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Author/Designer: Alex Abel Table of Contents
Illustrator: Allen Morris Undead Summoner 1-4
Product Identity: The following items are hereby
identified as Product Identity, as defined in the Open Archetypes 4-7
Game License version 1.0a, Section 1(e), and are not Open
Content: All trademarks, registered trademarks, proper
names (characters, deities, etc.), dialogue, plots, storylines,
locations, characters, artwork, and trade dress. (Elements New Spells 7 - 15
that have previously been designated as Open Game Spell List 7 - 10
Content or are in the public domain are not included in this Spell Descriptions 10 - 13
declaration.) Summon Tables 13 - 15
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 Undead 15 - 82
of this work other than the material designated as Open
Minor Undead 15 - 16
Game Content may be reproduced in any form without
written permission.
Undead I 16 - 21
Undead II 21 - 26
Compatibility with the Pathfinder Roleplaying Game Undead III 26 - 33
requires the Pathfinder Roleplaying Game from Paizo Undead IV 33 - 43
Publishing, LLC. See http://paizo.com/pathfinderRPG for Undead V 43 - 50
more information on the Pathfinder Roleplaying Game. Undead VI 50 - 58
Paizo Publishing, LLC does not guarantee compatibility, and Undead VII 58 - 68
does not endorse this product. Undead VIII 68 - 74
Pathfinder is a registered trademark of Paizo Publishing,
Undead XI 74 - 82
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 Roleplaying Game Compatibility License. See
OGL 82 - 85
http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.

Summon Undead is published by Flaming Crab Games


under the Open Game License version 1.0a Copyright 2000
Wizards of the Coast, Inc.

Copyright Flaming Crab Games


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The Undead Summoner Class Features
The undead summoner is an alternate class of the summoner. The following are the class features of the undead summoner.

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.

A summoner can cast only a certain number of spells of each


spell level each day. His base daily spell allotment is given on
Table: Summoner. In addition, he receives bonus spells per
day if he has a high Charisma score (see Table: Ability Modi-
fiers and Bonus Spells).

An undead summoner’s selection of spells is extremely lim-


ited. A summoner begins play knowing four 0-level spells
and two 1st-level spells of the summoner’s choice. At each
new summoner level, he gains one or more new spells as indi-
cated on Table: Summoner Spells Known. (Unlike spells per
day, the number of spells a summoner knows is not affected
by his Charisma score. The numbers on Table: Summoner
Spells Known are fixed.)

Upon reaching 5th level, and at every third summoner level


thereafter (8th, 11th, and so on), a summoner can choose to
learn a new spell in place of one he already knows. In effect,
the summoner “loses” the old spell in exchange for the
new one. The new spell’s level must be the same as that of
the spell being exchanged, and it must be at least one lev-
el lower than the highest-level summoner spell he
can cast. A summoner may swap out only a single
spell at any given level and must choose whether or
not to swap the spell at the same time that he gains new
spells known for the level.

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

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Level Base Attack Fort Ref Will Special
Bonus Save Save Save
1st +0 +0 +0 +2 Cantrips, fetch, summon undead I
2nd +1 +0 +0 +3 Kissed by death
3rd +2 +1 +1 +3 Summon undead II
4th +3 +1 +1 +4 Channel energy 1d4
5th +3 +2 +2 +4 Summon undead III/ minor horde
6th +4 +2 +2 +5 Channel energy 2d4
7th +5 +3 +3 +5 Summon undead IV/ horde I/ minor legion
8th +6/+1 +3 +3 +6 Channel energy 3d4
9th +6/+2 +4 +4 +6 Summon undead V/ horde II/ legion I
10th +7/+2 +4 +4 +7 Channel energy 4d4
11th +8/+3 +5 +5 +7 Summon undead VI/ horde III/ legion II
12th +9/+4 +5 +5 +8 Channel energy 5d4
13th +9/+4 +6 +6 +8 Summon undead VII/ horde IV/ legion III/ minor army
14th +10/+5 +6 +6 +9 Channel energy 6d4
15th +11/+6/+1 +7 +7 +9 Summon undead VIII/ horde V/ legion IV/ army I
16th +12/+7/+2 +7 +7 +10 Channel energy 7d4
17th +12/+7/+2 +8 +8 +10 Summon undead IX, horde VI, legion V, army II
18th +13/+8/+3 +8 +8 +11 Channel energy 8d4
19th +14/+9/+4 +9 +9 +11 Zombie apocalypse
20th +15/+10/+5 +9 +9 +12 Channel energy 9d4, deathly tranformation

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

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Table: Spells Per Day Table: Spells Known
Level 1st 2nd 3rd 4th 5th 6th Level 0th 1st 2nd 3rd 4th 5th 6th
1st 1 - - - - - 1st 4 2 - - - - -
2nd 2 - - - - - 2nd 5 3 - - - - -
3rd 3 - - - - - 3rd 6 4 - - - - -
4th 4 1 - - - - 4th 6 4 2 - - - -
5th 4 2 - - - - 5th 6 4 3 - - - -
6th 4 3 - - - - 6th 6 4 4 - - - -
7th 4 3 1 - - - 7th 6 5 4 2 - - -
8th 5 4 2 - - - 8th 6 5 4 3 - - -
9th 5 4 3 - - - 9th 6 5 4 4 - - -
10th 5 4 3 1 - - 10th 6 5 5 4 2 - -
11th 5 5 4 2 - - 11th 6 6 5 4 3 - -
12th 5 5 4 3 - - 12th 6 6 5 4 4 - -
13th 5 5 4 3 1 - 13th 6 6 5 5 4 2 -
14th 5 5 4 4 2 - 14th 6 6 6 5 4 3 -
15th 5 5 5 4 3 - 15th 6 6 6 5 4 4 -
16th 5 5 5 4 3 1 16th 6 6 6 5 5 4 2
17th 5 5 5 4 4 2 17th 6 6 6 6 5 4 3
18th 5 5 5 5 4 3 18th 6 6 6 6 5 4 4
19th 5 5 5 5 5 4 19th 6 6 6 6 5 5 4
20th 5 5 5 5 5 5 20th 6 6 6 6 5 5 5

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).

Summon Undead Horde (Sp) Zombie Apocalypse


Starting at 5th level, the undead summoner may cast sum- At 19th level, the undead summoner may cast zombie apoc-
mon undead minor horde as a spell-like ability. This uses up alypse as a spell-like ability. This uses up a daily summon
a daily summon undead. This also lasts 1 minute per level undead. This also lasts 1 minute per level and has the same
and has the same restrictions as summon undead. At 9th restrictions as summon undead.
level, and every 2 levels thereafter, the power of this ability
increases by one spell level, allowing him to summon more Deathly Transformation(Ex)
powerful creatures (to a maximum of summon undead horde At 20th level, an undead summoner joins the ranks of his un-
VI at 17th level). dead. His DR increases to 10/bludgeoning and good. His type
changes to undead, and he acquires all undead traits. The un-
Summon Undead Legion (Sp) dead summoner no longer has a Constitution score. He 3 uses
Starting at 7th level, the undead summoner may cast sum- his Charisma score for calculating hit points, Fortitude saves,
mon minor undead legion as a spell-like ability. This uses and any special abilities that rely on Constitution.

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Table: Fetch Base Statistics
Class HD BAB Fort Ref Will Skills Feats Armor Str/Dex Evolution Max. Special
Level Save Save Save Bonus Bonus Pool Attacks
1st 1 +0 +0 +0 +2 4 1 +0 +0 3 3 Darkvision, link, share spells
2nd 2 +1 +0 +0 +3 8 1 +2 +1 4 3 Evasion
3rd 3 +2 +1 +1 +3 12 2 +2 +1 5 3 -
4th 3 +2 +1 +1 +3 12 2 +2 +1 7 4 -
5th 4 +3 +1 +1 +4 16 2 +4 +2 8 4 Ability score increase
6th 4 +3 +1 +1 +4 16 3 +4 +2 9 4 Devotion
7th 5 +3 +2 +2 +5 20 3 +6 +3 10 4 -
8th 6 +4 +2 +2 +5 24 3 +6 +3 11 4 -
9th 6 +4 +2 +2 +5 24 4 +6 +3 13 5 Multiattack
10th 7 +5 +2 +2 +6 28 4 +8 +4 14 5 Ability score increase
11th 8 +6 +3 +3 +6 32 5 +8 +4 15 5 -
12th 9 +6 +3 +3 +6 36 5 +10 +5 16 5 -
13th 9 +6 +3 +3 +7 36 5 +10 +5 17 5 -
14th 10 +7 +3 +3 +7 40 6 +10 +5 19 6 Improved evasion
15th 11 +8 +4 +4 +8 44 6 +12 +6 20 6 Ability score increase
16th 12 +9 +4 +4 +8 48 6 +12 +6 21 6 -
17th 12 +9 +4 +4 +8 48 7 +14 +7 22 6 -
18th 13 +10 +4 +4 +9 52 7 +14 +7 23 6 -
19th 14 +11 +5 +5 +9 56 8 +14 +7 25 7 -
20th 15 +11 +5 +5 +9 60 8 +16 +8 26 7 -

Undead Summoner Spells Master Summoner


In addition to the summoner spell list, the undead summon- Undead Summoner Archetype
er receives the following spells to his spell list: Many undead summoners seek the thrill of large undead
1st- detect undead, inflict light wounds armies.
2nd- command undead, inflict moderate wounds, lesser an-
imate dead Summoning Mastery (Sp)
3rd- animate dead, halt undead, inflict serious wounds Starting at 1st level, a master summoner can cast summon
4th- inflict critical wounds undead I as a spell-like ability a number of times per day
5th-mass inflict light wounds equal to 5 + his Charisma modifier. The number of creatures
6th- control undead, create undead, mass inflict moderate that can be summoned with this ability is only limited by its
wounds uses per day. This ability otherwise functions as the sum-
moner’s normal summon undead I ability. There is no limit
to how many summon undead or zombie apocalypse spells
Undead Summoner Archetypes the summoner can have active at one time.
This ability replaces the undead summoner’s fetch and nor-
mal summon undead I ability.

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

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undead. In most cases, mindless undead begin an encounter undead. In most cases, mindless undead begin an en-
with a hostile attitude. counter with a hostile attitude.
This ability replaces wild empathy. This ability replaces wild empathy.

Undead Bond Resist Death’s Lure


At 4th level, the blight ranger forms a bond with Starting at 4th level, a famine druid gains a +4
an undead creature. This ability functions like the bonus on saving throws against the spell-like and
undead summoner fetch ability, except that the supernatural abilities of undead.
ranger’s effective summoner level is equal to his
ranger level - 3. In addition, this fetch must be Undead Shape (Su)
animal-like. At 4th level, the famine druid gains the abili-
This abiltiy replaces hunter’s bond. ty to turn herself into any small or medium
corporeal undead and back again once per
Spells day. Her options for new forms include
The blight ranger adds the following spells corporeal undead that look vaguely hu-
to his spell list: manoid (like a ghoul, skeleton, or zom-
1st - summon minor undead, summon bie). This ability functions like the
monster I, summon undead servant. undead anatomy I spell, except as
2nd - summon undead II noted here. The effect lasts for 1 hour
3rd - summon minor undead horde, sum- per druid level, or until she chang-
mon undead III es back. Changing form (to undead
4th - summon minor undead legion, or back) is a standard action and
summon undead IV, summon undead doesn’t provoke an attack of oppor-
horde I tunity. The form chosen must be that
of an undead the druid is familiar with.

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

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Touch of Corruption the antipaladin may not summon another servant for 30 days
Beginning at 4th level, a nightmare rider surrounds his hand or until he gains an antipaladin level, whichever comes first.
with a fiendish flame, causing terrible wounds to open on During this 30-day period, the antipaladin takes a –1 penalty
those he touches. Each day he can use this ability a number of on attack and weapon damage rolls.
times equal to 1/2 his cavalier level + his Charisma modifier. This ability replaces fiendish boon.
As a touch attack, a cavalier can cause 1d6 points of damage
for every four cavalier levels he possesses. Using this ability
is a standard action that does not provoke attacks of oppor- Undead Charmer
tunity. Sorcerer Archetype
You’ll find no mortal with a stronger connection with the un-
Alternatively, a cavalier can use this power to heal undead dead than the undead charmer. She knows that the phrase
creatures, restoring 1d6 hit points for every four levels the “mindless undead” is far from the truth. Even the walking
cavalier possesses. This ability is modified by any feat, spell, dead can be reasoned with.
or effect that specifically works with the lay on hands pala-
din class feature. For example, the Extra Lay On Hands feat Fewer Spells Known
grants a cavalier 2 additional uses of the touch of corruption The undead charmer has two fewer spells known at each lev-
class feature. el (including cantrips) than is presented at Table: Sorcerer
This ability replaces expert trainer. Spells Known.
Banner of Terror Bones Mystery
At 5th level, a nightmare’s banner becomes a symbol of fear A dead charmer gains the bones mystery with her effective
to his enemies. As long as the cavalier’s banner is clearly vis- oracle level equal to her sorcerer level. She gains the class
ible, all enemies within 60 feet receive a -2 penalty on saving skills and bonus spells from this mystery. In addition, she
throws against fear and a -1 penalty on attack rolls. At 10th gains a bones revelation at level 1, 3, and every four levels
level, and every five levels thereafter, penalties increase by 1. thereafter. At level 20, she gains the final revelation.
The banner must be at least Small or larger and must be car-
ried or displayed by the cavalier or his nightmare to function. Undead Bloodline
A dead charmer must select the undead bloodline. For bo-
Greater Banner of Terror nus spells, at 5th level, she gains command undead instead
At 14th level, the cavalier’s banner becomes a dark mark of false life. At 9th level, she gains greater false life instead
on the battlefield. All foes within 60 feet receive a -2 to AC. of animate dead.
In addition, while his banner is displayed, the cavalier can In addition, her bloodline arcana is altered. All undead are
spend a standard action to wave the banner through the air. susceptible to your mind-affecting spells. Both corporeal and
Until the beginning of the cavalier’s next turn, all foes with- incorporeal undead are treated as humanoids for the purpos-
in 60 feet must roll twice and take the worse result on their es of which spells affect them.
saving throws. This ability alters bloodline.

Undead Bound Antipaladin Undead Hunter


Antipaladin Archetype Hunter Archetype
While many antipaladins gain a bond with an evil outsider Nothing is more tragic for a hunter than the loss of his an-
or fiendish beast, it’s hardly uncommon for these wicked folk imal friend. For some hunters, the bond between them and
to gain an undead servant. their companions goes far beyond death. The fear of loss
corrupts these men.
Undead Servant (Sp)
An antipaladin gains the service of an undead. This functions Undead Companion
as summon undead III, except the duration is permanent and At 1st level, an undead hunter forms a bond with an undead.
the antipaladin can only gain the service of a single undead This ability functions like the undead summoner fetch ability,
and it may be changed whenever the antipaladin gains a lev- except that the hunter’s fetch must be animal-like. All hunter
el. Upon reaching 7th level, and every two levels thereafter, abilities that affect an animal companion also affect a fetch.
the level of the summon undead spell increases by one, to a This abiltiy replaces animal companion and raise animal
maximum of summon undead IX at 17th level. Once per day, companion.
as a full-round action, an antipaladin may magically call his
undead to his side. This ability is the equivalent of a spell of Undead Empathy
a level equal to one-third the antipaladin’s level. The servant An undead hunter can use her Diplomacy to influence mind-
immediately appears adjacent to the antipaladin. An antipal- less undead. In most cases, mindless undead begin an en-
adin can use this ability once per day at 5th level, and one counter with a hostile attitude.
additional time per day for every four levels thereafter, for a This ability replaces wild empathy.
total of four times per day at 17th level.
At 11th6level, the undead gains the advanced template. At 15th Undead Focus
level, an antipaladin’s servant gains spell resistance equal to An undead hunter can take on the aspect of an undead. This
the antipaladin’s level + 11. functions as animal focus, but allows only the following
Should the antipaladin’s undead be destroyed or be banished, choices:
6

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Allip: The creature gains a +2 enhancement bonus to Cha- checks against undead.
risma. This bonus increases to +4 at 8th level and +6 at 15th This ability replaces trapfinding.
level.
Avoid Undead
Banshee: The creature gains a +2 enhancement bonus to At 3rd level, a rogue giving her a +1 bonus on saves against
Wisdom. This bonus increases to +4 at 8th level and +6 at spells and spell-like abilities cast by undead and a +1 dodge
15th level. bonus to AC against attacks made by undead. These bonuses
rise to +2 when the rogue reaches 6th level, to +3 when she
Crawling Hand: The creature gains a +4 competence bonus reaches 9th level, to +4 when she reaches 12th level, to +5 at
on Stealth checks. This bonus increases to +6 at 8th level and 15th, and to +6 at 18th level.
+8 at 15th level. This ability replaces trap sense.

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.

Lich: The creature gains a +2 enhancement bonus to Intelli- New Spells


gence. This bonus increases to +4 at 8th level and +6 at 15th
level. Antipaladin Spells
Mohrg: The creature gains a +2 competence bonus on grap-
1st-Level Antipaladin Spells
Summon Minor Undead: Summon 1d3 weak undead.
ple combat maneuver checks, and deals 1 point of bleed dam-
Summon Undead I: Summons undead creature to fight for
age every time it succeeds at a grapple combat maneuver
you.
check to damage an opponent (this bleed stacks with itself ).
Summon Undead Servant: Summon a weak undead that
These benefits increase to a +4 bonus and 3 points of bleed at
lasts all day.
8th level, and a +6 bonus and 5 points of bleed at 15th level.
Bleed damage from this ability does not stack with itself.
2nd-Level Antipaladin Spells
Mummy: The creature gains a +4 competence bonus on Per- Summon Undead II: Summons undead creature to fight
ception checks. This bonus increases to +6 at 8th level and for you.
+8 at 15th level.
3rd-Level Antipaladin Spells
Skeleton: The creature gains a +2 enhancement bonus to its Summon Minor Undead Horde: Summon 2d4+2 weak
natural armor bonus. This bonus increases to +4 at 8th level undead to fight for you.
and +6 at 15th level. (A creature without natural armor has Summon Undead III: Summons undead creature to fight
an effective natural armor bonus of +0.) for you.

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

ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904


2nd-Level Cleric Spells Summon Undead Legion IV: Summon 3d6+2 undead to
Summon Undead II: Summons undead creature to fight fight for you.
for you.

3rd-Level Cleric Spells Shaman Spells


Summon Minor Undead Horde: Summon 2d4+2 weak 0-Level Shaman Spells (Orisons)
undead to fight for you. Summon Undead Servant: Summon a weak undead that
Summon Undead III: Summons undead creature to fight lasts all day.
for you.
1st-Level Shaman Spells
4th-Level Cleric Spells Summon Minor Undead: Summon 1d3 weak undead.
Summon Minor Undead Legion: Summon 3d6+2 weak Summon Undead I: Summons undead creature to fight for
undead to fight for you. you.
Summon Undead IV: Summons undead creature to fight
for you.
Summon Undead Horde I: Summon 2d4+2 undead to 2nd-Level Shaman Spells
fight for you. Summon Undead II: Summons undead creature to fight
for you.
5th-Level Cleric Spells
Summon Undead V: Summons undead creature to fight 3rd-Level Shaman Spells
for you. Summon Minor Undead Horde: Summon 2d4+2 weak
Summon Undead Horde II: Summon 2d4+2 undead to undead to fight for you.
fight for you. Summon Undead III: Summons undead creature to fight
Summon Undead Legion I: Summon 3d6+2 undead to for you.
fight for you.
4th-Level Shaman Spells
6th-Level Cleric Spells Summon Minor Undead Legion: Summon 3d6+2 weak
Summon Undead VI: Summons undead creature to fight undead to fight for you.
for you. Summon Undead IV: Summons undead creature to fight
Summon Undead Horde III: Summon 2d4+2 undead to for you.
fight for you. Summon Undead Horde I: Summon 2d4+2 undead to
Summon Undead Legion II: Summon 3d6+2 undead to fight for you.
fight for you. 5th-Level Shaman Spells
Summon Undead V: Summons undead creature to fight
7th-Level Cleric Spells for you.
Summon Minor Undead Army: Summon 6d6+20 weak Summon Undead Horde II: Summon 2d4+2 undead to
undead to fight for you. fight for you.
Summon Undead V: Summons undead creature to fight
for you. 6th-Level Shaman Spells
Summon Undead Horde II: Summon 2d4+2 undead to Summon Undead VI: Summons undead creature to fight
fight for you. for you.
Summon Undead Legion I: Summon 3d6+2 undead to Summon Undead Horde III: Summon 2d4+2 undead to
fight for you. fight for you.

8th-Level Cleric Spells 7th-Level Shaman Spells


Summon Undead VIII: Summons undead creature to Summon Undead V: Summons undead creature to fight
fight for you. for you.
Summon Undead Army I: Summon 6d6+20 weak un- Summon Undead Horde II: Summon 2d4+2 undead to
dead to fight for you. fight for you.
Summon Undead Horde IV: Summon 2d4+2 undead to
fight for you. 8th-Level Shaman Spells
Summon Undead Legion III: Summon 3d6+2 undead to Summon Undead VIII: Summons undead creature to
fight for you. fight for you.
Summon Undead Horde IV: Summon 2d4+2 undead to
9th-Level Cleric Spells fight for you.
Summon Undead IX: Summons undead creature to fight
for you. 9th-Level Shaman Spells
Summon Undead Army II: Summon 6d6+20 weak un- Summon Undead IX: Summons undead creature to fight
dead8to fight for you. for you.
Summon Undead Horde V: Summon 2d4+2 undead to Summon Undead Horde V: Summon 2d4+2 undead to
fight for you. fight for you.

ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904


Sorcerer/Wizard Spells Summon Undead Legion III: Summon 3d6+2 undead to
fight for you.
0-Level Sorcerer/Wizard Spells (Cantrips)
Summon Undead Servant: Summon a weak undead that
lasts all day. 9th-Level Sorcerer/Wizard Spells
Summon Undead IX: Summons undead creature to fight
for you.
1st-Level Sorcerer/Wizard Spells Summon Undead Army II: Summon 6d6+20 weak un-
Summon Minor Undead: Summon 1d3 weak undead. dead to fight for you.
Summon Undead I: Summons undead creature to fight for Summon Undead Horde V: Summon 2d4+2 undead to
you. fight for you.
Summon Undead Legion IV: Summon 3d6+2 undead to
2nd-Level Sorcerer/Wizard Spells fight for you.
Summon Monster II: Summons undead creature to fight
for you.

3rd-Level Sorcerer/Wizard Spells Summoner Spells


Summon Minor Undead Horde: Summon 2d4+2 weak
1st-Level Summoner Spells
undead to fight for you.
Summon Minor Undead: Summon 1d3 weak undead.
Summon Undead III: Summons undead creature to fight
Summon Undead I: Summons undead creature to fight for
for you.
you.
Summon Undead Servant: Summon a weak undead that
4th-Level Sorcerer/Wizard Spells lasts all day.
Summon Minor Undead Legion: Summon 3d6+2 weak
undead to fight for you.
2nd-Level Summoner Spells
Summon Undead IV: Summons undead creature to fight
Summon Undead II: Summons undead creature to fight
for you.
for you.
Summon Undead Horde I: Summon 2d4+2 undead to
fight for you.
3rd-Level Summoner Spells
Summon Minor Undead Legion: Summon 3d6+2 weak
5th-Level Sorcerer/Wizard Spells undead to fight for you.
Summon Undead V: Summons undead creature to fight
Summon Undead IV: Summons undead creature to fight
for you.
for you.
Summon Undead Horde II: Summon 2d4+2 undead to
Summon Undead Horde I: Summon 2d4+2 undead to
fight for you.
fight for you.
Summon Undead Legion I: Summon 3d6+2 undead to
fight for you.

4th-Level Summoner Spells


6th-Level Sorcerer/Wizard Spells Summon Undead V: Summons undead creature to fight
Summon Undead VI: Summons undead creature to fight
for you.
for you.
Summon Undead Horde II: Summon 2d4+2 undead to
Summon Undead Horde III: Summon 2d4+2 undead to
fight for you.
fight for you.
Summon Undead Legion I: Summon 3d6+2 undead to
Summon Undead Legion II: Summon 3d6+2 undead to
fight for you.
fight for you.

5th-Level Summoner Spells


7th-Level Sorcerer/Wizard Spells Summon Minor Undead Army: Summon 6d6+20 weak
Summon Minor Undead Army: Summon 6d6+20 weak
undead to fight for you.
undead to fight for you.
Summon Undead V: Summons undead creature to fight
Summon Undead V: Summons undead creature to fight
for you.
for you.
Summon Undead Horde II: Summon 2d4+2 undead to
Summon Undead Horde II: Summon 2d4+2 undead to
fight for you.
fight for you.
Summon Undead Legion I: Summon 3d6+2 undead to
Summon Undead Legion I: Summon 3d6+2 undead to
fight for you.
fight for you.

6th-Level Summoner Spells


8th-Level Sorcerer/Wizard Spells Summon Undead VIII: Summons undead creature to
Summon Undead VIII: Summons undead creature to
fight for you.
fight for you.
Summon Undead Army I: Summon 6d6+20 weak un-
Summon Undead Army I: Summon 6d6+20 weak un- 9
dead to fight for you.
dead to fight for you.
Summon Undead Horde IV: Summon 2d4+2 undead to
Summon Undead Horde IV: Summon 2d4+2 undead to
fight for you.
fight for you.

ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904


Summon Undead Legion III: Summon 3d6+2 undead to Spell Descriptions
fight for you.

Summon Minor Undead


Witch Spells School Conjuration (Summoning, Evil) [see text]; Level
0-Level Witch Spells (Orisons) antipaladin 1, cleric/oracle 1, sorcerer/ wizard 1, shaman 1,
Summon Undead Servant: Summon a weak undead that summoner 1, witch 1
lasts all day. Casting Time 1 round
Components V, S, F/DF (a knucklebone)
Range close (25 ft. 5ft./2 levels)
1st-Level Witch Spells
Effect 1d3 summoned creature
Summon Minor Undead: Summon 1d3 weak undead.
Duration 1 round/level (D)
Summon Undead I: Summons undead creature to fight for
Saving Throw none; Spell Resistance no
you.
This spell functions as summon undead I, except that you
summon 1d3 creatures from Table: Summon Minor Un-
2nd-Level Witch Spells dead. The summoned undead must all be the same type of
Summon Undead II: Summons undead creature to fight creature.
for you.

3rd-Level Witch Spells Summon Minor Undead Army


Summon Minor Undead Horde: Summon 2d4+2 weak School Conjuration (Summoning, Evil) [see text]; Level
undead to fight for you. cleric/oracle 7, sorcerer/ wizard 7, summoner 5
Summon Undead III: Summons undead creature to fight Casting Time 1 round
for you. Components V, S, F/DF (a knucklebone)
Range close (25 ft. 5ft./2 levels)
4th-Level Witch Spells Effect 6d6 +20 summoned creatures
Summon Minor Undead Legion: Summon 3d6+2 weak Duration 1 round/level (D)
undead to fight for you. Saving Throw none; Spell Resistance no
Summon Undead IV: Summons undead creature to fight
for you. This spell functions as summon undead I, except that you
Summon Undead Horde I: Summon 2d4+2 undead to summon 6d6+20 creatures from Table: Summon Minor
fight for you. Undead. The summoned undead must all be the same type
of creature.
5th-Level Witch Spells
Summon Undead V: Summons undead creature to fight
for you. Summon Minor Undead Horde
Summon Undead Horde II: Summon 2d4+2 undead to School Conjuration (Summoning, Evil) [see text]; Level
fight for you. antipaladin 3, cleric/oracle 3, sorcerer/ wizard 3, witch 3
Casting Time 1 round
6th-Level Witch Spells Components V, S, F/DF (a knucklebone)
Summon Undead VI: Summons undead creature to fight Range close (25 ft. 5ft./2 levels)
for you. Effect 2d4 +2 summoned creatures
Summon Undead Horde III: Summon 2d4+2 undead to Duration 1 round/level (D)
fight for you. Saving Throw none; Spell Resistance no

This spell functions as summon undead I, except that you


7th-Level Witch Spells summon 2d4+2 creatures from Table: Summon Minor
Summon Undead V: Summons undead creature to fight
Undead. The summoned undead must all be the same type
for you.
of creature.
Summon Undead Horde II: Summon 2d4+2 undead to
fight for you.

Summon Minor Undead Legion


8th-Level Witch Spells School Conjuration (Summoning, Evil) [see text]; Level
Summon Undead VIII: Summons undead creature to
antipaladin 4, cleric/oracle 4, sorcerer/ wizard 4, summoner 3
fight for you.
Casting Time 1 round
Summon Undead Horde IV: Summon 2d4+2 undead to
Components V, S, F/DF (a knucklebone)
fight for you.
Range close (25 ft. 5ft./2 levels)
Effect 3d6 +2 summoned creatures
9th-Level Witch Spells Duration 1 round/level (D)
Summon10 Undead IX: Summons undead creature to fight Saving Throw none; Spell Resistance no
for you. This spell functions as summon undead I, except that you
Summon Undead Horde V: Summon 2d4+2 undead to summon 3d6+2 creatures from Table: Summon Minor
fight for you.

