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Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands

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By Bret Boyd

Edited By:
Gareth Michael Skarka

Art:
Nathan Rosario
& JupiterMedia Corp.

Layout:
Gareth Michael Skarka

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f Table of Contents
Creature Page Creature Page

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Akyanzi 4 Necroling 53
Barrow Wight (Template) 4 Necrotic Entrailer 55
Sample Barrow Wight 6 Orc, Death Lord 56
Blighted One 7 Orphan of the Night 57
Blood Wraith 7 Phantasm 58
Bog Slain 9 Quick-Shard Cavalier 59
Bone Slime 10 Red Jester 60
Cadaver 11 Rom 62
Canine Stalker 12 Persistent Soldier 63
Carcaetan 13 Sacred Guardian 64
Cinder Ghoul 15 Skeleton, Black 65
Crucifixion Spirit 16 Souless One 66
Dark Voyeur 17 Spellgorged Zombie (Template) 68
Deadwood Tree 18 Sample Spellgorged Zombie 69
Death Crab Swarm 20 Spirit of Hate 70
Death Roach 21 Tavern Prowler 71
Death Squid 22 Terkow (Template) 72
Dread Sphere 24 Sample Terkow 73
Dreadwraith 26 Thanatos 74
Fear Guard 27 Tortured 76
Filth Croc 28 Tree of Woe 77
Fire Phantom 29 Undead Lord (Template) 78
Flame Servant 30 Sample Undead Lord 79
Flying Abomination 32 Undead Stalker 81
Fog Spirit 33 Vohrahn 82
Frozen Horror 33 Webbed Sentinel 84
Gallows Tree 34 Wraithlight 85
Gallows Tree Zombie 35 Zombi, True (Template) 86
Ghost Eater 36 Sample True Zombi 87
Ghostly Slasher 37
Ghoul & Ghast (Template) 38 NEW MAGIC ITEMS 88
Sample Ghoul 39
Ghast Prestige Class 40 NEW SPELLS 95
Ghoul, Ichor 41
Ghoul, Primal 42 OPEN GAMING LICENSE 109
Grave Risen 43
Gray Death 44
Hoar Spirit 45
Inscriber 46
Jikini 48
Lector 49
Murder-Born 50
Ndalawo 51
NecʼHaan
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Introduction 8
This supplement is a toolbox of undead-themed material for Monsters
the busy GM. Herein you will find monsters, spells, and magic Besides having the usual information and being updated for
items all relating to the undead. the revised 3rd edition rules, each monster comes with its own

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
treasure hoard (if applicable) as well as ideas for somehow
Undead Type using it “in your campaign.” Each item in the treasure section
Undead are once-living creatures animated by spiritual or is listed with its respective gold piece value. This makes it
supernatural forces. easier to swap out items for others which more closely fit your
adventure or campaign flavor and yet keep a balanced value
Features: An undead creature has the following features. as a whole. The In Your Campaign feature expounds on
—12-sided Hit Dice. the monster in new ways, including possible variants and/or
—Base attack bonus equal to 1/2 total Hit Dice (as wizard). adventure ideas and more! Monsters with “(B)” after a listed
—Good Will saves. feat indicates it is a bonus feat.
—Skill points equal to (4 + Int modifier, minimum 1) per Hit
Die, with quadruple skill points for the first Hit Die, if the
undead creature has an Intelligence score. However, many
undead are mindless and gain no skill points or feats.

Traits: An undead creature possesses the following traits


(unless otherwise noted in a creature’s entry).
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions,
phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning,
disease, and death effects.
—Not subject to critical hits, nonlethal damage, ability drain, or
energy drain. Immune to damage to its physical ability scores
(Strength, Dexterity, and Constitution), as well as to fatigue and
exhaustion effects.
—Cannot heal damage on its own if it has no Intelligence score,
although it can be healed. Negative energy (such as an inflict
spell) can heal undead creatures. The fast healing special quality
works regardless of the creature’s Intelligence score.
—Immunity to any effect that requires a Fortitude save (unless
the effect also works on objects or is harmless).
—Uses its Charisma modifier for Concentration checks.
—Not at risk of death from massive damage, but when reduced
to 0 hit points or less, it is immediately destroyed.
—Not affected by raise dead and reincarnate spells or abilities.
Resurrection and true resurrection can affect undead creatures.
These spells turn undead creatures back into the living creatures
they were before becoming undead.
—Proficient with its natural weapons, all simple weapons, and
any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or
heavy) it is described as wearing, as well as all lighter types.
Undead not indicated as wearing armor are not proficient with
armor. Undead are proficient with shields if they are proficient
with any form of armor.
—Undead do not breathe, eat, or sleep.

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Akyanzi
Small Undead (Fire)
Hit Dice: 1d12 (6 hp)
Initiative: +3
striking or being struck, that weapon’s special abilities are
suppressed for 1d4 hours. This is an antimagic effect, rendering
the weapon mundane in all ways (but it is still considered
masterwork since that is a nonmagical condition).
Speed: Fly 30 ft. (good)
AC: 16 (+3 Dex, +1 size, +2 natural), touch 14, flat-footed 13 Profane Sunder (Ex): Akyanzi enjoy the benefits of the Sunder
Base Attack/Grapple: +0/-4 feat. A sword-eater’s bite does 1d6 points of damage and
ignores hardness. They only attack weapons and shields.

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Attack: Bite +4 melee* (1d4)
Full Attack: Bite +4 melee* (1d4) *Akyanzi have a +8 racial bonus to opposed attack rolls when
Space/Reach: 5 ft./5 ft. striking weapons (not included in the stats above).
Special Attacks: Eat enchantment, profane sunder
Special Qualities: Darkvision 60 ft., fire subtype, smell steel, Smell Steel (Ex): Akyanzi automatically detect the presence of
undead traits any steel objects within 100 feet. They are able to determine
Saves: Fort +0, Ref +3, Will +4 the general placement of steel objects, no matter how small, but
Abilities: Str 10, Dex 16, Con —, Int 11, Wis 14, Cha 10 gain no special means of precisely locating secret hiding places
Skills: Hide +8, Knowledge (arcana) +3, Listen +5, Search +3, or seeing through disguises. This ability does not detect any
Sense Motive +5, Spot +5 other materials.
Feats: Weapon Finesse, Sunder (B)
Environment: Any land or underground Treasure
Organization: Solitary, cluster (2-5), or pack (5-20) None—As disembodied undead craniums, akyanzi have no
Challenge Rating: 1 need, much less the ability to carry, treasure.
Treasure: None
Alignment: Always chaotic evil In Your Campaign
Advancement: 2-3 HD (Small); 4-5 HD (Medium) Since the akyanzi don’t deal any fire damage, the fire subtype is
Level Adjustment: — just window dressing for their origin story. In reality, you can
keep the stats and either drop or change the subtype to better
A disembodied humanoid head speeds through the air toward suit your needs as GM. Perhaps akyanzi in your game come
you. Its eyes and throat glow with a crimson radiance, from spellcasters slain by drow weapons, or slain by weapons
highlighting its otherwise featureless coal-black skin. The head forged in a specific geographic area.
dives quickly, sharp teeth bared for combat.
To further feature this monster, there is a new minor artifact
Akyanzi are the heads of spellcasters who are slain by a fire- for this monster called the Seven-Headed Sword (see the New
enchanted weapon. After slain (and likely beheaded) by Magic Items section later in this book).
victorious warriors, negative energy wells from the caster’s
anger at being defeated by a non-spellcaster and animates
the head only. Oddly enough, it is not the death of the blade Barrow Wight (Template)
wielder that the akyanzi desires, it is the destruction of the “Barrow wight” is a template that can be added to any sentient
weapon, and to a greater extent, all magic weapons. Without creature with an organic body and a culture with death rituals
weapons, the undead believes, non-spellcasters cannot hope to and has recently died either by a barrow wight’s energy drain
achieve positions of power in the world. Obviously, the akyanzi ability or naturally; if naturally, the creature must be raised as
have been less than successful in their quest to eliminate all a barrow wight by some magical force (referred to hereafter
magical weapons, but this does not dissuade them from trying. as the “base creature”). The creature’s possession of a soul is
a determination for the GM to make, but in most campaigns it
Akyanzi lair close to crossroads or even on the tallest buildings includes any dragon, giant, humanoid, or monstrous humanoid.
of larger communities. They attack blacksmiths on sight and Fey, elementals, and other such creatures depend on the
often do the same to sword-bearing caravan guards. They campaign’s cosmology; creatures that are a type of spirit are
reserve a special enmity for those expert smiths of magical not subject to being raised as a barrow wight. It uses all the
weapon-crafting—dwarves. creature’s statistics and special abilities except as noted below.

Combat Size and Type: The base creature’s type changes to undead. As
Akyanzi ignore creatures themselves, going straight for their base creature
magical weapons. This often pits them against more powerful
foes, since low-level characters do not likely carry such items. Hit Dice: Change to d12, and adjust hit points bonus for ability
Undaunted, the akyanzi attacks until the weapon is disenchanted score modifications.
and then speeds back to its lair.
Speed: Same as the base creature but 5 ft. in daylight.
Eat Enchantment (Su): Akyanzi are inherently disruptive
to a weapon’s magical enchantments. Any time a sword- Armor Class: The barrow wight has +4 natural armor or the
eater comes into contact with an enchanted weapon, whether

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creature’s natural armor, whichever is better, though it loses any
manufactured armor bonuses.
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Base Attack: A barrow wight has a base attack bonus equal to
one-half its Hit Dice.

Attack: The barrow wight retains any natural attacks, and gains
2 natural claw attacks if it doesn’t already have them, though it
Fire Vulnerability (Ex): A barrow wight takes double damage

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from fire attacks unless a save is allowed for half damage. A
successful save halves the damage and a failure doubles it.

Life Sense (Ex): The barrow wight can sense the presence of
loses any attacks with manufactured weapons. Adjust retained any creature subject to its energy drain attack. One round of
natural attacks for ability score modifications. concentration reveals the presence of life forces within 30

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feet of the wight. A second round of concentration reveals the
Damage: Creatures without natural weapons gain 2 claw attacks general number and strength (Hit Dice) of the life forces. A
based on the barrow wight’s size category. If the creature already third round of concentration reveals the exact position of the life
has claws that do more damage, the creature retains these, but forces.
adjusted for ability score modifications.
Nature Rejection (Ex): The barrow wight’s connection to the
Size Claw Damage Negative Energy Plane is tangible to natural creatures within
200 feet of the wight, and they react accordingly. Animals and
Fine — fey become agitated in the presence of barrow wights, often
exhibiting fear reactions.
Diminutive 1
Sunlight Vulnerability (Su): A barrow wight’s connection to the
Tiny 1d2 Negative Energy Plane is significantly impaired in sunlight.
In sunlight, the wight’s abilities are all effectively reduced to
Small 1d3 1, its speed is reduced to 5 feet, and the wight can only take
partial actions. The wight cannot use its energy drain ability
Medium 1d4 in sunlight and loses its damage reduction but not its natural
armor. Time spent in sunlight does not count for recovering for
Large 1d6 those barrow wights who are spellcasters.
Huge 2d4 Turn Resistance (Ex): A barrow wight has +3 turn resistance.
Gargantuan 2d6 Saves: As base creature, modified by changes to abilities.
Colossal 2d8
Abilities: As base creature, though an undead creature has no
Constitution score.
Special Attacks: A barrow wight retains all of the special attacks
of the base creature. Saves have a DC of 10 + 1/2 barrow wight’s Skills: Barrow wight class skills when advancing are Climb,
HD + barrow wight’s Cha modifier. It also gains the following: Hide, Listen, Move Silently, Search, and Spot. Barrow wights
otherwise use the skills of the base creature and also gain a +8
Create Spawn (Su): Any sentient creature with a soul and death racial bonus on Move Silently checks.
rituals slain by a barrow wight’s energy drain rises as a barrow
wight the next night, as per this template. The new barrow wight Feats: As base creature.
is under the command of the barrow wight that created it and
remains enslaved until its master’s destruction as well as the Environment: Any land or underground.
destruction of every master in the direct line of creation back
to the first master barrow wight of that line. Once the creator Organization: Solitary, gang (1 barrow wight and 1-4 spawn),
line of wights is destroyed, the wight spawn has free will. From or pack (1 barrow wight and 5–10 spawn).
that point on, every time the barrow wight uses its create spawn
ability on a creature with a soul, it gains 1 HD and remains its Challenge Rating: As the base creature +2.
original size.
Treasure: Varies from none to double standard.
Energy Drain (Su): Living creatures hit by a barrow wight’s claw
attack gain one negative level. For each negative level bestowed, Alignment: Usually chaotic evil.
the barrow wight gains 5 temporary hit points. A barrow wight
can use its energy drain ability once per round. Advancement: Special; see the create spawn ability.

Special Qualities: A ghoul retains all the special qualities of the


base creature and receives those special qualities listed below.

Damage Reduction 10/silver (Ex): The barrow wight ignores


10 hit points from most weapons and natural attacks. A silver

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weapon or better negates the ability.
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SAMPLE BARROW WIGHT
Annis Hag Barrow Wight
Large Undead
Hit Dice: 7d12 (45 hp)
Energy Drain (Su): Living creatures hit by a vampire spawn’s
slam attack gain one negative level. The DC is 13 for the
Fortitude save to remove a negative level. The save DC is
Charisma-based. For each such negative level bestowed, the
Initiative: +1 barrow wight gains 5 temporary hit points.
Speed: 40 ft.
AC: 20 (–1 size, +1 Dex, +10 natural) Improved Grab (Ex): To use this ability, an annis barrow
wight must hit a Large or smaller opponent with a claw attack.

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Base Attack/Grapple: +3/+14
Attack: Claw +9 melee (1d6+7) It can then attempt to start a grapple as a free action without
Full Attack: 2 claws +9 melee (1d6+7) and bite +4 melee provoking an attack of opportunity.
(1d6+3)
Space/Reach: 5 ft./5 ft. Rake (Ex): Attack bonus +9 melee, damage 1d6+7. An annis
Special Attacks: Create spawn, energy drain, improved grab, barrow wight can attack a grappled foe with both claws at no
rake 1d6+7, rend 2d6+10, spell-like abilities penalty.
Special Qualities: Damage reduction 10/silver, darkvision 60
ft., fire vulnerability, life sense, nature rejection, SR 19, +3 turn Rend (Ex): An annis barrow wight that hits with both claw
resistance, undead traits attacks latches onto the opponent’s body and tears the flesh.
Saves: Fort +4, Ref +6, Will +6 This attack automatically deals an extra 2d6+10 points of
Abilities: Str 25, Dex 12, Con —, Int 13, Wis 13, Cha 10 damage.
Skills: Bluff +8, Diplomacy +2, Hide +13, Intimidate +2, Listen
+10, Spot +10 Spell-Like Abilities: Caster level 8th; 3/day - disguise self, fog
Feats: Alertness, Blind-Fight, Great Fortitude cloud.
Environment: Any land or underground
Organization: Solitary, gang (1 barrow wight and 1-4 spawn), or Skills: Barrow wights have a +8 racial bonus on Move Silently
pack (1 barrow wight and 5–10 spawn) skill checks.
Challenge Rating: 8
Treasure: Standard Treasure
Alignment: Always chaotic evil Standard—Manx has a great deal of treasure but keeps a certain
Advancement: As undead creature supply reserved for herself. That supply is what this treasure
Level Adjustment: — hoard details.
Banded agate (x3) [8 gp each]
Nearly eight feet tall, this spindly female humanoid has clearly Tourmaline (x3) [90 gp each]
been dead for some time. The crone’s desiccated skin is wrapped Ring of jumping [2,500 gp]
tightly around the bone and an eerie gray haze plays about its 606 gp
eyes.
In Your Campaign
This annis barrow wight, after several centuries, is finally freed of The obvious way to get PCs involved with Manx is to come into
a master. The creature has taken to its old haunt in a cold marsh, conflict with her brigand band. More than anything the former
spurning the company of other undead, and has established itself annis desired control of her own life. Being a barrow wight
once again as a brigand commander. Calling herself Manx, the temporarily compromised that freedom but now she is back
barrow wight has learned patience over the years as is willing to with a vengeance. Caravans passing anywhere near the wight’s
let months or years pass by before enacting a plan. But as slow marsh must pay tribute or be destroyed. Investigating PCs must
as Manx is in plotting actions, she is all-too quick to react to not only locate her lair but also fight through her fanatically
danger or personal insult. Manx throws caution to the wind if a loyal band of brigands (their loyalty is bought and paid for
creature is obviously trying to hamper her plans. For example, many times over thanks to the riches Manx has been able to
the leader of the brigands was an obvious and immediate obstacle gather).
so she walked into his tent, dragged him from his bed, and slew
him in front of the assembled band. Unsurprisingly, Manx’s For higher level campaigns, Manx may decide to make her
leadership has gone unchallenged ever since. brigand group more powerful by adding giants beneath her
rule. However, the annis barrow wight knows that the local
Combat hill giant chieftain will not react well to dealing with an undead
Though physically powerful, this undead hag does not favor creature. So, she sends her trusted lieutenant to broker a deal.
simple assaults but tries to divide and confuse its foes before Can the PCs stop this political move by the annis’ band or will
combat. Using either of its spell-like abilities can provide just interference incur not only Manx’s anger but that of the giants
enough of a distraction to slay a single enemy quickly before its as well?
companions can form a defense. If the annis barrow wight does
manage to slay a creature during its surprise attack, it makes
certain to throw the corpse’s bits at its fellows before striking at

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them.

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Blighted One
Medium Undead (Incorporeal)
Hit Dice: 6d12 (39 hp)
Initiative: +1
Speed: 15 ft.
Treasure

the need nor interest for treasure of any kind.

In Your Campaign
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None—As an incorporeal creature, the blighted one has neither

AC: 12 (+1 Dex, +1 deflection), touch 11, flat-footed 11 Blighted ones are the logical result of massive plagues that
Base Attack/Grapple: +3/— sweep across nations, sending many creatures to their graves.

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Attack: Touch +4 melee (disease) The way a blighted one is made means that the spirits of those
Full Attack: Touch +4 melee (disease) who create one can still pass onto the afterlife, for only an echo
Space/Reach: 5 ft./5 ft. of that essence remains. This is why so many are needed just
Special Attacks: Disease to create a single blighted one. It may also be why they are not
Special Qualities: Damage reduction 10/magic, incorporeal hunted by more people who want their slain loved ones to rest
traits, undead traits in peace—because they already are.
Saves: Fort +2, Ref +3, Will +4
Abilities: Str —, Dex 13, Con —, Int 10, Wis 9, Cha 12 Sages speak of blighted ones who, after infecting more creatures
Skills: Bluff +2, Hide +3, Jump +2, Listen +3, Spot +3 that then die and become blighted ones, become stronger. These
Feats: Alertness, Improved Unarmed Strike “ancient blighted ones” have roamed the lands for centuries or
Environment: Any land or underground longer in their eternal mission to spread disease. There have
Organization: Solitary, ward (10-20), or plague (25-100) been some evil creatures that have searched for these ancient
Challenge Rating: 4 blighted ones in hopes of harnessing a more powerful version
Treasure: None of a disease. Strong outbreaks of a particular plague will be the
Alignment: Usually neutral evil tip off that those creatures were successful (unless the PCs stop
Advancement: 7-12 HD (Medium); 13-18 (Large) them first, of course).
Level Adjustment: —

You see only a glimpse of this creature, but even that is enough
to make you wretch. This amorphous shape is about the height Bloodwraith
of a human but that is where the similarity ends. Red and Medium Undead
yellow sores ooze puss across the creature’s undulating green Hit Dice: 6d12 (39 hp)
skin. A single pseudopod reaches out from the mass, swinging Initiative: +8
dangerously in your direction. Speed: Fly 50 ft. (average)
AC: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Born of pestilence, the blighted one is the incorporeal Base Attack/Grapple: +3/-1
manifestation of creatures that have died from a disease. For Attack: Blood touch +7 melee (see below)
only a shadow of the deceased’s essence remains on the Material Full Attack: Blood touch +7 melee (see below)
Plane. When enough creatures die in a general area from the Space/Reach: 5 ft./5 ft.
same disease, their shadowy soul remnants band together to Special Attacks: Blood touch
form a blighted one (usually 20 creatures to a blighted one). Special Qualities: Blood tracking, carnivore attraction,
From that point on, the blighted one exists as one consciousness, darkvision 60 ft., +2 turn resistance, undead traits
determined only to spread the same disease which slew its Saves: Fort +2, Ref +6, Will +7
component souls. Abilities: Str 3, Dex 18, Con —, Int 12, Wis 14, Cha 16
Skills: Hide +11, Intimidate +7, Listen +11, Move Silently +9,
Combat Search +10, Spot +13, Survival +6
Blighted ones exist solely to harass the living and spread their Feats: Alertness, Improved Initiative, Weapon Finesse
horrible diseases. They spend their nights passing through towns, Environment: Any land or underground
caressing the faces of the sleeping in order to infect them. This is Organization: Solitary or team (3-5)
likely how characters encounter a blighted one and immediately Challenge Rating: 4
identify it as a threat. Treasure: None
Alignment: Always chaotic evil
Disease (Su): Any creature touched by a blighted one must Advancement: 7-11 HD (Medium)
succeed at a DC 13 Fortitude save or contract an advanced form Level Adjustment: —
of whatever disease killed the blighted one originally. GMs
can tailor such disease to the specifics of their campaigns, but This humanoid figure has translucent skin encapsulating a
they should assume as a default that the disease has an onset reservoir of its bloody fluids. There is no obvious face or other
period of 1d10 days and that it subsequently causes 1d3 points of features to the form except a slight black haze that plays across
temporary Constitution damage per day until it is cured. Disease- the creature’s hands.
curing magic (remove disease, wish and the like) restores the
victim to health. The bloodwraith rises from a site of much bloodshed to hunt

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the creatures that bled, yet did not die, there. Battlefields are,
naturally, the most common areas of bloodwraith origin. But
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if the slain creatures are strong enough (i.e. high-level), then not
much blood is required to birth a bloodwraith. These undead
are persistent trackers who never deviate from their mission.
The creature’s mind may have come from different entities, but
Although the bloodwraith cannot speak, there is still the
possibility of two-way communication through the creature’s
blood touch ability. As a variant option, when you roll
successfully for the bloodwraith to inflict Constitution damage,
the bloodwraith is nonetheless an individual. The bloodwraith a victim that has sufficient “awareness” may be able to prevent
cannot speak but it understands Common and one language the damage. If the victim has a Charisma score of 13 or higher,
native to the region where it was birthed (GM’s choice). the intimate connection inherent in the blood touch allows

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telepathic communication. Give this situation form by having
Combat the bloodwraith and the character facing each other on an empty
Bloodwraiths carefully stalk a victim and attack at the first sign plain that ends in misty nothingness (perhaps a 60 ft. by 60 ft.
of him. Without any ranged abilities, the bloodwraith simply field).
uses its blood touch on its prey. If more than one opponent
threatens the bloodwraith, it needs to first paralyze its prey before The two creatures then square off using the same abilities they
worrying about those threats (to insure that its chosen victim does possess when the blood touch is affected. Instead of its usual
not escape in the meantime). The bloodwraith is not foolish and appearance, however, the bloodwraith shifts forms—appearing
flees if severely damaged. When slain, the bloodwraith explodes, as all of the creatures whose blood it is created from (use its
sending out a fountain of blood in a 10-foot radius. While stats as listed above; only the physical appearance changes). In
disgusting, the blood has no adverse affects on those it lands on. this way, the victim can converse with the bloodwraith to find
out why it is hunting him, for the undead has no choice but to
Blood Touch (Su): The bloodwraith attacks by touch and, if respond truthfully to questions in this state of consciousness.
successful, floods the victim with waves of chilling negative This might be how sages learned of its true origins in the first
energy. The touch attack does not inflict damage but unless the place. The bloodwraith’s voice and personality can change with
victim succeeds a Fortitude save (DC 16) it is paralyzed for 1d4 its form as per the GM’s wishes. During combat it cannot fly
rounds and suffers 1d4 points of permanent Constitution damage but has a land speed of 30 feet.
each round the touch is maintained. Blood from the victim can
be seen pouring into the bloodwraith through its grip. Every The inevitable combat between the bloodwraith and the victim
time the bloodwraith successfully drain Constitution, it heals determines whether or not the victim is paralyzed and loses
5 hit points of damage no matter how many points it drains. If Constitution points. A victory for the bloodwraith means its
the amount of healing is more than the damage the creature has attack progresses as usual but a defeat for it means the victim is
suffered, those hit points are lost. Restoration can restore a unaffected in all ways by the blood touch.
character’s lost Constitution; a character with 0 Constitution is
dead. The save DCs are Charisma-based.

Blood Tracking (Su): This ability allows the bloodwraith to find


its victim by the scent of its blood. It functions much like the
Scent ability, but the bloodwraith is so sensitive that it can begin
to scent its victim within ten miles instead of 30 feet, making a
Wisdom check DC 10 + 2 per hour that the trail is cold to track
its victim. It then slowly homes in on the scent, getting a better
and better idea of the current location of the target as it gets
closer to him. If it is within 30 feet of its intended victim, the
bloodwraith can pinpoint its location.

Carnivore Attraction (Ex): The bloody form of the bloodwraith


attracts carnivores that depend on smell for their hunting in any
degree. If a PC sees a pack of dogs sniffing around a cloaked
figure while seeming to cringe at the same time, he might just be
a bloodwraith.

Treasure
None—The bloodwraith is concerned only in slaying its prey.
The collecting of precious baubles is not part of that mission.

In Your Campaign
What if the bloodwraith only went after creatures with certain
blood types? Perhaps the undead was created to hunt and
destroy elves or maybe a vengeful necromancer fashioned the
creature to wipe out a particular family’s bloodline. Giving the
bloodwraith an angle like this adds depth to both the monster and
the adventure it is used in.
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Bog Slain
Medium Undead
Hit Dice: 1d12 (6 hp)
Initiative: +0
Speed: 30 ft., swim 20 ft.
temporary Strength damage. Each time a victim takes 2 or

another Fortitude save or be permanently blinded.

Bog slain can use their breath weapon three times before
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more points of Strength damage from the disease, he must make

AC: 16 (+6 natural), touch 10, flat-footed 16 needing to submerge in water again to replenish their water
Base Attack/Grapple: +0/+1 reserve. Replenishing the breath weapon takes two rounds for

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Attack: Slam +1 melee (1d6+1) each time the bog slain has used the ability.
Full Attack: Slam +1 melee (1d6+1)
Space/Reach: 5 ft./5 ft. Treasure
Special Attacks: Breath weapon Standard—The poor souls who die in bogs are usually low-level
Special Qualities: Darkvision 60 ft., damage reduction 3/—, commoners caught in a bad spot or who ran afoul of the local
fire resistance 10, undead traits crime organization. What little in treasure they had upon death
Saves: Fort +0, Ref +0, Will +3 is still on them.
Abilities: Str 13, Dex 10, Con —, Int —, Wis 12, Cha 3 Masterwork sling [300 gp]
Feats: Ability Focus (breath weapon) (B) 100 sp
Environment: Any marsh
Organization: Solitary, gang (2-5), squad (6-10), or mob (11- In Your Campaign
20) As long as they are near to a water source, bog slain can
Challenge Rating: 1 indefinitely survive. Not only do their breath weapons need
Treasure: Standard replenishing, but you might rule that their body does as well.
Alignment: Always chaotic evil For every day a bog slain does not submerge for at least an
Advancement: 2-3 HD (Medium) hour, its fire resistance rating decreases by 2 and they take 1 hit
Level Adjustment: — point of damage. Since water is part of their nature, it seems
only natural to throw in this hindrance.
This bloated excuse for a humanoid bears a foul stench and
squishy footfalls. It has pale green skin and heavy brown
eyes devoid of intelligence. Its mouth opens as it spots you,
releasing thin orange wisps from its insides.

The bog slain is essentially a better version of a zombie.


Created by a water mage of little repute (her name is not even
remembered today), the only corpses the woman had to work
with were ones found in the bog nearby her home. Harvesting
the lost bog bodies proved difficult but did not expose her
machinations to the authorities (as would stealing bodies from
the local cemetery). The bog slain served the mage for many
years before her death at the hands of a rival sorcerer. This
man took her notes, copied them, and sold them to all interested
parties. This is how bog slain have come to be located in all
parts of the world; as wizards similar in situation to the water
mage worked to make their own undead servants.

Combat
Bog slain are unintelligent creatures that exist to slay others.
They attack anything that moves unless ordered otherwise by
their master. A blast from the bog slain’s breath weapon is a
common first attack against a foe before closing in for melee
slams. That is as tactical as a bog slain gets.

Breath Weapon (Su): Instead of attacking with a slam attack,


a bog slain may instead spew a gout of foul water from its
lungs and stomach out through its mouth as a standard action
every 1d4 rounds. No attack roll is necessary; the line of water
reaches 60 feet, and is 5 feet high and 5 feet wide. If fills
the area and any creature who fails a Reflex save (DC 12) is
caught in the area; he is checked for one round and must make
a Fortitude save (DC 11) or become infected with blinding
sickness (the save DC is Strength-based). This disease has

2
an incubation period of 1d3 days and inflicts 1d4 points of
9
f
Bone Slime
Huge Ooze
Hit Dice: 6d10+32 (65 hp)
Initiative: -4
grappled and trapped within the bone slime’s body. The bone
slime is free to make other slam attacks in subsequent rounds,
but can engulf only one Medium creature per 3 HD, one Small
creature per 2 HD, or one Large creature per 4 HD. If a victim
Speed: 20 ft., climb 20 ft. dies while engulfed, it becomes a preferential skeleton (taking
AC: 4 (-2 size, -4 Dex), touch 4, flat-footed 4 the place of the oldest one the bone slime currently possesses).
Base Attack/Grapple: +4/+12 This distinction means nothing, but rather is simply the way the
bone slime operates.

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Attack: Slam +4 melee (1d8 and 1d6 cold)
Full Attack: Slam +4 melee (1d8 and 1d6 cold)
Space/Reach: 15 ft./10 ft. Skeletons (Su): If confronted with multiple opponents, the
Special Attacks: Cold, engulf, skeletons bone slime expels 1d6 skeletons form its mass. These skeletons
Special Qualities: Blindsight 60 ft., creeping, ooze traits, conform to the statistics of standard Medium skeletons (see the
undead qualities MM) and attack any living thing in the area. If no living beings
Saves: Fort +4, Ref -2, Will -2 remain in the bone slime’s blindsight range, the skeletons
Abilities: Str 10, Dex 3, Con 15, Int —, Wis 2, Cha 1 collapse into piles of bones, rusty armor and dented weaponry
Environment: Any land or underground awaiting the bone slime to slide over and reabsorb them.
Organization: Solitary
Challenge Rating: 7 Creeping (Ex): The bone slime can climb any vertical surface
Treasure: None and can hang from the underside of any horizontal surface as
Alignment: Always chaotic evil long as a third of its mass touches a vertical surface. It can pass
Advancement: 7-12 HD (Huge); 13-18 HD (Gargantuan) through openings as small as a human hand.
Level Adjustment: —
Undead Qualities (Ex): Bone slimes share certain traits with
A large blob of inky darkness moves slowly toward you. As undead. They are not subject to ability drain or energy drain,
it catches the light, you can see bleached bones inside the they are healed by negative energy (such as inflict spells), and
creature. they take damage from positive energy (such as cure spells).

The bone slime is a negatively-powered ooze which not Treasure


only slays other creatures but then animates their bones by None—As an unintelligent ooze, the bone slime cannot even
instinct later. The origins of this ooze are not as many believe, use treasure, much less desire its presence. The only treasure
that more mundane oozes eat undead and therefore become a party might after defeating a bone slime is that of its most
creatures of undeath themselves. No; in actuality, bone slimes recently-absorbed victims.
are born from the Negative Energy Plane itself. Every so often,
the Negative Energy Plane, for lack of a better term, bursts. In In Your Campaign
this spot, an infinitesimally small hole appears on the Material When a bone slime is destroyed, the rupture to the Negative
Plane. Instead of sealing itself, the planar hole instead forms Energy Plane seals itself. But what if this was not always the
a scab. In this case, that scab is actually a bone slime. It has case? Then the adventure really begins! A tiny pinprick of
negative energy properties even though it is not undead. negative energy might always be at the same spot forever. The
implications of direct access to this plane are far-reaching and
Wherever the bone slime moves, the hole to the Negative quite dangerous. An undead creature could conceivably drink
Energy Plane moves with it; too small to see yet large enough from the area as if it were a fueling station, healing damage
to impart power to the slime. When the bone slime is finally literally as it was inflicted onto them if they stood in the right
defeated, the rupture to the Negative Energy Plane seals itself. spot.

Combat As the GM, feel free to have fun with this scenario. Maybe
The bone slime’s tactics are simple—if it senses a creature, it instead of healing a creature, the rupture’s energy began to
attacks. If more than one creature is near, than the bone slime is poison the land around it. Over the course of a few years, every
just as likely to release a few skeletons before entering combat plant and animal that dies within a mile of the rupture would
itself. rise as some kind of minor undead. This sounds like the perfect
first exposure to undead for a low-level party. The objective
Cold (Ex): Any victim hit by the bone slime’s slam attack is to locate the negative energy rupture, now enlarged into a
suffers 1d6 points of cold damage in addition to the physical visible phenomenon, and close it. This could be as simple
damage. This cold radiates forth from the bone slime’s tiny as simple as exposing the rupture to positive energy or even
negative singularity which hides inside it. striking it with a weapon.

Engulf (Ex): Any Large or smaller opponent hit by a successful


slam attack may be engulfed in the next round. Victims can
forgo their attacks of opportunity and instead can make a DC
13 Reflex save to avoid being engulfed. Engulfed victims are
subject to 1d6 cold damage each round and are considered to be
10
d
Cadaver
Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +5
Speed: 30 ft.
can. Cadavers are sometimes found in the employ of greater
undead (such as wights or ghasts).

Combat
8
A cadaver attacks by raking with its filthy claws or biting with
AC: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 its sharp, disease-infested teeth. They often lie in shallow
Base Attack/Grapple: +1/+2 graves waiting for potential victims to wander too close, where

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Attack: Claw +2 melee (1d4+1 plus disease) they immediately spring to attack, raking and biting until
Full Attack: 2 claws +2 melee (1d4+1 plus disease) and bite +3 destroyed or until all foes are dead.
melee (1d6 plus disease)
Space/Reach: 5 ft./5 ft. Disease (Ex): Filth fever—claw or bite, Fortitude save DC
Special Attacks: Disease 11, incubation period 1d3 days; damage 1d3 Dexterity and
Special Qualities: Damage reduction 5/bludgeoning, darkvision 1d3 Constitution (see Disease in the DMG). The save DC is
60 ft., immunity to cold, reanimation, undead traits Charisma-based.
Saves: Fort +0, Ref +1, Will +3
Abilities: Str 13, Dex 13, Con —, Int —, Wis 10, Cha 13 Reanimation (Ex): When reduced to 0 hit points or less,
Feats: Improved Initiative (B) a cadaver is not destroyed; rather it begins the process of
Environment: Any reanimating by regaining 1 hit point per round. Hit points
Organization: Solitary or gang (2-5) lost to magical weapons or spells are not regained. When the
Challenge Rating: 2 creature reaches its full hit point total (minus damage dealt from
Treasure: Standard magical attacks and weapons), it stands up, read to fight again.
Alignment: Always chaotic evil If the creature is destroyed by a cleric’s turning
Advancement: 3-6 HD (Medium) ability, it cannot reanimate. If a cleric casts
Level Adjustment: — gentle repose on the cadaver when
it reaches 0 hit points, it cannot
This monster resembles a humanoid reanimate. A bless spell delays
dressed in tattered rags. Rotted flesh the reanimation, causing the
reveals corded muscles stretched tightly creature to regain hit points at
over its skeletal frame. Hollow eye half its normal rate (i.e. 1 hit
sockets flicker with a hellish glow. point every other round).
Broken and rotted teeth line its mouth
and its hands end in wicked claws. Treasure
Standard—A cadaver
Cadavers are the undead skeletal remains becomes an undead
of people who have been buried alive or given dressed in whatever it was
an improper burial (an unmarked grave buried in. This includes
or mass grave for example). They money and equipment
can be found haunting graveyards and (unless looted beforehand,
cemeteries. which is likely). Still, a
cadaver usually manages to
Cadavers are infused with a hatred have some treasure on it
that rivals many other undead when found by brave
creatures. This hatred includes adventurers.
its own existence as well as the Finely wrought gold
existence of all living anklet [100 gp]
creatures. They have a Musical
distinct hatred for light, instrument,
but it does not damage masterwork [100
them. All encounters gp]
with cadavers are at Silver
night or places cloaked in comb with
darkness. Multiple
cadavers do not work
in consort with each
other; being mindless
they simply charge
into combat, killing
all creatures they

2 11
f
moonstones, tarnished [352 gp]
48 gp

In Your Campaign
Canine skulkers prowl the lands of the living in an eternal
hunt for prey. The first skulkers were actual hunting dogs
buried with their master. When a lich was slain atop their
burial ground, the creature’s necromantic energies seeped into
The problem with mindless dead like the cadaver is that once the ground and animated the dogs as skulkers. Since that day
their disease and reanimation abilities are identified, they are centuries past, the canine skulkers have done the only thing
essentially treated as a more powerful form of zombie by they were trained to do—hunt and kill. Their improved mental
characters. Cadavers lose their edge as unique undead and faculties and special powers are a direct result of the lich

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
tend to get shuffled into the low-level minion category that, energies which accidentally birthed them.
essentially, they are. But what can you do to breathe some life
into these lifeless foes? Combat
Canine skulkers are a great deal more intelligent than their
Let’s take their unique characteristic of reanimating. Truly living counterparts, and arrange to attack from surprise
the restless dead, cadavers don’t even stay down when you whenever possible. They secretly shadow their chosen victims
kill them. You could use this ability to pair a cadaver up with for days, waiting for the right moment to strike. When they are
an evil deity of similar rebirth nature. After a few encounters ready to attack, they unleash their fearsome howls and rush their
against cadavers and this deity’s followers, the PCs will victims en masse.
recognize cadavers as not just another type of restless dead, but
the harbingers of a known and feared cult of religious fanatics! Canine skulkers are utterly fearless, attacking no matter how
Furthermore, perhaps the initial animating process does not large and dangerous their opponents. Once they have caught
occur until a priest of the rebirth deity casts a spell over the ill- the scent of prey, nothing short of their own destruction can
buried corpse. Such ability could be a special one granted by deter them from the hunt. Much like humanoid ghouls, the
the evil god whenever a follower casts animate dead or similar bite of a canine skulker causes paralysis. Those paralyzed are
magics. quickly overwhelmed by the undead pack and torn to pieces.

Ghoul Fever (Su): In most cases, packs of canine skulkers


devour their victims. One the occasion that they do not,
Canine Skulker however, their victims run the risk of being exposed to the
Medium Undead terrible disease carried by their bite.
Hit Dice: 3d12 (19 hp)
Initiative: +2 Ghoul fever—bite, Fortitude DC 12, incubation 1 day, damage
Speed: 40 ft. 1d3 Dex and 1d3 Con. The save DC is Charisma-based.
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3 An afflicted humanoid or canine that dies of ghoul fever rises as
Attack: Bite +4 melee (1d6+4 plus blood paralysis) a ghoul or a canine skulker, respectively, at the next midnight.
Full Attack: Bite +4 melee (1d6+4 plus paralysis) A creature that becomes a ghoul or a canine skulker in this way
Space/Reach: 5 ft./5 ft. retains none of the abilities it possessed in life. It is not under
Special Attacks: Ghoul fever, howl, paralysis, trip the control of any other ghouls or canine stalkers, but it hungers
Special Qualities: Darkvision 60 ft, low-light vision, scent, for the flesh of the living and behaves like other ghouls or
undead traits canine skulkers in all respects.
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 15, Dex 15, Con —, Int 10, Wis 14, Cha 12 Howl (Su): When a canine skulker howls, all living creatures
Skills: Hide +5, Jump +4, Listen +10, Move Silently +10, within a 180-foot spread must succeed at a DC 12 Will save or
Search +5, Spot +7, Survival +6*, Swim +3 be stunned for 1 round and shaken for 2d4 rounds thereafter.
Feats: Weapon Finesse, Weapon Focus (bite) Whether or not the save is successful, an affected creature is
Environment: Any land immune to the same canine skulker’s howl for 24 hours. The
Organization: Pack (6-12) save DC is Charisma-based.
Challenge Rating: 4
Treasure: None Paralysis (Ex): Those hit by a canine skulker’s bite must make
Alignment: Always chaotic evil a DC 12 Fortitude save or be paralyzed for 1d4+2 rounds.
Advancement: 4-9 HD (Medium) Elves are immune to this paralysis. The save DC is Charisma-
Level Adjustment: — based.

This creature was clearly once a living dog, but that time is Trip (Ex): A canine skulker that hits with its bite attack can
long past. A pale glow emanates from its eye sockets and white- attempt to trip its opponent (+3 check modifier) as a free
brown fur is stuck in scruffy tufts across its mostly skeletal body. action without making a touch attack or provoking an attack of
Jagged, sharp teeth are bared as the canine growls loudly. opportunity. If the trip attempt fails, the opponent cannot react
to trip the canine skulker.

12
d
Skills: Canine skulkers have a +2 racial bonus on Listen and
Spot checks and a +4 racial bonus on Move Silently and Search
checks. *When tracking by scent, they have a +4 racial bonus
on Survival checks.
8
Separated from the natural world, not quite alive and unable to
die, carcaetans maintain their existence through a diet of mortal
flesh.

Carcaetans vary dramatically in appearance. Some look exactly


Treasure as they did before their transformation, with only a slight pallor
None—As undead dogs, canine skulkers have no need or desire and lack of scent to differentiate them from the living. Others

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
for money or equipment of any kind, preferring to use their own are quite disturbing, bearing horrible wounds and a clearly
abilities to rend victims limb from limb. unnatural bearing. A few, who maintain some degree of sanity
and adapt to their new existence, learn to replace their destroyed
In Your Campaign extremities with parts from other creatures, rebuilding their
A successful Knowledge (arcana) check (DC 20) allows a bodies piece by piece.
character to know that properly treating a canine skulker’s
tail bone (at least a one-inch fragment) grants the bearer a +2 A carcaetan is created by magic designed to remove a
resistance bonus to saves against paralysis by a ghoul, ghast, creature from the cycle of life. The ritual is sometimes used
or canine skulker. This magic item is called an anti-paralysis as punishment or a powerful curse, but some evil individuals
pendant: CL 6th; Craft Wondrous Item, creator must have a undergo it intentionally. The carcaetan loses its ability to grow,
canine skulker tail bone; Price 4,000 gp. heal, reproduce, and die, and must steal energy from the living
to gain the strength to act. The blood and flesh of animals
The canine skulker’s lichly origins may grant more than and humanoids provide the greatest amount of nourishment,
elevated mental faculties. Perhaps a few skulkers have limited but carcaetans can survive off grass and leaves for days. A rat
spell ability. Adding a spell-like ability like “3/day—obscuring can keep a carcaetan energetic for hours, while a human can
mist (as 3rd-level caster)” enhances the skulker’s hunting satiate one for a week. Without nourishment, carcaetans lose
prowess and does not affect the CR. the capacity to exert themselves, becoming thinking lumps of
inanimate flesh.

