Toughness
+2 (1d4+2) Special Qualities staggered
STATISTICS
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
Gear broken chain shirt, broken scimitar Summon Undead I
Crawling Hand
With a jolt, this severed hand springs to life, its fingers pro-
pelling it forth at great speed like a deformed spider.
Skeleton, Medium (Archer) Crawling Hand CR 1/2
While not as intelligent or skilled as skeletal champions, XP 200
16archers are nevertheless a welcome addition to any
skeletal NE Diminutive undead
undead army. Init +0; Senses blindsense 30 ft., darkvision 60 ft.; Percep-
Skeletal Archer CR 1/3 tion +4
16
17
18
19
OFFENSE
Zombie, Plague Speed 30 ft.
This walking corpse wears only a few soiled rags, its flesh
Melee slam +4 (1d6+4)
rotting off its bones as it stumbles forward, arms out-
stretched.
STATISTICS
Plague Zombie CR 1/2 Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
XP 200
Base Atk +1; CMB +4; CMD 14
NE Medium undead
Feats Toughness
Init +0; Senses darkvision 60 ft.; Perception +0
20 SQ plant traits, staggered
DEFENSE
SPECIAL ABILITIES
AC 12, touch 10, flat-footed 12 (+2 natural)
Plant Traits (Ex)
20
21
Ghoul STATISTICS
This humanoid creature has long, sharp teeth, and its pallid Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
flesh is stretched tightly over its starved frame. Base Atk +1; CMB +2; CMD 14
Ghoul CR 1 Feats Weapon Finesse
XP 400 Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7,
CE Medium undead Swim +6
Init +2; Senses darkvision 60 ft.; Perception +7 Languages Common
22
23
24
STATISTICS
Str 11, Dex 21, Con -, Int -, Wis 14, Cha 16
Base Atk +0; CMB +3 (+7 grapple); CMD 13 (25 vs. trip) 25
Feats Improved Initiative
SQ fiery death (DC 13)
25
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
Summon Undead III
hp 18 (4d8) Beheaded, Giant Grabbing
Fort +1, Ref +3, Will +4 This humanoid head floats silently and ominously, bits of
Immune undead traits flesh still hanging from its face and graying teeth clattering
slightly as it bobs in the air.
OFFENSE Grabbing Giant Beheaded CR 2
Speed fly 30 ft. (clumsy) XP 600
Melee bite +5 (1d4+1), slam +5 (1d4+1) NE Large undead
Special Attacks quick strikes Init +1; Senses darkvision 60 ft.; Perception –1
STATISTICS DEFENSE
Str 12, Dex 15, Con —, Int —, Wis 10, Cha 10 AC 13, touch 10, flat-footed 12 (+1 Dex, +3 natural, -1 size)
Base Atk +3; CMB +3; CMD 15 hp 19 (3d8+6)
Skills Fly –6, Stealth +6 Fort +3, Ref +2, Will +2
Immune undead traits
SPECIAL ABILITIES
Quick Strikes (Ex) OFFENSE
Whenever a fast zombie takes a full-attack action, it can make Speed fly 30 ft. (perfect)
one additional slam attack at its highest base attack bonus. Melee slams +4 (1d8+3 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks grabbing
STATISTICS
Str 16, Dex 13, Con --, Int --, Wis 9, Cha 15
Zombie, Void Base Atk +2; CMB +6 (+10 grapple); CMD 17 (can’t be
This obviously deceased creature moves forward with dis-
tripped)
turbing speed, almost as disturbing as the purple-black,
Skills Fly –3
barbed tongue that extends from its misshapen skull.
Void Zombie CR 1/2 SPECIAL ABILITIES
XP 200 Grabbing (Ex)
NE Medium undead This type of beheaded has long tendrils of ragged hair. It
Init +0; Senses darkvision 60 ft.; Perception +0 gains the grab special ability when using its slam attack, and
can attempt to grapple any creature of Medium size or small-
DEFENSE er in this way.
AC 14, touch 10, flat-footed 12 (+2 Dex, +2 natural)
hp 12 (2d8+3)
Fort +0, Ref +2, Will +3
Immune undead traits
Beheaded, Giant Screaming
OFFENSE This humanoid head floats silently and ominously, bits of
Speed 40 ft. flesh still hanging from its face and graying teeth clattering
Melee 2 slams +4 (1d6+4), tongue -1 (1d6+1) slightly as it bobs in the air.
Special Attacks blood drain, quick strikes Screaming Giant Beheaded CR 2
XP 600
STATISTICS NE Large undead
Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10 Init +1; Senses darkvision 60 ft.; Perception –1
Base Atk +1; CMB +4; CMD 16
Feats Toughness DEFENSE
AC 13, touch 10, flat-footed 12 (+1 Dex, +3 natural, -1 size)
SPECIAL26 ABILITIES hp 19 (3d8+6)
Blood Drain (Ex) Fort +3, Ref +2, Will +2
If a void zombie hits a living creature with its tongue attack, Immune undead traits
26
27
SPECIAL ABILITIES
Disease (Su)
Huecuva
Rotting vestments hang across the withered flesh of this
Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; fre-
walking corpse, and its mouth hangs open in a silent scream.
quency 1 day; effect 1d3 Con and 1d3 Dex Damage; cure 2
consecutive saves. The save DC is Charisma-based.
Huecuva CR 2
XP 600
A humanoid who dies of ghoul fever rises as a ghoul at the
CE Medium undead
next midnight. A humanoid who becomes a ghoul in this
Init +6; Senses darkvision 60 ft.; Perception +5
way retains none of the abilities it possessed in life. It is not
Aura faithlessness (30 ft.)
under the control of any other ghouls, but it hungers for
the flesh of the living and behaves like a normal ghoul in all
DEFENSE
respects. A humanoid of 4 Hit Dice or more rises as a ghast.
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
28 hp 16 (3d8+3)
Paralysis (Su)
Fort +2, Ref +3, Will +4
Creatures damaged by a ghast’s natural attacks must make
DR 5/magic or silver; Immune undead traits
a successful DC 15 Fortitude save or be paralyzed for 1d4+1
28
SPECIAL ABILITIES
Aura of Faithlessness (Su)
The huecuva and all undead creatures within 30 feet receive
a +2 profane bonus on Will saves made to resist channeled Phantom Armor, Giant
energy and positive energy effects. Though at first appearing to be an ordinary suit of armor,
this imposing being begins to move, its lumbering move-
Disease (Ex) ments slow and methodical.
Filth fever: Injury; save Fort DC 12; onset 1d3 days; fre- Giant Phantom Armor CR 4
quency 1/day; effect 1d3 Dex Damage and 1d3 Str damage; XP 1,200
cure 2 consecutive saves. The save DC is Charisma-based. NE Large undead
Init +4; Senses darkvision 60 ft.; Perception +8
False Humanity (Su)
During the day, a huecuva is cloaked in an illusion that makes DEFENSE
it look, sound, and feel like the living creature it once was. AC 18, touch 9, flat-footed 18 (+9 armor, –1 size)
This effect functions similarly to disguise self—if a creature hp 37 (5d8+15)
interacts directly with a huecuva, it can attempt a DC 12 Will Fort +3, Ref +1, Will +4
save to see through the illusion. Regardless, the huecuva’s Defensive Abilities channel resistance +4; Immune un-
scent never changes—it always exudes a faint stench of grave dead traits
dust and decay. Creatures with the scent ability receive a +4
bonus on any Will saving throw made to see through this illu- OFFENSE
sion. At night (regardless of whether the huecuva itself knows Speed 20 ft.
night has fallen) this illusion fades and reveals the creature Melee heavy flail +7 (2d8+7/19–20)
for what it truly is. The save DC is Charisma-based. Space 10 ft.; Reach 10 ft.
STATISTICS
Str 20, Dex 11, Con —, Int 7, Wis 11, Cha 15
Base Atk +3; CMB +9; CMD 19
Human Juju Zombie Feats Improved Initiative, Power Attack, Toughness
This wretched human figure has tight leathery skin, sunken Skills Perception +8, Stealth +4
eyes, and an emaciated frame, yet it moves with eerie alacrity. Languages Common (can’t speak)
SQ freeze (suit of armor)
Human Juju zombie CR 2
XP 600
Human juju zombie rogue 2
NE Medium undead (augmented humanoid)
Init +8; Senses darkvision 60 ft.; Perception +6
Plagued Steed
This fanged horse is in an advanced state of decay, yet de-
spite its dripping maggots, it moves as if it were very much
DEFENSE
alive.
AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
hp 15 (2d8+3) Plagued Steed CR 2
Fort +0, Ref +7, Will +1 XP 600
Defensive Abilities channel resistance +4, evasion; NE Large undead (augmented animal)
DR 5/magic and slashing; Immune cold, electricity, magic Init +3; Senses darkvision 60 ft., low-light vision; Percep-
missile, undead traits; Resist fire 10 tion +6
OFFENSE DEFENSE
Speed 30 ft. AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 size)
Melee mwk short sword +6 (1d6+4/19–20) or slam +5 hp 16 (2d8+7)
Fort +5, Ref +6, Will +1
(1d6+6) 29
Defensive Abilities channel resistance +2; DR 5/slashing;
Special Attacks sneak attack +1d6
Immune cold, undead traits
29
30
DEFENSE DEFENSE
AC 19, touch 10, flat-footed 18 (+6 armor, +1 Dex, +2 natu- AC 19, touch 9, flat-footed 19 (+8 armor, +2 natural, –1 size)
ral) hp 18 (4d8)
hp 17 (3 HD; 2d8+1d10+3) Fort +1, Ref +1, Will +4
Fort +3 Ref +1 Will +3; channel resistance +4 DR 5/bludgeoning; Immune cold, undead traits
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft. (40 ft. base)
OFFENSE Melee greatclub +7 (2d8+7) or 2 claws +7 (1d6+5)
Speed 30 ft. Space 10 ft.; Reach 10 ft.
Melee mwk longsword +4 (1d8+1/19–20)
Ranged longbow +6 (1d8/x3) or Rapid Shot +4/+4 (1d8/x3) STATISTICS
Str 21, Dex 10, Con —, Int —, Wis 10, Cha 10
STATISTICS Base Atk +3; CMB +9; CMD 19
Str 13, Dex 17, Con —, Int 9, Wis 10, Cha 12 Feats Improved Initiative
Base Atk +3; CMB +4; CMD 17 Gear half-plate armor, greatclub
Feats Improved Initiative, Point-Blank Shot, Rapid Shot,
Weapon Focus (longbow)
Skills Intimidate +7, Perception +6, Stealth –1
Gear breastplate, heavy steel shield, longbow with 40 silver
arrows, masterwork longsword
Skeleton, Owlbear
Owlbear Skeleton CR 2
XP 600
NE Large undead
Init +6; Senses darkvision 60 ft., Perception +0
Skeletal Champion
This armored skeleton stands in a battle-ready pose, its DEFENSE
weapon held high as cold blue light shines in its eye sockets. AC 13, touch 11, flat-footed 11 (+2 Dex, +2 natural, -1 size)
Skeletal Champion CR 2 hp 20 (5d8)
31
XP 600 Fort +3, Ref +5, Will +4
Human skeletal champion warrior 1 DR 5/bludgeoning Immune cold, undead traits
31
SPECIAL ABILITIES
Staggered (Ex)
Ubashki Swarm Zombies have poor reflexes and can only perform a single
move action or standard action each round (it has the stag-
Ubashki Swarm CR 2
gered condition.) A zombie can move up to its speed and at-
XP 600
tack in the same round as a charge action.
NE Tiny undead (swarm)
Init +3; Senses darkvision 60 ft.; Perception +5
32
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
32
33
33
SPECIAL ABILITIES
Bloody Bones
This creature appears as a skeletal humanoid with bits of
Aura of Sobs (Su)
muscle and sinew hanging from its body. Four long, sinewy
All of the voices that an attic whisperer steals linger around it
tendrils writhe from its midsection. The entire creature con-
in an invisible but audible aura of unnerving childlike whim-
stantly oozes a mixture of blood and mucus. Its eye sockets
pers, songs, and sobs. Any living creature that enters this
are hollow and show no pupils.
area loses the benefit of all bardic performances affecting it
and takes a –1 penalty on all attack rolls, damage rolls, and
Bloody Bones CR 4
XP 1,200
Will saving throws. The attic whisperer can suppress or reac-
CE Medium undead
tivate its aura as a free action. This aura is a sonic, mind-af-
Init +1; Senses darkvision 60 ft.; Perception +10
fecting effect.
DEFENSE
Steal Breath (Su)
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
A creature bit by an attic whisperer must make a DC 16 Will
hp 42 (5d8+15 plus 5)
save or become fatigued for 1 hour. A fatigued creature that
Fort +6; Ref +2; Will +6
is bitten is instead exhausted for 1 hour, and an exhausted
Defensive Abilities slippery; Immune undead traits; Re-
creature falls asleep for 1 hour if bitten. The sleeper can only
sist fire 10
be roused by killing the attic whisperer or by using dispel
magic, remove curse, or similar effects. The save DC is Cha-
OFFENSE
risma-based.
Speed 30 ft.
Melee 2 claws +6 (1d6+3)
Steal Voice (Su)
Ranged 4 tendrils +5 touch (grab)
Any creature hit by an attic whisperer’s touch must make a
Special Attacks pull (tendril, 5ft.), tendril, rend (2 claws,
DC 16 Will save or lose its ability to speak for 1 hour. During
1d6+4)
that time, the creature cannot talk, cast spells with verbal
components, use auditory bardic performances, or use any
STATISTICS
other ability that requires speech. Once an attic whisperer
Str 17, Dex 12, Con —, Int 12, Wis 14, Cha 16
has stolen a creature’s voice, it can perfectly mimic that voice
Base Atk +3; CMB +6 (+10 grapple); CMD 17
at any time, even after its victim’s voice has returned, and
Feats Great Fortitude, Toughness, Weapon Focus (tendril)
while using that voice can speak any languages the victim
Skills Climb +11, Escape Artist +21, Intimidate +11, Percep-
knew. Those familiar with an individual’s voice can make a
tion +10, Stealth +9; Racial Modifier +15 Escape Artist
Sense 34
Motive check opposed by the attic whisperer’s Bluff
check to realize a mimicked voice is inauthentic. The save DC
is Charisma-based.
34
35
36
DEFENSE
Ghoul, Imperial AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
This ghoul stands tall and proud, his grey flesh robust and hp 22 (4d8+4)
muscled, his sharp talons stained black, and his clothing Fort +2; Ref +4; Will +6
strangely well kept. His flickering red eyes have an intelli- Immune undead traits
gent, malicious gleam. The ghoul looks over in a calculating
appraisal while licking each gore-coated talon on one hand OFFENSE
with the tip of his long tongue. Speed 20 ft., fly 50 ft. (average)
Imperial Ghoul CR 4 Melee bite +6 (1d6 plus paralysis)
XP 1,200 Special Attacks blood drain (1d4 Constitution), paralysis
LE Medium undead (1d4+1 rounds, DC 13) 37
Init +3; Senses darkvision 60 ft.; Perception +10
STATISTICS
Str 10, Dex 17, Con —, Int 6, Wis 14, Cha 12
37
DEFENSE OFFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) Speed 20 ft., fly 30 ft. (perfect)
hp 22 (4d8+4) Melee incorporeal touch +5 (1d4 cold plus 1d3 Dex)
Fort +2; Ref +2; Will +4 Special Attacks Dexterity damage, malevolence (DC 14),
Immune undead traits strangle
OFFENSE STATISTICS
Spd 30 ft. Str —, Dex 15, Con —, Int 10, Wis 14, Cha 14
Melee 2 claws +5 (1d4+2) Base Atk +3; CMB +3; CMD 18
Ranged rope touch +5 (entangle) Feats Blind-Fight, Dodge, Improved Initiative
Special Attacks drag Skills Fly +9, Intimidate +10, Perception +10, Stealth +10
Languages Common
STATISTICS SQ alternate form
Str 15, Dex 13, Con —, Int 9, Wis 11, Cha 13
Feats Improved Initiative, Weapon Focus (rope) SPECIAL ABILITIES
Skills Climb +9 (+19 with rope), Perception +7, Stealth +8 Alternate Form (Su)
Languages Common (cannot speak) A haunt’s natural form is that of a translucent image appear-
ing much as the person did in life. As a standard action, it can
SPECIAL ABILITIES alter its form so as to appear as a floating, luminescent ball of
Drag (Ex) light (possibly being mistaken for a will-o’-wisp in this form).
If the hanged man entangles a foe with his rope attack, it In this form, it cannot use its Dexterity damage attack or its
drags its opponent 10 feet closer as a standard action on each malevolence attack. It retains its incorporeal form and can
subsequent round that it succeeds on a CMB check (including make an incorporeal touch attack that deals normal damage
a +5 racial bonus) without provoking attacks of opportunity. (but not Dex damage).