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Undead. The summoned undead must all be the same type Summon Undead V
of creature. School Conjuration (Summoning, Evil); Level cleric/or-
acle 5, shaman 5, sorcerer/ wizard 5, summoner 4, witch 5

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

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of creature. This spell functions as summon undead horde I, except that
you summon 2d4+2 creatures from Table: Summon Un-
Summon Undead Army II dead V. The summoned undead must all be the same type
School Conjuration (Summoning, Evil); Level cleric/ora- of creature.
cle 9, sorcerer/ wizard 9
This spell functions as summon undead army I, except that
you summon 6d6+20 creatures from Table: Summon Un- Summon Undead Horde VI
dead I. The summoned undead must all be the same type of School Conjuration (Summoning, Evil); Level cleric/ora-
creature. cle 9, sorcerer/ wizard 9, witch 9

This spell functions as summon undead horde I, except that


Summon Undead Horde I you summon 2d4+2 creatures from Table: Summon Un-
School Conjuration (Summoning, Evil) [see text]; Level dead VI. The summoned undead must all be the same type
antipaladin 4, cleric/oracle 4, sorcerer/ wizard 4, summoner of creature.
3, witch 4
Casting Time 1 round
Components V, S, F/DF (a knucklebone) Summon Undead Legion I
Range close (25 ft. 5ft./2 levels) School Conjuration (Summoning, Evil) [see text]; Level
Effect 2d4 +2 summoned creatures cleric/oracle 5, sorcerer/ wizard 5, summoner 4
Duration 1 round/level (D) Casting Time 1 round
Saving Throw none; Spell Resistance no Components V, S, F/DF (a knucklebone)
Range close (25 ft. 5ft./2 levels)
This spell functions as summon undead I, except that you Effect 3d6 +2 summoned creatures
summon 2d4+2 creatures from Table: Summon Undead Duration 1 round/level (D)
I. The summoned undead must all be the same type of crea- Saving Throw none; Spell Resistance no
ture.
This spell functions as summon undead I, except that you
summon 3d6+2 creatures from Table: Summon Undead
Summon Undead Horde II I. The summoned undead must all be the same type of crea-
School Conjuration (Summoning, Evil); Level cleric/ora- ture.
cle 5, sorcerer/ wizard 5, summoner 4, witch 5

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

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Summon Undead Legion V *Undead marked with an asterisk are original creatures and thus do
School Conjuration (Summoning, Evil); Level cleric/ora- not have a hyperlink. See the following section for statistics.
cle 9, sorcerer/ wizard 9 Table: Summon Minor Undead
This spell functions as summon undead legion I, except that Creature
you summon 3d6+2 creatures from Table: Summon Un- Beheaded, Grabbing
dead V. The summoned undead must all be the same type Beheaded, Screaming
of creature.
Skeleton
Skeleton, Medium (Archer)
Summon Undead Servant Zombie, King Crab*
School Conjuration (Summoning, Evil); Level antipala-
din 1, cleric/oracle 0, sorcerer/wizard 0, summoner 0, witch
0 Table: Summon Undead I
Casting Time 1 hour Creature
Duration 12 hours
Crawling Hand
This spell functions as summon undead I, except that you Ectoplasmic Human
summon 1 creature from Table: Summon Minor Un-
Ghoul, Feeble*
dead. Only one undead may be summoned at a time.
Isitoq
Skeleton, Acid
Zombie Apocalypse Skeleton, Bloody
School Conjuration (Summoning, Evil); Level cleric/ora-
cle 9, sorcerer/wizard 9 Skeleton, Burning
Casting Time 1 minute Skeleton, Exploding
Components V, S, F/DF (a knucklebone)
Skeleton, Four-Armed Mudra
Range close (25 ft. 5ft./2 levels)
Effect 4d6+20 summoned creatures Zombie
Duration 24 hours Zombie, Fast
Saving Throw none; Spell Resistance no
Zombie, Fast Velociraptor*
This spell functions as summon undead I, except that you Zombie, Plague
summon 4d6+15 apocalypse zombies. These undead are not
Zombie, Yellow Musk
automatically under the control of their animator. If you are
capable of commanding undead, you may attempt to com-
mand the undead creatures as they appear. The summoned Table: Summon Undead II
zombies die after 24 hours. However, any spawn they create
Creature
are permanent.
Danse Macabre, Lesser
Dread Zombie Aasimar Warrior
Festrog
Ghoul
Ghoul, Aquatic
Ningyo, Undead
Phantom Armor, Hollow Helm
Pickled Punk
Shadow, Rat
Skeleton, Advanced*
Skeleton, Burning, Gold-Clad
Skeleton, Mount
Zombie, Advanced*
Zombie, Brine
Zombie, Flapping Head
Zombie, Fast (Wolf)
13
Zombie, Void

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Table: Summon Undead III Skulleton
Creature Vampire Spawn
Beheaded, Giant Grabbing Wight
Beheaded, Giant Screaming Zombie, Spellgorged
(no spells stored upon summoning)
Cadaver
Zuvembie
Draugr
Fetch
Table: Summon Undead V
Ghast
Creature
Ghoul, Wolf
Berbalang
Hueceva
Bogeyman
Human Juju Zombie
Crawling Hand, Giant
Phantom Armor, Guardian
Crypt Thing
Plagued Steed
Daughter of the Dead
Poltergeist
Deathweb
Shredskin
Ghoul Bat
Skeletal Champion Archer
Ghul
Skeletal Champion
Lantern Goat
Skeleton, Ogre
Mummy
Skeleton, Owlbear
Murder Crow
Skinwraith
Revenant
Ubashki Swarm
Skeletal Mage
Zombie, Apocalypse
Skeleton, Black
Spawn, Enslaved
Table: Summon Undead IV
Wraith
Creature
Zombie, Giant (Hill)
Allip
Attic Whisperer
Table: Summon Undead VI
Beheaded, Medusa
Creature
Bloody Bones
Autumn Death
Cannibal Child
Bodak
Coffer Corpse
Centaur Raav
Drekavac
Dullahan
Edimmu
Festering Spirit
Fye
Gaki
Ghoul, Imperial
Ghost
Ghoul-Stirge
Ghoul, Dire Wolf
Hanged Man
Guecubu
Haunt
Manananggal
Necrocraft
Mohrg
Phantom Armor, Giant
Paleoskeleton Triceratops
Shadow
Shadow, Greater
Shadow, Wolf
Skeleton, Giant (Cloud)
Skeleton, Huge Flaming Crab*
Spectre
14 Megaraptor, Advanced
Skeleton,
Totenmaske
Skeleton, Troll
Wraith, Moon

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Yuki-onna Mohrg, Demonic
Zombie, Giant (Storm) Nightshade, Nightskitter
Nightshade, Nightwing
Table: Summon Undead VII Phasma
Creature Sayona
Baykok Wraith, Dread
Bodak, Advanced Zombie Horde
Clawed Kaidan Zombie, Voidstick
Fallen Flumph*
Fext
Frostfallen Mammoth
Geist U ndead
The following undead are listed by their summon monster
Ghoul, Dust
level. Note: not all abilities can be used by summoned un-
Lantern Goat, Gruff dead as described under the spell.
Lich Shade
Minor Reaper Summon Minor Undead
Mummified Gynosphinx Beheaded, Grabbing
Skeleton, Great Flaming Crab* This humanoid head floats silently and ominously, bits of
flesh still hanging from its face and graying teeth clattering
Skeleton, Multiplying T-Rex
slightly as it bobs in the air.
Vrykolakas Grabbing Severed Head CR 1/3
Wight, Blood XP 135
Witchfire NE Tiny undead
Init +2; Senses darkvision 60 ft.; Perception +0

Table: Summon Undead VIII DEFENSE


Creature AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Bhuta Fort +0, Ref +2, Will +2
Crucifixion Spirit Immune undead traits
Devourer
OFFENSE
Devouring Mist Speed fly 40 ft. (perfect)
Draghul Melee slam +1 (1d2 plus grab)
Special Attacks grabbing
Gholdako
Harionago STATISTICS
Str 11, Dex 15, Con --, Int --, Wis 11, Cha 10
Pale Stranger
Base Atk +0; CMB -1 (+3 grapple); CMD 11 (can’t be
Pharaonic Guardian tripped)
Shenzuzhou
SPECIAL ABILITIES
Swarm, Raven, Undead Grabbing (Ex)
Vampire, Nosferatu This type of beheaded has long tendrils of ragged hair. It
Vampire (Sorcerer) gains the grab special ability when using its slam attack, and
can attempt to grapple any creature of Medium size or small-
er in this way.
Table: Summon Undead IX
Creature
Banshee
Beheaded, Screaming
Danse Macabre This humanoid head floats silently and ominously, bits of
Demilich flesh still hanging from its face and graying teeth clattering
15
slightly as it bobs in the air.
Gashadokuro
Screaming Severed Head CR 1/3
Lich XP 135

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NE Tiny undead XP 135
Init +2; Senses darkvision 60 ft.; Perception +0 NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) DEFENSE
hp 4 (1d8) AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natu-
Fort +0, Ref +2, Will +2 ral)
Immune undead traits hp 4 (1d8)
Fort +0, Ref +2, Will +2
OFFENSE DR 5/bludgeoning; Immune cold, undead traits
Speed fly 40 ft. (perfect)
Melee slam +1 (1d2) OFFENSE
Special Attacks screaming Speed 30 ft.
STATISTICS Melee 2 claws +2 (1d4+2)
Str 11, Dex 15, Con --, Int --, Wis 11, Cha 10 Ranged longbow +2 (1d8/×3)
Base Atk +0; CMB -1; CMD 11 (can’t be tripped)
STATISTICS
SPECIAL ABILITIES Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Screaming (Ex) Base Atk +0; CMB +2; CMD 14
Once every 1d4 rounds, a screaming beheaded can open its Feats Improved Initiative, Point-Blank Shot, Precise Shot
jaw and emit a bone-chilling scream. All creatures within Gear broken chain shirt, longbow with 20 arrows
30 feet must make a Will save (DC 10) or be shaken for 1d4
rounds. This is a sonic mind-affecting fear effect. Whether or
not the save is successful, an affected creature is immune to
the same beheaded’s scream for 24 hours.
Zombie, King Crab
The carapace of this small crab is half open and its guts
drag on the sand as it angrily skitters towards you.
King Crab Zombie CR 1/3
Skeleton XP 135
The pile of bones suddenly stirs, rising up to take on a hu- NE Tiny undead (aquatic)
man shape. Its long, bony fingers reach out to claw at the Init +1; Senses darkvision 60 ft.; Perception +0
living. DEFENSE
Medium Skeleton CR 1/3 AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
XP 135 hp 7 (1d8+3)
NE Medium undead Fort +0, Ref +1, Will +2
Init +6; Senses darkvision 60 ft.; Perception +0 DR 5/slashing; Immune undead traits

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

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DEFENSE STATISTICS
AC 14, touch 14, flat-footed 14 (+4 size) Str 16, Dex 11, Con —, Int —, Wis 10, Cha 12
hp 9 (1d8+5) Base Atk +0; CMB +3; CMD 13
Fort +2, Ref +0, Will +2 Feats Toughness B
Immune undead traits SQ phase lurch

OFFENSE SPECIAL ABILITIES


Speed 40 ft., climb 40 ft. Horrifying Ooze (Su)
Melee claw +5 (1d1+1 plus grab) Any creature struck by an ectoplasmic creature’s slam at-
Space 1 ft.; Reach 0 ft. tack must succeed at a DC 11 Will save or be shaken for 1d4
Special Attacks mark quarry, strangle rounds. The save DC is Charisma-based.

STATISTICS Phase Lurch (Su)


Str 13, Dex 11, Con --, Int 2, Wis 11, Cha 14 An ectoplasmic creature has the ability to pass through walls
Base Atk +0; CMB –4 (+0 grapple); CMD 7 or material obstacles. To use this ability, the ectoplasmic
Feats Toughness creature must begin and end its turn outside of whatever wall
Skills Climb +9, Perception +4, Stealth +12, Survival +4; or obstacle it’s moving through. An ectoplasmic creature can-
Racial Modifiers +4 Survival not move through corporeal creatures with this ability, and
Languages Common (can’t speak) its movement speed is halved while moving through a wall or
obstacle. Any surface it moves through is coated with a thin,
SPECIAL ABILITIES silvery mucus that lingers for 1 minute.
Grab (Ex)
A crawling hand can use its grab ability on a creature of up
to Medium size.

Mark Quarry (Su)


Ghoul, Feeble
This thin and gauntly ghoul was most likely a very unim-
A crawling hand is assigned a quarry by anointing the hand
pressive person in life.
with a drop of the intended quarry’s blood. If the hand has
no current quarry, it automatically gains the next creature it
Ghoul CR 1/2
XP 200
damages as its quarry. Once attuned to a target, it becomes
CE Medium undead
aware of the target’s location as if under the effect of a contin-
Init +0; Senses darkvision 60 ft.; Perception +5
uous locate creature spell. The hand gains a +1 bonus on all
attack rolls, damage rolls, and skill checks made to seek out
DEFENSE
and destroy the marked quarry. The mark quarry ability lasts
AC 10, touch 10, flat-footed 10
until the quarry or the hand is slain.
hp 9 (2d8)
Fort +0, Ref +0, Will +3
Defensive Abilities channel resistance +2; Immune un-
dead traits
Ectoplasmic Human
This slimy, shifting mass has the shape of a humanoid, but OFFENSE
is made out of what appears to be some form of sticky rope Speed 30 ft.
or cloth. Its body lurches jerkily, struggling to maintain its Melee bite +1 (1d6 plus disease and paralysis) and 2 claws +1
horrid form. (1d6 plus paralysis)
Ectoplasmic Human CR 1/2 Special Attacks paralysis (1d4 rounds, DC 11, elves are im-
XP 200 mune to this effect)
N Medium undead (human with Ectoplasmic Creature Tem-
plate) STATISTICS
Init +0; Senses darkvision 60 ft.; Perception +0 Str 9, Dex 11, Con —, Int 9, Wis 10, Cha 10
Base Atk +1; CMB +0; CMD 10
DEFENSE Feats Weapon Finesse
AC 12, touch 10, flat-footed 12 (+2 natural) Skills Acrobatics +1, Climb +3, Perception +5, Stealth +5,
hp 7 (1d8+3) Swim +1
Fort +0, Ref +0, Will +2 Languages Common
DR 5/slashing; Immune undead traits SPECIAL ABILITIES
Disease (Su)
OFFENSE Ghoul Fever: Bite—injury; save Fort DC 11; onset 1 day;
Speed 30 ft.; air walk frequency 1/day; effect 1d3 Con and 1d3 Dex Damage;
Melee slam +3 (1d4+3 plus horrifying ooze) cure 2 consecutive saves. The save DC is Charisma-based.
Special Attacks horrifying ooze
Spell-Like Abilities (CL 1st; concentration +1) A humanoid who dies of ghoul fever rises as a ghoul 17 at the
Constant—air walk next midnight. A humanoid who becomes a ghoul in this way
retains none of the abilities it possessed in life. It is not under
the control of any other ghouls, but it hungers for the flesh of

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the living and behaves like a normal ghoul in all respects. A Skeleton, Acid
humanoid of 4 Hit Dice or more rises as a ghast. The bones of an acid skeleton constantly ooze caustic acid.
Acid Skeleton CR 1/3
XP 135
NE Medium undead
Isitoq Init +6; Senses darkvision 60 ft.; Perception +0
This bloodshot eyeball trails strands of bloody nerves that
fan out like flapping wings. DEFENSE
Isitoq CR 1/2 AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natu-
XP 200 ral)
NE Diminutive undead hp 4 (1d8)
Init +1; Senses darkvision 60 ft.; Perception +7 Fort +0, Ref +2, Will +2
Defensive Abilities ooze acid; DR 5/bludgeoning; Im-
DEFENSE mune acid, undead traits
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 9 (2d8) OFFENSE
Fort +0, Ref +1, Will +5 Speed 30 ft.
Immune undead traits Melee broken scimitar +0 (1d6), claw –3 (1d4+1 plus 1d6
acid) or 2 claws +2 (1d4+2 plus 1d6 acid)
OFFENSE STATISTICS
Speed 5 ft., fly 60 ft. (perfect) Str 15, Dex 14, Con —, Int —, Wis 10, Cha 12
Melee slam +6 (1d2–3), 2 wings +6 (1d1–3 plus daze) Base Atk +0; CMB +2; CMD 14
Space 1 ft.; Reach 0 ft. Feats Improved Initiative
Special Attacks daze, tears of anguish Gear broken chain shirt, broken scimitar

STATISTICS SPECIAL ABILITIES


Str 4, Dex 13, Con —, Int 7, Wis 14, Cha 11 Ooze Acid (Su)
Base Atk +1; CMB –2; CMD 5 (can’t be tripped) Anyone striking an acid skeleton with an unarmed strike or
Feats Weapon Finesse natural attack takes 1d6 points of acid damage.
Skills Fly +15, Perception +7, Stealth +18
Languages Common (can’t speak)
SQ visual sensor
Skeleton, Burning
SPECIAL ABILITIES The pile of bones suddenly stirs, rising up to take on a hu-
Daze (Ex) man shape and bursts into red-orange flame. Its long, bony
An isitoq’s nerves form grotesque wings. Any creature struck fingers reach out to claw at the living, burning with an un-
by the creature’s wings must succeed at a DC 11 Will save or ending fire.
be dazed for 1 round as the target’s mind is flooded with im- Burning Skeleton CR 1/2
ages of the last seconds of the isitoq’s existence as a living XP 200
creature. This is a mind-affecting fear effect. The save DC is NE Medium undead
Charisma-based. Init +6; Senses darkvision 60 ft.; Perception +0
Aura fiery aura (1d6)
Tears of Anguish (Su)
As a full-round action, an isitoq can make a ranged touch DEFENSE
attack to squirt tears into the eyes of a creature within 30 AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natu-
feet. If the target fails a DC 11 saving throw, it experiences ral)
the effect of the isitoq’s daze ability. The save DC is Charis- hp 5 (1d8+1)
ma-based. Fort +1, Ref +2, Will +2
DR 5/bludgeoning; Immune fire, undead traits
Visual Sensor (Su) Vulnerability cold
An isitoq’s creator or master can see through its eye at a
range of 60 feet, using the eye’s normal vision and darkvi- OFFENSE
sion. The following spells have a 5% chance per caster level Speed 30 ft.
of the isitoq’s creator of operating through the isitoq: detect Melee broken scimitar +0 (1d6 plus 1d6 fire), claw –3 (1d4+1
chaos, detect evil, detect good, detect law, detect magic, and plus 1d6 fire) or 2 claws +2 (1d4+2 plus 1d6 fire)
message. If the creator is 15th level or higher, the following
spells have the same chance of functioning through the isi- STATISTICS
toq: read magic and tongues. Str 15, Dex 14, Con —, Int —, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 14
18 Feats Improved Initiative
Gear broken chain shirt, broken scimitar
SQ fiery death (DC 11)

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SPECIAL ABILITIES OFFENSE
Fiery Aura (Ex) Speed 30 ft.
Creatures adjacent to a burning skeleton take 1d6 points of Melee short sword +1 (1d6+2/19–20), 3 short swords +1
fire damage at the start of their turn. Anyone striking a burn- (1d6+1/19–20) or 4 claws +3 (1d4+2)
ing skeleton with an unarmed strike or natural attack takes
1d6 points of fire damage.
STATISTICS
Fiery Death (Su) Str 15, Dex 16, Con --, Int --, Wis 10, Cha 10
A burning skeleton explodes into a burst of flame when it Base Atk +0; CMB +2; CMD 15
dies. Anyone adjacent to the skeleton when it is destroyed Feats Improved Initiative, Multiweapon FightingB, Weapon
takes 1d6 points of fire damage. A Reflex save (DC 11) halves Finesse
this damage. Gear 4 short swords

Skeleton, Exploding Zombie


Exploding Skeleton CR 1/3 This walking corpse wears only a few soiled rags, its flesh
XP 135 rotting off its bones as it stumbles forward, arms out-
NE Medium undead stretched.
Init +6; Senses darkvision 60 ft.; Perception +0
Zombie CR 1/2
DEFENSE XP 200
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natu- NE Medium undead
ral) Init +0; Senses darkvision 60 ft.; Perception +0
hp 4 (1d8)
Fort +0, Ref +2, Will +2 DEFENSE
DR 5/bludgeoning; Immune cold, undead traits AC 12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3)
OFFENSE Fort +0, Ref +0, Will +3
Speed 30 ft. DR 5/slashing; Immune undead traits
Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws
+2 (1d4+2) OFFENSE
Speed 30 ft.
STATISTICS Melee slam +4 (1d6+4)
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14 STATISTICS
Feats Improved Initiative Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Gear broken chain shirt, broken scimitar Base Atk +1; CMB +4; CMD 14
Feats Toughness
SPECIAL ABILITIES Special Qualities staggered
Exploding Death (Su)
An exploding skeleton detonates in a burst of razor-sharp SPECIAL ABILITIES
bone fragments when it dies. Anyone within 10 feet of the Staggered (Ex)
skeleton when it is destroyed takes 1d6 points of damage. A Zombies have poor reflexes and can only perform a single
DC 10 Reflex save halves this damage.A move action or standard action each round (it has the stag-
gered condition.) A zombie can move up to its speed and at-
tack in the same round as a charge action.

Skeleton, Four-Armed Mudra


Bones rattle against cracked bones as this ancient, fleshless
corpse clatters forth. Zombie, Fast
Four-Armed Mudra Skeleton CR 1/2 This walking corpse wears only a few soiled rags, its flesh
XP 200 rotting off its bones as it stumbles forward with unnatural
NE Medium undead quickness, arms outstretched.
Init +7; Senses darkvision 60 ft.; Perception +0 Fast Zombie CR 1/2
DEFENSE XP 200
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) NE Medium undead
hp 4 (1d8) Init +0; Senses darkvision 60 ft.; Perception +0
Fort +0, Ref +3, Will +2
DR 5/bludgeoning; Immune cold, undead traits DEFENSE
19
AC 14, touch 10, flat-footed 12 (+2 Dex, +2 natural)
hp 12 (2d8+3)

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Fort +0, Ref +2, Will +3 hp 12 (2d8+3)
Immune undead traits Fort +0, Ref +0, Will +3
OFFENSE Immune undead traits
Spd 40 ft. OFFENSE
Melee 2 slams +4 (1d6+4) Spd 30 ft.
Special Attacks quick strikes Melee slam +4 (1d6+4 plus disease)
Special Attacks death burst
STATISTICS STATISTICS
Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10 Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16 Base Atk +1; CMB +4; CMD 14
Feats Toughness Feats Toughness
SQ staggered
SPECIAL ABILITIES
Quick Strikes (Ex) SPECIAL ABILITIES
Whenever a fast zombie takes a full-attack action, it can make Death Burst (Ex)
one additional slam attack at its highest base attack bonus. When a plague zombie dies, it explodes in a burst of decay.
All creatures adjacent to the plague zombie are exposed to its
plague as if struck by a slam attack and must make a Forti-
tude save or contract zombie rot.
Zombie, Fast Velociraptor Disease (Su)
Life only slowed down this animal. Not even an arrow can
The slam attack — as well as any other natural attacks — of a
be knocked before it lunges at you.
plague zombie carries the zombie rot disease.
Fast Velociraptor Zombie CR ½ Zombie rot: slam; save Fort DC 11; onset 1d4 days; fre-
XP 200
quency 1/day; effect 1d2 Con, this damage cannot be
NE Small undead
healed while the creature is infected; cure 2 consecutive
Init +0; Senses darkvision 60 ft.; Perception +0
saves. Anyone who dies while infected rises as a plague
zombie in 2d6 hours.
DEFENSE
Staggered (Ex)
AC 16, touch 15, flat-footed 12 (+4 Dex, +1 natural, +1 size)
Zombies have poor reflexes and can only perform a single
hp 12 (2d8+3)
move action or standard action each round. A zombie can
Fort +0, Ref +4, Will +3
move up to its speed and attack in the same round as a charge
Immune undead traits
action.
OFFENSE
Speed 70 ft.
Melee bite +3 (1d4+2), 2 talons +3 (1d6+1/19–20), slam +3
(1d4+2) Zombie, Yellow Musk
This walking corpse from which wet green vines have
STATISTICS sprouted wears only a few soiled rags, its flesh rotting off its
Str 15, Dex 19, Con -, Int -, Wis 10, Cha 10 bones as it stumbles forward, arms outstretched.
Base Atk +1; CMB +2; CMD 14 Yellow Musk Zombie CR 1/2
Feats Toughness XP 200
SQ Quick Strikes (Ex) NE Medium plant
Init +0; Senses darkvision 60 ft.; Perception +0
Quick Strikes (Ex) DEFENSE
Whenever a fast zombie takes a full-attack action, it can make AC 12, touch 10, flat-footed 12 (+2 natural)
one additional slam attack at its highest base attack bonus. hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune plant traits

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)

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This zombie’s animation is provided not by necromancy but fect. This is a full round action that does not provoke attacks
by the plant that grows throughout its body. Yellow musk of opportunity. If this save is successful, the effect ends. If
zombies lack undead traits, but gain plant traits. They are not, the victim dances for the entire duration. A danse maca-
treated as plants, not undead, for the resolution of magical bre can use this ability 4 times per day. This is a mind-affect-
effects and attacks. Channel energy cannot harm a yellow ing compulsion. The save DC is Charisma-based.
musk zombie, for example, nor does negative energy heal a
yellow musk zombie.
Staggered (Ex)
Zombies have poor reflexes and can only perform a single
move action or standard action each round. A zombie can
Dread Zombie Aasimar Warrior
move up to its speed and attack in the same round as a charge
Dread Zombie Aasimar Warrior CR 1
XP 400
action.
Female dread zombie aasimar warrior 1
N Medium undead (augmented native outsider)
Init +3; Senses darkvision 60 ft.; Perception +2
Aura unnatural aura

Summon Undead II DEFENSE


AC 20, touch 9, flat-footed 18 (+5 armor, -1 Dex, +2 natural,
+2 shield)
Danse Macabre hp 9 (1d10+1)
At first the advancing figures appear to be a collection of Fort +2, Ref -1, Will +0
skeletons and zombies. Then, you notice the fluidity of their Defensive Abilities channel resistance +2, undead traits;
movements. One pirouettes. Another executes a graceful Resist acid 5, cold 5, electricity 5
box step. Two more sashay around each other. They all keep
time, clapping their grisly hands. It’s horrifying, and yet OFFENSE
somehow catchy. Your left foot starts tapping as you try to Speed 20 ft. (can’t run)
resist the lure of the monsters’ deathly dance. Melee longsword +4 (1d8+3/19-20), slam +4 (1d6+3), bite
Danse Macabre CR 1 -1 (1d4+1)
XP 400 Ranged light crossbow +0 (1d8/19-20)
NE Medium undead (evil, extraplanar) Special Attacks brain consumption (DC 13)
Init +7; Senses darkvision 60 ft.; Perception +2 Spell-Like Abilities (CL 1st)
1/day - daylight
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) STATISTICS
hp 15 (2d8+6) Str 17, Dex 9, Con -, Int 6, Wis 11, Cha 6
Fort +3, Ref +3, Will +5 Base Atk +1; CMB +4; CMD 13
DR 5/bludgeoning; Immune cold, undead traits Feats Improved Initiative, Toughness
Skills Knowledge (religion) -1, Perception +2, Ride +3; Ra-
OFFENSE cial Modifiers +2 Diplomacy, +2 Perception
Speed 30 ft. Languages Common
Melee 2 claws +3 (1d4+2) SQ command zombies
Special Attacks danse macabre Gear heavy metal shield, light crossbow, longsword, scale
mail
STATISTICS
Str 14, Dex 16, Con --, Int 10, Wis 14, Cha 16
Base Atk +1; CMB +3; CMD 16
Feats Improved Initiative
Skills Acrobatics +7, Disguise +7, Perform (any one) +7, Festrog
Stealth +7 This hideously malformed, hairless, pustule-covered corpse
Languages Abyssal, Infernal moves and snarls more like an undead hound than an un-
dead man.
SPECIAL ABILITIES Festrog CR 1
Danse Macabre (Su) XP 400
As a standard action, a danse macabre can attempt to inflict NE Medium undead
its namesake ability on a single humanoid or monstrous hu- Init +1; Senses darkvision 60 ft., scent; Perception +6
manoid within 30 feet. The victim must make a DC 13 Will
save or start to dance for up to 4 rounds. While dancing, DEFENSE
the victim can take a single 5-foot step each round (a free AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
action). The victim suffers a -4 penalty to Dexterity while hp 9 (2d8)
dancing (since he’s not in control of his body). The victim can Fort +0, Ref +1, Will +4
Immune undead traits
21
speak normally, but cannot attempt any other actions except
attempting to break the enchantment. On the victim’s next
turn only, he may attempt a new saving throw to end the ef-

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OFFENSE Feats Weapon Finesse
Speed 30 ft.; four-footed run Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7,
Melee bite +4 (1d6+3 plus feed), 2 claws +5 (1d4+3) Swim +3
Special Attacks charging trip, diseased pustules, feed Languages Common

STATISTICS SPECIAL ABILITIES


Str 17, Dex 13, Con —, Int 10, Wis 12, Cha 11 Disease (Su)
Base Atk +1; CMB +4; CMD 15 (19 vs. trip) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; fre-
Feats Weapon Focus (claw) quency 1/day; effect 1d3 Con and 1d3 Dex Damage; cure 2
Skills Climb +8, Perception +6, Stealth +6, Survival +3 consecutive saves. The save DC is Charisma-based.
SPECIAL ABILITIES A humanoid who dies of ghoul fever rises as a ghoul at the
Charging Trip (Ex) next midnight. A humanoid who becomes a ghoul in this
A festrog that hits with its bite after making a charge attack way retains none of the abilities it possessed in life. It is not
on all fours can attempt to trip its opponent (+4 bonus). This under the control of any other ghouls, but it hungers for
trip does not provoke attacks of opportunity. the flesh of the living and behaves like a normal ghoul in all
respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Diseased Pustules (Ex)
When a festrog takes damage from a piercing or slashing
weapon, some of its boils rupture, squirting the attacker with
puslike fluids. The noxious secretions carry a potent contact
disease that causes those infected to break out into painful
Ghoul, Aquatic (Lacedon)
necrotic boils.
Lacedon (Aquatic Ghoul) CR 1
XP 400
Necrotic Boils: Disease—contact; save Fort DC 11; onset 1
CE Medium undead (aquatic)
day; frequency 1/day; effect 1d4 Con; cure 1 save.
Init +2; Senses darkvision 60 ft.; Perception +7
Feed (Su)
DEFENSE
Every time a festrog makes a successful bite attack, it feeds
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
on its opponent’s flesh and gains 5 temporary hit points. The
hp 13 (2d8+4)
festrog cannot have more than 5 temporary hit points gained
Fort +2, Ref +2, Will +5
by this ability at one time.
Defensive Abilities channel resistance +2
Four-Footed Run (Ex)
OFFENSE
A festrog can run on all fours at speed of 50 feet if it doesn’t
Speed 30 ft., swim 30 ft.
hold or carry anything in its hands. When running on all
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws
fours, it is treated as if it had the Run feat.
+3 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are
immune to this effect)

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

DEFENSE SPECIAL ABILITIES


AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) Disease (Su)
hp 13 (2d8+4) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; fre-
Fort +2, Ref +2, Will +5 quency 1 day; effect 1d3 Con and 1d3 Dex Damage; cure 2
Defensive Abilities channel resistance +2; Immune un- consecutive saves. The save DC is Charisma-based.
dead traits A humanoid who dies of ghoul fever rises as a ghoul at the
next midnight. A humanoid who becomes a ghoul in this way
OFFENSE retains none of the abilities it possessed in life. It is not under
Speed 30 ft. the control of any other ghouls, but it hungers for the flesh of
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws the living and behaves like a normal ghoul in all respects. A
+3 (1d6+1 plus paralysis) humanoid of 4 Hit Dice or more rises as a ghast.
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are
immune to this effect)
22
STATISTICS
Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
Base Atk +1; CMB +2; CMD 14

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Ningyo, Undead Languages Common (cannot speak)
Undead Ningyo CR 1 SQ freeze
XP 400
NE Small undead (aquatic) SPECIAL ABILITIES
Init +1; Senses Perception +2 Freeze (Ex)
A hollow helm can hold itself so still it appears to be a normal
DEFENSE suit of armor. A hollow helm that uses freeze can take 20 on
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size) its Stealth check to hide in plain sight, disguised as normal
hp 15 (2d8+6) armor.
Fort +3, Ref +1, Will +5
Immune undead traits Skull Cage (Ex)
A hollow helm sometimes pretends to be normal armor, let-
OFFENSE ting a creature try to wear it before revealing its deadly na-
Speed 10 ft., swim 20 ft. ture. If the hollow helm makes a successful combat maneuver
Melee 2 claws +3 (1d3+1), bite +3 (1d4+1) to grapple an opponent of Medium size or smaller, the grap-
Special Attacks group grapplers, startle pled creature is also blinded. Creatures that purposefully try
to wear a hollow helm are automatically grappled. This blind-
STATISTICS ness lasts until the hollow helm’s grapple is broken. A hollow
Str 12, Dex 13, Con —, Int 5, Wis 15, Cha 16 helm cannot attack a creature it is grappling. If a hollow helm
Base Atk +1; CMB +1; CMD 12 is damaged while it is grappling, the creature it is grappling
Feats Step Up takes an equal amount of damage.
Skills Stealth +9, Swim +10
SQ nocturnal undeath, poison flesh

SPECIAL ABILITIES Pickled Punk


Startle (Su) Barely contained in thick glass, this deformed humanoid
Any creature of 5 Hit Dice or fewer that is attacked by an un- creature wriggles in its jar.
dead ningyo in a surprise round must make a DC 14 Will save Pickled Punk CR 1
or be frightened for 1d4 rounds. If the subject succeeds on a XP 400
Will save, it is shaken for 1 round. Whether or not the save is NE Tiny undead
successful, the affected creature is immune to the same un- Init +1; Senses darkvision 60 ft.; Perception +1
dead ningyo’s startle attack for 24 hours. Creatures with 6 or
more HD are immune to this effect. This is a mind-affecting DEFENSE
fear effect. The save DC is Charisma-based. AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 11 (2d8+2)
Fort +1, Ref +1, Will +4
DR 5/bludgeoning; Immune undead traits
Phantom Armor, Hollow Helm
Though at first appearing to be an ordinary suit of armor, OFFENSE
this imposing being begins to move, its lumbering move- Speed 15 ft.
ments slow and methodical. Melee bite +4 (1d3–4 plus attach)
Hollow Helm CR 1 Space 2-1/2 ft.; Reach 0 ft.
XP 400 Special Attacks attach, death throes, irritant
NE Tiny undead
Init +5; Senses darkvision 60 ft.; Perception +5 STATISTICS
Str 3, Dex 13, Con —, Int 4, Wis 12, Cha 13
DEFENSE Base Atk +1; CMB +0; CMD 6
AC 16, touch 13, flat-footed 15 (+1 Dex, +3 natural, +2 size) Feats Weapon Finesse
hp 9 (2d8) Skills Bluff +2 (+10 when playing dead), Stealth +13; Ra-
Fort +0, Ref +1, Will +3 cial Modifiers +8 Bluff when playing dead
Defensive Abilities channel resistance +2; Immune un- Languages Common
dead traits SQ opportune

OFFENSE SPECIAL ABILITIES


Speed 20 ft., fly 30 ft. (perfect) Attach (Ex)
Melee 1 slam +4 (1d4+1) When a pickled punk hits with a bite attack, it automatical-
Special Attacks skull cage ly grapples its foe, though the target is not considered to be
STATISTICS grappling the punk. Each round the pickled punk is grap-
Str 12, Dex 13, Con —, Int —, Wis 10, Cha 10 pling its foe, it automatically deals bite damage each round.
Base Atk +1; CMB +0; CMD 11 (cannot be tripped) 23
Feats Improved Initiative Death Throes (Ex)
Skills Perception +5, Stealth +12 When a pickled punk is destroyed, it discorporates into a
fleshy sludge. Any creatures adjacent to a pickled punk when

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it is destroyed must succeed at a DC 12 Fortitude save or be ow rat loses its natural AC bonus but gains a +2 deflection
nauseated for 1 round. bonus to AC. While in this form, the shadow rat is AC 16
(+2 deflection, +2 Dex, +2 size), touch 15, flat-footed 13. The
Irritant (Ex) shadow rat can still attack corporeal opponents while in its
The water in a pickled punk’s jar is highly irritating to all liv- incorporeal form, but its attack only inflicts Strength damage
ing creatures. A creature damaged by a pickled punk’s bite and cannot cause physical damage. The shadow rat gains the
that deals damage to pickled punk with a natural weapon or incorporeal subtype while using this ability.
unarmed attack, or that otherwise comes into contact with
a pickled punk or the water in its jar, must succeed at a DC Shadow Blend (Ex)
12 Fortitude save or break out in an itching rash. A creature A shadow rat can disappear into the shadows as a move ac-
affected by this rash takes a –2 penalty to Dexterity and tion, gaining total concealment in all levels of illumination
Charisma for 24 hours (multiple allergic reactions do not save bright light.
stack). Remove disease or any magical healing removes the
rash instantly. This is a disease effect. The save DC is Cha- Strength Damage (Su)
risma-based. A shadow rat deals Strength damage to living foes it bites.
A creature reduced to 0 Strength cannot move but does not
Opportune (Ex) die--at least, not until the shadow rat’s physical damage takes
Though Tiny, a pickled punk can extend its deformed limbs its toll.
to make attacks of opportunity as if it had a reach of 5 feet.
This ability doesn’t allow a pickled punk to attack adjacent
creatures as if it truly had a reach of 5 feet.
Skeleton, Advanced
This humanoid skeleton appears to be swifter, stronger, and
almost more cunning than its unadvanced brethren.
Shadow, Rat Advanced Skeleton CR 1
This creature appears as a rat with rotting flesh, torn and XP 400
matted fur, and reddish blazing eyes. Its semi-translucent NE Medium undead
skin shows discolored bones and muscles. Init +8; Senses darkvision 60 ft.; Perception +2
Shadow Rat CR 1/2
XP 200 DEFENSE
N Tiny undead AC 20, touch 16, flat-footed 18 (+2 armor, +4 Dex, +4 nat-
Init +2; Senses darkvision 60 ft., scent; Perception +8 ural)
hp 6 (1d8+2)
DEFENSE Fort +0, Ref +4, Will +4
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size) DR 5/bludgeoning; Immune cold, undead traits
hp 3 (1d8+1)
Fort +1, Ref +2, Will +3 OFFENSE
Defensive Abilities incorporeal form, shadow blend; Im- Speed 30 ft.
mune undead traits Melee broken scimitar +2 (1d6+2), claw –1 (1d4+3) or 2
claws +4 (1d4+4)
OFFENSE
Speed 40 ft., climb 15 ft. STATISTICS
Melee bite +4 (1d3-2 plus 1d2 Strength damage plus disease) Str 19, Dex 18, Con —, Int —, Wis 14, Cha 14
Space 2-1/2 ft.; Reach 0 ft. Base Atk +0; CMB +4; CMD 18
Feats Improved Initiative
STATISTICS Gear broken chain shirt, broken scimitar
Str 6, Dex 15, Con —, Int 2, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 8 (12 vs. trip)
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +2 (+6 jump), Climb +10, Perception +8, Skeleton, Burning, Gold-Clad
Stealth +14; Racial Modifiers +4 Stealth. Shadow rats use Golden Skeleton CR 1
their Dexterity modifier for Climb checks. XP 400
Gold-clad human burning skeleton
SPECIAL ABILITIES NE Medium undead
Disease (Ex) Init +3; Senses darkvision 60 ft.; Perception –1
Filth fever: Bite—injury; save Fort DC 11, onset 1d3 days,
frequency 1/day, effect 1d3 Dex Damage and 1d3 Con DEFENSE
Damage, cure 2 consecutive saves. The save DC is Cha- AC 16, touch 9, flat-footed 16 (+2 armor, –1 Dex, +5 natural)
risma-based. hp 8 (1d8+4)
24 Fort +4, Ref –1, Will +1
Incorporeal Form (Su) Defensive Abilities light fortification; DR 5/bludgeoning;
A shadow rat can, as a standard action, assume an incorpo- Immune fire, undead traits
real form for up to 1 hour per day. In this form, the shad-

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Weaknesses vulnerability to cold, electricity Skeleton, Mount
Bones rattle against cracked bones as this ancient, fleshless
OFFENSE corpse clatters forth.
Speed 20 ft. Skeletal Mount CR 1
Melee broken scimitar +0 (1d6 plus 1d6 fire), claw –3 (1d4+1 XP 400
plus 1d6 fire) NE Large undead
Special Attacks fiery aura Init +9; Senses darkvision 60 ft.; Perception +0
STATISTICS DEFENSE
Str 15, Dex 8, Con —, Int —, Wis 8, Cha 18 AC 17, touch 13, flat-footed 13 (+2 armor, +4 Dex, +2 natural,
Base Atk +0; CMB +2; CMD 11 –1 size)
Feats Improved Initiative hp 9 (2d8)
SQ fiery death (1d6 fire damage, Reflex DC 11 half ) Fort +0, Ref +5, Will +3
Gear broken chain shirt, helmet, broken scimitar DR 5/bludgeoning; Immune cold, undead traits
SPECIAL ABILITIES
Fiery Aura (Ex) OFFENSE
Creatures adjacent to a golden skeleton take 1d6 points of fire Speed 50 ft.
damage at the start of their turn. Anyone striking a golden Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
skeleton with an unarmed strike or natural attack takes 1d6 Space 10 ft.; Reach 5 ft.
points of fire damage. STATISTICS
Str 20, Dex 20, Con —, Int —, Wis 10, Cha 10
Fiery Death (Su) Base Atk +1; CMB +7; CMD 22 (26 vs. trip)
A golden skeleton explodes into a burst of flame when it is de- Feats Improved Initiative
stroyed, dealing 1d6 points of fire damage to anyone adjacent Gear broken chain shirt barding
to it. A Reflex save (DC 11) halves this damage.