Carcaetan An injured carcaetan’s wounds never close, but even burnt or


Medium Undead mutilated carcaetans eventually pull themselves back together.
Hit Dice: 3d12 (22 hp) Carcaetans who suffer grave injuries often lost the ability
Initiative: +0 to think clearly, becoming mindless, flesh-eating monsters.
Speed: 30 ft. Carcaetans speak any languages they spoke in life (usually
AC: 15 (+5 natural), touch 10, flat-footed 15 Common).
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d6+3/19-20) Combat
Full Attack: Bite +4 melee (1d6+3/19-20) and 2 claws +2 Carcaetans tend to be fearless in combat, tearing wildly with
melee (1d4+1) their mouths and claws. However, only the most dangerous or
Space/Reach: 5 ft./5 ft. powerful do not flee from creatures wielding positive energy.
Special Attacks: Feed
Special Qualities: Rejuvenation, graft, undead traits, darkvision Feed (Ex): Upon striking a successful critical hit against a
60 ft. living, corporeal creature with a bite or claw attack, a carcaetan
Saves: Fort +1, Ref +1, Will +3 can feed on the creature’s torn flesh and blood. If the carcaetan
Abilities: Str 17, Dex 10, Con —, Int 11, Wis 10, Cha 13 hits with a claw attack, it must take a move action to feed, or the
Skills: Climb +5, Hide +6, Listen +4, Move Silently +4, Search meat and blood loses its potency and is wasted. A carcaetan that
+2, Spot +6 feeds gains 1d4+1 points of Strength for 1 hour.
Feats: Improved Critical (bite) (B), Multiattack, Toughness
Environment: Any Rejuvenation (Su): Unless destroyed by some form of positive
Organization: Solitary or pack (3-7) energy (such as turning or cure spells), a destroyed carcaetan
Challenge Rating: 2 rises again with maximum hit points after 1d4 hours. If its body
Treasure: None is mutilated, the rejuvenation usually takes 1d4 days instead,
Alignment: Always neutral evil unless the body parts are actively prevented from gathering
Advancement: 4-10 HD (Medium); 11-17 HD (Large) in one place. (In this case, the rejuvenation can be prevented
Level Adjustment: — indefinitely.) Cremated, frozen, or similarly treated carcaetan
bodies take 1d4 weeks to reassemble. Dealing damage from
This clearly unnatural humanoid shambles toward you with a positive energy source to a carcaetan corpse permanently
open scars, blackened limbs, and wounds that should be lethal. destroys it, regardless of what kind of damage reduced it to 0 hit
A sliver of flesh from its last meal dangles lazily from its chin points.
and sharp teeth.
Graft: A carcaetan can gain some of the abilities of living,
corporeal foes by replacing its limbs with theirs, drinking their

2
blood, or ornamenting itself with their bones, skin, or internal
13
f
organs. This process takes several hours under the best of
circumstances, and the carcaetan must succeed on a DC 15 Will
save or gain no benefit. No foe can grant a carcaetan more than
one ability, and some creatures simply do not have compatible
Resistance to Energy: A carcaetan can gain one-half (maximum
20) of an energy-resistant creature’s resistance to one type of
energy. If the creature is immune to the type of energy instead,
the carcaetan gains a resistance of 20.
physiologies that a carcaetan can use. Guidelines for granting
carcaetans new abilities are (but are not limited to) as follows: Spell-Like Abilities: Drinking a creature’s blood can give a
Attacks: A carcaetan can replace its bite attack, and either of its caracetan access to one of its spell-like abilities. The carcaetan
claw attacks, with the bite or claw attack of a Small to Large can choose the ability from those available to the creature, but

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
creature. This grants the carcaetan the damage and threat the ability must emulate a spell of a level no higher than one-
range of the grafted natural weapon but does not change the half the carcaetan’s HD. The carcaetan can use the ability once
carcaetan’s attack bonus or grant it any supernatural abilities. per day, or at the same frequency as the creature, whichever is
Extraordinary abilities carried over with natural weapons less frequent. The ability operates at a caster level equal to the
include poison and disease effects, and extra energy damage, carcaetan’s HD, and the save DC is Charisma-based.
but not improved grab, swallow whole, or rend.
Spell Resistance: As resistance to energy.
Breath Weapon: By wearing the head or skull (as a helm or
mantle, or by replacing the carcaetan’s head) of a Small to Treasure
Large creature, a carcaetan can gain the creature’s breath None—But it is very possible that a grafted limb from a
weapon. The effect is identical to the creature’s, but the save civilized humanoid might still have a piece of jewelry attached.
DC is 10 + 1/2 carcaetan’s HD. Carcaetans don’t go out of their way to hoard treasure, but the
occasional bracer or ring (whether magical or mundane) on a
Fast Healing: A carcaetan who grafts on part of the anatomy of body part will not be removed from the creature automatically.
a creature with fast healing gains fast healing 1, or adds to its Who knows? A PC might just get lucky.
current level of fast healing.
In Your Campaign
Gaze Attack: By wearing the eyes of a Small to Large creature, A carcaetan that gains Hit Dice or advances by character class
a carcaetan can gain the creature’s gaze attack. The effect is likely to gain abilities from other creatures along the way.
is identical to the creature’s, but the save DC is 10 + 1/2 To randomly determine these abilities and their sources, use
carcaetan’s HD + carcaetan’s Charisma modifier. the following table. Roll once per added HD or level. A roll
indicating a feature which already exists (a second head, or a
third claw) means that the caracetan gains no ability.
d% Effect Source
01 Claw 1d3 plus 1d4 fire Fire mephit claw
02-07 Bite 2d6 Skum head
08-09 Breath weapon, 15-ft. cone, once every 1d4
rounds, damage 4d6 cold Winter wolf skull
10-16 Claw 2d6 Avoral claw
17-23 Bite 1d4 plus filth fever Dire rat jaws
24-27 Spell resistance 11 Barbed devil skin
28 Dimension door 1/day Barghest blood
29-30 Resistance to fire 5 Vrock feathers
31 Detect good 1/day Imp blood
32-42 Fast healing 1 Air mephit blood
43-46 Spell resistance 7 Sea hag skin
47-50 Dancing lights 1/day Gnome heart
51 Petrifying gaze, turn to stone, 30 feet Medusa eyes
52-54 Resistance to cold 20 Ice mephit blood
55-59 Bite 2d6 plus poison (DC 18, initial and secondary
damage 1d8 Constitution) Spirit naga head
62-62 Paralyzing gaze, paralyzed for 1d6
rounds, 30 feet Rast skull
63-67 Resistance to electricity 5 Aasimar blood
68-70 Remove disease 1/week 6th-level paladin heart
71 Bite 2d8 Adult tojanida jaws
72-74 Breath weapon, 60-foot cone, once every 1d4
rounds (but no more than 5/day), turn to stone Gorgon skull
75-79 Resistance to acid 5 Erinyes skin
80-84 Ventriloquism 1/day Lamia pelt
85-89 Claw 1d6 Destrachan arm
90-92 Dancing lights 1/day Drider blood
93-95 Breath weapon, 10-foot cone, once every 2d4

d
rounds, damage 2d6 fire Hell-hound skull
96-00 Roll twice
14
Cinder Ghoul
Large Undead (Fire)
Hit Dice: 8d12 (52 hp)
Initiative: +9
Speed: Fly 40 ft. (perfect)
8
AC: 20 (-1 size, +5 Dex, +6 natural), touch 14, flat-footed
15

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Base Attack/Grapple: +4/+11
Attack: Slam +8 melee (1d8+4 plus 1d6 fire and
energy drain)
Full Attack: Slam +8 melee (1d8+4 plus 1d6 fire and
energy drain)
Space/Reach: 10 ft./5 ft.
Special Attacks: Energy drain, fire, smoke
inhalation
Special Qualities: Damage reduction 10/ Energy
magic, darkvision 60 ft., fire subtype, +2 turn Drain
resistance, smoke form, undead traits (Su):
Saves: Fort +2, Ref +9, Will +7 Living
Abilities: Str 16, Dex 20, Con —, Int 4, Wis creatures
12, Cha 19 hit by
Skills: Spot +12 a cinder
Feats: Improved Initiative, Lightning Reflexes, ghoul’s slam
Weapon Finesse attack gains
Environment: Any one negative
Organization: Solitary, gang (2-5), or mob (6-11) level. The DC
Challenge Rating: 7 is 18 for the
Treasure: None Fortitude save to
Alignment: Always chaotic evil remove a negative
Advancement: 9-24 HD (Large) level. The save DC
Level Adjustment: — is Charisma-based. For
each such negative
This creature is a swirling, humanoid cloud level bestowed, a
of burning ash and charred body parts. A cinder ghoul gains 5
red glow of burning embers can be glimpsed temporary hit points.
floating within the mass. This creature reeks of
smoke and burnt flesh. Fire (Su): Any opponent
struck by a cinder ghoul’s
A creature that is burned to death by magical fire slam attack must succeed on a
may rise again as a fiery undead being called a DC 18 Reflex save or catch fire
cinder ghoul. The lairs of old red dragons may be (see catching on fire in the DMG).
haunted by many of these pathetic, angry spirits, and The save is Charisma-based.
many a wizard that has dispatched a foe with a well-placed
fireball has been found mysteriously charred to death many Smoke Inhalation (Su): As a full-round
months after the deed. action, a cinder ghoul can attempt to force some of
its smoky form into the lungs of a living opponent. The target
Cinder ghouls are barely intelligent, but they do have a very must succeed on a DC 18 Fortitude save or inhale part of the
vivid recollection of the pain they endured in the moments creature. Smoke inside the victim’s lungs burns the surrounding
before their death. Filled with anger as fiery as the flames that tissues and organs, dealing 1 point of Constitution damage each
took their life, cinder ghouls harbor a strong hatred of fire and round for 1d4+2 rounds. The affected creature can attempt
any living creature that has control over it. Although it cannot another Fortitude save each round to cough out the burning
speak, the sound of wailing and screaming and the rushing of residue. A successful save halts the damage. The save DC is
fire-stoked wind constantly accompany a cinder ghoul. Charisma-based.

Combat Smoke Form (Ex): A cinder ghoul’s natural form is similar to


In melee, a cinder ghoul slams with the charred remains the gaseous form spell, though the creature retains its natural
of its fists. If a cinder ghoul encounters an opponent that armor bonus, all attacks, and can use its supernatural abilities.
demonstrates any form of control over fire—either through Its fly speed is 40 feet per round with perfect maneuverability.
casting a fire spell or using a magic item that produces fire—it A cinder ghoul is subject to the effects of wind (in that it can

2
attacks that opponent to the exclusion of all others. be blown away, but it cannot be dispersed and takes no damage
15
f
from wind). A cinder ghoul cannot enter water or other liquid
and cannot pass through small holes or narrow openings.

Treasure
Crucifixion spirits are the ghostly remains of living beings
executed through crucifixion. Their soul having not entirely
departed the Material Plane, has risen to seek vengeance on the
living, particularly clerics or other divine spellcasters whom
None—Any treasure the cinder ghoul once possessed has either they blame for forsaking them and allowing them to die in such
burned up or fallen off its form long ago. a ghastly manner.

In Your Campaign Crucifixion spirits are most often encountered within 1,000 feet

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Just because the cinder ghoul has limited intelligence, do of the place of their execution (presumably the place where
not make the mistake of having it forget about its flying their fleshly body was laid to rest). Their only purpose seems
maneuverability. Even the dumbest monster with a perfect fly to be to torment and kill any that cross their path. They hold no
rating knows that “up” is safe while “down” is not. For this memories of their former life, save the pain and suffering they
reason alone, throw in some three-dimensional tactics when endured at their time of execution, and they want all those they
cinder ghouls fight the PCs. encounter to share in this pain.

For a little variety, feel free to make a cinder ghoul capable of Combat
launching some of its fire at an opponent. Those who are out A crucifixion spirit engages any living creature that enters its
of reach at the moment find a surprise when a small fireball is territory. In combat, the crucifixion spirit’s hatred for clerics
launched from this undead. This fireball would inflict the same and divine spellcasters becomes readily apparent as they are
1d6 damage on a successful ranged attack (30 foot range) but usually the first ones targeted by its crucify soul ability. A
after every attack the cinder ghoul is incapable of using its fire crucified soul is left to die and the crucifixion spirit turns its
ability for the following round. Or, perhaps you would like to attention to another opponent. A crucifixion spirit attacks until
reserve this variant only for spellcasters who become cinder it is destroyed or its foes are slain or driven off.
ghouls just to save the flavor for special occasions.
Crucify Soul (Su): Once per round, a crucifixion spirit can
point at a single target within 60 feet and crucify its soul. The
crucifixion spirit must succeed on a ranged touch attack. If
Crucifixion Spirit successful, the target’s soul leaves its body which collapses in a
Medium Undead (Incorporeal) heap upon the ground. The target’s soul appears as a translucent
Hit Dice: 15d12 (97 hp) copy of the victim and is suspended above the spot its body
Initiative: +7 collapsed, crucified in midair to a translucent, “X” shaped
Speed: 30 ft., fly 50 ft. (perfect) structure, the soul held in place by translucent spikes or nails,
AC: 18 (+3 Dex, +5 deflection), touch 18, flat-footed 15 driven through the soul’s wrists and feet.
Base Attack/Grapple: +7/—
Attack: Incorporeal touch +10 melee (1d8 plus paralysis); or The victim is not dead and is visible to all those viewing it.
crucify soul +10 ranged touch (crucify soul) Furthermore, a crucified soul cannot be attacked or affected by
Full Attack: Incorporeal touch +10 melee (1d8 plus paralysis); anything, cannot take actions (other than trying to escape, see
or crucify soul +10 ranged touch (crucify soul) below), and experiences excruciating pain that deals 2 negative
Space/Reach: 5 ft./5 ft. levels to it in the round it is crucified, and one negative level
Special Attacks: Crucify soul, paralysis each round thereafter.
Special Qualities: Darkvision 60 ft., immunity to turning,
incorporeal traits, SR 22, undead traits A creature slain in this manner cannot be returned to life except
Saves: Fort +5, Ref +10, Will +15 through the casting of a wish, miracle, or true resurrection spell.
Abilities: Str —, Dex 17, Con —, Int 15, Wis 18, Cha 20 Even then, there is a 50% chance that such magic fails. If the
Skills: Escape Artist +19, Hide +19, Intimidate +20, Listen +21, check fails, the creature cannot be restored to life by mortal
Search +17, Sense Motive +20, Spot +21 magic. A crucifixion spirit does not need to concentrate on this
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, Iron ability for it to continue to affect the target. It can divert attacks
Will, Lightning Reflexes against different opponents.
Environment: Any
Organization: Solitary A crucified creature can attempt to escape each round by
Challenge Rating: 11 succeeding on a DC 22 Will save. If successful, the creature’s
Treasure: Standard soul is freed and returns to its body in the same round. The
Alignment: Always chaotic evil target is stunned for one round, but afterwards can act normally.
Advancement: 16-45 HD (Medium) The Fortitude save is Charisma-based. A crucifixion spirit can
Level Adjustment: — use this ability five times per day.

This entity appears as a gaunt and translucent humanoid with Paralysis (Su): A living creature hit by a crucifixion spirit’s
puncture injuries to both wrists and both feet. Its face is twisted incorporeal touch must succeed on a DC 22 Fortitude save or
be paralyzed for 1d4 rounds. Remove paralysis or any other

d
in eternal pain and its eyes flicker with a reddish glow.
spell that can remove a curse removes the paralysis. The effect
16
cannot be dispelled. The save DC is Charisma-based.

Immunity to Turning (Ex): A crucifixion spirit cannot be


turned, rebuked, or commanded.
Dark Voyeur
Medium Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +6
Speed: Fly 70 ft. (good)
8
Treasure AC: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
Standard—Crucifixion spirits do not care about treasure; they Base Attack/Grapple: +2/—

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care about sharing their suffering with others. That said, any Attack: Incorporeal touch +4 melee or +3 against ethereal foes
time you have a powerful monster which keeps to one area, then (1d4 or 1d4+1)
you’re going to have a lot of dead adventurers. The treasure Full Attack: Incorporeal touch +4 melee or +3 against ethereal
given below reflects this and can be found scattered about the foes (1d4 or 1d4+1)
spirit’s home area. Space/Reach: 5 ft./5 ft.
Blue sapphire [1,100 gp] Special Attacks: Corrupting touch
Golden yellow topaz [750 gp] Special Qualities: Darkvision 60 ft., fear aura, incorporeal
White pearl (x3) [100 gp each] traits, light vulnerability, mirror bound, mirror travel, undead
+1 chain shirt [1,250 gp] traits
Masterwork greatsword [350 gp] Saves: Fort +1, Ref +3, Will +5
Short sword [10 gp] Abilities: Str 13, Dex 15, Con —, Int 13, Wis 12, Cha 13
Wand of acid arrow (39 charges) [3,510 gp] Skills: Diplomacy +4, Hide +13, Intimidate +12, Listen +8,
40 gp Search +3, Sense Motive +5, Spot +6
19 pp Feats: Blind-Fight, Improved Initiative
Environment: Any land or underground
In Your Campaign Organization: Solitary
The crucifixion spirit is a very specific undead creature. First, Challenge Rating: 3
your campaign must utilize that method of execution. Second, Treasure: None
the PCs have to be adventuring near to the culture that uses Alignment: Always neutral
it. That said, crucifixion spirits would make great undead in Advancement: 5-8 HD (Medium)
campaigns like Green Ronin’s Testament setting (or similar Level Adjustment: —
Biblical-themed worlds).
The reflection in the mirror before you is not your own. A pale
To make these undead a bit more generic, or at least more face stares back with brilliant golden eyes, the pupils of which
appropriate to medieval fantasy, have their deaths be from a form dark spinning vortices. The humanoid wears unkempt
torture instrument like the rack, where victims are stretched antiquated finery and seems to reach a soft hand toward you
until death. The physical result of elongated limbs and a hatred through the mirror itself.
for clergy still ring true. Just make sure to emphasize rope
marks on the wrists and ankles instead of nails and you’re good A dark voyeur is the spirit of someone who died in its reflection.
to go. The slain individual must have had some familiarity with
the mirror; which can be as simple as it being in his home or
An alternate idea to consider with the spirit’s turning immunity possession for more than five years. The spirit of the slain is
would be to allow a turning attempt if the cleric attempting it unwilling to leave this life and retreats to the mirror in order to
had a physical remnant of the cross/rack which was used to slay watch life as it happens after his death. Since wealthy folk are
this spirit. A piece of wood or a nail from the crucifixion or a normally those who own expensive mirrors of great proportion,
shard of wood or rope bit from a rack-slain spirit. But if the the dark voyeur’s appearance matches this, albeit with an
turning attempt is not successful, the spirit is immune to turning undead twist.
from that cleric for 24 hours.
The negative power which gives the voyeur unlife is not strong
enough to give it a body, which is why the soul must remain
in or near to a mirror. This same weakness also explains the
vulnerability to light of any kind. Sages believe that, while the
voyeur’s will to remain in the world is strong, if the undead sees
its new form in the mirror, it will be so ashamed that it perishes.
Dark voyeurs can speak any languages they knew in life. When
they do speak, every uttered sound is immediately repeated as a
shadowy echo from the closest mirror.

Combat
Dark voyeurs are ultimately cowards and retreat from all
confrontation. Only in darkness do they actively fight, but
rarely to a fatal outcome, preferring to watch their opponents’

2 fear of the unknown overtake them.


17
f
Corrupting Touch (Su): A dark voyeur that hits a living target
with its incorporeal touch attack deals 1d4 points of damage.
Against ethereal opponents, it adds its Strength modifier to
way. While not a real asset in combat, the voyeur can be called
on as a terrific distraction in a crucial fight in the undead’s
former home. Or perhaps its former home is in danger and
the voyeur decides to haunt the place to the best of its ability.
attack and damage rolls. Against nonethereal opponents, it adds When the PCs speak with the undead, can they blame it for
its Dexterity modifier to attack rolls only. wanting to protect its home?

Fear Aura (Su): Dark voyeurs constantly emanate an aura of The longer a dark voyeur stays inside a particular mirror, it may

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
fear, affecting all that come within a 5-foot radius. This ability pick up the quality of disrupting magic cast on it. Alternately,
operates exactly as the spell fear as cast by a 6th-level sorcerer, you might apply the following quality to all mirrors inhabited
and requires a Will save (DC 13) to negate. The save DC is by a dark voyeur no matter how long it spends inside it—
Charisma-based.
Energy Dispersal (Sp): This spell-like quality of a dark
Light Vulnerability (Ex): Dark voyeurs are disoriented when voyeur’s mirror disrupts any spell cast on it, reflecting its
exposed to any form of light. They can take only a single move energies outward in a brilliant display of black electricity. A
action or attack action and are destroyed utterly in the three successful Concentration check (DC 16) by the caster negates
rounds if they cannot escape. this reaction. If he fails, the resulting electricity erupts in a
5-foot radius for every two levels of the caster. The damage
Mirror Bound (Su): A dark voyeur’s affinity for mirrors is inflicted on creatures in that area around the mirror is 1d6
caused primarily by its link to one special mirror. This “home” points of electrical damage per spell level cast on it (Reflex save
mirror commonly reflected the voyeur when he was alive, and DC 14 halves). For example, an 8th-level wizard casts scry
trapped part of the parting soul within its glass. The mirror is on a dark voyeur’s mirror. He fails the Concentration check
always a glass of the inhabiting voyeur’s size category or larger and everyone within 20 feet of the mirror takes 4d6 points of
with a hardness of 1 and 5 hit points. All damage inflicted upon electrical damage.
a dark voyeur’s mirror is also inflicted upon the undead creature
itself. Due to the dark voyeur’s vulnerability to light, this
mirror is always kept in a dark area so the creature might rest in
it during the day.
Deadwood Tree
If its mirror is shattered, the voyeur instantly returns to the Huge Undead
broken glass, its body transforming 1d6 shards into exact copies Hit Dice: 12d12 (78 hp)
of itself, but of Diminutive size and with only 1 hit point. These Initiative: -1
copies must all be destroyed to kill the dark voyeur, otherwise Speed: 30 ft.
they each flee to anther mirror of their home mirror’s original AC: 21 (-2 size, -1 Dex, +14 natural), touch 7, flat-footed 21
size or larger and reappear at full size and with normal hit points Base Attack/Grapple: +6/+24
in 1d4 days. A mirror bound to a dark voyeur has the properties Attack: Slam +14 melee (2d6+10 plus energy drain)
of a ghost touch item and may be manipulated by ethereal and Full Attack: 2 slams +14 melee (2d6+10 plus energy drain)
incorporeal creatures. Such an item retains its properties even if Space/Reach: 15 ft./15 ft.
its inhabitant is destroyed. Special Attacks: Spell-like abilities, touch of corruption,
trample 2d6+15
Mirror Travel (Su): Dark voyeurs may travel between any two Special Qualities: +4 turn resistance, damage reduction 10/
mirrors known to them much like the spell tree stride allows slashing and magic, darkvision 60 ft., deadwood, immunity to
druids and rangers to walk between trees. This is cast as if by cold, electricity, polymorph, and mind-affecting spells, low-
a 10th-level sorcerer. The mirrors traveled through can be no light vision, undead traits, vulnerability to fire
more than one size category smaller than the voyeur, lest they Saves: Fort +4, Ref +3, Will +11
be too small to travel through, and dark voyeurs have a transport Abilities: Str 30, Dex 8, Con —, Int 18, Wis 17, Cha 16
range of 1 mile. Dark voyeurs may emerge and travel without Skills: Hide +6*, Intimidate +18, Knowledge (arcana) +14,
the use of mirrors, but avoid doing so due to their vulnerability Knowledge (nature) +14, Knowledge (religion) +14, Listen
to sunlight. +18, Sense Motive +18, Spot +18, Survival +14
Feats: Awesome Blow, Improved Bull Rush, Improved Sunder,
Skills: Dark voyeurs have a +4 racial bonus to Hide and Power Attack, Quicken Spell-Like Ability (cause fear)
Intimidate checks. Environment: Any forest
Organization: Solitary, may be accompanied by 24 HD of
Treasure zombies
None—As an incorporeal viewer of the world, the dark voyeur Challenge Rating: 12
has no need for treasure of any kind. Treasure: Standard
Alignment: Always neutral evil
In Your Campaign Advancement: 13-17 HD (Huge); 18-22 HD (Gargantuan)
As an adventure idea, the dark voyeur may give up its mirror

d
Level Adjustment: —
haunting if it can participate in life once more in a meaningful
18
This tree has long, gently bending branches with serrated black
leaves coating nearly every inch of them. Three patches of what
appear to be white fungi rest about 10 feet off the ground in a
triangular pattern. When the tree speaks, the top pair marks its
eyes and the bottom, larger area is its mouth.
8
DC to remove the negative level is 19; this save is Charisma-
based. For each negative level bestowed the deadwood tree
gains 5 temporary hit points. Plants suffer an additional 1d6
points of damage from the slam attack. Living creatures killed
by a deadwood tree rise in 16 rounds as zombies. At any given
moment, a deadwood tree can support a number of zombies
Deadwood trees have been around as long as anyone (including whose combined Hit Dice is equal to or less than twice that of

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
elves) can remember. In the grand scheme of things, these the tree. A deadwood tree can telepathically communicate with
undead monsters balance the scales where treants are on the the zombies it has created; this communication has a maximum
other end. It is thought by some elven sages that the deadwood range of 1,000 feet.
trees were created when the dark elves broke away from the
surface world and descended into the underearth, leaving behind Trample (Ex): Reflex DC 26 half. The save DC is Strength-
a taint on the land which infected random treants throughout the based.
lands. Most scholars scoff at this grandiose theory, but none
have been able to disprove it so the myth remains. Spell-Like Abilities: At will—cause fear (DC 14), detect
animals or plants, diminish plants, entangle (DC 14); 5/
Combat day—blight (DC 17),
Deadwood trees command undead (DC
hate all living 15), fear (DC 17);
things. They revel 1/day—antilife shell,
in slaughtering antiplant shell, mass
the creatures of inflict light wounds
the woods and (DC 18). Caster level
transforming both 15th. The save DCs
beasts and men into are Wisdom-based.
zombies. While Entangle takes the
driven by hatred, form of withered roots
a deadwood tree is and weeds as opposed
an intelligent and to healthy plants.
careful strategist. It
will make full use Skills: *Deadwood
of its zombies as trees have a +16 racial
cannon fodder, often bonus to Hide checks
using the weaker made in forested
undead to form a areas.
wall of flesh over
which it can strike at Treasure
its enemies. Using Standard—What
blight and the touch does an undead tree
of corruption, it can do with treasure? In
recover from a great reality, not much.
deal of damage. While a deadwood can
fire poses the certainly use magic
greatest threat to a items, it would rather
deadwood, and if at utilize its already
any point an enemy significant powers to
readies to inflict fire damage, the deadwood will turns its full destroy (and zombify) living creatures foolish enough to enter
attention to destroying that particular foe. its domain. What treasure a deadwood does possess is hidden
inside a neighboring tree’s upper branches when enemies
Deadwood (Su): A deadwood tree is a bizarre blending of approach (loose coins and gems are swept beneath underbrush
undead, plant, and fey, and has qualities of each species. Most or into nearby holes). Otherwise, the deadwood keeps magical
notably, it is unaffected by control plant, command plant, or items within its own branches in an attempt to taint their powers
antiplant shell. A blight spell will actually heal the deadwood for evil.
tree for half the amount of damage that would normally be
inflicted. The deadwood can use its own blight ability to heal Deadwoods are powerful monsters and their hope to taint items
itself. However, plant growth will inflict 1d6 points of damage is not a futile one—for every month spent in the clutches of
for every two caster levels (Will save half). a deadwood tree, a magic item that requires the bearer to use
it in some manner has a 5% chance to simply not work when
Touch of Corruption (Su): Living creatures struck by a activated (wasting a charge if the item has charges). Potions

2
deadwood tree’s slam attack gain one negative level. The save are a special case; they have the same percentage chance of
19
f
mutating into the equivalent of striped toadstool poison (see
Chapter 8: Glossary in the DMG).

What treasure is kept by a deadwood is from those creatures


ghoul touch, one ounce of the sap increases the duration of the
potion’s effect to 1d10+5 rounds; however, the victim does not
exude a carrion stench. A wand of ghoul touch made from a
deadwood twig has the same effects.
who died fighting it. For the sample treasure list below, assume
that a magic item has been in the deadwood’s clutches for Deadwood Bark: Deadwood bark can be simmered in water
2d4+1 months and roll appropriately for taint: for seven days to make a magical ink with a successful Craft
(alchemy) check (DC 25); a typical deadwood tree can yield

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Carved harp of exotic wood with ivory inlay and zircon gems 75 pounds of bark when slain, and 10 pounds of bark will yield
[1,100 gp] enough ink to inscribe one spell on a scroll. Using this ink
Fire opal pendant on a fine gold chain [1,500 gp] reduces the XP cost to scribe the scroll by 50%; however, it may
Darkwood shield [257 gp] only be used to scribe spells from the following schools and
Javelin of lightning [1,500 gp] domains: Necromancy, Chaos, Death, and Evil. Because of its
Potion of aid [300 gp] evil nature, deadwood bark is not traded but can fetch as much
Potion of cure moderate wounds (x3) [900 gp] as 5- gp per pound on the black market.
Potion of resist energy 10 (cold) [300 gp]
Scroll of animal messenger (CL 3rd) [200 gp] Deadwood Slaying Arrow: If a slaying arrow is created with a
Scroll of sleet storm (CL 5th) [375 gp] deadwood shaft, the enchantment bonus is increased to +2. The
Wand of shatter (15 charges) [1,350 gp] DC to avoid the death effect is 25 for a normal slaying arrow
2,018 gp and 30 for a greater slaying arrow. Such an arrow can only be
crafted to slay fey, humanoids (all subtypes), or animals. This
In Your Campaign increases the cost of the arrow by 50%.
There is a certain combination of roots and herbs that can
help someone recover from the effects of a deadwood tree’s Deadwood Weapons: A piece of deadwood may be enchanted
corrupting touch. If the character possesses the knowledge to become chaotic or unholy without requiring the creator to
(DC 15 Knowledge (nature) or DC 20 Knowledge (religion) know chaos hammer or unholy blight; all other requirements are
checks), is in a warm or temperate forest, and is willing to take unchanged. Depending on its size, the weapon counts as a club
half an hour to search for supplies, he receives a +3 bonus when or a greatclub.
making his save to recover negative levels. The character can
harvest enough supplies to assist 1d6 people, but the mixture A suitable sized piece of deadwood, when used as the shaft of
only retains its potency for 1 hour. a cursed backbiter spear, removes the need for the weapon’s
creator to know bestow curse; the malevolence of the tree lasts
A spellcaster who understands how to tap into the power of beyond its death, and substitutes perfectly for the spell.
deadwood can increase the power of certain spells by using a
piece of deadwood as an additional material component. The
spell and the associated effects are listed below on the table.
With the exception of shillelagh—which requires a deadwood Death Crab Swarm
club—the deadwood shard is destroyed when the spell is cast. Tiny Undead (Swarm)
Hit Dice: 10d12 (65 hp)
Spell Components Initiative: +5
Spell Effect Speed: 25 ft., swim 25 ft.
Animate dead Increase caster level by 4 (zombies AC: 16 (+2 size, +1 Dex, +3 natural), touch 13, flat-footed 16
only) Base Attack/Grapple: +5/—
Antilife shell Increase caster level by 2 Attack: Swarm (3d6 plus energy drain)
Antiplant shell Increase caster level by 2 Full Attack: Swarm (3d6 plus energy drain)
Blight Increase save DC by 1 Space/Reach: 10 ft./0 ft.
Cause fear Increase save DC by 1 Special Attacks: Distraction, energy drain, soul trapping
Diminish plants Increase caster level by 2 (stunt growth only) Special Qualities: Damage reduction 5/—, darkvision 60 ft.,
Energy drain Increase save DC by 2 fast healing 1, group mind, half damage from slashing and
Enervation Increase caster level by 2 piercing, swarm traits, tremorsense 60 ft., turn resistance +2,
Entangle Increase save DC by 1 undead traits
Fear Increase save DC by 1 Saves: Fort +3, Ref +4, Will +9
Scare Increase save DC by 1 Abilities: Str 3, Dex 12, Con —, Int 6, Wis 14, Cha 14
Shillelagh Enchantment bonus increased to +2 Skills: Climb +10, Hide +15, Listen +6, Move Silently +10,
Spot +12
Magic Item Uses Feats: Alertness, Improved Initiative, Improved Natural Attack
Dead Tree’s Blood: The sap of a deadwood is hard to find, (swarm), Weapon Finesse
because their wood is dry and brittle. A Craft (alchemy) check Environment: Any coastal or aquatic
(DC 25) allows a character to extract one ounce of sap from a

d
Organization: Solitary or legion (2-4 swarms)
slain deadwood tree. When used in the creation of a potion of Challenge Rating: 7
20
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: —
until the swarm has been destroyed. The victim is not truly
8
the crabs. The victim cannot be restored to life by any means

conscious while his spirit is part of the swarm; his thoughts are
subsumed by the violent, angry impulses of the group mind.

A pitch black blanket of crabs scurries together along the Skills: A death crab swarm has a +4 racial bonus on Spot
ground. The only distinguishing feature on each creature is a checks and a +8 racial bonus on Climb checks.

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
single splotch of crimson atop their carapaces.
Treasure
Despite their power, death crab swarms are at the bottom of None—Once a body’s spirit is added to the swarm, it moves
the intelligent undead hierarchy. When ghouls and other lesser away from the corpse. Characters battling a swarm can hope
intelligent undead types are destroyed, what is left of their only to free the spirits of the damned. Treasure is simply
spirits is automatically stored between the material and negative nowhere to be found.
energy planes. When 300 or so of these twice-slain souls are
amassed, they reenter the material plane near a coastal area as In Your Campaign
death crabs. The swarm represents the final effort by the spirits When a soul becomes trapped within the swarm, there is a
to hold onto life itself as their energy drain power indicates. 20% chance that its knowledge is not subsumed, but rather is
assimilated by the swarm. This knowledge can be used to guide
Combat the swarm to the slain creature’s home community (and thus
Death crabs are driven by their hatred of all living things, and more souls) or simply to expand the swarm’s knowledge of the
they attempt to destroy any living creature they encounter. surrounding region. Only bare facts are assimilated in this way
The swarm possesses a communal intelligence, driven by the and not the emotional ties which might have been present in the
merged anger and evil impulses of the spirits trapped in the slain creature. PCs that have recently lost an ally to a death crab
swarm. As a result, it is capable of making intelligent tactical swarm might be quite surprised when the swarm anticipates
decisions and responding to the capabilities of its opponents. It their most common tactics!
takes full advantage of its surroundings, lurking in areas that
require multiple victims to come together in a narrow space
where they can all be hit by a single swarm. While it prefers to
attack the maximum number of opponents it can, it is intelligent Death Roach
enough to target the characters who pose the greatest threat to Large Undead
the swarm—usually clerics, wizards, and other spellcasters. Hit Dice: 3d12 (19 hp)
Initiative: +3
A death crab swarm is amphibious, but it cannot swim. A Speed: 40 ft., climb 30 ft., swim 20 ft.
swarm searches for surroundings that limit an opponent’s ability AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
to escape by swimming towards the surface. a death crab Base Attack/Grapple: +1/+10
swarm inflicts 3d6 points of damage on any creature whose Attack: Claw +5 melee (1d4+5 plus disease)
space it occupies at the end of its move, along with energy Full Attack: 2 claws +5 melee (1d4+5 plus disease) and bite +0
drain. melee (1d6+2 plus disease)
Space/Reach: 10 ft./5 ft.
Distraction (Ex): Any living creature that begins its turn with a Special Attacks: Disease, frightful presence
death crab swarm in its space must succeed at a DC 18 Fortitude Special Qualities: Blindsense 30 ft., collective mind, undead
save or be nauseated for 1 round. The save DC is Charisma- traits, vermin traits
based and includes a +1 racial bonus. Saves: Fort +1, Ref +4, Will +5
Abilities: Str 20, Dex 17, Con —, Int —, Wis 15, Cha 6
Energy Drain (Su): A death crab swarm that has at least 1 hit Skills: Climb +16, Hide +13, Listen +5, Move Silently +11,
point per Hit Die (or 10 hit points, for a standard death craw Spot +5, Swim +16
swarm) can drain the life from its victims. At the end of its Feats: Run (B)
move, the death crab swarm bestows one negative level on all Environment: Warm forest or marsh
creatures whose space it shares. A creature must succeed a DC Organization: Cluster (2-4), colony (5-40), or hive (50-100)
17 Fortitude save to recover from a negative level; the save DC Challenge Rating: 3
is Charisma-based. For each negative level bestowed, the death Treasure: 1/2 coins; 50% goods and items
crab swarm gains 5 temporary hit points. Alignment: Always neutral evil
Advancement: 4-9 HD (Large)
Group Mind (Su): A death crab swarm that has at least 1 hit Level Adjustment: —
point per Hit Die possesses a group consciousness, giving it
an Intelligence score of 6. If it is reduced below this hit point This great roach-like insect has a rotting black carapace atop
threshold, it becomes mindless. a jelly-like white underbelly. Sharp pincers and claws twitch
excitedly as it regards you with lifeless inky eyes and crooked
Soul Trapping (Su): When a death crab swarm kills a living

2
antennae.
creature, it draws the spirit of its victim into the shell of one of
21
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Death roaches, like their living counterparts, are a plague that
will likely outlive humanoid civilization. As soon as one is
slain, two more seem to take its place. In living roaches, this
is due to rapid birthing from multiple egg batches. But for
Amethyst [90 gp]
Chalcedony (x2) [60 gp each]
Holy symbol, silver [50 gp]
Smokestick (x2) [20 gp each]
the death roaches, the reason is a bit more mysterious. When 50 gp
a death roach is killed, its necromantic energy is released and 1,000 sp
wanders the world like a stale breeze. After one month per hit
die of the slain death roach has passed, the energy somehow In Your Campaign

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
finds a living roach and inhabits it. When that roach then dies, A spellcaster casting raise dead or resurrection can use death
it immediately animates as a death roach. Only a bless spell roach carapaces as a material component. For every two death
cast on a slain death roach prevents its energy from leaving roach bodies a caster has on hand, the more common diamond
the corpse and inhabiting another roach. Unfortunately, no component is reduced by 1,000 gp. This replacement comes
one bothers to research the death roach enough to discover this from the roach’s quality to send out negative energy after death.
fact and so these bothersome undead continue to exist in great Instead of inhabiting a living roach (as discussed above), the
numbers. energy is used in the caster’s spell. The single caveat is that the
death roach corpse need be used within a week after its death.
Combat
Death roaches serve no one. Fearless to the point of There are some primitive tribes of humans who believe that
recklessness, they grow more effective individually when more death roaches are not a world-wide infestation. Rather, death
of their numbers congregate. While initially bold, solitary death roaches are confined to a certain country and are all part of
roaches flee when damaged (reduced to 10 hit points or lower). the same soul. An ancient legend says that Gritztaa, deity
However, multiple death roaches pose a significant surprise to of vermin, was attacked and nearly slain by a rival god. So
those unfamiliar with them as a group (see “Collective Mind” weakened was the deity, that Gritztaa wove his essence into
below). several thousand roaches in order to survive and eventually to
regain strength to reassemble as a single entity in the future.
Disease (Ex): Festering ague—claw or bite; Fortitude save DC Sages prompted for evidence of this theory point to the death
13, incubation 1d4 days, damage 1d3 Str and 1d3 Con. Any day roach’s collective mind ability. In addition, several of these
during which a victim takes 3 points of Constitution damage, he primitive humans have taken to worshipping the death roach
must make an additional saving throw or suffer 1 point of that itself as a sacred animal.
damage as permanent drain.

Frightful Presence (Ex): 30 feet; Will DC 9 negates; shaken


for 2d6 rounds if less than 3 HD, shaken for 1d4 rounds if 4 HD Death Squid
or more. For each death roach the victim can see beyond the Large Undead (Aquatic)
first, the save DC is increased by +2. If any creature fails the Hit Dice: 10d12 (65 hp)
save by 5 or more, it is frightened rather than shaken. Initiative: +7
Speed: Swim 30 ft.
Collective Mind (Su): For every 3 death roaches congregated AC: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
within 100 feet of each other (even if separated by stone, earth, Base Attack/Grapple: +5/+14
water, or other nonmagical barriers), each gains an effective Attack: Tentacle +9 melee (1d8+5)
Intelligence bonus of +2 for the purpose of its relative capacity Full Attack: Tentacle +9 melee (1d8+5) and bite +4 melee
to make tactical decisions (to a maximum effective Intelligence (2d6+2)
of 10). Thus, if 15 or more death roaches are present, they can Space/Reach: 10 ft./10 ft.
react as logically and effectively to changes in local conditions, Special Attacks: Energy drain, improved grab, constrict 1d8+5
environment, and other stimuli as an average human might. Special Qualities: Animate dead, darkvision 60 ft., ink cloud,
Further, if 5 or more roaches are within 100 feet of each other, jet, sunlight powerlessness, undead traits
each gains the benefit of the Combat Expertise feat; if 10 or Saves: Fort +3, Ref +6, Will +9
more are present, they also gain the benefit of the Improved Trip Abilities: Str 21, Dex 17, Con —, Int 13, Wis 14, Cha 12
feat. This ability does not allow the death roaches to actually Skills: Hide +12, Knowledge (any one) +14, Listen +17, Search
communicate information in any way. +14, Spot +17, Swim +13
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative
Skills: Death roaches have a +2 racial bonus on Move Silently Environment: Any aquatic
checks and a +8 racial bonus on Climb, Hide, and Swim checks. Organization: Solitary, pair, or fleet (3-9)
They can always choose to take 10 on Climb and Swim checks, Challenge Rating: 7
even if rushed or threatened. They can use the run action while Treasure: None
swimming, provided they swim in a straight line. Alignment: Always chaotic evil
Advancement: 11-22 HD (Large); 23-30 HD (Huge)
Treasure Level Adjustment: —
Half—Death roaches have a tendency to gnaw at coins and
equipment when there is nothing better to do.
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This creature looks like a dead squid. At least half a dozen
withered tentacles squirm behind the beast’s flaking black-
skinned body. Two hollows where its eyes should be shine with
a dark crimson radiance.
cannot have more than 24 HD worth of undead animated at
one time. 8
squid, but attack any living foes within reach. The death squid

Ink Cloud (Ex): A death squid can emit a cloud of jet-black


Death squids survive by sucking the life force from living ink in a 60-foot spread four times per day as a free action. The
creatures. They haunt both the depths and the surface of the cloud provides total concealment, which the death squid uses

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
world’s larger bodies of water. Some sages believe they are to escape a combat that is going badly or to cover itself when
the souls of sailors who drowned beneath the waves. Others exposed to sunlight. Creatures within the cloud are considered
are convinced that there are necromantically-charged stones to be in total darkness.
from a long-submerged undead kingdom which turn
large aquatic lifeforms into death squids on contact. Jet (Ex): A death squid can jet backward once per round as a
What is certain is that these aquatic undead are full-round action, at a speed of 180 feet.
not to be taken lightly.
Sunlight Powerlessness (Ex): Death squids
Attacking only at night or in the are utterly powerless in natural sunlight
deepest depths of water, death (not merely a daylight spell) and flee
squids are the creatures that some from it.
sea legends are based on. Naughty
children are told to shape up or else Skills: Death squids have a +8
the death squid will get them. Some racial bonus on Swim checks.
sailors hold to an old belief that a slain They can always choose to take 10
pirate rises again as a death squid that on Swim checks, even if rushed or
eternally hunts for its killer, prompting threatened.
pirate-slaying sailors to retire from sea
life. Treasure
None—These undead sea creatures have no
Combat use for treasure and, as such, do not hoard or
Death squids strike opponents with their carry any. Their lair is the ocean itself, so any
tentacles, draining the life from their prey before treasure remaining from a kill is left with the body,
finishing their victims with their powerful jaws. which could be hundreds of miles distant by the time
If a death squid encounters a large number of the PCs encounter one.
foes or a powerful opponent, it resorts to using its
animating ink to create undead allies or simply In Your Campaign
to cover its escape. Sahuagin clerics use death squids to bolster any
large-scale attack force. In fact, sahuagin are
Constrict (Ex): A death squid actually the creators of the death squid,
deals automatic tentacle damage despite the more prominent
with a successful grapple check. origin theories bandied
about (mentioned above).
Energy Drain (Su): Living creatures The ritual used to create them
hit by a death squid’s tentacle attack was unique to the evil sea
gain one negative level. The DC humanoids, but has since
is 16 for the Fortitude save to been sold to land cultures
remove a negative level. The in exchange for other
save DC is Charisma-based. For magics. Some organizations
each negative level bestowed, the introduce death squids into a
death squid gains 5 temporary city’s sewer system either to protect
hit points. their headquarters there or simply to cause
mayhem.
Improved Grab (Ex): To use this ability, the
death squid must hit an opponent of up to Medium size with Properly preserved, a death squid’s ink
an arm attack. If it establishes a hold, it automatically drains can be used to animate dead as the spell (caster level 12th).
energy and constricts each round that the hold is maintained. Characters having Knowledge (arcana) ranks of 10 or more
know how to preserve the ink. The harvesting of ink from
Animate Dead (Su): Twice per day, a death squid may choose one death squid (or one vial) is only enough to animate 24
to have its ink cloud (see below) animate any corpse with which HD worth of undead at one time. The other caveat is that the
it comes into contact. A single cloud can animate up to 12 HD ink only works on bodies that are less than a week old. One
of undead, as if it were a single casting of the animate dead vial of death squid ink sells for 1,800 gp and requires the

2
spell (caster level 12th). These undead do not attack the death Knowledge ranks (above) and the Brew Potion feat.
23
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Dread Sphere
Huge Undead
Hit Dice: 19d12 (123 hp)
Initiative: +3
Screech (Su): Three times per day, the dread sphere can emit
waves of terrible noise capable of slaying those nearby. This
effect is similar to the spell wail of the banshee (caster level
19th; Fort DC 25 negates), except that it extends in an 80-foot
Speed: 20 ft., fly 90 ft. (average) radius from the sphere. The save DC is Charisma-based.
AC: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +5/+14 Trample (Ex): Reflex half DC 28. The save DC is Strength-
based.