When an opponent is dragged within 5 feet, the hanged man
can attack with both of its claws in the same round. It gains A haunt remains in one form or the other until it chooses to
a +4 attack bonus against opponents entangled in its rope. assume a new one (as a standard action). A change in form
cannot be dispelled. A haunt cannot change forms while us-
Entangle (Su) ing its malevolence attack (that is, while possessing a host).
The hanged man’s noose is a 20-ft. length of rope that entan-
gles opponents of any size as an animate rope spell (CL 15th, Malevolence (Su)
DC 21). A hanged man can lash its rope outward 20 feet with Once per round, a haunt can merge its body with a creature
no range penalty. The rope functions only for the hanged on the Material Plane whose Dexterity has been reduced to 0
man it belongs to and no other. It has AC 22, hardness 10, hp (either through the haunt’s touch or by some other means).
10, and DR 5/slashing. If the rope is severed, both it and the This ability is similar to a magic jar spell (caster level 10th or
hanged man are destroyed. The save DC is Strength-based. the haunt’s Hit Dice, whichever is higher), except that it does
not require a receptacle. To use this ability, the haunt must be
adjacent to the target. The target can resist the attack with a
successful DC 14 Will save. A creature that successfully saves
is immune to that same haunt’s malevolence for 24 hours.
If the save fails, the haunt vanishes into the target’s body
38 (whose Dexterity temporarily returns to normal) and at-
tempts to complete its unfinished task.
If the haunt completes its task, it leaves the host and fades
38
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1
Necrocraft dodge)
Thick muscle and jutting bone from multiple corpses fused
hp 19 (3d8+6)
together form a winged, humanlike predator.
Fort +3, Ref +3, Will +4
Necrocraft CR 3 Defensive Abilities incorporeal, channel resistance +2;
XP 800 Immune undead traits
NE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +0 OFFENSE
Speed fly 40 ft. (good)
DEFENSE Melee incorporeal touch +4 (1d6 Strength damage)
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) Special Attacks create spawn
hp 26 (4d8+8)
Fort +2, Ref +2, Will +4 STATISTICS
Immune undead traits Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +2; CMB +4; CMD 17
OFFENSE Feats Dodge, Skill Focus (Perception)
Speed 30 ft., fly 30 ft. (clumsy) Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light,
Melee 2 claws +5 (1d4+2), bite +5 (1d6+2) +4 in bright light); Racial Modifiers +4 Stealth in dim light
(–4 in bright light)
STATISTICS Languages Common
Str 15, Dex 13, Con —, Int —, Wis 10, Cha 13
Base Atk +3; CMB +5; CMD 16 SPECIAL ABILITIES 39
Feats Toughness Create Spawn (Su)
A humanoid creature killed by a shadow’s Strength dam-
39
DEFENSE
AC 13, touch 10, flat-footed 11 (+2 Dex, +3 natural, -2 size)
Shadow, Wolf hp 52 (7d8+21)
This creature appears as a large black hound formed of Fort +5, Ref +4, Will +7
darkness. Its eyes burn with a crimson fire. Defensive Abilities DR 5/bludgeoning; Immune fire,
Shadow Wolf CR 3 undead traits
XP 800 Vulnerability cold
CE Medium undead (incorporeal)
Init +6; Senses darkvision 60 ft., scent; Perception +9 OFFENSE
DEFENSE Speed 30 ft., swim 20 ft.
AC 14, touch 14, flat-footed 12 (+2 deflection, +2 Dex) Melee 2 claws+11 (1d8+8+1d6 fire plus grab)
hp 26 (4d8+8) Space 15 ft.; Reach 15 ft.
Fort +3, Ref +3, Will +5 Special Attacks breath weapon (50-ft. cone, DC 16, 4d6
Defensive Abilities incorporeal, shadow blend; Immune fire), constrict (1d8+8+1d6 fire)
undead traits
OFFENSE STATISTICS
Speed 50 ft. Str 27, Dex 15, Con -, Int -, Wis 14, Cha 16
Melee incorporeal bite +5 (1d4 Str) Base Atk +5; CMB +15 (+19 grapple); CMD 25 (37 vs. trip)
Special Attacks trip (bite) Feats Improved Initiative
SQ fiery death (DC 13)
STATISTICS Skeleton, Megaraptor, Advanced
Str --, Dex 15, Con --, Int 4, Wis 12, Cha 15 Advanced Megaraptor Skeleton CR 3
Base Atk +3; CMB +5; CMD 17 (21 vs. trip) XP 800
Feats Alertness, Improved Initiative NE Large undead
Skills Perception +9, Sense Motive +3, Survival +2 (+6 Init +10; Senses low-light vision, scent; Perception +10
tracking by scent); Racial Modifiers +4 Survival when
tracking by scent DEFENSE
AC 17, touch 13, flat-footed 13 (+4 Dex, -1 size, +4 natural)
SPECIAL ABILITIES hp 26 (4d8+8)
Trip (Ex) Fort +1, Ref +7, Will +5
A shadow wolf can assume a corporeal form as a free action DR 5/bludgeoning; Immune cold
and bite (as a standard action) a foe in an attempt to trip the
opponent. A shadow wolf that hits with its bite attack can at- OFFENSE
tempt to trip the opponent as a free action without provoking Speed 60 ft.
an attack of opportunity. If the attempt fails, the opponent Melee 2 talons +11 (2d6+8), bite +11 (1d8+8), foreclaws +6
cannot react to trip the shadow wolf. Shadow wolves use their (1d6+4)
Dexterity modifier on trip attacks. Special Attacks pounce
The shadow wolf remains corporeal (i.e., it loses its incorpo- STATISTICS
real traits) for the entire round in which it attempts to trip an Str 27, Dex 23, Con -, Int -, Wis 14, Cha 14
opponent. It can assume its incorporeal form on its next turn Base Atk +3; CMB +10; CMD 26
as a free action. Feats Improved Initiative
Skills Acrobatics +14 (+26 jump), Perception +10, Stealth
Shadow Blend (Ex) +14
In any condition of illumination other than full daylight, a Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth
shadow wolf can disappear into the shadows, giving it total
concealment. Artificial illumination, even a light or contin-
ual flame spell, does not negate this ability; a daylight spell,
however, will.
Skeleton, Troll
Huge skeletons with bones of giants reach their arms to-
40 wards the flesh of the living
Troll Skeleton CR 3
XP 800
40
OFFENSE
STATISTICS Speed 30 ft.
Str 21, Dex 16, Con —, Int —, Wis 10, Cha 10 Melee slam +4 (1d4+1 plus energy drain)
Base Atk +4; CMB +10; CMD 23 Space 5 ft.; Reach 5 ft.
Feats Improved Initiative Special Attacks blood drain, dominate (DC 14), energy
drain (1 level, DC 14)
STATISTICS
Skulleton Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
This being looks like a humanoid skull with several small Base Atk +3; CMB +4; CMD 15
gems inset in its eye sockets and mouth. Feats Blind-Fight, Skill Focus (Perception)
Skulleton CR 3 Skills Intimidate +2, Knowledge (religion) +7, Perception
XP 800 +11, Stealth +16; Racial Modifier +8 Stealth
NE Tiny undead Languages Common
Init +0; Senses darkvision 60 ft.; Perception +11 SQ gaseous form, shadowless, spider climb
DEFENSE
AC 14, touch 12, flat-footed 14 (+2 natural, +2 size) SPECIAL ABILITIES
hp 26 (4d8+8) Blood Drain (Su)
Fort +3, Ref +1, Will +5 A vampire spawn can suck blood from a grappled opponent;
Immune undead traits if the vampire spawn establishes or maintains a pin, it drains
blood, dealing 1d4 points of Constitution damage. The vam-
OFFENSE pire spawn heals 5 hit points or gains 5 temporary hit points
Speed fly 10 ft. (perfect) for 1 hour (up to a maximum number of temporary hit points
Melee bite +5 (1d3-2 plus disease) equal to its full normal hit points) each round it drains blood.
Space 2-1/2 ft.; Reach 0 ft. Dominate (Su)
Special Attacks dust
A vampire spawn can crush a humanoid opponent’s will as
STATISTICS a standard action. Anyone the vampire spawn targets must
Str 6, Dex 10, Con --, Int 10, Wis 12, Cha 14 succeed on a Will save (DC 14) or fall instantly under the
Base Atk +3; CMB +1; CMD 9 (can’t be tripped) vampire spawn’s influence, as though by a dominate person
Feats Dazzling Display, Weapon Finesse, Skill Focus (Intim- spell (caster level 12th). The ability has a range of 30 feet. At
idate)B, Weapon Focus (bite) the GM’s discretion, some vampire spawns might be able to
Skills Fly +19, Intimidate +12, Perception +11, Stealth +16 affect different creature types with this power.