Light Fortification (Ex)


Whenever a sneak attack or critical hit is scored against a
golden skeleton, there is a 25% chance that the extra damage Zombie, Brine
is negated and damage is rolled normally. This creature appears as a rotting humanoid dressed in tat-
tered and ragged clothing. Its semi-bloated body glistens
from the slimy mixture of water and seaweed that hangs
from its form. The creature’s rotting flesh is blue-green in
color. No semblance of life burns in its eyes.
Skeleton, Flaming Crab Brine Zombie CR 1
This walking crab corpse appears to be a little more than a
XP 400
moving ball of flame with clacking claws.
NE Medium undead (aquatic)
Flaming Crab Skeleton CR 1 Init -1; Senses darkvision 60 ft.; Perception +0
XP 600
NE Tiny undead (aquatic) DEFENSE
Init +9; Senses darkvision 60 ft.; Perception +2 AC 13, touch 9, flat-footed 13 (-1 Dex, +4 natural)
Aura fiery aura (1d6) hp 22 (4d8 plus 4)
Fort +1, Ref +0, Will +4
DEFENSE DR 5/slashing; Immune undead traits; Resist fire 10
AC 19, touch 17, flat-footed 14 (+5 Dex, +2 natural, +2 size)
hp 7 (1d8+3) OFFENSE
Fort +0, Ref +5, Will +2 Speed 30 ft., swim 30 ft.
Defensive Abilities DR 5/bludgeoning; Immune fire, Melee cutlass +5 (1d6+2/19-20) or slam +5 (1d6+3)
undead traits
Vulnerability cold STATISTICS
Str 14, Dex 8, Con --, Int --, Wis 10, Cha 10
OFFENSE Base Atk +3; CMB +5; CMD 14
Speed 30 ft., swim 20 ft. Feats Toughness
Melee 2 claws +0 (1d2 + 1d6 fire plus grab) Skills Swim +10
Space 2-1/2 ft.; Reach 0 ft. SQ staggered
Special Attacks breath weapon (15-ft. cone, DC 13, 1d6 Gear cutlass
fire), constrict (1d2 + 1d6 fire)

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)

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Zombie, Fast (Flapping Head) it drains blood, dealing 2 points of Strength damage before
This creature is a blackened, bat-winged fiend’s head but its the tongue detaches.
wings are tattered ribbons, barely able to hold its rotting
head aloft. Tentacles dangle from its chin and scalp, and its Quick Strikes (Ex)
fanged mouth hangs agape. Whenever a void zombie takes a full-round action, it can
Flapping Head CR 1 make one additional slam attack at its highest base attack
XP 400 bonus.
Fast zombie vargouille
NE Small undead (extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +0

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

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OFFENSE If the creature is destroyed by channeled positive energy, it
Speed fly 30 ft. (perfect) cannot reanimate. If a cleric casts gentle repose on the ca-
Melee slams +4 (1d8+3) daver when it is reduced to 0 hit points, it cannot reanimate.
Space 10 ft.; Reach 5 ft. A bless spell delays the reanimation, causing the creature to
Special Attacks scream DC 13 will regain hit points at half the normal rate (i.e. 1 hit point every
STATISTICS other round).
Str 16, Dex 13, Con --, Int --, Wis 9, Cha 15
Base Atk +2; CMB +6; CMD 17 (can’t be tripped)
Skills Fly –3
Draugr
This barnacle-encrusted walking corpse looks like a zom-
SPECIAL ABILITIES
bie, but is dripping with water and gives off a nauseating
Screaming (Ex)
stench.
Once every 1d4 rounds, a screaming beheaded can open its
jaw and emit a bone-chilling scream. All creatures within
Draugr CR 2
XP 600
30 feet must make a Will save (DC 13) or be shaken for 1d4
CE Medium undead (water)
rounds. This is a sonic mind-affecting fear effect. Whether or
Init +0; Senses darkvision 60 ft., Perception +6
not the save is successful, an affected creature is immune to
the same beheaded’s scream for 24 hours.
DEFENSE
AC 14, touch 10, flat-footed 14 (+2 armor, +2 natural)
Cadaver hp 19 (3d8+6)
This monster resembles a humanoid dressed in tattered Fort +2, Ref +1, Will +3
rags. Rotted flesh reveals corded muscles and sinew DR 5/bludgeoning or slashing; Immune undead traits; Re-
stretched tightly over its skeleton. Hollow eye sockets flicker sist fire 10
with a hellish glow. Broken and rotted teeth line its mouth,
and its hands end in wicked claws. OFFENSE
Cadaver CR 2 Speed 30 ft., swim 30 ft.
XP 600 Melee greataxe +5 (1d12+4/×3 plus nausea) or slam +5
CE Medium undead (1d10+4 plus nausea)
Init +5; Senses darkvision 60 ft.; Perception +0
STATISTICS
DEFENSE Str 17, Dex 10, Con —, Int 8, Wis 10, Cha 13
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural) Base Atk +2; CMB +5; CMD 15
hp 16 (2d8); reanimation Feats Power Attack, Toughness
Fort +0; Ref +1; Will +3 Skills Climb +9, Perception +6, Stealth +6, Swim +11; Ra-
DR 5/bludgeoning; Immune cold, undead traits cial Modifiers +8 Swim
Languages Common (cannot speak)
OFFENSE
Speed 30 ft. SPECIAL ABILITIES
Melee 2 claws +2 (1d4+1 plus disease) and bite +2 (1d6+1 Nausea (Su)
plus disease) A creature that is damaged by a draugr must make a DC 12
Fortitude save or be nauseated for 1 round. The save DC is
STATISTICS Charisma-based.
Str 13, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Improved Initiative

SPECIAL ABILITIES Fetch


Disease (Ex) A ragged-looking and rotting humanoid leaps from the
Filth fever: Claw and bite—injury; save Fort DC 11; on- snow, its filthy nails slashing through the frosty air. Its eyes
set 1d3 days; frequency 1/day; effect 1d3 Dex Damage and are stark blue and its skin is pale white. Ice hangs from its
1d3 Con Damage; cure 2 consecutive saves. The save DC scraggly hair.
is Charisma-based. Fetch CR 2
XP 600
Reanimation (Su) LE Medium undead (cold)
When reduced to 0 hit points or less, a cadaver is not de- Init +2; Senses darkvision 60 ft.; Perception +8
stroyed; rather it falls inert and begins the process of rean-
imating by regaining 1 hit point per round. Hit points lost DEFENSE
to magical weapons or spells are not regained. When the AC 14, touch 12, flat-footed 13 (+2 Dex, +2 natural)
creature reaches its full hit point total (minus damage dealt hp 22 (3d8+6 plus 3)
Fort +3; Ref +3; Will +4
27
by magical attacks and weapons), it stands up, ready to fight
again. Immune cold, undead traits
Weaknesses vulnerability to fire

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OFFENSE rounds. Paralyzed creatures cannot move, speak, or take any
Speed 30 ft. physical actions. The creature is rooted to the spot, frozen
Melee 2 claws +6 (1d4+3 plus 1d4 cold) and helpless. Unlike ghouls, A ghast’s paralysis even affects
Special Attacks freezing touch elves.
Unlike hold person and similar effects, a paralysis effect does
STATISTICS not allow a new save each round. A winged creature flying in
Str 17, Dex 15, Con -, Int 10, Wis 12, Cha 15 the air at the time that it is paralyzed cannot flap its wings
Base Atk +2; CMB +5; CMD 17 and falls. A swimmer can’t swim and may drown.
Feats Toughness, Weapon Focus (claw)
Skills Climb +9, Intimidate +8, Perception +8, Stealth +8 Stench (Ex)
Languages Common Ghast’s exude an overwhelming stink of death and corruption
in a 10-foot radius. Those within the stench must succeed at
SPECIAL ABILITIES a DC 15 Fortitude save, or be sickened for 1d6+4 minutes.
Freezing Touch (Su)
A fetch’s touch is supernaturally cold. It deals an extra 1d4
points of cold damage with each claw attack.
Ghoul, Wolf
This creature resembles a wolf with matted dark fur torn
away in places. Its flesh is sickly gray where its fur is torn
Ghoul, Ghast away. Its eyes are stark white.
Although these creatures look just like their lesser kin, they Ghoul Wolf CR 2
are far more deadly and cunning. XP 600
Ghast CR 2 NE Medium undead
XP 600 Init +2; Senses darkvision 60 ft., scent; Perception +9
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +9 DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
DEFENSE hp 18 (4d8)
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural) Fort +1, Ref +3, Will +6
hp 17 (2d8+8) Defensive Abilities channel resistance +2; Immune un-
Fort +4, Ref +4, Will +7 dead traits
Defensive Abilities channel resistance +2
OFFENSE
OFFENSE Speed 50 ft.
Speed 30 ft. Melee bite +7 (1d6+4 plus paralysis plus trip)
Melee bite +5 (1d6+3 plus disease and paralysis) and 2 claws Special Attacks paralysis (1d4+2 rounds, DC 12, elves are
+5 (1d6+3 plus paralysis) immune to this effect)
Special Attacks paralysis (1d4+1 rounds, DC 15, affects
elves normally), stench STATISTICS
Str 17, Dex 15, Con --, Int 6, Wis 14, Cha 10
STATISTICS Base Atk +3; CMB +6; CMD 18 (22 vs. trip)
Str 17, Dex 19, Con —, Int 17, Wis 18, Cha 18 Feats Skill Focus (Perception), Weapon Focus (bite)
Base Atk +1; CMB +4; CMD 18 Skills Perception +9, Stealth +6, Survival +2 (+6 tracking by
Feats Weapon Finesse scent), Swim +5; Racial Modifiers +4 Survival when track-
Skills Acrobatics +6, Climb +8, Perception +9, Stealth +9, ing by scent
Swim +4
Languages Common

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

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OFFENSE STATISTICS
Speed 30 ft. Str 18, Dex 19, Con —, Int 8, Wis 13, Cha 10
Melee 2 claws +4 (1d4+1 plus disease) Base Atk +1; CMB +5; CMD 19
Feats Dodge, Improved Initiative, Toughness, Weapon Fi-
STATISTICS nesse
Str 13, Dex 14, Con —, Int 4, Wis 12, Cha 12 Skills Acrobatics +8, Climb +16, Disable Device +8, Intimi-
Base Atk +2; CMB +3; CMD 15 date +5, Perception +6, Sleight of Hand +9, Stealth +8, Sur-
Feats Improved Initiative, Weapon Focus (claw) vival +3, Swim +8, Use Magic Device +5; Racial modifiers
Skills Perception +5, Survival +7 +8 Climb
Language Common Languages Common
SQ false humanity SQ rogue talents (combat trick), trapfinding +1

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

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OFFENSE exact means varies with each spirit and may require a good
Speed 50 ft. deal of research, and should be created specifically for each
Melee bite +5 (1d8+5 plus disease), 2 hooves +0 (1d4+2) different poltergeist or group of poltergeists by the GM.
Space 10 ft.; Reach 10 ft.
Special Attacks disease (DC 13) Site Bound (Ex)
A poltergeist cannot travel more than 120 feet from the point
STATISTICS at which it was created or formed.
Str 20, Dex 16, Con —, Int 2, Wis 13, Cha 15
Base Atk +1; CMB +7; CMD 20 (24 vs. trip)
Feats Endurance, RunB, Toughness Telekinesis (Su)
Skills Perception +6 A poltergeist has no method of attacking apart from teleki-
SQ docile nesis. This ability functions as the spell telekinesis, with a CL
equal to the poltergeist’s Hit Dice (CL 3rd for most polter-
geists). A typical poltergeist has a ranged attack roll of +3
when using telekinesis to hurl objects or creatures, and can
use the ability on objects or creatures of up to 75 pounds.
Poltergeist If a poltergeist attempts to hurl a creature with this ability,
A ghostly, skeletal figure rises up amid a whirling cyclone of
that creature can resist the effect with a successful DC 12 Will
tools, plates, utensils, and other loose objects.
save. The save DC is Charisma-based.
Poltergeist CR 2
XP 600
LE Medium undead (incorporeal)
Init +1; Senses darkvision 60 ft.; Perception +9
Shredskin
DEFENSE This floating creature looks like an orc’s animate, hollow
AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex) skin. Its upper half is intact, but its lower half is in tatters.
hp 16 (3d8+3) Shredskin CR 2
Fort +2, Ref +2, Will +4 XP 600
Defensive Abilities incorporeal, natural invisibility, reju- NE Small undead
venation; Immune undead traits Init +2; Senses darkvision 60 ft., detect undead; Perception
+7
OFFENSE
Speed fly 20 ft. (perfect) DEFENSE
Special Attacks frightener, telekinesis AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 22 (4d8+4)
STATISTICS Fort +2, Ref +3, Will +4
Str —, Dex 13, Con —, Int 5, Wis 12, Cha 12 Defensive Abilities amorphous; Immune undead traits
Base Atk +2; CMB 3; CMD 14
Feats Ability Focus (fear), Alertness OFFENSE
Skills Fly +9, Perception +9, Sense Motive +3 Speed fly 40 ft. (average)
Languages Common Melee bite +6 (1d4), 2 claws +6 (1d4 plus grab)
SQ site bound Special Attacks constrict (1d4), control body, enshroud,
grab (Medium)
SPECIAL ABILITIES Spell-Like Abilities (CL 3rd; concentration +4)
Frightener (Su) Constant—detect undead
Once per minute as a standard action, a poltergeist can tem- 1/day—command undead (DC 13)
porarily drop its natural invisibility, revealing itself to be a
skeletal, ghost-like humanoid. All Creatures within 30 feet STATISTICS
when a poltergeist uses this ability must make a DC 14 Will Str 10, Dex 15, Con —, Int 6, Wis 10, Cha 13
save to avoid becoming frightened for 1d4 rounds. The pol- Base Atk +3; CMB +4 (+8 grapple); CMD 14 (can’t be
tergeist then resumes its invisibility at the end of its turn as tripped)
a free action. A creature that successfully saves is immune Feats Agile Maneuvers, Weapon Finesse
to the fear effect of that poltergeist for 24 hours. If the pol- Skills Fly +4, Perception +7, Stealth +13
tergeist’s natural invisibility is negated via other methods, it Languages Common (can’t speak)
cannot use this ability. Likewise, those that can see invisible SQ compression
creatures are immune to this special attack. This is a mind-af-
fecting fear effect. The save DC is Charisma-based. SPECIAL ABILITIES
Control Body (Su)
Rejuvenation (Su) A shredskin can wrap itself around a corpse (or a corporeal
When a poltergeist is destroyed, it only remains destroyed for undead it controls using command undead). When wrapping
30 After this time, the undead spirit reforms where it
2d4 days. a host body in this way, the shredskin gains Strength 14 or
was destroyed, fully healed. The only way to permanently de- the host body’s Strength, whichever is higher, but cannot use
stroy a poltergeist is to determine the reason for its existence its grab or enshroud abilities which doing so. Attacks target-
and set right whatever prevents it from resting in peace. The ed at the shredskin deal half damage to it and half damage to

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ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904


the host body; area attacks deal normal damage to both the NE Medium undead
shredskin and its host. If the host is destroyed, the shredskin Init +5; Senses darkvision 60 ft.; Perception +6
unwraps itself as a free action on its next turn. A typical Me-
dium corpse has 15 hit points for this purpose, while a Small DEFENSE
corpse has 10 hit points. A shredskin can only use this abili- AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural,
ty on a generally humanoid-shaped creature (two arms, one +2 shield)
head, humanoid torso) of Medium or Small size. hp 17 (3 HD; 2d8+1d10+3)
Fort +3 Ref +1 Will +3; channel resistance +4
DR 5/bludgeoning; Immune cold, undead traits
Enshroud (Ex)
A shredskin that successfully pins a creature can wrap itself
around that target like a shirt. The target gains the pinned OFFENSE
condition, but the shredskin has neither the grappled or Speed 30 ft.
pinned condition, and can move itself and the target as if it Melee mwk longsword +7 (1d8+3/19–20)
controlled the target’s body. The shredskin deals constrict
damage to the target on its turn each round (no combat ma- STATISTICS
neuver check needed). Attacking the shredskin while it’s us- Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
ing this ability damages both it and the target as described in Base Atk +2; CMB +5; CMD 16
the control body ability. The shredskin can release the target Feats Cleave, Improved Initiative, Power Attack, Weapon
as a free action. Focus (longsword)
Skills Intimidate +7, Perception +6, Stealth –1

Skeletal Champion Archer


This skeletal figure stands and fires its bow as cold blue light Skeleton, Ogre
shines in its eye sockets. Bones rattle against cracked bones as this ancient, fleshless
Skeletal Champion Archer CR 2 corpse clatters forth.
XP 600 Armored Ogre Skeleton CR 2
Human skeletal champion warrior 1 XP 600
NE Medium undead NE Large undead
Init +7; Senses darkvision 60 ft.; Perception +6 Init +4; Senses darkvision 60 ft.; Perception +0

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

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OFFENSE hp 19 (3d8+6)
Speed 30 ft. Fort +3, Ref +6, Will +3
Melee 2 claws +6 (1d6+4 plus grab), bite +6 (1d6+4) Defensive Abilities half damage from weapons, swarm
Space 10 ft.; Reach 5 ft. traits;
Immune undead traits
STATISTICS
Str 19, Dex 14, Con —, Int —, Wis 10, Cha 10 OFFENSE
Base Atk +3; CMB +8 (+12 to grapple); CMD 20 Speed 30 ft.
Feats Improved Initiative Melee swarm +7 (1d6 plus distraction and disease)
Languages none Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13)
Skinwraith
Skinwraith CR 2 STATISTICS
XP 600 Str 5, Dex 17, Con —, Int 2, Wis 10, Cha 15
NE Medium undead Base Atk +2; CMB —; CMD —
Init +4; Senses darkvision 60 ft.; Perception +6 Feats Lightning Reflexes, Weapon Finesse
Skills Climb +5, Perception +5, Stealth +15; Racial Modi-
DEFENSE fiers +4 Climb, +4 Stealth
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 13 (3d8) SPECIAL ABILITIES
Fort +1, Ref +5, Will +1 Disease (Ex)
DR 10/piercing or slashing; Immune undead traits Ubashki Fever: Injury; save Fort DC 13; onset 1d3 days; fre-
OFFENSE quency 1/day; effect 1d2 Str Damage and 1d2 Wis damage;
Speed 5 ft., fly 30 ft. cure 2 consecutive saves.
Melee 2 lashes +6 (1d4+1 plus grab)
Special Attacks envelop

STATISTICS Zombie, Advanced


Str 12, Dex 18, Con —, Int 3, Wis 6, Cha 11 This humanoid zombie appears to be more lifelike than oth-
Base Atk +2; CMB +3 (+7 to grapple); CMD 17 ers. Its muscles seem well-defined despite the smell of its
Feats MultiattackB, Skill Focus (Perception), Weapon Fi- rotting skin.
nesse Advanced Zombie CR 1
Skills Perception +6, Stealth +8 XP 400
Languages none NE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +2
SPECIAL ABILITIES
Envelop (Ex) DEFENSE
A skinwraith can wrap around its foe completely. If the skin- AC 16, touch 12, flat-footed 14 (+4 natural, +2 Dex)
wraith starts the round grappling a creature it may make a hp 16 (2d8+5)
CMB check to envelop the creature it is grappling and deal Fort +0, Ref +2, Will +5
1d6+1 points of bludgeoning damage to the creature. Envel- DR 5/slashing; Immune undead traits
oped opponents gain the pinned condition, and are trapped
within the skinwraith’s body until they are no longer pinned. OFFENSE
Each round, if the skinwraith succeeds on the check to main- Speed 30 ft.
tain the pin, it deals 1d6+1 bludgeoning damage to the envel- Melee slam +6 (1d6+6)
oped opponents and may additionally make attacks against
adjacent creatures, treating its natural weapons as secondary STATISTICS
(2 lashes +0 [1d4]). While its opponent is pinned, any attacks Str 21, Dex 14, Con —, Int —, Wis 14, Cha 14
striking the skinwraith deal damage to both the skinwraith Base Atk +1; CMB +6; CMD 18
and its victim; each receives half the damage before damage Feats Toughness
reduction, rounded down. Special Qualities staggered

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)

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ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904


Zombie, Apocalypse Summon Undead IV
Apocalypse Zombie CR 2
XP 600
Allip
This malignant cloud of shadows boils in the air, its skeletal
Relentless brain-eating plague human zombie
maw eerily babbling as the creature’s claws manifest from
NE Medium undead
the darkness.
Init +2; Senses darkvision 60 ft., scent; Perception +0
Allip CR 3
DEFENSE XP 800
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) CE Medium undead (incorporeal)
hp 22 (4d8+4) Init +5; Senses darkvision 60 ft.; Perception +7
Fort +1, Ref +3, Will +4 Aura babble (60 ft., DC 15)
Immune undead traits
DEFENSE
OFFENSE AC 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex)
Speed 40 ft., climb 20 ft. hp 30 (4d8+12)
Melee bite +6 (1d6+3 plus disease and grab), slam +6 Fort +4, Ref +4, Will +4
(1d6+3 plus disease and grab) Defensive Abilities channel resistance +2, incorporeal;
Special Attacks brain-eating, create spawn, death burst, Immune undead traits
quick strikes
OFFENSE
STATISTICS Speed fly 30 ft. (perfect)
Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10 Melee incorporeal touch +4 (1d4 Wisdom damage)
Base Atk +3; CMB +6 (+10 grapple); CMD 18 Special Attacks babble, touch of insanity
Feats Toughness
Skills Climb +11, Survival +0 (+4 to track by smell) STATISTICS
Str —, Dex 12, Con —, Int 11, Wis 11, Cha 16
SPECIAL ABILITIES Base Atk +3; CMB +4; CMD 17
Brain-Eating (Ex) Feats Improved Initiative, Lightning Reflexes
After killing an opponent, the zombie’s ravenous nature takes Skills Fly +16, Intimidate +10, Perception +7, Stealth +8
hold and it uses its next turn to break open its victim’s skull Languages Aklo, Common
and eat the brain. This prevents others from raising the body SQ madness
from the dead by any method that requires an intact corpse.
SPECIAL ABILITIES
Create Spawn (Su) Babble (Su)
Anyone killed after being bitten by an apocalypse zombie ris- An allip constantly mutters to itself, creating a hypnotic ef-
es as an apocalypse zombie 2d6 hours later unless the corpse fect. All sane creatures within 60 feet of the allip must suc-
is blessed or similar measures are taken. ceed at a DC 15 Will save or be fascinated for 2d4 rounds.
While a target is fascinated, the allip can approach it without
Death Burst (Ex) breaking the effect, but an attack by the allip does end the
When an apocalypse zombie dies, it explodes in a burst of effect. Creatures that successfully save cannot be affected by
decay. All creatures adjacent to the apocalypse zombie are the same allip’s babble for 24 hours. This is a sonic, mind-af-
exposed to its plague as if struck by a slam attack and must fecting compulsion effect. The save DC is Charisma-based.
make a Fortitude save or contract zombie rot. Madness (Su)
Anyone targeting an allip with a thought detection, mind
Disease (Su) control, or telepathic effect makes direct contact with its tor-
The zombie’s natural attacks carry the zombie rot disease. tured mind and takes 1d4 points of Wisdom damage.
Zombie rot: Bite or slam—injury; save Fort DC 12; onset
1d4 days; frequency 1/day; effect 1d2 Con, this damage can- Touch of Insanity (Su)
not be healed while the creature is infected; cure 2 consec- The touch of an allip deals 1d4 points of Wisdom damage (DC
utive saves. 15 Will negates). A successful critical hit causes 1d4 points
Anyone who dies while infected rises as an apocalypse zom- of Wisdom damage and 1 point of Wisdom drain (instead of
bie in 2d6 hours. double Wisdom damage). With each successful attack, an
allip gains 5 temporary hit points. The save DC is Charis-
Quick Strikes (Ex) ma-based.
Whenever an apocalypse zombie takes a full-attack action, it
can make one additional slam attack at its highest base attack
bonus.

33

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ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904


Attic Whisperer Beheaded, Medusa
This thing resembles a gray, emaciated child, with cobwebs Medusa Head CR 3
and dust for clothes and a fox skull for a head. XP 800
Attic Whisperer CR 4 NE Small undead
XP 1,200 Init +1; Senses darkvision 60 ft.; Perception +0
NE Small undead DEFENSE
Init +8; Senses darkvision 60 ft.; Perception +12 AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
Aura sobs (10 ft.) hp 30 (4d8+12)
Fort +3, Ref +2, Will +4
DEFENSE Immune undead traits
AC 19, touch 16, flat-footed 14 (+4 Dex, +1 dodge, +3 natural,
+1 size) OFFENSE
hp 45 (6d8+18) Speed fly 40 ft. (perfect)
Fort +5, Ref +6, Will +8 Melee bite +6 (1d4+2 plus petrifying bite)
Immune undead traits STATISTICS
Str 14, Dex 12, Con --, Int --, Wis 11, Cha 15
OFFENSE Base Atk +3; CMB +4; CMD 15 (can’t be tripped)
Speed 20 ft. Feats Flyby Attack
Melee bite +9 (1d4–1 plus steal breath), touch +4 (steal Languages common
voice) SPECIAL ABILITIES
Petrifying Bite (Su)
STATISTICS Creatures bitten by a medusa head must make a DC 14 For-
Str 9, Dex 19, Con --, Int 14, Wis 16, Cha 17 titude save or turn to stone for 1d4 rounds. Targets immune
Base Atk +4; CMB +2; CMD 17 to poison are immune to this effect. The save DC is Charis-
Feats Dodge, Improved Initiative, Weapon Finesse ma-based.
Skills Bluff +9, Climb +8, Knowledge (history) +8, Knowl-
edge (local) +8, Perception +12, Stealth +17
Languages Common (plus any 2d4 from victims)

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.