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Attack: Slam +9 melee (1d8+9)
Full Attack: Slam +9 melee (1d8+9) and bite +4 melee (2d8+4)
Space/Reach: 10 ft./15 ft. Aura of Undeath (Su): The miasma of unholiness that
Special Attacks: Screech, trample (1d8+13) surrounds the dread sphere sickens the living and bolsters the
Special Qualities: Aura of undeath, damage reduction 10/good undead. Living creatures within 190 feet of the dread sphere
and magic, darkvision 60 ft., flight, immunity to cold, fire, and must succeed at a DC 18 Fortitude save each round or be
sonic, regenerate 10, resistance to electricity 10, spell resistance sickened for 1d6 rounds and take 1 point of Strength and 1 point
29, undead traits of Constitution damage. The save DC is Constitution-based.
Saves: Fort +6, Ref +10, Will +18 The 190-foot radius aura also functions as a double-strength
Abilities: Str 28, Dex 15, Con —, Int 5, Wis 24, Cha 23 desecrate spell. (The benefits of the aura are not included in the
Skills: Listen +9, Search +10, Spot +27 dread sphere’s statistics.)
Feats: Alertness, Combat Reflexes, Flyby Attack, Improved
Critical (bite), Improved Natural Armor, Lightning Reflexes, Finally, any corpse (be it fleshy or skeletal) within this aura or
Multiattack that the sphere casts its shadow upon as it flies overhead may
Environment: Any land rise up as some type of undead (see the table below). These
Organization: Solitary or horde (1 dread sphere and 6d100 HD undead attack any living being they encounter, but are primarily
of undead) compelled to follow and slay the dread sphere. A corpse
Challenge Rating: 16 must succeed a DC 25 Will save (using the Will save bonus it
Treasure: None possessed in life) to avoid rising as an undead. The save DC is
Alignment: Always neutral evil Charisma-based.
Advancement: 20+ HD (Huge)
Level Adjustment: — If the save fails, roll d% and add the deceased’s effective
character level. The result determines what manner of undead
This organism appears to be a floating ball-shaped mass of arises from the corpse; giants, humanoids, and monstrous
dead flesh. Two long arm-like appendages are curled around humanoids may rise as most kinds of undead, while other
its bulk. A pair of beady black eyes stares at you with a sinister monster types usually rise as skeletons and zombies. Use
gleam as its wide, toothy maw grins in anticipation. templates where possible. Sunlight-vulnerable undead arise as
soon as it is safe for them to do so. In each case, the GM should
In an ancient magical struggle, the dread spheres were feel free to substitute another undead creature of the same
created to perpetuate undead forces for all time. Although the approximate level of power if it better suits his game.
spheres’ creators lost this conflict, a few dozen of these undead
abominations remain to terrorize the living everywhere. d% Result Undead Created
01-15 Zombie or skeleton
16-30 Ghoul
Dread spheres float from continent to continent and from 31-40 Shadow
world to world, creating all manner and number of undead in 41-50 Wight
their circuitous wake. When the undead eventually it creates
51-60 Persistent soldier (consult entry in
eventually slay it (see below), the sphere simply regenerates to this book)
61-70 Ghast
begin the process anew. 71-80 Vampire spawn
81-85 Wraith
Combat 86-90 Spectre
91-95 Bodak
The dread sphere does not seek engage in combat unless 96-100 Vampire
something directly threatens it. It uses its screech ability as 101+ Special (GM’s choice, something
much as possible. Holy damage and positive energy irritate it, rare and/or powerful
and it may attack targets who can wield such powers, usually
slamming ground-bound victims with its tentacles or slaying Flight (Su): The dread sphere is supernaturally buoyant and
them with its screech. can move through the air at the listed fly speed with average
maneuverability.
Complex tactics are not a part of the sphere’s agenda and it
uses its abilities to finish off a foe as quickly as possible. If the Regeneration (Ex): The dread sphere takes damage from good-
sphere loses its ability to fly, its limited land movement speed aligned weapons, effects with the good descriptor, and attacks
is used to roll over opponents and inflict considerable trample that deal divine (holy) damage.
damage.

24
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Skills: The dread sphere has a +4 racial bonus on Search
checks and a +8 racial bonus on Spot checks.

Treasure
None—The dread sphere is always moving, forever spreading
8
the gift of unlife across the world. Even if treasure interested
the creature, there is no practical way it could carry or store it.

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
In Your Campaign
The dread spheres are all that remain of a war between undead
lords and living creatures on a world far from your own
campaign.

However, the dread spheres have a habit of finding their


way onto planar highways and emerging to wreak havoc in
a new world until destroyed. Only the highest level clerics
and necromancers can hope to control these powerful undead.
Indeed, controlling the spheres may not even be necessary for
these evil people. Instead, if the dread spheres can simply be
directed in a certain direction, it will likely do the caster’s dirty
work without his guidance.

For example, if an evil cleric wanted to rid a city of its


populace to get at an artifact buried beneath one of the streets,
he might use a dread sphere to this end. First he must locate
the sphere and then project its path, for these undead rarely
deviate from their course since they have the ability to fly.
The cleric would then want to point the sphere toward the city
but only along a course that would insure it grows its undead
supply (over a recent battlefield or a graveyard the cleric’s
minions dig up).

During the time it crosses a high obstacle is when it is most


vulnerable to a course change. The reasoning behind this
has something to do with the effort needed to climb at high
elevations (even though the sphere shows no outward sign of
exertion). By the time it reaches the apex of the mountain (or
whatever high obstacle it is crossing), the sudden appearance
of a moving creature or object off to the side easily distracts
the sphere from its ascent. The dread sphere immediately
moves to intercept the moving entity.

The evil cleric knows this and sends an imp minion to lead the
sphere toward the city. The rest is up to the sphere. A simple
tactic to put in motion a terrifying series of events.

As GM, you can introduce the PCs into any point along this
kind of storyline for a great adventure. Maybe the party
learns of the cleric’s desire and tries to prevent him from
finding a local dread sphere. Or maybe the PCs enter at the
crucial point where the imp must lead the dread sphere on its
new course. Perhaps the party is investigating why someone
decided to dig up a graveyard only to leave the bodies strewn
across the ground. The rude awakening would come when
the dread sphere’s shadow passes over the bodies and the PCs
would be in the middle of a very sudden undead eruption.

The most dangerous mission would be if the PCs discover the


sphere by accident when it is just hours away from the city

2
with a hefty undead contingent.
25
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Dreadwraith
Medium Undead (Incorporeal)
Hit Dice: 12d12 (78 hp)
Initiative: +4
Speed: 30 ft., fly 60 ft. (good)
AC: 17 (+4 Dex, +3 deflection), touch 17, flat-
footed 13

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Base Attack/Grapple: +6/—
Attack: Incorporeal touch +10 melee (1d6)
Full Attack: Incorporeal touch +10/+5 melee
(1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flaming lantern
Special Qualities: Darkvision 60 ft., fear aura,
incorporeal traits, undead traits, vulnerability to
fearlessness
Saves: Fort +6, Ref +8, Will +8
Abilities: Str 10, Dex 18, Con —, Int 10, Wis 10, Cha
16
Skills: Hide +19, Intimidate +18, Listen +17, Spot +17
Feats: Alertness, Dodge, Great Fortitude, Mobility, Weapon
Finesse
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 13-18 HD (Medium)
Level Adjustment: —

Materializing before you is the translucent form of a young


soldier. Wide eyes that burn with a golden flame highlight the
warrior’s otherwise pale face. The armor and weapons that
adorn this creature appear rusted and useless. The only
functioning piece of equipment is a lantern throwing eerie
green light.

The spirits of soldiers who flee from their post in fear


return after death as dreadwraiths. These undead are
mere shadows of their former selves, inflicting the fear that once
held them in thrall (and haunted them all through life) on others. within the 30-foot cone. A
Each dreadwraith carries a lantern to aid in attracting others successful Reflex save (DC
to it to be frightened. Some sages believe that the lantern is a 20) means that the target takes
manifestation of the dreadwraith’s secret desire to find its own only half damage. The save DC is
courage. These undead do not speak except for long sorrowful Dexterity-based.
moans.
Fear Aura (Ex): The dreadwraith’s very presence inspires
Combat great fear. If the dreadwraith is unseen, those affected may
Dreadwraiths prefer to play with their prey, but when combat not understand why they feel intensely frightened. When
is inevitable or when their victim has been tortured to his limit, clearly visible, the sight of a dreadwraith with its eerie lantern
they fight to kill. is enough to freeze the bravest heart. Those within a 60-foot
radius of the dreadwraith that see it must succeed at a Will save
Flaming Lantern (Su): The dreadwraith relies upon the (DC 19) or be affected as though by fear as cast by a 12th-level
unnatural fire within its lantern to destroy and kill. Three sorcerer. The save DC is Charisma-based.
times per day, the dreadwraith can summon a cone-shaped
burst of hideous roaring green fire from the front of the lantern. Vulnerability to Fearlessness: Those who are completely
Composed not only of flame but also of cruel shards of pain without fear, such as paladins, inflict double damage with hand-
and shame that are cousins to fear, the lantern’s blazing fire to-hand attacks against a dreadwraith. The power of confidence
inflicts 5d10 points of damage and set ablaze flammable items and purity of heart that the truly fearless possess is enough to

26
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severely unravel the dreadwraith’s already tenuous physical
existence. This vulnerability does not apply to creatures
incapable of fear in the first place (such as constructs).

Treasure
This incorporeal entity appears as a hooded humanoid figure
donned in flowing robes of translucent gray over a suit of
8
incorporeal armor. Its facial features are a swirl of maddening
images, fluctuating between a serene and calm countenance to a
face twisted in horror and fear.
None—As an incorporeal undead, the dreadwraith wishes only
to inflict fear on others. Acquiring treasure is not part of that Fear guards embody evil in its blackest incarnation. They are

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
mission. summoned from some unknown place by evil wizards and
clerics to guard prized possessions or a valued location. Fear
In Your Campaign guards do not speak, but unleash a frightful moan when they
A reclusive order of monks is called on whenever a dreadwraith encounter living creatures.
appears too close to civilization. The monks of the Valiant
Hand worship a deity of justice and bravery and are able to take Combat
advantage of the dreadwraith’s vulnerability to fearlessness. Shrouding themselves in a preternatural darkness, fear guards
The order uses the appearance of this undead to test initiates by fight using spell-like abilities and their incorporeal touch. If
sending them against it. If the PCs accept a mission to destroy a guarding a particular location, a fear guard fights until either it
dreadwraith, they may soon find a Valiant Hand hopeful at their is slain or driven away, or its opponents are slain or flee.
side.
Fear Aura (Su): A fear guard can radiate a 20-foot radius fear
While sowing general fear is the mainstay of the dreadwraith, aura as a free action. A creature in the area must succeed on a
the undead may go after a single creature in particular if it DC 16 Will save or be affected as though by a fear spell (caster
identifies that person as somehow related to (or a member of) level 8th). A creature that successfully saves cannot be affected
the same military unit the dreadwraith belonged to while living. again by the same fear guard’s aura for one day. The save DC is
The dreadwraith reserves a special hatred and loathing for that Charisma-based.
group from which sprung the root of its journey to an undead
monster. This is a quality the dreadwraith can sense and even Spell-Like Abilities: At will—ray of enfeeblement, darkness;
a PC who is the son of a military parent might find himself on 2/day—deeper darkness. Caster level 8th.
the receiving end of an attack and not have any reason why he is
singled out. Wisdom Damage (Su): The touch of a fear guard deals 1d4
points of Wisdom damage to a living foe if it fails a DC 16
Fortitude save. A creature reduced to Wisdom 0 dies. The save
DC is Charisma-based.
Fear Guard
Medium Undead (Incorporeal) Create Spawn (Su): Any living creature reduced to Wisdom
Hit Dice: 6d12 (39 hp) 0 by a fear guard becomes a fear guard under the control of its
Initiative: +6 killer within 2d6 hours. If a bless spell is cast on the corpse
Speed: fly 30 ft. (good) before this time, it prevents the transformation.
AC: 15 (+2 Dex, +3 deflection), touch 15, flat-footed 13
Base Attack/Grapple: +3/— Daylight Weakness (Ex): A fear guard exposed to natural
Attack: Incorporeal touch +6 melee (1d4 Wis) sunlight (not merely a daylight spell) suffers 2d6 points of
Full Attack: Incorporeal touch +6 melee (1d4 Wis) damage and immediately flees from the source of light. A fear
Space/Reach: 5 ft./5 ft. guard caught in sunlight cannot attack and can only take a
Special Attacks: Fear aura, spell-like abilities, Wisdom single move or attack action in a round.
damage, create spawn
Special Qualities: Darkvision 60 ft., daylight weakness, See in Darkness (Su): A fear guard can see perfectly in a
incorporeal traits, see in darkness, +2 turn resistance, undead darkness of any kind, even that created by deeper darkness
traits spells.
Saves: Fort +1, Ref +3, Will +5
Abilities: Str —, Dex 15, Con —, Int 10, Wis 12, Cha 16 Skills: *A fear guard has a +8 racial bonus on Hide checks in
Skills: Hide +8*, Listen +7, Spot +7 areas of darkness.
Feats: Blind-Fight, Improved Initiative, Weapon Focus
(incorporeal touch) Treasure
Environment: Underground Standard—As incorporeal creatures, fear guards do not have
Organization: Solitary or group (2-5) treasure, per se; but they are almost guarding some and that
Challenge Rating: 5 is where treasure is gained by victorious PCs. The list below
Treasure: Standard details the possible treasure a single fear guard might be
Alignment: Always chaotic evil guarding.
Advancement: 7-9 HD (Medium); 10-18 HD (Large)
Old masterpiece painting (depicts a graveyard with a single

2
Level Adjustment: —
mausoleum; the moonlight is striking the structure’s first
27
f
eastern window—a clue to a treasure that the owner is currently
deciphering) [1,100 gp]
Silver holy symbol (of evil deity) [25 gp]
Flask of unholy water (x3) [25 gp each]
kingdom and the mainland civilization. The lich wanted to
stock the marshy borderland with creatures that would deter
those who wished to destroy it. As one of the most numerable
types of creatures in the marsh, the crocs became the target of
4,000 sp undead transformation. Now, centuries later, the filth crocs
continue to somehow maintain their numbers despite being slain
In Your Campaign at every opportunity.
Fear guards should be handled in battle with the intelligence

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
they were given. Incorporeal creatures can hide on the surface Combat
of objects and should give PCs quite a shock after the party Filth crocs prefer to charge at prey from hiding places in
struts past them unknowingly. As a rogue picks at the treasure shallow or stagnant water. They weaken their victim with
vault’s lock, a watching fear guard can attack the rear PC and their poisonous, festering tail barbs, then drag it down under
then retreat into the ceiling to attack another PC next round. the water. They use their stream of filth against any opponents
This works especially well if the PCs are trapped within a thin who attacks them with ranged weapons (including spells). Filth
corridor, where they cannot attack as effectively at the same crocs flee from combat only if severely damaged.
time.
Improved Grab (Ex): To use this ability, the filth croc must
As for where fear guards truly come from, it could be as simple hit with its bite attack. If it establishes a hold, it tries to drag its
as guards who take a blood oath to a necromancer to serve them opponent into deep water and pin it to the bottom.
in exchange for eternal life. But in this case, it may not be the
existence the guards planned. Poison (Ex): Tail rake, Fort DC 13, 1d3 Str/1d3 Str.

Stream of Filth (Su): A filth croc can spew out a 60-foot line
of maggot-infested acidic filth. Any creature in the area of
Filth Croc effect must succeed a DC 13 Reflex save or take 2d4 points of
Large Undead damage and be nauseated for 1d4 rounds; creatures that save
Hit Dice: 6d12 (39 hp) take no damage but are sickened for 1 round. If a creature takes
Initiative: +0 damage, it must make a second save (Fortitude DC 13 negates)
Speed: 20 ft., swim 20 ft. or take 1s2 points of Charisma damage and be exposed to a
AC: 18 (-1 size, +9 natural), touch 9, flat-footed 18 random nonmagical disease. The saves are Constitution-based.
Base Attack/Grapple: +3/+12
Attack: Bite +7 melee (1d8+5) Burst of Speed (Ex): Three times a day, a filth croc can move
Full Attack: Bite +7 melee (1d8+5) and tail rake +5 melee at five times its normal speed (100 feet) when it makes a charge.
(1d8+2 plus poison)
Space/Reach: 10 ft./5 ft. (10 ft. with tail) Skills: Filth crocs have a +4 racial bonus on Hide and Move
Special Attacks: Improved grab, poison, stream of filth Silently checks.
Special Qualities: Blindsight 60 ft., burst of speed, tremorsense
120 ft., undead traits Treasure
Saves: Fort +2, Ref +2, Will +5 Partial— Each filth croc has a lair that it keeps interesting
Abilities: Str 21, Dex 10, Con —, Int —, Wis 10, Cha 1 looking treasure in. As it is unintelligent, the undead croc
Skills: Hide +9, Move Silently +13 cannot appreciate what it has; it simply “likes” these objects as
Feats: Multiattack (B) lair furnishings.
Environment: Warm or temperate marsh Moonstone [60 gp]
Organization: Solitary, pair, or nest (3-16) Red garnet [130 gp]
Challenge Rating: 5 1,000 sp
Treasure: Standard coins; double goods; 50% items
Alignment: Usually neutral evil In Your Campaign
Advancement: 7-9 HD (Large); 10-18 HD (Huge) If you read the descriptive text then you’re probably
Level Adjustment: — wondering—how the hell can these undead crocs multiply?
The answer is that they don’t “multiply” but rather keep
This creature was once a crocodile but those days are long their numbers through a permanent enchantment laid on the
passed. The undead version is much more unpleasant looking— marshlands by the sahuagin lich. As long as a filth croc is slain
dark orange skin, vermin-infested hide, and sharp scaly within the marsh area, its essence returns to its lair within 1d4
protrusions make this former croc a revolting opponent. days and reforms as the exact same filth croc.

Filth crocs stay within their dank marshes, emerging only if There are a couple of ways adventurers can put this threat to
prey wanders too close to their lairs. Sages speculate that these rest permanently. The first is to locate every filth croc lair
creatures are the result of necromantic experimentation by an and then cast a targeted dispel magic on its floor (against DC
17; the magic has weakened over the centuries allowing for a

d
ancient sahuagin lich named Klek-tiim. The extensive marshes
were the only buffer zone between Klek-tiim’s burgeoning lower DC). Beating the DC by 5 or more not only means that
28
the location cannot be used to recorporealize a filth croc, but
that the croc does not even consider the place as its lair. It is
homeless until destroyed for the final time.

The second way to stop the filth crocs from reforming


burning (campfires, pyres, vigils, etc.). They step through a8
Fire phantoms are encountered in areas where fires are already

portal from the Plane of Fire into a fire on the Material Plane.
This fire must be at least Small or larger; else any attempt by
necessitates a variant in the magic which accomplishes it. the fire phantom to enter the Material Plane through that fire
Instead of each lair being responsible for its own croc, perhaps fails automatically. Once it enters the plane, it often lies in wait

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
the sahuagin lich hid a powerful magic item somewhere in the in the fire for potential victims to come near it. A fire phantom
marsh which reforms them. hiding inside a fire is difficult to see (Spot check DC 25, +2 for
each size larger than Medium the fire is).
There could be a few adventures worth of material when the
PCs are paid to locate the item and destroy it. But what if a Combat
part of the sahuagin lich remains and wants the item to remain A fire phantom waits inside its fire until it spots a living
functioning? Perhaps a bit of its soul was hidden inside the creature. It then rushes out, shrieking and hurling globes of fire.
crocs themselves and needs a few more years to reform with If faced with overwhelming odds or facing certain destruction,
the aid of the item? Alternately, another evil creature has the creature attempts to close the distance between itself and
discovered the item and is studying it for use outside the as many of its opponents as it can so it can use its immolation
marsh. Imagine other types of undead that, once destroyed, are ability. In normal melee, a fire phantom alternates between
reformed—inside a city’s walls! hurling globes of fire and pummeling a foe with its burning
fists. Fire phantoms fight until destroyed or all opponents are
dead of flee. When a fire phantom is wounded, flame dance and
play around the wound.
Fire Phantom
Medium Undead (Extraplanar, Fire) Fire (Ex): A fire phantom’s fists are swathed in elemental fire.
Hit Dice: 6d12 (39 hp) Any melee hit deals fire damage. Creatures attacking a fire
Initiative: +6 phantom unarmed or with natural weapons take fire damage
Speed: 30 ft. each time their attacks hit.
AC: 16 (+2 Dex, +6 natural, -2 rage), touch 10, flat-footed 14
Base Attack/Grapple: +3/+7 Fire Blast (Su): Once every 1d4 rounds as a standard action, a
Attack: Slam +8 melee (1d4+6 plus 1d6 fire) or fire blast +5 fire phantom can hurl a small globe of elemental fire to a range
ranged touch (2d6 fire) of 30 feet (no range increment). By making a successful ranged
Full Attack: Slam +8 melee (1d4+6 plus 1d6 fire) or fire blast touch attack, it deals 2d6 points of fire damage. A creature hit
+5 ranged touch (2d6 fire) must succeed on a DC 15 Reflex save or catch on fire. The save
Space/Reach: 5 ft./5 ft. DC is Charisma-based. (See the DMG for more information on
Special Attacks: Fire, fire blast, immolation, rage catching on fire.)
Special Qualities: Darkvision 60 ft., fire subtype, turn
immunity, undead traits Immolation (Su): Normally used as a last resort, a fire phantom
Saves: Fort +2, Ref +4, Will +6 can detonate itself in an inferno of elemental fire that deals 6d6
Abilities: Str 18, Dex 14, Con —, Int 4, Wis 12, Cha 14 points of fire damage to all creatures within a 10-foot radius. A
Skills: Intimidate +11, Listen +12, Spot +12 successful DC 15 Reflex save halves the damage. The save DC
Feats: Alertness, Improved Initiative, Weapon Focus (slam) is Charisma-based.
Environment: Elemental Plane of Fire
Organization: Solitary This instantly kills the fire phantom if it fails a DC 20 Will save.
Challenge Rating: 5 Even if the fire phantom survives, its flames are extinguished
Treasure: None for 1 minute. During this time the fire phantom cannot use its
Alignment: Always chaotic evil fire blast ability and does not deal fire damage with its slam
Advancement: 7-18 HD (Medium) attack. It retains the fire subtype. After 1 minute, its fire relight.
Level Adjustment: — If the fire phantom survives the immolation, it may not use it
This burning creature appears as a humanoid encased in again for one day.
flames. Its eyes are tiny balls of molten fire and its tongue is
a snake-like stream of flame. Its teeth are charred and flames Rage (Ex): A fire phantom is in a constant state of agony
dance in the back of its throat. from the elemental fire that consumes its body. Therefore, it
is always in a berserk rage and gains Str +4 and -2 AC (both
When a creature dies on the Elemental Plane of Fire, its soul already included in the stat block above). The fire phantom
often melds with part of the fiery plane and reforms as a fire cannot end this rage voluntarily and it cannot be suppressed or
phantom; a humanoid creature composed of rotted and burnt negated.
flesh swathed in elemental fire. Fire phantoms desire nothing
more than to return to the Material Plane and destroy as many Turn Immunity (Ex): A fire phantom cannot be turned,
rebuked, or commanded.

2
living creatures as possible by consuming them in the same
flames that now house their spirit.
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Treasure
None—Whatever treasures the creature might have had before
becoming a fire phantom have long since burned to ashes in the
extreme conditions on the Elemental Plane of Fire.
Its creator imbues the flame servant with the knowledge
necessary to complete its task, and the flame servant mindlessly
acts as instructed. Once a flame servant succeeds its task, it
crumbles into ash.
In Your Campaign
For some reason, undead and fire seem to go hand in hand Combat
when new undead are written for a campaign. However, this A flame servant is driven by its appointed task, and does not

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
fiery-based undead can just as easily be one of extreme cold and tolerate interference. Anyone who impedes the servant in
originate from an icy region on the Elemental Plane of Water. achieving its goal is attacked. Usually, a flame servant uses
Its game mechanics need only be changed from heat/fire to its fire cone to open combat, then proceeds to enter melee. A
chill/cold (see the Flame Servant below for an example of this flame servant ends its attack as soon as its opponents flee or are
switch). For introducing the “chill phantom,” use extremely destroyed.
cold arctic environments. The chill phantom attacks from
beneath a mound of snow. Its skin is blue and mysterious Fire Cone (Su): Every 4 rounds, a flame servant can produce
snows swirl about its form. a 30-foot cone of ash, smoke, and flames from its hands.
Creatures within the cone when it erupts take 8d6 points of
fire damage (Reflex DC 14 half). The smoke and ash remain
in the air for 1d4 rounds thereafter, granting creatures within
Flame Servant the area concealment against creatures 5 feet away, and total
Medium Undead (Fire) concealment against creatures 10 or more feet away. The smoke
Hit Dice: 8d12 (52 hp) does not obscure the flame servant’s vision. The save DC is
Initiative: +0 Constitution-based.
Speed: 30 ft.
AC: 16 (+6 natural), touch 10, flat-footed 16 Heat Aura (Su): A flame servant exudes an enormous amount
Base Attack/Grapple: +4/+7 of heat. Any creature within 5 feet of a flame servant takes 1d6
Attack: Slam +7 melee (1d6+4 plus 1d6 fire) points of fire damage per round (Fortitude DC 14 half). The
Full Attack: Slam +7 melee (1d6+4 plus 1d6 fire) save DC is Constitution-based. In addition, a flame servant’s
Space/Reach: 5 ft./5 ft. slam attack deals 1d6 points of fire damage per hit.
Special Attacks: Fire cone, heat aura, burn item
Special Qualities: Darkvision 60 ft., immunity to fire, undead Burn Item (Su): A flame servant can burn or melt any weapon
traits, vulnerability to cold or item of Large size or smaller by grasping the item in its
Saves: Fort +2, Ref +2, Will +6 hands. The flame servant must make a successful disarm
Abilities: Str 16, Dex 10, Con —, Int —, Wis 10, Cha 3 attempt to grab an item held by an opponent. The item is
Environment: Any entitled to a DC 14 Fortitude save to resist destruction. The
Organization: Solitary save DC is Constitution-based.
Challenge Rating: 7
Treasure: None Construction
Alignment: Always neutral The creation of a flame servant is a long and taxing process
Advancement: 9-12 HD (Medium); 13-18 HD (Large) and must begin no later than seven nights after the host body’s
Level Adjustment: — death. The body is prepared by replacing its innards with leaves
and wet mud, stuffing its throat with dried insect larvae, pouring
This humanoid figure resembles a burning corpse, painted with fresh blood into its mouth, painting it with runes, and soaking it
runes and wrapped with cloth around its arms and torso. Its in oils. These special materials cost 500 gp. Preparing the body
skin is black and charred, its scent is oily and thick, and black requires a DC 13 Craft (leatherworking) or Heal check, and
smoke pours constantly from its extremities. The creature walks can be done by the spellcaster or another party. After the body
slowly, flaking off dark ashes and leaving scorched earth in its is readied, it must be animated through an extended magical
wake. ritual that requires a specially prepared laboratory similar to
an embalmer’s workshop and costing 200 gp to establish. If
Born from dark necromancy, flame servants are tools of personally preparing the body, the creator can perform the
violence and hatred. Every flame servant is created by a preparations and ritual together.
spellcaster to complete a particular task. The task is set when
the flame servant is created, and even its master cannot alter The cost to create listed below includes the cost of all the
its instructions. The task must be straightforward, involve a materials and spell components that are consumed or become a
particular person, object, or location, and have a specific end permanent part of the flame servant.
goal. Thus, a flame servant could not be told to guard a room
against intruders indefinitely, or to seek out and destroy all A flame servant with more than 8 Hit Dice can be created,
members of a particular race, but it could be asked to retrieve an but each additional Hit Die adds 4,000 gp to the base price
and another 50 gp to the market price. The price increases by

d
object, destroy a building, or to stop a specific individual from
entering an area. 20,000 gp if the creature’s size increases to Large, or 50,000
30
gp if the creature’s size increases to Huge. The cost to create is
modified accordingly.

CL 14th; Craft Construct, Spell Focus (necromancy), burning


hands, create undead, fire shield, caster must be at least 14th
cold immunity and fire vulnerability.

8
• To preserve the same cost to create, a cold-related 1st-level
spell must replace burning hands. This is called torpor and can
be found in the “Spells” section later in this supplement. Also
level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP. in the construction section of the entry, replace “wet mud” with
“wet snow.”

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Treasure
None—flame servants do not carry treasure (for obvious • The Fire Cone (Su) ability changes to Chill Cone (Su):
reasons). However, enterprising PCs who can discover the Every 4 rounds, a chill servant can produce a 30-foot cone
construction method for the flame servant could be paid quite of numbing arctic winds and snow from its hands. Creatures
a bit by necromancers who have just learned of the creature’s within the cone when it erupts suffer a -1d3-5 penalty to
existence. Dexterity (Fortitude DC 14 half). The snow squall remain
in the air for 1d4 rounds thereafter, granting creatures within
In Your Campaign the area concealment against creatures 5 feet away, and total
Arguably more expensive and costly than a standard golem, concealment against creatures 10 or more feet away. The snow
the flame servant is the necromancer’s answer to constructs. does not obscure the chill servant’s vision. The save DC is
Unfortunately, it is a very poor answer. Used only by those Constitution-based.
infatuated with death and/or fire, the flame servant requires
a high level caster, can only perform a single task, and is not • The Heat Aura (Su) ability changes to Cold Aura (Su): A
universally effective in any terrain like standard golems. While chill servant exudes an enormous amount of cold. Any creature
a flame servant is cheaper in terms of raw materials, the price within 5 feet of a chill servant takes 1d6 points of cold damage
increases dramatically due to the necessary spells. So, why per round (Fortitude DC 14 half). The save DC is Constitution-
would a necromancer create one? That’s a question you, as based. In addition, a chill servant’s slam attack deals 1d6 points
GM, need to answer before inserting one into a campaign. of cold damage per hit.

There are a few missions where a flame servant can come in • The Burn Item (Su) ability changes to Freeze Item (Su): A
handy: chill servant can freeze and shatter any weapon or item of Large
size or smaller by grasping the item in its hands. The chill
• Wholesale destruction: While golems can effectively smash servant must make a successful disarm attempt to grab an item
their way through obstacles, the flame servant can light them held by an opponent. The item is entitled to a DC 14 Fortitude
on fire with a touch. Should the necromancer (or his employer) save to resist destruction. The save DC is Constitution-based.
want to eradicate trees, crops, homes, or merchandise-filled
warehouses, the flame servant is a good buy.

• Fiery retrieval: Sometimes treasures are hidden where no


creature would waste effort looking for it—active volcanoes,
lava tubes, etc. The flame servant has the luxury of time when
searching such locations for the treasure. Spells, equipment,
and even patience fade during a search, but the flame servant’s
singular mind and fire immunity do not.

• Anonymous assassination: When someone wants a person


eliminated, they commonly turn to a thieves’ guild or trained
assassin. Such entities, while effective at their trade, all too
often leave a clue that can be traced back to the source. Words
misspoken or identifying markings on the part of the assassin
all potentially endanger his employer. On the other hand, a
flame servant, successful or not, leaves a pile of ash and many
questions.

Maybe your campaign is currently distanced from hot or


tropical locales. Fortunately, the flame servant’s powers are
easily enough turned to the opposite extreme. For more arctic
climates, you can use the above statistics with the modifications
below to unleash the “chill servant” on your PCs.

• The basics stay the same (Hit Dice, AC, attack and damage
amounts) but all references to fire are replaced with cold. A

2
chill servant gains the cold subtype (instead of fire) and thus
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Flying Abomination
These monsters are created by the spell of the same name (see
below). Parts from a Small creature make Tiny abominations,
parts from a Medium or Large creature can make a Tiny or
Challenge Rating: 2
Treasure: None
Alignment: Always neutral

Small abomination, and parts from a Huge or larger creature can A head, leg, tail, or other monstrous appendage floats before
make a Medium-size abomination. you. Its dull skeletal composition betrays its undead state.
The pale radiance of magic plays about the body part before it
launches toward you.

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Tiny Undead
Hit Dice: 1d12 (6 hp)
Initiative: +2 Like all undead, flying abominations have no place in the
Speed: Fly 30 feet (good) natural order of the world. A spellcaster creates these skeletal
AC: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14 body parts to have as “handy” servants and to act as guardians
Base Attack/Grapple: +0/-9 of low priority treasures or places.
Attack: Slam +1 melee (1d3-1)
Full Attack: Slam +1 melee (1d3-1) Combat
Space/Reach: 2 ft./0 ft. When used in combat, a flying abomination is sent to attack,
Special Attacks: As original creature and thereby distract, enemy spellcasters. On their own, a pack
Special Qualities: Undead traits of abominations is likely guarding an area from intrusion and
Saves: Fort +0, Ref +2, Will +2 attacks the first creature to enter the restricted area en masse.
Abilities: Str 8, Dex 14, Con –, Int –, Wis 10, Cha 10 Without intelligence, flying abominations do not utilize tactics
Environment: Any but neither do they succumb to fear or intimidation.
Organization: Pack (3-12)
Challenge Rating: 1/2 Treasure
Treasure: None None—Flying abominations have no desire or need to acquire
Alignment: Always neutral material possessions. It is possible they guard a minor treasure
but otherwise adventurers should not hope to reap great
Small Undead financial or magical rewards after slaying them.
Hit Dice: 2d12 (13 hp)
Initiative: +1 In Your Campaign
Speed: Fly 30 feet (good) Some enterprising spellcasters have been known to use Tiny and
AC: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 Small flying abominations in an unusual defensive tactic. At
Base Attack/Grapple: +1/-3 the opposite end of an enclosed space (a hallway for example)
Attack: Slam +2 melee (1d4) which intruders must enter, one abomination is set to float on
Full Attack: Slam +2 melee (1d4) either side with a rope tied between them. When an intruder
Space/Reach: 5 ft./5 ft. steps halfway down the protected area, the abominations fly
Special Attacks: As original creature forward at their fastest rate in an attempt to trip him.
Special Qualities: Undead traits
Saves: Fort +0, Ref +1, Will +3 If the target can see the abominations approaching, he can make
Abilities: Str 10, Dex 12, Con –, Int –, Wis 10, Cha 10 an attack of opportunity against one of them. Unless the attack
Environment: Any succeeds in destroying one of the abominations, they continue
Organization: Pack (3-12) with the trip attack. If the abominations are not of the same
Challenge Rating: 1 size, use the higher Strength score between them. Even if the
Treasure: None trip attempt does not succeed, the target cannot make a trip
Alignment: Always neutral attempt against the flying abominations.

Medium Undead Another variant which uses the same tactic is for two Medium
Hit Dice: 3d12 (19 hp) flying abominations to be tied together by a thin silk rope and
Initiative: +0 then sent against the front lines of a large attacking force. If
Speed: Fly 30 feet (good) the massive trip attempt fails, it still succeeds in throwing those
AC: 12 (+2 natural), touch 10, flat-footed 12 frontline attackers into mild confusion, for the distance between
Base Attack/Grapple: +1/+2 the abominations (50 to 150 ft.) is so great.
Attack: Slam +2 melee (1d6+1)
Full Attack: Slam +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: As original creature
Special Qualities: Undead traits
Saves: Fort +0, Ref +1, Will +3
Abilities: Str 12, Dex 10, Con –, Int –, Wis 10, Cha 10
Environment: Any
Organization: Pack (3-12)
32
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Fog Spirit
Medium Undead (Incorporeal)
Hit Dice: 6d12 (39 hp)
Initiative: +4
Speed: 120 ft.
Mist Walk (Su): Within the bounds of the misty fog, the fog

end of its movement, as desired.

Treasure
8
spirit can make attacks on a victim at the beginning, middle, or

AC: 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12 None—As an incorporeal wanderer, the fog spirit has no
Base Attack/Grapple: +3/— interest in treasure of any kind, much less a lair to keep it in.

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Attack: Touch +5 melee (1d8 and chilling touch)
Full Attack: Touch +5 melee (1d8 and chilling touch) In Your Campaign
Space/Reach: 5 ft./5 ft. Fog spirits might work best in your campaign as undead to be
Special Attacks: Chilling touch role-played. As combatants, they can be useful in frightening
Special Qualities: Damage reduction 15/magic, incorporeal PCs in foggy alleyways, but their commonly neutral alignments
traits, mist walk, undead traits, vulnerability to fire make for more interesting creatures. As witnesses, fog spirits
Saves: Fort +2, Ref +4, Will +4 may be needed to shed light on a recent incident—a murder
Abilities: Str 10, Dex 15, Con —, Int 9, Wis 9, Cha 14 or robbery the PCs are investigating, for example. The fog
Skills: Bluff +7, Hide +9, Knowledge (religion) +2, Listen +7, spirit is capable of speech but how to get it to converse (much
Spot +7 less finding it in the first place), could be part of the challenge.
Feats: Alertness, Improved Initiative, Weapon Finesse Characters who know about the creature’s intense fear of fire
Environment: Any land can actually use that as a lure. Building a great bonfire outside
Organization: Solitary of town has a good chance of attracting a fog spirit, for while it
Challenge Rating: 4 might be afraid of the inferno, it is irresistibly drawn to it if only
Treasure: None to discern its cause.
Alignment: Usually neutral
Advancement: 7-12 HD (Medium); 13-18 (Large)
Level Adjustment: —
Frozen Horror
An undulating mist coalesces into the form of a humanoid. With Medium Undead (Cold)
wide eyes, the figure watches your movements carefully. Hit Dice: 7d12 (45 hp)
Initiative: +3
Every creature hides a secret fear. For the fog spirit, that fear Speed: 30 ft., climb 15 ft.
is fire. Whether fire slew the creature in life or was just its AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
terrible phobia, the emotion was intense enough at the time of Base Attack/Grapple: +3/+6
unnatural death to reform its essence as a fog spirit. Appearing Attack: Bite +6 melee (1d4+1 and numbness)
as misty forms of their former selves, fog spirits now possess a Full Attack: Bite +6 melee (1d4+1 and numbness)
chilling aspect and are formed in this one image of water in an Space/Reach: 5 ft./5 ft.
instinctively protective way. Special Attacks: Numbing grip, numbness
Special Qualities: Cold subtype, undead traits
Trapped in a misty body, the fog spirit drifts lazily within Saves: Fort +2, Ref +5, Will +2
natural fog banks it encounters until something peaks its Abilities: Str 16, Dex 17, Con —, Int 6, Wis 5, Cha 10
interest. It then moves to watch the event unfold, never Skills: Climb +5, Hide +8, Jump +4, Listen +4, Move Silently
interfering unless provoked. Fog spirits have a need to watch +8, Search +1, Spot +4
the life it can no longer live. A fog spirit speaks whatever Feats: Ability Focus (numbness), Alertness, Track
languages it knew in life but rarely does so, preferring to instead Environment: Cold hill and mountains
witness events without interfering in them. Organization: Solitary, pair, gang (3-5), or pack (6-20)
Challenge Rating: 4
Combat Treasure: Standard
Evil fog spirits work their mischief through lies and treachery, Alignment: Always chaotic evil
sending would-be saviors into hazardous traps and pitfalls. Advancement: 8-21 HD (Medium)
If confronted, they use their affinity with the mists to their Level Adjustment: —
advantage, seeming to strike from every direction at once
and leeching the warmth from their victims’ bones with their Frost-rimmed and torn clothing clings loosely to this blue-
chilling touch. skinned humanoid. A bestial glint in its coal-black eyes
highlights its otherwise withered features. The humanoid bares
Chilling Touch (Su): The fog spirit’s touch is colder than ice. a jagged set of teeth and claws before rushing to attack.
Victims hit by the fog spirit must make a DC 15 Fortitude save
or take 1 point of temporary Constitution damage in addition The frozen northern landscape is a sea of ice and snow amidst
to the normal damage from the blow. Lost Constitution points tranquil snow-packed mountains. But amidst this beauty is
heal at the rate of one per hour. The save DC is Charisma- a veritable graveyard of creatures that die in that dangerous
based.