Languages Common (cannot speak)
Energy Drain (Su)
SPECIAL ABILITIES A creature hit by a vampire spawn’s slam (or other natural
Disease (Ex) weapon) gains one negative level. This ability only triggers
Filth fever: Bite--injury; save Fort DC 12, onset 1d3 days, once per round, regardless of the number of attacks a vam-
frequency 1/day, effect 1d3 Dex Damage and 1d3 Con Dam- pire spawn makes.
age, cure 2 consecutive saves.
Fast Healing (Su)
Dust (Ex) A vampire spawn also gains fast healing 2. If reduced to 0
The skulleton can use its crumbled remains to attack any hit points in combat, a vampire spawn assumes gaseous form
creature that comes within 10 feet. Twice per day as a stan- (see below) and attempts to escape. It must reach its coffin
dard action, it can billow forth a cloud of dust that surrounds home within 2 hours or be utterly destroyed. (It can normally
it in a 10-foot radius. Creatures caught within the area must travel up to 9 miles in 2 hours.) Additional damage 41dealt to a
succeed on a DC 14 Fortitude save or be nauseated for 6 vampire spawn forced into gaseous form has no effect. Once
rounds. The dust cloud remains for 2 rounds and can be af- at rest, the vampire is helpless. It regains 1 hit point after 1
fected by wind. The save DC is Charisma-based. hour, then is no longer helpless and resumes healing at the
41
42
At will—darkness STATISTICS
3/day—ghoul touch, scare (DC 14) Str 17, Dex 19, Con —, Int 13, Wis 16, Cha 18
1/day—animate dead, ray of exhaustion, summon (level 3, Base Atk +6; CMB +9; CMD 26
1d3 bat or bird swarms [use bat swarm stats for bird swarms], Feats Defensive Combat Training, Dodge, Flyby Attack, Mo-
1d2 constrictor snakes, 1d3 venomous snakes, or 1d4 wolves) bility
Skills Bluff +10, Escape Artist +10, Fly +17, Knowledge (lo-
STATISTICS cal) +5, Knowledge (religion) +6, Perception +14, Stealth +15
Str 13, Dex 14, Con —, Int 11, Wis 14, Cha 15 Languages Common
Base Atk +3; CMB +4; CMD 17
Feats Ability Focus (corpse call), Dodge, Toughness SPECIAL ABILITIES
Skills Bluff +7, Knowledge (arcana) +8, Perception +10, Projection (Su)
Stealth +14; Racial Modifiers +4 Stealth Once per day as a full-round action, a berbalang can 43enter a
Languages Common (can’t speak) trance that separates the creature’s spirit from its body. This
splits the berbalang’s current hit points in half between its
SPECIAL ABILITIES body and its spirit. The berbalang’s spirit body gains the in-
43
DEFENSE
AC 16, touch 16, flat-footed 13 (+3 deflection, +3 Dex)
hp 60 (8d8+24) Crawling Hand, Giant
Fort +5; Ref +5; Will +8 A giant rotting hand rocks unsteadily, propped upon thick,
Defensive Abilities incorporeal, channel resistance +2; stubby fingers. Its pale, necrotic f lesh pulses and crawls with
Immune undead traits sickly boils.
Crawling Hand, Giant CR 5
OFFENSE XP 1,600
Speed 30 ft. NE Medium undead
Melee incorporeal touch +10 (1d6) Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Percep-
Special Attacks bump in the night, frighten tion +7
STATISTICS DEFENSE
Str —, Dex 17, Con —, Int 14, Wis 14, Cha 16 AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
Base Atk +6; CMB +9; CMD 22 hp 52 (7d8+21)
Feats Ability Focus (bump in the night), Alertness, Im- Fort +4, Ref +6, Will +6
proved Initiative, Weapon Focus (incorporeal touch) Immune undead traits
Skills Bluff +11, Diplomacy +11, Intimidate +14, Perception
+15, Sense Motive +15, Stealth +14 OFFENSE
Languages Common, Goblin, Sylvan Speed 30 ft.
SQ shadow shift Melee claw +11 (1d6+7 plus grab)
Special Attacks mark quarry, pus burst
SPECIAL ABILITIES
Bump in the Night (Su) STATISTICS
A bogeyman can create a phantasmagoric image in the mind Str 21, Dex 15, Con --, Int 2, Wis 13, Cha 14
of a single creature within 200 feet. Such images cause the Base Atk +5; CMB +10 (+14 grapple); CMD 23
victim44to see and hear things that are not really there or to see Feats Dodge, Lightning Reflexes, Toughness, Weapon Focus
and hear things differently than they actually are. Things such (claw)
as following footsteps, bumps and thumps from an unknown Skills Acrobatics +3, Perception +7, Stealth +12; Racial
source, a gnarled tree with outstretched limbs scratching on Modifiers +4 Stealth
44
45
OFFENSE
Ghoul Bat (Skaveling) Speed 40 ft., climb 20 ft.
This monstrously sized, undead bat has mottled, decayed
Melee bite +10 (1d6+6), 2 claws +10 (1d4+6 plus bleed)
flesh and eyes that smolder with an unholy green glow.
Special Attacks bleed (1), cursed claws, rend (1d6+6)
Skaveling CR 5
XP 1,600
STATISTICS
CE Large undead
Str 22, Dex 15, Con —, Int 14, Wis 15, Cha 18
Init +7; Senses blindsense 120 ft.; Perception +14
Base Atk +4; CMB +10; CMD 22
Feats Great Fortitude, Power Attack, Step Up
DEFENSE
Skills Bluff +10, Climb +18, Diplomacy +7, Disguise +11, In-
AC 19, touch 13, flat-footed 15 (+3 Dex, +6 natural, –1 size)
timidate +11, Perception +15, Stealth +11, Survival +8 (+16
hp 58 (9d8+18)
when following tracks); Racial Modifiers +4 Perception,
Fort +5, Ref +6, Will +8
+8 Survival when following tracks
Immune undead traits
Languages Common, one elemental language (Aquan, Au-
ran, Ignan, or Terran), one planar language (Abyssal, Celes-
OFFENSE
tial, or Infernal)
Speed 20 ft., fly 40 ft. (good)
SQ change shape (hyena; does not detect as undead in this
Melee bite +10 (2d8+7 plus disease and paralysis)
form; beast shape I), genie-kin
Space 10 ft.; Reach 5 ft.
Special Attacks screech, paralysis (1d4+1 rounds, DC 16)
SPECIAL ABILITIES
STATISTICS
Cursed Claws (Ex)
Str 21, Dex 17, Con --, Int 8, Wis 15, Cha 14
A ghul’s claws count as both cold iron and magic for the pur-
Base Atk +6; CMB +12; CMD 26
pose of bypassing damage reduction.
Feats Dodge, Flyby Attack, Improved Initiative, Mobility,
Skill Focus (Stealth)
Genie-kin (Ex)
Skills Fly +13, Perception +14 (+18 when using blindsense),
For all race-related effects (such as a ranger’s favored ene-
Stealth +14; Racial Modifiers +4 Perception when using
my), a ghul is considered a genie even though its type is un-
blindsense
dead.
Languages Undercommon
SPECIAL ABILITIES
Disease (Su)
Ghoul Fever Bite—injury; save Fort DC 16; onset 1 day; fre- Lantern Goat
quency 1/day; effect 1d3 Con and 1d3 Dex Damage; cure 2 This creature resembles a goat with tangled and patchy
consecutive saves. gray-and-white hair, and horns and hooves that appear to
The save DC is Charisma-based. A humanoid who dies of be made of stone. Its eyes are stark white. Around its neck
ghoul fever rises as a ghoul at the next midnight. hangs a dented and ugly iron lantern, glowing with a foul
amber light.
Screech (Su) Lantern Goat CR 6
Once per day as a standard action, a skaveling can screech XP 2,400
as a mobat, affecting a 20-foot-radius burst; those who are CE Medium undead
affected are stunned for 1d3 rounds unless they make a DC 16 Init +8; Senses darkvision 60 ft., lifesense 60 ft.; Percep-
Fortitude save. The save DC is Charisma-based. tion +11
DEFENSE
AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)
hp 68 (8d8+24 plus 8)
Fort +5, Ref +6, Will +6
Ghul Immune undead traits
Draped in fine dark robes, this undead creature’s body
seems to be made of equal parts bone, leathery flesh, and
OFFENSE
blood-red smoke.
Speed 30 ft.