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ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904


SPECIAL ABILITIES Charming Gaze (Su)
Slippery (Ex) Charm person, range 30 ft., Will DC 14 negates. The save DC
Bloody bones are difficult to grapple or snare due to the con- is Charisma-based.
stant flow of blood and mucus across their bodies. Webs,
magic or otherwise, do not affect bloody bones. Against most Vulnerability to Silver (Su)
other forms of confinement the bloody bones gains a +15 ra- A cannibal child takes half again as much damage (+50%)
cial bonus to Escape Artist checks. from silver weapons. This increase only applies to the base
weapon damage itself, including enhancement bonuses, but
Tendril (Ex) does not apply to additional damage from other sources such
A bloody bones can fire up to 4 sinewy tendrils from its body as high Strength or sneak attack.
at a time, launching them to a range of 30 feet. A bloody
bones’s attacks with its tendrils resolve as ranged touch at-
tacks. These tendrils are quite strong (10 hp) but can be sev-
ered with a slashing weapon or a sunder combat maneuver.
Attacking a bloody bones’s tendril does not provoke an attack
Drekavac
Dressed in graveyard rags, this pitiful creature cries out
of opportunity. If the tendril is currently wrapped around a
like a sick child. An over-sized, bestial head perches atop its
target, the bloody bones takes a –4 penalty to CMD to resist
spindly, child-sized body, and its eyes are nothing but sunk-
the sunder attempt. Severing a tendril deals no damage to a
en pools of shadow with no trace of life in them. A cloying
bloody bones.
mist wreathes its frail form, accompanied by the stench of
death and disease.
Drekavac CR 3
XP 800
Cannibal Child NE Small undead
Cannibal Child CR 3 Init +1; Senses darkvision 60 ft.; Perception +8
XP 800 Aura unnatural aura (30 ft.)
CE Small undead
Init +1; Senses darkvision 60 ft.; Perception +10 DEFENSE
AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
DEFENSE hp 30 (4d8+12)
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size) Fort +4, Ref +2, Will +7
hp 22 (3d8+9) DR 5/silver; Immune undead traits
Fort +4, Ref +2, Will +5 Weaknesses sunlight aversion, vulnerability to magic, vul-
Immune undead traits nerability to salt
Weakness vulnerability to silver OFFENSE
Speed 20 ft.
OFFENSE Melee chilling grasp +5 touch (1d6 cold plus disease) or
Speed 20 ft. shadow +5 touch (disease)
Melee 2 claws +5 (1d3+2 plus Grab) Special Attacks create spawn, disease, diseased shadow
Space 5 ft.; Reach 5 ft. Spell-Like Abilities (CL 5th; concentration +8)
Special Attacks devour flesh (2d3+4 plus racking pain), At will— gaseous form
gaze, Grab
Spell-Like Abilities (CL 3rd) STATISTICS
At will - detect good Str 10, Dex 12, Con —, Int 9, Wis 12, Cha 17
Base Atk +3; CMB +2; CMD 13
STATISTICS Feats Iron Will, Weapon Finesse
Str 14, Dex 12, Con --, Int 12, Wis 15, Cha 16 Skills Intimidate +10, Perception +8, Stealth +12
Base Atk +2; CMB +3 (+7 grapple); CMD 14 Languages Common
Feats Alertness, Skill Focus (Bluff)
Skills Bluff +12, Disguise +9, Perception +10, Sense Motive SPECIAL ABILITIES
+10, Stealth +11; Racial +4 Stealth (due to size) Create Spawn (Su)
Languages Common, 1 more A child slain by a drekavac’s disease has a 1-in-6 chance of
rising as another drekavac 3 days after death. The new dreka-
SPECIAL ABILITIES vac is not in any way controlled by its maker, and is immedi-
Devour Flesh (Su) ately capable of exercising its full powers, including creating
When a cannibal child makes a successful grapple check, it spawn of its own. It does not possess any of the abilities it
inflicts claw damage as normal plus it literally inhales flesh had in life.
from its victim, stripping the tissue away with its supernat-
ural inhalation. The victim suffers 2d3+4 points of damage Disease (Su)
and wracking pains that impose a -4 penalty on attack rolls, Drekavacs are spirits of disease and contagion. While most
skill checks, and ability checks. A DC 14 Fortitude save halves drekavacs carry bubonic plague, drekavacs who died35 from
the damage and negates the wracking pains. Otherwise, the other afflictions may carry those diseases instead. Any ill-
pains last until the victim recovers hit points lost due to this ness caused by a drekavac must be potentially fatal. Other
ability. diseases commonly carried include demon fever, filth fever,

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and slimy doom. If a drekavac is reduced to 0 hit points (from OFFENSE
weapons or other sources, including channeled energy), all of Speed fly 60 ft. (perfect)
the diseases it caused are cured, although the victims must Melee frigid touch +6 (1d6 cold)
recover from any effects normally, and slain victims are not Special Attacks frigid touch, life implosion, moan, storm
restored. mastery
Bubonic plague: Touch—injury; save Fort DC 15; onset 1 Spell-Like Abilities (CL 6th)
day; frequency 1/day; effect 1d4 Con Damage, 1 Cha dam- At will– fog cloud, silent image (DC 13), unseen servant,
age, victim is fatigued; cure 2 consecutive saves. whispering wind

Diseased Shadow (Su) STATISTICS


Any creature touched by a drekavac’s shadow is also affected Str --, Dex 17, Con --, Int 13, Wis 15, Cha 15
by the creature’s disease ability. If there is a question about Base Atk +3; CMB +6; CMD 16
which way the drekavac’s shadow falls, roll 1d8 to determine Feats Ability Focus (moan), Improved Initiative, Lightning
a random square around the creature. A character with a Reflexes
light source cannot be touched by the drekavac’s shadow, but Skills Fly +19, Intimidate +9, Knowledge (History) +6, Per-
the light causes the shadow to fall directly opposite the char- ception +10, Stealth +11
acter (unless there is another light source there as well). A Languages Auran, Qadiran
drekavac can deliberately touch a creature with its shadow as SQ Incorporeal, rejuvenation
a standard action by making a successful touch attack.
SPECIAL ABILITIES
A target missed by the drekavac’s chilling grasp attack must Frigid Touch (Su)
make a DC 15 Reflex save to avoid being touched by the crea- An edimmu’s frigid touch deals 1d6 points of cold damage.
ture’s shadow as well. This save DC is Charisma-based.
Life Implosion (Su)
Sunlight Aversion (Ex) Once an edimmu reaches 0 Hit Points it collapses upon it-
Drekavacs hate natural sunlight and immediately flee from it. self, imploding with a final shriek that rips the life force from
A drekavac caught in natural sunlight is staggered. nearby creatures. Any living being within 20 feet of the edim-
mu at the time of its destruction must succeed a DC 14 For-
Unnatural Aura (Su) titude save or take 1d4 points of Constitution damage. The
Animals, wild or domesticated, can sense the unnatural pres- save is Charisma-based.
ence of a drekavac at a distance of 30 feet. They do not will-
ingly approach nearer than that and panic if forced to do so Moan (Su)
unless a master succeeds at a DC 25 Handle Animal, Ride, or An edimmu’s sorrowful moans force every living creature
wild empathy check. Panicked animals remain so as long as within 30 feet to make a DC 16 Will save to avoid becoming
they are within 30 feet of the drekavac. shaken. This is a sonic mind-affecting fear effect. Whether or
not the save is successful, an affected creature is immune to
Vulnerability to Magic (Ex) the same ediummu’s moan for 24 hours. The save is Charis-
A remove curse or remove disease spell cast directly upon ma-based.
a drekavac (DC equal to the drekavac’s disease ability) im-
mediately destroys the creature, allowing the afflicted soul Rejuvenation (Su)
to move on. Destroying a drekavac with remove curse or re- Upon an edimmu’s destruction, the magics that bind it to the
move disease does not cure any of the creature’s diseases. mortal world linger on. Thus, 1d4+1 days after an edimmu’s
destruction, the creature reforms with full hit points. The
Vulnerability to Salt (Ex) only way to destroy an edimmu is with an atonement spell.
Drekavacs are vulnerable to salt that has been consecrated in The atonement absolves the creature of its sins and sorrows,
the same fashion as holy water, and cannot cross an unbro- allowing it to finally return to its native plane.
ken line of blessed salt. A handful of blessed salt thrown at
a drekavac inflicts the same damage as a flask of holy water. Storm Mastery (Su)
Once per day, an edimmu can spend a full-round action to
control the winds within 50 feet of it. It may change the speed
and strength of the wind within this area, raising wind force
to as strong as severe (see wind effects). It may control such
Edimmu winds for up to 1 minute, but can perform no other action
Edimmu CR 3 while doing so. At the end of this minute, or when the ed-
XP 800
immu takes another action, the force of the winds reduces
CE Medium undead (incorporeal)
by one level of strength per round until returning to normal.
Init +7; Senses darkvision 60 ft.; Perception +10
Vulnerability to Dismissal
DEFENSE
If dismissal is cast upon an edimmu, it is immediately de-
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
stroyed without its Life Implosion ability taking effect.
hp 3236
(5d8+10)
Fort +3, Ref +6, Will +5
Immune undead traits
Weaknesses vulnerability to dismissal

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Fye DEFENSE
This creature resembles a translucent humanoid whose face AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 natu-
is contorted and twisted as if frozen in an eternal scream, ral)
though it makes no sound. hp 37 (5d8+15)
Fye CR 4 Fort +5, Ref +6, Will +9
XP 1,200 Defensive Abilities channel resistance +2; Immune un-
N Medium undead (incorporeal) dead traits
Init +2; Senses darkvision 60 ft.; Perception +2
Aura despair (10 ft, DC 15) OFFENSE
Speed 30 ft., burrow 15 ft.
DEFENSE Melee bite +7 (1d6+1 plus ghoul fever and paralysis), 2 claws
AC 15, touch 15, flat-footed 13 (+3 deflection, +2 Dex) +4 (1d4 plus paralysis)
hp 30 (4d8+12) Special Attacks paralysis (1d4 rounds, DC 15, elves are im-
Fort +4; Ref +3; Will +6 mune to this effect)
Defensive Abilities incorporeal; Immune undead traits
OFFENSE STATISTICS
Speed fly 50 ft. (perfect) Str 13, Dex 16, Con -, Int 13, Wis 14, Cha 14
Melee incorporeal touch +5 (1d6 plus possession) Base Atk +3; CMB +4; CMD +17
Special Attacks possession Feats Toughness, Weapon Finesse, Weapon Focus (bite)
Spell-Like Abilities (CL 4th) Skills Acrobatics +7, Climb +9, Diplomacy +6, Disguise +6,
At will-detect thoughts (DC 15) Intimidate +6, Knowledge (dungeoneering) +5, Perception
3/day-cause fear (DC 14) +10, Sense Motive +7, Stealth +11
1/day-feeblemind (DC 18) Languages Common

STATISTICS SPECIAL ABILITIES


Str -, Dex 17, Con -, Int -, Wis 14, Cha 16 Disease (Su)
Base Atk +3; CMB +5; CMD 18 Ghoul Fever: Bite—injury; save Fort DC 15 (Cha-based);
Skills Fly +10 onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex
Damage; cure 2 consecutive saves.
SPECIAL ABILITIES A humanoid who dies of ghoul fever rises as a ghoul at the
Aura of Despair (Su) next midnight. A humanoid who becomes a ghoul in this
A fye continually emanates an aura of despair in a 10-foot ra- way retains none of the abilities it possessed in life. It is
dius. Any creature within or entering this area must succeed not under the control of any other ghouls, but it hungers
on a DC 15 Will save or take a -2 penalty on attack rolls, sav- for the flesh of the living and behaves like a normal ghoul
ing throws, ability and skill checks, and weapon damage rolls in all respects.
for as long as they remain within the area. A creature that
successfully saves is immune to the aura of despair of that fye
for one day. The save DC is Charisma-based.
Ghoul-Stirge
Possession (Su) This human-sized creature looks like a cross between a large
Once per round by making a successful incorporeal touch at- bat and a giant mosquito. Its wings are leathery and gray
tack, a fye can merge its body with a creature on the Material and its skin is drawn tight across its bones. The creature has
Plane. This ability is similar to a magic jar spell, except that eight pincer-like legs and a long needle-like snout. Its eyes
it does not require a receptacle. The target can resist the pos- glow pale blue.
session by succeeding on a DC 15 Will save. If the save fails, Ghoul-Stirge CR 3
the fye disappears and enters the target’s body. The save DC XP 800
is Charisma-based. CE Medium undead
Init +3; Senses darkvision 60 ft., scent; Perception +11

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

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Base Atk +3; CMB +3; CMD 16 (28 vs. trip) Haunt
Feats Skill Focus (Perception), Weapon Finesse This entity appears as a translucent humanoid floating
Skills Fly +7, Perception +11, Stealth +10 about a foot off the ground. Its eyes flash with pure hatred.
Languages Common (cannot speak) Haunt CR 4
XP 1,200
N Medium undead (incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +10
Hanged Man
This creature has pale skin pulled tight over its bones. Its DEFENSE
head hangs at an odd angle, seemingly unsupported by a AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1
broken neck. A rotted noose and several feet of rope hang dodge)
from its neck and trail off behind it. Its eyes have no pupils. hp 32 (5d8+10)
Hanged Man CR 3 Fort +3; Ref +3; Will +6
XP 800 Defensive Abilities rejuvenation; Immune channel ener-
CE Medium undead gy, undead traits
Init +5; Senses darkvision 60 ft.; Perception +7 Weakness vulnerability to dispel evil/good/law/chaos

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

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away forever. When the haunt leaves the host, the host’s Dex- Phantom Armor, Giant
terity drops back to 0. If the host body is slain while the haunt Though at first appearing to be an ordinary suit of armor,
is in possession of it, the creature becomes tied to that area this imposing being begins to move, its lumbering move-
and can never leave. Its unfinished task remains the same. ments slow and methodical.
Giant Phantom Armor CR 4
Rejuvenation (Su) XP 1,200
In most cases, it’s difficult to destroy a haunt through sim- NE Large undead
ple combat: the “destroyed” spirit restores itself in 1d4 days. Init +4; Senses darkvision 60 ft.; Perception +8
Even the most powerful spells are usually only temporary
solutions. The only way to permanently destroy a haunt is DEFENSE
to use dispel evil/good/law/chaos (depending on the haunt’s AC 18, touch 9, flat-footed 18 (+9 armor, –1 size)
alignment) or determine the reason for its existence and set hp 37 (5d8+15)
right whatever prevents it from resting in peace. The exact Fort +3, Ref +1, Will +4
means varies with each spirit and may require a good deal of Defensive Abilities channel resistance +4; Immune un-
research, and should be created specifically for each different dead traits
ghost by the GM.
OFFENSE
Strangle (Su) Speed 20 ft.
If a creature possessed by a haunt has an alignment opposite Melee heavy flail +7 (2d8+7/19–20)
to that of the haunt on either the law/chaos or good/evil axis, Space 10 ft.; Reach 10 ft.
it attempts to strangle the host using its own hands (i.e., the
hands of the host body). Unless precautions are taken to re- STATISTICS
strain the possessed victim’s hands, they immediately reach Str 20, Dex 11, Con —, Int 7, Wis 11, Cha 15
for the throat and begin strangling the haunt-possessed Base Atk +3; CMB +9; CMD 19
body. An opponent takes 1d4 points of damage each round Feats Improved Initiative, Power Attack, Toughness
until its hands are forcibly restrained with a successful CMB Skills Perception +8, Stealth +4
check, the haunt is ejected from the body, or the victim dies. Languages Common (can’t speak)
SQ freeze (suit of armor)
Vulnerability (Ex)
A haunt can be forcibly ejected from a host if hold person is
cast on the victim and the haunt fails its Will save. A dispel
evil/good/law/chaos spell (depending on the haunt’s align-
ment) instantly ejects the creature from the host and deals Shadow
1d6 points of damage per caster level to the haunt. A haunt Shadow CR 3
slain in such a manner cannot rejuvenate and is permanently XP 800
destroyed. CE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8

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-

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age becomes a shadow under the control of its killer in 1d4 Skeleton, Huge Flaming Crab
rounds. This giant crab skeleton has claws the size of a human that
crackle and burn.
Strength Damage (Su) Flaming Crab Skeleton CR 4
A shadow’s touch deals 1d6 points of Strength damage to a XP 1,200
living creature. This is a negative energy effect. A creature NE huge undead (aquatic)
dies if this Strength damage equals or exceeds its actual Init +6; Senses darkvision 60 ft.; Perception +2
Strength score. Aura fiery aura (1d6)

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

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NE Large undead (giant) Vampire Spawn
Init +7; Senses darkvision 60 ft.; Perception +0 Vampire Spawn CR 4
XP 1,200
DEFENSE LE Medium undead
AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 size) Init +1; Senses darkvision 60 ft.; Perception +11
hp 27 (6d8) DEFENSE
Fort +2, Ref +5, Will +5 AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
DR 5/bludgeoning; Immune cold, undead traits hp 26 (4d8+8); fast healing 2
Fort +3, Ref +2, Will +5
OFFENSE Defensive Abilities channel resistance +2; DR 5/silver;
Speed 30 ft. Immune undead traits; Resist cold 10, electricity 10
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5) Weaknesses resurrection vulnerability, vampire weakness-
Space 10 ft.; Reach 10 ft. es

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

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rate of 2 hit points per round. Fort +3, Ref +2, Will +5
Defensive Abilities undead traits
Gaseous Form (Su) Weaknesses resurrection vulnerability
As a standard action, a vampire spawn can assume gaseous
form at will (caster level 5th), but it can remain gaseous in- OFFENSE
definitely and has a fly speed of 20 feet with perfect maneu- Speed 30 ft.
verability. Melee slam +4 (1d4+1 plus energy drain)
Special Attacks create spawn, energy drain (1 level, DC 14)
Resurrection Vulnerability (Su)
A raise dead or similar spell cast on a vampire spawn de- STATISTICS
stroys it (Will negates). Using the spell in this way does not Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
require a material component. Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Shadowless (Ex) Skills Intimidate +9, Knowledge (religion) +7, Perception
A vampire spawn casts no shadows and shows no reflection +11, Stealth +16; Racial Modifier +8 Stealth
in a mirror. Languages Common
SQ create spawn
Spider Climb (Ex)
A vampire spawn can climb sheer surfaces as though under SPECIAL ABILITIES
the effects of a spider climb spell. Create Spawn (Su)
Any humanoid creature that is slain by a wight becomes a
Weaknesses wight itself in only 1d4 rounds. Spawn so created are less
Vampire spawns cannot tolerate the strong odor of garlic and powerful than typical wights, and suffer a –2 penalty on all
will not enter an area laced with it. Similarly, they recoil from d20 rolls and checks, as well as –2 hp per HD. Spawn are un-
mirrors or strongly presented holy symbols. These things der the command of the wight that created them and remain
don’t harm the vampire spawn—they merely keep it at bay. A enslaved until its death, at which point they lose their spawn
recoiling vampire spawn must stay at least 5 feet away from penalties and become full-fledged and free-willed wights.
the mirror or holy symbol and cannot touch or make melee They do not possess any of the abilities they had in life.
attacks against that creature. Holding a vampire spawn at
bay takes a standard action. After 1 round, a vampire spawn Resurrection Vulnerability (Su)
can overcome its revulsion of the object and function normal- A raise dead or similar spell cast on a wight destroys it (Will
ly each round it makes a DC 25 Will save. negates). Using the spell in this way does not require a mate-
rial component.
Vampire spawns cannot enter a private home or dwelling un-
less invited in by someone with the authority to do so.
Reducing a vampire spawn’s hit points to 0 or lower inca-
pacitates it but doesn’t always destroy it (see fast healing).
However, certain attacks can slay vampire spawns. Exposing
Zombie, Spellgorged
The shambling zombie shuffles forward, opens its mouth in
any vampire spawn to direct sunlight staggers it on the first
a silent moan, and suddenly spits out a gout of searing fire.
round of exposure and destroys it utterly on the second con-
secutive round of exposure if it does not escape. Each round
Spellgorged Zombie CR 3
XP 800
of immersion in running water inflicts damage on a vam-
N Medium undead
pire spawn equal to one-third of its maximum hit points—a
Init +1; Senses darkvision 60 ft.; Perception +1
vampire spawn reduced to 0 hit points in this manner is de-
stroyed. Driving a wooden stake through a helpless vampire
DEFENSE
spawn’s heart instantly slays it (this is a full-round action).
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
However, it returns to life if the stake is removed, unless the
hp 27 (5d8 plus 5)
head is also severed and anointed with holy water.
Fort +1; Ref +2; Will +5
Immune undead immunities
OFFENSE
Speed 30 ft.
Wight Melee slam +4 (1d6+1)
The flesh of this walking corpse is rotting and putrid, its Special Attacks spell storing (CL 10th, 5 total levels)
body skeletal in places and its eye sockets glowing with red
light. STATISTICS
Wight CR 3 Str 12, Dex 12, Con —, Int —, Wis 12, Cha 10
XP 800 Base Atk +3; CMB +4; CMD 15
LE Medium undead Feats Toughness
Init +1; Senses darkvision 60 ft.; Perception +11 SPECIAL ABILITIES
42
DEFENSE Spell Storing (Su)
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) A spellgorged zombie can store any spells cast into its mouth
hp 26 (4d8+8) as if it were a ring of spell storing. The spellgorged can store

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a number of spell levels equal to its Hit Dice. Each spell has Corpse Call (Su)
a caster level equal to that of the spellcaster that placed the Zuvembies cannot speak, but their strange calls and whistles
spell in the spellgorged zombie. The save DC for any spell captivate the minds of those who hear them. Once per day,
stored in a spellgorged zombie is determined using the ability a zuvembie may call out, and all living creatures with an In-
scores of the spellcaster who placed the spell. telligence score of 3 or higher within a 100-foot spread must
succeed at a DC 16 Will save or move toward the zuvembie
The spellgorged zombie need not provide any material com- using the most direct means possible. If this path leads them
ponents or focus and there is no arcane spell failure chance into a dangerous area such as through fire or off a cliff, the
for wearing armor (since the spellgorged zombie need not creatures receive a second saving throw to end the effect be-
gesture). When the spellcaster stores the spells in the spell- fore moving into peril. Captivated creatures can take no ac-
gorged zombie, however, he must use all required compo- tions other than to defend themselves. A victim within 5 feet
nents for the spell. of the zuvembie simply stands and offers no resistance to the
zuvembie’s attacks. This effect continues for as long as the
For randomly generated spellgorged zombies, treat the spell- zuvembie continues its call as a standard action each round.
gorged zombie as a scroll to determine what spells are stored This is a sonic mind-affecting charm effect, and has no effect
in it. If you roll a spell that would put the spellgorged over its on deaf creatures. The save DC is Charisma-based.
spell level limit, ignore that roll; the spellgorged has no more
spells in it. (Not every spellgorged need be fully charged.)

A spellcaster can cast any spells into the spellgorged zom-


bie, so long as the total spell levels do not equal more than
the spellgorged zombie’s Hit Dice. Any excess spells or spell Summon Undead V
levels are lost. Berbalang
This hunched, bat-winged horror moves with an uncanny
grace, its glowing eyes and long tongue presenting a fright-
ening visage.
Zuvembie Berbalang CR 6
This withered old corpse has a feral glint in her eyes and XP 2,400
clasps a rusty axe in her yellow-nailed hands. CE Medium undead
Zuvembie CR 4 Init +4; Senses darkvision 60 ft.; Perception +14
XP 1,200
NE Medium undead DEFENSE
Init +2; Senses darkvision 60 ft.; Perception +10 AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 68 (8d8+32)
DEFENSE Fort +6, Ref +6, Will +9
AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural) Defensive Abilities projection DR 10/good or silver; Im-
hp 37 (5d8+15) mune undead traits
Fort +3, Ref +3, Will +6
Defensive Abilities channel resistance +4; DR 5/piercing; OFFENSE
Immune cold, undead traits Speed 40 ft., fly 60 ft. (good)
Melee bite +9 (1d6+3 plus paralysis), 2 claws +9 (1d6+3 plus
OFFENSE paralysis) or incorporeal touch +9 (1d4 Con Damage)
Speed 30 ft. Special Attacks paralysis (1d4+1 rounds, DC 18)
Melee battleaxe +4 (1d8+1/x3), claw -1 (1d4) or 2 claws +4 Spell-Like Abilities (CL 9th; concentration +13)
(1d4+1)
Special Attack corpse call (DC 16) At will—bleed, ghost sound (DC 14)
Spell-Like Abilities (CL 4th; concentration +6) 3/day—alter self, charm person (DC 15)

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-

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corporeal subtype and special ability; otherwise, it retains the a window or reaching for someone, the idea that someone
same statistics as its physical self with the following chang- or something is lurking around the corner, in the closet, or
es: AC 19, touch 19, flat-footed 10 (+4 Dex, +4 deflection, +1 under the bed, and so on.
dodge), single incorporeal touch attack that deals 1d4 Con-
stitution damage on a hit as its sole attack. This spirit pro- A creature affected by the images takes 1d4 points of Wis-
jection can travel no more than 1 mile away from the berbal- dom damage if it fails a DC 19 Will save. The save DC is Cha-
ang’s body. Because the creature is only partially in existence risma-based and includes a +2 bonus from the bogeyman’s
when in this state, its body gains displacement as the spell. Ability Focus feat. The bogeyman can use this ability once
When separated in this way, the berbalang’s body is uncon- every 1d4 rounds.
scious and helpless. If the berbalang’s body is injured while
in this state, the separated projection immediately returns A creature who drops to Wisdom 0 is affected as if by an in-
to its body, and the body loses displacement. If the physical sanity spell (caster level 8th) until at least 1 point of Wisdom
body is slain, the spirit body immediately dies as well. If the is restored.
spirit is reduced to 0 or fewer hit points, it returns to the body
immediately. A berbalang in spirit form can end the effect at
any time as a standard action, at which point the spirit imme- Frighten (Su)
diately returns to the body. When a berbalang’s spirit form A living creature within 60 feet that views a bogeyman must
returns to the body, add both the spirit body’s hit points and succeed on a DC 17 Will save or stand frozen in fear for 1d6+2
the physical body’s hit points back together to determine the rounds. Such a creature is not helpless, but cannot take any
creature’s current hit point total. action. A creature that successfully saves cannot be affected
again by the same bogeyman’s frighten ability for one day.
The save DC is Charisma-based.

Shadow Shift (Su)


Bogeyman A bogeyman has the ability to travel between shadows as if
This creature resembles a man-sized translucent humanoid
by means of a dimension door spell. The limitation is that
with delicate features not unlike those of a child. It wears
the magical transport must begin and end in an area with
flowing robes tied at the waist with a sash made of the same
at least some shadow. A bogeyman can shift up to a total of
incorporeal stuff it is. The creature’s face shows no emotion.
80 feet each day in this way; this may be a single jump of 80
Bogeyman CR 6 feet or multiple jumps of 10 feet each. This amount can be
XP 2,400
split among many jumps, but each one, no matter how small,
CN Medium undead (incorporeal)
counts as a 10-foot increment.
Init +7; Senses darkvision 60 ft.; Perception +15

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

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Languages Common (can’t speak) in 50 feet of it to randomly determined locations. The crypt
thing can only affect creatures of which it is aware and to
SPECIAL ABILITIES which it has line of sight. A successful DC 16 Will save ne-
Mark Quarry (Su) gates this effect. An affected creature is teleported in a ran-
A crawling hand is assigned a quarry by anointing the hand dom direction (roll 1d8, with 1 indicating north and the other
with a drop of the intended quarry’s blood. If the hand has numbers indicating compass going clockwise) and a ran-
no current quarry, it automatically gains the next creature it dom distance (1d10 × 100 feet) away from the crypt thing;
damages as its quarry. Once attuned to a target, it becomes determine each creature’s direction randomly. A teleported
aware of the target’s location as if under the effect of a contin- creature arrives in the closest open space to the determined
uous locate creature spell. The hand gains a +1 bonus on all destination, but must appear on a solid surface capable of
attack rolls, damage rolls, and skill checks made to seek out supporting its weight. If there is no appropriate destination
and destroy the marked quarry. The mark quarry ability lasts in that direction, the creature does not teleport at all. The
until the quarry or the hand is slain. save DC is Charisma-based.

Pus Burst (Su)


When damaged by a piercing or slashing melee weapon, a
spray of vile pus strikes the attacker unless the attacker makes
a DC 15 Reflex save. Weapons that provide reach protect the
Deathweb
This animated husk from an enormous spider seems filled
attacker completely from a pus burst. Creatures struck by pus
with thousands of living spiders that fall from its body like
become nauseated for 1d3 rounds and take 2d6 points of neg-
drops of blood.
ative energy damage. The save DC is Charisma-based.
Deathweb CR 6
XP 2,400
N Large undead
Init +6; Senses darkvision 60 ft.; Perception +15
Crypt Thing Aura infestation (5 ft., 1d6 plus poison)
Shreds of leathery flesh cling to this skeletal figure’s body,
while twin motes of fiery light glow deep in its eye sockets. DEFENSE
Crypt Thing CR 5 AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
XP 1,600 hp 71 (11d8+22)
NE Medium undead Fort +5, Ref +5, Will +8
Init +6; Senses darkvision 60 ft., low-light vision; Percep- Immune undead traits
tion +15
Aura fear (10 ft., frightened for 1d4 rounds, Will DC 16 ne- OFFENSE
gates) Speed 30 ft., climb 20 ft.
Melee bite +15 (2d8+12)
DEFENSE Space 10 ft.; Reach 10 ft.
AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural) Special Attacks web (+9 ranged, DC 15, 11 hp)
hp 52 (8d8+16)
Fort +4, Ref +6, Will +8 STATISTICS
Defensive Abilities channel resistance +2; DR 10/blud- Str 26, Dex 14, Con —, Int 7, Wis 13, Cha 15
geoning or magic; Immune undead traits Base Atk +8; CMB +17; CMD 29 (41 vs. trip)
Feats Awesome Blow, Cleave, Improved Bull Rush, Im-
OFFENSE proved Initiative, Power Attack, Vital Strike
Speed 30 ft. Skills Climb +16, Perception +15, Stealth +16; Racial Mod-
Melee 2 claws +10 (1d8+4) ifiers +4 Stealth
Special Attacks teleporting burst SQ compression
Spell-Like Abilities (CL 8th; concentration +10)
3/day--quickened dimension door SPECIAL ABILITIES
Poison (Ex)
Infestation—injury; save Fort DC 17; frequency 1/round for
STATISTICS 6 rounds; effect 1d4 Str Damage; cure 2 consecutive saves.
Str 19, Dex 14, Con —, Int 13, Wis 14, Cha 15 The save DC is Charisma-based.
Base Atk +6; CMB +10; CMD 23
Feats Alertness, Dodge, Improved Initiative, Lightning Re- Infestation (Su)
flexes An infestation of poisonous spiders, which nest within this
Skills Bluff +6, Intimidate +13, Knowledge (arcana) +6, creature’s exoskeleton, constantly surrounds a deathweb, to
Knowledge (dungeoneering) +5, Knowledge (history) +3, a radius of 5 feet. Any creature within the infestation takes
Perception +15, Sense Motive +15, Stealth +9 1d6 points of damage at the end of each round it remains in
Languages Common the area. A creature that takes this damage must make a DC
17 Fortitude save or be nauseated for 1 round. In 45 addition,
SPECIAL ABILITIES those damaged by this infestation are poisoned as well. Any
Teleporting Burst (Su) area effect attack that deals 10 or more points of damage to a
Once per day, a crypt thing can teleport all creatures with- deathweb destroys its infesting spiders, removing its aura for

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3 rounds, after which a new batch of spiders swarms out of DEFENSE
the undead’s body to replenish the infestation. The save DC AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
is Charisma-based. hp 51 (6d8+24)
Fort +8, Ref +4, Will +7
DR 5/good; Immune undead traits; Resist fire 10

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)

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Feats Dodge, Improved Initiative, Toughness, Weapon Fi- Skills Perception +16, Stealth +11
nesse Languages Common
Skills Acrobatics +10, Perception +11, Stealth +9
SPECIAL ABILITIES
SPECIAL ABILITIES Despair (Su)
Fear Light (Su) All creatures within a 30-foot radius that see a mummy
A lantern goat can emit an ugly yellow light from the lantern must make a DC 16 Will save or be paralyzed by fear for 1d4
around its neck as a free action. All creatures within 60 feet rounds. Whether or not the save is successful, that creature
that view this light must succeed on a DC 17 Will save or be cannot be affected again by the same mummy’s despair abil-
panicked for 1d4+4 rounds. A creature that succeeds on its ity for 24 hours. This is a paralysis and a mind-affecting fear
save is immune to the fear light of that lantern goat for one affect. The save DC is Charisma-based.
day. The save DC is Charisma-based.
Mummy Rot (Su)
Lifesense (Su) Mummy Rot: curse and disease—slam; save Fort DC 16; on-
A lantern goat notices and locates living creatures within 60 set 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha;
feet, just as if it possessed the blindsight ability. It also senses cure —.
the strength of their life force automatically, as if it had cast Mummy rot is both a curse and disease and can only be cured
deathwatch. if the curse is first removed, at which point the disease can be
magically removed. Even after the curse element of mummy
Soul Capture (Su) rot is lifted, a creature suffering from it cannot recover natu-
Any living creature reduced to below 0 hit points while with- rally over time. Anyone casting a conjuration (healing) spell
in 60 feet of a lantern goat must succeed on a DC 17 Will save on the afflicted creature must succeed on a DC 20 caster level
or have its soul drawn into the lantern goat’s lantern. The DC check, or the spell is wasted and the healing has no effect.
increases by +1 for every hit point the character is below 0 Anyone who dies from mummy rot turns to dust and cannot
(e.g., a character at -3 hit points must save at DC 20). Once be raised without a resurrection or greater magic. The save
captured, the lantern goat slowly digests the creature’s soul DC is Charisma-based.
over a period of 1 hour, using it to fuel its dark energies. A
creature slain in this manner can only be returned to life by a
resurrection, true resurrection, wish, or miracle. Raise dead
has no effect on such a slain creature. If the lantern goat is
slain and the lantern destroyed, the soul is released back to
Revenant
This shambling corpse is twisted and mutilated. Fingers of
the body if still living. The lantern cannot be destroyed or
sharpened bone reach out with malevolent intent.
removed until the lantern goat is destroyed. The save DC is
Charisma-based.
Revenant CR 6
XP 2,400
LE Medium undead
Init +7; Senses darkvision 60 ft., sense murderer; Percep-
tion +13
Mummy
Wrapped from head to toe in ancient strips of moldering lin- DEFENSE
en, this humanoid moves with a shuffling gait. AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
Mummy CR 5 hp 76 (9d8+36)
XP 1,600 Fort +7, Ref +6, Will +7
LE Medium undead DR 5/slashing; Immune cold, undead traits; SR 17
Init +0; Senses darkvision 60 ft.; Perception +16 Weaknesses self-loathing
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16
negates) OFFENSE
Speed 30 ft.
DEFENSE Melee 2 claws +14 (1d8+7 plus grab)
AC 20, touch 10, flat-footed 20 (+10 natural) Special Attacks baleful shriek, constrict (1d6+7)
hp 60 (8d8+24)
Fort +4, Ref +2, Will +8 STATISTICS
DR 5/—; Immune undead traits Str 24, Dex 17, Con —, Int 7, Wis 12, Cha 19
Weaknesses vulnerable to fire Base Atk +6; CMB +13 (+17 grapple); CMD 26
Feats Cleave, Improved Initiative, Power Attack, Step Up,
OFFENSE Weapon Focus (claw)
Speed 20 ft. Skills Intimidate +16, Perception +13
Melee slam +14 (1d8+10 plus mummy rot) Languages Common
SQ reason to hate
STATISTICS SPECIAL ABILITIES
Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15 Baleful Shriek (Su) 47
Base Atk +6; CMB +13; CMD 23 Once every 1d4 rounds, a revenant can shriek as a standard
Feats Power Attack, Toughness, Skill Focus (Perception), action. All creatures within a 60-foot spread must make a
Weapon Focus DC 18 Will save or cower in fear for 1d4 rounds. This is a

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mind-affecting fear effect. The save DC is Charisma-based. Spells Prepared (CL 3rd; concentration +6)
2nd—ghoul touch (DC 17), scorching ray, spectral hand
Reason to Hate (Su) 1st—chill touch (DC 16), mage armor, magic missile, ray
A revenant’s existence is fueled by its hatred for its murder- of enfeeblement (DC 16)
er. As long as the murderer exists, the revenant exists. If the 0th (At Will)—detect magic, mage hand, ray of frost, read
murderer dies, the revenant is immediately slain. A murderer magic, touch of fatigue (DC 15)
who becomes undead does not trigger a revenant’s destruc-
tion. When a revenant encounters its murderer, it gains the STATISTICS
benefits of a haste spell (CL 20th) that lasts as long as its Str 12, Dex 15, Con --, Int 16, Wis 12, Cha 15
murderer remains in sight. Against its murderer, the reve- Base Atk +2; CMB +3; CMD 15
nant also gains a +4 profane bonus on attack rolls, weapon Feats Combat Casting, Command Undead, Improved Ini-
damage rolls, grapple checks, and saving throws. tiative, Scribe Scroll, Silent Spell, Spell Focus (necromancy),
Toughness, Weapon Finesse
Self-Loathing (Ex) Skills Intimidate +8, Knowledge (arcana) +11, Knowledge
When confronted with its reflection or any object that was (religion) +11, Perception +8, Sense Motive +9, Spellcraft
important to it in life, a revenant must make a DC 20 Will +11, Stealth +10
save to avoid becoming overwhelmed with self-pity. This Languages Abyssal, Common, Draconic, Undercommon
condition renders the revenant helpless, and lasts until the SQ arcane bond (skull)
revenant is attacked or sees its murderer. If a revenant re-
sists becoming overwhelmed, the revenant becomes ob-
sessed with the source that triggered the saving throw and
does everything it can to destroy it, reacting to the trigger as
if the trigger were its murderer and gaining bonuses from its
Skeleton, Black
This creature looks like a skeleton with glistening black
reason to hate ability.
bones, seemingly constructed of blackened steel. Small red
pinpoints of light burn in its hollowed eye sockets.
Sense Murderer (Su)
A revenant knows the direction but not the distance to its
Black Skeleton CR 5
XP 1,600
murderer—this sense can be blocked by any effect that blocks
CE Medium undead
scrying. Against its murderer, a revenant has true seeing and
Init +8; Senses darkvision 60 ft.; Perception +10
discern lies in effect at all times (CL 20th); these abilities can-
Aura frightful presence (60 ft., DC 15)
not be dispelled.
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 45 (7d8+14)
Skeletal Mage Fort +4, Ref +6, Will +5
Bones rattle against cracked bones as this ancient, fleshless Defensive Abilities channel resistance +4; DR 10/blud-
corpse clatters forth. Instead of lumbering forth to attack, geoning and good; Immune undead traits
this one instead holds back and casts a spell.
Skeletal Mage CR 5 OFFENSE
XP 1,600 Speed 40 ft.
Human skeletal mage necromancer 3 Melee 2 short swords +10 (1d6/19-20 plus 1d3 Strength
NE Medium undead damage) or 2 claws +9 (1d4 plus 1d3 Strength damage)
Init +6; Senses darkvision 60 ft.; Perception +8 Special Attacks superior two-weapon fighting

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)

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Enslaved Spawn Gaseous Form (Su)
Enslaved Spawn CR 5 As a standard action, a vampire spawn can assume gaseous
XP 1,600 form at will (caster level 5th), but it can remain gaseous in-
Advanced vampire spawn definitely and has a fly speed of 20 feet with perfect maneu-
LE Medium undead verability.
Init +3; Senses darkvision 60 ft.; Perception +10
DEFENSE Shadowless (Ex)
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural) A vampire spawn casts no shadows and shows no reflection
hp 38 (4d8+20); fast healing 2 in a mirror.
Fort +5, Ref +4, Will +7
Defensive Abilities channel resistance +2; DR 5/silver; Spider Climb (Ex)
Immune undead traits; Resist cold 10, electricity 10 A vampire spawn can climb sheer surfaces as though under
Weaknesses vampire weaknesses the effects of a spider climb spell.