2
beauty. Harsh elements and starvation take the lives of so many
creatures that are not native to the north. Those that lay dead
33
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for over a year, however, gather the power to return. If a living
creature being walks over the grave spot of a creature that died
in the elements, there is a 10% chance per Hit Die of the living
creature that the corpse animates as a frozen horror. It claws
relentless pursuit of the creature which disturbed its rest, a
horror pretends to be a living being to those it encounters.
Communities, no matter their size, might house a pack of
frozen horrors and no one would be the wiser. These undead
its way to freedom and follows the tracks of the creature which may crave the warm bodily juices of humanoids, but they do
tread across its former resting place. Frozen horrors see their not need them to survive like a vampire needs blood. Frozen
victims as arrogant nobodies who purposely strode over their horrors can be cautious and cunning, even to the point of renting
grave to mock their failure at overcoming the elements. an apartment in a city whilst it attacks in the dead of night; for

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
after its primary victim is slain, the horror is free to kill at its
Combat whim.
Frozen horrors fall upon their victims with tooth and claw,
numbing their victims with their icy grip as they rend flesh Frozen horrors can lie buried for decades before awakened by
from bone. They sometimes grapple with their prey, holding unknowing passerby. This makes their clothing out of date
them in a freezing embrace until the victim is overcome by the and is a possible tip-off for those characters encountering them
chill, and meanwhile dig with their teeth for warm blood. If that something is suspicious. You can grant a character a +3
outnumbered, frozen horrors endeavor to use their numbing circumstance bonus on a Spot check to notice something “odd”
grip on as many foes as possible before moving to the task of about the horror. Or, conversely, give the horror a -3 bonus to
finishing their chilled victim. any Disguise checks meant to fool a character into believing it
is not undead.
Numbness (Ex): Anyone hit by a frozen horror must make a
DC 15 Fortitude save or take 1 point of temporary Dexterity
damage.
Gallows Tree
Numbing Grip (Ex): If a frozen horror successfully grapples Huge Plant
an opponent or otherwise maintains contact with him for a Hit Dice: 16d8 (168 hp)
full round, he must succeed at a DC 13 Fortitude save at the Initiative: +1
beginning of his turn or take 1d4 points of temporary Dexterity Speed: 20 ft.
damage. AC: 24 (-2 size, +1 Dex, +15 natural), touch 9, flat-footed 23
Base Attack/Grapple: +12/+30
Skills: Frozen horrors receive a +2 racial bonus on Hide, Move Attack: Slam +20 melee (2d6+10, 19-20/x2)
Silently, and Survival checks, and a +4 racial bonus on Listen Full Attack: 6 slams +20 melee (2d6+10, 19-20/x2)
and Spot checks. Space/Reach: 15 ft./15 ft.
Special Attacks: Create gallows tree zombies, gallows tree
Treasure zombies, improved grab
Standard—While a frozen horror does still possess the Special Qualities: Damage reduction 10/slashing and magic,
equipment it had during its life, it does not use any it. Weapons low-light vision, plant traits, resistance to fire 10, tremorsense
are ignored in favor of its numbing bite and claw attacks 60 ft.
and treasure such as coins and magic items are carried out of Saves: Fort +16, Ref +6, Will +7
familiarity. In fact, it is because of familiarity with certain Abilities: Str 30, Dex 12, Con 23, Int 10, Wis 14, Cha 6
items that the horror acquires more treasure—tending to pick up Skills: Listen +18, Move Silently +17
and carry items from its victims which resonate on some kind of Feats: Cleave, Great Cleave, Improved Critical (slam),
emotional level. Improved Initiative, Power Attack, Weapon Focus (slam)
Environment: Temperate and warm forest, hill, marsh, and
Rose quartz gems (x4) [60 gp each] plains
Belt pouch [1 gp] Organization: Grove (1 gallows tree, plus 6-11 gallows tree
Dagger [2 gp] zombies)
Leather armor [1 gp due to uselessness of the armor from age] Challenge Rating: 13
Masterwork short sword [310 gp] Treasure: 50% standard
Potion of endure elements [50 gp] Alignment: Always neutral
Small tapestry depicting an icy locale with a lone pine tree in Advancement: 17-24 HD (Huge); 25-48 HD (Gargantuan)
the center of a grassy field; an “X” is hand drawn just west of Level Adjustment: —
the pine tree [350 gp but the tapestry could be worth far more if
it is what it appears to be—a treasure map. Different horrors in This creature appears as a massive, tall tree with thick branches
the same pack might have other important pictorial clues about from which hang several humanoid corpses tightly secured by
the treasure or the GM can replace the tapestry in this list with a their necks with greenish-brown ropes. Its canopy is thick and
family heirloom of comparable value] busy, and its trunk is mottled brown.
246 gp
Gallows trees are sentient plants that sustain themselves on the
In Your Campaign

d
internal organs and body fluids of living creatures. They use
Frozen horrors are not without some intelligence. In its deception to lure potential prey into range at which time they
34
unleash the gallows tree zombies attached to their branches to
kill or capture the prey. While mobile, a gallows tree prefers
to remain in one spot for an extended length of time (usually
until its food supply in the area runs out). From this location, it
simple waits for prey and then attacks when such beings come
In Your Campaign

hung evil-doers. Over the decades and centuries of use, the8


Many villages and towns have a great tree where their ancestors

amount of death the tree helped to cause affected it in a way


none could have foreseen. The gallows tree is born of death,
into view. which is why it is in this supplement of undead. Its “offspring,”
the gallows tree zombies, are detailed below for similar reasons,

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Combat even though they are not undead.
A gallows tree normally stands idle, lowering its zombies to the
ground when living prey come within 100 feet of the tree. If a
foe comes within 15 feet of the tree itself, it lashes out with its
sharpened branches or attempts to grab the foe. A grabbed foe Gallows Tree Zombie
is subjected to additional damage as the gallows tree pummels Medium Plant
it with its other branches. Occasionally the tree works in Hit Dice: 6d8+6 (33 hp)
concert with its zombies, grabbing a foe and holding it while its Initiative: +6
zombies pound it into goop. Slain creatures are dragged close Speed: 30 ft.
to the tree, sliced open, and their innards devoured by the tree’s AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
roots. Base Attack/Grapple: +4/+8
Attack: Slam +8 melee (1d6+4)
Create Gallows Tree Zombies (Su): When a creature dies Full Attack: 2 slams +8 melee (1d6+4)
within 15 feet of a gallows tree, it uses a sharpened tendril to Space/Reach: 5 ft./5 ft.
slice open the creature’s abdomen, thereby spilling the corpse’s Special Attacks: Spore cloud
innards on the ground. The organs and fluids are absorbed by Special Qualities: Darkvision 60 ft., fast healing 5, low-light
the tree’s roots. Corpses of a size other than Medium or Large vision, plant traits, tether-vine, tremorsense 60 ft.
are simply left to rot. Medium or Larger corpses are filled with Saves: Fort +6, Ref +4, Will +2
a greenish pollen fired from one of the tree’s branches. The Abilities: Str 19, Dex 15, Con 13, Int 4, Wis 10, Cha 1
abdominal wound heals over the next 1d4 days, at which time Skills: Hide +5, Listen +5, Move Silently +5, Spot +2
the slain creature rises as a gallows tree zombie connected by Feats: Alertness, Improved Initiative, Power Attack
a tether-vine to the gallows tree that created it. gallows tree Environment: Temperate and warm forest, hill, marsh, and
zombies possess none of their former abilities. plains
Organization: Grove (6-11 plus 1 gallows tree)
Gallows Tree Zombie (Ex): Each gallows tree has several Challenge Rating: 4
gallows tree zombies connected to it. A Huge gallows tree may Treasure: None
have no more than seven gallows tree zombies connected to it Alignment: Always neutral
at one time. A Gargantuan gallows tree can have a maximum of Advancement: 7-12 HD (Medium); 13-18 HD (Large)
11 zombies connected to it at any given time. See the gallows Level Adjustment: —
tree zombie entry below for details on that monster.
This creature is a humanoid with deathly gray-green skin
Improved Grab (Ex): To use this ability, a gallows tree must dressed in tattered and torn clothes. Small plants, weeds, and
hit with its slam attack. It can then attempt to start a grapple fungi grow on the creature’s body. A long, sinewy, greenish-
as a free action without provoking an attack of opportunity. If brown noose connects the creature to the massive tree behind it.
it wins the grapple check, it establishes a hold and deals slam
damage each round the hold is maintained. Gallows trees zombies were once living humanoids slain and
devoured by a gallows tree and reborn from the seedlings as
Tremorsense (Ex): Gallows trees can automatically sense the a minion of said creature. They serve no purpose in life now
location of anything within 60 feet that is in contact with the other than killing to capturing living prey for the gallows tree
same vegetation the tree is touching. that created them. These monsters retain small memories of
their former lives and these scenes sometimes manifest in the
Treasure zombie’s mind, causing it great anger which it vents on the
Half-standard-- Gallows trees do not collect treasure but nearest living creature.
occasionally such items (the remnants of devoured prey) are
found in the vicinity of the creature. Gallows tree zombies show no spark of life in their eyes, but
Citrine (x2) [60 gp each] are not completely mindless. They are no undead even though
Fire opal [700 gp] their name suggests otherwise; therefore, they cannot be turned
Tourmaline [100 gp] or rebuked.
Gloves of arrow snaring [4,000 gp]
Potion of bull’s strength [300 gp] Combat
Scroll of dispel magic (CL 5th) [375 gp] Gallows tree zombies hand motionless from the gallows tree,
905 gp

2
appearing lifeless. When a living creature comes within 100
feet of a gallows tree, the zombies are lowered to the ground
35
f
and they move to attack.

Gallows tree zombies prefer uneven odds that favor them, so


ganging up on an individual is the norm in battle. Slain foes are
Ghost Eater
Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +2
dragged back to the gallows tree to be devoured or transformed Speed: 30 ft., climb 30 ft.
into a gallows tree zombie to replace any that fell in battle. AC: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/-2
Spore Cloud (Ex): As a free action, once every 1d4 rounds

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Attack: Bite +4 melee (1d4)
(but no more than three times per day), a gallows tree zombie Full Attack: Bite +4 melee (1d4) and 2 slams -1 melee (1d3)
can breathe a cloud of poisonous, greenish spores in a 5-foot Space/Reach: 5 ft./5 ft.
cube directly in front of it. a creature caught in the cloud must Special Attacks: Disrupting bite, eerie howl, final repose
succeed on a DC 14 Fortitude save or be slowed (as the slow Special Qualities: Darkvision 60 ft., detect undead, ghostly
spell) for 6 rounds. Once minute later, the creature must make resilience, low-light vision, scent
another Fortitude save (same DC) or take 1d3 points of Strength Saves: Fort +4, Ref +5, Will +3
damage. The save DC is Constitution-based. Abilities: Str 11, Dex 15, Con 12, Int 2, Wis 14, Cha 12
Skills: Climb +10, Jump +10, Listen +4, Spot +4, Survival +3
Fast Healing (Ex): A gallows tree zombie heals only if it is Feats: Ability Focus (eerie howl), Weapon Finesse (B)
connected to its gallows tree by its tether-vine. Environment: Any land or underground
Organization: Solitary, pair, or troupe (5-8)
Tether-Vine (Ex): A gallows tree zombie is connected to the Challenge Rating: 2
gallows tree that created it by a long sinewy vine. This vine Treasure: None
can be lengthened to allow the zombie to move up to 100 feet Alignment: Any
away from the tree. The vine is AC 19 (touch 12) and has 10 hit Advancement: 3-4 (Small)
points. Harming the vine deals no damage to the gallows tree Level Adjustment: —
zombie or the tree itself, but if severed, does prevent the zombie
from using its fast healing ability. This short humanoid’s form is quite emaciated, its long limbs
ending in gnarled claws and feet. Short tufts of white hair just
Tremorsense (Ex): Gallows tree zombies can automatically from the creature’s brown skin like moss patches on a tree. Its
sense the location of anything within 60 feet that is in contact golden-hued eyes fade totally to an off-white as it bears sharp
with the same vegetation the zombie is touching. teeth and attacks.

Treasure Found in any environment where there is undead, the ghost


None—Any treasure around the gallows tree zombie is part of eater hunts these unnatural creatures and consumes their
the trove listed with the gallows tree above. essence by biting into what is left of their bodies. A wizard,
whose home town was destroyed by an undead horde of
In Your Campaign ghouls, labored for years to create the perfect vehicle for his
Although not true undead, the gallows tree and its zombies vengeance—the ghost eater. Few would guess the ghost eater is
make for a great bluff. A villain could conceivably make his fashioned from infant trolls found near the wizard’s tower. The
hideout in a cave where a gallows tree would be the first line of creature’s innate defensive abilities were mutated by exposure
defense. Alternately, he could simply set up an ambush for the to positive energy to be more effective against the undead.
party near to one. After pumping the local rumor mill full of In addition, the basic troll size was altered to lure intelligent
false information (how the area is guarded by a vicious undead undead into a false sense of security. Today, ghost eaters have
tree and its zombies, the PCs would come equipped to deal with bred enough that their kind are spread across the lands and have
such a threat. Of course, they would have prepared wrongly collectively consumed thousands of their undead prey over the
and the villain gains that much more of an upper hand when he decades since their creation.
launches his counterstrike.
Combat
Ghost eaters typically avoid living creatures. When dealing
with undead, they are cautious and careful; despite their special
powers, ghost eaters are still small and weak in comparison to
most undead creatures, and they rely on stealth and speed to
bring down their more powerful prey.

Detect Undead (Su): A ghost eater can continuously detect


undead as the spell, with no need for concentration. This covers
a 120-foot radius around the ghost eater, and allows it to interact
with invisible undead without penalty. In addition, the ghost
eater gets a +10 bonus to Survival checks when tracking undead
creatures.

36
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Disrupting Bite (Ex): The ghost eater’s bite has the same effect
as the spell disrupt undead. Whenever the ghost eater makes a
successful bite attack against an undead creature, it inflicts an
additional 1d6 points of damage. In addition, a ghost eater can
hit incorporeal creatures with its bite attack as if using a ghost
any given moment.

A character who understands how to harvest and employ


8
Handle Animal (DC 15-20) skill to teach a ghost eater any basic
set of commands (such as distract, howl, or warn) to follow at

touch weapon. elements of a ghost eater can use its body to empower certain
spells (as spell components), as shown below:

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Eerie Howl (Su): The ghost eater’s eerie, echoing howl causes
mindless terror to take hold of all creatures that hear it— • Ghost Eater Eye for detect undead (Effect: +2 caster level)
including the spirits of the dead. All creatures within 60 feet
must make a Will save (DC 14). The howl has the same effect • Ghost Eater Tooth for animate dead (+2 caster level), create
as a fear spell with the following exceptions: it affects undead greater undead (+1 caster level), create undead (+1 caster
creatures, and it is a sonic effect which can be countered with level), disrupt undead (increase damage to 2d4), undeath to
silence or the bard’s countersong ability. A ghost eater can emit death (increase damage to 1d6/level)
an eerie howl up to 3 times per day. The save DC is Charisma-
based. • Ghost Eater Tongue or Windpipe for fear (spell can affect
the undead), halt undead (+2 caster level)
Final Repose (Ex): Undead creatures destroyed by a ghost
eater cannot return; even ghosts with the rejuvenation ability Each spell component is destroyed when the associated spell
are destroyed forever. A living creatures killed by a ghost eater is cast. As ghost eaters are rare and few people know how to
cannot rise as undead, its corpse cannot be affected by or used properly harvest these powers, there is little market for ghost
for animate dead, create greater undead, create undead, raise eater organs.
dead, reincarnate, resurrection, or similar spells.
If it is incorporated into a magic item, the ghost eater tooth
There are two ways to restore life to a creature slain by a ghost reduces the XP cost of creating ghost touch or bane (undead)
eater. True resurrection still functions normally. And if the weapons by 10%. It is possible that a ghost eater tooth could be
ghost eater that killed the victim can be found, captured alive, used to create potions of restoration, if the GM wanted to put
and brought to the corpse of the victim, wish, limited wish, or these items on the market.
miracle can restore the connection between spirit and corpse,
at which point raise dead and similar spells function normally.
If the ghost eater is killed, the spirits it has consumed are lost
forever. Ghostly Slasher
Medium Undead (Incorporeal)
Ghostly Resilience (Ex): A ghost eater receives a +10 racial Hit Dice: 3d12 (19 hp)
bonus to resist the spell-like abilities and supernatural powers Initiative: +2
of undead creatures. It is immune to the level drain and ability Speed: 30 ft.
damage attacks of undead creatures. It receives a +4 deflection AC: 14 (+2 Dex, +2 deflection), touch 14, flat-footed 14
bonus to AC against the physical attacks of undead. Finally, Base Attack/Grapple: +1/—
it receives spell resistance 17 against spells cast by undead Attack: Spectral short sword +3 melee (1d6)
creatures. Full Attack: Spectral short sword +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Skills: A ghost eater receives a +8 racial bonus on Climb Special Attacks: Fear
and Jump checks. It can always choose to take 10 on these Special Qualities: Incorporeal traits, undead traits
checks, even if distracted or endangered. The ghost eater uses Saves: Fort +1, Ref +3, Will +1
its Dexterity modifier for these checks instead of its Strength Abilities: Str —, Dex 15, Con —, Int 10, Wis 7, Cha 14
modifier. Skills: Hide +6, Intimidate +8, Listen +2, Search +3, Spot +2
Feats: Ability Focus (fear)
Treasure Environment: Any land or underground
None—Sine ghost eaters’ prey is the undead, not even defeated Organization: Solitary
foes leave treasure lying around for the taking. The ghost eater Challenge Rating: 3
has no use for these items, using only its abilities to hunt. Treasure: None
Alignment: Always chaotic evil
In Your Campaign Advancement: 4-9 HD (Medium)
As magical beasts, ghost eaters used as companions are Level Adjustment: —
extremely difficult to train. In the past, a few paladins and
undead hunters have managed to subdue and domesticate ghost An amorphous gathering of shadows hides a humanoid form
eaters, training the creatures to assist them in their battles within it. The face inside the shadows changes every few
against the restless dead. Some simply use ghost eaters as seconds, but all share the same crazed glare and obvious evil
living warning systems, training them to howl any time they

2
intent, evidenced further by the brief appearance of a pale
detect the presence of the undead. A character can use the sword blade.
37
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Every region in a campaign world has its handful of crazed
killers and other evil creatures whose only joy in life is to inflict
fear and death on others. When these creatures are eventually
hunted down and slain (commonly by brave adventurers), not
murderer gained his own measure of infamy, thus stoking the
fires of ego. Now even that joy is gone from existence, making
the slasher that much more intent on killing.

all of their souls descend into the realm of the damned. The Despite the fact that a ghostly slasher operates as a single
forces in charge of the hells decide to wad many of these entity, there is a possibility that PCs can speak to just one of
murdering, irredeemable spirits together and then send them the spirits which inhabits it. A cleric can cast speak with dead
on the slasher and, if it fails a Fortitude save, it is stunned for

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
back onto the Material Plane as one creature—a ghostly
slasher—to continue their evil work. a number of rounds equal to the cleric’s caster level. During
this time, if the cleric speaks the name of one of the inhabiting
As many as a dozen former murderers inhabit a ghostly slasher. spirits, he can ask questions as per the spell (but only for as
The area a particular slasher inhabits is dependant on the most long as the slasher is stunned). The knowledge of the spirit is
powerful spirit’s former life. Wherever it held dominion, be limited to its own corporeal life before becoming part of the
it urban or rural, that is where the slasher inhabits. Besides slasher. The party may need to find out where the killer hid one
this determination, the individual souls inside a slasher do not of his victim’s bodies or perhaps even where his former lair was
surface as a single being. Rather the image others see always located.
shifts from one spirit’s former visage to the next even though all
think as a collective mind. The spirit receives a Will save for the first question. If it
succeeds, it can answer the cleric however it likes (truth or a
Combat lie) or not at all. If it fails the Will save, the spirit must answer
The ghostly slasher seeks to ambush its victims, and then all questions put to it truthfully. A cleric who successfully
dismembers them horribly to inspire as much fear and furor in questions a spirit within the slasher becomes its next target.
a community as possible. It does not attack with its material Unless the undead is dispatched, the ghostly slasher hunts for
shortsword (which remains under the slasher’s cloak), but the cleric and does not rest until one of them is slain. The
with a spectral version of the same weapon that deals spiritual violation of the slasher by the speak with dead spell is an
damage as opposed to bodily wounds (but it all ends up as unforgivable act.
real damage in game terms—simply tell the player that his PC
feels intense chills and a sense of sorrow when hit by a spectral
sword).
Ghoul and Ghast (Template)
Fear (Su): Three times per night, as a free action, a ghostly “Ghoul” is a template that can be added to any sentient creature
slasher may make a fear attack. Spectral winds fill its cape, with an organic body and a soul who was killed by a ghoul
making it resemble the wings of a vulture spread over a kill. and affected by its Create Spawn ability, or who ate the flesh
From the shadows of the cape, the faces of the slasher’s victims of creatures of its type in life and recently died (referred to
can be seen shrieking in horror. All within 30 feet who see the hereafter as the “base creature”). In most campaigns, this will
slasher must succeed at a DC 15 Will save or be frightened for include any dragon, giant, humanoid, monstrous humanoid, or
2d4 rounds. shapechanger. Fey, elementals, and other such creatures depend
on the campaign’s cosmology; creatures that are a type of spirit
Skills: Ghostly slashers gain a +8 racial bonus on Hide checks are not subject to undead raising as a ghoul. It uses all the
in dark or shadowy conditions. creature’s statistics and special abilities except as noted below.

Treasure Size and Type: The base creature’s type changes to undead. As
None—Ghostly slashers exist only to frighten and kill others. base creature
Even if they could manipulate physical objects (thereby
taking their victim’s possessions as their spirits did in life), Hit Dice: Change to d12, and adjust hit points bonus for ability
they would have no use for them, relying instead on their own score modifications.
abilities. Only if the PCs slay a slasher as it finishes killing
another creature would the possibility of treasure exist (and then Speed: Same as the base creature.
only if friends or family of the slain creature do not claim the
possessions). Armor Class: The ghoul has +2 natural armor or the creature’s
natural armor, whichever is better, though it loses any
In Your Campaign manufactured armor bonuses.
Inspiring fear isn’t the only reason ghostly slashers dismember
their victims. The deeper meaning for this ritual is that the Base Attack: A ghoul has a base attack bonus equal to one-half
spirits inside the slasher are jealous of the bodies they slay. A its Hit Dice.
victim’s form represents the uniqueness which the slasher’s
component spirits can never again hope to attain. While the Attack: The ghoul retains any natural attacks, and gains 2
slasher may continue these murdering spirits’ life works, there natural claw attacks and a bite attack if it doesn’t already have
was always more involved than the act of killing itself. Each

d
them, though it loses any attacks with manufactured weapons.
Adjust retained natural attacks for ability score modifications.
38
Damage: Creatures without natural weapons gain a bite and 2
claw attacks based on the ghoul’s size category. If the creature
already has a bite or claws that do more damage, the creature
retains these, but adjusted for ability score modifications.
Turn Resistance (Ex): A ghoul has +2 turn resistance.

Saves: As base creature, modified by changes to abilities.


8
Abilities: Modify from the base creature as follows: Str +4,
Size Bite Claws Dex +0, Int –2, Wis +2, Cha –4. The creature’s ability scores

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cannot go below a 1. As an undead creature, a ghoul has no
Fine 1 — Constitution score.

Diminutive 1d2 1 Skills: Ghoul class skills when advancing are Climb, Escape
Artist, Hide, Intuit Direction, Jump, Listen, Move Silently,
Tiny 1d3 1d2 Search, and Spot. See Degeneracy, and adjust skills for ability
score modifications. Ghouls suffer a –2 racial penalty on skill
Small 1d4 1d3 rolls when using skills requiring fine manipulation.

Medium 1d6 1d4 Feats: The ghoul gains Multiattack. See Degeneracy.
Large 1d8 1d6 Environment: Any land or underground.
Huge 2d6 2d4 Organization: Solitary, gang (2–4), or pack (7–12).
Gargantuan 2d8 2d6 Challenge Rating: Same as the base creature.
Colossal 4d6 2d8
Treasure: None.

Special Attacks: A ghoul retains all of the special attacks of Alignment: Always chaotic evil.
the base creature, except for those affected by Degeneracy (see
below). Saves have a DC of 10 + 1/2 ghoul’s HD + ghoul’s Cha Advancement: As an undead creature.
modifier. It also gains the following:

Ghoul Fever (Su): Disease—bite, Fort save negates, incubation SAMPLE GHOUL
period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Ogre Ghoul
Charisma-based. An afflicted humanoid who dies of ghoul Large Undead
fever rises as a ghoul at the next midnight. A humanoid who Hit Dice: 4d12 (26 hp)
becomes a ghoul in this way retains none of the abilities it Initiative: –1
possessed in life. It is not under the control of any other ghouls, Speed: 40 ft.
but it hungers for the flesh of the living and behaves like a AC: 13 (–1 size, –1 Dex, +5 natural)
normal ghoul in all respects. A humanoid of 4 Hit Dice or more Base Attack/Grapple: +2/+13
rises as a ghast, not a ghoul. Attack: Bite +10 melee (1d8+7 plus paralysis)
Full Attack: Bite +10 melee (1d8+7 plus paralysis) and 2 claws
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must +8 melee (1d6+3 plus paralysis)
succeed at a Fortitude save or be paralyzed for 1d6 rounds. Space/Reach: 5 ft./10 ft.
Elves are immune to this paralysis. Special Attacks: Ghoul fever, paralysis
Special Qualities: Darkvision 60 ft., degeneracy, +2 turn
Special Qualities: A ghoul retains all the special qualities of resistance, undead traits
the base creature, except for those affected by Degeneracy (see Saves: Fort +4, Ref +0, Will +2
below), and receives those special qualities listed below. Abilities: Str 25, Dex 8, Con —, Int 4, Wis 12, Cha 3
Skills: Climb +7, Listen +3, Spot +3
Degeneracy (Ex): A ghoul loses all skills and abilities not Feats: Multiattack, Weapon Focus (bite)
typical of brute predators. All class abilities are lost except for Environment: Any land or underground
base saves. Ghouls are not able to learn or use feats that require Organization: Solitary, gang (2–4), or pack (7–12)
tool use, such as weapon and armor proficiencies or most Challenge Rating: 3
combat feats. The ghoul cannot learn or use skills such as Craft, Treasure: None
Profession, Disable Device, etc. The ghoul cannot advance in Alignment: Always chaotic evil
class levels after becoming a ghoul, unless it is levels in the Advancement: As undead creature
ghast prestige class (see below). The ghoul does retain racial
abilities, except for those that a ghoul is otherwise prohibited Nearly ten feet tall, this muscular humanoid has seen better
from learning. days. Once an ogre, time and becoming an undead monstrosity,

2 have, if possible, worsened its appearance. The creature’s pale


39
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brown skin is stretched tightly across its form. Sharp claws and
teeth are the most prominent features as the creature moves to
attack.
either he or it dies.

NEW PRESTIGE CLASS: GHAST


Ghouls who adapt to their degenerate undead state and thrive
This ogre succumbed to a ravenous pack of ghouls many years become fearsome predators called ghasts. While they can no
ago. The giant slew most of them before going down and longer follow the classes of civilization, cunning ghasts can
thereafter becoming a ghoul itself. While it normally hunts progressively build upon the powers of their cursed state and
alone, the ogre ghoul does not mind joining with a gang or pack

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
travel down darker paths, increasing their connection to the
of its fellows. When it does so, however, it always leads the Negative Energy Plane and becoming ever more deadly threats
group, as its size and strength make it an obvious choice for to those they encounter.
such a role.
Hit Die: d12
Combat
Attacking without fear, an ogre ghoul rushes a victim and tries Requirements
to kill him as quickly as possible to get at its warm flesh. If To qualify to become a ghast, a character must fulfill all of the
faced with multiple opponents, the undead ogre tries to paralyze following criteria.
the most dangerous looking warrior before going after a weaker, Race: Ghoul
and likely spellcasting, character. Since its intelligence is rather Special: Must create a pack of spawn.
low, the ogre ghoul does not retreat from combat until below
5 hit points. Even then, it retreats only long enough to find a
better location to attack its prey from. Class Skills
The ghast’s class skills (and the key ability for each skill) are
Ghoul Fever (Su): Disease—bite, Fort DC 8, incubation Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen
period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is (Wis), Move Silently (Dex), Search (Int), and Spot (Wis).
Charisma-based. An afflicted humanoid who dies of ghoul Skill Points at Each Level: 2
fever rises as a ghoul at the next midnight. A humanoid who
becomes a ghoul in this way retains none of the abilities it Class Features
possessed in life. It is not under the control of any other ghouls, All of the following are class features of the ghast prestige class.
but it hungers for the flesh of the living and behaves like a
normal ghoul in all respects. A humanoid of 4 Hit Dice or more Weapon and Armor Proficiency: Ghasts gain no proficiency in
rises as a ghast, not a ghoul. any weapon or armor.

Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must Paralytic Potency (Ex): At 1st level, the DC for the ghast’s
succeed at a Fortitude save (DC 8) or be paralyzed for 1d6 paralysis attack increases by +3.
rounds. Elves are immune to this paralysis.
Potent Fever (Ex): At 2nd level, the ghast’s ghoul fever DC
Skills: Ghouls suffer a –2 racial penalty on skill rolls when increases by +3.
using skills requiring fine manipulation.
Ghastly Combatant (Ex): At 3rd level, the ghast’s natural
Treasure armor increases to +4 if not already higher, and the ghast’s
None—Ghouls of any origin are interested only in consuming bite and claw damage increases by one size category as per the
the flesh of living creatures; a habit which leaves no time for ghoul damage table, if not already higher.
gathering useless treasure.
Shake the Elven Spirit (Ex): At 4th level, the ghast’s
In Your Campaign connection to the Negative Energy Plane is now sufficient to
A typical ghoul is on every PC’s “I’ve killed that” list. But affect even elves with its paralysis.
an ogre ghoul (indeed, any non-human originated ghoul) is a
variant that isn’t encountered every day. Twists like this to such Stench (Ex): At 5th level, the stink of death and corruption
classic undead can remind the PCs that although they may have surrounding a ghast is sickening. Those within 10 feet must
fought one, they haven’t fought them all. succeed at a Fortitude save or be wracked with nausea;
nauseated characters are unable to attack, cast spells,
Besides the more common description above, how might an concentrate on spells, or do anything else requiring attention.
ogre get unlucky enough for ghoul-dom? Perhaps his particular The only action such a character can take is a single move or
tribe believes in exiling an old or infirm ogre into an area move-equivalent action per turn. The save DC is Charisma-
known for its ghoul infestation. Once transformed into an based.
undead, the ogre is obliged to return to its brethren where it can
serve as a perimeter guard or advance warrior in a battle. This
loyalty comes from a ritual performed by the ogre tribe’s cleric
or shaman at the same time the slain ogre is rising as a ghoul.
This binds the ogre ghoul to the will of the tribe’s chieftain until
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Class Table: The Ghast
Class Level
1st
Base Attack
Bonus
+0
Fort Save
+0
Ref Save
+0
Will Save
+2
Special
Paralytic potency
8
2nd +1 +0 +0 +3 Potent Fever

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
3rd +1 +1 +1 +3 Ghastly combatant
4th +2 +1 +1 +4 Shake the elven spirit
5th +2 +1 +1 +4 Stench

Ghoul, Ichor
Medium Undead
Hit Dice: 6d12 (39 hp) the last—they are fanatical in their devotion to the Dripping
Initiative: +2 Darkness, and willingly allow themselves to be destroyed in
Speed: 30 ft. order to spread their horrid diseases.
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+5 Death Spray (Ex): The instant an ichor ghoul is killed or
Attack: Bite +5 melee (1d8+2 plus paralysis and poison) or spit destroyed, the pustules on its skin all burst simultaneously, so
+5 ranged touch (poison) that all creatures within 5 feet of it are exposed to its ghoul
Full Attack: Bite +5 melee (1d8+2 plus paralysis and poison) fever.
and 2 claws +0 melee (1d4+1 plus paralysis) or spit +5 ranged
touch (poison) Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation
Space/Reach: 5 ft./5 ft. 1 day, damage 1d3 Dex and 1d3 Con. The save DC is
Special Attacks: Death spray, ghoul fever, paralysis, poison Charisma-based.
Special Qualities: Damage reduction 5/silver, darkvision 60 ft,
+2 turn resistance, undead traits An afflicted humanoid who dies of ghoul fever rises as a normal
Saves: Fort +2, Ref +4, Will +7 ghoul at the next midnight. A creature that becomes a ghoul
Abilities: Str 15, Dex 15, Con —, Int 13, Wis 14, Cha 14 in this way retains none of the abilities it possessed in life. It
Skills: Balance +8, Climb +11, Hide +11, Jump +9, Move is not necessarily under the control of any other ghouls, but it
Silently +11, Spot +9 hungers for the flesh of the living and behaves like other ghouls
Feats: Dodge, Mobility, Spring Attack in all respects.
Environment: Any land or underground
Organization: Solitary, pair, gang (3-4), or pack (5-12) Paralysis (Ex): Those hit by an ichor ghoul’s bite or claw
Challenge Rating: 5 attacks must succeed at a DC 15 Fortitude save or be paralyzed
Treasure: None for 1d4+1 rounds. Elves are immune to this paralysis. The save
Alignment: Always chaotic evil DC is Charisma-based.
Advancement: 7-12 HD (Medium)
Level Adjustment: — Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fort
DC 15, 1d4 Con/ghoul fever. If a spell or spell-like ability is
A dirty white humanoid stares at you with oozing eye sockets used to delay, neutralize, or otherwise mitigate the effects of
pitted with a greenish glow. Rotting black teeth and stringy the poison, the caster must first make a caster level check as if
hair are its most handsome features when you compare it to the trying to overcome spell resistance 19. If this check fails, the
dozens of boils and pussy blisters across its form. spell has no effect.

Created to spread disease and general revulsion, the ichor ghoul Treasure
can be found in any environment where living creatures dwell. None—While ichor ghouls have the intelligence to use treasure
Ichor ghouls are found infrequently on their own. They are and equipment, such items do not fall into their disease-
most often acting on the directives of their creator, a being of spreading purview.
some power known as the Dripping Darkness.
In Your Campaign
Combat Ichor ghouls make ideal guardians (at least thematically)
In combat, an ichor ghoul often begins by spitting its poison at for temples and clergy dedicated to any deity of disease (the
one or more targets and then charging in to attack with tooth Dripping Darkness is a placeholder for any campaign god with
this portfolio). Temples where ichor ghouls are dwellers might

2
and claw. Ichor ghouls are fearless in combat, fighting to
feature areas where their skills can nicely complement. For
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example, the ichor ghoul’s competent Balance and Climb skills
are ideal for a room where a narrow beam stretches from one
side to the other. Characters falling from the beam might find
themselves in pools of filth that can cause ghoul fever or more
still supposed to be submissive to its creator. Unfortunately,
the primal ghoul’s nature forbids it to serve others. Instead the
monster leads other ghouls and ghasts in their eternal quest
to consume flesh. Adventurers should not be fooled by the
perhaps more run of the mill pools such as acid. In these areas, name “primal.” This name was given due to the creature’s
ichor ghouls can move across the narrow walkway to attack appearance, not its intelligence.
with practiced ease or even attack while hanging from a low
ceiling. Combat

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Like lesser ghouls and ghasts, primal ghouls prefer to attack
When sent on the offensive, ichor ghouls make great sewer from ambush. In wilderness or urban areas, they like to climb
dwellers within larger cities. Their diseased forms are more sheer walls where they lie in wait, dropping down to attack from
than appropriate for these subterranean waste tunnels. When above when their prey passes beneath them. Few expect undead
challenged by a superior force inside a community, ichor ghouls creatures to move quickly, so primal ghouls use their superior
flee toward the largest concentration of people. Thus, when speed to make furious charge attacks from a distance or to flee
they are inevitably slain by city defenders, their death spray from combat if they are overwhelmed. Primal ghouls are quite
infects as many people as possible. poor-sighted (they do not have darkvision or low-light vision),
but they have exceptional senses of small and hearing.

Ghoul Fever (Su): Disease—bite, Fortitude DC 16, incubation


Ghoul, Primal 1 day, damage 1d3 Dex and 1d3 Con. The save DC is
Large Undead Charisma-based.
Hit Dice: 7d12+3 (78 hp)
Initiative: +1 An afflicted humanoid who dies of ghoul fever rises as a normal
Speed: 50 ft. ghoul at the next midnight. A creature that becomes a ghoul
AC: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 in this way retains none of the abilities it possessed in life. It
Base Attack/Grapple: +3/+14 is not necessarily under the control of any other ghouls, but it
Attack: Bite +9 melee (2d6+7 plus paralysis) or tongue +9 hungers for the flesh of the living and behaves like other ghouls
melee touch (paralysis) in all respects.
Full Attack: Bite +9 melee (2d6+7 plus paralysis) and 2 claws
+7 melee (1d6+2 plus paralysis) or tongue +9 melee touch Grappling Tendrils (Ex): A primal ghoul’s internal organs
(paralysis) and 2 claws +7 melee (1d6+2 plus paralysis) have been transformed into animate tendrils. If the primal
Space/Reach: 10 ft./10 ft. (20 ft. with tongue) ghoul begins its turn holding an opponent within a square
Special Attacks: Ghoul fever, grappling tendrils, improved it threatens with its bite, it may transfer the victim to its
grab, paralysis, spines, stench abdominal tendrils with a successful grapple check. Thereafter,
Special Qualities: Heightened scent, +2 turn resistance, undead the tendrils can hold the opponent, freeing up whatever
traits appendage had been holding the creature previously. As long as
Saves: Fort +2, Ref +4, Will +7 the hold is maintained, the primal ghoul automatically deals bite
Abilities: Str 25, Dex 15, Con —, Int 13, Wis 14, Cha 16 damage (including paralysis) to the held creature each round.
Skills: Balance +6, Climb +12, Escape Artist +6, Hide +7, Jump If only these tendrils hold an opponent, the primal ghoul is not
+14, Listen +22, Move Silently +9, Search +5*, Survival +2* considered grappled.
Feats: Multiattack, Power Attack, Toughness
Environment: Any Improved Grab (Ex): To use this ability, a primal ghoul must
Organization: Solitary, pair, gang (3-5), pack (2-4 plus 7-12 hit with its tongue attack. If it establishes a hold, it can attempt
ghasts), or contingent (2-5 plus 7-12 ghasts and 20-40 ghouls) to pull the victim to any position within its reach with an
Challenge Rating: 6 opposed Strength check.
Treasure: Standard
Alignment: Usually chaotic evil Paralysis (Ex): Those hit by a primal ghoul’s bite, claw, or
Advancement: 8-14 HD (Large); 15-21 HD (Huge) tongue attack must succeed at a DC 16 Fortitude save or be
Level Adjustment: — paralyzed for 1d4+1 rounds. Even elves can be affected by this
paralysis. The save DC is Charisma-based.
This grotesque humanoid’s form is elongated with dark mauve
skin and pale spiky growths. Gangly arms and head end in Spines (Ex): Any creature grappling a primal ghoul takes
razor-sharp claws and teeth that snap eagerly as the form lopes 1d6 piercing damage each round from bony growths on the
toward you. Perhaps most shocking is the monster’s open chest monster’s body.
cavity which sprouts fleshy undulating tendrils.
Stench (Ex): The stink of death and corruption surrounding
Sometimes when a spellcaster wants to build a better monster, these creatures is overwhelming. Living creatures within 15
the result is not always what he expected. The primal ghoul feet must succeed a DC 16 Fortitude save or be sickened for
1d6+7 minutes. A creature that successfully saves cannot be

d
was developed originally as a more powerful version of a
ghoul. And while this goal was achieved, the creature was affected by the same primal ghoul’s stench for 24 hours. A
42
delay poison or neutralize poison spell removes the effect from
a sickened creature. Creatures with immunity to poison are
not affected, and those resistant to poison receive their normal
bonus on saves. The save DC is Charisma-based.
Grave Risen
Medium Undead
Hit Dice: 5d12+3 (35 hp)
Initiative: +2
Speed: 30 ft.
8
Heightened Scent (Ex): Primal ghouls have the scent ability to AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
a range of 90 feet, rather than the standard 30 feet (strong smells Base Attack/Grapple: +2/+4

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
may increase this range). Within 30 feet, they can effectively Attack: Claw +5 melee (1d4+2 plus blood poisoning)
“see” by means of scent, as if with the blindsight ability. Full Attack: 2 claws +5 melee (1d4+2 plus blood poisoning)
Creatures that have no scent (such as incorporeal creatures or Space/Reach: 5 ft./5 ft.
some constructs) cannot be “seen” by the primal ghoul’s sense Special Attacks: Animate dead, blood poisoning
of small. Special Qualities: Darkvision 60 ft, +2 turn resistance, undead
traits
Skills: Primal ghouls have a +8 racial bonus on Listen checks. Saves: Fort +1, Ref +3, Will +6
*When tracking by scent, they have a +10 racial bonus on Abilities: Str 14, Dex 15, Con —, Int 13, Wis 14, Cha 16
Survival checks. They also have a +8 racial bonus on Search Skills: Climb +7, Escape Artist +5, Hide +8, Jump +5, Listen
checks if the search might be aided by superior olfactory senses +8, Move Silently +8, Search +6, Spot +8
(for instance, finding a secret door when a creature has recently Feats: Toughness, Weapon Focus (claw)
passed through it). Environment: Any
Organization: Solitary or troupe (1 grave risen plus 2-5
Treasure Medium zombies)
Standard—As with any corporeal creature who utilizes tactics Challenge Rating: 4
and is self-aware, treasure (specifically equipment) is something Treasure: None
to be kept and later used as the situation warrants. As such, the Alignment: Always chaotic evil
primal ghoul keeps non-weapon/armor equipment on hand. Advancement: 6-12 HD (Medium); 13-15 HD (Large)
Elixir of fire breath [1,100 gp] Level Adjustment: —
Ring of clumsiness (left behind when outmatched so opponents
will be using it next time the primal ghoul attacks) [500 gp] This rotting, worm-ridden corpse is draped in tattered and loose
400 gp fitting rags and dented armor. Blackened eye sockets serve as
its eyes, and the stench of death clings to its body. Its nails are
In Your Campaign long and filthy, caked with soil from the grave.
As far as ghoul-level undead go, the primal ghoul is certainly
the most dangerous. But hey do have one weakness that a Grave risen are rotting undead creatures that upon first glance
kindly GM will let players exploit. The creature’s heightened resemble zombies. They are created from a normal corpse in
scent ability is sharp enough to allow them to “see” but what if an area where the blood of a spellcaster is spilled and permeates
PCs can throw a blanket over that sense? the ground. The blood fuses with a corpse which sometimes
animates as a grave risen. These creatures rarely wander far
By carrying or strategically placing particularly pungent items from the area where they were risen, preferring the stench of
in a combat area, the primal ghoul’s scent ability can be thrown death and the serenity of death that lingers in the air.
off or blocked altogether. Alternately, a few enterprising
merchants now carry “stench sticks” which are very similar Grave risen have no love for the living and attack living
to smokesticks (Craft (alchemy) DC 20 and creator must be a creatures on sight. Living creatures slain by a grave risen are
spellcaster) for adventurers to use against these and other scent- clawed and mutilated and then buried in a shallow grave by the
using creatures. grave risen as a mockery of its own current existence. Grave
risen do not speak or communicate; only occasionally loosing
Stench stick: This alchemically treated wooden stick instantly guttural tones from their rotting vocal organs.
creates pungent, translucent smoke when ignited. The smoke
fills a 20-foot cube (treat the effect as a stinking cloud spell, Combat
except that a moderate or stronger wind dissipates the smoke Since grave risen are rarely encountered anywhere but
in 1 round). The stick is consumed after 1d4 rounds, and the cemeteries, burial grounds, or the like, they usually begin
smoke dissipates naturally. combat by animating corpses and sending them against their
aggressors. After animating corpses, the grave risen attempts to
In addition to the nauseating effect, any creature which has the down its foes with its filthy claws. Slain foes are destroyed (as
scent or heightened scent ability are unable to use that ability detailed above) and are not consumed by a grave risen.
while inside the stench cloud plus an additional 1d4 rounds after
leaving the cloud. The cost for a stench stick is 40 gp and the Animate Dead (Sp): Once per day, a grave risen can animate
weight is 1/2 lb. dead, as the spell (caster level 5th).

Blood Poisoning (Ex): A creature hit by a claw attack must

2 succeed on a DC 15 Fortitude save or contract blood poisoning.


43
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This deals 1 point of Constitution damage to the victim per
minute until the victim dies or the blood poisoning is healed.
A neutralize poison or remove disease spell rids the victim of
blood poisoning, as does a DC 15 Heal check. Multiple wounds
Gray Death
Large Undead (Fire)
Hit Dice: 12d12 (78 hp)
Initiative: +7
to the same foe do not result in multiple instances of blood Speed: Fly 30 ft. (good)
poisoning. The save DC and check DC are both Charisma- AC: 15 (-1 size, +3 Dex, +3 deflection), touch 15, flat-footed 12
based. Base Attack/Grapple: +6/—

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Attack: Touch +8 melee (burn)
Treasure Full Attack: Touch +8 melee (burn)
None—Grave risen see any equipment and treasure as part of Space/Reach: 10 ft./10 ft.
their living existence and throw each piece they find as far away Special Attacks: Burn, engulf, smother
as possible; most likely into the nearest running water source. Special Qualities: Blindsight 120 ft., cloudform, damage
reduction 5/magic, fire subtype, immunity to sonic, lifesense,
In Your Campaign undead traits
Besides the locations listed above, PCs are likely to encounter Saves: Fort +4, Ref +7, Will +9
grave risen on former battlefields where spellcasters have also Abilities: Str —, Dex 17, Con —, Int 10, Wis 13, Cha 16
fallen and shed blood. As such, there is still a heap of corpses Skills: Hide +11, Move Silently +15, Search +12, Spot +13,
the grave risen can animate as needed. The grave risen work Survival +13
well in adventures where a main villain isn’t present. For Feats: Combat Reflexes, Dodge, Flyby Attack, Improved
example, perhaps the PCs are sent to find a magical weapon lost Initiative, Mobility
in a battle decades ago. When they arrive at the battleground, Environment: Warm desert
the area is littered with grave risen. Organization: Solitary
Challenge Rating: 7
The problem is two-fold here; for even if the PCs could dispatch Treasure: None
all of the grave risen and their zombies (or otherwise sneak onto Alignment: Always neutral evil
the battlefield to search without being noticed), how can they Advancement: 13-19 HD (Large); 20-36 HD (Huge)
be sure that the weapon has not already been pitched like these Level Adjustment: —
undead do with all treasure. If the PCs come up empty-handed
on a search, they might try throwing another sword into the A towering gray form flies toward you. It has a vaguely
protected area. Then they can monitor what happens when a humanoid upper body with a swirl of ash and dirt as the lower
grave risen finds it. Does he throw it somewhere obvious, like body beneath. As the creature nears, you see a smoky mouth
a nearby river, or does he drop it into a deep chasm which was and pupiless eyes open on its face. Behind each opening is a
hidden to the PCs up until that point? fiery red glow emanating from the bowels of the monster.