Ghul CR 5 Melee head butt +10 (1d6+1), 2 hooves +10 (1d4+1)
XP 1,600
Special Attacks fear light, soul capture
CE Medium undead (shapechanger)
46
Init +2; Senses darkvision 60 ft.; Perception +15
STATISTICS
Str 13, Dex 18, Con --, Int 6, Wis 10, Cha 17
Base Atk +6; CMB +7; CMD 22 (26 vs. trip)
46
47
DEFENSE STATISTICS
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natu- Str 11, Dex 19, Con --, Int 13, Wis 10, Cha 14
ral) Base Atk +5; CMB +5; CMD 19
hp 38 (5 HD; 2d8+3d6+18) Feats Improved Initiative, Two-Weapon Fighting, Weapon
Fort +2, Ref +4, Will +8 Finesse, Weapon Focus (short sword)
Defensive Abilities channel resistance +4; DR 5/blud- Skills Acrobatics +11, Climb +10, Escape Artist +11, Percep-
geoning; Immune cold, undead traits tion +10, Stealth +14
Languages Abyssal, Common
OFFENSE Gear 2 short swords
Speed 30 ft.
Melee mwk dagger +5 (1d4+1/19–20), claw –1 (1d4) or 2 SPECIAL ABILITIES
claws +4 (1d4+1) or spectral hand +6 touch (by touch spell) Superior Two-Weapon Fighting (Ex)
Ranged ray +4 ranged touch (by spell) A black skeleton usually fights with a short sword in each
Special Attacks channel negative energy (DC 13, 6/day, hand. Because of its magical nature, its Two-Weapon Fight-
command undead only) ing feat allows it to attack with both weapons at no penalty.
Arcane48School Spell-Like Abilities (CL 3rd; concentra-
tion +6)
6/day—grave touch (1 round)
48
49
STATISTICS
Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
Base Atk +3; CMB +6; CMD 21
Feats Blind-Fight, Combat Reflexes, Improved Initiative
Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge Summon Undead VI
(planes) +7, Perception +10, Sense Motive +10, Stealth +11 Autumn Death
Languages Common, Infernal In the center of swirling leaves is a skeleton flying toward
you.
SPECIAL ABILITIES Autumn Death CR 8
Create Spawn (Su) XP 4,800
A humanoid slain by a wraith becomes a wraith in 1d4 NE Medium undead
rounds. These spawn are less powerful than typical wraiths, Init +7; Senses darkvision 60 ft.; Perception +14
and suffer a –2 penalty on all d20 rolls and checks, receive Aura frightful presence (30 ft., DC 18)
–2 hp per HD, and only drain 1d2 points of Constitution on
a touch. Spawn are under the command of the wraith that DEFENSE
created them until its death, at which point they lose their AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natu-
spawn penalties and become free-willed wraiths. They do not ral)
possess any of the abilities they had in life. hp 76 (9d8+36)
Fort +7, Ref +6, Will +8
Constitution Drain (Su) Defensive Abilities concealment (25% miss chance); Im-
Creatures hit by a wraith’s touch attack must succeed on a mune acid, cold, undead traits
DC 17 Fortitude save or take 1d6 points of Constitution drain. Weaknesses Vulnerable to fire
On each successful attack, the wraith gains 5 temporary hit OFFENSE
points. The save DC is Charisma-based. Speed fly 60 ft. (perfect)
Lifesense (Su) Melee 2 claws +7 (1d4+1)
A wraith notices and locates living creatures within 60 feet, Ranged ray +10 touch (see spell)
just as if it possessed the blindsight ability. Space 5 ft.; Reach 5 ft.
Special Attacks storm of leaves
Sunlight Powerlessness (Ex) Spell-like Abilities (CL 9th)
A wraith caught in sunlight cannot attack and is staggered. constant – detect good, mage armor
1/day – enervation, waves of fatigue (DC 21)
Unnatural Aura (Su) 3/day – burst of leaves (DC 19), vampiric touch (+7 touch)
Animals do not willingly approach within 30 feet of a wraith, At will – acid arrow, bleed (+7 touch), ray of enfeeble-
unless a master makes a DC 25 Handle Animal, Ride, or wild ment
empathy check.
DEFENSE
AC 10, touch 7, flat-footed 10 (–2 Dex, +3 natural, –1
size)
hp 66 (12d8+12)1
Fort +5, Ref +3, Will +9
DR 5/slashing; Immune undead traits
OFFENSE
Speed 40 ft.
Melee slam +17 (1d8+12)
Space50
10 ft.; Reach 10 ft.
STATISTICS
Str 27, Dex 6, Con —, Int —, Wis 10, Cha 10
50
51
DEFENSE DEFENSE
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex) AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1
hp 85 (10d8+40); fast healing 5 dodge)
Fort +7, Ref +5, Will +12 hp 58 (9d8+18)
Defensive Abilities channel resistance +4; Immune un- Fort +5, Ref +8, Will +7
dead traits; SR 18 Defensive Abilities channel resistance +2, incorporeal;
Immune undead traits
OFFENSE
Speed 30 ft. (20 ft. in armor) OFFENSE
Melee +1 keen longsword +14/+9 (1d8+6/17–20 plus 1d6 Speed fly 40 ft. (good)
cold) Melee incorporeal touch +11 (1d4 Con Damage plus slime)
Special Attacks chilling blade, death’s calling, summon Special Attacks create spawn, slime, trample (1 Con plus
mount slime, DC 16)
STATISTICS STATISTICS
Str 20, Dex 14, Con --, Int 14, Wis 16, Cha 18 Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15
Base Atk +7; CMB +12; CMD 24 Base Atk +6; CMB +11; CMD 24
Feats Iron Will, Mounted Combat, Ride-By Attack, Trample, Feats Combat Reflexes, Dodge, Flyby Attack, Improved Ini-
Weapon Focus (longsword) tiative, Mobility
Skills Handle Animal +14, Intimidate +17, Perception +16, Skills Fly +9, Perception +13, Stealth +17
Ride +7, Spellcraft +15, Stealth +10 SQ ghost touch
Languages Common, Sylvan SPECIAL ABILITIES
Create Spawn (Su)
SPECIAL ABILITIES A humanoid creature killed by a festering spirit’s Constitu-
Chilling Blade (Su) tion damage becomes a festering spirit under the control of
A dullahan is proficient with all simple and martial slashing its killer in 1d4 days. Giving the corpse a proper burial (or
weapons. When it wields a slashing weapon, the blade inflicts cremation) prevents it from becoming a festering spirit.
+1d6 cold damage and gains the keen weapon property.
Ghost Touch (Su)
Death’s Calling (Su) A festering spirit can manipulate corporeal objects that
Once per day as a standard action, a dullahan may place weigh up to 25 pounds as if those objects had the ghost touch
death’s calling on a target within 60 feet (DC 22 Fortitude special ability.
negates). If the dullahan knows and speaks the target’s
name, the target takes a –2 penalty on the save. If the victim Slime (Su)
fails the save, he becomes staggered for 1d6 rounds. For the A festering spirit’s slime resembles the putrefying sludge
next 24 hours (or until the dullahan is slain), all critical hits of decaying corpses. Any creature that is hit by the spirit’s
against the victim automatically confirm. Finally, the victim incorporeal touch attack, passes through its square, or hits
automatically fails all Constitution checks to stabilize while it with a natural weapon or unarmed strike must attempt a
dying. This is a mind-affecting curse effect. The save DC is DC 16 Fortitude save. On a failure, the creature is nauseated
Charisma-based. for 1d4 rounds, and on a success the creature is staggered
for 1 round. A festering spirit’s slime persists on objects and
Summon Mount (Su) creatures for 1d10 minutes but has no harmful effect after
As a standard action, a dullahan can summon a war-trained its initial contact. Creatures immune to poison or disease are
heavy horse with the fiendish creature simple template. This immune to this ability. The save DC is Charisma-based.
horse remains until it is slain or the dullahan dismisses it. He
can only have one such horse in his service at a time. Trample (Ex)
The DC of a festering spirit’s trample is Charisma-based.