OFFENSE Vampire Weaknesses


Speed 30 ft. Vampire spawns cannot tolerate the strong odor of garlic and
Melee slam +7 (1d4+4 plus energy drain) will not enter an area laced with it. Similarly, they recoil from
Special Attacks blood drain, dominate (DC 16), energy mirrors or strongly presented holy symbols. These things
drain (1 level, DC 16) don’t harm the vampire spawn—they merely keep it at bay. A
recoiling vampire spawn must stay at least 5 feet away from
STATISTICS the mirror or holy symbol and cannot touch or make melee
Str 16, Dex 16, Con —, Int 15, Wis 17, Cha 19 attacks against that creature. Holding a vampire spawn at
Base Atk +3; CMB +6; CMD 19 bay takes a standard action. After 1 round, a vampire spawn
Feats Toughness, Weapon Focus (slam) can overcome its revulsion of the object and function normal-
Skills Acrobatics +7, Disguise +11, Intimidate +11, Percep- ly each round it makes a DC 25 Will save.
tion +10, Sense Motive +10, Stealth +18
Languages Common, Elven, +1 additional Vampire spawns cannot enter a private home or dwelling un-
SQ gaseous form, shadowless, spider climb less invited in by someone with the authority to do so.
SPECIAL ABILITIES Reducing a vampire spawn’s hit points to 0 or lower inca-
Blood Drain (Su) pacitates it but doesn’t always destroy it (see fast healing).
A vampire spawn can suck blood from a grappled opponent; However, certain attacks can slay vampire spawns. Exposing
if the vampire spawn establishes or maintains a pin, it drains any vampire spawn to direct sunlight staggers it on the first
blood, dealing 1d4 points of Constitution damage. The vam- round of exposure and destroys it utterly on the second con-
pire spawn heals 5 hit points or gains 5 temporary hit points secutive round of exposure if it does not escape. Each round
for 1 hour (up to a maximum number of temporary hit points of immersion in running water inflicts damage on a vam-
equal to its full normal hit points) each round it drains blood. pire spawn equal to one-third of its maximum hit points—a
vampire spawn reduced to 0 hit points in this manner is de-
Dominate (Su) stroyed. Driving a wooden stake through a helpless vampire
A vampire spawn can crush a humanoid opponent’s will as spawn’s heart instantly slays it (this is a full-round action).
a standard action. Anyone the vampire spawn targets must However, it returns to life if the stake is removed, unless the
succeed on a Will save (DC 14) or fall instantly under the head is also severed and anointed with holy water.
vampire spawn’s influence, as though by a dominate person
spell (caster level 12th). The ability has a range of 30 feet. At
the GM’s discretion, some vampire spawns might be able to
affect different creature types with this power. Wraith
This ghostly creature is little more than a dark shape with
Energy Drain (Su) two flickering pinpoints of light where its eyes should be.
A creature hit by a vampire spawn’s slam (or other natural Wraith CR 5
weapon) gains one negative level. This ability only triggers XP 1,600
once per round, regardless of the number of attacks a vam- LE Medium undead (incorporeal)
pire spawn makes. See Energy Drain description for details. Init +7; Senses darkvision 60 ft., lifesense; Perception +10
Aura unnatural aura (30 ft.)
Fast Healing (Su)
A vampire spawn also gains fast healing 2. If reduced to 0 DEFENSE
hit points in combat, a vampire spawn assumes gaseous form AC 18, touch 18, flat-footed 15 (+5 deflection, +3 Dex)
(see below) and attempts to escape. It must reach its coffin hp 47 (5d8+25)
home within 2 hours or be utterly destroyed. (It can normally Fort +6, Ref +4, Will +6
travel up to 9 miles in 2 hours.) Additional damage dealt to a Defensive Abilities channel resistance +2, incorporeal;
vampire spawn forced into gaseous form has no effect. Once Immune undead traits
at rest, the vampire is helpless. It regains 1 hit point after 1 Weaknesses sunlight powerlessness 49
hour, then is no longer helpless and resumes healing at the
rate of 2 hit points per round. OFFENSE
Speed fly 60 ft. (good)

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Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Base Atk +9; CMB +18; CMD 26
Con drain) Feats Toughness
Special Attack create spawn SQ staggered

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.

Zombie, Giant (Hill)


Zombie Hill Giant CR 5
XP 1,600
Male zombie hill giant
NE Large undead
Init –2; Senses darkvision 60 ft.; Perception +0

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

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STATISTICS Base Atk +7; CMB +8; CMD 21
Str 13, Dex 16, Con -, Int 9, Wis 14, Cha 19 Feats Dodge, Improved Initiative, Mobility, Toughness,
Base Atk +6; CMB +7; CMD 20 (can’t be tripped) Weapon Focus (slam)
Feats Flyby Attack, Hover, Improved Initiative, Weapon Fo- Skills Intimidate +11, Perception +14, Stealth +10
cus (ray), Wingover Languages Common
Skills Fly +15, Perception +14, Stealth +15
Languages Common SPECIAL ABILITIES
Death Gaze (Su)
SPECIAL ABILITIES 1d4 negative levels, 30 feet; Fortitude DC 18 negates. The
Burst of Leaves (Sp) save DC is Charisma-based. A humanoid slain by a bodak’s
As a standard action, the autumn death can unleash an as- death gaze rises as a bodak 24 hours later. This is a death
sault of leaves upon its foes. The autumn death points its effect.
bony finger to any point it can clearly see within long range
and the leaves burst out extending in a 20 ft. radius. All crea- Vulnerability to Sunlight (Ex)
tures within the burst radius sustain 9d4 points of force dam- Bodaks loathe sunlight, for its merest touch burns their im-
age (Reflex save for half damage). The damage is based on the pure flesh. Each round of exposure to direct sunlight deals
number of HD the autumn death posses (maximum 10d4). 2d6 points of damage to a bodak.

Fear Aura (Su)


An aura of fear radiates from the autumn death. Living crea-
tures that fail a DC 19 Will save are frightened for 1d6 rounds.
A successful save grants the living creature immunity to the
Centaur Raav
This skeleton-like creature resembles that of a centaur—
autumn death’s fear aura for 24 hours.
half human, half warhorse—with massive bones and razor
sharp spurs protruding from its elbows and legs.
Storm of Leaves (Su)
As a standard action, the autumn death can surround itself
Centaur Raav CR 7
XP 3,200
with a violent storm of whipping leaves that extends out in
NE Large undead (extraplanar)
a 30 ft. radius. The leaves slice any living enemies within the
Init +4; Senses darkvision 60 ft.; Perception +22
area, dealing 4 points of damage every round (half of the au-
tumn death’s hit dice). This damage cannot be stopped by
DEFENSE
armor but can be prevented with hardness, damage reduc-
AC 20, touch 13, flat-footed 16 (+4 Dex, +7 natural, –1 size)
tion or similar effects. Additionally, the leaves provide con-
hp 85 (10d8+40)
cealment (25% miss chance) for the autumn death. The au-
Fort +6; Ref +7; Will +10
tumn death can use this ability for 13 rounds per day. Once
Defensive Abilities bone-spike defense; DR 10/bludgeon-
activated, the autumn death can keep this ability active as a
ing and magic; Immune cold, undead traits
free action. The duration of the storm of leaves is equal to
the number of HD the autumn death possesses plus its Cha
OFFENSE
modifier.
Speed 50 ft.
Melee 2 claws +13 (1d4+6), 2 arm razors +10 (1d3+3/18–20)
Space 10 ft.; Reach 5 ft.
Special Attacks rend (2 claws, 1d4+9), trample (1d6+9, DC
Bodak 21)
The flesh of this emaciated creature appears charred or
dried, and its empty eye sockets seep trails of smoke. STATISTICS
Bodak CR 8 Str 23, Dex 19, Con –, Int 8, Wis 17, Cha 16
XP 4,800 Base Atk +7; CMB +14; CMD 28 (32 vs. overrun, trip)
CE Medium undead (extraplanar) Feats Multiattack, Run, Skill Focus (Perception), Tough-
Init +6; Senses darkvision 60 ft.; Perception +14 ness, Weapon Focus (claw)
DEFENSE Skills Intimidate +16, Knowledge (planes) +9, Perception
AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural) +22
hp 85 (10d8+40) Languages Shadowspeak, Sylvan
Fort +6, Ref +5, Will +8 SQ undersized weapons
DR 10/cold iron; Immune electricity, undead traits; Resist
acid 10, fire 10 SPECIAL ABILITIES
Weaknesses vulnerability to sunlight Arm Razors (Ex)
Arm Razors are a secondary weapon, deals slashing damage,
OFFENSE and deals a critical on an 18-20.
Speed 20 ft.
Melee 2 slams +9 (1d8+1) Bone-Spike DEFENSE (Ex)
Special Attacks death gaze 51 out
A centaur raav has a number of sharp bones protruding
at odd locations on its body. A creature that grapples a cen-
STATISTICS taur raav or is grappled by one takes 1d3+3 points of piercing
Str 13, Dex 15, Con —, Int 6, Wis 13, Cha 16 damage each round the grapple persists.

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ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904


Dullahan Festering Spirit
Clad in ragged black robes and tarnished armor, this grim, This ghostlike creature reeks of the grave and drips with pu-
headless rider is surrounded by an aura of menace. trescent goo.
Dullahan CR 7 Festering Spirit CR 8
XP 3,200 XP 4,800
LE Medium undead CE Medium undead (incorporeal)
Init +2; Senses blindsight 60 ft.; Perception +16 Init +9; Senses darkvision 60 ft.; Perception +13
Aura frightful presence (30 ft., DC 19) Aura stench (DC 14, 10 rounds)

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.

52

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ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904


Gaki Ghost
This skeletal creature with a long, thin neck seems to float This spectral, horrifying figure glides silently through the
above the ground. Its jaw is elongated, showing sharp, air, passing through solid objects as if they didn’t exist.
worn teeth. Ghost CR 7
Gaki CR 7 XP 3,200
XP 3,200 Human ghost aristocrat 7
NE Medium undead CE Medium undead (augmented humanoid, incorporeal)
Init +6; Senses darkvision 60 ft., detect evil; Perception +13 Init +5; Senses darkvision 60 ft.; Perception +18

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.

Compulsive Hunger (Ex) Frightful Moan (Su)


Despite being undead, a gaki is plagued by an insatiable hun- The ghost died in the throes of crippling terror. It can emit
ger, and believes it can gain a normal body or rest in peace a frightful moan as a standard action. All living creatures
if it consumes the right mixture of flesh, food, and drink. A within a 30-foot spread must succeed on a DC 18 Will save
gaki that finds a corpse or is offered food, wine, holy water, or become panicked for 2d4 rounds. This is a sonic mind-af-
or flowers must succeed at a DC 20 Will save or spend one fecting fear effect. A creature that successfully saves against
turn trying to grab and consume it. Its narrow neck prevents the moan cannot be affected by the same ghost’s moan for
it from swallowing more than a tiny amount, and it gives up 24 hours.
after 1 round of attempting to do so. A gaki that consumes
holy water in this way is not harmed by it. Rejuvenation (Su)
In most cases, it’s difficult to destroy a ghost through sim-
ple combat: the “destroyed” spirit restores itself in 2d4 days.
Even the most powerful spells are usually only temporary
solutions. The only way to permanently destroy a ghost is to
determine the reason for its existence and set right whatev-
er prevents it from resting in peace. The exact means varies
with each spirit and may require a good deal of research, and
should be created specifically for each different ghost
53by the
GM.

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ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904


Ghoul, Wolf (Dire) STATISTICS
This creature resembles a wolf with matted dark fur torn Str 22, Dex 18, Con —, Int 13, Wis 18, Cha 21
away in places. Its flesh is sickly gray where its fur is torn Base Atk +8; CMB +14; CMD 29
away. Its eyes are stark white. Feats Combat Expertise, Dodge, Improved Initiative, Mobil-
Ghoul Dire Wolf CR 6 ity, Spring Attack, Whirlwind Attack
XP 2,400 Skills Acrobatics +15, Knowledge (nature) +12, Perception
NE Large undead +18, Sense Motive +18, Stealth +18
Init +6; Senses darkvision 60 ft., scent; Perception +16 Languages Abyssal, Common

DEFENSE SPECIAL ABILITIES


AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size) Broken Ground (Su)
hp 90 (12d8+24 plus 12) The ground in a 30-foot radius around a guecubu ripples and
Fort +6, Ref +6, Will +10 shudders unnaturally. This transforms the area surrounding
Defensive Abilities channel resistance +4; Immune un- a guecubu into difficult terrain. A guecubu can move through
dead traits this area with no penalty. Consecrated ground cannot be af-
fected by this ability, nor can any area warded by a magic
OFFENSE circle against chaos or a magic circle against evil.
Speed 50 ft.
Melee bite +17 (2d6+12 plus paralysis and trip) Misfortune (Su)
Space 10 ft.; Reach 5 ft. A creature struck by a guecubu must make a DC 20 Will save
Special Attacks paralysis (1d4+2 rounds, DC 18) or become permanently cursed with misfortune. The vic-
tim of this curse takes a -4 penalty on all attack rolls, saving
STATISTICS throws, and skill checks, and any critical threat against the
Str 27, Dex 15, Con --, Int 6, Wis 14, Cha 14 victim automatically confirms. If a guecubu hits a creature
Base Atk +9; CMB +18; CMD 30 (34 vs. trip) already suffering from this curse, the victim must make a DC
Feats Improved Initiative, Improved Natural Attack (bite), 20 Will save or be staggered for 1 round. This is a curse effect.
Run, Skill Focus (Perception), Toughness, Weapon Focus The save DC is Charisma-based.
(bite)
Skills Perception +16, Stealth +9, Survival +10 (+14 tracking
by scent); Racial Modifiers +4 Survival when tracking by
scent Manananggal
This disembodied female torso flaps through the air on bat-
like wings, her fanged face a hateful mask.
Manananggal CR 7
Guecubu XP 3,200
A skeletal carcass pulls itself from the ground, its body CE Medium undead
formed as much from earth and soil as from bones and rot- Init +3; Senses darkvision 60 ft.; Perception +16
ting flesh. DEFENSE
Guecubu CR 8 AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natu-
XP 4,800 ral)
CE Medium undead (earth) hp 85 (10d8+40)
Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Per- Fort +7, Ref +8, Will +10
ception +18 DR 10/good or silver; Immune undead traits
Aura broken ground (30 ft., DC 20) Weaknesses light sensitivity, vulnerable to light blades

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

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SPECIAL ABILITIES causes a surge of negative energy to flow through the mohrg.
Separate (Su) Whenever a mohrg creates a zombie in this manner, it is
During the day, a manananggal looks like a living human healed 1d6 hit points per HD possessed by the slain creature
woman. She does not detect as undead during the day, but is and acts as if hasted for the round immediately following the
still an undead creature. At night, her upper torso rips away spawn’s creation.
(this is a full round action that occurs at sunset), leaving her
lower torso behind. Her lower torso is helpless, but her upper
torso gains its fly speed and natural attacks at this time. The
upper and lower portions share the same pool of hit points
(despite any intervening distance), and if the helpless lower
Paleoskeleton Triceratops
The skeletal remains of a triceratops advance toward you.
portion is damaged, the manananggal is immediately aware
of the attack. Since manananggals can be destroyed by dam-
age to their lower bodies, they prefer to hide their lower tor-
Paleoskeleton Triceratops CR 7
XP 3,200
sos when separated. A manananggal must return to its lower
N Huge undead (earth)
torso and reattach to it (a full-round action) within the hour
Init +4; Senses darkvision 60 ft.; Perception +0
before sunrise—each round a manananggal remains separat-
ed after sunrise, it takes 1d6 points of damage until it rejoins
DEFENSE
its lower torso or it crumbles into dust.
AC 12, touch 8, flat-footed 12 (+4 natural, –2 size)
hp 63 (14d8)
Vulnerable to Light Blades (Ex)
Fort +4; Ref +4; Will +9
Light blades (such as daggers, kamas, kukris, rapiers, short
DR 5/bludgeoning or adamantine; Immune cold, undead
swords, sickles, and starknives) deal double the weapon’s
traits
base damage on a successful hit against a manananggal.
OFFENSE
Speed 30 ft.
Melee gore +16 (2d10+12) or touch +16 (fossilize)
Mohrg Space 15 ft.; Reach 15 ft.
A thick tangle of discolored entrails clings to this lurching Special Attacks fossilize (DC 16), powerful charge (gore,
skeleton’s torso and winds upward to loll from its jaw like a 4d10+16), primal roar (DC 16), trample (1d8+12, DC 25)
clawed tongue.
STATISTICS
Mohrg CR 8 Str 26, Dex 11, Con —, Int —, Wis 10, Cha 10
XP 4,800 Base Atk +10; CMB +20; CMD 30
CE Medium undead Feats Improved Initiative
Init +8; Senses darkvision 60 ft.; Perception +23
SPECIAL ABILITIES
DEFENSE Fossilize (Su)
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natu- Once every 1d4 rounds, a paleoskeleton can forfeit its first
ral) melee attack to make a touch attack. Any opponent struck by
hp 91 (14d8+28) this attack must succeed on a Fortitude save or be turned to
Fort +6, Ref +10, Will +9 stone permanently.
Immune undead traits
Primal Roar (Su)
OFFENSE A paleoskeleton can, once every other round, unleash an ee-
Speed 30 ft. rie roar. Creatures with fewer Hit Dice than the paleoskele-
Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee ton must succeed on a Will save or be shaken for 2d6 rounds.
touch (paralysis)
Special Attacks create spawn, paralysis (1d4 minutes, DC
21)

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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Defensive Abilities incorporeal, channel resistance +2; Spectre
Immune undead traits This translucent, ghostly figure fades into view from the
damp mist, its face distorted by wrath into a hideous mask.
OFFENSE Spectre CR 7
Speed fly 40 ft. (good) XP 3,200
Melee incorporeal touch +11 (1d8 Strength) LE Medium undead (incorporeal)
Special Attacks create spawn (as per shadow), strength Init +7; Senses darkvision 60 ft.; Perception +17
damage Aura unnatural aura (30 ft.)
DEFENSE
STATISTICS AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15 hp 52 (8d8+16)
Base Atk +6; CMB +11; CMD 24 Fort +4, Ref +5, Will +9
Feats Dodge, Flyby Attack, Mobility, Skill Focus (Percep- Defensive Abilities incorporeal, channel resistance +2
tion, Stealth) Weaknesses resurrection vulnerability, sunlight power-
Skills Fly +15, Perception +13, Stealth +20 (+24 in dim lessness
light, +16 in bright light); Racial Modifiers +4 Stealth in
dim light (–4 in bright light) OFFENSE
Languages Common Speed fly 80 ft. (perfect)
Melee incorporeal touch +10 (1d8 plus energy drain)
SPECIAL ABILITIES Special Attacks create spawn, energy drain (2 levels, DC
Strength Damage (Su) 16)
A greater shadow’s touch deals 1d8 points of Strength dam-
age to a living creature. This is a negative energy effect. A STATISTICS
creature dies if this Strength damage equals or exceeds its Str —, Dex 16, Con —, Int 14, Wis 16, Cha 15
actual Strength score. Base Atk +6; CMB +6; CMD 21
Feats Blind-Fight, Improved Initiative, Skill Focus (Percep-
tion), Weapon Focus
Skills Fly +11, Intimidate +13, Knowledge (history) +10,
Skeleton, Giant (Cloud) Knowledge (religion) +13, Perception +17, Stealth +14, Sur-
The huge pile of bones before you rises, forming into a tow- vival +11
ering mass nearly twenty feet tall. The mass begins to ap- Languages Common
proach menacingly.
Cloud Giant Skeleton CR 7 SPECIAL ABILITIES
XP 3,200 Create Spawn (Su)
NE Huge undead Init +6; Senses darkvision 60 ft.; Percep- Any humanoids slain by a spectre become spectres them-
tion +0 selves in 1d4 rounds. Spawn so created are less powerful than
typical spectres, and suffer a –2 penalty on all d20 rolls and
DEFENSE checks, receive –2 hp per HD, and only drain one level on a
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) touch. Spawn are under the command of the spectre that cre-
hp 96 (16d8) ated them and remain enslaved until its death, at which point
Fort +5, Ref +7, Will +10 they lose their spawn penalties and become full-fledged and
DR 5/bludgeoning; Immune cold, undead tra its free-willed spectres. They do not possess any of the abilities
OFFENSE they had in life.
Speed 50 ft.
Melee 2 claws +22 (1d8+12) Resurrection Vulnerability (Su)
Space 15 ft.; Reach 15 ft. A raise dead or similar spell cast on a spectre destroys it (Will
negates). Using the spell in this way does not require a mate-
STATISTICS rial component.
Str 35, Dex 15, Con —, Int —, Wis 10, Cha 10
Base Atk +12; CMB +26; CMD 38 Sunlight Powerlessness (Ex)
Feats Improved Initiative Spectres are powerless in natural sunlight (not merely a day-
light spell) and flee from it. A spectre caught in sunlight can-
not attack and is staggered.

Unnatural Aura (Su)


Animals, whether wild or domesticated, can sense the unnat-
ural presence of a spectre at a distance of 30 feet. They do not
willingly approach nearer than that and panic if forced to do
so unless a master succeeds at a DC 25 Handle Animal, Ride,
56 or wild empathy check. A panicked animal remains so as long
as it is within 30 feet of the spectre.

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Totenmaske Wraith, Moon
This spindly, skeletal humanoid has moldy green flesh, long A slight movement in the dim light draws your attention to a
talons for hands, and a head that seems to be mostly mouth. creature of roiling darkness, its only identifying feature the
Totenmaske CR 7 pale likeness of a human face frozen in a moment of anguish
XP 3,200 where the thing’s head should be.
NE Medium undead (shapechanger) Moon Wraith CR 7
Init +10; Senses darkvision 60 ft.; Perception +15 XP 3,200
LE Medium undead (incorporeal)
DEFENSE Init +8; Senses darkvision 60 ft., lifesense; Perception +13
AC 20, touch 16, flat-footed 14 (+6 Dex, +4 natural)
hp 85 (10d8+40) DEFENSE
Fort +7, Ref +9, Will +9 AC 20, touch 20, flat-footed 16 (+6 deflection, +4 Dex)
Immune undead traits; Resist cold 20 hp 74 (7d8+42)
Fort +8, Ref +6, Will +7
OFFENSE Defensive Abilities channel resistance +2, incorporeal;
Speed 50 ft. Immune undead traits
Melee bite +13 (1d8+4 plus 1d4 Cha drain), 2 claws +13 Weaknesses light discorporation
(1d6+4)
Special Attacks fleshdrink, shape flesh OFFENSE
Speed fly 60 ft. (good)
STATISTICS Melee incorporeal touch +9 (2d6 negative energy plus 1d6
Str 18, Dex 23, Con —, Int 16, Wis 15, Cha 19 Con drain)
Base Atk +7; CMB +11; CMD 27 Special Attacks create spawn
Feats Ability Focus (Charisma drain), Combat Expertise,
Combat Reflexes, Improved Initiative, Weapon Finesse STATISTICS
Skills Acrobatics +16 (+24 jump), Bluff +14, Diplomacy +14, Str —, Dex 18, Con —, Int 14, Wis 14, Cha 23
Disguise +17, Perception +15, Sense Motive +15, Stealth +19 Base Atk +5; CMB +9; CMD 19
Languages Abyssal, Celestial, Common, Infernal Feats Blind-Sight, Combat Reflexes, Flyby Attack, Improved
SQ change shape (the previous humanoid it successfully Initiative
used its fleshdrink ability on; alter self) Skills Diplomacy +14, Fly +8, Intimidate +17, Knowledge
(planes) +10, Perception +13, Sense Motive +13, Stealth +15
SPECIAL ABILITIES Language Common, Infernal
Charisma Drain (Su) SPECIAL ABILITIES
A totenmaske can eat the hopes and dreams of a creature it Body of Darkness (Ex)
bites, dealing 1d4 points of Charisma drain unless the victim In areas of darkness, the moon wraith can assume a corpore-
makes a DC 21 Will save. The save DC is Charisma-based. al form as a move action. The moon wraith’s body of darkness
appears as a humanoid with a pair of boney claws, swaddled
Fleshdrink (Su) in black rags wearing a white clay mask. In this form, it los-
If a totenmaske hits a single creature with both claw attacks, es the incorporeal subtype, its fly speed, and its incorporeal
the hollow claws drain away some of the target’s flesh, deal- touch attack, but gains a +5 natural armor bonus (total AC
ing 1d6 points of Constitution damage and making the vic- 19), a speed of 30 feet, 2 claws (+11, 1d8+5 plus 1d6 Con
tim sickened for 1d4 rounds. A successful DC 19 Fortitude drain), and a Strength score of 20. The moon wraith may
save negates the Constitution damage and reduces the sick- resume its normal incorporeal form as a swift action, and
ened condition duration to 1 round. The save DC is Charis- automatically becomes incorporeal again should the level of
ma-based. illumination increase to dim light or brighter.

Shape Flesh (Su) Create Spawn (Su)


By spending 1 minute in contact with a helpless creature, a A humanoid slain by a moon wraith becomes a wraith in 1d4
totenmaske can reshape the target’s face, causing flesh to rounds. These spawn are less powerful than typical wraiths,
cover vital features. The target may attempt a DC 19 Forti- and suffer a –2 penalty on all d20 rolls and checks, receive
tude save to resist. Changes are permanent, but can be re- –2 hp per HD, and only drain 1d2 points of Constitution on
versed with heal, restoration, or regeneration, or by surgical- a touch. Spawn are under the command of the moon wraith
ly opening the sealed flesh with a DC 15 Heal check that takes that created them until its death, at which point they lose
1d3 rounds and deals 1d4 points of damage even if the check their spawn penalties and become free-willed wraiths. They
is not successful. do not possess any of the abilities they had in life.

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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Lifesense (Su) Snow Dependency (Ex)
A wraith notices and locates living creatures within 60 feet, A yuki-onna is staggered if she is ever in an area without
just as if it possessed the blindsight ability. snow while her snowstorm aura is suppressed or otherwise
not functioning.
Light Discorporation (Ex)
In areas of bright or normal light, the moon wraith cannot Snowstorm (Su)
attack, becomes ethereal (as per the ethereal jaunt spell), and A yuki-onna is surrounded by whirling blasts of snow, even
is staggered. in areas that wouldn’t allow for such weather, that comprise
a 200-foot-radius spread. Within this area, the snowfall
Unnatural Aura (Su) and wind gusts cause a -4 penalty on Perception checks and
Animals do not willingly approach within 30 feet of a wraith, ranged attacks. The wind itself blows in a clockwise rotation
unless a master makes a DC 25 Handle Animal, Ride, or wild around the yuki-onna, and functions as severe wind. A yu-
empathy check. ki-onna is unaffected by snowstorms or blizzards of any kind.
Any effect that causes these winds to drop below severe (such
as control weather or control winds) cancels the snowstorm
effect entirely.
Yuki-onna
This beautiful but sad-looking woman wears an ornate robe
and is surrounded by a whirling mass of snow.
Yuki-onna CR 8
XP 4,800
Zombie, Giant (Storm)
LE Medium undead (cold, incorporeal) Storm Giant Zombie CR 8
Init +8; Senses darkvision 60 ft.; Perception +17 XP 4,800
Aura snowstorm (200 ft.) Storm giant zombie
NE Huge undead
DEFENSE Init +1; Senses darkvision 60 ft.; Perception +0
AC 21, touch 21, flat-footed 16 (+6 deflection, +4 Dex, +1 DEFENSE
dodge) AC 19, touch 9, flat-footed 18 (+6 armor, +1 Dex, +4 natural,
hp 94 (9d8+54) -2 size)
Fort +9, Ref +7, Will +11 hp 126 (23d8+23)
Defensive Abilities incorporeal; Immune cold, undead Fort +7, Ref +8, Will +13
traits DR 5/slashing; Immune undead traits
Weaknesses vulnerable to fire, snow dependency
OFFENSE
OFFENSE Speed 35 ft. (50 ft. base), swim 30 ft. (40 ft. base)
Speed fly 30 ft. (perfect) Melee mwk broken greatsword +29 (4d6+22) or slam +30
Melee 2 touches +10 (4d6 cold plus chilling touch) (2d6+22)
Special Attacks chilling touch, fascinating gaze Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 10th; concentration +16) STATISTICS
Constant—blur Str 41, Dex 12, Con --, Int --, Wis 10, Cha 10
3/day—cone of cold (DC 21), eyebite (comatose and pan- Base Atk +17; CMB +34; CMD 45
icked only, DC 22), ice storm Feats Toughness
Skills Swim +19
STATISTICS SQ staggered
Str —, Dex 18, Con —, Int 17, Wis 21, Cha 22 Gear breastplate, masterwork broken greatsword
Base Atk +6; CMB +10; CMD 27
Feats Combat Casting, Dodge, Improved Initiative, Mobili-
ty, Spring Attack
Skills Bluff +15, Fly +12, Intimidate +18, Perception +17,
Sense Motive +17, Spellcraft +15, Stealth +16, Survival +14
Languages Common
Summon Undead VII
Baykok
SPECIAL ABILITIES This howling corpse swoops through the air with hideously
Chilling Touch (Su) elongated legs and a bow made of bone.
A yuki-onna’s touch causes 4d6 cold damage. Whenever a Baykok CR 9
creature takes cold damage in this manner, it must make a XP 6,400
DC 20 Fortitude save to avoid being staggered by the super- NE Medium undead
natural cold for 1 round. This duration stacks. The save DC is Init +10; Senses darkvision 60 ft.; Perception +18
Charisma-based.
58 DEFENSE
Fascinating Gaze (Su) AC 24, touch 17, flat-footed 17 (+6 Dex, +1 dodge, +7 natural)
Fascinated for 1d4 rounds, 30 feet, Will DC 20 negates. The hp 97 (15d8+30)
save DC is Charisma-based. Fort +7, Ref +11, Will +9

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Immune undead traits DEFENSE
AC 25, touch 15, flat-footed 20 (+4 Dex, +1 dodge, +10 natu-
OFFENSE ral)(+2 vs good creatures)
Speed 30 ft., fly 60 ft. (good) hp 105 (10d8+50)
Melee 2 claws +14 (1d6+3) Fort +8, Ref +7, Will +10; +2 vs good creatures
Ranged +1 composite longbow +20/+15/+10 (1d8+4/19- DR 10/cold iron; Immune electricity, undead traits; Resist
20/x3 plus 1d6 negative energy and paralysis) acid 10, fire 10
Special Attacks devour soul, dread howl, infused arrows Weaknesses vulnerability to sunlight

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

Bodak, Unhallowed Advanced OFFENSE


Advanced Unhallowed Bodak CR 9 Speed fly 30 ft. (perfect)
XP 6,400 Melee incorporeal touch +14 touch (1d8 Dexterity damage
Advanced unhallowed bodak plus incorporeal grab)
CE Medium undead (extraplanar) Special Attacks create spawn, spiked body 59
Init +6; Senses darkvision 60 ft.; Perception +16
STATISTICS
Str —, Dex 21, Con —, Int 14, Wis 15, Cha 18

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ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904


Base Atk +8; CMB +13 (+17 grapple); CMD 28 Daughter of the Dead
Feats Dazzling Display, Dodge, Lightning Reflexes, Step Up, What was once a woman now towers as a monstrosity of ec-
Weapon Focus (incorporeal touch), Wind Stance toplasmic flesh, horns, and a tremendous scythe-like claw.
Skills Diplomacy +15, Fly +27, Intimidate +18, Linguistics Daughter of the Dead CR 8
+13, Perception +16, Stealth +19 XP 4,800
Languages Aklo, Aquan, Auran, Common, Dwarven, Elven, NE Large undead
Giant, Halfling, Ignan, Shadowspeak, Sylvan, Terran, Under- Init +7; Senses darkvision 60 ft.; Perception +17
common Aura desecrate (20-ft. radius)
SPECIAL ABILITIES DEFENSE
Affected by Bludgeoning (Su) AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)
While a clawed kadian is an incorporeal creature, it is affect- hp 115 (11d8+66)
ed by bludgeoning weapons. A mundane bludgeoning weap- Fort +9, Ref +7, Will +11
on deals 50% damage, and a magic bludgeoning weapon Defensive Abilities channel resistance +4; Immune un-
deals its normal damage. dead traits
Create Spawn (Su) OFFENSE
A humanoid slain by a clawed kadian rises as a clawed kadian Speed fly 40 ft. (perfect)
in 1d4 rounds. A spawn so created is less powerful than a typ- Melee great claw +16 (2d6+9/×4 plus disease), claw +16
ical clawed kadian, and suffers a –2 penalty on all d20 rolls (1d8+9)
and checks, receive –2 hp per HD, and only deals 1d6 Dex- Space 10 ft.; Reach 10 ft.
terity damage. A spawn is under the command of the clawed Spell-Like Abilities (CL 11th; concentration +16)
kadian that created it and remains enslaved for a year and a
day, at which point it lose the spawn penalties and becomes Constant—desecrate (centered on self)
a full-fledged and free-willed clawed kadian. A clawed kadian Cleric Spells Prepared (CL 6th; concentration +9)
spawn does not possess any of the abilities it had in life. 3rd—bestow curse (DC 16), contagion (DC 16), dispel
magicD, inflict serious wounds (DC 16)
Dexterity Damage (Su) 2nd—death knellD (DC 15), hold person (DC 15), inflict
A clawed kadian’s touch deals 1d8 points of Dexterity dam- moderate wounds (DC 15), resist energy, spiritual weapon
age to a living creature. This is a negative energy effect. A 1st—cause fearD (DC 14), command (DC 14), divine favor,
creature dies if this Dexterity damage equals or exceeds its obscuring mist, shield of faith
actual Dexterity score. 0—bleed (DC 13), detect magic, guidance, resistance
D domain spell; Domains Death, Magic
Incorporeal Grab (Su)
As part of an incorporeal touch attack, a clawed kadian can STATISTICS
grab a corporeal creature’s spirit, grappling them. The clawed Str 27, Dex 17, Con —, Int 18, Wis 16, Cha 21
kadian is treated as corporeal when initiating and maintain- Base Atk +8; CMB +17; CMD 30
ing a grapple; it is, however, treated as an incorporeal crea- Feats Ability Focus (disease), Combat Casting, Combat Re-
ture for all other purposes, such as opponents attempting to flexes, Improved Initiative, Power Attack, Vital Strike
attack the clawed kadian. When the clawed kadian is grap- Skills Acrobatics +14, Bluff +16, Fly +23, Intimidate +19,
pling a creature, it can take the following actions: move, dam- Knowledge (religion) +18, Perception +17, Sense Motive +17,
age (from its incorporeal touch instead of its spiked body), Spellcraft +18, Stealth +0
and pin. It cannot tie up an opponent. Languages Abyssal, Common, Infernal, Necril
Slow Aura (Su) SPECIAL ABILITIES
When a creature comes within 30 ft. of the clawed kadian, Desecrate (Sp)
it is overcome with lethargy and find they cannot move as The bonuses granted from the constant desecrate spell-like
quickly as normal. A creature that fails a Will save DC 19 can ability (which is always centered on herself) are already cal-
only take a standard action or a move action on their turn, culated into the stats above.
not both. This effect counts as the slow spell for purposes of
dispelling and being dispelled by haste and lasts for 6 rounds. Disease (Su)
Creatures that successfully save cannot be affected by the Bubonic Plague: Great claw—injury; save Fortitude DC 20;
same creature’s slow aura for 24 hours. Clawed kadians are onset immediate; frequency 1/day; effect 1d4 Con Damage
immune to this ability. The save DC for this ability is Charis- and target is fatigued; cure 2 consecutive saves. The save
ma-based. DC is Charisma-based.
Spiked Body (Su) Great Claw (Ex)
A clawed kadian’s body has a number of large spikes on its One of the creatures hands is a tremendous scythe-shaped
body. Anyone grappled by the clawed kadian’s incorporeal claw. This attack inflicts ×4 damage on a critical hit, and is
grab takes 1d3 points of Dexterity damage every round the treated as an evil weapon for the purposes of penetrating
60persists.
grapple damage reduction.