Born from a creature that was burned alive, the gray death
seeks to destroy all living creatures in revenge for its current
state. When this creature dies, its spirit gathers up the elemental
force which slew it. The soul then drifts slowly and invisibly
for 1d4 days before reforming up to a mile from the place of its
death. The gray death’s “birth” is a spectacular display of fiery
explosions contained within a 10-foot area.

A gray death avoids all bodies of water, even to the point of


giving up pursuit of living prey. Despite the fact that the gray
death flies, it still does not cross larger bodies of water no
matter how high it climbs. Knowledgeable adventurers try to
use this fact to their advantage when they are forced to fight a
gray death.

Combat
Gray deaths pursue and engage all living creatures they find.
They use their great agility and flight to close with slow-moving
opponents, usually reserving Flyby Attack and their engulf
ability for quicker foes or against greater numbers of targets.

Burn (Ex): A gray death’s touch attack deals 2d6 points of


fire damage. Flammable substances or creatures touched by a
gray death must make a DC 15 Reflex save or be ignited (see
“Catching on Fire” in the DMG). A creature or flammable item

44
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that remains in contact with the gray death for 1 full round takes
16 points of fire damage.

Engulf (Ex): A gray death can simply engulf creatures smaller


than itself. It cannot make a touch attack on a round during
which it attempts to engulf. To engulf a target, the gray death
resulting birth explosion inflicts 4d6 points of fire damage to
any creatures within the 10-foot by 10-foot area.

This can be a real problem if a massive fire sweeps through


an urban community. If even just a handful of those slain turn
8
need only move into that creature’s space. The target of the into gray deaths, their subsequent births could inflict even more
engulf attack may make an attack of opportunity against the damage to parts of the city not even near the original fire.

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
gray death, but doing so prevents it from making a Reflex
save (DC 10 + 1/2 the gray death’s HD + the gray death’s A sage knowledgeable in the undead (specifically the gray
Dex modifier) to avoid being engulfed. Engulfed creatures death) will hire an adventuring band after a local fire to search
automatically take burn damage every round and are also for potential gray death soul sparks before they can explode into
smothered (see below). Creatures that succeed their Reflex save their true forms.
dodge back or aside (player’s choice) when the gray death move
into their space. Characters can locate these dangerous soul sparks with any
of the usual means used to detect invisible creatures. Once
The body of a creature slain while engulfed by a gray death located, the spirit can be put to rest by either inflicting 12 points
bursts into flames and is completely consumed at the beginning of damage to it (with magic only) or by succeeding a turn
of the gray death’s next turn. The ashes of victims one or two undead check against it as if it were a 6 Hit Dice creature.
sizes smaller than the gray death merge with it and cause it to
grow; a victim two sizes smaller grants it one extra HD, while
a victim one size smaller grants it 2 HD (up to its maximum of
36 HD and size Huge). A resist energy (fire) spell cast on the Hoar Spirit
victim’s corpse prevents this transformation for 1d4 rounds, Medium Undead (Cold)
while a protection from energy (fire) spell cast on the victim’s Hit Dice: 5d12 (32 hp)
corpse prevents the transformation for the spell’s duration. Initiative: +2
Similar spells or powers also retard or stop this process, at the Speed: 30 ft.
GM’s discretion. Touch-range healing spells applied to an AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
engulfed creature damage the gray death instead. Base Attack/Grapple: +2/+5
Attack: Claw +6 melee (1d4+3 plus 1d3 cold and glaciate)
Smother (Ex): Any creature engulfed by a gray death must Full Attack: 2 claws +6 melee (1d4+3 plus 1d3 cold and
make a DC 16 Reflex save or begin to smother. If the creature glaciate)
makes its save, it catches its breath in time and merely begins Space/Reach: 5 ft./5 ft.
the process of suffocation normally (see “Suffocation” in the Special Attacks: Cold, cone of cold, glaciation
DMG). If the save failed, the creature is nauseated, and is Special Qualities: Cold subtype, darkvision 60 ft., sense heat,
unable to hold its breath: It must begin making Constitution undead traits
checks immediately (per the suffocation rules) to avoid passing Saves: Fort +1, Ref +3, Will +6
out and suffocating. Leaving the gray death ends the checks, Abilities: Str 17, Dex 15, Con —, Int 10, Wis 15, Cha 15
but a creature that had begun to make Constitution checks Skills: Balance +7, Climb +7, Hide +8, Listen +10, Move
is nauseated for 1d3 rounds after leaving the death’s space. Silently +7, Spot +10
Successfully turning a gray death forces it to expel any engulfed Feats: Alertness, Weapon Focus (claw)
victims. Environment: Any cold land
Organization: Pair or gang (6-11)
Cloudform (Ex): This ability is identical to the effects of the Challenge Rating: 3
spell gaseous form. Treasure: None
Alignment: Always chaotic evil
Lifesense (Su): Gray deaths can sense the presence and the Advancement: 6-10 HD (Medium)
direction toward all living creatures within one mile. Level Adjustment: —
Treasure This being is a gaunt humanoid dressed in tattered rags. Its
None—The gray death barely has a body, much less the need, to skin and pale gray and ice crystals have formed on various
carry treasure. parts of its body. Its hands end in claws, each with translucent
icy blue nails. Its eyes are frozen open and show no signs of
In Your Campaign life.
When a gray death is born in its fiery explosion, it is actually
triggered by a tiny pinprick which links the Elemental Plane of Believed to be the spirits of humanoids that freeze to death
Fire to the Material Plane. When the soul which powers this either because of their own mistakes or because of some
undead dies in a fire, it then searches for a more permanent ritualistic exile into the icy wastes by their culture, hoar spirits
source of fire to power itself. The soul spark drifts for a time haunt the icy wastelands of the world seeking warm-blooded
because it unconsciously is looking for a “weak” area where

2
living creatures to share their icy hell.
the Fire Plane can be accessed. When it finds such an area, the
45
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Hoar spirits are rarely encountered alone. Though they act
independently and never communicate to each other, something
draws these creatures to each other. Perhaps some semblances
of their former lives or maybe like-minded creatures that share
All formians within 50 miles of their queen are in constant
communication. If one is aware of a particular danger, they all
are. If one in a group is not flatfooted, none of them are. No
formian in a group is considered flanked unless all of them are.
the same fate are drawn together. Sages have speculated on this
for ages. The unifying factor might not be a magic item, but could be the
lost fragments of a forgotten ice deity. The godling was thought
Hoar spirits do not speak, and it is not known if they even destroyed in a long-ago struggle and the pieces of its body were

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
understand language at all. They have a distinctive low-pitched flung to the ends of the campaign world. However, the pieces
moan that sounds like a whistling wind blowing though ice and which landed in the godling’s native environment (arctic cold)
snow covered trees. are still powerful enough to animate and call upon the hoar
spirits to find them.
Combat
When confronted, a hoar spirit attacks with its claws attempting
to freeze its foe. If facing multiple opponents, a hoar spirit
blasts them with its cone of cold before engaging them with its Inscriber
claws. Creatures killed by a hoar spirit are dragged to its icy Medium Undead
lair, kept on ice, and devoured at the monster’s leisure. Hit Dice: 4d12 (26 hp)
Initiative: +0
Cold (Ex): Hoar spirits generate intense cold. Any melee hit Speed: 30 ft.
deals cold damage. creatures attacking the hoar spirit unarmed AC: 14 (+4 natural), touch 10, flat-footed 14
or with natural weapons suffer cold damage each time their Base Attack/Grapple: +2/-3
attack hits. Attack: Slam +3 melee (1d4+1 plus mnemonic exchange)
Full Attack: Slam +3 melee (1d4+1 plus mnemonic exchange)
Cone of Cold (Sp): Once per day, a hoar spirit can produce an Space/Reach: 5 ft./5 ft.
effect similar to a cone of cold spell. The cone is 30 feet long Special Attacks: Mnemonic exchange, confusion aura
and deals 3d6 points of cold damage to creatures caught in the Special Qualities: Absorb text, spell-like abilities, darkvision
area. A successful DC 14 Reflex save halves the damage. The 60 ft., fast healing 1, undead traits
save DC is Charisma-based. Saves: Fort +1, Ref +1, Will +5
Abilities: Str 12, Dex 10, Con —, Int 19, Wis 13, Cha 15
Glaciation (Su): A creature hit by a hoar spirit’s claw must Skills: Concentration +7, Craft or Knowledge (any two) +14,
succeed on a DC 14 Fortitude save or be overcome with bone- Decipher Script +11, Listen +5, Move Silently +2, Profession
numbing cold that paralyzes the opponent for 1d4+1 rounds and (any one) +8, Search +11, Sense Motive +7, Spot +5
deals 1 point of Dexterity damage. The save DC is Charisma- Feats: Skill Focus (any Craft or Knowledge) (2)
based. Environment: Any
Organization: Solitary
Sense Heat (Su): Hoar spirits can detect heat (such as that Challenge Rating: 4
generated by living creatures) in a 60-foot radius. This includes Treasure: Standard
the heat given off by invisible creatures. This ability can be Alignment: Always neutral
stopped or started as a detect evil spell (caster level 7th) except Advancement: 5-12 HD (Medium)
there is no chance the hoar spirit is stunned and it is not blocked Level Adjustment: —
by stone, wood, or other material.
A gray-skinned corpse in tattered common clothes leers at
Treasure you with soft yellow eyes. Despite being on the verge of
None—After their rebirth as hoar spirits, these humanoids leave decomposition, the creature’s skin is covered in strange black
all equipment buried where they died. Equipment and other writing.
accoutrements only get in the way between a hoar spirit and
heated flesh. Using a weapon would deprive a hoar spirit from It has been said that the search for knowledge can be a soul-
the pleasure of tearing at living creatures with its own icy claws. consuming pursuit. The unfortunate case of the inscribers
proves the saying’s literal truth. Every inscriber was once a
In Your Campaign living scholar who obsessed over a certain field of study. Some
The fact that no hoar spirits are encountered on their own can inscribers devoted their lives to particulars of occult lore, while
point to a more unusual cause than is stated above. Instead of others strove to catalog every species of plant in existence, or to
attributing it to like minds, perhaps hoar spirits are the result of learn the secrets of creating perfect wine.
a magical device hidden in the icy wastes of the spirits’ home.
While calling to these undead to unearth itself, the gem might Regardless of their missions, they shared the same end: after
also have a “hive mind” effect on the spirits. Not only are they death, their lust for knowledge overcame the laws of nature,
drawn to each other, but they can, as a variant ability, share each driving them to search the world for further information. But
others’ thoughts. Adding this ability increases the hoar spirit’s

d
with their minds shattered and their self-identities subsumed by
CR by +1 and reads like that for a formian: Hive Mind (Ex): their missions, inscribers are unable to learn from experience.
46
Instead, they rob the memories of the living and drink the text
of books.

Many inscribers have a gray cast to their skin due to the


bleeding of the magical ink used to write on themselves. The
written materials within 15 feet as a standard action. By

8
concentrating, the inscriber lifts all writing off nearby surfaces,
and the text swirls through the air into the inscriber’s mouth.
Affected objects are left blank, and the inscriber gains full
knowledge of all absorbed text. Only text written with some
writing is an inscriber’s summary and analysis of absorbed texts form of liquid (whether ink, dye, or blood) is affected. Objects
and memories, and is constantly scrawled over blank flesh as if the inscriber is unaware of (such as hidden objects, and objects

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
by an invisible pen. When inscribers run out of room on their inside containers) are unharmed, and attended or magical items
bodies, they tear off strips of skin, and press the “pages” into can make DC 14 Will saves to resist. The save DC is Charisma-
enormous tomes they carry at all times. The skin soon regrows, based. If the inscriber absorbs the text of a scroll, the inscriber
and is filled with writing once again. gains the ability to cast the scroll’s spells once each as a spell-
like ability.
Inscribers use their absorbed information to determine where
to search for more. They travel to libraries, monasteries, Spell-Like Abilities: At the start of any encounter, a given
the homes of experts in their fields, and wherever else they inscriber is assumed to have absorbed 1d4+1 scrolls. The
might acquire knowledge. Though they rarely cause harm inscriber can cast each spell from a scroll once, as a spell-like
intentionally, inscribers can bring great misfortune to populated ability, at the scroll’s caster level. The contents of absorbed
areas, due to the auras of confusion that surround them. scrolls can be determined as if they were medium magic items
found in a treasure. The inscriber can also convert (as a good
Inscribers do not speak, but understand Common and any cleric converts prepared spells to cure spells) spell-like abilities
languages they knew in life. An inscriber is exceedingly gained from scrolls into any of the following: discern location,
difficult to communicate with, but a creature who gets an find the path, illusory script (DC 15), legend lore, secret page,
inscriber’s attention by displaying knowledge of the inscriber’s sepia snake sigil (DC 15). Caster level 7th. The save DCs are
chosen field has a chance of getting through to what remains of Charisma-based. Inscribers activate their spell-like abilities by
the scholar’s mind. When this happens, the inscriber’s writing tearing off skin where mystic text is written, and holding the
slows, as it lets its focus slip. There are stories of inscribers scraps aloft. The skin cannot be used by creatures other than
who, reminded of their lives, chose to assist those who the inscriber.
approached them by giving away some of their knowledge.
Inscribers’ Tomes: A typical inscriber’s tome weighs about 4
Combat pounds and is slightly smaller than a human torso. It has no
Inscribers generally pursue their own tasks, ignoring others and inherent magical qualities, but may be warded with illusory
protected by their confusion auras. Inscribers who are attacked script and sepia snake sigil. The text is written in the inscriber’s
or have their tomes stolen will use any appropriate spell-like native language, and its style is confusing and opaque.
abilities they have absorbed on their opponents, and then, if Nonetheless, an inscriber’s tome is an extremely comprehensive
brought into melee, daze and drain their enemies. and valuable resource on a given subject. A creature using an
inscriber’s tome for research must make an appropriate Craft,
Mnemonic Exchange (Su): Intelligent creatures hit by an Knowledge, or Profession check in the inscriber’s area of study
inscriber’s slam attack are affected by one of two possible to understand enough of the text to find useful information.
effects (inscriber’s choice). The inscriber can either cause the The DC for this check ranges from 15 for relatively common
creature 1d6 points of Intelligence damage, learning all that information, to 30 for extremely complicated or obscure topics.
the creature knows about the inscriber’s area of study in the Inscribers will fight to the death to protect their tomes, and
process, or infuse the creature with a portion of the inscriber’s abandon their quests to recover them.
own knowledge. In the latter case, the creature gains a +6
competence bonus on a Craft, Knowledge, or Profession skill Treasure
possessed by the inscriber for a number of days equal to the Standard—The treasure of an inscriber is always related to its
creature’s Intelligence modifier, and must immediately succeed field of study. Given below are items having to do with the
on a DC 16 Will save or be dazed for 2d12 rounds. This is a study of rust monsters. Loose coins are kept in separate belt
mind-affecting effect. The save DC is Intelligence-based. pouches so that trails can be left for a rust monster to follow
to another location the inscriber desires (as well as to note its
Confusion Aura (Su): All intelligent creatures who come reaction to different metals).
within 40 feet of an inscriber have their minds flooded with Large well-done wool tapestry (depicting a rust monster with
images and words related to the inscriber’s field of study. An draconic wings) [350 gp]
affected creature must succeed on a DC 14 Will save or be Crowbar [2 gp]
overwhelmed by the torrent of information and confused for Masterwork dagger (x2; both with rust monsters depicted on the
2d4 rounds. Creatures who make successful saves cannot be handles) [302 gp]
affected again by that inscriber’s confusion aura for 24 hours. 20 cp
An inscriber’s confusion aura is a mind-affecting phantasm 58 sp
effect. The save DC is Constitution-based. 138 gp
10 pp

2
Absorb Text (Su): An inscriber can absorb the text of all
47
f
In Your Campaign
When an adventure or even a campaign focuses on the written
word, the normally benign inscribers become deadly foes.
While a party of adventurers seeking information might be able
turned on those creators and caused the destruction of several
communities. Since that time their kind has dispersed to claim
marshes all over the continent.

to gather information from a local bard, it is far more likely Some sages speculate that these undead are controlled by a
that they require a library for proper research on the topic. If Large jikini of great power and intelligence but this theory
an enemy wants to keep the knowledge hidden, directing an is, thankfully, as yet unsubstantiated. The jikini can speak
inscriber to the library is the best way. Common and one language native to the region they are in

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
(GM’s choice). Their speech is raspy and accented by soft
It is said that, centuries ago, a trickster god convinced a young squish from their throats at the end of every statement.
man to devote his life to researching the other gods. The minor
deity wished to learn his greaters’ weaknesses and knew that Combat
only a lowly mortal might succeed at the task (the trickster Jikini prefer to attack from a hidden position if at all possible,
was forbidden to even speak of such knowledge). That young climbing to a decent height before dropping on their victims
man became so involved with the cosmic directive that he died being a preferable tactic. The jikini is also capable of making
and became the first inscriber. It is only now that the trickster use of nearby areas of water to both attack from and lead
discovered the young man succeeded in his mission and the victims into.
deity searches for the undead. The obvious adventure idea
here is for the PCs to keep the trickster from finding the ancient Minor Rot (Su): Disease—bite, Fortitude DC 12, incubation
inscriber while trying to learn where the former scholar is period 1 day, 1 Con and 1 Con. The save DC is Charisma-
traveling to and possibly gain his allegiance. based.

Eat Corpse: One disgusting aspect of the jikini nature can


actually work against them in combat. Due to their ever-
Jikini ravenous hunger, corpse-eaters are prone to falling upon
Medium Undead any fresh corpse they encounter, including those of their
Hit Dice: 2d12+3 (16 hp) fallen comrades, becoming momentarily oblivious to their
Initiative: +1 surroundings while they feed. To avoid this potentially suicidal
Speed: 20 ft., climb 20 ft., swim 20 ft. behavior, jikini must succeed a Will save (DC 15) or spend a
AC: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 full round greedily gulping down chunks of flesh, thus losing
Base Attack/Grapple: +1/+2 their Dexterity bonus to AC and granting opponents a +4 bonus
Attack: Bite +2 melee (1d6+1 plus disease) to their attack rolls.
Full Attack: Bite +2 melee (1d6+1 plus disease)
Space/Reach: 5 ft./5 ft. Skills: Like the snakes they are created from, jikini have a +4
Special Attacks: Minor rot racial bonus on Hide, Listen, and Spot checks and a +8 racial
Special Qualities: Darkvision 60 ft, eat corpse, +2 turn bonus on Balance and Climb checks. Jikini can always choose
resistance, undead traits to take 10 on a Climb check, even if rushed or threatened.
Saves: Fort +0, Ref +1, Will +4 Jikini use either their Strength modifier or Dexterity modifier
Abilities: Str 13, Dex 13, Con —, Int 13, Wis 13, Cha 13 for Climb checks, whichever is higher. It has a +8 racial bonus
Skills: Balance +14, Climb +14, Hide +10, Listen +10, Spot on any Swim check to perform some special action or avoid a
+10, Swim +9 hazard. Jikini can always choose to take 10 on a Swim check,
Feats: Toughness even if distracted or endangered. It can use the run action while
Environment: Any land or underground swimming, provided it swims in a straight line.
Organization: Solitary or gang (2-5)
Challenge Rating: 2 Treasure
Treasure: None None—If the jikini have goals, collecting treasure is not one of
Alignment: Always chaotic evil them.
Advancement: 3-5 HD (Medium)
Level Adjustment: — In Your Campaign
Any character hailing from a region with temperate marshes
A bone-white serpent slithers clumsily into your view. Its bulk may have heard of the jikini and know about their origins
protrudes disgustingly with undigested bones. Powerful jaws (Knowledge (local) check DC 17). Such knowledge can grant a
snap together as it notes your presence. distinct advantage especially in light of the undead’s eat corpse
quality.
Fashioned from common vipers, jikini were created for a
good purpose—to dispose of dead bodies after a plague swept Instead of the origin story given above, the jikini can make
through the region. Unfortunately, their undead nature turned for a good one-shot adventure by twisting the story. Perhaps
these snakes to evil, mutating their poisonous bite into a disease the jikini are the result of one tribe of humanoids being cursed
into this form. They beg the PCs to help them escape undeath

d
and increasing their mental attributes to dangerous levels.
When they were finished with their task of corpse clean-up, they and the curse by slaying a nearby sorcerer. But after further
48
investigation and a hasty explanation by the sorcerer at the end
of the characters’ blades, circumstances may reveal that these
jikini were cursed for a very good reason. 8
items and absorb them into itself. The items that the lector
acquires bestow it with intense power, making it a dangerous
and frightening opponent.

The objects that lectors seek are unique, and need not be
magical in nature; they must simply have histories involving
Lector evil acts. A lector may be attracted to a kitchen knife that a

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Medium Undead woman used to murder her husband, a teddy bear that was used
Hit Dice: 10d12 (65 hp) to smother a child, a manacle that kept a slave imprisoned for
Initiative: +5 40 years, or a toy that caused one child to push another out of a
Speed: 30 ft., climb 20 ft. high window in a fit of greed. Weapons are the most common
AC: 26 (+5 Dex, +6 natural, +5 profane), touch 15, flat-footed types of objects sought, especially those that have been used to
21 kill good creatures.
Base Attack/Grapple: +5/+9
Attack: Claw +14 melee (1d8+9) Once a lector acquires such an item, it attaches it to its
Full Attack: 2 claws +14 melee (1d8+9) and bite +12 melee grotesque body somehow. Lectors often add knives and blades
(1d6+7) to their claws and teeth, embellishing their already cruel and
Space/Reach: 5 ft./5 ft. wicked nature. Other items are tied on or wedged between
Special Attacks: Curse bones, left dangling strangely. As a lector acquires objects, it
Special Qualities: Greater darksight 60 ft., profane aura, sense takes on their evil energies, becoming more and more powerful.
bad ju-ju, undead traits
Saves: Fort +8, Ref +13, Will +13 Combat
Abilities: Str 18, Dex 20, Con —, Int 14, Wis 12, Cha 17 A lector roams at random about the cityscape’s underbelly,
Skills: Hide +8, Intimidate +6, Knowledge (arcana) +10, Listen following its ability to sense powerful magic items of evil taint.
+13, Move Silently +8, Open Lock +10, Search +12, Spellcraft When it picks up on an aura, it moves towards it, attacking and
+10, Spot +11 killing anything that makes an effort to prevent it from getting
Feats: Alertness, Combat Reflexes,
Dodge, Multiattack
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: Special (see text)
Alignment: Usually neutral evil
Advancement: 11-20 HD
(Medium); 21-30 HD (Large)
Level Adjustment: —

A skeleton of red-hued bone


crouches slightly in an attack
posture. Knives and other bric-a-
brac jut from the monster at wicked
angles, making the skeleton appear
quite patchwork. Its cranium
is ablaze with a hellish crimson
radiance.

Lectors are intelligent undead


creatures that scour the cities
of the world looking for items
with powerful negative auras to
augment their physical bodies. It
is not entirely known how a lector
forms, though it is believed that a
lector is created when an ordinary
skeletal undead creature comes
into contact with a powerful evil
object. When such an event occurs,
the skeleton is endowed with a

2
powerful intelligence and a desire
to seek out and find other such
49
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what it wants. It slices its foes to bits with its sharp claws and
pierces and curses them with its jagged teeth. A lector fights
to the finish and never retreats or flees once battle is engaged.
Lectors are not stupid, however, and if they feel greatly
interesting magical wares, usually reducing its profane bonus
back to the typical level. Interestingly enough, more than
one adventuring party has discovered that a lector has been
shadowing it for months, acquiring tainted items the characters
outmatched by an opponent they can be quite patient, remaining left behind as “unworthy” mundane items.
in hiding and waiting for the right opportunity to strike.

Curse (Su): The profane aura that surrounds a lector’s head

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
empowers its bite attack with deadly magic. Anyone bit by a Murder-Born
lector must make a Will save (DC 18) or be cursed (as bestow Tiny Undead (Incorporeal)
curse). The lector may choose what type of curse to bestow, but Hit Dice: 6d12 (39 hp)
it is usually the “befuddlement” curse—opponents are unable to Initiative: +6
act 50% of the time. Speed: fly 40 ft. (good)
AC: 17 (+2 size, +2 Dex, +3 deflection), touch 17, flat-footed
Greater Darksight (Su): A lector receives the effect of a 15
permanent darksight spell from its profane aura, giving it Base Attack/Grapple: +3/—
darkvision to a range of 60 ft. as well as the ability to see in all Attack: Incorporeal touch +7 melee (1d4 Charisma drain)
forms of magical darkness, including deeper darkness. Full Attack: Incorporeal touch +7 melee (1d4 Charisma drain)
Space/Reach: 2-1/2 ft./0 ft.
Profane Aura (Su): As a lector gathers items of power around Special Attacks: Charisma damage, despondent wail
it, it begins to acquire an aura of profane energy. In appearance, Special Qualities: Darkvision 60 ft., incorporeal traits, sense
this aura makes it look as if the creature’s head is engulfed in living, undead traits, unnatural aura
flames. The aura serves both to protect the creature as well as to Saves: Fort +2, Ref +4, Will +7
empower its attacks and damage rolls. The strength of the aura Abilities: Str —, Dex 15, Con —, Int 14, Wis 14, Cha 16
is equal to half the lector’s HD, rounded down, and is added to Skills: Hide +12, Intimidate +12, Listen +11, Search +11, Sense
all attack rolls, damage rolls, saves, and to the creature’s AC. Motive +11, Spot +11
Feats: Combat Reflexes, Improved Initiative, Strength of the
Sense Bad Ju-Ju (Su): If a lector comes within 100 feet of Grave
an object considered by the GM to have an evil taint, it feels a Environment: Any
mental tug in the direction of the item. The range of this ability Organization: Solitary or (very rarely) pair
may be extended with particularly evil objects or artifacts. Challenge Rating: 6
Treasure: None
Treasure Alignment: Always chaotic evil
Special—A lector has no lair, but if it is ever destroyed, it Advancement: 7-12 HD (Small)
leaves its objects behind as a form of treasure. These items are Level Adjustment: —
equivalent to standard treasure for the creature, but all magical
items in the hoard are cursed, and all nonmagical items—if not This creature appears as a ghostly child with translucent,
cursed as well—are sure to bring bad luck to anyone that takes yet delicate features. Its unholy eyes rage with absolute and
them. thorough evil.
In Your Campaign Spawned of hatred when both mother and child are murdered,
The statistics above represent a typical lector’s profane power. the rapacious soul of the unborn sometimes rises as a foul and
This power is dependant on the number of evil items it has corrupt spirit. It is bent on exacting revenge against its killers
affixed to its body (in this case, five). For every evilly tainted and against all living creatures it crosses. Driven mad by its
item removed (or added) to its body, the profane bonus is unloving existence, the murder-born has blurred its senses into
reduced (or strengthened) by 1. believing that every living creature is responsible for its current
state and it never hesitates to attack any that come within range
Characters who have done their homework on these undead of it.
might attempt to weaken the lector’s profane power by ripping
off the tainted items. This requires a successful disarm A murder-born is always encountered within 500 feet of the
attempt to cut a bound item or, alternately, the character can place it was killed. It is a solitary creature, though very rarely,
try grabbing an item that is simply wedged into the skeletal when twins are involved, two of these cursed creatures may
structure. In either case, the lector receives a +4 bonus to its be encountered. Neither is aware of the other’s presence;
opposed attack roll and cannot attempt to disarm the PC if they they do not communicate, interact, or even see each other.
fail. A character who successfully grabs one of the profane They are oblivious to the other’s existence. Whether this is
items takes 1 point of damage per round until it is dropped. because the creatures are so driven with rage it blinds them, or
because some magical and mystical force prevents them from
Lectors are often used by more powerful undead to locate interacting, is unknown.
missing artifacts and other miscellaneous magic of evil origins.
For when the lector returns to the lord’s lair, it is plucked of all
50
Murder-born do not speak but seem to understand a variety of

d
languages including Common.

Combat
A murder-born closes quickly when it detects a living
creature in its realm. It always opens combat by unleashing
knew a mother and unborn child who recently died. Wouldn’t

are attacking by a murder-born which closely resembles the8


they be in for a shock when, after visiting the grave site, they

mother? Would that PC allow his party (much less himself) to


destroy the undead without trying to otherwise bring it peace?
its despondent wail. It then moves to melee and uses its
incorporeal touch to destroy its enemies. Unless driven away or New Feat

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
its opponents flee, a murder-born attacks relentlessly until it is Strength of the Grave [General]
destroyed. Undead that have been turned can attempt to recover and
negate the turning effect.
Charisma Damage (Su): A murder-born causes 1d4 points Prerequisites: Undead type, base attack bonus +2
of Charisma drain each time it hits with its incorporeal touch Benefit: An undead that has been successfully turned and
attack. On each such attack, it gains 5 temporary hit points. At is fleeing or cowering can attempt a Will save (DC equal to
Charisma 0, a creature dies. the turning check that turned it). If successful, the undead
creature is no longer turned, but is frightened and takes a
Despondent Wail (Su): Twice per day, as a standard action, a -2 penalty on all attack rolls, saving throws, skill checks,
murder-born can unleash a child-like wail. Any living creature and ability checks for the remainder of the time it would
within 60 feet that hears the wail must succeed on a DC 16 Will have been turned. If the save fails, the undead creature can
save or be overcome with supernatural feelings of hopelessness. attempt a new save each round, but the save DC increases by
An affected creature suffers a -10% penalty to all XP earned +1 each time. A creature that breaks the turning effect can be
from this point forward until the curse is removed. A remove turned again.
curse or break enchantment (requiring a DC 20 caster level
check for either spell), limited wish, wish, or miracle breaks
the curse, but XP “lost” while this curse is in effect are not
regained. Whether or not the save is successful, that creature
cannot be affected again by the same murder-born’s despondent
wail for one day. The save DC is Charisma-based.
Ndalawo
Sense Living (Su): A murder-born can detect living creatures Medium Undead (Incorporeal)
within 100 feet, just as if it possessed the blindsight ability. It Hit Dice: 6d12 (39 hp)
also senses the strength of their life force automatically, as if it Initiative: +6
had cast deathwatch. Speed: 40 ft., fly 60 ft. (good)
AC: 17 (+6 Dex, +1 deflection), touch 17, flat-footed 11
Unnatural Aura (Su): Both wild and domesticated animals can Base Attack/Grapple: +3/—
sense the unnatural presence of a murder-born at a distance of Attack: Bite +9 melee (1d6 temporary Strength)
30 feet. They will not willingly approach nearer than that and Full Attack: Bite +9 melee (1d6 temporary Strength) and 2
panic if forced to do so; they remain panicked as long as they claws +4 melee (1d4 temporary Strength)
are within that range. Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, pounce, strength damage
Treasure Special Qualities: Darkvision 60 ft., incorporeal traits, turn
None—The murder-born isn’t even aware of the humanoid need resistance +3, undead traits
for “things” in its life. Therefore, even if it could use treasure, it Saves: Fort +2, Ref +8, Will +7
would not collect it. Abilities: Str —, Dex 22, Con —, Int 5, Wis 14, Cha 6
Skills: Balance +14, Hide +16, Listen +4, Spot +4
In Your Campaign Feats: Dodge, Mobility, Weapon Finesse
Yet another undead that rises because of the way it was slain. Environment: Warm forest and underground
However, the murder-born has above-average intelligence and Organization: Solitary or troupe (1 and 2-5 shadows)
a distinctly unique form in that of a small baby. While the Challenge Rating: 6
murder-born’s objective is to kill living creatures, it does not Treasure: None
need to do so recklessly. It can pretend to be a helpless infant, Alignment: Always neutral evil
weeping softly until its living victims draw close enough for a Advancement: 7-12 HD (Medium)
despondent wail. Level Adjustment: —
This powerful feline form is a large as a man but shadowy in
While inherently intelligent, the murder-born gains its appearance. Dark spots on the creature’s hide drift of their own
knowledge of its domain from its mother. The more familiar accord as the monster tenses to strike.
she was with the surroundings, the more the murder-born is
as well (and thus can use it to its advantage when attacking Also known as a shadow leopard, the ndalawo is a leopard that
residents). This might also provide intimate knowledge of some has been transformed into an undead shadow of its former self.
individuals’ schedules, allowing the undead to attack when Though they prefer to prey on other leopards, perpetuating their

2
it is most convenient. Imagine if one of the PCs personally foul species, they occasionally attack humanoids as well.
51
f
Combat
The ndalawo prefers to attack with surprise. If it is unable to
do so, it usually waits until a more opportune moment presents
Nec’Haan
Medium Magical Beast
Hit Dice: 5d10+15 (37 hp)
Initiative: +3
itself. Despite its caution, the creature is not cowardly, and Speed: 50 ft.
rarely retreats once combat is joined. AC: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +5/+7
Create Spawn (Su): Any humanoid reduced to a Strength score

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Attack: Bite +7 melee (1d8+3 plus necrotic bite)
of 0 by a shadow leopard becomes a shadow under control of Full Attack: Bite +7 melee (1d8+3 plus necrotic bite)
its killer within 1d4 rounds. A leopard reduced to 0 Strength by Space/Reach: 5 ft./5 ft.
a ndalawo becomes a new shadow leopard within 1d6 rounds. Special Attacks: Necrotic bite, trip
In both cases, the creature does not retain any of its previous Special Qualities: Damage reduction 5/magic, immunities,
characteristics, such as those based on race, class, or creature low-light vision, scent
type, but rather uses the standard d20 rules for shadows if a Saves: Fort +7, Ref +7, Will +1
humanoid or the ndalawo stats given here if a leopard. Abilities: Str 14, Dex 17, Con 17, Int 3, Wis 10, Cha 6
Skills: Listen +4, Hide +5*, Spot +4, Survival +2*
Pounce (Ex): If a ndalawo leaps on a foe during the first round Feats: Alertness, Combat Reflexes
of combat, it can make a full attack even if it has already taken Environment: Any land
a move-action. Organization: Solitary, pair, or pack (5-8)
Challenge Rating: 5
Strength Damage (Su): Any living creature struck by a Treasure: None
ndalawo’s claws suffers 1d4 points of temporary Strength Alignment: Always neutral
damage, and any creature struck by its bite suffers 1d6 points Advancement: 6-9 (Medium); 10-15 (Large)
of temporary Strength damage. Any creature killed by the Level Adjustment: +3 (cohort)
ndalawo becomes an undead shadow (see Create Spawn above).
This dog-like creature has green-brown fur and a bushy brown
Skills: A ndalawo’s shadowy appearance gives it a +8 racial tail. Green ichor drips from its toothy maw as its yellow eyes
bonus to hide checks. It also receives a +8 racial bonus to watch you with open suspicion.
Balance checks; these bonuses are already figured into the stats
above. The nec’haan is a trained hunter of the undead. This dog-like
creature takes its name from an old Elvish tongue and translates
Treasure to “death hound.” An unknown clan of elves bred the nec’haan
None—As an incorporeal monster, the ndalawo has little need not only to be used in their own territory but to be sold and bred
or desire for treasure. As an undead leopard, it has even less for others against the vile roaming undead that occasionally
need or desire for it. Any items or coins found near to this haunt civilized areas. It is quite unusual for an elven patrol to
creature are likely from the bodies of its now-shadowy victims. not have at least one nec’haan with them. Many mistake the
animal for a dog or wolf, but closer examination reveals that
In Your Campaign this hound is much different.
Like most undead, the ndalawo is best used in an adventure
at night or underground. The shadow leopard has no specific Nec’haan feast, if at all possible, on the flesh of the dead.
weakness to light, it simply does not care for it. Survivors of an Despite this gruesome truth, the act is actually one of sanitary
ndalawo troupe’s attack report that the monsters are particularly origin. The nec’haan have saved many a village not only from
averse to moonlight. The shadow leopard’s lair deep within undead but from plague as well, the hounds eating the fallen
jungle or other forested areas. Despite their incorporeal natures, victims before their bodies spoil and infect more folk.
ndalawo that are on their own tend to think like the leopards
they once were, moving around objects instead of through them. Combat
Observant characters might somehow be able to capitalize on Nec’haan are crafty hunters, usually employing tactics similar
this weakness. to those of hyena packs. Against more powerful opponents they
are cautious (but fearless), rushing in and biting, then retreating
An ndalawo makes a great addition to the minions of a deity to allow their necrotic bites to take their toll.
of shadow in your campaign. As long as they are assured the
chance to propagate their shadowy kind, they can be persuaded Necrotic Bite (Su): Nec’haan saliva have acidic and
into the service of a shadow cult or other evil group. Ndalawo necromantic properties that break down rotting flesh that the
are best used as spies and assassins given their incorporeal nec’haan can more easily digest their fetid diet. A nec’haan’s
nature. The creatures’ lack of signature alliances makes it bite deals 1d6 points of acid damage to undead or dead flesh.
difficult for investigating PCs to deduce just who the ndalawo However, this enzyme is also harmful to living tissue: Bites
are working for (or indeed if they are working for anyone). from a nec’haan do not heal naturally and must be cured with
magic. Further, living creatures bitten may also contract a
magical rotting disease: Nec’haan’s breath—injury, 1 day, DC

52
15, 1d3 Con. (The save is Constitution-based.)

d
Trip (Ex): A nec’haan that hits with its bite attack can attempt
to trip the opponent (+7 check modifier) as a free action without
making a touch attack or provoking an attack of opportunity. If
the attempt fails, the target cannot react to trip the nec’haan.
Necroling
Tiny Undead
Hit Dice: 4d12 (26 hp)
Initiative: +7
Speed: Fly 30 feet (perfect)
8
AC: 22 (+2 size, +7 Dex, +3 natural), touch 19, flat-footed 15
Immunities (Ex): Nec’haan are immune to disease, fear, Base Attack/Grapple: +2/-2

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
paralysis, ability damage, and ability or energy drain. Attack: Tiny short sword +11 melee (1d3+4)
Full Attack: Tiny short sword +11 melee (1d3+4) and bite +6
Skills: *Due to their greenish-brown colorization, nec’haan melee (1 and sleep)
have a +4 racial bonus on Hide checks in forests. When Space/Reach: 2-1/2 ft./0 ft.
tracking by scent, they have a +4 racial bonus on Survival Special Attacks: Sleep bite
checks. Special Qualities: Damage reduction 5/good, smoke form,
retreat, vanishing bottle, undead traits
Treasure Saves: Fort +1, Ref +8, Will +4
None—The nec’haan has no interest or use for treasure of any Abilities: Str 18, Dex 25, Con —, Int 13, Wis 10, Cha 10
kind. Skills: Escape Artist +14, Hide +22, Listen +3, Move Silently
+14, Search +4, Sense Motive +5, Spot +3
In Your Campaign Feats: Dodge, Weapon Finesse
Anyone with 5 or more ranks in Knowledge (arcana) can Environment: Any land
successfully harvest the saliva glands from a slain nec’haan. Organization: Solitary
The amount of corrosive acid inside one gland (the creature Challenge Rating: 4
has 4 glands) is enough to coat two Medium size weapons like Treasure: None
a poison (or four Small weapons or one Large weapon). Once Alignment: Usually neutral evil
spread upon a weapon, the acid lasts for 24 hours or until the Level Adjustment: —
weapon strikes a creature twice in that time. Against undead,
the coated weapon inflicts an extra 1d4 points of acid damage. The form of this inky black creature can be seen only when it
On the open market, a vial of nec’haan acid (a vial contains one pauses its flight—a wispy humanoid upper body clad in tattered
gland’s worth of fluid) can fetch up to 200 gp. sheets of midnight. A funnel of darkness comprises the lower
body, its tip marking the creature’s trail as far back as you can
Intelligent undead who have previously encountered a nec’haan see. Two pinpricks of white radiance flash in its eye sockets
may be reluctant to approach a residence which has one before striking.
inside (or patrolling in the yard depending on the locale). An
adventure idea could be that a noble worried about undead The necroling is the heritage of all necromancers. Each student
attack hires the PCs to find a pair of nec’haan and bring them of the black arts is required to create a necroling of his own
to the man’s estate. The problem is where to find these hounds, before more potent spells and powers are available to him. The
especially if no known elven communities are nearby. necroling, commonly forgotten by the caster, is then used to
guard his laboratory or other precious possessions. Designed
so the necromancer can experience the feelings associated
with death and rebirth as undead, the necroling is created with
the spark of a soul who died unnaturally. The necromancer
essentially puts a sliver of the angry soul inside its own tiny
sarcophagus (in this case an ink bottle) after imbibing the
emotions it experienced at death by way of dreams. The
necroling is content to simply exist, holding some perverted
sense of gratitude for the necromancer for extending its “life”
even in this fashion.

Combat
Although necrolings are not the most imposing creatures,
they can make terrifying combatants. They dart around with
incredible speed, which grants them surprising reach for their
size, biting at foes in order to incapacitate them before slashing
with their tiny swords. Necrolings are inordinately strong for
their tiny stature.

A necroling can travel up to 100 feet from its bottle, always


connected by a small tether of smoke (which can be disrupted
without injuring the necroling, although the necroling senses the

2 disturbance). Some necromancers who command necrolings


53
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wear the bottles at their waists, releasing the creatures to aid
them in combat.

The only way to destroy a necroling is to smash the bottle. Due


the drawing of the necromantic glyph of undeath on the corpse’s
forehead (requires a DC 12 Knowledge (arcana) check).

Once the spells have been cast and the glyph drawn, the
to its magical construction, such a vessel is treated as having necromancer must sleep next to the body for 8 hours with the
hardness 10, with 10 hit points, and a Break DC of 26. enspelled ink vial on the other side. During the slumber, the
necromancer imbibes the thoughts and feelings the corpse’s soul
Sleep Bite (Su): Anyone bitten by a necroling must make a endured at the point of death. The spellcaster learns in vivid

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
successful DC 12 Fortitude save or fall into a deep slumber for mind-wrenching detail what it means to cross the barrier from
10d6 minutes. life into death. At the same time, the ink vial absorbs the last
wisp of spirit before it leaves the corpse. This wisp becomes
Smoke Form (Ex): Necrolings can turn gaseous at will, as if by the necroling’s mind while the ink is used when the creature
the gaseous form spell cast by a 4th-level sorcerer. manifests a physical body.