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DEFENSE DEFENSE
AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural) AC 17, touch 17, flat-footed 15 (+5 deflection, +1 Dex, +1
hp 74 (9d8+32) dodge)
Fort +5, Ref +7, Will +9 hp 73 (7d8+42)
Immune undead traits Fort +7, Ref +5, Will +7
Weaknesses aversion to sun and moon, compulsive hun- Defensive Abilities channel resistance +4, incorporeal, re-
ger, vulnerable to cold and fire juvenation; Immune undead traits
OFFENSE OFFENSE
Speed 30 ft., fly 30 ft. (average) Speed fly 30 ft. (perfect)
Melee 2 claws +9 (2d6+3), bite +9 (2d6+3 plus grab) Melee corrupting touch +6 (7d6, Fort. DC 18 half)
Space 5 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks frightful moan (DC 18)
Special Attacks blood drain (1d2 Constitution), fear cone
(30 ft., DC 16) STATISTICS
Spell-Like Abilities (CL 7th; concentration +9) Str —, Dex 12, Con —, Int 10, Wis 11, Cha 20
Constant—detect evil Base Atk +5; CMB +5; CMD 22
At will—invisibility Feats Dodge, Improved Initiative, Iron Will, Lightning Re-
1/day—disguise self flexes, Toughness
Skills Fly +9, Knowledge (history) +10, Knowledge (nobili-
STATISTICS ty) +10, Perception +18, Sense Motive +10, Stealth +9; Ra-
Str 16, Dex 15, Con —, Int 9, Wis 12, Cha 18 cial Modifiers +8 Perception, +8 Stealth
Base Atk +6; CMB +9 (+13 grapple); CMD 22 Languages Common
Feats Combat Reflexes, Dodge, Improved Initiative, Iron
Will, Lightning Reflexes SPECIAL ABILITIES
Skills Intimidate +14, Perception +13, Stealth +14 Corrupting Touch (Su)
Languages Common By passing part of its incorporeal body through a foe’s body
as a standard action, the ghost inflicts 7d6 damage. This
SPECIAL ABILITIES damage is not negative energy—it manifests in the form of
Aversion to Sun and Moon (Ex) physical wounds and aches from supernatural aging. Crea-
A gaki takes 1d4 points of fire damage every round it’s ex- tures immune to magical aging are immune to this damage,
posed to the light of a full moon. It takes 1d4 points of cold but otherwise the damage bypasses all forms of damage re-
damage every round it is exposed to direct sunlight. duction. A Fortitude save halves the damage inflicted.
53
DEFENSE OFFENSE
AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural) Speed 30 ft., fly 100 ft. (good)
hp 104 (11d8+55); fast healing 5 Melee bite +11 (1d8+4), 2 claws +12 (1d8+4 plus grab)
Fort +8, Ref +7, Will +11 Special Attacks blood drain (1d2 Constitution)
Defensive Abilities channel resistance +2; DR 5/blud- Spell-Like Abilities (CL 9th; concentration +13)
geoning; Immune electricity, undead traits; Resist cold 10 At will—bleed (DC 14), dancing lights, touch of fatigue
(DC 14)
OFFENSE 3/day—darkness, deep slumber (DC 17), fear (DC 18)
Speed 30 ft., burrow 15 ft.; earth glide
Melee bite +14 (1d8+6 plus misfortune), 2 slams +14 (1d6+6 STATISTICS
plus misfortune) Str 19, Dex 17, Con —, Int 12, Wis 16, Cha 19
Spell-Like Abilities (CL 8th; concentration +13) Base Atk +7; CMB +11 (+15 grapple); CMD 25
Feats Deceitful, Dodge, Flyby Attack, Lightning Reflexes,
At will—stone shape Weapon Focus (claws)
54
3/day—soften earth and stone, spike growth (DC 18) Skills Bluff +18, Disguise +21, Fly +16, Knowledge (religion)
1/day—spike stones (DC 19), transmute mud to rock (DC +11, Perception +16, Sense Motive +11, Spellcraft +6
20), transmute rock to mud (DC 20) Languages Abyssal, Common
SQ separate
54
STATISTICS
Shadow, Greater
This shadowy figure sways and moves with an erratic
Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 14
grace, as if lit by an unseen fire.
Base Atk +10; CMB +15 (+19 grapple); CMD 30
Feats Ability Focus (paralysis), Dodge, Improved Initia-
Greater Shadow CR 8
XP 4,800
tive, Lightning Reflexes, Mobility, Skill Focus (Perception),
CE Medium undead (incorporeal)
Spring Attack
Init +5; Senses darkvision 60 ft.; Perception +13
Skills Climb +22, Perception +23, Stealth +21, Swim +19
DEFENSE
SPECIAL ABILITIES
AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1
Create Spawn (Su)
dodge)
55
Humanoid creatures killed by a mohrg rise immediately as
hp 58 (9d8+18)
fast zombies under the mohrg’s control. The sudden bloom
Fort +5, Ref +8, Will +7
of unlife when a mohrg’s victim dies and becomes a zombie
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56
A totenmaske can use this ability on one of four different Constitution Drain (Su)
features per use: ears (target becomes deaf), eyes (target Creatures hit by a wraith’s touch attack (or claw attacks in
becomes blind), mouth (target cannot speak or eat), or nose corporeal form, see body of darkness above) must succeed
(target cannot smell). Multiple uses can have increasingly on a DC 19 Fortitude save or take 1d6 points of Constitution
57
serious effects (such as sealing the mouth and nose, which drain. This is a negative energy effect. On each successful at-
causes suffocation). The save DC is Charisma-based. tack, the wraith gains 5 temporary hit points. The save DC is
Charisma-based.
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58
STATISTICS OFFENSE
Str 17, Dex 22, Con —, Int 11, Wis 10, Cha 15 Speed 20 ft.
Base Atk +11; CMB +14; CMD 31 Melee 2 slams +11 (1d8+3)
Feats Dodge, Improved Critical (composite longbow), Im- Special Attacks death gaze
proved Initiative, Point-Blank Shot, Precise Shot, Rapid
Shot, Shot on the Run, Weapon Focus (composite longbow) STATISTICS
Skills Fly +28, Intimidate +20, Perception +18, Stealth +24 Str 17, Dex 19, Con —, Int 10, Wis 17, Cha 20
Languages Common Base Atk +7; CMB +10; CMD 25
Feats Dodge, Improved Initiative, Mobility, Toughness,
SPECIAL ABILITIES Weapon Focus (slam)
Devour Soul (Su) Skills Acrobatics +14, Intimidate +18, Perception +16,
A baykok can take a standard action to devour the soul of an Stealth +17
adjacent dead or dying creature. A dying creature can resist Languages Common
this attack with a DC 19 Fortitude save. If it fails, the tar-
get is instantly slain. If the creature is already dead, it does SPECIAL ABILITIES
not make a saving throw, although the body cannot be more Death Gaze (Su)
than 1 hour dead. A creature subjected to this attack cannot 1d4 negative levels, 30 feet; Fortitude DC 20 negates. The save
be brought back to life via raise dead (resurrection and more DC is Charisma-based. A humanoid slain by a bodak’s death
powerful effects work normally). When a baykok devours a gaze rises as a bodak 24 hours later. This is a death effect.
soul in this way, it heals 5d6+10 points of damage and be-
comes hasted for 4 rounds (as if affected by haste). This is a Vulnerability to Sunlight (Ex)
death effect. The save DC is Charisma-based. Bodaks loathe sunlight, for its merest touch burns their im-
pure flesh. Each round of exposure to direct sunlight deals
Dread Howl (Su) 2d6 points of damage to a bodak.
Once per day, a baykok can unleash a blood-curdling howl.
Any living creature within a 30-foot-radius burst becomes
paralyzed with fear for 1 round unless it resists with a DC
19 Will save. Any creature that makes this saving throw is
instead shaken for 1 round. This is a fear effect. The DC is
Clawed Kadian
This ghost-like entity is covered with scales and spikes and
Charisma-based.
has pincers for hands. Its glowing red eyes trail off into a
smoke-like vapor. A sailor’s nightmare mermaid.
Infused Arrows (Su)
A baykok creates arrows of bone as it fires its bow—it need
Clawed Kadian CR 9
XP 6,400
not carry arrows as ammunition. These bone arrows do nor-
CE Medium undead (incorporeal)
mal damage for arrows fired from the bow, but gain a +1 en-
Init +5; Senses darkvision 60 ft.; Perception +16
hancement bonus on attack and damage rolls. In addition,
Aura slow aura (30 ft., DC 19)
each arrow deals an additional 1d6 points of negative ener-
gy on a hit. Further, the first creature struck in a round by a
DEFENSE
baykok’s arrow must make a DC 19 Fortitude save to avoid
AC 20, touch 20, flat-footed 14 (+4 deflection, +5 Dex, +1
being paralyzed for 1d3 rounds. A baykok can fire normal ar-
dodge)
rows from its bow if it wishes—such arrows, however, do not
hp 93 (11d8+44)
gain the special negative energy damage or paralysis effects.
Fort +7; Ref +10; Will +9
The DC is Charisma-based.