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Spells Stench Spray (Ex)
This creature casts spells as a 6th-level cleric, but although A flumph can spray a 20-foot line of foul- smelling liquid
she selects two domains to determine bonus spells, she does once every 1d4 rounds. This spray functions like the stench
not gain any domain powers. universal monster ability, except it only affects creatures
struck by the spray, which must make a DC 21 Fortitude save
or be sickened for 5 rounds. The save DC is Charisma-based.
Alternatively, the flumph can concentrate the spray on a
single target within 5 feet. To use this version of its stench
Fallen Flumph spray, the flumph must succeed at a ranged touch attack (+5
Flumphs selflessly dedicate their lives to protecting the uni-
for most flumphs). If the target is hit, it must make a DC 21
verse from the void. However, some flumphs go mad from
Fortitude save or become nauseated for 5 rounds; otherwise,
the chaos and evil they are fighting. It’s not long before these
it is sickened for 5 rounds. The odor from this spray lingers
insane flumphs master the dark powers.
in the area and on all creatures struck for 1d4 hours, and can
Flumph graveknight antipaladin 8 CR 11 be detected at a range of 100 feet (creatures with the scent
CE Small undead (augmented)
ability can smell it at double this range).
Init +7; Senses darkvision 60 ft.; Perception +7
Rejuvenation (Su)
DEFENSE
One day after a fallen flumph is destroyed, its armor begins
AC 18, touch 14, flat-footed 15 (+5 Dex, +8 natural, +1 size)
to rebuild the undead horror’s body. This process takes 1d10
hp 116 (2d8+8d10+60)
days—if the body is destroyed before that time passes, the
Fort +10, Ref +9, Will +15
armor merely starts the process anew. After this time has
Defensive Abilities channel resistance +4; DR 10/ magic;
elapsed, the fallen flumph wakens fully healed.
Immune cold, electricity, acid, undead traits; SR 22
Devastating Blast (Su)
OFFENSE
Three times per day, the fallen flumph may unleash a 30-foot
Speed 5 ft., fly 20 ft. (perfect)
cone of acid as a standard action. This blast deals 6d6 points
Melee sting + (1d4+5+2d6 acid plus acid injection) and slam
acid damage (DC 19 Reflex for half ).
+ (1d3+5+2d6 acid)
Special Attacks stench spray, channel destruction
Undead Mastery (Su)
Antipaladin Spells Prepared (CL 5th; concentration +9)
As a standard action, a fallen flumph can attempt to bend
2nd- undetectable alignment, invisibility
any undead creature within 50 feet to its will. The targeted
1st- litany of sloth (2)
undead must succeed at a DC 19 Will save or fall under the
flumph’s control. This control is permanent for unintelligent
STATISTICS
undead; an undead with an Intelligence score is allowed an
Str 20, Dex 20, Con -, Int 16, Wis 22, Cha 18
additional save every day to break free from the graveknight’s
Base Atk +9; CMB +0; CMD 13
control. A creature that successfully saves cannot be affected
Feats Weapon Finesse, Weapon Focus (Sting), Improved
again by the same flumph’s undead mastery for 24 hours. A
Unarmed Strike, Crusader’s Fist, Ability Focus (stench
graveknight can control 50 Hit Dice of undead creatures. If
spray), Improved Initiative, Mounted Combat, Ride-By At-
the fallen flumph exceeds this number, the excess from ear-
tack, Toughness
lier uses of the ability becomes uncontrolled, as per animate
Skills Diplomacy +6, Fly +28, Intimidate +25, Perception
dead.
+27, Ride +16, Sense Motive +7, Stealth +22; Racial Mod-
ifiers +10 Fly, +8 Intimidate, +8 Perception, +8 Ride, +4
Phantom Mount (Su)
Stealth
Once per hour, a fallen flumph can summon a skeletal horse
Languages Aklo, Common
similar to a phantom steed. This mount is more real than a
SQ aura of evil, detect good, smite good, unholy resilience,
typical phantom steed, and can carry one additional rider.
touch of corruption, aura of cowardice, plague bringer, cru-
The mount’s powers are treated as if the fallen flumph was
elty (fatigued, diseased), channel negative energy, fiendish
a 10th level caster. A flumph’s mount looks distinctive and
boon (+1 enh. on sting), aura of despair, phantom mount,
always appears the same each time it is summoned. If the
ruinous revivification (acid)
mount is destroyed, it can be summoned again with full hit
points 1 hour later.
SPECIAL ABILITIES
Cruelty (Su)
Acid Injection (Ex)
The fallen flumph has the fatigued and diseased cruelties.
When a flumph strikes an opponent with its spikes, it injects
Targets must make a DC 16 Fortitude save to avoid the cruel-
a burning, irritating acid that deals 1d4 points of acid damage
ty. The save is Charisma-based.
immediately and another 1d4 points of acid damage on the
round after the attack. The target can end the acid’s effects
Fiendish Boon (Sp)
by submerging the wound in water for a round or by being
The fallen uses his fiendish boon to gain a +1 enhancement
treated with a DC 15 Heal check. A creature that grapples or
bonus on his sting ability for 8 minutes.
swallows the flumph takes this acid damage automatically 61
every round it maintains this contact with a living flumph.

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Fext DEFENSE
This creature’s pallid skin belies its healthy, powerful phy- AC 25, touch 9, flat-footed 26 (+1 Dex, +16 natural, –2 size)
sique. Dressed in a fine military uniform, complete with hp 91 (14d8+28)
numerous decorations and medals, the creature gazes from Fort +5, Ref +5, Will +9
eyes that are dead and vacant, its thin lips grinning wicked- DR 10/bludgeoning; Immune cold, undead traits
ly and revealing pointed, inhuman teeth. Weaknesses vulnerable to fire
Fext CR 10
XP 9,600 OFFENSE
LE Medium undead Speed 40 ft.
Init +4; Senses darkvision 60 ft.; Perception +20 Melee gore +21 (2d8+13 plus 3d6 cold), slam +21 (2d6+13
plus 3d6 cold)
DEFENSE Space 15 ft.; Reach 15 ft.
AC 25, touch 15, flat-footed 20 (+4 Dex, +1 dodge, +10 nat- Special Attacks cold
ural)
hp 127 (15d8+60) STATISTICS
Fort +9, Ref +9, Will +11 Str 36, Dex 12, Con —, Int —, Wis 10, Cha 12
DR 10/glass or obsidian; Immune cold, undead traits; Re- Base Atk +10; CMB +25; CMD 36 (40 vs. trip)
sist electricity 10, fire 10; SR 21 Feats Toughness
SQ lifesense
OFFENSE
Speed 40 ft.
Melee bastard sword +18/+13/+8 (1d10+6/17–20) or slam
+17 (1d4+9 plus energy drain) Geist
Special Attacks energy drain (1d4 levels, DC 21) This disembodied phantom wears black robes that swirl
Spell-Like Abilities (CL 15th; concentration +19) around a maw of sharp teeth.
At will—death knell (DC 16), protection from good, speak Geist CR 9
with dead (DC 17) XP 6,400
3/day—bestow curse (DC 17) CE Medium undead (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +17
STATISTICS
Str 23, Dex 18, Con —, Int 13, Wis 15, Cha 18 DEFENSE
Base Atk +11; CMB +17; CMD 32 AC 20, touch 20, flat-footed 15 (+5 deflection, +5 Dex)
Feats Cleave, Dodge, Great Cleave, Improved Critical (bas- hp 114 (12d8+60)
tard sword), Mobility, Power Attack, Spring Attack, Weapon Fort +9, Ref +9, Will +10
Focus (bastard sword) Defensive Abilities channel resistance +4, incorporeal;
Skills Acrobatics +10 (+14 when jumping), Disguise +15, Immune undead traits
Intimidate +20, Knowledge (engineering) +12, Knowledge Weaknesses sunlight powerlessness
(religion) +12, Perception +20, Sense Motive +9, Stealth +17
Languages Common, Necril OFFENSE
SQ unkillable Speed fly 40 ft. (perfect)
Melee incorporeal bite +14 (1d6 negative energy plus 1d4
SPECIAL ABILITIES Con)
Unkillable (Su) Special Attacks spiritual manipulation, terrifying laughter
When reduced to 0 hit points by anything other than a glass (30 ft.; DC 21)
or obsidian weapon, a fext is not destroyed, but instead be-
comes unconscious. Additionally, 1d4 minutes after falling, STATISTICS
a fext gains fast healing 1. To be completely destroyed, a fext Str —, Dex 20, Con —, Int 15, Wis 15, Cha 21
must be reduced to 0 hit points by a glass or obsidian weap- Base Atk +9; CMB +14; CMD 29
on or, once a fext is rendered unconscious, its head must be Feats Blind-Fight, Combat Reflexes, Flyby Attack, Improved
severed and anointed with holy water. Once destroyed, a fext Initiative, Skill Focus (Stealth), Weapon Finesse
dissolves into fine ash. Skills Bluff +17, Fly +18, Intimidate +20, Knowledge (reli-
gion) +15, Perception +17, Sense Motive +17, Stealth +26
Languages Abyssal, Common

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

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geist’s attempt to take control of a haunt fails, the geist must earth within 100 feet. The dust ghoul can control and direct
retreat from the haunt’s area of effect and cannot attempt to these creatures as long as it is “alive” and within 100 feet. The
take control of the haunt again for 24 hours. When a geist dust creatures have a speed of 10 feet and each has only one
controls a haunt, it can activate or suppress the haunt’s ef- attack; a grapple. Each has a CMB equal to 1/2 dust ghoul’s
fects as a free action and the haunt automatically resets in HD + its Strength modifier (+12 CMB for the standard dust
half its normal time. A haunt under a geist’s control can still ghoul). A dust creature holds but does not harm creatures it
be neutralized when reduced to 0 hit points, but it cannot grapples. The dust humanoids are immune to all attacks and
be permanently put to rest until the geist that controls it is spells, except water-based spells and effects. A gallon of water
destroyed. A geist can control a number of haunts up to its instantly destroys a dust humanoid. If the dust ghoul moves
Charisma modifier at one time (usually five). more than 100 feet away from a dust creature, that dust crea-
ture collapses into a pile of harmless dust. If the dust ghoul is
Terrifying Laugh (Su) destroyed, all dust creatures it animated collapse.
Once per minute, a geist can unleash a terrifying laugh as
a standard action. The laughter lasts until the beginning of Augmented Critical (Ex)
the geist’s next turn. All creatures within 30 feet of the geist A dust ghoul’s claws are razor-sharp. It threatens a critical hit
when it begins to laugh, as well as all creatures that end their on an attack roll of 19-20. On a successful critical hit with a
turn within that radius, must succeed at a DC 21 Will save or claw, it deals triple damage.
be panicked. The save is required only once per laugh. Those
who succeed at their saving throws need not save against Earth Mastery (Ex)
the same geist’s terrifying laughter for 24 hours. This is a A dust ghoul gains a +1 bonus on attack and damage rolls if
mind-affecting fear effect. The save DC is Charisma-based. its foe is touching the ground. If an opponent is waterborne,
the dust ghoul takes a -4 penalty on attack and damage rolls.

Limited Flight (Ex)


A dust ghoul can fly for a number of minutes equal to its Cha-
Ghoul, Dust risma modifier (minimum 1). After that, it must rest for 10
This monster appears as a dust-covered creature with de-
minutes before it can fly again.
caying flesh pulled tight over its humanoid frame. Its teeth
are pointed fangs and its hands end in wicked, dirt-covered
Paralyzing Shriek (Su)
and blood-soaked claws.
Once per minute, a dust ghoul can unleash a hellish shriek
Dust Ghoul CR 8 that paralyzes any creature within 60 feet that hears it. Af-
XP 4,800
fected creatures that succeed on a DC 19 Will save negate the
CE Medium undead (air, earth, extraplanar)
paralysis. This is a mind-affecting, fear and sonic effect. The
Init +7; Senses darkvision 60 ft.; Perception +17
save DC is Charisma-based.
DEFENSE
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 102 (12d8+36 plus 12)
Fort +9; Ref +9; Will +10 Lantern Goat, Gruff
Defensive Abilities channel resistance +4; Immune un- This creature resembles a large goat with tangled and
dead traits patchy gray-and-white hair, and horns and hooves that ap-
pear to be made of stone. Its eyes are stark white. Around its
OFFENSE neck hangs a dented and ugly iron lantern, glowing with a
Speed 40 ft., fly 40 ft. (perfect), burrow 20 ft. foul amber light.
Melee bite +16 (2d6+6), 2 claws +16 (1d8+6/19-20x3) Gruff Lantern Goat CR 9
Special Attacks animate dust, augmented critical, earth XP 6,400
mastery, paralyzing shriek CE Large undead
Init +7; Senses darkvision 60 ft., lifesense 60 ft.; Percep-
STATISTICS tion +19
Str 22, Dex 16, Con —, Int 14, Wis 14, Cha 16
Base Atk +9; CMB +15; CMD 28 DEFENSE
Feats Great Fortitude, Improved Initiative, Lightning Re- AC 19, touch 13, flat-footed 15 (+3 Dex, +1 dodge, +6 natural,
flexes, Toughness, Weapon Focus (bite) Weapon Focus -1 size)
(claw) hp 136 (16d8+48 plus 16)
Skills Acrobatics +15 (+19 jump), Climb +21, Fly +16, Intim- Fort +10, Ref +8, Will +12
idate +18, Knowledge (planes) +12, Perception +17, Stealth Immune undead traits
+18 OFFENSE
Languages Common Speed 30 ft.
SQ limited flight Melee head butt +17 (2d6+5), 2 hooves +17 (1d6+5)
Special Attacks fear light (DC 21), soul capture (DC 21)
SPECIAL ABILITIES 63
Animate Dust (Su) STATISTICS
Once per day, a dust ghoul can cause 1d4 ghostly human- Str 21, Dex 16, Con --, Int 6, Wis 10, Cha 17
oid-shaped creatures to materialize from an area of dust and Base Atk +12; CMB +18; CMD 32 (36 vs. trip)

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Feats Alertness, Dodge, Great Fortitude, Improved Initia- STATISTICS
tive, Improved Natural Attack (bite), Iron Will, Toughness, Str 24, Dex 19, Con --, Int 19, Wis 16, Cha 20
Weapon Finesse Base Atk +8; CMB +15; CMD 30
Skills Acrobatics +11, Perception +19, Sense Motive +2, Feats Combat Reflexes, Dodge, Great Fortitude, Improved
Stealth +14 Initiative, Iron Will, Lightning Reflexes
Skills Intimidate +19, Knowledge (arcana) +18, Knowledge
SPECIAL ABILITIES (religion) +18, Perception +17, Sense Motive +19, Spellcraft
Fear Light (Su) +18, Stealth +20, Use Magic Device +16; Racial Modifiers
A gruff lantern goat can emit an ugly yellow light from the +2 Sense Motive, +2 Stealth
lantern around its neck as a free action. All creatures within Languages Common, Infernal, plus any four
60 feet that view this light must succeed on a DC 21 Will save
or be panicked for 1d4+4 rounds. A creature that succeeds on SPECIAL ABILITIES
its save is immune to the fear light of that lantern goat for one Chill (Su)
day. The save DC is Charisma-based. A lich shade’s claws inflict an additional 1d6 points of cold
damage on a hit, and any creature that takes this additional
Lifesense (Su) cold damage must make a DC 20 Fortitude save or be stag-
A gruff lantern goat notices and locates living creatures with- gered for 1 round by the numbing chill. The save DC is Cha-
in 60 feet, just as if it possessed the blindsight ability. It also risma-based.
senses the strength of their life force automatically, as if it
had cast deathwatch. Death Throes (Su)
When a lich shade is destroyed, it explodes into a burst of
Soul Capture (Su) choking dust. All creatures within 10 feet must make a DC
Any living creature reduced to below 0 hit points while with- 20 Fortitude save or take 1d6 points of Constitution damage
in 60 feet of a gruff lantern goat must succeed on a DC 21 Will from the violent choking and necromantic scouring of this
save or have its soul drawn into the lantern goat’s lantern. supernaturally vile dust. Those who fail the save are also nau-
The DC increases by +1 for every hit point the character is seated for 1d6 rounds, while those who succeed are merely
below 0 (e.g., a character at -3 hit points must save at DC 24). sickened for 1d6 rounds. The save DC is Charisma-based.
Once captured, the lantern goat slowly digests the creature’s
soul over a period of 1 hour, using it to fuel its dark energies. Spell Leech (Su)
A creature slain in this manner can only be returned to life Whenever a spellcaster within 50 feet of a lich shade casts a
by a resurrection, true resurrection, wish, or miracle. Raise spell, the spellcaster must make a DC 20 Will save or the spell
dead has no effect on such a slain creature. If the lantern goat is lost, as if it were counterspelled. The lost spell’s energy is
is slain and the lantern destroyed, the soul is released back transferred to the lich shade, who can use the magical energy
to the body if still living. The lantern cannot be destroyed or in one of the following three ways. A lich shade can only store
removed until the lantern goat is destroyed. The save DC is the energy of one spell at a time.
Charisma-based. Cast: A lich shade can cast the spell on his turn at caster lev-
el 11th. When casting spells in this manner, he ignores the
spell’s material component requirements, but not its focus
requirements.
Eldritch Bolt: A lich shade can release the spell as an el-
Lich Shade dritch bolt of pure magic energy as a standard action (range
This creature appears as a rotting and skeletal human-
50 ft., ranged touch +12, 1d6 damage per 2 levels of the spell
oid dressed in tattered and worn robes with ancient runes
used to create it).
etched on their surface. Its eyes blaze with a crimson fire.
Healing: A lich shade can absorb the spell’s energy to heal
Lich Shade CR 9 hit points equal to the spell’s level × 4. Hit points in excess
XP 6,400
of his maximum are instead gained as temporary hit points.
NE Medium undead
These temporary hit points last for 1 hour before fading.
Init +8; Senses darkvision 60 ft., spell sense 100 ft.; Per-
ception +17
Spell Sense (Su)
A lich shade can automatically pinpoint the location of any
DEFENSE
spellcaster within 100 feet who has cast a spell within the
AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
previous round. It can also identify spells as they are being
hp 104 (11d8+55)
cast and all existing spell effects as if it were under the effects
Fort +10, Ref +9, Will +12
of greater arcane sight.
Defensive Abilities channel resistance +2; DR 10/ blud-
geoning and magic; Immune undead traits; Resist cold 10,
electricity 10; SR 20

OFFENSE Minor Reaper


Speed 30 ft. Minor Reaper CR 10
Melee64
2 claws +15 (1d6+7 plus 1d6 cold) XP 9,600
Special Attacks chill, death throes, spell leech NE Medium undead (evil, extraplanar)
Init +8; Senses darkvision 60 ft., low-light vision; Percep-
tion +18

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DEFENSE OFFENSE
AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural) Speed 30 ft., fly 50 ft. (clumsy)
hp 127 (15d8+60) Melee 2 claws +19 (3d6+8/19–20)
Fort +8, Ref +11, Will +9 Space 10 ft.; Reach 5 ft.
DR 5/cold iron or good; Immune cold, undead traits; SR 21 Special Attacks burst of vengeance, dust stroke, pounce,
rake (2 claws +19, 3d6+8/19–20)
OFFENSE Spell-Like Abilities (CL 12th; concentration +16)
Speed 30 ft. Constant—comprehend languages, detect magic, read
Melee scythe +14/+9/+4 (2d4+3/×4 plus death touch) magic, see invisibility
Special Attacks fear cone (30 ft., DC 20) 3/day—clairaudience/clairvoyance
1/day—dispel magic, legend lore, locate object, remove
STATISTICS curse
Str 14, Dex 19, Con —, Int 8, Wis 11, Cha 17 1/week—any one of the following, with a maximum dura-
Base Atk +11; CMB +15; CMD 27 tion of 1 week: symbol of fear (DC 20), symbol of pain (DC
Feats Agile Maneuvers, Cleave, Combat Reflexes, Improved 19), symbol of persuasion (DC 20), symbol of sleep (DC 19),
Initiative, Lightning Reflexes, Power Attack, Toughness, symbol of stunning (DC 21)
Weapon Focus (scythe)
Skills Climb +10, Intimidate +16, Perception +18, Stealth STATISTICS
+22 Str 26, Dex 13, Con -, Int 16, Wis 19, Cha 19
SQ sole target Base Atk +12; CMB +21; CMD 32 (36 vs. trip)
Feats Alertness, Combat Casting, Hover, Improved Critical
SPECIAL ABILITIES (claw), Improved Initiative, Improved Natural Attack (claw),
Death Touch (Su) Iron Will, Toughness B
Creatures hit by either a lesser reaper’s touch attack or by Skills Bluff +12, Diplomacy +12, Fly +2, Intimidate +12,
a weapon wielded by a lesser reaper must succeed at a DC Knowledge (history) +5, Knowledge (religion) +5, Perception
20 Fortitude save or gain 1d4 negative levels. The save DC is +21, Sense Motive +18, Spellcraft +11, Stealth
Charisma-based. A humanoid slain by a reaper’s death touch +12; Racial Modifiers +4 Stealth
is consumed in unholy fire and has its remains destroyed as Languages Common, Draconic,
the destruction spell. This is a death effect. Sphinx; comprehend languages

Sole Target (Su)


Each minor reaper is assigned a specific target by the reaper
that summoned it. If a creature attacks a minor reaper tar-
geting another creature, that minor reaper may immediately
summon another minor reaper as a free action to battle the
interceding creature unless the interloper is already in battle
with a minor reaper of its own, in which case the ability is
wasted. If a minor reaper does not or cannot use this ability
immediately after being attacked, it must wait until it is at-
tacked once again in order to do so.

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)

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hp 133 (14d8+60) skeleton continues to reform into smaller and smaller sizes
Fort +9, Ref +12, Will +13 (with half the HD of the previous each time it multiplies.) A
Defensive Abilities DR 5/bludgeoning; Immune fire, multiplying tyrannosaurus skeleton reforms into two Large
undead traits skeletons with 9 HD each, each of which then reforms into
Vulnerability cold two Small skeletons with 4 HD each. When these four Small
skeletons are killed, the skeleton no longer multiplies and is
OFFENSE finally destroyed.
Speed 30 ft., swim 40 ft.
Melee 2 claws +20 (2d8+27+1d6 fire plus grab) Powerful Bite (Ex)
Space 30 ft.; Reach 30 ft. A multiplying tyrannosaurus skeleton applies twice its
Special Attacks breath weapon (70-ft. cone, DC 22, 6d6 Strength modifier to bite damage.
fire) constrict (2d8+27+1d6 fire damage)

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

Skeleton, Multiplying T-Rex OFFENSE


Bones rattle against cracked bones as this ancient, fleshless Speed 30 ft.
corpse clatters forth. Melee 2 claws +14 (1d8+5 plus 1 bleed)
Multiplying T-Rex Skeleton CR 9 Space 10 ft.; Reach 10 ft.
XP 6,400
NE Gargantuan undead STATISTICS
Init +6; Senses darkvision 60 ft.; Perception +0 Str 21, Dex 15, Con --, Int 13, Wis 13, Cha 16
Base Atk +9; CMB +15 (+17 grapple); CMD 27
DEFENSE Feats Alertness, Death’s Blessing, Improved Grapple, Im-
AC 14, touch 8, flat-footed 12 (+2 Dex, +6 natural, –4 size) proved Initiative, Power Attack, Weapon Focus (claws)
hp 81 (18d8) Skills Acrobatics +10, Climb +20, Escape Artist +18, Percep-
Fort +6, Ref +8, Will +11 tion +20, Sense Motive +3, Stealth +11, Survival +11; Racial
DR 5/bludgeoning; Immune cold, undead traits Modifiers +8 Escape Artist
Languages Common
OFFENSE SPECIAL ABILITIES
Speed 40 ft. Engulf (Ex)
Melee bite +20 (4d6+22) A blood wight can try to wrap a Medium or smaller creature
Space 20 ft.; Reach 20 ft. in its body as a standard action. The blood wight attempts a
grapple check that does not provoke an attack of opportunity.
STATISTICS If it wins the grapple check, it establishes a hold and claws its
Str 32, Dex 15, Con —, Int —, Wis 10, Cha 10 opponent with a +4 bonus on the attack roll.
Base Atk +13; CMB +28; CMD 40
Feats Improved Initiative Attacks that hit an engulfing blood wight deal half their
SQ multiplication, powerful bite damage to the monster and half to the trapped victim. An
engulfed victim must hold its breath as long as it remains
SPECIAL ABILITIES trapped or begin to drown. A trapped victim can break free
66
Multiplication (Su) with a successful grapple check.
When a multiplying skeleton is reduced to 0 hit points, its A Large blood wight’s body can engulf 1 Medium, 2 Small, 4
bones reform 1d4 rounds later into two smaller multiplying Tiny, 16 Diminutive, or 32 Fine or smaller opponents.
skeletons with 9 Hit Dice each. Each resulting multiplying

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Vrykolakas Feral Possession (Ex)
Slinking forth on bent limbs and gnarled claws, this twisted Upon being reduced to 0 hit points, a vrykolakas’s spirit at-
abomination bears a resemblance to a starved, plague-rid- tempts to possess any animal within 100 feet. This ability is
den ape, its form bestial and bent, with pallid skin stretched similar to the spell magic jar but does not require a receptacle
unnaturally over knotted bone. Yet its visage holds a great- and has a duration equal to 1 hour for every Hit Die the vryko-
er terror, for amid fangs and milky eyes linger the withered lakas possesses. The target must make a DC 21 Will save or be
features of a living corpse. possessed. If the possession fails, the vrykolakas immediately
dies. If the possession succeeds, the animal immediately re-
Vrykolakas CR 10 treats to the vrykolakas’s grave, where it attempts to bury it-
XP 9,600 self in the earth. If left uninterrupted for 1d4 days, the animal
NE Medium undead transforms into a new vrykolakas with all the same statistics
Init +8; Senses darkvision 60 ft.; Perception +17 as the original. If discovered and slain during this time, both
Aura pestilent aura (5 ft., DC 21) the animal and the vrykolakas spirit are destroyed. The save
DC is Charisma-based.
DEFENSE
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 Dodge, +8 nat- Pestilent Aura (Su)
ural) All creatures that come within 5 feet of a vrykolakas must
hp 115 (10d8+70); fast healing 5 save to resist contracting bubonic plague. Any creature that
Fort +9, Ref +9, Will +11 successfully saves against a vrykolakas’s pestilent aura can-
Defensive Abilities channel resistance +4; Immune un- not be affected by the aura of that same vrykolakas for 24
dead traits hours. The save DC is Charisma-based.
Weaknesses vulnerability to fire Bubonic Plague: aura—inhaled; save Fort DC 21; onset 1
day; frequency 1/day; effect 1d4 Con Damage and 1 Cha
OFFENSE damage and target is fatigued; cure 2 consecutive saves.
Speed 40 ft., climb 20 ft.
Melee 2 claws +13 (1d6+6 plus energy drain), bite +13
(1d6+6)
Special Attacks horrid visage, energy drain (1 level, DC 21), Witchfire
rend (2 claws, 1d6+9) Bathed in sickly green flames, this insubstantial specter of a
Spell-Like Abilities (CL 10th) beautiful young woman floats just off the ground.
3/day—charm animal (DC 17), disguise self, fear (DC 20) Witchfire CR 9
XP 6,400
STATISTICS CE Medium undead (incorporeal)
Str 22, Dex 19, Con —, Int 7, Wis 18, Cha 23 Init +10; Senses darkvision 60 ft.; Perception +16
Base Atk +7; CMB +13; CMD +28
Feats Dodge, Improved Initiative, Lightning Reflexes, DEFENSE
Stealthy, Toughness AC 24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1
Skills Climb +14, Disguise +6 (+14 when impersonating dodge)
its former living self), Perception +17, Stealth +21; Racial hp 115 (10d8+70)
Modifiers +8 Disguise when impersonating its former liv- Fort +10, Ref +11, Will +10
ing self Defensive Abilities incorporeal, witchflame; Immune
Languages Common fire, undead traits
SQ feed, feral possession
OFFENSE
Speed fly 50 ft. (perfect)
SPECIAL ABILITIES Melee incorporeal touch +13 (8d6 fire plus witchflame)
Create Spawn (Su) Ranged witchflame bolt +13 (8d6 fire plus witchflame)
Any humanoid creature that is slain by a vrykolakas’s natural Spell-Like Abilities (CL 9th); concentration +16
attacks becomes a vrykolakas itself in 1d4 days if not blessed At will—dancing lights, disguise self, ghost sound (DC 17),
and properly buried. A blessing might entail either the spell invisibility, pyrotechnics (DC 19), ray of enfeeblement (DC
bless or a more mundane consecration. A vrykolakas’s spawn 18)
are free-willed and wild, typically remembering nothing of 1/day—summon (level 4, 2 will-o’-wisps 50%)
their moment of death and caring nothing for the vrykolakas
that killed them. They do not possess any of the abilities they STATISTICS
had in life. Str —, Dex 22, Con —, Int 17, Wis 16, Cha 25
Base Atk +7; CMB +13; CMD 31
Horrid Visage (Su) Feats Combat Reflexes, Dodge, Improved Initiative, Light-
At the mere sight of a vrykolakas, the viewer must succeed on ning Reflexes, Mobility
a DC 20 Will save or be paralyzed with fear for 1d4 rounds. Skills Bluff +17, Fly +14, Intimidate +20, Knowledge (any
Whether or not the save is successful, that creature cannot be two) +13, Perception +16, Sense Motive +16, Stealth67
+19
affected again by the same vrykolakas’s horrid visage for 24 Languages Auran, Common, Giant
hours. The save DC is Charisma-based. SQ sound mimicry (animal noises)

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SPECIAL ABILITIES SPECIAL ABILITIES
Witchflame (Su) Blood Drain (Su)
Any creature damaged by the incorporeal touch or ranged As a standard action, a bhuta can suck blood from an adja-
bolt attacks of a witchfire must succeed on a DC 22 Will save cent opponent that is taking bleed damage. The target takes
or become engulfed in sickly green flames. While these ee- 1d6 points of Constitution damage (Fort DC 23 for half). The
rie flames deal no additional damage, the affected creature bhuta heals 5 hit points when it drains blood.
glows as per faerie fire and becomes sickened. While under
the effects of the witchflame, the victim gains vulnerability Cold Iron Weakness (Su)
to fire and takes half again as much damage (+50%) from A cold iron weapon is considered to be magical when used
fire attacks of any sort. This effect persists for 10 minutes. against a bhuta. A magic cold iron weapon always functions
The supernatural flames can only be extinguished before this as a ghost touch weapon when used against a bhuta.
duration expires by a break enchantment, miracle, remove
curse, or wish spell—the effective caster level of the witch-
flame is equal to the witchfire’s HD (CL 10th for most witch-
fires). Any creature entering the same square as a witchfire
or striking it with a melee attack must succeed on a DC 22
Crucifixion Spirit
This entity appears as a gaunt and translucent humanoid
Will save or begin burning with witchflame, even if the attack
with puncture injuries to both wrists and both feet. Its face
would not otherwise harm the witchfire because of its incor-
is twisted in eternal pain and its eyes flicker with a reddish
poreal nature. A bolt of witchflame has a range of 60 feet with
glow.
no range increment. The save DCs are Charisma-based.
Crucifixion Spirit CR 11
XP 12,800
CE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +26
Summon Undead VIII
DEFENSE
Bhuta AC 19, touch 19, flat-footed 15 (+5 deflection, +3 Dex, +1
This ghostly apparition floats in the air on backward-facing dodge)
feet. Its hands end in sharp talons, and its eyes glow with hp 142 (15d8+75)
blue fire. Fort +10; Ref +10; Will +15
Bhuta CR 11 Defensive Abilities incorporeal; Immune channel ener-
XP 12,800 gy, undead traits; SR 22
NE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft., scent; Perception +13 OFFENSE
Speed fly 50 ft. (perfect)
DEFENSE Melee incorporeal touch +14 (1d8 plus paralysis)
AC 25, touch 25, flat-footed 17 (+7 deflection, +7 Dex, +1 Ranged touch +14 (crucify soul)
dodge) Special Attacks crucify soul, paralysis (1d4 rounds, DC 24)
hp 147 (14d8+84)
Fort +10, Ref +11, Will +10 STATISTICS
Defensive Abilities incorporeal, channel resistance +4; Str —, Dex 17, Con —, Int 15, Wis 18, Cha 20
Immune undead traits Base Atk +11; CMB +14; CMD 30 (can’t be tripped)
Weaknesses cold iron Feats Ability Focus (paralysis), Alertness, Blind-Fight,
Dodge, Improved Initiative, Iron Will, Lightning Reflexes,
OFFENSE Mobility
Speed fly 30 ft. (perfect) Skills Escape Artist +18, Fly +29, Intimidate +23, Percep-
Melee 2 incorporeal claws +17 (5d8 plus bleed) tion +26, Sense Motive +26, Stealth +19
Special Attacks bleed (1d8), blood drain (1d6 Constitution)
Spell-Like Abilities (CL 11th; concentration +17) SPECIAL ABILITIES
Crucify Soul (Su)
At will—animal trance (DC 18), speak with animals, veil Five times per day as an attack action a crucifixion spirit
(self only, as animal with backward feet; DC 22) can point at a single living target within 60 feet and crucify
3/day—charm animal (DC 17) its soul. This requires the crucifixion spirit to succeed at a
1/day—magic jar (animals only, DC 21) ranged touch attack. If successful, the target’s soul is ripped
from its body, which collapses in a heap on the ground. The
STATISTICS target’s soul appears as a translucent copy of the victim and
Str —, Dex 25, Con —, Int 11, Wis 8, Cha 22 is suspended above the spot its body collapsed, crucified in
Base Atk +10; CMB +17; CMD 35 midair to a translucent, “X” shaped structure, the soul held
Feats Animal Affinity, Dodge, Flyby Attack, Iron Will, in place by translucent spikes or nails. The victim is not dead
Lunge, Mobility, Stealthy and is visible to all those viewing it.
Skills68
Bluff +16, Escape Artist +9, Fly +15, Handle Animal A crucified soul cannot be attacked or affected by anything,
+14, Knowledge (nature) +8, Perception +13, Ride +9, Sense cannot take any actions (other than trying to escape, see be-
Motive +13, Stealth +24 low), and experiences excruciating pain that deals 2 negative
Languages Common levels to it in the round it is crucified, and one negative level

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each round thereafter. The Fortitude save to remove a nega- SPECIAL ABILITIES
tive level has a DC of 22. The save DCs are Charisma-based. A Devour Soul (Su)
crucifixion spirit does not need to concentrate on this ability By making a touch attack as a standard action, a devourer can
for it to continue to affect a target. deal 12d6+18 points of damage as if using a slay living spell.
A DC 22 Fortitude save reduces this damage to 3d6+18. The
It can direct attacks against a different opponent. A crucified soul of a creature slain by this attack becomes trapped within
creature can attempt to escape each round by making a DC the devourer’s chest. The creature cannot be brought back to
22 Will save. If successful, the creature’s soul is freed from life until the devourer’s destruction (or a spell deflection—see
its torment and returns to its body in the same round. The below) releases its soul. A devourer can hold only one soul
target is stunned for one round, but afterwards can act nor- at a time. The trapped essence provides a devourer with 5
mally. A creature slain with this ability cannot be returned essence points for each Hit Die possessed by the soul. A de-
to life except through the casting of a wish, miracle, or true vourer must expend essence points when it uses a spell-like
resurrection spell. Even then, there is a 50% chance that such ability equal to the spell’s level (for sake of ease, spell levels
magic fails. If the check fails, the creature cannot be restored for its spell-like abilities are included in its stats in super-
to life by mortal magic. script).