Retreat (Su): When a necroling is reduced to 0 hit points, it Necromancer and necroling are not bonded, as such, when he
is not destroyed; instead, it automatically and instantaneously awakens but there is a definite connection between the two.
becomes gaseous, teleports into its bottle, and pulls in the The necroling intuitively recognizes the necromancer as having
stopper. After 24 hours, it returns to full strength and may once touched a piece of its former mind and desires to remain close
again exit its bottle. to that presence. The necromancer gains a permanent black
stain right below the back of his neck. What this stain does is
Vanishing Bottle (Su): Three times per night, as a standard mark him as a true necromancer. He has experienced what it is
action, a necroling may teleport its bottle up to 300 feet away; to die and understands the very nature of undeath in the creature
this functions as the vanish spell, except the necroling need he has created. The mark also identifies him to other “true”
not touch its bottle, there is no chance of the bottle being necromancers, perhaps thereby gaining access to secretive cults
disintegrated, and the bottle cannot be sent to the Ethereal or information. Undertaking necroling creation is a wholly evil
Plane. When the bottle teleports, the necroling travels with act since the character is ripping part of a person’s soul from
it. Of course, if the necroling perceives an attack directed at its rightful rest and forcing it into eternal servitude. You can
its bottle, it usually activates the bottle’s vanishing power to use the information presented here to warn PCs who consider
escape. The necroling has usually scouted out the surrounding becoming true necromancers.
area to find the most innocuous locations to hide its bottle in the
event of an emergency (wine cellars and gutters are favorites). However, those who do fashion necrolings also find themselves
in a position to take previously unknown feats (see below).
Treasure Each of the three feats capitalizes on the unique knowledge
None—The necroling’s size and the place it calls home are both gained by necroling creation.
too small for treasure keeping. The creature’s very nature omits
the desire for treasure but that same nature means that it is never Augment Animations
very far from a necromancer’s laboratory. PCs that encounter a Your animated undead are more powerful than normal.
necroling and know what it is can deduce that the lab—and thus Prerequisites: Created a necroling
a room stocked with rare and expensive materials—is not far Benefits: Undead you create through your spells (animate
away. Hopefully the necromancer isn’t home… dead, create undead, etc.) gain +1 hit point per die and a +1
competence bonus on attack and damage rolls.
In Your Campaign
So what starts a spellcaster on the road to becoming a Strengthen Undead
necromancer? Are they all power-hungry wizards who cherish You can use arcane energy to protect undead from being
the dead more than the living? As with all things, the answer to turned.
such questions lies with the individual. If you do not have some Prerequisites: Created a necroling, Spellcraft ranks 12+
kind of established necromantic lore in your campaign, you Benefits: Choose a spell of 2nd-level or greater. As a
might want to use the necroling as a starting point for curious standard action, you channel its energies to a single undead
characters to learn about. For while no two people will give creature you can see. The energy grants a turn resistance of
the same answer for entering necromantic studies, necroling +1 per 2 spell levels used (round down, maximum of +4).
creation is the standard by which all in the field are measured. An undead creature cannot be strengthened in this manner
more than once in a 24 hour period.
Any spellcaster can focus their efforts on the school of
necromancy and call themselves necromancers but only those Undead Sensitivity
truly worthy of the title create necrolings. Let’s look a little Special intimacy with the undead gives you a special sight
closer at necroling construction. A spellcaster requires the to detect their presence. Physically, the whites of your eyes
following: Craft Wondrous Item feat, a corpse of someone turn an inky black.
who died unnaturally no longer than a day ago, a vial filled Prerequisites: Created a necroling
with black ink, consecutive casting of sleep, gaseous form, Benefits: At will, you can detect undead (as the spell).
dimension door, and detect thoughts on the ink vial, and finally
54
d
Necrotic Entrailer
Medium Undead
Hit Dice: 5d12 (32 hp)
Initiative: +4
Speed: 40 ft., climb 50 ft. (with tethers)
body, dealing 1d6 points of damage with a hand (or foot)
tether and 2d6 points of damage with the mouth tether, and
latching onto the opponent’s body. The entrailer can draw a
8
Tethers of Sinew (Ex): If a necrotic entrailer hits with a tether
attack, the tether’s barbs or hooks sink into the opponent’s

AC: 18 (+4 Dex, +2 natural, +2 leather armor), touch 14, flat- Medium opponent 25 feet closer each round as a move action
footed 14 that requires an opposed Strength check (if the victim wins the

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Base Attack/Grapple: +2/+4 Strength check, he does not move); this does not provoke an
Attack: Bite +4 melee (1d6+2 and paralysis) or mouth tether +6 attack of opportunity.
ranged (2d6 and paralysis)
Full Attack: Bite +4 melee (1d6+2 and paralysis) and 2 claws For each size the target is below Medium, this rate increases by
+2 melee (1d4+1) or mouth tether +6 ranged (2d6 and paralysis) 10 feet per round (a Tiny creature effectively can be drawn in
and 2 hand tethers +4 ranged (1d6) 45 feet per round in this way). A creature can break free from
Space/Reach: 5 ft./5 ft. a tether with a successful DC 19 Escape Artist check, or else
Special Attacks: Tethers of sinew, paralysis a DC 15 Strength check; in either case, the victim takes 1d6
Special Qualities: Darkvision 60 ft., undead traits points of damage from tearing free. A necrotic entrailer that
Saves: Fort +1, Ref +5, Will +6 pulls a victim to within 5 feet of itself can bite and claw that
Abilities: Str 15, Dex 18, Con —, Int 14, Wis 15, Cha 12 victim in the same round, and gains a +4 bonus to these attacks.
Skills: Balance +10, Climb +8, Hide +14, Listen +10, Move
Silently +14, Spot +10, Tumble +10, Use Rope +20 Necrotic entrailers can detach a sinew at will, allowing it to be
Feats: Blind-Fight, Multiattack used as extremely strong rope, and a new tether immediately
Environment: Any land or underground takes its place. The maximum tether length an entrailer can
Organization: Solitary, cell (3-7), or host (8-12) throw is equal to 10 feet per Hit Die of the necrotic entrailer (or
Challenge Rating: 5 50 feet, for the standard monster stats given above).
Treasure: Standard
Alignment: Always chaotic evil Paralysis (Ex): The necrotic entrailer’s saliva causes paralysis.
Advancement: 6-15 HD (Medium) A victim bitten by an entrailer or hit by its mouth tether must
Level Adjustment: — succeed at a DC 13 Fortitude save or be paralyzed for 3d6
minutes.
This humanoid has translucent skin which shows you coils of
fleshy rope where there should be bone and muscle. Sharp Skills: Necrotic entrailers receive a +2 racial bonus on Listen
claws and teeth enhance the monster’s dangerous appearance. and Spot checks, a +4 racial bonus on Hide and Move Silently
It suddenly raises a hand and unleashes a barbed coil from a checks, and a +10 racial bonus on Use Rope checks.
pulpy area in the middle of its hand.
Treasure
The necrotic entrailer is an undead which makes use of the Standard—Necrotic entrailers are not without intelligence or
unneeded bits from other undead like skeletons and zombies. free will. Therefore, the accumulation of treasure, no matter
The entrails of those undead corpses either desiccate quickly or its form, is something they take advantage of much like an
slip out between open ribcages. The practical necromancer can adventurer does. Magic items (such as rings miscellaneous) are
use these supposedly unnecessary organs to fashion a necrotic used capably and wealth is spent (commonly through a third
entrailer. party) to bring it more potent magic items.
Brooch of shielding (unused) [1,500 gp]
The ritual that creates an entrailer not only causes its insides 100 gp
to reorganize into the monster’s tethers, but actually fuses the
entrails from other creatures into its matrix. These entrails In Your Campaign
occupy the entire interior of the entrailer except the brain. As Those pirates who favor undead in your campaign might be
a result, a necrotic entrailer has many densely packed miles of especially favorable to the necrotic entrailer. With its long-
tethers available to it. reaching tethers, the entrailer can efficiently board enemy
ships. With a successful Use Rope check (DC as per securing
Creators of necrotic entrailers commonly use them as a grappling hook; except the entrailer knows if its tether is
reconnaissance and/or assassination creatures because of their secure), the entrailer can wrap its tether around a enemy’s rail
quick, silent nature and built-in escape methods. and swing across.

Combat Alternately (and this is a favorite among necrotic entrailers),


Necrotic entrailers like to prepare ambushes for their chosen the entrailer can use tether attacks at creatures on the enemy
prey. When hunting in a group, entrailers use pack tactics and ship’s deck. Once secure, the entrailers reel their prey in. As a
work together like a well-oiled machine. Some have even result, the foe must choose between saving himself by holding
been known to carry others on their backs, allowing the carried on (thus allowing the entrailer to reel itself aboard) or pitching
necrotic entrailer to make five tether attacks. over the rail. In the latter case, the entrailer can simply release

2
the tether and climb up the ship’s side, leaving its foe to fend for
55
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himself. If using its mouth tether, a paralyzed creature assures
the necrotic entrailer of a secure “grappling hook.”

GMs should not overlook the great range a necrotic entrailer has
returned to the world in this new form. Serving a deity of
pain and undeath, death lord orcs lead an undead strike force
(occasionally accompanied by other orc warriors) against all
living armies. The cleric of a particularly devout orc horde
in using touch attack effects. It can utilize magic items to take might find that a death lord orc and his undead troupe answer a
advantage of its great reach such as gauntlets of ogre power call for military aid, guided to the horde by their dark deity.
or a high-level cleric can use imbue with spell ability to allow
the entrailer to have several options when using its tethers. Left to their own devices, death lord orcs use hit and run tactics

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
A necrotic entrailer prefers to have its own magic items, as against larger communities, sometimes attacking even small
opposed to the temporary nature of using another caster’s spells, cities if an opportunity arises. During such raids, the death lord
but accepts the latter type of aid if the situation warrants it. and his battle troupe slay as many living creatures as possible
and then flee before organized resistance is formed. Treasure is
in no way a priority.

Orc, Death Lord Combat


Medium Undead A death lord orc uses its incorporeality to slide into the ground,
Hit Dice: 15d12 (97 hp) then rise up amidst enemy troop formations, wreak havoc, and
Initiative: +7 slip once again back into the ground. Enemies who approach
Speed: 40 ft. the death lord orc are weakened by its leech strength ability.
AC: 23 (+3 Dex, +6 natural, +4 masterwork chain shirt), touch The death lord usually fights with a unit of orcs and lesser
13, flat-footed 20 undead, using its orc troops and spell-like abilities to deal with
Base Attack/Grapple: +7/+11 enemies who remains while healing its undead minions.
Attack: +1 greatsword +12 melee (2d6+7/19-20) or claw +9
melee (1d6+4) Desecrate (Su): The death lord orc permanently radiates a
Full Attack: +1 greatsword +12/+7 melee (2d6+7/19-20) or 2 desecrate effect, as the spell (caster level equals the death lord’s
claws +9 melee (1d6+4) HD), in a 30-foot radius.
Space/Reach: 5 ft./5 ft.
Special Attacks: Desecrate, leech strength, rebuke undead, Leech Life (Su): Any living being within 30 feet of a death
spell-like abilities lord orc must make a DC 22 Fortitude save each round or take
Special Qualities: Damage reduction 5/good and magic, 1 point of Strength damage. For every additional death lord
darkvision 60 ft, incorporeality, servant of none, spell resistance orc within 30 feet of each other, the leech life radius of each
16, +4 turn resistance, undead traits is extended by 10 feet. Thus, if two death lord orcs are within
Saves: Fort +5, Ref +8, Will +11 30 feet of one another, both have their radius extended to 40
Abilities: Str 18, Dex 17, Con —, Int 17, Wis 14, Cha 20 feet. A creature within overlapping radii need only save once
Skills: Appraise +12, Balance +11, Climb +12, Concentration each round. A creature whose Strength score is reduced to 0 by
+14, Intimidate +23, Jump +12, Listen +20, Move Silently +11, this ability dies and then rises upon the following midnight as a
Search +12, Spot +20, Swim +13 ghoul.
Feats: Combat Casting, Dodge, Extra Turning, Improved
Initiative, Mobility, Spring Attack Rebuke Undead (Su): Death lord orcs can rebuke or command
Environment: Any land or underground undead as evil clerics (effective cleric level equals the death
Organization: Solitary, pair or battle troupe (1-3, plus 6 lord’s HD). Due to their Extra Turning feat, they may do so 12
orcs and accompanied by 15+ HD worth of undead such as times per day.
skeletons, zombies, ghouls, or ghasts)
Challenge Rating: 11 Spell-Like Abilities: At will—command undead (DC 17),
Treasure: No coins; double goods (gems and jewelry); standard ghoul touch (DC 17); 3/day—control undead (DC 22), mass
items inflict wounds (DC 20); 1/day—planar eruption* (Fort DC 23),
Alignment: Always lawful evil unholy aura (DC 23). Caster level 15th. The save DCs are
Advancement: 16-30 HD (Medium); 31-45 HD (Large) Charisma-based. *See the New Spells section below.
Level Adjustment: —
Incorporeality (Su): As a standard action, a death lord orc may
This humanoid bears an uncanny resemblance to an orc. make itself and all of its equipment incorporeal. Becoming
Outfitted in a dented chain shirt and wielding a blood stained material again is a free action.
greatsword, this orc is clearly ready for battle. Its most peculiar
qualities are a faint green radiance in its eyes and throat as well Servant of None (Ex): Due to their prideful sense of self,
as thick, cracked skin of a dark purple hue. death lord orcs cannot be controlled, though they can be turned,
destroyed, or rebuked.
Powerful orc commanders, if they worship the right god, are
returned to the world soon after their usually bloody demise Treasure
Partial—Death lord orcs have no use for money since entering

d
as death lord orcs. These undead commanders are instilled
with a great sense of pride for being worthy enough to be into the special service of their deity. On some level, however,
56
they are still attracted to shiny baubles, which explains the
presence of gems and jewelry. Otherwise, goods and equipment
are chosen for their use in combat.
Alexandrite [800 gp]
Amethyst (x4) [82 gp each]
Orphan of the Night
Small Undead (Incorporeal)
Hit Dice: 5d12+3 (35 hp)
Initiative: +5
Speed: 20 ft.
8
Malachite [70 gp] AC: 13 (+1 size, +1 Dex, +1 deflection), touch 13, flat-footed
Golden circlet with four aquamarines [4,000 gp] 12

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+1 dagger [2,302 gp] Base Attack/Grapple: +2/—
Attack: Snatch (see below)
In Your Campaign Full Attack: Snatch (see below)
Death lord orcs would make great rear line undead directors Space/Reach: 5 ft./5 ft.
if they could stop from being on the front lines like possessed Special Attacks: Snatch
warriors. These undead orcs need to clash with the best an Special Qualities: Darkvision 60 ft., frightful presence,
enemy has to offer while its battle troupe engages lesser foes. incorporeal traits, undead traits, vanish
This fact can be used to the PCs’ advantage if they learn of it. Saves: Fort +1, Ref +2, Will +4
Once a death lord orc is known to be terrorizing the area, they Abilities: Str 7, Dex 12, Con —, Int 10, Wis 10, Cha 12
can hype up a fighter’s reputation and make certain to spread Skills: Bluff +9, Hide +6, Listen +5, Search +8, Sense Motive
the rumor (and where the fighter can be found) wherever they +5, Spot +5
go. When the death lord orc learns of this “unbeatable warrior Feats: Alertness, Toughness
with golden armor” (or whatever catch-phrase the party comes Environment: Any land (night only) and underground
up with), he will make sure to attack the area where this person Organization: Solitary or group (2-10)
is supposed to be. Of course, the characters will have a cunning Challenge Rating: 4
trap readied for the death lord and his troupe. The question is Treasure: None
whether or not it is good enough to stop this cunning undead Alignment: Always neutral evil
foe. Advancement: 2-4 HD (Small); 6-8 HD (Medium)
Level Adjustment: —
Death lord orcs are almost never found in pairs. Their egos
are simply too overwhelming to be compatible within a single This creature appears as a child-size shadow with no
combat unit. When there are two in one troupe, it is because discernible features. You are suddenly struck by waves of fear
a higher power (likely a divine being) has forced them into it. that roll off the shadowed humanoid. It moves without a sound
Even then, the two undead lords will be commanding their own and raises an open hand in your direction.
units on either side of the battle.
Many children are pranksters that, as they mature, repress those
childish impulses to the point that they vanish from the adult
mind. Those repressed thoughts do actually disappear and
reform on the Plane of Shadow as orphans of the night. These
undead creatures manifest only within the gloom of night. At
daybreak, they disappear into the mist and are not apparent at
all under the rays of the sun. An orphan of the night can only
speak Common.

Combat
Orphans of the night do not seek out combat but instead choose
to “play” with those they encounter using its snatch ability. If
threatened or made angry, they disappear into thin air, possibly
taking a souvenir of its encounter back to the Plane of Shadow
(see below).

Snatch (Sp): An orphan of the night can use a limited form of


telekinesis to attempt to disarm an opponent. This attempt is
resolved as normal, except that it does not provoke an attack
of opportunity and the orphan is not penalized for its size.
The orphan uses its Charisma modifier in place of its Strength
modifier and further gains a +4 racial bonus to the opposed
attack roll. A failed attempt doesn’t allow a reactive disarm
attempt by the target. No save is allowed against these attempts,
but spell resistance applies normally (the orphan is considered a
9th-level sorcerer to overcome spell resistance).

2 Frightful Presence (Ex): Just being from the Plane of Shadow


57
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has endowed these eternal tricksters with the diminished ability
to unsettle foes by their mere presence. The ability takes effect
automatically whenever an orphan comes within 30 feet of
a living creature. Those creatures with 5 or fewer Hit Dice
Phantasm
Medium Undead (Incorporeal)
Hit Dice: 9d12 (58 hp)
Initiative: +9
are affected and must succeed at a Fortitude save (DC 13) or Speed: 30 ft., fly 60 ft. (perfect)
become shaken for 2d4 rounds. Success means that the creature AC: 18 (+5 Dex, +3 deflection), touch 18, flat-footed 13
is unaffected by that orphan of the night’s frightful presence for Base Attack/Grapple: +4/—
24 hours. The save DC is Charisma-based.

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Attack: Incorporeal touch +9 melee (1d6+1 plus energy drain)
Full Attack: Incorporeal touch +9 melee (1d6+1 plus energy
Vanishing (Su): When angered or threatened, an orphan of drain)
the night disappears into thin air, leaving behind no trace of its Space/Reach: 5 ft./5 ft.
existence. One nearby living creature also suddenly vanishes Special Attacks: Energy drain, possession
(determine randomly), drawn with the orphan through an Special Qualities: Aura of desecration, darkvision 60 ft.,
invisible gate to the Plane of Shadow unless it succeeds a Reflex incorporeal traits, undead traits
save (DC 13). This effect emanates as a beam of dark purple Saves: Fort +5, Ref +8, Will +8
light. A typical use of this power deprives a traveler of his horse Abilities: Str —, Dex 20, Con —, Int 15, Wis 15, Cha 16
or pack animal, but other times the unlucky traveler himself is Skills: Bluff +12, Hide +16, Intimidate +14, Listen +13, Search
the target of this malicious ability. Vanishing can be used once +8, Sense Motive +13, Spot +13
a round. The save DC is Dexterity-based. Feats: Alertness (B), Blind-Fight, Great Fortitude, Improved
Initiative, Strength of the Grave (see the Murder-Born entry
Treasure above)
None—Even if something useful or interesting is snatched from Environment: Any
an opponent, the orphan’s incorporeality and very nature are Organization: Solitary or gang (2-5)
incompatible with taking treasure. Challenge Rating: 8
Treasure: None
In Your Campaign Alignment: Always chaotic evil
Unfortunately, for every person who leaves their childish ways Advancement: 10-27 HD (Medium)
behind, there two more who do not. Some of these individuals Level Adjustment: —
actually move in the opposite direction, leaving behind caring
and innocence. These cast off emotions could theoretically This entity appears as a translucent humanoid with faintly
coalesce into “orphans of the light”; undead of good alignment discernible facial features twisted and corrupted by evil. Its
who appear as children who are encompassed by a soft golden arms are long and thin and trail off in wisps of immaterial
radiance. Replace the orphan of the night’s snatch ability with matter.
one of the following: bear’s endurance, bull’s strength, cat’s
grace, eagle’s splendor, fox’s cunning, and owl’s wisdom. The Phantasms are malevolent and sinister spirits that delight
orphan of the light can use whichever of these spells is most in the destruction of good-aligned creatures. While many
appropriate and can do so once per round (but only one of each undead creatures are the undead form of once living creatures,
particular spell in a 24 hour period). You should also replace phantasms have no real material connection to living creatures;
the frightful presence quality with one that provides the effects they are spirits born of pure evil. They are most often found
of a bless spell to those within 30 feet. Finally, instead of haunting ruined temples or churches dedicated to evil gods, or
hailing from the Plane of Shadow, an orphan of the light exists dungeons constructed by evil creatures; any place where the
on the Ethereal Plane and does not suck others into that locale stench of evil permeates the very air.
when using the vanishing ability.
Combat
A phantasm begins battle by attempting to possess a foe, and if
successful, it then controls the host like a puppet. In addition,
while possessing a foe, it is constantly sapping its life energy.
When the host is destroyed, the phantasm leaves the body and
attempts to repeat the process on any opponents still in the area.

Energy Drain (Su): The incorporeal touch of a phantasm deals


one negative level. The Fortitude save to remove a negative
level has a DC of 22. The save DC is Charisma-based. For
each such negative level bestowed, the phantasm gains 5
temporary hit points.

Possession (Su): Once per round, a phantasm can merge its


body with a creature on the Material Plane. This ability is
similar to a magic jar spell (caster level 9th), except that it

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does not require a receptacle. To use this ability, the phantasm
must try to move into the target’s space; moving into the
target’s space to use this ability does not provoke an attack of
opportunity. The target can resist the attack with a successful
DC 17 Will save. A creature that successfully saves is immune
to that same phantasm’s possession for one day, and the
Quick-Shard Cavalier
Large Undead
Hit Dice: 12d12 (78 hp)
Initiative: +5
Speed: 60 ft.
8
phantasm cannot enter the target’s space. If the save fails, the AC: 21 (-1 size, +1 Dex, +8 full plate, +2 natural), touch 10,
phantasm vanishes into the target’s body. flat-footed 20

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Base Attack/Grapple: +6/+14
A phantasm automatically deals one negative level (from its Attack: Lance +9 melee (2d6+6) or greatsword +9 melee
energy drain ability) each round to its host. The host can eject (3d6+6) or longbow +7 ranged (2d6)
the phantasm with a successful DC 17 Will save. This save Full Attack: Lance +9/+4 melee (2d6+6) or greatsword +9/+4
can be attempted once per round. If successful, the phantasm melee (3d6+6) or longbow +7/+2 ranged (2d6)
is forced from the host’s body and it cannot attempt to possess Space/Reach: 10 ft./5 ft. (10 ft. with lance)
the same host for 1 minute. If turned or subjected to a dismissal Special Attacks: Trample 1d8+6, spurs
spell while possessing a host, the phantasm is ejected. The save Special Qualities: Darkvision 60 ft., undead traits
DCs are Charisma-based. Saves: Fort +4, Ref +6, Will +8
Abilities: Str 18, Dex 14, Con —, Int 10, Wis 10, Cha 14
Aura of Desecration (Su): A phantasm has a continuous aura Skills: Balance +10, Climb +12, Intimidate +10, Jump +12,
of desecration that affects a 10-foot radius. This aura can be Listen +10, Move Silently +10, Spot +10
dispelled, but the phantasm can restart it again as a free action Feats: Cleave, Improved Initiative, Power Attack, Weapon
on its next turn. All turn attempts made within the aura suffer a Focus (heavy lance), Weapon Focus (greatsword)
-3 profane penalty; all undead within or entering the aura gain a Environment: Any land
+1 profane bonus to attack rolls, damage rolls, and saves (these Organization: Patrol (4-6) or column (11-16)
bonuses are already included in the phantasm’s stat block). This Challenge Rating: 8
ability otherwise functions as a desecrate spell. Treasure: None
Alignment: Usually neutral
Unnatural Aura (Su): Both wild and domesticated animals Advancement: 13-24 HD (Large)
can sense the unnatural presence of a phantasm at a distance of Level Adjustment: —
30 feet. They will not willingly approach nearer than that and
panic if forced to do so; they remain panicked as long as they A skeletal hybrid, half-humanoid/half-horse, taps a lance
are within that range. against its plate mail in an emotionless salute. It gleaming
white hooves then suddenly burst into motion. As it gallops
Treasure toward you, the furious clanking of the creature’s greatsword
None—As incorporeal creatures without a humanoid origin, mimics the frightened beating of your own heart.
the phantasm carries no treasure; indeed, it deems such items as
worthless. The quick-shard cavalier is considered to be the most
accomplished undead soldier. With its speed, weapons, and
In Your Campaign average intelligence, a patrol of these undead can break the
Left to their own devices, phantasms keep to the areas described ranks of many an adventuring band. The origins of the quick-
above (old evil temples, etc.). But when commanded by high- shards lie in ambitious, militant necromancer-kings. Not merely
level clerics or necromancers, phantasms often serve as standard content to craft spells which slay others and animate them, these
bearers of a sort in large undead battalions. Within the masses, necromancers of some forgotten continent cooperated to create
phantasms bolster the undead around them until they are able to the quick-shard ritual. The ability to create many quick-shards
surprise enemies who break through the lines. at one time is a well-guarded secret today. To create even one,
however, requires magic en par with create greater undead.
As a being formed from pure evil, you should have the
phantasm perform the most heinous acts imaginable while The bones of slain creatures are gathered together (enough
possessing a humanoid body (at least as far as your group’s to make a Large creature) and, as long as a humanoid head is
decorum allows). Specifics are perhaps best left to the amongst the ivory pile, a quick-shard cavalier can be fashioned.
imagination. Once a phantasm does leave a host body then The other bone shards fuse together to create the core skeleton
that body should carry some sort of scarring. Without altering while other bits are left to form the creature’s spurs (see below).
game balance, you could age the body’s appearance one year The cavalier aspect of the monster is a direct mockery of the
for every negative level inflicted while possessed. Depending mounted warriors that the necromancer-kings fought in their
on the host’s race, gray hair and wrinkles might now be evident own time. A quick-shard salutes an opponent with a curt tap of
where there was recently youthful color and tone. its lance or greatsword to its armor before attacking. But after
that no quarter is given and surrendering to one of these undead
is not an option unless a controlling master orders it.

If only one quick-shard is encountered, it means that the rest of

2 its patrol or column has recently been defeated and the survivor
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is returning to its master to “report” (a controlling necromancer
or cleric can ask a quick-shard up to three questions a day which
can be answered with one word). A lone quick-shard never
engages in combat, seeing its primary mission as returning
fragments spinning wildly in a 20-ft. radius. All creatures
within the area of effect must succeed a Reflex save (DC 18) or
take 2d6 points of slashing and piercing damage.

to the lair with vital information as to the race, number, and Red Jester
location of the foes that routed it. Medium Undead
Hit Dice: 15d12 (97 hp)
Combat Initiative: +8

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Quick-shard cavaliers are remarkably quick for undead and Speed: 30 ft.
often catch their opponents flat-footed with the speed of their AC: 24 (+4 Dex, +10 natural), touch 14, flat-footed 20
assaults. They typically begin combat with a massed charge, Base Attack/Grapple: +7/+9
driving lances into targets and then drawing greatswords to Attack: +2 light mace of merriment +13 melee (1d6+4) or
hack at foes. Some, particularly parapet guards, use longbows slam +11 melee (1d4+2) or jester’s deck +11 ranged touch (see
to whittle down opponents at a range. Quick-shards are not below)
particularly tactically innovative, although those under a Full Attack: +2 light mace of merriment +13 melee (1d6+4) or
necromancer’s direction gain the benefit of their master’s 2 slams +11 melee (1d4+2) or jester’s deck +11 ranged touch
intelligence and can follow ever more complicated instructions. (see below)
Space/Reach: 5 ft./5 ft.
Trample (Ex): Quick-shard cavaliers can trample their Special Attacks: Fear cackle, jester’s deck, merriment
opponents. When one performs an overrun action, its opponent Special Qualities: Damage reduction 10/magic, darkvision 60
may not choose to avoid it. If the overrun is successful, the ft., SR 21, unassailable mind, turn immunity, undead traits
opponent takes 1d8+6 points of damage. Saves: Fort +5, Ref +9, Will +11
Abilities: Str 15, Dex 18, Con —, Int 14, Wis 14, Cha 16
Spurs (Ex): The bone spurs protruding from quick-shard Skills: Balance +16, Hide +10, Listen +16, Move Silently +16,
cavaliers serve as a measure of defense. Anyone attempting to Perform (act) +21, Perform (comedy) +25, Perform (oratory)
grapple a quick-shard in combat (which may include attempts +21, Spot +16
to leap on its back, body slams, or bite attacks) must make a Feats: Ability Focus (fear cackle), Alertness, Dodge, Improved
successful Reflex save (DC 12) or take 1d6 points of damage Initiative, Mobility, Weapon Finesse
from striking a spur. Environment: Any
Organization: Solitary
Treasure Challenge Rating: 10
None—It is not in the quick-shard’s scope of consciousness Treasure: Standard
to either collect or use treasure. Its purpose is to fight with its Alignment: Usually chaotic neutral
fellows until destroyed. The only treasure a party might find is Advancement: 16-45 HD (Medium)
the treasure of a quick-shard patrol’s necromancer commander. Level Adjustment: —
This hideous and rotting humanoid is arrayed in brightly
In Your Campaign colored clothes, floppy shoes, and a bright red jester’s cap
While it is easy to think of these undead as PC-trampling complete with jingling bells. The monster has a never-changing
war machines, take another look at their alignment—usually smirk or smile on its rotting visage.
neutral. Now how could this be given the stated background?
Perhaps, over the centuries, the cavaliers the quick-shards were Red jesters are thought to be the remains of court jesters put
modeled after not only provided the undead’s physical form to death for telling bad puns, making fun of the local ruler,
but somehow penetrated into their “psyche” as well. Cavaliers or dying in an untimely manner (which could be attributed to
are good-aligned protectors of the weak and helpless. How one or both of the first two). Another tale speaks of the red
can anything born of such roots become evil? In this case, the jesters as being the court jesters of a god of undeath, sent to the
answer is that it cannot. Make the quick-shard cavaliers a bit Material Plane to “entertain” those the deity has taken a liking
more unpredictable by having an evil-controlled patrol fight the to. The actual truth to their origin remains a mystery.
PCs one adventure and having a column guard a good-aligned
temple the next. While they can be encountered from the coldest to the warmest
regions of the world and on any type of terrain, a red jester is
Some necromancers are hard at work on designing another generally encountered near civilized areas. Though it is undead
feature to add when a quick-shard is created. There are a few now, the creature still delights in entertaining living creatures
prototypes with a death throe quality that causes the final blow through its humor.
against a quick-shard cavalier to make it explode, sending
jagged fragments of bone spinning in all directions. Such a Red jesters speak Common and at least two other languages
quality would raise the quick-shard cavalier’s CR by +1 and and often engage in humor during combat, spilling bad puns
look like this... and riddles at their opponents. Some red jesters, in an effort to
disguise their undead nature, don masks or wear heavy makeup.
Death Throes (Ex): When the quick-shard cavalier is reduced
to 0 hit points or below, it explodes, sending jagged bone
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Combat
A red jester opens combat using its fear cackle attempting to
affect as many opponents as possible. Those that resist its
effects are assailed with its magical playing cards and mace.
During the entire combat, the red jester talks, laughs, and tells
spell (caster level 15th). The save DC is Charisma-based.

8
Skills: A red jester has a +4 racial bonus on Perform (comedy)
checks.

jokes and riddles. Treasure


Standard—A red jester collects treasure which either aids its

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Fear Cackle (Su): A red jester can unleash a fear-inducing Perform skill or is simply to amusing to let anyone else possess.
cackle as a free action. Anyone within 60 feet that hears it must Eyepatch with mock eye of sapphire and moonstone [1,700 gp]
succeed a DC 22 Will save or become panicked for 2d4 rounds. Silver crown with profanity written across front [1,750 gp]
Whether or not the save is successful, an affected creature is Salve of slipperiness [1,000 gp]
immune to 1,350 gp
the same
red jester’s In Your
fear cackle Campaign
for one There are
day. The several
save DC is phrases a
Charisma- red jester
based. can use in
combat with
Jester’s the PCs
Deck (Su): to make it
The red memorable.
jester uses Below a few
a deck of examples,
playing but you’ll
cards in likely need
combat that to see how
functions your own
as a deck combat
of many progresses
things (see and make
the DMG bad puns off
for details). the cuff:
Once per • “Is that a
round, as dent in your
a standard codpiece or
action, the are you just
red jester happy to see
can draw a me?”
single card • “Seems the
and throw it at an opponent to a range of 20 feet. This requires pen is mightier than the sword!” (on stabbing someone in the
a successful ranged touch attack. If successful, the card takes eye with a quill)
effect that round and affects the target just as if he had drawn • “This will hurt you more than it hurts me.”
a card from the deck of many things. A red jester can draw the • (singing) “When you swim in a creek and an eel bites your
same card more than once. The playing cards only function cheek, that’s a moray!”
in the hands of a red jester. To anyone else, they are merely • “Don’t worry. Laughter is the best medicine!” (after striking
normal playing cards. a PC with its mace)

Merriment (Su): If a red jester strikes an opponent with its If ever an undead reminded you of a class, the red jester does
mace, the creature must succeed on a DC 20 Will save or fall this for the bard. As a variant to the origins listed above,
to the ground laughing for 1d3 rounds. The opponent is not perhaps bards that reach 10th level become red jesters if
helpless, but cannot take any action. A mace of merriment animated properly (say, if a deck of many things is placed on
functions only in the hands of a red jester. In the hands of any the corpse during the ritual). A red jester isn’t interested in
other creature it functions as a masterwork light mace. destroying the living, but rather making them laugh. It will not,
however, give quarter to those seeking its destruction.
Unassailable Mind (Ex): Anyone targeting a red jester with
a thought detection, mind control, or telepathic ability must

2
succeed on a DC 20 Will save or suffer the effects of an insanity
61
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Rom
Large Undead (Incorporeal)
Hit Dice: 14d12 (91 hp)
Initiative: +6
save (DC 17) or suffer 1d4 points of permanent Constitution
damage. Unlike many undead that drain ability points, rom
cannot create spawn.

Speed: 40 ft., fly 60 ft. (perfect) Incorporeal Rock Catching (Su): Rom can catch Small,
AC: 12 (-1 size, +2 Dex, +1 deflection), touch 12, flat-footed 10 Medium, or Large incorporeal rocks or projectiles. Once per
Base Attack/Grapple: +7/— round, a rom that would normally by hit by an incorporeal rock
can make a Reflex save to catch it as a free action; C 15 for

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Attack: Incorporeal greatclub +6 melee (2d8 plus 1d6
Constitution drain) or incorporeal rock +9 ranged (2d8 plus 1d4 Small objects, DC 20 for Medium objects, and DC 25 for Large
Constitution drain) objects. The rom must be ready for and aware of the attack.
Full Attack: Incorporeal greatclub +6/+1 melee (2d8 plus 1d6 Because of the brutal nature of rom, this ability is more useful
Constitution drain) or incorporeal rock +8/+3 ranged (2d8 plus than it might be otherwise since violence frequently erupts
1d4 Constitution drain) between them.
Space/Reach: 5 ft./10 ft.
Special Attacks: Constitution drain, incorporeal rock throwing Incorporeal Rock Throwing (Su): Rom are accomplished rock
Special Qualities: Darkvision 60 ft., incorporeal rock catching, throwers and gain a +1 racial bonus to attack rolls using them as
incorporeal traits, sunlight powerlessness, turn resistance +4, a weapon. The rocks thrown by a rom are incorporeal, and the
unnatural aura, undead traits rom can produce them out of thin air.
Saves: Fort +4, Ref +6, Will +9
Abilities: Str —, Dex 15, Con —, Int 10, Wis 10, Cha 11 Sunlight Powerlessness (Ex): Rom are utterly powerless in
Skills: Hide +8 (+16 in rocky terrain), Intimidate +12, Listen natural sunlight (not merely a daylight spell) and flee from it. A
+10, Search +10, Spot +10, Survival +8 rom caught in sunlight cannot attack and can take only partial
Feats: Combat Reflexes, Improved Initiative, Point Blank Shot, actions.
Power Attack, Precise Shot
Environment: Warm mountains and underground Unnatural Aura (Su): Both wild and domesticated animals can
Organization: Solitary, gang (2-5), or mob (7-12) sense the unnatural presence of a rom at a distance of 30 feet.
Challenge Rating: 10 They do not willingly approach nearer than that and panic if
Treasure: None forced to do so; they remain panicked as long as they are within
Alignment: Always neutral evil that range.
Advancement: By character class
Level Adjustment: — Skills: A rom gains a +8 racial bonus to Hide checks in rocky
terrain (as noted in the statistics above).
A great humanoid shape takes form before you. Despite its
misty form, the giant’s muscles can be clearly seen and match Treasure
its perpetual scowl. None—After returning from the dead, the rom are without
the desire for possessions. Being incorporeal is a set back to
The rom are a race of ghostly stone giants. As living giants, having personal treasure too. Any items or coins the rom do
they once ruled over the population of a great mountain chain. come across likely belong to one of their hated racial foes in the
However, these giants’ brutality eventually met with revolution mountains (dwarves, humans, etc.) and, as such, are avoided
spearheaded by a tribe of dwarves known as the Skull Splitters. and left as bait to lure in more victims.
During their retreat, the giants’ shaman took matter into his
own hands and laid a curse on the region—every giant who In Your Campaign
died in the war would one day rise again as undead to take back Although they are established as major antagonists here, the
what was once theirs. Unfortunately for the ancestors of that rom might just as easily be used as minions for a more powerful
war’s victors, for it is now a century later, the curse appears undead lord. When using these monsters, remember that they
to be coming true. Several dozen rom (named for the shaman command a perfect flying maneuverability. Not only are rom
who laid the curse) have been spotted around the northern lairs located in the most remote mountain peaks, they should
mountains and all attempts to parlay with them have met with also have no conventional entrances (since they can pass
the diplomats’ own deaths. through a thin stone layer without consequence).

Combat But if you’re not using the backstory as given here, just what
Rom initiate combat without warning, hurling endless ghostly can these evil incorporeal giants be up to in your game? Well,
rocks at foes from a safe distance. In melee, a rom uses a perhaps they were cursed to exist in this form before their
ghostly greatclub that drains Constitution from its victims with natural deaths. Now the rom want out of these undead forms
every hit. and to simply rest in peace. In this case they hire to the PCs
to track down a reversal spell for the curse. The treasures of
Constitution Drain (Su): Living creatures hit by a rom’s their former corporeal forms should be payment enough. But
incorporeal club must succeed a Fortitude save (DC 17) or given their evil alignment, can the rom be trusted? While
suffer 1d6 points of permanent Constitution damage. Those hit some genuinely want to rest, others may want to regain living
by a rom’s incorporeal throwing rocks must succeed a Fortitude
62
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corporeal bodies and plan to adjust the magics the PCs might
return with to this end. All hell breaks loose amongst the rom if
this is attempted and the PCs may find themselves caught in the
middle.
side effect of the process by which they become animated.
8
greater cause. However, hatred of the living is an unfortunate

Thus, no matter their alignment in life, persistent soldiers are


irredeemably evil.

Combat
Persistent Soldier Although they lack conventional intelligence, persistent soldiers

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Medium Undead rely on whatever martial experience they had in life. They
Hit Dice: 5d12 (32 hp) fight like trained soldiers, be it in close combat or during a
Initiative: +0 coordinated siege. Most soldiers use whatever armor and
Speed: 20 ft. weapons they carried in life (the statistics given above are likely
AC: 21 (+5 natural, +4 scale mail, +2 shield), touch 10, flat- for that of a temple guard; GMs are encouraged to change the
footed 21 persistent soldier’s weapon and/or armor to bring the monster
Base Attack/Grapple: +2/+5 more into line with the flavor of his campaign setting).
Attack: Warhammer +6 melee (1d8+3) or javelin +2 ranged
(1d6+3) Finishing Blow (Su): Any victim with 10 or fewer current hit
Full Attack: Warhammer +6 melee (1d8+3) or javelin +2 points who is struck in combat by a persistence soldier must
ranged (1d6+3) make a DC 14 Fortitude save or take double damage. This
Space/Reach: 5 ft./5 ft. ability does not function against creatures protected by any
Special Attacks: Finishing blow defensive spell with the good or holy descriptor.
Special Qualities: Undead traits
Saves: Fort +1, Ref +1, Will +4 Treasure
Abilities: Str 16, Dex 10, Con —, Int 8, Wis 10, Cha 11 The treasure a persistent soldier has comes in the form of
Skills: Climb +6, Intimidate +5, Jump +6, Listen +3, Ride +3, equipment it either can no longer use as an undead or it no
Search +3, Spot +3 longer remembers how to use. PCs find such items in pristine
Feats: Ability Focus (finishing blow), Weapon Focus condition, for although the soldier carries it, he does so out of
(warhammer) familiarity and ensures the items remain in static condition.
Environment: Any land Loose coin and gems are kept in a belt pouch.
Organization: Solitary, strike team (2-5), fist (7-12), or Deep blue spinel (x2) [200 gp each]
company (15-48) Carved ivory statuette (depicting a king on a throne) [85 gp]
Challenge Rating: 3 Masterwork dagger (pommel shaped like a frog head) [302 gp]
Treasure: Standard Potion of jump [50 gp]
Alignment: Usually lawful evil 63 gp
Advancement: 6-15 HD (Medium)
Level Adjustment: — In Your Campaign
Persistent soldiers are yet another look at the classic “fallen-
A humanoid, clearly of warrior status, regards you coldly. soldier-turned-undead” model. Famous battlefields are the
Discolored flesh peels from its twisted face and arms. The most obvious places to discover and summon these undead
soldier’s tarnished warhammer and dented armor show all monsters but they are by no means the only ones. Any guard
onlookers that it is no stranger to combat. type position makes for good persistent soldier origins—
caravan guards along a trade road, city watchmen (who may
Whether or not their respective units were victorious, persistent have their own special burial area inside the community’s
soldiers are those inevitable casualties of any war who perished cemetery), or even more specialized army divisions (engineers,
on the battlefield. It is because of these monsters that visitors reconnaissance, strike team, etc.). Determining the specifics
to a known battlefield site often speak in hushed reverent tones. about the persistent soldiers you use aids in determining
For it is said that those who mock the fallen military risk their how many are summoned originally. Whether you use the
eternal ire. Although they can be centuries perished, some wisp blasphemy method given above to raise the soldiers or some
of the persistent soldier’s soul still remains tied to his corporeal other reason, the number of undead you bring into the game
body. Accusations against the soldiers, be they in jest or truly should follow the numbers given in the “Organization” statistics
malicious, have a chance of rousing that soul to action once above—solitary, strike team (1d4+1), fist (1d6+6), or company
again. The fractured personality and memories call their old (3d12+12).
body which crawls from the earth in the same condition it was
in just moments after it died. A middle to high-magic campaign world likely sees the use
of protective magics during battle. If it suits you, feel free to
Persistent soldiers take up the same mission they followed carry these spells over to the soldiers as if no time had elapsed
upon their death, whatever that may have been. If confronted between their deaths and the point in time they animate. As a
with irrefutable proof of their cause’s futility (or they manage general rule of thumb, have only a 5% chance per soldier for a
to accomplish their objective), persistent soldiers can be spell to be active. To determine what spell is in effect and for
what duration, consult the table on the next page.