Defensive Abilities channel resistance +4, incorporeal;
Immune undead traits
Weaknesses affected by bludgeoning
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61
Frostfallen Mammoth
This frozen mammoth erupts into movement, its bones ar- SPECIAL ABILITIES
mored with plates of ice and eyes burning with cold flames. Spiritual Manipulation (Su)
Frostfallen Mammoth CR 10 Geists have the ability to take control of haunts. When a geist
XP 9,600 enters a haunt’s area of effect, the geist can immediately at-
62 undead (cold)
NE Huge tempt to take over the haunt by making a Charisma check. If
Init +1; Senses darkvision 60 ft., lifesense; Perception +0 the result of the Charisma check is equal to or greater than
the haunt’s CR, the geist takes over the haunt and main-
tains control as long as the geist remains within 1 mile. If the
62
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64
Mummified Gynosphinx
Wrapped in strips of linen, this creature with tattered
wings looks like it used to have the hindquarters of a lion
and a woman’s face.
Mummified Gynosphinx CR 9
XP 6,400
NE Large undead (augmented magical beast)
Init +5; Senses darkvision 60 ft., detect magic, low-light vi-
sion, see invisibility; Perception +21
Aura frightful presence (30 ft., DC 20, 1d6 rounds) Skeleton, Great Flaming Crab
Steam rolls off this massive beast as it emerges from the
DEFENSE seas. Many a ship have sunken from the claws of great flam-
AC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size) ing crabs like these.
hp 114 (12d8+60) Great Skeletal Flaming Crab CR 9
Fort +12, Ref +9, Will +10 XP 6,400
DR 5/—; Immune undead traits NE Colossal undead (aquatic)
Weaknesses vulnerable to fire Init +12; Senses darkvision 60 ft.; Perception +465
Aura fiery aura (1d6)
DEFENSE
AC 24, touch 10, flat-footed 16 (+8 Dex, +14 natural, -8 size)
65
STATISTICS
Str 46, Dex 26, Con -, Int -, Wis 18, Cha 20
Base Atk +10; CMB +36 (+40 grapple); CMD 54 (69 vs.
Wight, Blood
This creature looks like a tattered and desiccated humanoid
trip)
about 8 feet covered in fresh blood which seems to ooze and
Feats Improved Initiative
weep from its body. Its clothes hang in rags and are soaked
SQ breath weapon, fiery death (DC 22), powerful claws
in blood as well. Its hands end in sharpened claws and its
SPECIAL ABILITIES
eyes display no signs of life.
Fiery Death (Ex)
A flaming crab explodes into a burst of fire when it dies. Any-
one adjacent to the skeleton when it is destroyed takes 7d6
Blood Wight CR 9
XP 6,400
points of fire damage. A Reflex save (DC = 18) halves this
N Large undead
damage.
Init +6; Senses darkvision 60 ft.; Perception +20
Powerful Claws (Ex)
DEFENSE
A flaming crab’s claw attacks deal damage equal to 1-1/2
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, -1 size)
times its Strength modifier. In addition, a shipwrecker crab
hp 90 (12d8+36); fast healing 5
ignores up to 5 points of hardness when damaging objects.
Fort +7, Ref +6, Will +9
Defensive Abilities channel resistance +5; DR 10/blud-
geoning and magic; Immune undead traits; Resist fire 10
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68
Immune Channel Energy (Ex) At the start of an encounter, a devourer generally has 3d4+3
A crucifixion spirit takes no damage from the channel energy essence points available. The trapped essence gains one per-
ability, and is not affected by effects that mimic channel en- manent negative level for every 5 points of essence drained—
ergy or are based on the channel energy ability (such as turn these negative levels remain if the creature is brought back to
undead and command undead). life (but they do not stack with any negative levels imparted
by being brought back to life). A soul that is completely con-
sumed may only be restored to life by a miracle or wish. The
save DC is Charisma-based.
Devourer Spell Deflection (Su)
This dry, hovering corpse’s chest is a prison of jagged ribs,
If any of the following spells are cast at the devourer and over-
within which is trapped a small tormented ghostly form.
come its spell resistance, they instead affect a devoured soul:
Devourer CR 11 banishment, chaos hammer, confusion, crushing despair, de-
XP 12,800
tect thoughts, dispel evil, dominate person, fear, geas/quest,
NE Large undead (extraplanar)
holy word, hypnotism, imprisonment, magic jar, maze, sug-
Init +7; Senses darkvision 60 ft.; Perception +20
gestion, trap the soul, or any form of charm or compulsion.
DEFENSE
While none of these effects harms the soul, the caster makes
AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
a DC 25 caster level check when a spell is deflected—success
hp 133 (14d8+70)
indicates that the trapped soul is released from its prison and
Fort +9, Ref +7, Will +12
the creature whose body it belonged to can now be restored
Defensive Abilities spell deflection, undead traits; SR 22
to life as normal.
OFFENSE
Speed 30 ft., fly 20 ft. (perfect)
Melee 2 claws +18 (1d8+9 plus energy drain)
Space 10 ft.; Reach 10 ft. Devouring Mist
Special Attacks devour soul, energy drain (1 level, DC 20) This drifting nightmare resembles a cloud of dark red vapor
Spell-Like Abilities (CL 18th) about 10 ft. in diameter.
At will—animate dead4th, bestow curse4th (DC 19), confu- Devouring Mist CR 10
sion4th (DC 19), control undead7th (DC 22), death knell2nd XP 9,600
(DC 17), ghoul touch2nd (DC 17), inflict serious wounds3rd NE Large undead (swarm)
(DC 18), lesser planar ally4th, ray of enfeeblement1st, spec- Init +4; Senses darkvision 60 ft.; Perception +26
tral hand2nd, suggestion3rd (DC 18), true seeing6th, vampiric
touch3rd (DC 18) DEFENSE
AC 13, touch 13, flat-footed 9 (+3 Dex, +1 dodge, –1 size)
STATISTICS hp 133 (14d12+42)
Str 28, Dex 16, Con —, Int 19, Wis 16, Cha 21 Fort +9; Ref +10; Will +12
Base Atk +10; CMB +20; CMD 33 Defensive Abilities channel resistance +4, swarm traits;
Feats Blind-Fight, Cleave, Combat Casting, Combat Exper- Immune undead traits, weapon damage; SR 24
tise, Improved Initiative, Improved Sunder, Power Attack Weaknesses swarm traits
Skills Bluff +19, Diplomacy +14, Fly +19, Intimidate +19,
Knowledge (arcana) +21, Knowledge (planes) +18, Percep- OFFENSE
tion +20, Sense Motive +17, Spellcraft +21, Stealth +6 Speed fly 40 ft. (perfect)
Languages Abyssal, Celestial, Common, Infernal; telepathy Melee swarm (blood drain) 69
100 ft. Space 10 ft.; Reach 0 ft.
Special Attacks create spawn, distraction (DC 20)
69
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71
DEFENSE
AC 25, touch 21, flat-footed 18 (+5 deflection, +7 Dex, +4 Shenzuzhou
shield, –1 size) This hulking headless corpse clutches a massive axe in each
hp 142 (15d8+75) fist. A grotesquely skinned face stretches across the crea-
Fort +10, Ref +12, Will +12 ture’s chest.
Defensive Abilities channel resistance +4, incorporeal; Shenzuzhou CR 12
Immune undead traits XP 19,200
NE Large undead
OFFENSE Init +3; Senses darkvision 60 ft., lifesense; Perception +13
Speed fly 30 ft. (perfect) Aura fear (30-ft. radius, DC 22)
Melee +3 ghost touch longsword +19/+14/+9 (2d6+3/17–
20) DEFENSE
Space 10 ft.; Reach 10 ft. AC 27, touch 12, flat-footed 24 (+3 Dex, +15 natural, –1 size)
Special Attacks insightful strike, judging gaze, soul-rend- hp 127 (17d8+51)
ing wings Fort +8, Ref +10, Will +12
Spell-Like Abilities (CL 15th) Defensive Abilities channel resistance +4, DR 5/magic;
3/day—suggestion (DC 18) Immune undead traits; SR 23
1/day—greater command (DC 20)
OFFENSE
STATISTICS Speed 30 ft.