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)

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STATISTICS frost, mending
Str 1, Dex 19, Con —, Int 8, Wis 16, Cha 16
Base Atk +10; CMB —; CMD— STATISTICS
Feats Dodge, Great Fortitude, Improved Channel Resis- Str 25, Dex 12, Con 21, Int 12, Wis 15, Cha 12
tance, Lightning Reflexes, Mobility, Skill Focus (Perception), Base Atk +13; CMB +21; CMD 32 (36 vs. trip)
Skill Focus (Stealth) Feats Alertness, Flyby Attack, Improved Critical (bite), Im-
Skills Fly +27, Perception +26, Stealth +20 (+30 in the proved Initiative, Power Attack, Vital Strike, Weapon Focus
Bloodways); Racial Modifiers +10 circumstance bonus on (bite)
Stealth checks while in the red mists of the Bloodways Skills Fly +11, Intimidate +17, Knowledge (arcana) +17, Per-
ception +22, Spellcraft +17, Stealth +13, Swim +31
SPECIAL ABILITIES Languages Common, Draconic
Blood Drain (Ex) SQ icewalking, ice shape
Creatures in the devouring mist’s space at the end of its
movement each round take 1d4 points of Constitution dam- SPECIAL ABILITIES
age as it siphons blood out of the victim’s body. For every Cold Aura (Su)
point so drained, the devouring mist heals 5 hit points of An adult white dragon radiates an aura of cold. All creatures
damage. Creatures without blood take no damage from the within 5 feet of the dragon take 1d6 points of cold damage at
devouring mist. the beginning of the dragon’s turn.

Create Spawn (Su) Ice Shape (Su)


Any creature slain by a devouring mist rises as a vampire An adult white dragon can shape ice and snow at will. This
spawn in 1d4 days, unless the remains are blessed. If the vic- ability functions as stone shape, but only targeting ice and
tim had more than 5 hit dice, there is a 1% chance per hit die snow, not stone. The caster level for this effect is equal to its
that it arises as a full-fledged vampire instead, or a 5% chance Hit Dice (13).
per hit die if the victim was of the humanoid type.
Icewalking (Ex)
This ability works like the spider climb spell, but the surfaces
the dragon climbs must be icy. The dragon can move across
icy surfaces without penalty and does not need to make Acro-
Draghul batics checks to run or charge on ice.
The long, lean neck of the emaciated, pale blue dragon’s
body uncurls to reveal a head dominated by a pair of glar-
Snow Vision (Ex)
ing, milky eyes and rows of teeth jutting forth from bright
A white dragon learns to see perfectly well in snowy condi-
crimson gums.
tions. A white dragon does not suffer any penalties to Percep-
Draghul CR 12 tion checks while in snow.
XP 19,200
Adult white dragon ghul creature
CE Large undead (cold)
Init +5; Senses dragon senses, snow vision; Perception +22
Aura cold (5 ft., 1d6 cold damage), frightful presence (180 Gholdako
ft., DC 17) A single milky eye stares from the forehead of this towering
giant wrapped in long filthy, rune-covered strips of bloody
DEFENSE linen.
AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size) Gholdako CR 10
hp 149 (13d12+65) XP 9,600
Fort +13, Ref +9, Will +10 NE Large undead
DR 5/magic; Immune cold, paralysis, sleep, undead traits; Init +0; Senses darkvision 60 ft., low-light vision; Percep-
SR 21 tion +19
Weaknesses vulnerability to fire
DEFENSE
OFFENSE AC 25, touch 9, flat-footed 25 (+16 natural, –1 size)
Speed 30 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. hp 127 (15d8+60)
Melee bite +20 (2d6+10/19–20 plus paralysis), 2 claws +19 Fort +9, Ref +5, Will +10
(1d8+7 plus paralysis), 2 wings +14 (1d6+3 plus paralysis), Defensive Abilities channel resistance +3; DR 5/good;
tail slap +14 (1d8+10 plus paralysis) Immune undead traits; Resist cold 10, fire 10
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 21, 12d4 OFFENSE
cold), exhalation of death (60-ft. cone, DC 21), paralysis (DC Speed 30 ft.
21) Melee bite +17 (1d8+7), 2 claws +18 (2d8+7/19–20 plus dis-
Spell-Like Abilities (CL 13th) ease)
70
At will—fog cloud, gust of wind Space 10 ft.; Reach 10 ft.
Spells Known (CL 1st) Special Attacks blinding breath, disease
1st (4/day)—mage armor, shield
0-level (at will)—dancing lights, detect magic, ray of

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STATISTICS SPECIAL ABILITIES
Str 25, Dex 10, Con -, Int 10, Wis 13, Cha 19 Infectious Laughter (Su)
Base Atk +11; CMB +19 (+21 bull rush); CMD 29 (31 vs. As a full-round action, a harionago can emit a scornful laugh
bull rush) ringing out in a 60-foot burst. A creature that hears the
Feats Awesome Blow, Cleave, Critical Focus, Great Cleave, laughter must succeed at a DC 23 Will saving thrown or be
Improved Bull Rush, Improved Critical (claw), Power Attack, affected as the hideous laughter spell (CL 14th), except that
Weapon Focus (claw) a laughing creature is considered helpless to the hariona-
Skills Intimidate +22, Knowledge (history) +8, Perception go. A creature that successfully saves against a harionago’s
+19, Sense Motive +11, Stealth +14 scornful laughter can’t be affected by that same harionago’s
Languages Giant laughter for 24 hours. This is a mind-affecting effect that can
be countered with the countersong class feature. Its save DC
SPECIAL ABILITIES is Charisma-based. Despite her ragged dress and unkempt
Blinding Breath (Su) appearance, a harionago is a beautiful and graceful creature.
Once every 1d4 rounds, a gholdako can exhale its noxious She walks the roads at night pretending to be a lost damsel,
breath in a 20-foot cone, permanently blinding any creatures luring those she encounters close before striking with her
in the affected area unless they succeed at a DC 21 Fortitude paralyzing claws and jagged hair barbs. However, a hario-
save. The save DC is Charisma-based. nago’s most dangerous weapon is her laugh. A resounding
cackle of mocking scorn and hateful malice, it compels those
Disease (Ex) around her to join in mocking concert.
Seaside rot: Injury; save Fort DC 21; onset 1 minute; fre-
quency 1/day; effect 1d4 Str and 1d4 Dex; cure 2 consecu-
tive saves. The save DC is Charisma-based.
Pale Stranger
This nearly skeletal figure wields a pistol in each hand. Its
garb is dusty and weathered, and smells of old decay.
Harionago Pale Stranger CR 10
This deathly pale beauty’s skin is blemished with bruises and XP 9,600
cuts, yet a smile shows behind her flowing tangle of hair. NE Medium undead
Harionago CR 11 Init +9; Senses darkvision 60 ft.; Perception +22
XP 12,800 Aura fear (10 ft., DC 21)
NE Medium undead
Init +9; Senses darkvision 60 ft.; Perception +20 DEFENSE
AC 25, touch 19, flat-footed 19 (+2 armor, +5 Dex, +1 dodge,
DEFENSE +3 luck, +4 natural)
AC 25, touch 15, flat-footed 20 (+5 Dex, +10 natural) hp 127 (15d8+60)
hp 147 (14d8+84) Fort +9, Ref +10, Will +13
Fort +10, Ref +9, Will +12 Defensive Abilities channel resistance +4; DR 10/blud-
Defensive Abilities channel resistance +2; DR 10/magic; geoning and magic; Immune undead traits; SR 21
Immune undead traits
OFFENSE
OFFENSE Speed 30 ft.
Speed 30 ft. Ranged +1 pistols +15/+15/+10/+10/+5/+5 (1d8+1/19-20/
Melee 2 claws +15 (1d6+4/19–20 plus paralysis), 4 hair x4)
barbs +12 (1d6+2/19–20 plus bleed) Special Attacks pistols, stranger’s shot
Space 5 ft.; Reach 5 ft. (10 ft. with hair barbs)
Special Attacks bleed (5), infectious laughter, paralysis
(1d4+1 rounds, DC 23) STATISTICS
Spell-Like Abilities (CL 14th; concentration +20 Str 17, Dex 21, Con 10, Int 11, Wis 18, Cha 18
3/day—feather fall, levitate, ray of enfeeblement (DC 17), Base Atk +11; CMB +14; CMD 30
unnatural lust (DC 18) Feats Deadly Aim, Dodge, Improved Critical (pistol), Im-
1/day—charm monster (DC 19), vampiric touch (DC 19) proved Initiative, Improved Two-Weapon Fighting, Point-
Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting
STATISTICS Skills Acrobatics +13, Climb +11, Intimidate +22, Percep-
Str 19, Dex 20, Con -, Int 15, Wis 17, Cha 22 tion +22, Ride +15, Stealth +13, Swim +8
Base Atk +10; CMB +14; CMD 29 Languages Common
Feats Combat Reflexes, Improved Critical (claw), Improved SQ stranger’s luck
Critical (hair barb), Improved Initiative, Improved Natural
Attack (hair barb), Multiattack, Weapon Finesse SPECIAL ABILITIES
Skills Bluff +20, Disguise +23, Intimidate +16, Knowledge Pistols (Su)
(nobility) +5, Perception +20, Perform (sing) +10, Sense Mo- A pale stranger fights with two pistols. A pistol has a71
range in-
tive +20, Stealth +22 crement of 20 feet and deals both bludgeoning and piercing
Languages Common, Elven, Sylvan damage. At a range of up to 20 feet, a pale stranger’s pistol
attacks resolve as touch attacks. While pistols normally con-

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sume bullets and black powder when fired, a pale stranger’s SQ guardian sword and shield
pistols supernaturally reload the instant it fires them, allow-
ing the undead to make multiple attacks in a round with the SPECIAL ABILITIES
weapons. In addition, any pistol a pale stranger wields func- Guardian Sword and Shield (Su)
tions as a +1 pistol. A pale stranger does not provoke attacks A pharaonic guardian can imbue any Large sword and shield
of opportunity when it fires a pistol in melee, and treats pis- with a +3 enhancement bonus and the ghost touch ability.
tols as light weapons for the purposes of determining penal- This effect lasts as long as the guardian wields them and for 1
ties from two-weapon fighting. Further rules for pistols, and minute thereafter. The guardian uses these as if its Strength
firearms in general, can be found in Ultimate Combat. score equaled its Charisma score.

Stranger’s Luck (Su) Insightful Strike (Ex)


A pale stranger gains a +3 luck bonus to AC and has no A pharaonic guardian gains a +4 insight bonus on attack rolls
chance of misfire when using firearms. against foes whose thoughts it has read via its judging gaze
ability.
Stranger’s Shot (Ex)
As a full-round action, a pale stranger can take careful aim Judging Gaze (Su)
with one of its firearms and take a single, ruinous shot. This A pharaonic guardian’s gaze attack reads the minds of those
single shot always resolves as a touch attack, regardless of the it sees, as the detect thoughts spell with 3 rounds of concen-
actual range. If the pale stranger threatens a critical hit with tration. This gaze has a range of 30 feet, and can be negated
this shot, it automatically confirms the critical hit. Regardless with a successful DC 22 Will save. This is a mind-affecting
of whether the shot is a critical hit or not, it deals +6d6 points divination effect. The save DC is Charisma-based.
of damage.
Soul-Rending Wings (Su)
As a standard action every 1d4 rounds, a pharaonic guard-
ian can flare its wings to fire rays of soulcutting light in two
30-foot lines extending away from it. Living creatures in the
Pharaonic Guardian lines gain 1 negative level (Reflex DC 22 negates). A creature
This towering humanoid figure has an animal’s head and
whose mind the pharaonic guardian has read from its judg-
cold, brightly luminous eyes. Its radiant wings are beams
ing gaze ability takes a –2 penalty on this save. Negative lev-
of white light.
els from this ability are made permanent at the next sunrise
Pharaonic Guardian CR 11 unless the creature succeeds at a DC 22 Fortitude save. The
XP 12,800
save DCs are Charisma-based.
LE Large undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +21

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.

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STATISTICS on a DC 18 Reflex save or be blinded as the swarm scratches
Str 28, Dex 17, Con —, Int 6, Wis 15, Cha 17 and tears at the victim’s eyes. The blindness lasts for 1d4 days
Base Atk +12; CMB +22; CMD 35 or until healed with a remove blindness or a successful DC 18
Feats Cleave, Double Slice, Great Cleave, Improved Heal check. The save DC is Constitution-based.
Two-Weapon Fighting, Lightning Reflexes, Power Attack,
Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus
(battleaxe)
Skills Climb +20, Intimidate +18, Perception +13, Stealth
+8
Vampire, Nosferatu (Rogue 9)
This somberly dressed but feral-looking gaunt man has yel-
Languages Giant (can’t speak)
lowed, ratlike fangs and ragged, clawed fingers.
SPECIAL ABILITIES
Nosferatu CR 10
XP 9,600
Festering Heads (Su)
Male human nosferatu rogue 9
Once the heads in a shenzuzhou’s collection rot out naturally,
NE Medium undead (augmented humanoid, human)
it can hurl them as a thrown splash weapon (range increment
Init +11; Senses darkvision 60 ft., low-light vision, scent;
30 ft.) as a standard action. A thrown head ruptures on im-
Perception +28
pact, releasing noxious gas that produces an effect identical
to a stinking cloud spell (DC 22). The save is Charisma-based.
DEFENSE
A typical shenzuzhou carries 1d4 festering heads. The heads
AC 30, touch 18, flat-footed 23 (+4 armor, +1 deflection, +6
do not rupture if thrown by another creature.
Dex, +1 dodge, +8 natural)
hp 71 (9d8+27); fast healing 5
Fort +7, Ref +16, Will +7; +3 vs. traps
Defensive Abilities channel resistance +4, evasion, im-
Swarm, Raven, Undead proved uncanny dodge, trap sense +3; DR 5/wood and pierc-
A screeching cawing whirlwind of buffeting wings, clawing ing; Immune undead traits; Resist cold 10, electricity 10,
talons and pecking beaks. sonic 10
Weaknesses vampire weaknesses
Undead Raven Swarm CR 9
XP 6,400 OFFENSE
NE Tiny undead (swarm) Speed 30 ft.
Init +6; Senses darkvision 60 ft., scent; Perception +24 Melee 2 claws +14 (1d6+3)
Special Attacks blood drain (1d4 Con and 1d4 Wis), dom-
DEFENSE inate (DC 17), sneak attack +5d6, telekinesis (DC 17)
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 105 (14d8+28 plus 14) STATISTICS
Fort +8, Ref +8, Will +13 Str 16, Dex 24, Con —, Int 16, Wis 16, Cha 16
Defensive Abilities half damage from piercing and slash- Base Atk +6; CMB +9; CMD 28
ing; Feats Alertness, Dodge, Improved Initiative, Lightning Re-
Immune swarm traits, undead traits flexes, Mobility, Power Attack, Skill Focus (Perception), Skill
Weaknesses swarm traits Focus (Stealth), Spring Attack, Weapon Finesse, Weapon Fo-
cus (claw)
OFFENSE Skills Acrobatics +19, Bluff +15, Climb +15, Intimidate +15,
Speed 10 ft., fly 40 ft. (average) Knowledge (dungeoneering) +15, Knowledge (history) +12,
Melee swarm (3d6 plus eye-rake plus disease) Knowledge (local) +15, Knowledge (religion) +12, Perception
Space 10 ft.; Reach 0 ft. +28, Sense Motive +13, Stealth +30, Survival +12, Swim +15,
Special Attacks distraction (DC 18), eye-rake (DC 18) Use Magic Device +15; Racial Modifiers +8 Perception, +8
STATISTICS Sense Motive, +8 Stealth
Str 2, Dex 15, Con —, Int 2, Wis 15, Cha 12 Languages Aklo, Common; telepathy 60 ft.
Base Atk +10; CMB --; CMD -- SQ rogue talents (bleeding attack +5, fast stealth, stand up,
Feats Great Fortitude, Improved Initiative, Iron Will, Light- surprise attack), spider climb, swarm form, trapfinding +4
ning Reflexes, Skill Focus (Perception), Toughness, Weapon
Finesse
Skills Fly +10, Perception +24

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

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DEFENSE 2d6 rounds and serve the vampire for up to 1 hour.
AC 23, touch 17, flat-footed 18 (+2 deflection, +4 Dex, +1
dodge, +6 natural) Create Spawn (Su)
hp 102 (8d6+72); fast healing 5 A vampire can create spawn out of those it slays with blood
Fort +13, Ref +11, Will +12 drain or energy drain, provided that the slain creature is of
Defensive Abilities channel resistance +4; DR 10/magic the same creature type as the vampire’s base creature type.
and silver; Immune undead traits; Resist cold 10, electric- The victim rises from death as a vampire in 1d4 days. This
ity 10 vampire is under the command of the vampire that created it,
Weaknesses vampire weaknesses and remains enslaved until its master’s destruction. A vam-
pire may have enslaved spawn totaling no more than twice
OFFENSE its own Hit Dice; any spawn it creates that would exceed
Speed 30 ft. this limit become free-willed undead. A vampire may free an
Melee slam +8 (1d4+4 plus energy drain) enslaved spawn in order to enslave a new spawn, but once
Special Attacks blood drain, children of the night, create freed, a vampire or vampire spawn cannot be enslaved again.
spawn, dominate (DC 22), energy drain (2 levels, DC 22)
Bloodline Spell-Like Ability (CL 8th, +7 touch) Dominate (Su)
11/day—grave touch A vampire can crush a humanoid opponent’s will as a stan-
Sorcerer Spells Known (CL 8th, +8 ranged touch) dard action. Anyone the vampire targets must succeed on a
4th (5/day)—greater invisibility Will save or fall instantly under the vampire’s influence, as
3rd (5/day)—dispel magic, fireball (DC 21), vampiric though by a dominate person spell (caster level 12th). The
touch ability has a range of 30 feet. At the GM’s discretion, some
2nd (8/day)—false life, invisibility, scorching ray, web vampires might be able to affect different creature types with
(DC 20) this power.
1st (8/day)—burning hands (DC 19), chill touch (DC 19),
disguise self, expeditious retreat, mage armor, magic mis- Energy Drain (Su)
sile A creature hit by a vampire’s slam (or other natural weapon)
0—acid splash, detect magic, light, mage hand, mending, gains two negative levels. This ability only triggers once per
message, open/close, read magic round, regardless of the number of attacks a vampire makes.
Bloodline undead
Gaseous Form (Su)
STATISTICS As a standard action, a vampire can assume gaseous form at
Str 16, Dex 18, Con —, Int 14, Wis 16, Cha 26 will (caster level 5th), but it can remain gaseous indefinitely
Base Atk +4; CMB +7; CMD 24 and has a fly speed of 20 feet with perfect maneuverability.
Feats Alertness, Blind-Fight, Combat Casting, Combat Re-
flexes, Dodge, Eschew Materials, Extend Spell, Improved Shadowless (Ex)
Initiative, Lightning Reflexes, Silent Spell, Still Spell, Tough- A vampire casts no shadows and shows no reflection in a mir-
ness, Weapon Finesse ror.
Skills Bluff +27, Knowledge (arcana) +13, Knowledge (reli-
gion) +10, Perception +21, Sense Motive +13, Spellcraft +13, Spider Climb (Ex)
Stealth +12, Use Magic Device +19; Racial Modifiers +8 A vampire can climb sheer surfaces as though under the ef-
Bluff,+8 Perception, +8 Sense Motive, +8 Stealth fects of a spider climb spell.
Languages Abyssal, Common, Draconic
SQ change shape (dire bat or wolf, beast shape II), gaseous
form, shadowless, spider climb

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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Weaknesses sunlight powerlessness +24
Aura dance of death (40 ft, DC 25)
OFFENSE DEFENSE
Speed fly 60 ft. (perfect) AC 22, touch 22, flat-footed 14 (+5 deflection, +7 Dex, +1
Melee incorporeal touch +26 (14d6 negative energy plus ter- dodge, -1 size)
ror) hp 168 (16d8+96)
Special Attacks wail Fort +10, Ref +14, Will +13
Defensive Abilities deathless, incorporeal; Immune cold,
STATISTICS undead traits; Resist +4 channel resistance; SR 30
Str —, Dex 32, Con —, Int 5, Wis 20, Cha 19
Base Atk +14; CMB +25; CMD 40 OFFENSE
Feats Alertness, Combat Reflexes, Dodge, Improved Initia- Speed fly 40 ft. (perfect)
tive, Iron Will, Lightning Reflexes, Mobility, Step Up, Weap- Melee incorporeal scythe +18/+13 (2d6/x4 plus 1d4 Consti-
on Focus (touch), Wind Stance tution drain)
Skills Fly +19, Perception +31, Sense Motive +7 Space 10 ft.; Reach 10 ft.
Languages Common, Elven Special Attacks constitution drain, dance of death

SPECIAL ABILITIES STATISTICS


Hear Heartbeat (Ex) Str —, Dex 24, Con —, Int 8, Wis 16, Cha 20
A banshee can sense the beating hearts of living creatures Base Atk +12; CMB +20; CMD 30
within 60 feet, as if it had the blindsight ability. Feats Ability Focus (dance of death), Alertness, Combat Re-
flexes, Dodge, Improved Initiative, Lightning Reflexes, Mo-
Terror (Su) bility, Toughness
A creature damaged by the banshee’s touch attack must Skills Fly +23, Perception +19, Sense Motive +19
make a DC 23 Will save. Failure means that the victim cowers
in fear for 1d3 rounds. If a target is protected against fear by SPECIAL ABILITIES
a dispellable effect (such as heroes’ feast or mind blank), the Constitution Drain (Su)
banshee’s touch attempts to dispel one such effect with great- Living creatures hit by a danse macabre’s incorporeal scythe
er dispel magic (CL 14th). Negative energy damage caused attack must succeed on a DC 23 Fortitude save or take 1d4
by a banshee’s touch can only harm the living; it cannot heal points of Constitution drain. The save DC is Charisma-based.
undead. This is a mind-affecting fear effect. The save DC is On each such successful attack, the danse macabre gains 5
Charisma-based. temporary hit points.

Wail (Su) Dance of Death (Su)


Once per minute, a banshee may wail as a full-round ac- A danse macabre is constantly surrounded by a 40-foot aura
tion. The wail lasts until the beginning of her next turn. All known as the dance of death, an endless gala of dancing spec-
creatures within 40 feet of the banshee when she begins her tral figures. Any living creature that enters the area of the
wail, as well as all creatures that end their turn within that dance of death must make a DC 25 Will save. On a failed Will
radius, must make a DC 23 Fortitude save. (This save is only save, the victim joins the ghostly dancers, takes 1d4 points of
required once per wail.) Creatures under the effects of a fear Constitution drain, and is affected as if by the spell irresist-
effect take a –4 penalty on this save. Creatures that make ible dance. These effects persist for as long as the victim re-
their save are sickened for 1d6 rounds. Those that fail take mains within the aura. As victims cannot willingly move from
140 points of damage (as if affected by a CL 14 wail of the the square they dance in, the dance’s effects end only when
banshee). If a wailing banshee is damaged during a wail, she the danse macabre moves to a point where the victim is no
must make a Will save (DC 15 + damage taken) to maintain longer within its aura, is destroyed, or if the victim is physi-
the wail; otherwise it ends. This is a sonic death effect. Ban- cally removed from the area. The save DC is Charisma-based.
shee wails are supernaturally powerful, and penetrate the ef- This is a mind-affecting compulsion effect, and neither blind-
fect of any spell of 3rd level or lower that creates silence. The ness nor deafness provide resistance. A victim who makes a
save DC is Charisma-based. successful save is immune to the dance of death of the same
dance macabre for 24 hours.

The spectral images surrounding a dance macabre are en-


tirely insubstantial and harmless. At the same time, a ghostly
Danse Macabre music can be faintly heard in the area, as if a violin-led or-
Dozens of ghostly figures swirl and cavort, floating through
chestra kept time to this ghostly dancing. The dancers and
the air as they follow the steps of an ancient, rhythmic
music cannot be interacted with but visibly and audibly mark
dance—seemingly keeping time with the ebb and flow of
the boundaries of the danse macabre’s dance of death aura.
life itself. Amid this eerie crowd of dancing specters looms
a dark cloaked figure wielding a scythe, an ominous wraith
Deathless (Su)
with the dreaded countenance of Death itself.
As a manifestation of Death incarnate, a danse macabre is
Danse Macabre CR 14 75 to 0
not itself subject to permanent destruction. If reduced
XP 38,400
hit points, it disappears but rejuvenates at full hit points in
NE Large undead (incorporeal)
1d4 days. Only by destroying the creature and then using the
Init +11; Senses darkvision 60 ft, lifesense 60 ft; Perception

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spell hallow to consecrate the site it manifested upon pre- body corrupts and decays rapidly, reducing to dust in a single
vents the phantom’s reappearance. round. As long as the dead creature’s soul remains trapped
in the gemstone, it cannot be restored to life via any means
Lifesense (Su) save direct divine intervention. Gems with souls trapped in
A danse macabre notices and locates living creatures within them can be retrieved from a destroyed demilich, at which
60 feet, just as if it possessed the blindsight ability. It also point they can either be crushed to release any souls with-
senses the strength of life forces automatically, as per the in to their afterlife or used in the place of the usual material
spell deathwatch. components to restore the soul and body with resurrection or
true resurrection. After 24 hours, the demilich can choose to
consume any soul trapped in a gem, healing it 1d6 hit points
per Hit Die of the soul, at which point only miracle or wish
can restore the dead creature to life. The save DC is Charis-
Demilich ma-based, and includes a +2 bonus for the Ability Focus feat.
Glittering jewels encrust this leering skull as it floats up into
the air on a swirling vortex of dust and shimmering magic.
Greater Bestow Curse (Sp)
Demilich CR 14 This spell-like ability functions like bestow curse, but can
XP 38,400
have one of the following effects: -12 to one ability score; -6
NE Tiny undead
to two ability scores; -8 penalty on attack rolls, saves, and
Init +7; Senses darkvision 60 ft., true seeing; Perception
checks; or a 25% chance to act normally. This ability is treat-
+27
ed as a 6th-level spell.
DEFENSE
Immunity to Magic (Su)
AC 25, touch 21, flat-footed 21 (+3 Dex, +1 dodge, +4 natural,
A demilich is immune to any spell or spell-like ability that al-
+5 profane, +2 size)
lows spell resistance. In addition, certain spells function dif-
hp 142 (15d8+75) ferently against the creature, as noted below.
Fort +14, Ref +15, Will +21 A dispel evil spell deals 2d6 points of damage, with no saving
Defensive Abilities channel resistance +5, rejuvenation, throw.
unholy grace; DR 20/—; Immune acid, cold, electricity, Holy smite affects a demilich normally.
magic, polymorph, undead traits A power word kill spoken by an ethereal caster deals 50 points
Weaknesses torpor, vorpal susceptibility of damage to the demilich if it fails a Fortitude save (with a DC
determined as though the spell allowed a saving throw).
OFFENSE A shatter spell deals 1d6 points of damage per two caster lev-
Speed fly 30 ft. (perfect) els (maximum 10d6), with no saving throw.
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks devour soul Rejuvenation (Su)
Spell-Like Abilities (CL 20th; concentration +25) A destroyed demilich reforms in 2d6 days. To permanently
destroy a demilich, holy water must be poured over its re-
Constant—true seeing mains within the area of a hallow spell. To complete the de-
At will—greater bestow curse (DC 21), telekinesis (DC 19), struction, holy word or dispel evil must be cast. If the caster
wail of the banshee (20-ft.-radius spread centered on the de- succeeds at a caster level check with a DC equal to 10 + the
milich; DC 24) demilich’s Hit Dice, the demilich is permanently destroyed.
STATISTICS Telekinetic Storm (Su)
Str 6, Dex 17, Con —, Int 21, Wis 20, Cha 21 As a special use of its telekinesis spell-like ability, a demilich
Base Atk +11; CMB +12; CMD 30 can churn up its treasure, dust, bones, and other loose debris
Feats Ability Focus (devour soul), Alertness, Defensive in the area into a whirling storm about its skull. The storm
Combat Training, Dodge, Flyby Attack, Improved Initiative, obscures vision as a fog cloud within a 20-foot spread cen-
Iron Will, Lightning Reflexes, Mobility tered on the demilich’s skull. Creatures within the storm take
Skills Bluff +20, Fly +23, Knowledge (arcana) +23, Knowl- 12d6 points of damage per round on the demilich’s turn (Re-
edge (dungeoneering) +20, Knowledge (history) +15, Knowl- flex DC 20 for half damage). The demilich can maintain the
edge (planes) +15, Knowledge (religion) +18, Perception +27, storm indefinitely by concentrating.
Sense Motive +27, Spellcraft +23, Stealth +24
Languages Abyssal, Aklo, Common, Draconic, Giant, Infer- Torpor (Ex)
nal A demilich takes no actions against intruders unless its re-
mains or treasure are disturbed.
SPECIAL ABILITIES
Devour Soul (Su) Unholy Grace (Su)
As a standard action with a range of 300 feet, a demilich can A demilich gains a bonus on saves and a profane bonus to AC
imprison the soul of a living creature within one of 10 special equal to its Charisma modifier.
gems embedded in its skull. If the target succeeds at a DC 24
76 save, it gains two permanent negative levels. If it
Fortitude Vorpal Susceptibility (Ex)
fails, its soul is immediately drawn into one of the gems in the Vorpal weapons of any kind ignore a demilich’s damage re-
demilich’s skull. The soul remains trapped within the gem, duction.
visible as but a gleam except under true seeing. The soulless