2
commanded like any other undead. They serve their new
master unwaveringly, only too pleased to be of service to a
63
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Roll d6
1
2-4
5-6
Spell
bull’s strength*
bless
prayer
Duration Remainiing
1d4 min.
1d4 min.
1d4+1 rounds
for its task is not known; the only certainty being that it is the
stuff of powerful magic. The one commonality that sages
have discovered amongst the sites protected is that they all
have something to do with famous (or infamous) adventurers.
Whatever secrets these places hold are not easily going to be
*Unless this soldier’s battalion is well-documented as having retrieved.
numerous spellcasters, the likelihood of a persistent soldier
bearing a bull’s strength enhancement is not good. As always, Combat

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
this is at your discretion. Perhaps this particular soldier was a The sacred guardian rises from the earth as soon as it senses
company commander and warranted the extra benefit. an intruder. Any intruder—even one who stumbles into the
graveyard by accident—is considered a foe and is likely to
The procedure behind a persistent soldier’s animation is left be attacked furiously; however, anyone who immediately
purposefully vague. Obviously if all it takes is a little bad attempts to leave while assuring the sacred guardian that it has
mouthing to raise these dead, adventurers everywhere would no intention of harming or stealing from the graves (note the
have their hands full. If you choose to keep this activation guardian’s +27 Sense Motive bonus) may be allowed to depart
method, feel free to limit the time period in which it is effective. safely.
If the soldier perished in the early morning, then only allow his
animation as a persistent soldier at the same time of day. The sacred guardian’s uses all the attacks available to it, but it
cannot speak. Once the threat is gone, whether killed or driven
off, the guardian melds back into the earth, which settles over
it undisturbed. Nothing can cause the guardian to leave its post
Sacred Guardian inside the graveyard or burial site it guards.
Gargantuan Undead
Hit Dice: 23d12 (149 hp) Trample (Ex): Reflex DC 36 half. The save DC is Strength-
Initiative: +3 based.
Speed: 40 ft.
AC: 21 (-4 size, -1 Dex, +16 natural), touch 5, flat-footed 21 Earth Meld (Su): The sacred guardian can enter and leave
Base Attack/Grapple: +11/+38 the earth of its graveyard as if by means of the spell meld into
Attack: Bite +22 melee (4d6+15) stone. Leaving and entering the ground is a move action.
Full Attack: Bite +22 melee (4d6+15) and 2 claws +17 melee
(2d8+7) Treasure
Space/Reach: 20 ft./15 ft. Triple standard—The vast amount of treasure in the area a
Special Attacks: Trample (2d8+22) guardian calls home comes from all of the creatures the great
Special Qualities: Blindsense 30 ft., damage reduction 10/ cat has slain. Coins and items are pushed off of graves but that
magic, darkvision 60 ft., fast healing 5, ground meld, low-light is as far as the guardian will trouble itself with the stuff.
vision, spell resistance 25, +4 turn resistance, undead traits Fire opal (x7) [900 gp each]
Saves: Fort +9, Ref +6, Will +19 Red-brown spinel (x8) [120 gp each]
Abilities: Str 40, Dex 9, Con —, Int 11, Wis 18, Cha 6 Boots of striding and springing [5,500 gp]
Skills: Intimidate +21, Listen +26, Move Silently +22, Sense +3 dwarven waraxe [18,330 gp]
Motive +27, Spot +21 Potion of enlarge person [250 gp]
Feats: Alertness, Awesome Blow, Cleave, Great Fortitude, Potion of resist energy (fire) 10 [300 gp]
Improved Bull Rush, Improved Initiative, Iron Will, Power Ring of x-ray vision [25,000 gp]
Attack Scroll of baleful polymorph (CL 9th) [1,125 gp]
Environment: Any land Scroll of break enchantment (CL 9th) [1,125 gp]
Organization: Solitary 20,110 gp
Challenge Rating: 16 500 pp
Treasure: Triple Standard
Alignment: Always neutral In Your Campaign
Advancement: 24-46 HD (Gargantuan) The sacred guardian is not a well known creature. Those
Level Adjustment: — who fight it tend to perish or never speak of it lest it bring a
convulsive fit of fear. Those who successfully parlay without
The earth before you opens like a great blooming flower. But combat don’t speak of it partially out of reverence for the place
instead of a beautiful bud, from inside rises a giant tiger. The and partially because they fear the great cat will come for them
creature’s skin is almost a translucent white and its eyes glow in their sleep should they utter a word. There are a couple of
with a green radiance. The tiger’s claws click and its powerful ways you can use this cat in your game.
tooth-filled jaw clenches for battle.
First, the mere legend of the sacred guardian can be used in a
The sacred guardian is a ghostly tiger of great size which plot. If an enemy of the party wants to use a burial ground for
secret meetings, he can make sure the PCs get to know about

d
keeps eternal watch over very special graveyards and other
burial sites. Whether the guardian is summoned or created the sacred guardian legends first. That way, when they find out
64
about the evil creature’s dealings and move to stop him, he can
create an illusory duplicate of the guardian to scare the PCs
away. And, to a lesser degree, keep all common folk away from
the area as well.
8
within days after their death, the slain creatures rise as black
skeletons, leaving their former lives and bodies behind. Black
skeletons are intelligent and do maintain some memories of
their former lives.

Second, perhaps the sacred guardian doesn’t guard the dead Black skeletons wear any clothes or armor they had in life,
at all. Perhaps really great adventurers are asked to serve on and some still carry their gear or weapons (most discard their

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
another plane of existence before their deaths. If they agree to weapons in favor of two short swords as soon as they can).
serve the beings that contact them, these unknown creatures Black skeletons speak Common and Abyssal.
help to fake the adventurer’s death, provide an elaborate burial
site, and then bring the adventurers out of this world. To ensure Combat
that no one discovers the portal to that other plane which is left Black skeletons attack with two short swords in battle with little
in the graveyard or site, the sacred guardian is summoned to more than the intention of cutting their foes to pieces. They are
duty there. intelligent opponents and will use tactics during battle, often
sending several of their number against a foe’s front, while
the others move into position to flank their adversaries. Black
skeletons are smart enough to know when the battle is lost and
Skeleton, Black withdraw from combat, though rarely. Most simply fight to the
Medium Undead death, driven by some unseen hatred for the living.
Hit Dice: 6d12 (39 hp)
Initiative: +4 Frightful Presence (Ex): The mere presence of a black
Speed: 40 ft. skeleton is unsettling to foes, especially when the skeleton
AC: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16 shrieks. Creatures within 60 feet and with less HD than the
Base Attack/Grapple: +3/+3 black skeleton that hear it must succeed on a Will save (DC 15)
Attack: Short sword +8 melee (1d6, 19-20/x2 plus 1d3 or become panicked for 4d6 rounds. Creatures that successfully
Strength) or claw +7 melee (1d4 plus 1d3 Strength) save are immune to the frightful presence of the same black
Full Attack: 2 short swords +8 melee (1d6, 19-20/x2 plus 1d3 skeleton for one day. The save DC is Charisma-based.
Strength) or 2 claws +8 melee (1d4 plus 1d3 Strength)
Space/Reach: 5 ft./5 ft. Strength Damage (Su): Good-aligned creatures hit by a black
Special Attacks: Frightful presence, strength damage skeleton (either by a weapon or natural attack) must succeed on
Special Qualities: Damage reduction 10/bludgeoning and good, a Fortitude save (DC 15) or take 1d3 points of Strength damage.
darkvision 60 ft., +4 turn resistance, undead traits The save DC is Charisma-based. This effect is a function of the
Saves: Fort +2, Ref +6, Will +5 black skeleton itself, not its short swords.
Abilities: Str 11, Dex 19, Con —, Int 13, Wis 10, Cha 14
Skills: Climb +6, Escape Artist +10, Hide +10, Jump +9, Listen Feats: Because of the black skeleton’s magical nature, its Two-
+5, Move Silently +10, Search +7, Spot +6 Weapon Fighting feat allows it to attack with both weapons at
Feats: Two-Weapon Fighting, Weapon Finesse, Weapon Focus no penalty.
(short sword)
Environment: Underground Treasure
Organization: Any Like persistent soldiers, the treasure of black skeletons is found
Challenge Rating: 5 carried by the undead not because of usefulness, but because of
Treasure: Standard an instinctive need to possess a part of their former lives. Loose
Alignment: Always chaotic evil coin and gems are kept in a belt pouch.
Advancement: 7-9 HD (Medium); 10-18 HD (Large) Alexandrite [800 gp]
Level Adjustment: — Moss agate [10 gp]
Elixir of love [150 gp]
This creature looks like a skeleton with glistening black bones, Feather token, fan [200 gp]
seemingly constructed of blackened steel. Small red pinpoints 400 gp
of light burn in its hollowed eye sockets. 4 pp

Black skeletons are intelligent monsters and are not subject to In Your Campaign
the mindless commands that can be given to such undead as The efficient, if bland, explanation of the black skeleton’s
skeletons or zombies. They have a clear mind, and sometimes origins above leaves little room for expansion. Monsters
go against the commands and wishes of those they serve, if it become far more intriguing with good backstories. Let’s
benefits the black skeleton in question. Such treachery is rare, explore some possibilities you can mull before introducing
however, since the skeletons know that betrayal likely means a these undead into your game.
quick demise at the hands of spellcasting masters.
Black skeletons are the remnants of living creatures slain in an • Black skeletons are patterned after the evil dark elves because
of that race’s distinctive two-handed fighting style (not to

2
area where the ground is soaked with evil. The bodies of fallen
humanoids are contaminated and polluted by such evil and mention the black bones). But when drow society becomes
65
f
aware of these undead, will they see the monsters as flattery,
insult, or the source of a myth that should be propagated?

• Shock troops of a deity of fear and/or darkness, black


This eerie form is like living shadows cloaked in tattered scarlet
shrouds. Flashing eyes highlight an otherwise dark face with
indistinguishable features.

skeletons are forbidden to be created by any but this deity’s Soulless ones are powerful undead spirits driven by lament and
clergy. Sometimes a “face” is needed for a religion to be hatred of the living. They are surrounded by bitterly-chilling
properly noticed and such monsters make for the perfect auras, but generate no frost or other visual manifestations of
identifier. cold. They move slowly and gracefully, passing confidently

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
through objects and touching their fingertips to their enemies.
• After a fighter wielding two blades fell in battle, an
enterprising necromancer attempted to add the fighter to Soulless ones are the products of unbearable lament, the spirits
his undead force. But the necromancy became somehow of stillborn children who were taken by darkness. These spirits
contaminated and the fallen fighter rose as a free-willed are raised by evil entities, learning to hate the living and grant
skeleton, its bones blackened by the evil which birthed it. strength to undead. They search for other spirits to capture, and
The two-handed fighting style was retained and passed to all protect the interests of the dead. Some act as elite agents of the
victims of this original black skeleton. For this backstory, those beings who raised them, sent to slay hunters of undead, retrieve
humanoids slain by a black skeleton become black skeletons artifacts of evil power, or otherwise fulfill dangerous tasks.
themselves within 1d4 days unless their corpses are burned. Soulless ones speak no languages.

• In numerous prophecies, the End Times are heralded by the Combat


appearance of “coal black bones wielding the twin blades A soulless one rarely needs to enter melee, slaying opponents
of pestilence and fear.” When a planar portal opens not far with its gaze before they have a chance to engage it. When
from a major city and pours forth dozens of black skeletons forced into a genuine fight, a soulless one relies on its auras
at irregular intervals, could prophecy be coming true? More to weaken or kill its foes, but can only rarely inflict serious
likely it is just a plot by a necromancer using the prophecies and damage with its touch attack. Therefore, a soulless one who
black skeletons to his advantage. But using the skeletons as fights powerful opponents will usually retreat and gather undead
harbingers of Armageddon makes for a more arresting hook! allies before fighting again.

Hypothermia (Ex): A creature who takes damage from a


soulless ones touch attack must succeed on a DC 18 Fortitude
Soulless One save or suffer the effects of hypothermia. Treat the creature as
Medium Undead (Incorporeal) fatigued. The penalties end when the creature is healed of all
Hit Dice: 12d12 (78 hp) cold damage caused by the soulless one (including damage from
Initiative: +5 its frigid aura, and damage taken after the creature succumbs to
Speed: 30 ft., fly 50 ft. (perfect) hypothermia). The save DC is Charisma-based.
AC: 17 (+1 Dex, +6 deflection), touch 17, flat-footed 16
Base Attack/Grapple: +6/— Death Gaze (Su): Death, 30 feet, Fortitude DC 18 negates. The
Attack: Incorporeal touch +8 melee (2d6 cold plus save DC is Charisma-based.
hypothermia)
Full Attack: Incorporeal touch +8 melee (2d6 cold plus Frigid Aura (Ex): A soulless one constantly radiates a field of
hypothermia) extreme cold in a 25-ft. radius. Each round a creature is within
Space/Reach: 5 ft./5 ft. this area, it must succeed on a DC 18 Fortitude save or suffer
Special Attacks: Hypothermia, death gaze 1d6 points of cold damage. The save DC is Charisma-based.
Special Qualities: Frigid aura, unholy aura, unhallowed
presence, darkvision 60 ft., immunity to cold, incorporeal traits, Unholy Aura (Su): Evil creatures within a 25-ft. radius of a
undead traits, +4 turn resistance soulless one (including the soulless one itself) are protected
Saves: Fort +8, Ref +11, Will +16 by the effects of an unholy aura spell (caster level 15th). The
Abilities: Str —, Dex 12, Con —, Int 17, Wis 14, Cha 15 deflection and resistance bonuses from the aura are calculated
Skills: Bluff +15, Hide +14, Intimidate +18, Listen +15, Perfect into the soulless one’s statistics. The unholy aura can be
Recall +16, Search +16, Sense Motive +15, Spot +15 dispelled, but the soulless one can create it again on its next turn
Feats: Fearful Advantage, Improved Initiative, Iron Will, as a free action.
Lightning Reflexes, Weapon Focus (incorporeal touch)
Environment: Any Unhallowed Presence (Su): A soulless one exudes an unholy
Organization: Solitary effect similar to that of an unhallow spell. Within 25 feet of
Challenge Rating: 13 the soulless one, all turning checks to turn undead suffer a -4
Treasure: None profane penalty and turning checks to rebuke undead gain a
Alignment: Always chaotic evil +4 profane bonus. This is in addition to the soulless one’s turn
Advancement: 13-18 HD (Medium) resistance.

d
Level Adjustment: —

66
Treasure
None—Soulless ones are less likely to have treasure around it
than most encountered undead. If the soulless one has a habit of
staying in one place, then the corpses that litter its lair might be
sources of treasure.
New Skill
Perfect Recall (Int)
8
For creatures that live thousands of years, it is essential that
they learn how to remember things clearly, and how to sort
through a lifetime of memories.
In Your Campaign

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Some undead are powerful, others are creepy, and then there
Check: A creature can make a Perfect Recall check to
are those like the soulless ones that cover both categories. This
remember an event from long ago in vivid detail, with
monster is guaranteed to throw fear into the hearts of players
incredible accuracy.
and characters alike if used under the right conditions. These
undead need an appropriately spooky place to hang out in order
Remember an Event From… DC
to do so. You should feel free to turn the lights down low for an
1 year ago 10
adventure featuring a soulless one. And while they don’t speak
4 years ago 15
languages (which in itself can be creepy), it might serve the
20 years ago 20
fear factor more if they had some kind of shared noise. If you
100 years ago 25
hunker down behind the GM’s screen and whisper something
500 years ago 30
like, “Shanasss” as the soulless one manifests (or attacks), it can
2500 years 35
give you that extra fear-inspiring mile.
The importance of the memory can make or harder to recall.
The origins of the soulless one lie with a young woman who
once carried the child of a purportedly-celibate priest. Angry
Perfect Recall Importance
that his sin might be exposed to his superiors, the priest attacked
DC
and nearly killed the young woman. Days later, she gave
Trivial; the food at a particular, but uneventful breakfast
premature birth to a stillborn child, who was taken by the “Dark
+10
Ones” to become the very first soulless one. Every hundred
Minor; the name of an acquaintance or co-worker +5
years, it returns to the material plane and slays three of the
Somewhat; the name of a casual friend
same priest’s clergy in a random temple over the course of three
or the layout of a previous home +0
nights.
Very; the name of a lover or a close friend,
or the circumstances of a life-altering battle -5
The Dark Ones can be whatever you want them to be—
Extreme; the exact words of a mortal enemy’s
extraplanar baddies, an undead deity (and its secretive cult), or
dying curse, or the hiding place of an artifact
even other undead like liches. This sinister group takes in not
-10
only stillborn children but other wayward souls in their efforts
to produce powerfully evil undead minions. Whether left on
Action: Usually none. Like Knowledge checks,
their own (like the soulless ones) or given specific missions,
remembering doesn’t take an action
these products of the Dark Ones’ power are still susceptible to
being recalled to their master’s side at a moment’s notice.
Try Again: Not for one month, unless the creature is
presented with something to remind it of the memory.

New Feat
Fearful Advantage
The creature knows how to take advantage of an opponent’s
fear in combat.
Prerequisites: Base attack bonus +4 or higher, Intimidate (4
ranks)
Benefit: The creature gains a +3 circumstance bonus on
attack rolls against opponents who are shaken, frightened, or
panicked.

2 67
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Spellgorged Zombie (Template)
It is the ultimate humiliation for a spellcaster to be reduced
to a mindless, rotting husk used only to store the spells of a
rival. Created with the use of a create greater undead spell, a
Special Attacks: A spellgorged zombie loses all the special
attacks of the base creature and gains spell storing:

Spell Storing (Su): A spellgorged zombie can store any spells


spellgorged zombie is a programmed being, which appears much cast into its mouth as if it were a ring of spell storing. The
like a normal zombie. It must be made from a corpse that was spellgorged zombie can store a number of spell levels equal to
in life an arcane or divine spellcaster. Spellgorged zombies may its Hit Dice. Each spell has a caster level equal to that of the
spellcaster that placed the spell in the spellgorged. The save

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
be used to store spells much like a ring of spell storing with the
notable exception that they may be programmed to exhaust those DC for any spell stored in a spellgorged zombie is determined
spells by the spellcaster through a series of commands. using the ability scores of the spellcaster who placed the spell.

Creating a Spellgorged Zombie The spellgorged zombie need not provide ay material
“Spellgorged Zombie” is an acquired template that can be components or foci, or pay an XP cost to cast the spell, and
added to any character capable of casting arcane or divine spells there is no arcane spell failure chance for wearing armor
(hereafter referred to as the “base creature”). It uses all the base (since the spellgorged zombie need not gesture). When
creature’s statistics and special abilities except as noted here. the spellcaster stores the spells in the spellgorged zombie,
Size and Type: The base creature’s type changes to undead. It however, he must use all required components for the spell.
retains any elemental type modifiers (such as Fire or Aquatic),
but loses any alignment or racial type modifiers. It does not gain For randomly generated spellgorged zombies, treat the
the “Augmented” subtype. Size is unchanged. spellgorged zombie as a scroll to determine what spells are
stored in it. If you roll a spell that would put the spellgorged
Hit Dice: Increase all current and future HD to d12s. over its spell level limit, ignore that roll; the spellgorged has
no more spells in it. (Not every spellgorged need be fully
Speed: If the base creature can fly, reduce its maneuverability to charged.)A spellcaster can cast any spells into the spellgorged,
clumsy. so long as the total spell levels do not equal more than the
spellgorged zombie’s Hit Dice. Any excess spells or spell
Armor Class: A spellgorged zombie has a +2 natural armor levels are lost.
bonus or the base creature’s natural armor bonus, whichever is
higher. Special Qualities: A spellgorged zombie loses all the special
qualities of the base creature and gains the undead type.
Base Attack: A spellgorged zombie has a base attack bonus
equal to one-half its HD. Abilities: Modify from the base creature as follows: Str
+2, Dex -2. Being undead the spellgorged zombie has no
Attack: The spellgorged zombie retains all the natural attacks Constitution score. Being a zombie, it has no Intelligence.
and weapon proficiencies of the base creature. A spellgorged
zombie also gains a slam attack if it did not already have one. Skills: The spellgorged zombie loses all skills.
Recalculate the base creature’s attack bonus on its new type and
ability scores. Feats: A spellgorged zombie loses all feats and gains
Toughness.
Damage: A slam attack deals damage depending on the
spellgorged’s size. Creatures with natural attacks retain their old Environment: Any.
damage rating or use the values below, whichever is higher. Organization: Any.

Size Slam Damage Challenge Rating: The spellgorged zombie’s CR depends on


its HD as follows:
Fine 1 Hit Dice Challenge Rating
Diminutive 1d2 1 1/2
Tiny 1d3 2 1
Small 1d4 3-4 2
Medium 1d6 5-6 3
Large 1d8 7-11 4
Huge 2d6 12-14 5
Gargantuan 2d8 15-17 6
Colossal 4d6 18-20 7

68
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Treasure: None.

Alignment: Always neutral.


In Your Campaign

8
It is a little known fact that a spellgorged zombie can be useful
even after defeated. Assuming it still had spells within it when
beaten, its arm, leg, or head (if whole) can be used as a wand
to trigger the magic left inside. This means that any spellcaster
Advancement: None. with a spell remaining that is also on his class lists can activate
the spell using one of these zombie parts. A rogue can also use

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Sample Spellgorged Zombie the Use Magic Device skill to activate the “wand” (DC 20) if he
This sample uses a 5th-level wizard as the base creature. knows there is a spell (or spells) in there. The magic remains
Spellgorged Zombie stored within the spellgorged zombie until used.
Medium Undead
Hit Dice: 5d12 (35 hp) Alternatively, the creator of a spellgorged zombie can implant
Initiative: +1 a hidden command which causes unused spells to detonate if
Speed: 30 ft. the spellgorged is slain. This requires an extra 200 gp worth of
AC: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 components per spellgorged HD (so the example above would
Base Attack/Grapple: +2/+3 require an extra 1,000 gp upon creation). This special attack
Attack: Slam +3 melee (1d6+1) does not raise the spellgorged zombie’s CR. It reads like this:
Full Attack: Slam +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft. Death Throes (Ex): When the spell-gorged zombie is reduced
Special Attacks: Spell storing (5 total levels) to 0 hit points or below, it explodes, sending destabilized spell
Special Qualities: Darkvision 60 ft., undead traits energies in a 20-ft.-radius. All creatures within the area of
Saves: Fort +1, Ref +2, Will +5 effect must succeed a Reflex save (DC equals 10 + one-half
Abilities: Str 12, Dex 12, Con —, Int —, Wis 12, Cha 8 spellgorged’s Hit Dice + Cha modifier, if positive) to halve the
Feats: Toughness (B) damage or take 1d6 points of damage per spell level detonated.
Environment: Any
Organization: Solitary, gang (2-5), squad (6-10) For example, if the above spellgorged zombie had already cast
Challenge Rating: 3 sleep and cause fear before being slain, then acid arrow and
Treasure: None magic missile would be included in the death throes (Reflex DC
Alignment: Always neutral 12 halves; 3d6 damage).
Advancement: —
Level Adjustment: —

This humanoid has rotting skin and tattered clothes hanging


from its desiccated form. A faint blue glow plays inside the
creature’s otherwise dead eye sockets, suggesting hidden power.

This spellgorged zombie was slain by a more powerful rival


for some blackmail the former caster threatened to employ.
In retribution, the wizard decided to use the slain caster as a
spellgorged guardian.

Dubbed “Knick-Knack” by the evil caster, this spellgorged stays


inside the wizard’s tower in deep in the forest. The zombie’s
sad duty is to guard now the wizard’s laboratory or treasure
room, but to guard his kitchen. The wizard is certain that on
some level, the former caster is in eternal torment.

Combat
Knick-Knack has the following spells at his disposal (caster
level 7th; DC 13 + spell level): acid arrow, cause fear, magic
missile, sleep. The spellgorged zombie is instructed to try and
subdue intruders with a sleep spell. Failing that, it casts cause
fear and follows up with slam attacks. Its ranged magic is
saved for fleeing opponents or those who are otherwise too far
to reach with melee attacks.

Treasure
None—Whatever treasure this former spellcaster had was taken
by the caster that animated it.

2 69
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Spirit of Hate
Medium Undead (Incorporeal)
Hit Dice: 9d12 (58 hp)
Initiative: +7
Combat
A spirit of hate often chooses a particular individual or a couple
to be the object of its malicious attention. It then shadows its
targets, waiting for the best moment to strike. When possible,
Speed: Fly 60 ft. (good) it traps the lovers together, using its hateful gaze to drive them
AC: 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14 to destroy one another. Alternatively, the spirit of hate may
Base Attack/Grapple: +4/— employ its gaze against only one of the couple, perhaps even
retreating from its victim to fool it into believing that the spirit

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Attack: Incorporeal touch +7 melee (1d8 cold plus 1d6
Charisma drain) has been defeated. The victim then “escapes” and returns to the
Full Attack: Incorporeal touch +7 melee (1d8 cold plus 1d6 lover—whom he or she now sees as a deadly enemy. The spirit
Charisma drain) of hate then uses its deadly incorporeal touch attack to finish the
Space/Reach: 5 ft./5 ft. heartbroken victim.
Special Attacks: Charisma drain, hateful gaze
Special Qualities: Darkvision 60 ft., incorporeal traits, low- Charisma Drain (Su): Living creatures hit by a spirit of hate’s
light vision, +2 turn resistance, undead traits incorporeal touch attack must succeed a DC 18 Fortitude
Saves: Fort +3, Ref +6, Will +7 save or take 1d6 points of Charisma damage. The save DC
Abilities: Str —, Dex 17, Con —, Int 14, Wis 12, Cha 18 is Charisma-based. Those reduced to Charisma 0 by a spirit
Skills: Hide +15, Intimidate +16, Listen +13, Search +14, Sense of hate’s touch have become so loathsome and repulsive to
Motive +13, Spot +13 themselves that they retreat into a comatose state and are no
Feats: Blind-Fight, Combat Expertise, Flyby Attack, Improved longer aware of themselves or their environment. In this state,
Initiative the creature loses 2d10 hit points per day until it perishes.
Environment: Any land or underground
Organization: Solitary Hateful Gaze (Su): Gaze, 30 feet, Will DC 18 negates (caster
Challenge Rating: 7 level 9th). The save DC is Charisma-based. A character that
Treasure: None fails her save against the spirit of hate’s hateful gaze believes
Alignment: Always chaotic evil that her closest friend or lover is a hated enemy. She seeks at
Advancement: 10-18 HD (Medium) once to kill the “enemy,” using the most efficacious means at
Level Adjustment: — her disposal. The effect lasts 2d6 hours, or until the spirit of
hate is destroyed. The effect of the hateful gaze can be removed
Softly illuminated with white radiance, this humanoid is at with a successful dispel magic or remove curse.
once beautiful and terrifying. The creature’s face is hazy and
indistinct but its piercing eyes are a defined blue. Treasure
None—Robbing creatures of their happiness is the only treasure
Creatures that are slain just before a pleasingly anticipated a spirit of hate is interested in.
event return to this plane within 1d4 days as a spirit of hate.
Hatred for all living beings is customary but a special hatred is In Your Campaign
reserved for those creatures that are obviously happy. There are The spirit of hate can spontaneously emerge from a person
just as many females as there are males that become spirits of who was wrongly slain in sight of her would-be rescuers. The
hate although a victim cannot tell which sex he might be facing energy of an anticipated rescue becomes the force for undying
because a spirit’s features are hidden within the fuzzy radiance revenge as the spirit of hate then shadows the failed rescuers
of its energy. The spirit knows all languages it knew while until their deaths. When a villain of the PCs just cannot seem to
living but rarely speaks. When it does speak, its voice is always slay them, he might set up a situation where a person is killed at
accompanied by a high-pitched whine. the moment before the party rescues him. The resulting spirit of
hate might just be able to succeed where the villain failed and
In elven mythology, spirits of hate (or “pec’zaah” in the Elven he will have lost nothing in the attempt.
tongue) originated in the time just after the split between surface
and dark elves. After centuries of discontent, those elves who
would become the black-skinned menaces of today finally broke
tradition with their surface cousins in an organized protest (the
specifics are not known to non-elves). When it seemed these
elves were lost to the darkness, a few dozen of their number
returned to the forest as part of a ruse. When their surface
brothers emerged from their protected community to welcome
them home, the dark elves turned on them in a bloody massacre.
The deaths of so many elves filled with glad tidings of their
fellows’ return supposedly gave birth to the first sprits of hate.
There may indeed be some truth to this legend because drow
elves are documented as attacking these spirits on sight.

70
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Tavern Prowler
Small Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: -1
Speed: 30 ft.
a victim’s sleeping form for a minimum of six hours. During 8
sleeping mortals over the course of an entire night. To drain
a victim successfully, the prowler must be in “contact” with

this time, the victim is wracked by terrible nightmares and may


wake up with a successful DC 11 Will save. If the victim wakes
AC: 11 (+1 size, -1 Dex, +1 deflection), touch 11, flat-footed 11 up, the tavern prowler’s drain attempt fails and it flees the room.
Base Attack/Grapple: +1/-4 If the life drain is successful, the victim pays a steep price,

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Attack: 1d6 thrown objects +1 ranged (1d4 per object) or 1 suffering 1d2 negative levels, and he ages five years, appearing
thrown object +1 ranged (3d4) older with drawn skin and graying hair. Removing a negative
Full Attack: 1d6 thrown objects +1 ranged (1d4 per object) or level requires a successful DC 11 Fortitude save.
1 thrown object +1 ranged (3d4)
Space/Reach: 5 ft./5 ft. Treasure
Special Attacks: Energy drain None—As an incorporeal being, the tavern prowler has no
Special Qualities: Damage reduction 5/magic, spell resistance treasure; and even if it did, that would have gone toward buying
12, darkvision 60 ft., incorporeal traits, undead traits a pint of ale long ago.
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 9, Dex 9, Con —, Int 8, Wis 9, Cha 9 In Your Campaign
Skills: Climb +4, Hide +9, Listen +6, Spot +6 For the most part an innocuous monster, the tavern prowler can
Feats: Alertness, Lightning Reflexes still make for an interesting detail in the party’s favorite tavern.
Environment: Any land (taverns) For whatever reason, the same powers which gave the prowler
Organization: Solitary life also gave it a purpose—protect its former home. If the
Challenge Rating: 3 tavern comes under attack or is in danger of being destroyed
Treasure: None by a fight, the prowler instinctively intervenes to stave off the
Alignment: Always neutral destruction. PCs getting into a bar fight might find themselves
Advancement: 4-8 HD (Small); 9-12 HD (Medium) on the receiving end of a tavern prowler attack. Most assuredly,
Level Adjustment: — they become the target of its energy drain once they retired to
upstairs quarters.
This creature appears as a faintly glowing humanoid. It wears
the unkempt clothing of a commoner and its eyes flash with a In some taverns, the prowler is a known entity, celebrated for
white radiance as loose items fly off the bar counter. his eternal vigilance in guarding the establishment. A prowler
can easily be the subject a bard’s tale or perhaps a plot hook
All adventurers see the barflies that inhabit every location of when knowledge of a past incident is required. The incident
drunkenness and revelry in each community. Some of these took place in the bar room during the prowler’s living tenure
wretched drunkards were former adventurers themselves. But and the party must somehow convince it to give up that
too many waste their lives away on the barstool, waiting for knowledge. Locating the tavern prowler can be as easy as
some kind of emotional pain to dissipate or for good paying asking for it aloud to following the faintest smell of ale into the
work to materialize out of thin air. It is no surprise that these tavern’s cellar.
men (and some women) die either inside or on their way
to/from the tavern. These are the souls that become tavern
prowlers.

Having no goals in its living existence, the tavern prowler finds


one in undeath. A spirit returns to the same tavern it frequented
one month to the day after its death. The people inside the bar
experience a sudden chill when the tavern door blows open
mysteriously even though there may have been no wind outside.
This is the only physical manifestation to clue patrons in on
what has happened. For the rest of its existence, the prowler
remains inside the tavern, feeding off the lives it never had
during the long nights.

Combat
If a tavern prowler is attacked, it can hurl the objects in a
room at its attacker in a typically drunken fit of anger. A
tavern prowler can, with the sheer force of its anger, hurl 1d6
objects weighing up to 5 pounds (1d4 damage) each per round
without penalty, or one object that weighs up to 30 pounds (3d4
damage).

2
Energy Drain (Su): Tavern prowlers draw energy from
71
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Terkow (Template)
Terkow are jungle vampires. They appear as skinless humans,
and are also known as “skinwalkers,” “skinchangers,”
“skinshifters,” and a variety of other related names. As skinless
Constitution damage each round the pin is maintained. For
every Constitution point drained, the terkow heals itself 5 hit
points, up to its normal maximum.

creatures, terkow are constantly losing blood and must suck the Create Spawn (Ex): Any creature reduced to a 0 Constitution
blood from living beings to replenish their supply. score by the terkow’s blood draining attack and then skinned
by the creature returns as a true zombie if it had 4 or fewer HD,
and a terkow if it had 5 or more HD. In either case, the new

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Though weaker than vampires in many ways, a terkow’s ability
to operate under direct sunlight and disguise itself by wearing zombie or terkow is under command of the terkow that created
the skins of its victims makes it a very dangerous opponent. it and remains enslaved until its master’s death.

Creating a Terkow Special Qualities: A terkow retains all the special qualities of
“Terkow” is a template that can be added to any humanoid the base creature and gains those described below.
creature (referred to hereafter as the base creature). The terkow
uses all the base creature’s statistics and special abilities except Blood Loss (Ex): A terkow continually oozes blood. This causes
as noted here. it to lose hit points at the rate of 2 per day. Terkow do not heal
naturally; they can only restore lost hit points by draining blood
Size and Type: The creature’s type changes to undead or through negative energies designed to heal the undead.
(augmented humanoid or monstrous humanoid). Do not
recalculate base attack bonus, saves, or skill points. Size is Damage Reduction (Su): Terkow have damage reduction 15/
unchanged. magic.

Hit Dice: Increase all current and future Hit Dice to d12s. Energy Resistance (Ex): A terkow has acid, cold, and electricity
energy resistance 20.
Speed: Same as the base creature. If the base creature has a
swim speed, the terkow retains the ability to swim, and is not Spell Resistance (Ex): Terkow have spell resistance equal to 10
vulnerable to destruction from immersion in salt water (see + 1/2 their Hit Dice.
below).
Skin Flay (Ex): After a terkow drains a humanoid victim of
Armor Class: The base creature’s natural armor improves by blood, it flays off the victim’s skin and wears it to replace its
+4. own (provided the terkow and the victim are of the same race).
This provides it with several benefits:
Attacks: A terkow retains all the attacks of the base creature
and also gains a claw attack if it didn’t already have one. A • Wearing a skin allows the creature to disguise itself as its
creature with natural weapons retains those natural weapons. victim, adding an additional +10 circumstance bonus to its
Disguise checks.
Damage: Terkow have dual claw attacks. If the base creature
does not have this attack form, use the appropriate damage • The skin reduces the rate of the creature’s blood loss to 1
value from the table below according to the terkow’s size. hp per day instead of 2 hp per day.
Creatures that have other kinds of natural weapons retain their
old damage values or use the appropriate value from the table • The skin helps to absorb incoming damage, causing the
below, whichever is better. creature to take half damage from weapons. This reduction
is not cumulative with damage reduction—apply either the
Terkow Claw Damage DR or the half damage, whichever results in less damage.
Size Damage The skin can only absorb an amount of damage equal to half
Small 1d4 the (uninjured) hit points of the original victim, at which
Medium 1d6 point the skin sloughs off, revealing the monster beneath.
Large 1d8 Damage reduced due to the creature’s DR is not subtracted
from the skin.
Special Attacks: Same as the base creature, plus the following.
Saves have a DC of 10 + 1/2 terkow’s HD + terkow’s Cha Turn Resistance (Ex): A terkow is treated as if 6 Hit Dice higher
modifier unless noted otherwise. when subjected to turning or rebuking attempts.

Improved Grab (Ex): To use this ability, the terkow must hit Vulnerable to Salt Water (Ex): Terkow suffer agonizing pain
with a claw attack. If it gets a hold, it can drain blood; see and take 20d6 points of damage per round of total immersion in
below. salt water. Smaller quantities of salt water inflict 1d6 points of
damage per round of contact with the creature (no save).
Blood Drain (Ex): The terkow can suck blood from a living
victim with its fangs by making a successful grapple check. If Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and
it pins the foe, it drains blood, inflicting 1d6 points of temporary
72
Will +1/2 HD + 2.

d
Abilities: Adjust from the base creature as follows: Str +4, Dex
+4, Int +4, Wis +4, Cha +4. Being undead, terkow have no
Constitution score.

Skills: Terkow gain a +4 racial bonus to Bluff, Climb, Disguise,


Sample Terkow
This example uses a human 4th-level sorcerer as the base
creature.

Terkow, 4th-Level Sorcerer


8
Hide, Intimidate, Listen, Move Silently, Search, Sense Motive, Medium Undead (Augmented Humanoid)
and Spot checks. Otherwise as base creature. Hit Dice: 4d12+3 (29 hp)

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Initiative: +4
Feats: Terkow gain Alertness, Combat Reflexes, Dodge, Speed: 30 ft.
Improved Initiative, and Lightning Reflexes, assuming the base AC: 17 (+2 Dex, +4 natural, +1 ring), touch 13, flat-footed 15
creature meets the prerequisites and doesn’t already have these Base Attack/Grapple: +2/+4
feats. Attack: Claw +4 melee (1d6+3)
Full Attack: 2 claws +4 melee (1d6+3)
Environment: Any land or underground. Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, blood brain, create spawn,
Organization: Solitary, pair, gang (2-5), or troupe (1-2 plus 2-5 spells
true zombies). Special Qualities: Blood loss, damage reduction 15/magic,
darkvision 60 ft., acid, cold, and electricity resistance 20, SR
Challenge Rating: Same as base creature +2. 12, skin flay, +6 turn resistance, salt water vulnerability, undead
traits
Treasure: Double standard. Saves: Fort +1, Ref +3, Will +6
Abilities: Str 14, Dex 14, Con —, Int 18, Wis 14, Cha 22
Alignment: Always chaotic evil. Skills: Bluff +10, Climb +6, Concentration +7, Disguise +10,
Hide +6, Intimidate +10, Knowledge (arcana) +11, Listen +9,
Advancement: By character class. Move Silently +6, Search +10, Sense Motive +6, Spellcraft +11,
Spot +9
Level Adjustment: Same as the base creature +8. Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative,
Lightning Reflexes, Scribe Scroll, Toughness
Terkow Characters Environment: Any
Terkow are always chaotic evil, which causes characters of Organization: Solitary or squad (3-5)
certain classes to lose their class abilities. In addition, certain Challenge Rating: 6
classes suffer additional penalties. Treasure: None
Clerics: Terkow clerics lose their ability to turn undead but gain Alignment: Usually chaotic evil
the ability to rebuke undead. This ability does not affect the Advancement: By character class
terkow’s controller or any other terkow that a master controls. Level Adjustment: +8
A terkow cleric has access to two of the following domains:
Chaos, Destruction, Evil, or Trickery. A skinless humanoid with great claws leers menacingly at you.
Sorcerers and Wizards: Terkow sorcerers and wizards retain It licks bloody lips in hungry anticipation of your death. The
their class abilities, but if a character has a familiar, the link presence of a pouch and equipment informs you that there is
between them is broken and the familiar shuns its former more to this monster than an ugly disposition.
companion.
This terkow sorcerer was just beginning a promising career in
the arcane academy before an expedition to the southern jungles
turned his life into unlife. A terkow slaughtered the spellcaster’s
companions before feeding on him last. The terkow has long
since been freed of its master’s control and slowly continues to
learn sorcery—if only to defeat creatures more easily in order to
harvest more skin.

Combat
The terkow sorcerer uses invisibility to enter a community and
then abduct a merchant or other humanoid who sees many
people in the course of a day. The terkow learns what it can
shadowing the target before abducting and draining him. The
resulting undead minion is kept nearby in a safe location until
needed (or the terkow leaves the community). In its new post,
the terkow sorcerer masquerades as the victim, biding its time
until it is convenient to take another victim for blood draining.
As many as a dozen targets can be drained in a large city before

2 anyone suspects it of the crimes.


73
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When engaged in melee, the terkow uses its claws to rend
enemies while they attempt to penetrate its appreciable
defensive qualities. For ranged targets, magic missile is the
standard attack form. If it needs to retreats, the terkow first
Feats: Improved Natural Attack (bite), Iron Will, Power Attack,
Weapon Focus (bite)
Environment: Any aquatic
Organization: Solitary
attempts to sleep its foes. Failing that, it either flees invisibly or Challenge Rating: 12
takes a hostage for a more orderly withdrawal (the latter if there Treasure: Standard
are not more than five foes present). Alignment: Always neutral evil
Advancement: 11-15 HD (Large); 16-20 HD (Huge)

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Spells Known: (Spells per Day: 6/8/5; DC 16 + spell level): Level Adjustment: —
0—arcane mark, detect magic, light, mending, read magic,
resistance; 1st—mage armor, shocking grasp, sleep; 2nd— Thanatos, Gargantuan
invisibility Gargantuan Undead (Aquatic)
Hit Dice: 25d12+15 (177 hp)
Treasure Initiative: -1
Double standard—The terkow has discarded the weapons it Speed: Swim 80 ft.
used in life in favor of its new claws. Replacement equipment AC: 21 (-4 size, -1 Dex, +16 natural), touch 5, flat-footed 21
comes in the form of magic items and coin/gems: Base Attack/Grapple: +12/+38
shoulder bag [1 gp] Attack: Bite +22 melee (4d6+14 plus energy drain)
ring of protection +1 [2,000 gp] Full Attack: Bite +22 melee (4d6+14 plus energy drain)
scroll of identify (x2) [125 gp each] Space/Reach: 20 ft./15 ft.
scroll of misdirection (CL 3rd) [150 gp] Special Attacks: Energy drain, improved grab, shallow whole
scroll of silence (CL 3rd) [200 gp] Special Qualities: Blindsense, damage reduction 10/magic,
scroll of undetectable alignment [50 gp] darkvision 60 ft., fast healing 5, keen scent, immunity to cold
wand of magic missile (CL 3rd) (23 charges) [1,035 gp] and electricity, low-light vision, undead traits, vile luminescence
citrine gems (x3) [50 gp each] Saves: Fort +7, Ref +6, Will +19
20 sp Abilities: Str 38, Dex 8, Con —, Int 1, Wis 16, Cha 10
162 gp Skills: Listen +17, Spot +17, Swim +15
Feats: Improved Natural Attack (bite), Iron Will, Power Attack,
In Your Campaign Toughness x5, Weapon Focus (bite)
Although a terkow normally discards its weapons in favor of Environment: Any aquatic
its claws, this does not necessarily have to hold true for all of Organization: Solitary
them. Besides the spellcasting terkow, you can inject some Challenge Rating: 19
variety by allowing the warrior classes (barbarians, fighters, Treasure: Standard
paladins, or rangers) a chance to retain the desire for a weapon. Alignment: Always neutral evil
Roll a 10% chance for every 2 HD the character has to see if it Advancement: 26-30 HD (Gargantuan); 35-45 HD (Colossal)
keeps its primary melee weapon (thus a 6th-level fighter would Level Adjustment: —
have a 30% chance).
This whale of a fish stinks like the carrion which clings from
its enormous teeth. It bears fins and flippers of bleached bone,
solid blue eyes, and a vibrant orange glow across its gray-
skinned body.
Thanatos, Large
Large Undead (Aquatic) Spawned by evil, the thanatos is a great undead fish which
Hit Dice: 10d12 (65 hp) exists only to spread that evil. As often as great wars tear apart
Initiative: -1 the land, there are just as many that wage across the ocean
Speed: Swim 40 ft. depths. Thanatos are one of the earliest attempted at an aquatic
AC: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16 doomsday weapon. Created by ancient magic held by sahuagin
Base Attack/Grapple: +5/+16 clerics, the gargantuan versions of these undead fish were sent
Attack: Bite +12 melee (2d6+7 plus energy drain) against all good-aligned aquatic creatures, slaying hundred if
Full Attack: Bite +12 melee (2d6+7 plus energy drain) not thousands of souls before the assault was countered. And
Space/Reach: 10 ft./5 ft. while the sahuagin were obviously unsuccessful in their bid for
Special Attacks: Energy drain, improved grab, shallow whole total domination, dozens of gargantuan thanatos remain today as
Special Qualities: Blindsense, damage reduction 5/magic, a chilling reminder of that time; warning all aquatic races that
darkvision 60 ft., fast healing 3, keen scent, immunity to not all stories of the past are fiction.
cold and electricity, low-light vision, undead traits, vile
luminescence The sahuagin have no direct method of creating more thanatos
Saves: Fort +3, Ref +2, Will +12 in modern times, but secret rituals known only to the high
Abilities: Str 24, Dex 8, Con —, Int 1, Wis 16, Cha 10 clerics enable those who can find a thanatos to command it.

d
Skills: Listen +8, Spot +11, Swim +15 Other rituals allow the mutation of whales into large thanatos,
but not gargantuan ones.
74
Combat
A thanatos is not a subtle foe. Drawn by the scent of life, it
angrily seeks to devour any creature that crosses its path.
Skills: A thanatos receives a +8 racial bonus to any Swim
8
check to perform a special action or to avoid a hazard. It can
always choose to take a 10 on a Swim check, even if distracted
or endangered. It can use the run action while swimming,
Blindsense (Ex): A thanatos can locate creatures underwater provided that it moves in a straight line.
within a 30-ft. radius. This ability only works when the

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
thanatos is underwater. Treasure
Standard—Thanatos generally lair around shipwrecks and
Energy Drain (Su): Living creatures struck by the bite of a other coastal disasters where the aura of death and despair is
thanatos gain one negative level; if the thanatos is gargantuan or strongest. Not that the creatures derive any sustenance off these
larger, this is increased to two negative levels. The save DC to areas; just that they are more comfortable in these areas. The
remove the negative level is 15 for a Large thanatos and 22 for a treasure list given here represents the more common thanatos,
Gargantuan thanatos; these saves are Charisma-based. For each the Large size:
such negative level bestowed, the thanatos gains 5 temporary hit Black pearl (x6) [500 gp each]
points. Living creatures killed by this energy drain rise in 1d4 Masterwork rapier (x2) [320 gp each]
rounds as zombies. These zombies are not under control of the Potion of water breathing [750 gp]
thanatos, but do not attack the dead fish; they either attack the Cloak of resistance +1 [1,000 gp]
nearest living creature or simply swim off into the depths. Horn of fog [2,000 gp]
4,000 sp
Improved Grab (Ex): When a thanatos hits a creature with 2,010 gp
its bite attack, it can deal normal damage and attempt to start
a grapple as a free action without provoking an attack of In Your Campaign
opportunity. No initial touch attack is required. If it wins the Like a few other undead creatures, thanatos remnants can
grapple check, the thanatos establishes a hold and can try to provide some useful magical components. If a craftsman
swallow the victim on the following round. This ability can possesses thanatos teeth, he can create a life drinker axe or
only be used on creatures that are at least one size category nine lives stealer without needing to cast finger of death or
smaller than the dead fish. enervation. The scales of a thanatos allow the wizard to
create ghost touch armor and shields without needing to cast
Keen Scent (Ex): A thanatos can notice creatures by scent in a etherealness. Of course, it can be hard to recover scales and
360-foot radius and can detect blood in the water at a range of teeth from the corpse of a thanatos, as it sinks to the bottom
up to 5 miles. of the sea as soon as it is destroyed. A mission to recover the
teeth from the corpse of a thanatos can be a challenging salvage
Swallow Whole (Ex): A thanatos can swallow a grabbed operation for the PCs.
opponent that is at least two sizes smaller by making a
successful grapple check. The swallowed creature takes 2d6 A finger-stall carved from a tooth of a thanatos adds +2 to
bludgeoning damage and loses 1d4 Strength each round he the damage the wearer can cause with chill touch and similar
remains within the stomach of the thanatos. He can cut his way necromantic spells.
free by using a light slashing or piercing weapon to inflict a
total of 25 points of damage on the thanatos, but the fast healing If a character is unfamiliar with certain necromantic rituals, he
ability of the creature counts against this. The fast healing can craft a small rod out of the tooth of a gargantuan thanatos.
ability quickly seals any exit, and each swallowed victim must Used an additional arcane focus, this can enhance the effect
cut his own way out. of certain spells such as animate dead (add +2 caster level),
• A Large thanatos can hold 2 Small, 8 Tiny, or 32 Diminutive chill touch (add +2 to damage rolls), energy drain (add +1
or smaller creatures in its stomach. A Gargantuan thanatos can negative level), enervation (add +1 negative level), and ray of
swallow 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller enfeeblement (add +1 Strength drain).
opponents.
• The gullet of a thanatos has one other unusually property.
Incorporeal and ethereal creatures cannot escape from the
stomach of the thanatos; the flesh of the monster has the same
effect as an object enchanted with the ghost touch ability.