Str —, Dex 25, Con —, Int 13, Wis 16, Cha 21 Melee +1 battleaxe +18/+13/+8 (2d6+10/×3), +1 battleaxe
Base Atk +11; CMB +19; CMD 34 +18/+13 (2d6+10/×3)
Feats Combat Expertise, Combat Reflexes, Improved Criti- Space 10 ft.; Reach 10 ft.
cal (longsword), Improved Vital Strike, Stand Still, Step Up, Special Attacks festering heads
Vital Strike, Weapon Focus (longsword) Spell-Like Abilities (CL 8th; concentration +11)
Skills72Fly +13, Intimidate +23, Knowledge (history) +16, At will—darkness
Knowledge (religion) +19, Perception +21, Sense Motive +21 1/day—cloudkill (DC 18)
Languages Aklo, Auran, Infernal, +1 additional; telepathy
100 ft.
72
SPECIAL ABILITIES
Vampire (Sorcerer 8)
This alluring, raven-haired beauty casually wipes a trickle of
Disease (Su)
blood from a pale cheek, then smiles to reveal needle-sharp
Raven plague: Swarm—injury; save Fort DC 18; onset 1
fangs.
day; frequency 1/day; effect 1d4 Con Damage and 1d2 Str
Damage; cure 2 consecutive saves. The save DC is Charis-
Vampire CR 9
XP 6,400
ma-based.
Female human vampire sorcerer 8
73
CE Medium undead (augmented humanoid)
Eye-Rake (Ex)
Init +8; Senses darkvision 60 ft.; Perception +21
Any living creature damaged by a raven swarm must succeed
73
SPECIAL ABILITIES
Blood Drain (Su) Summon Undead XI
A vampire can suck blood from a grappled opponent; if the Banshee
vampire establishes or maintains a pin, it drains blood, deal- This beautiful, ghostly elven woman glides through the air,
ing 1d4 points of Constitution damage. The vampire heals 5 her long hair flowing around a face knotted into a mask of
hit points or gains 5 temporary hit points for 1 hour (up to a rage.
maximum number of temporary hit points equal to its full Banshee CR 13
normal hit points) each round it drains blood. XP 25,600
CE Medium undead (incorporeal)
Change Shape (Su) Init +15; Senses darkvision 60 ft., hear heartbeat; Percep-
A vampire can use change shape to assume the form of a dire tion +31
bat or wolf, as beast shape II.
DEFENSE
Children of the Night (Su) AC 26, touch 26, flat-footed 14 (+4 deflection, +11 Dex, +1
Once per day, a vampire can call forth 1d6+1 rat swarms, dodge)
1d4+174
bat swarms, or 2d6 wolves as a standard action. (If the hp 161 (19d8+76)
base creature is not terrestrial, this power might summon Fort +10, Ref +19, Will +18
other creatures of similar power.) These creatures arrive in Defensive Abilities incorporeal; Immune undead traits
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76
77
78
79
80
Zombie, Voidstick
This shambling humanoid’s taut gray skin shows signs of
arcane symbols now faded with age and decay. Long, dark-
Zombie Horde wood spikes riddle its body; every inch of flesh is staked and
A stumbling crush of moaning, reaching bodies comes to-
violated. A palpable aura of entropy and despair hangs over
wards you.
the sorry, perforated creature.
Zombie Horde CR 14 Voidstick Zombie CR 12
XP 38,400
XP 19,200
NE Colossal undead (horde)
CE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
Init +4; Senses darkvision 60 ft., lifesense 60 ft; Perception
+10
DEFENSE
Aura sacrilegious aura
AC 13, touch 2, flat-footed 13 (+11 natural, –16 size)
hp 110 (20d8 plus 20)
DEFENSE
Fort +6; Ref +6; Will +12
Defensive Abilities half damage from piercing weapons;
81
AC 26, touch 14, flat-footed 26 (+12 natural, +4 profane)
hp 157 (15d8+90); fast healing 3
DR 10/slashing; Immune undead traits
Fort +9, Ref +7, Will +9
Defensive Abilities channel resistance +4; Immune un-
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Pathfinder Roleplaying Game Core Rulebook. © 2009, Pathfinder Module: City of Golden Death. Copyright
Paizo Publishing, LLC; Author: Jason Bulmahn, based on mate- 2010, Paizo Publishing, LLC. Author: Joshua J. Frost.
rial by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder 44: Trial of the Beast. Copyright 2011, Paizo
The Book of Experimental Might. Copyright 2008, Monte Publishing, LLC, Author: Richard Pett.
J. Cook. All rights reserved.
5 Adventures, 25 Rooms. Copyright 2010, Mark L. Chance,
Tome of Horrors. Copyright 2002, Necromancer Games, published by Spes Magna Games.
Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley,
Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Pathfinder Module: The Godsmouth Heresy. © 2010,
Hawvermale, Patrick Lawinger, and Bill Webb; Based on origi- Paizo Publishing, LLC; Author: Rob McCreary.
83
nal content from TSR.
Pathfinder Adventure Path #45: Broken Moon. © 2011,
83
Pathfinder 7: Edge of Anarchy. Copyright 2008, Paizo Pub- Pathfinder Adventure Path #71: Rasputin Must Die! ©
lishing LLC. Author: Nicolas Logue 2013, Paizo Publishing, LLC; Author: Brandon Hodge.
Minions v3.5 Copyright 2003, Bastion Press, Inc. Authors: Pathfinder Adventure Path #51: The Hungry Storm ©
Greg Dent, Brian Goings, Brian Patterson, Charles W. Plemons 2011, Paizo Publishing, LLC; Author: Jason Nelson.
III, Christopher West, Cyril Martin, James O’Rance, Jesse Oroz-
co & Karl Rodriguez, Jim Butler, John Kubisz, Kristin J. John- Pathfinder 29: Mother of Flies, Copyright 2010, Paizo Pub-
son, Michael Nickovich, Owen Kuhn, Peter Whalley, Rasmus lishing, LLC; Author: Greg A . Vaughan.
Pechuel & William Ehgoetz, Todd Morasch, Tristan Uecker,
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84
HP
type size
movement
summoner
hit points
total
ability ability ability temp. temp. ft. sq. ft.
name score modifier score modifier base speed fly manuverability
STR wounds/current hp
strength ft. ft. ft.
burrow swim climb temp. modifiers
DEX
dexterity
skills
CON init.
mod. = + total Ability Misc.
constitution
total dex mod. misc. mod. SKILL NAME bonus mod. ranks mod.
INT
intelligence
damage CLIMB =STR + +
reduction
WIS
wisdom
spell DISGUISE =CHA + +
resistance
FLY + +
CHA energy
resistance
=DEX
charisma
INTIMIDATE =CHA + +
KNOWLEDGE (ARCANE)
AC =10+ + + + + + +
=INT + +
armor class
total
armor
bonus
shield
bonus
dex size nat. deflect
mod.
misc. KNOWLEDGE (RELIGION) =INT + +
mod. mod. armor modifier
modifiers PERCEPTION =INT + +
TOUCH
SENSE MOTIVE =WIS + +
flat
footed SPELLCRAFT =INT + +
STEALTH =DEX + +
modifiers modifiers
fortitude B.A.B.
constitution
+ +
reflex
dexterity
CMB + +
WILL
wisdom CMD carrying capacity
LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR
LOAD LOAD LOAD HEAD GROUND DRAG
evolution point
evolution point
extraordinary atk.
evolution point
evolution point
evolution point
FEAT PAGE REF. FEAT PAGE REF.
evolution point
HP
type size
movement
summoner
hit points
total
ability ability ability temp. temp. ft. sq. ft.
name score modifier score modifier base speed fly manuverability
STR wounds/current hp
strength ft. ft. ft.
burrow swim climb temp. modifiers
DEX
dexterity
skills
CON init.
mod. = + total Ability Misc.
constitution
total dex mod. misc. mod. SKILL NAME bonus mod. ranks mod.
INT
intelligence
damage CLIMB =STR + +
reduction
WIS
wisdom
spell DISGUISE =CHA + +
resistance
FLY + +
CHA energy
resistance
=DEX
charisma
INTIMIDATE =CHA + +
KNOWLEDGE (ARCANE)
AC =10+ + + + + + +
=INT + +
armor class
total
armor
bonus
shield
bonus
dex size nat. deflect
mod.
misc. KNOWLEDGE (RELIGION) =INT + +
mod. mod. armor modifier
modifiers PERCEPTION =INT + +
TOUCH
SENSE MOTIVE =WIS + +
flat
footed SPELLCRAFT =INT + +
STEALTH =DEX + +
modifiers modifiers
fortitude B.A.B.
constitution
+ +
reflex
dexterity
CMB + +
WILL
wisdom CMD carrying capacity
LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR
LOAD LOAD LOAD HEAD GROUND DRAG
evolution point
evolution point
extraordinary atk.
evolution point
evolution point
evolution point
FEAT PAGE REF. FEAT PAGE REF.
evolution point