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Gashadokuro Lich
The bones and skulls of countless smaller creatures dribble Once fine robes hang in tatters from this withered corpse’s
from the joints and rib cage of this massive skeleton. frame. A pale blue light shines from where its eyes should
Gashadokuro CR 13 be.
XP 25,600 Lich CR 12
NE Huge undead XP 19,200
Init +4; Senses darkvision 60 ft.; Perception +20 Human lich necromancer 11
Aura starvation (60 ft., DC 25) NE Medium undead (augmented humanoid)
Init +2; Senses darkvision 60 ft., life sight*; Perception +24
DEFENSE Aura fear (60-ft. radius, DC 18)
AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
hp 180 (19d8+95) DEFENSE
Fort +11, Ref +6, Will +14 AC 23, touch 14, flat-footed 21 (+4 armor, +2 deflection, +2
Defensive Abilities channel resistance +4; DR 10/blud- Dex, +5 natural)
geoning; Immune undead traits hp 111 (11d6+55 plus 15 false life)
Fort +6, Ref +7, Will +11
OFFENSE Defensive Abilities channel resistance +4; DR 15/blud-
Speed 30 ft. geoning and magic; Immune cold, electricity, undead traits
Melee bite +22 (2d8+10 plus grab), 2 claws +23 (2d6+10/19–
20) OFFENSE
Space 15 ft.; Reach 15 ft. Speed 30 ft.
Special Attacks breath weapon (30-ft. cone, 12d6 blud- Melee touch +5 (1d8+5 plus paralyzing touch)
geoning damage, Reflex DC 24 half, usable every 1d4 rounds), Special Attacks grave touch* (9/day), paralyzing touch
corpse consumption, swallow whole (6d6 bludgeoning dam- (DC 18), power over undead* (9/day, DC 18)
age, AC 20, 18 hp) Spells Prepared (CL 11th)
6th—circle of death (DC 22), globe of invulnerability,
STATISTICS maximized fireball (DC 19)
Str 30, Dex 11, Con —, Int 6, Wis 17, Cha 21 5th—cloudkill (DC 21), cone of cold (DC 21), quickened
Base Atk +14; CMB +26 (+28 bull rush, +30 grapple); magic missile, waves of fatigue
CMD 36 (38 vs. bull rush) 4th—dimension door, enervation, fire shield, wall of ice
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull (2)
Rush, Improved Critical (claw), Improved Initiative, Intim- 3rd—dispel magic (2), fireball (DC 19), suggestion (DC
idating Prowess, Power Attack, Vital Strike, Weapon Focus 19), vampiric touch (2)
(claw) 2nd—darkness, extended mage armor (already cast), false
Skills Climb +23, Intimidate +32, Perception +20 life (already cast), scorching ray (2), see invisibility, spec-
Languages Common (can’t speak) tral hand
1st—magic missile (3), ray of enfeeblement (2), shield (2)
SPECIAL ABILITIES 0th—bleed (DC 16), detect magic, ray of frost, read magic
Breath Weapon (Su) Prohibited illusion, transmutation
A gashadokuro can breathe bone shards as a standard action. *Necromancer power

Corpse Consumption (Su) STATISTICS


A gashadokuro that kills creature by using its swallow whole Str 10, Dex 14, Con —, Int 22, Wis 14, Cha 16
special ability automatically consumes its victim’s body and Base Atk +5; CMB +5; CMD 25
regains a number of hit points equal to the victim’s Constitu- Feats Craft Wondrous Item, Defensive Combat Training,
tion score. Consumed creatures cannot be resurrected by any Extend Spell, Improved Lightning Reflexes, Iron Will, Light-
effect short of a miracle or wish spell until the gashadokuro ning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll,
is destroyed. Toughness
Skills Craft (alchemy) +20, Intimidate +17, Knowledge (ar-
Starvation Aura (Su) cana) +20, Knowledge (planes) +20, Linguistics +20, Per-
A gashadokuro emits a powerful aura that causes all crea- ception +24, Sense Motive +24, Spellcraft +20, Stealth +24;
tures within range to feel the intense pains of starvation. Racial Modifiers +8 Perception, +8 Sense Motive, +8
Each creature within 60 feet must succeed at a DC 24 For- Stealth
titude save or be fatigued and succumb to the supernatural Languages Abyssal, Aklo, Aquan, Celestial, Common, Dra-
starvation of the gashadokuro, taking 2d6 points of nonlethal conic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infer-
damage at the end of its turn each round it remains in the nal, Orc, Undercommon
aura. Even after leaving the area or slaying the gashadokuro,
an affected creature continues to starve and cannot heal from SPECIAL ABILITIES
the nonlethal damage dealt by this ability until it consumes Fear Aura (Su)
food. Creatures of less than 5 HD in a 60-foot radius that77
look at a
lich must succeed on a Will save or become frightened. Crea-
tures with 5 HD or more must succeed at a Will save or be
shaken for a number of rounds equal to the lich’s Hit Dice. A

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creature that successfully saves cannot be affected again by Feats Ability Focus (paralysis), Dodge, Improved Critical
the same lich’s fear aura for 24 hours. This is a mind-affect- (slams), Improved Initiative, Lightning Reflexes, Mobility,
ing fear effect. Spring Attack, Toughness, Vital Strike
Skills Acrobatics +24, Bluff +22, Fly +31, Intimidate +25,
Paralyzing Touch (Su) Perception +22, Sense Motive +22, Stealth +27
Any living creature a lich hits with its touch attack must suc- Languages Abyssal, Common
ceed on a Fortitude save or be permanently paralyzed. Re-
move paralysis or any spell that can remove a curse can free SPECIAL ABILITIES
the victim (with a DC equal to the lich’s save DC). The effect Possession (Su)
cannot be dispelled. Anyone paralyzed by a lich seems dead, A demonic mohrg’s fiendish spirit can attempt to leap into
though a DC 20 Perception check or a DC 15 Heal check re- another host when it is destroyed. At this point, the demon-
veals that the victim is still alive. ic mohrg can attempt to possess any one creature within 30
feet to which it has line of sight as an immediate action. The
Rejuvenation (Su) targeted creature can resist being possessed if it makes a DC
When a lich is destroyed, its phylactery (which is generally 23 Will save. If it fails, the demonic mohrg possesses that
hidden by the lich in a safe place far from where it chooses to target as if via magic jar, but with no duration for the effect
dwell) immediately begins to rebuild the undead spellcaster’s and without the need for a receptacle. Typically, the demonic
body nearby. This process takes 1d10 days—if the body is de- spirit lies low if it successfully possesses a new host, waiting
stroyed before that time passes, the phylactery merely starts until the right moment to seize control of the host and start a
the process anew. After this time passes, the lich wakens fully new chain of horrific murders. In this way, a demonic spirit
healed (albeit without any gear it left behind on its old body), can jump from host to host, for each time its host is executed,
usually with a burning need for revenge against those who it rises anew as a demonic mohrg. The possessing spirit can
previously destroyed it. be driven from a living host with a successful dispel chaos
or dispel evil spell, instantly destroying the spirit and ending
The most common form of phylactery is a sealed metal box the cycle, but such tactics have no effect on the creature after
containing strips of parchment on which magical phrases it has animated an executed body as a demonic mohrg. The
have been transcribed. The box is Tiny and has 40 hit points, save DC is Charisma-based.
hardness 20, and a break DC of 40.
Other forms of phylacteries can exist, such as rings, amulets,
or similar items.
Nightshade, Nightskitter
This umbral mass unfolds a tangle of spidery legs and hor-
rible mandibles, rising up to a monstrous height to bring its
Mohrg, Demonic cluster of glowing red eyes to bear.
This bat-winged monstrosity looms nearly ten feet in height, Nightskitter CR 12
its skeletal, dripping body a tangle of bones and writhing XP 19,200
entrails. CE Huge undead (extraplanar, nightshade)
Demonic Mohrg CR 12 Init +5; Senses darksense 30 ft., darkvision 60 ft., low-light
XP 19,200 vision, detect magic; Perception +22
CE Medium undead (extraplanar) Aura desecrating aura (30 ft., DC 21)
Init +10; Senses darkvision 60 ft.; Perception +22
DEFENSE DEFENSE
AC 26, touch 17, flat-footed 19 (+6 Dex, +1 dodge, +9 natural) AC 28, touch 14, flat-footed 22 (+5 Dex, +1 dodge, +14 nat-
hp 171 (18d8+90) ural, –2 size)
Fort +10, Ref +14, Will +12 hp 157 (15d8+90)
DR 10/magic; Immune undead traits; Resist acid 10, cold Fort +11, Ref +14, Will +15
10, electricity 10, fire 10; SR 23 DR 15/good and silver; Immune cold, undead traits; SR 23
Weaknesses light aversion
OFFENSE
Speed 30 ft., fly 60 ft. (good) OFFENSE
Melee 2 slams +21 (2d8+8/19–20), bite +21 (1d6+8), Speed 30 ft., climb 30 ft.
tongue +16 (paralysis) Melee bite +21 (4d8+16/19–20 plus 4d6 cold and poison)
Special Attacks create spawn, paralysis (1d4 minutes, DC Space 15 ft.; Reach 15 ft.
25), possession, smite good 1/day Special Attacks channel negative energy 9/day (DC 26,
Spell-Like Abilities (CL 18th; concentration +22) 6d6), umbral web
3/day—darkness, poison (DC 18), unholy aura (DC 22) Spell-Like Abilities (CL 12th; concentration +16)
1/day—blasphemy (DC 21), contagion (DC 18), desecrate, Constant—detect magic, magic fang
horrid wilting (DC 22), summon monster IX (fiends only), At will—deeper darkness, unholy blight (DC 18)
unhallow, unholy blight (DC 18) 3/day—contagion (DC 18), greater dispel magic, invisibil-
78 ity
STATISTICS 1/day—air walk, cone of cold (DC 19), haste, hold mon-
Str 26, Dex 23, Con —, Int 13, Wis 12, Cha 18 ster (DC 19), plane shift (DC 21), summon (level 5, 1 greater
Base Atk +13; CMB +21; CMD 38 shadow)

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STATISTICS Nightshade, Nightwing
Str 28, Dex 21, Con —, Int 16, Wis 19, Cha 19 This enormous, bat-like creature is shaped from utter dark-
Base Atk +11; CMB +22; CMD 38 (50 vs. trip) ness, its eyes tiny red stars in the blackest night.
Feats Combat Reflexes, Command Undead, Dodge, Im- Nightwing CR 14
proved Critical (bite), Lightning Reflexes, Mobility, Power XP 38,400
Attack, Spring Attack CE Huge undead (extraplanar, nightshade)
Skills Acrobatics +20, Climb +35, Knowledge (arcana) +21, Init +8; Senses darksense, darkvision 60 ft., low-light vi-
Knowledge (religion) +21, Perception +22, Spellcraft +21 sion, detect magic; Perception +25
(+29 in dim light and darkness), Stealth +15; Racial Modi- Aura desecrating aura (30 ft.)
fiers +8 Spellcraft in dim light and darkness
Languages Abyssal, Common, Infernal; telepathy 100 ft. DEFENSE
AC 29, touch 12, flat-footed 25 (+4 Dex, +17 natural, –2 size)
SPECIAL ABILITIES hp 195 (17d8+119)
Nightshade traits Fort +12, Ref +11, Will +17
All nightshades radiate a 30-foot desecrate aura (as per the DR 15/good and silver; Immune cold, undead traits; SR 25
spell), can channel energy, possess true seeing and death- Weaknesses light aversion
watch in areas of dim light or darkness, and are effectively
sickened in areas of bright light (double penalty in sunlight). OFFENSE
Speed 30 ft., fly 60 ft. (good)
Poison (Su) Melee bite +23 (4d10+18/19–20 plus 4d6 cold and magic
Bite—injury; save Fort DC 23; frequency 1/round for 6 drain)
rounds; effect 1d4 Charisma damage and 2d6 cold damage; Space 15 ft.; Reach 15 ft.
cure 2 consecutive saves. The save DC is Charisma-based. Special Attacks channel energy (7d6, DC 28, 8/day)
Spell-Like Abilities (CL 14th; concentration +19)
Umbral Web (Su) Constant—detect magic, magic fang
A nightskitter can weave semisolid webs out of shadowstuff. At will—contagion (DC 19), deeper darkness, unholy
These webs are not strong enough to bear any but the lightest blight (DC 19)
weight. A nightskitter can use these umbral webs in two dif- 3/day—confusion (DC 19), greater dispel magic, haste,
ferent ways, as detailed below. hold monster (DC 20), invisibility
1/day—cone of cold (DC 20), finger of death (DC 22), plane
Attacking: Up to eight times per day, a nightskitter can shift (DC 22), summon (level 6, 2 greater shadows)
hurl a mass of umbral webs at a target. This is similar to
an attack with a net but has a maximum range of 100 feet, STATISTICS
with a range increment of 10 feet, and is effective against Str 31, Dex 18, Con —, Int 18, Wis 21, Cha 21
targets up to one size category larger than the nightskitter. Base Atk +12; CMB +24; CMD 38
An entangled creature gains 1d4 temporary negative levels Feats Cleave, Combat Reflexes, Command Undead, Great
while entangled, and can attempt to escape with a success- Cleave, Improved Critical (bite), Improved Initiative, Im-
ful DC 28 Escape Artist check, or may try to burst the web proved Sunder, Power Attack, Snatch
with a DC 28 Strength check. The negative levels granted Skills Fly +24, Knowledge (arcana) +24, Knowledge (reli-
by an umbral web vanish as soon as the entangled charac- gion) +24, Perception +25, Sense Motive +25, Spellcraft +24,
ter escapes from the web. Multiple umbral webs can entan- Stealth +16 (+24 in darkness), Swim +27; Racial Modifiers
gle a single foe—the DCs to escape do not increase, but the +8 Stealth in dim light and darkness
temporary negative levels they cause stack. A creature that Languages Abyssal, Common, Infernal; telepathy 100 ft.
gains a total number of negative levels equal to its Hit Dice
is immediately slain. SPECIAL ABILITIES
Magic Drain (Su)
Warding: By encasing all surfaces of an enclosed area, The bite of a nightwing drains magical power and energy.
such as a cavern or a room, with thick layers of umbral When a nightwing bites a foe, the victim must make a DC
webs, a nightskitter can infuse that area with necromantic 23 Will save or one spell effect currently affecting him im-
energy. A chamber warded by umbral webs is treated as if mediately ends—determine which spell is drained randomly
under the effects of an unhallow spell with a deeper dark- if the target is under the effects of more than one spell. The
ness spell fixed to the effect. A single nightskitter can main- nightwing heals damage equal to twice the level of the spell
tain one such infused area at a time, to a maximum size of drained—hit points in excess of its maximum are instead
one 20-foot cube per Hit Die possessed by the nightskitter. gained as temporary hit points that last for 1 hour. If a night-
Maintaining an umbral web ward does not limit its use of wing attempts to sunder a magic item with its bite, its mag-
these webs to attack. ic-draining bite renders the item nonmagical for 1d4 rounds
(if the item is a permanent magic item), drains 1d8 charges
(if the item has charges), or renders it permanently nonmag-
ical (if the item is a one-use item). The item (or its wielder, if
the item is attended) can resist this effect with a DC 7923 Will
save. Damage dealt to an item is applied after the effects of
magic drain are applied. The save DC is Charisma-based.

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Phasma Sayona
A floating semi-transparent humanoid dressed in grayish This revolting withered corpse of a woman is dressed in re-
robes slowly moves toward you. Its face is either nonexis- vealing clothes, its bare skin wet with fresh blood.
tent or concealed behind a translucent gray mask. A faint Sayona CR 12
pulsating white light surrounds its form. XP 19,200
CE Medium undead
Phasma CR 12 Init +5; Senses darkvision 60 ft., lifesense; Perception +21
XP 19,200
CE Medium undead (incorporeal) DEFENSE
Init +9; Senses darkvision 60 ft.; Perception +23 AC 26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 nat-
ural)
DEFENSE hp 161 (17d8+85); fast healing 5 (see living form)
AC 20, touch 20, flat-footed 15 (+5 deflection, +5 Dex) Fort +10, Ref +12, Will +13
hp 123 (13d8+65) Defensive Abilities ; channel resistance +4; Immune un-
Fort +9, Ref +11, Will +13 dead traits; Resist cold 30
Defensive Abilities channel resistance +4, incorporeal;
Immune undead traits OFFENSE
Speed 30 ft.
OFFENSE Melee bite +18 (2d6+1 plus bleed and paralysis), 2 claws +18
Speed fly 40 ft. (perfect) (2d6+1 plus bleed and paralysis)
Melee incorporeal touch +14 (1d6 plus 1d6 Wisdom drain) Special Attacks absorb blood, blood drain (1d4 Con), fear
Special Attacks phantasmagoria, Wisdom drain cone (60 ft., DC 23), paralysis (1d4 rounds, DC 23), stagger-
Spell-like Abilities (CL 13th): ing gaze
At will-detect good Spell-Like Abilities (CL 12th; concentration +17)
1/day-blasphemy (DC 22), unholy aura (DC 22) 3/day—command undead (DC 17), dominate person (DC
3/day-dispel magic, protection from evil, quickened pro- 20), fog cloud, gaseous form, invisibility
tection from good
STATISTICS
STATISTICS Str 13, Dex 20, Con —, Int 11, Wis 12, Cha 21
Str --, Dex 20, Con --, Int 15, Wis 17, Cha 20 Base Atk +12; CMB +13; CMD 29
Base Atk +9; CMB +14; CMD 29 Feats Dodge, Iron Will, Lightning Reflexes, Mobility, Spring
Feats Alertness, Combat Casting, Flyby Attack, Improved Attack, Vital Strike, Weapon Finesse, Weapon Focus (bite),
Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Weapon Focus (claw)
Ability (protection from good) Skills Bluff +14, Diplomacy +14, Disguise +17, Knowledge
Skills Bluff +21, Fly +13, Intimidate +21, Knowledge (any (nobility) +8, Perception +21, Sense Motive +12, Stealth +16
one) +15, Perception +23, Sense Motive +23, Spellcraft +18 Languages Abyssal, Common, Infernal
Languages Common SQ create spawn, living form

SPECIAL ABILITIES SPECIAL ABILITIES


Phantasmagoria (Su) Absorb Blood (Su)
Twice per day, a phasma can create a phantasmal image of A sayona adjacent to a bleeding creature automatically ac-
the most fearsome creature imaginable to each subject with- celerates the bleeding, dealing 1 point of Con Damage to that
in 30 feet. This effect is identical to a phantasmal killer spell creature once per round on its turn and absorbing the blood
(caster level 13th) except it affects all creatures within 30 feet through its skin.
rather than just a single target and deals 6d6 points of dam-
age (rather than 3d6 like the spell) on a successful Fortitude
save. The Will save has a DC of 21 and the Fortitude save Create Spawn (Su)
has a DC of 21. A creature that succeeds on its Will save is When a sayona kills a humanoid or fey of Medium or Small
immune to the phantasmagoria attack of that phasma for 24 size with its absorb blood or blood drain ability, the victim
hours. The save DCs are Charisma-based. rises 24 hours later as a ghoul with the advanced creature
simple template and the blood drain ability. The spawn is the
Wisdom Drain (Su) sayona’s slave until its master is destroyed.
A phasma feeds on the mental strength of its enemies. Its in-
corporeal touch deals 1d6 points of Wisdom drain each time Living Form (Su)
one of its attacks hits. On each successful attack, a phasma As a standard action, a sayona can transform into a young,
gains 5 temporary hit points. beautiful person for 24 hours. It can only use this ability if it
has absorbed or drained blood in the past hour. In this form,
the sayona has the aura of a living creature instead of an un-
dead (for the purpose of detect undead and similar effects),
80 its fast healing increases to 10, positive energy attacks (such
as channel energy) deal half damage to it, and it cannot use
its fear cone or gaze attack. Exposure to holy water or positive
energy attacks in this form reduces the duration of this trans-

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formation by 1d4 hours. OFFENSE
Speed 30 ft.
Staggering Gaze (Su) Melee horde attack (6d6)
Staggered for 1d4 rounds, 30 feet, Fortitude DC 23 ne- Space 30 ft.; Reach 5 ft.
gates. This is a mind-affecting effect. The save DC is Charis- Special Attacks feral rage, rend (+3d6)
ma-based.
STATISTICS
Str 22, Dex 10, Con –, Int –, Wis 10, Cha 10
Base Atk +15; CMB +29; CMD 39 (can’t be tripped)
Feats Improved OverrunB, Toughness
Wraith, Dread Skills Stealth –16
This ghostly creature is little more than a dark shape with
two flickering pinpoints of light where its eyes should be.
SPECIAL ABILITIES
Dread Wraith CR 13 Feral Rage (Ex)
XP 25,600
The horde attacks as a ruthless mob, intent only on tearing
LE Large undead (incorporeal)
apart those that fall into their clutches. This frenzy prevents
Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Percep-
them from using any sort of tactics, and frees them from any
tion +28
form of control by other beings. However, the sheer force of
Aura unnatural aura (30 ft.)
the wave attack allows them to deal 6d6 points of damage
to any creature whose space they occupy at the end of their
DEFENSE
move. This ability is lost if the horde is broken up.
AC 26, touch 26, flat-footed 16 (+7 deflection, +9 Dex, +1
dodge, –1 size)
Horde Traits (Ex)
hp 184 each (16d8+112)
Hordes are not so called because of the size of the group but
Fort +12, Ref +14, Will +15
rather the size of the creatures that compose the horde. Un-
Defensive Abilities channel resistance +4; incorporeal;
like normal swarms, hordes are composed of Medium crea-
Immune undead traits
tures which are usually a normal version of a creature but
Weaknesses sunlight powerlessness
otherwise behave in a swarm-like manner. There are usually
around 50 creatures in a horde. The net effect is that they take
OFFENSE
only half damage from piercing weapons but take normal
Speed fly 60 ft. (good)
damage from other weapons. In addition when the swarm is
Melee incorporeal touch +20 (3d6 negative energy plus 1d8
reduced to 0 hit points or lower and breaks up, unless the
Con drain [Fort DC 23])
damage was dealt by area-affecting attacks, then 2d6 surviv-
Space 10 ft.; Reach 10 ft.
ing members of the horde continue their attack, though now
Special Attacks create spawn
only as individual creatures. Otherwise, a horde conforms to
all of the other swarm traits.
STATISTICS
Str —, Dex 28, Con —, Int 14, Wis 20, Cha 25
Rend (Ex)
Base Atk +12; CMB +22; CMD 40
Due to the grasping and clawing nature of the zombie horde
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Im-
attack, any time the horde does more than 25 points of dam-
proved Initiative, Improved Natural Attack (incorporeal
age, add 3d6 slashing damage from the additional pulling
touch), Mobility, Spring Attack
and tearing. This ability is lost if the swarm is broken up.
Skills Diplomacy +18, Fly +24, Intimidate +26, Knowledge
(planes) +13, Perception +28, Sense Motive +28, Stealth +24
Languages Common, Infernal, Skald

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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dead traits OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc.
OFFENSE and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All
Speed 30 ft. Rights Reserved.
Melee 2 melee touch +13 (1d8 negative energy) 1. Definitions: (a) “Contributors” means the copyright and/or
Special Attacks channel negative energy 5/day (DC 22, trademark owners who have contributed Open Game Content;
8d6) (b) “Derivative Material” means copyrighted material including
derivative works and translations (including into other com-
STATISTICS puter languages), potation, modification, correction, addition,
extension, upgrade, improvement, compilation, abridgment or
Str 12, Dex 11, Con —, Int 7, Wis 6, Cha 15
other form in which an existing work may be recast, transformed
Base Atk +11; CMB +12; CMD 26
or adapted; (c) “Distribute” means to reproduce, license, rent,
Feats Channel Smite, Great Fortitude, Improved Channel,
lease, sell, broadcast, publicly display, transmit or otherwise
Improved Initiative, Iron Will, Lightning Reflexes, Skill Fo- distribute; (d) “Open Game Content” means the game mechanic
cus (Stealth), Toughness and includes the methods, procedures, processes and routines
Skills Climb +5, Perception +10, Stealth +11 to the extent such content does not embody the Product Identity
Languages Common and is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by the Con-
SPECIAL ABILITIES tributor, and means any work covered by this License, including
Channel Energy (Su) translations and derivative works under copyright law, but spe-
The voidstick zombie can channel negative energy as a cifically excludes Product Identity. (e) “Product Identity” means
15th-level cleric. product and product line names, logos and identifying marks
including trade dress; artifacts, creatures, characters, stories,
Sacrilegious Aura (Sp) storylines, plots, thematic elements, dialogue, incidents, lan-
The overwhelming entropic energies and the sheer number guage, artwork, symbols, designs, depictions, likenesses, for-
of voidsticks animating the voidstick zombie warp and aug- mats, poses, concepts, themes and graphic, photographic and
ment negative and positive energy around the creature. As other visual or audio representations; names and descriptions
with all voidsticks, an aura of intense negative energy ex- of characters, spells, enchantments, personalities, teams, per-
tends in a 30-foot radius from the zombie functioning as the sonas, likenesses and special abilities; places, locations, envi-
spell desecrate. Undead within this aura receive a +1 profane ronments, creatures, equipment, magical or supernatural abili-
bonus on attack and damage rolls and the DC to resist chan- ties or effects, logos, symbols, or graphic designs; and any other
trademark or registered trademark clearly identified as Product
neled negative energy increases by +3. The voidstick zombie
identity by the owner of the Product Identity, and which specif-
constantly gains the benefits of this effect (the attack and
ically excludes the Open Game Content; (f) “Trademark” means
damage bonuses are already incorporated into its statistics).
the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated
In addition, this miasma of void energies also interferes with products contributed to the Open Game License by the Contrib-
wielding positive energy. Any creature attempting to use pos- utor (g) “Use”, “Used” or “Using” means to use, Distribute, copy,
itive energy in this area—such as through a cleric’s channel edit, format, modify, translate and otherwise create Derivative
energy ability, a paladin’s lay on hands, or any spell with the Material of Open Game Content. (h) “You” or “Your” means the
healing descriptor—must make a DC 25 concentration check. licensee in terms of this agreement.
If this check fails, the effect is blocked, consuming one use of 2. The License: This License applies to any Open Game Content
the ability, or the spell is lost. that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You must
affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions
may be applied to any Open Game Content distributed using
this License.
3. Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use
this License, the Contributors grant You a perpetual, worldwide,
royalty-free, non-exclusive license with the exact terms of this
License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are con-
tributing original material as Open Game Content, You repre-
sent that Your Contributions are Your original creation and/or
You have sufficient rights to grant the rights conveyed by this
License.
6. Notice of License Copyright: You must update the COPY-
RIGHT NOTICE portion of this License to include the exact text
of the COPYRIGHT NOTICE of any Open Game Content You
82 are copying, modifying or distributing, and You must add the
title, the copyright date, and the copyright holder’s name to the
COPYRIGHT NOTICE of any original Open Game Content you

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Distribute. Pathfinder Roleplaying Game Bestiary. © 2009, Paizo
7. Use of Product Identity: You agree not to Use any Prod- Publishing, LLC; Author: Jason Bulmahn, based on material by
uct Identity, including as an indication as to compati- Jonathan Tweet, Monte Cook, and Skip Williams.
bility, except as expressly licensed in another, indepen-
dent Agreement with the owner of each element of that Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo
Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn,
Product Identity. You agree not to indicate compatibility or Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost,
co-adaptability with any Trademark or Registered Trademark Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson,
in conjunction with a work containing Open Game Content ex- Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason
cept as expressly licensed in another, independent Agreement Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
with the owner of such Trademark or Registered Trademark. Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A.
The use of any Product Identity in Open Game Content does not Vaughan, based on material by Jonathan Tweet, Monte Cook,
constitute a challenge to the ownership of that Product Identity. and Skip Williams.
The owner of any Product Identity used in Open Game Content
shall retain all rights, title and interest in and to that Product Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo
Identity. Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam
8. Identification: If you distribute Open Game Content You Daigle, James Jacobs, Michael Kenway, Rob McCreary, Pat-
must clearly indicate which portions of the work that you are rick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter,
distributing are Open Game Content. and Russ Taylor, based on material by Jonathan Tweet, Monte
9. Updating the License: Wizards or its designated Agents may Cook, and Skip Williams.
publish updated versions of this License. You may use any au-
thorized version of this License to copy, modify and distribute Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo
any Open Game Content originally distributed under any ver- Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savan-
sion of this License. nah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy
10. Copy of this License: You MUST include a copy of this Li- Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nel-
cense with every copy of the Open Game Content You distribute. son, Tom Phillips, Stephen Radney- MacFarland, Sean K Reyn-
11. Use of Contributor Credits: You may not market or advertise olds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
the Open Game Content using the name of any Contributor un-
less You have written permission from the Contributor to do so. Pathfinder Roleplaying Game Advanced Player’s
12. Inability to Comply: If it is impossible for You to comply with Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
any of the terms of this License with respect to some or all of
the Open Game Content due to statute, judicial order, or gov- Pathfinder Chronicles: Classic Horrors Revisited.
ernmental regulation then You may not Use any Open Game Copyright 2009, Paizo Publishing, LLC; Authors: James Jacobs,
Material so affected. Rob McCreary, and F. Wesley Schneider
13. Termination: This License will terminate automatically if
You fail to comply with all terms herein and fail to cure such Pathfinder 43: Haunting of Harrowstone. Copyright
breach within 30 days of becoming aware of the breach. All sub- 2011, Paizo Publishing, LLC, Author: Michael Kortes
licenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be Pathfinder 44: Trail of the Beast. Copyright 2011, Paizo
unenforceable, such provision shall be reformed only to the ex- Publishing, LLC, Author: Richard Pett
tent necessary to make it enforceable.
15. COPYRIGHT NOTICE Quid Novi? Issue XII, Volume I Copyright 2010, Spes Mag-
na Games; Mark L. Chance.
Open Game License v 1.0a Copyright 2000, Wizards of
the Coast, Inc. Pathfinder Adventure Path #37: Souls for Smuggler’s
Shiv. © 2010, Paizo Publishing, LLC; Author: James Jacobs.
System Reference Document. Copyright 2000, Wizards of Pathfinder Adventure Path #47: Ashes at Dawn. © 2011,
the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Wil- Paizo Publishing, LLC; Author: Neil Spicer.
liams, based on material by E. Gary Gygax and Dave Arneson.
Tome of Horrors Complete, Copyright 2011, Necromancer
Pathfinder Roleplaying Game Reference Document. © Games, Inc., published and distributed by Frog God Games; Au-
2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. thors Clark Peterson and Scott Greene.

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,
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Paizo Publishing, LLC; Author: Tim Hitchcock. Book of Beasts: Monsters of the River Nations, copy-
right 2010 Jon Brazer Enterprises; Author Steven Helt.
Pathfinder 14: Children of the Void. Copyright 2008,
Paizo Publishing, LLC; Author: Mike McArtor. Book of Beasts: Monsters of the Shadow Plane © 2012,
Jon Brazer Enterprises. Author: Dale C. McCoy, Jr.
Pathfinder Roleplaying Game: Bonus Bestiary. Copy-
right 2009, Paizo Publishing, LLC; Author: Jason Bulmahn. Rocks Fall, Everyone Dies Blog. Copyright 2011 Michael
Donaldson and Spenser Isdahl.
Pathfinder Campaign Setting: The Worldwound ©
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Keith, Jason Nelson, Todd Stewart, and Tanith Tyrr. spire. © 2011, Paizo Publishing, LLC; Author: Brandon Hodge.

Pathfinder 7: Edge of Anarchy. Copyright 2008, Paizo Pub- Pathfinder Adventure Path #71: Rasputin Must Die! ©
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Minions v3.5 Copyright 2003, Bastion Press, Inc. Authors: Pathfinder Adventure Path #51: The Hungry Storm ©
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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-
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M. Freed. right 2011, Super Genius Games. Author: Owen K.C. Stephens

Pathfinder Campaign Setting: Lost Kingdoms © 2012, Rappan Athuk Copyright 2012 Bill Webb, Frog God Games
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Guide. © 2011, Paizo Publishing, LLC; Authors: Keith Baker, Summon Undead © 2015 Alex Abel and Allen Morris.
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84

ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904


)(7&+ name

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

WEAPON attack bonus damage critical

type range ammunition special properties


evolutions
evolution point

WEAPON attack bonus damage critical


evolution point

type range ammunition special properties

evolution point

WEAPON attack bonus damage critical evolution point

type range ammunition special properties


evolution point

evolution point
extraordinary atk.

evolution point

FEAT PAGE REF. FEAT PAGE REF.

evolution point
 



evolution point
FEAT PAGE REF. FEAT PAGE REF.

 
  evolution point

FEAT PAGE REF. FEAT PAGE REF.


appearance/description
 
 
evolution
pool

FEAT PAGE REF. FEAT PAGE REF.

 
 

ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904


)(7&+ name

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

WEAPON attack bonus damage critical

type range ammunition special properties


evolutions
evolution point

WEAPON attack bonus damage critical


evolution point

type range ammunition special properties

evolution point

WEAPON attack bonus damage critical evolution point

type range ammunition special properties


evolution point

evolution point
extraordinary atk.

evolution point

FEAT PAGE REF. FEAT PAGE REF.

evolution point
 



evolution point
FEAT PAGE REF. FEAT PAGE REF.

 
  evolution point

FEAT PAGE REF. FEAT PAGE REF.


appearance/description
 
 
evolution
pool

FEAT PAGE REF. FEAT PAGE REF.

 
 

ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904


ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904
ELIJAH AZIZ (elijahaqueel@gmail.com) Transaction: 71904

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