Vile Luminescence (Su): A thanatos gives off an eerie, pale


glow. At night, this can allow enemies to see the thanatos
approaching them far away (+8 to Spot checks). However, this
ghostly glow has a useful function; it duplicates the effects of
the spell unhallow in a 40-foot radius surrounding the thanatos.
This also duplicates the effects of a magic circle against good,
gives all checks to turn undead a -4 penalty, and gives all checks

2
to rebuke undead a +4 bonus.
75
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Tortured
Medium Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: +0
at half-speed and suffer a -2 penalty on attack rolls, saves, and
ability and skill checks as long as they remain in the area. A
creature that saves is immune to that tortured’s aura for 24
hours. Creatures that do not feel pain (such as oozes and plants)
Speed: 30 ft. are immune to the tortured’s pain aura.
AC: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+4 Bone Spikes (Ex): The sharp bone spikes jutting from the
tortured’s skin function as armor spikes.

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Attack: Slam +4 melee (1d6+3)
Full Attack: Slam +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft. Pain Leech (Su): Any time a tortured deals a total of 6 or
Special Attacks: Bone spikes, pain aura more points of damage in a single round, it heals 1 hit point.
Special Qualities: Damage reduction 2/—, darkvision 60 ft., If the amount of healing would cause the undead to exceed its
pain leech, undead traits maximum normal hit points, it gains any excess as temporary
Saves: Fort +1, Ref +1, Will +4 hit points (which it cannot have more than equal to its normal
Abilities: Str 14, Dex 10, Con —, Int —, Wis 10, Cha 1 hit point total).
Feats: Toughness (B)
Environment: Any land or underground Treasure
Organization: Solitary, pair, group (3-5), or pack (6-11) None—With a singular mission to inflict pain and death on
Challenge Rating: 3 others, even if a tortured had the mental faculties to collect and
Treasure: None use treasure, it would not do so.
Alignment: Always neutral
Advancement: 5-12 HD (Medium); 9-12 HD (Large) In Your Campaign
Level Adjustment: — Despite their propensity to attack any creature in their path, the
tortured are not evil undead. They instinctively seek to harm
A humanoid with pained expression and lifeless eyes lurches others in the same way they have been harmed—because, after
towards you. Its pale skin is studded with large bony shards all, misery loves company. However, what the tortured truly
and as it gets closer you can tell that these spurs are actually seeks is a release from its suffering. This can be accomplished
the splintered parts of its own skeleton, reaching out through the in one of two ways. The first, and most obvious, is the
skin. Around these spurs are long-dried patches of blood and tortured’s own destruction. The second way is a bit more
puss. involved.

Tortured undead are those poor creatures who are unfairly Since tortured only come from unfairly tortured and slain
tortured to death. The desperate fevered emotions running creatures, they respond as much to force as they do to justice
through the creature at the time of death are enough to push it for their former living selves. If PCs can bring the creature
to the attention of the dread gods responsible for raising undead responsible for a tortured’s death to court (or some kind of
creatures. But those emotions are just barely enough to grant it official trial), then the tortured stops its spree of attacks, heading
an undead status, for the tortured has no intelligence and is only immediately for the court location. The tortured attacks no one
barely aware of itself. as long as the trial is ongoing, remaining within 100 feet of
its torturer until the trial’s conclusion. If the accused is found
Physically, the creature has the same body it possessed in life. guilty and punished (not necessarily killed), then the tortured
The main difference is that bones of its form have splintered collapses, the negative energies holding its existence together
and now pierce through the skin at odd angles, further giving departing in a whiff of black smoke. If found innocent, the
the impression that the creature is being tortured (although it tortured flies into a rage, attacking any creature within sight. It
can no longer actually feel pain). Although it has no language also gains a limited Intelligence score of 3 until either it is slain
skills, the tortured manages a pained moan when it strikes, or is or it can slay its torturer. This second method is a great way for
struck by, an opponent. lower level PCs to defeat a tortured without a “kill or be killed”
combat.
Combat
Desperate in their mindless desire to escape their anguish, the
tortured attack any creatures they come across in a fantastic
rage. The tortured is driven to homicidal lunacy, and attacks
even if hopelessly outmatched, neither fleeing nor surrendering.
Tortured intuitively see smaller creatures such as gnomes and
halflings as easy targets, and often attack such opponents first,
trying to grapple them and impale them on their bone-studded
flesh.

Pain Aura (Su): All living creatures within 30 feet of a tortured


must succeed at a DC 12 Fortitude save or suffer terrible pains.
The save DC is Constitution-based. Affected creatures move
76
d
Tree of Woe
Gargantuan Plant
Hit Dice: 16d8+128 (200 hp)
Initiative: -5
Speed: 0 ft.
1d6 points of acid damage per round, and may be freed only
by another character who makes a successful Strength check
8
(DC 20 + 1 per round the victim has been enveloped). A dead
creature has its flesh and other bodily tissues soughed away
from its bones after 30 minutes, and the bones are ejected back
AC: 27 (-4 size, -5 Dex, +26 natural), touch 1, flat-footed 27 onto the ground’s surface while the rest of the body is slowly
Base Attack/Grapple: +12/+19 drawn into the tree over the course of several weeks.

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Attack: —
Full Attack: — Carrion Stench (Ex): Once every 3 rounds, a tree of woe
Space/Reach: 20 ft./0 ft. can expel a wave of carrion stench. Several ulcers in its bark
Special Attacks: Absorption, carrion stench, foul influence, open and vent their putrid contents, and all living creatures
subjugate undead within 30 feet of the tree must make a DC 26 Fortitude save or
Special Qualities: Damage reduction 6/—, plant traits, spell be rendered unconscious for 1d6 rounds; those who save are
resistance 22 instead sickened for 1d6 rounds. The save DC is Constitution-
Saves: Fort +18, Ref —, Will +8 based.
Abilities: Str —, Dex —, Con 27, Int —, Wis 16, Cha 21
Environment: Temperate and warm forests Foul Influence (Su): The tree of woe exerts its foul influence
Organization: Corpse-copse (1 tree of woe plus any number of to a radius of one mile for every 2 HD of the tree. Any animal,
controlled undead) giant, humanoid, or monstrous humanoid corpse within this
Challenge Rating: 17 range that remains in contact with the ground for 1 full round
Treasure: Standard is animated into a skeleton or zombie (see MM). Corpses
Alignment: Always neutral evil of humanoids with 2 or 3 class levels are instead turned into
Advancement: 17-30 HD (Gargantuan); 31-48 HD (Colossal) ghouls, while those with 4 or more class levels are turned into
Level Adjustment: — ghasts; there is a 5% chance that a ghoul or ghast so created also
retains half of its class levels (round down).
This leafless tree has alternating patches of blistering red and
cracked blue-black bark. Spindly limbs seem to just hang from The tree of woe’s primary defense is these undead creatures.
the tree’s bulbous trunk while cluttered heaps of bone and mulch In addition to the undead it accumulates with its subjugate
lie around it. undead ability, it may animate the circle of bones that surrounds
it. Every round, it may cause 1d6 skeletons to assemble
Trees of woe seem to exist only to attract undead to themselves. themselves, moving to attack any opponents of the tree in the
An unknown number of skeletons, zombies, and worse undead next round. An additional d6 roll determines the size of each
patrol the tree’s area of influence like ants in a hive. This area is skeleton formed: 1 = Small; 2-3 = Medium; 4 = Large; 5 =
maintained as a haven to all that is opposed to the living world. Huge; 6 = Gargantuan. Enough bones are normally present for
the tree to create up to five times its own HD worth of skeletons.
The tree’s patches of red and blue-black make it appear as if
the tree had been exposed to blistering heat (for the former) and Subjugate Undead (Su): Any undead within the area of the
frostbite (for the latter). The rotting material around the tree tree of woe’s foul influence (1 mile per 2 HD) must make a DC
of woe is the remnant of carcasses which are left of creatures 23 Will save every hour or be compelled to move toward the
that die in the tree’s area of influence. Such detritus powers tree. The save DC is Charisma-based. Weak corporeal undead
the tree’s stench ability and the bones compose the protective are simply brought to the tree to be absorbed, but those with 3
undead that can be animated as necessary. or more HD or having the incorporeal subtype are spared this
final fate and instead linger near the tree, compelled to protect
Combat the tree of woe from attackers. At least 6d6 undead, mostly
Besides a tendency to sway in non-existent breezes, trees of ghouls, ghasts, and zombies of various sizes, strengths, and
woe are immobile. However, their abilities to animate and compositions (those animated by the tree), with perhaps a few
control undead guardians and to exude waves of incapacitating incorporeal undead, typically roam near a fully grown tree of
stench leave them far from defenseless. woe.

Absorption (Ex): A low mount of pulpy, glistening, Treasure


decomposing animal matter extends in a 20-foot radius from Standard—The potentially staggering amount of creatures a tree
the tree of woe’s base for a typical adult tree. Any creature of woe animates into service allows for an equally staggering
lying prone within this area is quickly enveloped in the muddy, amount of treasure. Buried in and around the detritus mound
festering earth around the tree’s roots; a character may avoid are the items listed below.
this fate with a DC 18 Reflex save (helpless creatures get no Amethyst (x5) [110 gp each]
save). Complete envelopment takes 2 full rounds, during which Golden yellow topaz (x6) [400 gp each]
time the victim may make a DC 18 Strength or Escape Artist Rich purple corundum (x3) [600 gp each]
check each round to break free. Cape of the mountebank [10,080 gp]
Potion of haste [750 gp]

2
Once fully enveloped, a victim begins to suffocate and takes Staff of charming (30 charges) (bears spiraling design of 4 pairs
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of eyes chained together) [9,900 gp]
10,020 gp
5,000 sp
and any ability modifiers or use the base creature’s base attack
bonus (adjusted for any ability score changes), whichever is
higher.
Special Attacks: An undead lord retains all the special attacks
In Your Campaign of the base creature and also gains those listed below. Saves
A tree of woe is often the focal point for a location referred to have a DC of 10 + ½ the undead lord’s HD + the undead lord’s
as an “anti-grove” by sages of the natural world. Evil druids Charisma modifier unless noted otherwise).
can somehow congregate in the tree of woe’s area of influence

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without fear of attack. They treat the tree with reverence as it Command Undead (Su): Undead lords command or rebuke
embodies the aspects of “nature” that they hold so dear—rot and undead creatures of the same type as itself as a cleric equal to its
death. Such conclaves of dark druids are rare but when they do current Hit Dice. If the base creature can already command or
occur it is a dire symbol for the surrounding lands. rebuke undead, this ability stacks.

The genesis of a tree of woe can be a source of adventure in Create Spawn (Su):
your campaign instead of the more typical scenario of fighting A creature slain by
one. Perhaps a powerful evil druid needs to sacrifice his an undead lord
humanoid form to create the tree. Or maybe the tree of woe rises in 1d4
grows as a result of planting a lich’s phylactery in the minutes as an
soil at the base of a normal tree. Whatever the undead creature
origin, the PCs are called upon by a good druid to of the same type
stop the tree of woe from being born. as the

Undead Lord (Template)


For every type of undead, there exists an undead lord, a being
of great power that commands the lesser if its kind. They are
powerful creatures that inspire awe and fear in those they rule.

Undead lords are extremely dangerous opponents. They are


stronger, tougher, and more intelligent than the ones they
command. As such, they are rarely encountered by chance
(are rarely alone). Most maintain a lair away from civilization
where they plot and plan, sending their minions on missions to
further their goals.

Undead lords, appear as normal undead of their type, though


there seems to be a strong aura of evil and power resonating
about them. Undead lords speak any languages they spoke undead
before applying this template. Mindless undead gain an lord. Spawn
Intelligence score of 10 and speak Common. are under
control of the
Creating an Undead Lord undead lord. This
“Undead Lord” is an inherited template that can be replaces any other
applied to any undead creature (referred to hereafter create spawn ability
as the “base creature”). The creature’s type does not the base creature
change and it uses all of the base creature’s statistics and special possesses.
abilities as noted here.
Spell-Like Abilities:
Size and Type: Same as the base creature. 1/day—darkness,
fear. Caster level is
Hit Dice: An undead lord’s HD is equal to 5 or the base equal to the undead
creature’s HD (including class levels), whichever is greater. lord’s HD. Saves have
a DC of 10 + spell
Armor Class: The base creature’s natural armor bonus level + the undead
increases by +4. If the base creature is incorporeal, it does not lord’s Cha modifier.
gain this bonus. Summon Undead (Sp): Once per day, an undead
lord can summon a total number of HD worth of
undead (of the same type as the undead lord) equal to

d
Attacks: The undead lord retains all the attacks of the base
creature. Recalculate its base attack bonus based on its new HD its HD x 1.5. Undead lords cannot summon an undead
78
creature that has more HD than it does.

Special Qualities: An undead lord retains special qualities of


the base creature and also gains those listed below.
Level Adjustment: Same as the base creature +4.

Sample Undead Lord


The following example uses a cadaver (see Cadaver on page
11) as the base creature.
8
Aura of Desecration (Su): Undead lords constantly project an
aura in a 20-foot radius that functions as a permanent desecrate Cadaver Lord

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spell. Undead within the area (including the undead lord) gain Medium Undead
a +1 profane bonus to attack rolls, damage rolls, and saves. In Hit Dice: 5d12 (32 hp)
addition, all turning checks made in the area suffer a -3 profane Initiative: +6
penalty. Summoned or created undead that appear in the area Speed: 30 ft.
gain +1 hit points per HD. AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +2/+5
Damage Reduction (Ex): Undead lords with 5 to 7 HD gain Attack: Claw +6 melee (1d4+4 plus disease)
DR 5/magic; undead lords with 8 or more HD gain damage Full Attack: 2 claws +6 melee (1d4+4 plus disease) and bite
reduction 10/magic. If the base creature already has damage +1 melee (1d6+2 plus disease)
reduction/magic, use it or one of the above, whichever is better. Space/Reach: 5 ft./5 ft.
If the base creature has another type of damage reduction Special Attacks: Aura of desecration, command undead,
(bludgeoning, piercing, and so on) its type modifiers stack. For create spawn, disease, spell-like abilities, summon undead
example, a base creature with 5 HD and damage reduction 5/ Special Qualities: Damage reduction 5/magic and
piercing that becomes an undead lord now has DR 5/magic and bludgeoning, darkvision 60 ft., immunity to cold, reanimation,
piercing. turn resistance +4, undead traits, undead telepathy
Saves: Fort +2, Ref +4, Will +6
Turn Resistance (Ex): Undead lords gain turn resistance +4. If Abilities: Str 16, Dex 15, Con —, Int 10, Wis 12, Cha 15
the base creature already has turn resistance, use this one or the Skills: Intimidate +10, Listen +9, Search +8, Spot +9
base creature’s, whichever is higher. Feats: Improved Initiative (B), Power Attack
Environment: Any
Undead Telepathy (Su): Undead lords can communicate Organization: Solitary or troupe (cadaver lord plus 1-4
telepathically with any other undead within 100 feet, including cadavers)
mindless undead such as zombies and skeletons. Challenge Rating: 5
Treasure: Standard
Abilities: Increase from the base creature as follows: Str +4 Alignment: Always chaotic evil
(unless incorporeal), Dex +2, Int +2, Wis +2, Cha +4. Undead Advancement: By character class
lords have an Intelligence of at least 10, so mindless undead Level Adjustment: +4
such as zombies and skeletons gain this Intelligence score.
Incorporeal creatures do not gain the Strength bonus (since they This monster resembles a humanoid dressed in tattered finery.
have no Strength), but instead gain an additional +2 bonus to Rotted flesh reveals corded muscles stretched tightly over its
their Dexterity score. skeletal frame. Hollow eye sockets flicker with a hellish glow.
Broken and rotted teeth line its mouth and its hands end in
Saves: Same as the base creature. If the base creature had wicked claws.
less than 5 HD and was advanced (as above, under Hit Dice),
recalculate its saves based on its new HD. Undead have good This cadaver lord has gathered four standard cadavers and
Will saves. driven a clan of goblins from their deep cave lair. As a result,
the goblins have attacked caravans on the nearby trade road
Skills: Same as the base creature. Mindless undead that gain that they might not otherwise have done out of need for food
an Intelligence score gain a number of skill points equal to 4 + and supplies. The cadaver lord doesn’t realize it, but the
Intelligence modifier x (HD + 3). increased goblin presence will soon signal that there is a more
deep-seeded problem; otherwise, why would the normally
Feats: Same as the base creature (including bonus feats). If the docile goblins be attacking caravans?
base creature had less than 5 HD and was advanced (as above,
under Hit Dice), it gains one additional feat. The cadaver lord is only interested in slaying the living with
its brethren. At night, the five creatures slip into a nearby
Organization: Solitary or troupe (undead lord plus 1-4 undead village and slay two of the residents. After eviscerating them,
creatures of the same type as the base creature). the corpses are not raised as cadavers. Rather they are hung
on display in the community’s central gathering place as a
Challenge Rating: Same as the base creature +2. If the base symbol of fear. The cadaver lord may take a particularly
creature was advanced to 5 HD (see Hit Dice above), its CR is strong victim as a cadaver servant, but this is rare.
increased an additional +1.

2
Combat
Advancement: By character class. A cadaver lord attacks by raking with its filthy claws or biting
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with its sharp, disease-infested teeth after confusing opponents
with darkness. Ideally, however, it stays out of combat. Its
cadaver servants, bolstered by the lord’s aura, are usually left
to deal with opponents who come to close to its lair. Only if
Silver torque with moonstones [450 gp]
Thunderstone (x4) [30 gp each]
280 gp

sorely pressed does the cadaver lord summon a cadre of other In Your Campaign
cadavers. The cadaver lord, and indeed the undead lord template itself,
represents the chance to enhance weaker undead and really
Command Undead (Su): Cadaver lords command or rebuke bring them back as a threatening foe once PCs have reached

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undead as 5th-level clerics. middling levels. If such a party faced a group of zombies,
they would not be particularly worried. But if a zombie lord
Create Spawn (Su): A creature slain by a cadaver lord rises in was hiding amidst the flock, secretly bolstering and directing
1d4 minutes as a cadaver. Spawn are under the control of the them, then the PCs’ opinion might change. Combat-inclined
cadaver lord. undead lords can perfectly masquerade as a typical member
of the undead type it originated from, directing its minions to
Disease (Ex): Filth fever—claw or bite, Fortitude save DC flank and attack spellcasters, as well as surprising opponents
11, incubation period 1d3 days; damage 1d3 Dexterity and with its spell-like and disease powers.
1d3 Constitution (see Disease in the DMG). The save DC is
Charisma-based. But where does the power
to become an undead lord
Spell-Like Abilities: 1/day—darkness, fear (DC 16). Caster come from? And why do
level 5th. The save DCs are Charisma-based. not other types of creatures
occasionally benefit from this
Summon Undead (Sp): Once per day, a cadaver lord can type of enhancement? It could
summon 7 HD worth of cadavers. be chalked up to a favorable brush
with an undead deity, the accidental
Aura of Desecration (Su): Cadaver lords constantly project discovery of a magical pool, or a
an aura in a 20-foot radius that functions as a permanent complex ritual which sacrifices many
desecrate spell. Undead within the area (including the creatures to enhance a chosen one.
cadaver lord) gain a +1 profane bonus to attack rolls, damage The truth is that it is
rolls, and saves (included in the above stats). In addition, totally up to you as the
all turning checks made in the area suffer a -3 profane GM. The only certainty
penalty. Summoned or created undead that appear in is that the every possible
the area gain +1 hit points per HD. reason conjures up a
wealth of adventure ideas
Reanimation (Ex): When reduced to 0 hit points or less, a on its own.
cadaver lord is not destroyed; rather it begins the process of
reanimating by regaining 1 hit point per round. Hit points
lost to magical weapons or spells are not regained. When the
creature reaches its full hit point total (minus damage dealt from
magical attacks and weapons), it stands up, read to fight again.
If the creature is destroyed by a cleric’s turning ability, it cannot
reanimate. If a cleric casts gentle repose on the cadaver lord
when it reaches 0 hit points, it cannot reanimate. A bless spell
delays the reanimation, causing the creature to regain hit points
at half its normal rate (i.e. 1 hit point every other round).

Undead Telepathy (Su): Cadaver lords can communicate


telepathically with any other undead within 100 feet,
including mindless undead such as zombies and skeletons.

Treasure
Standard—A cadaver lord has intelligence enough to not
only appreciate the finer items, but also to appreciate the
impact certain equipment can have in a fight. As such,
its treasure reflects that of an adventurer. This treasure is
the cadaver lord’s alone; any of its minion’s treasures are left
on their bodies.
Ceremonial electrum dagger with a star ruby in the
pommel [700 gp]
Masterwork manacles [50 gp]
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Undead Stalker
Large Aberration
Hit Dice: 9d8 (85 hp)
Initiative: +1
Speed: 40 ft.
undead stalkers as a species seems inevitable.

Combat 8
Undead stalkers enjoy toying with adversaries, often preparing
primitive traps and ambushes. They almost never retreat from
AC: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 battle, focusing on killing one enemy at a time. An undead
Base Attack/Grapple: +6/+16 stalker’s natural weapons are treated as magic weapons for the

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Attack: Claw +11 melee (2d4+6) purpose of overcoming damage reduction.
Full Attack: 2 claws +11 melee (2d4+6)
Space/Reach: 10 ft./10 ft. Energy Drain (Su): An undead stalker that hits with both
Special Attacks: Energy drain, devour soul, ghost touch claw attacks tears at the spiritual “membrane” that protects an
Special Qualities: Disjoin spirit, photophobia, undead qualities, opponent’s soul. The creature receives 1d4 negative levels.
damage reduction 15/magic or silver, darkvision 60 ft. The Fortitude save to remove a negative level has a DC of 14.
Saves: Fort +8, Ref +4, Will +5 The save DC is Charisma-based. For each such negative level
Abilities: Str 22, Dex 12, Con 20, Int 6, Wis 9, Cha 11 bestowed, the undead stalker gains 5 temporary hit points.
Skills: Climb +7, Hide +5, Listen +2, Move Silently +6, Spot
+2 Devour Soul (Su): An undead stalker devours the souls of
Feats: Alertness, Lightning Reflexes, Power Attack, Stealthy creatures it kills with its claws. A creature whose soul has been
Environment: Any devoured cannot be raised or resurrected until its soul is freed.
Organization: Solitary A limited wish, miracle or wish frees the soul, as does the death
Challenge Rating: 7 of the undead stalker.
Treasure: Standard
Alignment: Always chaotic evil Ghost Touch (Su): An undead stalker’s claws deal damage
Advancement: 10-16 HD (Large) normally against incorporeal creatures. An incorporeal
Level Adjustment: — creature’s 50% chance to avoid damage does not apply to attack
with an undead stalker’s claws. When an undead stalker is
This hulking 9-foot-tall beast has skin of deep crimson, lined incorporeal, its claws deal damage against corporeal creatures
with bulging veins and corded muscles. Its arms end in normally, and it retains its natural armor bonus to AC.
dangerous four-clawed hands and its large head bears glowing
eyes and a maw filled with shiny teeth. Its thick black hair Disjoin Spirit (Su): Once per day as a standard action, an
is greasy and unkempt and takes on a purplish sheen in the undead stalker can use the negative energy it has collected to
moonlight. take on spirit-form, leaving its body behind. The spirit appears
as a ghostly version of the undead stalker, and gains all the traits
Undead stalkers are large, humanoid monsters that feed on the of incorporeal creatures, but can use its ghost touch ability to
living and undead alike. They speak no languages. affect corporeal creatures and objects normally. As it loses its
Strength score, the undead stalker’s attack bonus with its claws
Undead stalkers are nocturnal, and even at night or when changes to +6, but the stalker ignores material armor not made
underground they keep to the shadows. They spend their of force and lacking the ghost touch quality. It also gains a +1
days in dark holes and subterranean chasms, and while their deflection bonus to AC.
favored hunting grounds are forests and mountainsides, they
can be found in any environment. Cunning and cruel, they While the stalker is in spirit-form, its body lies unconscious.
seek out intelligent and magical creatures, devouring their Damage taken by either the spirit or the body injures both, and
souls after killing them. But undead stalkers ignore all other the death of the body destroys the spirit. The undead stalker can
potential meals in favor of undead, whenever possible. They merge with its body once again by touching it as a move action,
gain great strength from negative energy, and the desire to but it automatically rejoins its body after a number of minutes
consume undead creatures seems to be the driving force of spent incorporeal equal to its Constitution modifier.
their existence. Undead stalkers hunt relentlessly until dawn,
when they hastily retreat to their lairs. It is unknown why they Photophobia (Ex): In sunlight or when within the radius of a
despise sunlight, as it appears to only repulse, rather than harm daylight spell, an undead stalker must succeed on a DC 15 Will
them. save or become frightened until it reaches a dark or shadowy
area. Even if the undead stalker succeeds, it must repeat the
Undead stalkers show no ability to socialize. They do not form save every minute it stays in the light.
families, communicate among themselves or with other species,
or empathize with creatures they encounter. They reproduce Undead Qualities (Ex): Undead stalkers share certain traits
asexually, and each only once; when an undead stalker is with undead. They are not subject to ability drain or energy
several centuries old and has consumed enough lives, it returns drain, they are healed by negative energy (such as inflict spells),
to its lair and collapses. It dissolves, melting and joining with and they take damage from positive energy (such as cure
a bed made of the remains of its victims. After several days, a spells).
new undead stalker rises out of the morass of bone and ichor.

2
Given their inability to increase their number, the death of
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Treasure
Standard—Since the remains of slain creatures are taken to the
undead stalker’s lair, there is certainly treasure to be had there.
Defeating the creature anywhere else yields a large smelly
Vohrahn
Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +0
carcass. Speed: 30 ft.
Chain shirt [100 gp] AC: 15 (+5 natural), touch 10, flat-footed 15
Cloth of gold vestments [90 gp] Base Attack/Grapple: +2/+6
Dagger (x4) [2 gp each]

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Attack: Claw +6 melee (1d6+4 plus cursed touch)
Holy symbol, silver [25 gp] Full Attack: 2 claws +6 melee (1d6+4 plus cursed touch)
Masterwork battleaxe [310 gp] Space/Reach: 5 ft./5 ft.
Masterwork longbow [375 gp] Special Attacks: Cursed touch, tainted passion
Masterwork studded leather [175 gp] Special Qualities: Damage reduction 10/magic or silver,
Longsword (x2) [15 gp each] darkvision 60 ft., fast healing 3, undead traits
Smokestick (x2) [20 gp each] Saves: Fort +1, Ref +1, Will +6
Potion of cure moderate wounds (x2) [300 gp each] Abilities: Str 18, Dex 10, Con —, Int 7, Wis 10, Cha 12
Potion of lesser restoration [300 gp] Skills: Climb +4, Hide +2, Intimidate +4, Listen +2, Move
Scroll of consecrate (CL 3rd) [200 gp] Silently +2, Spot +4
347 gp Feats: Iron Will, Power Attack
Environment: Any
In Your Campaign Organization: Solitary or squad (3-5)
The result of heavy magical experimentation on owlbears, Challenge Rating: 4
undead stalkers were first created to attack a necromancer’s Treasure: None
fortress. The king who commissioned the monster wanted the Alignment: Usually chaotic evil
necromancer and his undead legions wiped out after their fourth Advancement: 5-9 HD (Medium)
attack against his kingdom. Originally good-aligned, the first Level Adjustment: —
taste of negative energy somehow warped the stalkers’ arcane
matrices and turned them into the soul-sucking bloodthirsty A humanoid with grievous wounds moves in awkward step. Its
beasts they are today. arms end in sharp talons and its dark face is highlighted by
fiery orange eyes.
Several adventure ideas present themselves where the undead
stalker is concerned. In an enormous mortuary where the spirits Created by spellcasters by binding dead spirits to the bodies of
of the ancient dead can be called upon to advise the living, fallen warriors, vohrahn are lost souls trapped within corpses,
both resident spirits and the mortuary’s caretakers have been whose distress over their predicament only furthers their
disappearing. The caretakers lock themselves, along with the masters’ goals.
PCs, inside, and ask the party to determine who is causing the
disappearances, and why. One of the caretakers has called an A vohrahn’s body appears as it did at the time of death,
undead stalker into the mortuary in order to hide his summoning whatever injuries that killed it still present. The sharp talons all
of spirits for personal gain, and is doing his best to hide bear are a result of the animation process. Its jerky movements
evidence from the PCs. are the result of the spirit’s unfamiliarity with the host body, as
well as the body’s injuries and decomposition.
A grieving widow whose husband was slain by an undead
stalker is the subject of another adventure idea. She asks the A vohrahn feels no pain and is completely subject to its master’s
PCs to free her husband’s soul so it might find peace. But the will. Most despair of ever being free, and show no resistance.
undead stalker is the sole guardian of an ancient pyramid where Rarely, a vohrahn’s trapped spirit will maintain its self-identity
undead are feared to dwell, and the only force preventing the and fight for control of the body, but such efforts are ultimately
undead from escaping. After some investigation, the only futile. When a vohrahn is destroyed, the magic binding its
known way to extract a soul from inside an undead stalker is spirit is shattered, allowing the spirit to escape. A peaceful
with a spell hidden inside the pyramid, so the PCs must sneak spirit may depart from a vohrahn’s eyes in a wisp of vapor,
past the stalker, explore the pyramid, and then find the stalker sending the body toppling to the ground. Other spirits escape
again. more violently, causing their host bodies to burst into flame and
disintegrate into green smoke.

Combat
Vohrahn rarely wield weapons, preferring to rend opponents
with their claws. They are usually encountered in groups, sent
on whatever missions their creators demand.

Cursed Touch (Su): Any creature that suffers damage from a


vohrahn’s claws must succeed on a DC 13 Will save or suffer

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a -4 morale penalty on all attack rolls, saving throws, ability
checks, and skill checks for 1d4 days. Whether or not the save
is successful, an affected creature cannot be affected again by
the vohrahn’s cursed touch for 24 hours. Dispel evil or remove
curse eliminates the effect. The save DC is Charisma-based.
8
actually be a violent trigger. Depending on the spirit which
inhabits the body, wealth may be a sign of its former like and
cause the vohrahn to lash out against any creature seen carrying
some—be it jewelry or even a few gold pieces.

Tainted Passion (Su): Every vohrahn contains the soul of In Your Campaign
a dead being who was at peace before its entrapment. The Whether or not your campaign has an established protocol

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spirit’s passionate desire to return to death is converted by the concerning the afterlife, the concept of the vohrahn should be
vohrahn’s animating magic into violent power, but the power’s able to fit in nicely, especially from an adventure standpoint.
nature depends upon the nature of the spirit. All vohrahn have Characters attempting to contact the spirits of the dead (as part
one of the following abilities. All save DCs are Charisma- of a murder investigation, for example) find that they receive
based. no answer. Such a result is unheard of so the characters consult
someone who knows of spiritual matters who confirms that such
Burning Fury: Vohrahn who rage over their entrapment can set occurrences have been noted throughout the region. This is the
their opponents on fire. When the vohrahn hits with its claw beginning of trail which leads the party to a necromancer who
attack, its opponent must succeed on a DC 13 Reflex save or has begun creating vohrahn, stealing local spirits before they
catch fire, taking 1d6 points of fire damage on its next turn. The can reach the afterlife. Alternately, a necromancer might be
flames burn for 1d4 rounds, or until extinguished. Each round, taking a more proactive stance and planning the deaths of others
the burning creature must make another Reflex save. Failure on a massive scale, for the purpose of harvesting their angry
means he takes another 1d6 points of fire damage that round. spirits in order to raise an army of vohrahn.
Success means that the fire has been put out. A character on
fire may automatically extinguish the flames by jumping into Or perhaps the battling of a vohrahn is but the means to
enough water to douse himself. If no body of water is at hand, an end. The party hardly wants to destroy this monster if
rolling on the ground or smothering the fire with cloaks or the the soul inhabiting it happens to be that of a close friend or
like permits the character another save with a +4 bonus. family member. Can a trapped soul be set free again to enjoy
eternity in the afterlife? Or will destroying the vohrahn mean
Icy Steadfastness: A vohrahn who focuses all its will toward destruction for the soul inside as well?
resisting its master develops a coating of frost, and deals an
extra 1d4 points of cold damage to opponents hit by its claw
attack.

Shield of Vigilance: A vohrahn who feels a sense of duty to


obey its master until its mission is complete is protected by a
magic circle against good (caster level 10th). The circle can be
dispelled, but the vohrahn may create it again on its next turn as
a free action.

Spirit of Undeath: After decades or centuries of existence, the


vohrahn’s animating magics have worn a hole between the
realms of life and death. The vohrahn’s passion is gone, but
its power causes creatures slain by its claw attacks to rise as
zombies under the vohrahn’s control after 1d4 rounds. They do
not possess any of the abilities they had in life. A vohrahn with
7 or more Hit Dice can raise creatures as wights instead.

Vicious Render: The vohrahn finds satisfaction in taking out its


anger on the living. When the vohrahn hits with both claws, it
latches onto its opponent’s body and tears the flesh. This attack
automatically deals an extra 2d6+6 points of damage.

Wail of Despair: The vohrahn, whose spirit despairs of being


freed, can let out a howl, paralyzing all creatures within 30 feet
for 1d4 rounds (Will DC 13 negates). Whether or not its save is
successful, a creature cannot be affected again by that vohrahn’s
wail for 24 hours. This is a sonic, necromantic, mind-affecting
compulsion effect.

Treasure
None—As a member of the undead, vohrahn have no use for

2
treasure. But in this particular monster’s case, treasure may
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Webbed Sentinel
Medium Undead
Hit Dice: 9d12+3 (61 hp)
Initiative: +6
creatures made from the most common element they
encountered—spiders and their webs. Webbed sentinels
patrolled the areas surrounding drow camps and, eventually,
fledgling drow cities. After the dark elves managed to
Speed: 30 ft. establish a firm hold in the underearth, the webbed sentinels
AC: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17 were released from servitude to roam the subterranean world,
Base Attack/Grapple: +4/+10 inflicting fear and death on all they met. Dwarves and
underearth gnomes each share similar tales about the sentinels

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Attack: Slam +10 melee (1d6+9 plus lassitude and poison)
Full Attack: Slam +10 melee (1d4+1 plus lassitude and poison) and teach them to their children as dreaded nursery rhymes.
Space/Reach: 5 ft./5 ft.
Special Attacks: Lassitude, poison, summon spiders Combat
Special Qualities: Damage reduction 5/—, darkvision 60 ft., A webbed sentinel normally remains motionless, hanging on
fast healing 2, spider affinity, undead traits, vulnerability to fire walls or ceilings where the spider has apparently built its web.
Saves: Fort +5, Ref +5, Will +8 When any living being approaches, the sentinel attacks as
Abilities: Str 23, Dex 14, Con —, Int 8, Wis 14, Cha 15 quickly and savagely as possible.
Skills: Climb +14, Hide +8, Jump +12, Listen +10, Move
Silently +8, Search +5, Spot +10 Lassitude (Su): Any living creature hit by a webbed sentinel’s
Feats: Alertness, Great Fortitude, Improved Initiative, slam attack must make a DC 16 Will save or be slowed (as the
Toughness spell) for 2d6 rounds. The save DC is Charisma-based.
Environment: Any underground
Organization: Solitary, pair, or group (3-10) Poison (Ex): Touch or slam, Fort DC 14, 1d6 Con/1d6 Con and
Challenge Rating: 7 paralyzed for 1d6 minutes.
Treasure: None
Alignment: Always neutral evil Summon Spiders (Sp): Three times per day, a webbed sentinel
Advancement: 10-17 HD (Medium); 18-27 HD (Large) can summon a swarm of spiders (as per the spell summon
Level Adjustment: — swarm) as a full-round action. The swarms
A large gray web hangs summoned by a webbed sentinel are under its
from the wall above you. complete control, as if by means of the spell
At its center dominate monster.
appears to be a
lounging spider Spider Affinity (Su): As a standard
of the same action, a webbed sentinel can try to
color. Before control any single spider swarm or
you can monstrous spider within 60 feet.
The target spider or spider
swarm must make a

draw closer,
the webbing drops
from its perch and assumes
a humanoid form with the
spider hanging motionless on its
chest like some sort of insignia.
Smaller spiders also burst from the
surrounding cracks in the walls to
attack!

Webbed sentinels were created


by dark elves soon after their
retreat into the subterranean
world. To deter pursuit by
surface elves (and attack by
other underearth races),
drow necromancers
fashioned these
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DC 16 Will save or be controlled by the sentinel as if by means
of the spell dominate monster. The save DC is Charisma-based.

Spider Climb (Ex): Webbed sentinels can climb sheer surfaces


as if with the spell spider climb.
Wraithlight
Fine Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +4
Speed: Fly 50 ft. (perfect)
8
AC: 25 (+8 size, +4 Dex, +3 deflection), touch 25, flat-footed
Treasure 21

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None—Webbed sentinels do not value treasure, preferring their Base Attack/Grapple: +2/—
own abilities and tactics to the “cumbersome” use of weapons Attack: Incorporeal touch +14 melee (1d8 cold)
and equipment. Full Attack: Incorporeal touch +14 melee (1d8 cold)
Space/Reach: 1-1/2 ft./0 ft.
In Your Campaign Special Attacks: Spell-like abilities, wisdom damage
In years gone by, when a webbed sentinel was encountered, a Special Qualities: Darkvision 60 ft., incorporeal traits, spell
person knew that dark elves were nearby. These days, with the resistance 15, undead traits
release of the sentinels from servitude, you never know what Saves: Fort +1, Ref +7, Will +5
you’ll find (if anything) around their lairs. Even though they no Abilities: Str —, Dex 19, Con —, Int 13, Wis 12, Cha 16
longer guard drow strongholds specifically, these undead still Skills: Bluff +8, Hide +23, Listen +9, Search +5, Sense Motive
tend to stay in one location and patrol it on a regular basis. PCs +7, Spellcraft +6, Spot +9
who are looking for a safe place to rest in the underearth, may Feats: Alertness, Lightning Reflexes
wish to consider such locations if they can convince the sentinel Environment: Any
that they are dark elves themselves. Organization: Solitary or group (1-3)
Challenge Rating: 5
This can be accomplished by two methods. The first, and most Treasure: None
obvious, is by a good Disguise skill (opposed by the sentinel’s Alignment: Usually neutral
Spot check). With a little magic and luck, the sentinel can be Advancement: 5-6 HD (Fine); 7 HD (Diminutive)
fooled into allowing entry into its lair. A successful Disguise Level Adjustment: —
check in this manner allows full access to the lair for 24 hours,
after which another check is required. The second method to Spheres of floating light, no larger than a few inches in
fool a webbed sentinel is making it believe a PC is a friend of diameter, swoop silently in the air. Each emits a different color
the drow. If the character has a drow object (be it a piece of and pulses with random intensity.
jewelry, magic item, or weapon) and presents it to the sentinel
boldly, he has a chance to gain its trust temporarily. This Wraithlights are mischievous wandering spirits that despise all
works like a cleric attempting to turn undead. The PC holding living creatures. They can be found within ruins, dungeons, and
the drow item makes a Charisma check and then consults the other abandoned places. Wraithlights prefer to be left alone and
Turning Undead table (see the PH). If the check is successful detest the presence of creatures other than their own kind. Very
enough to affect the sentinel, roll 2d6 + PC level + Charisma temperamental, they are as likely to ignore intruders as they are
modifier to determine how many hours the sentinel allows to attack. They easily grow impatient, however, and attempt to
you free reign of its lair. At the end of this duration, another drive away or slay those who actively disturb them.
“turning” attempt must be made. If a character attempts this
action while successfully disguised as a dark elf, his Charisma Theologians, historians, and hunters of the undead are unsure
check gains a +10 circumstance bonus (thus allowing lower of wraithlights’ true origins. Their actions suggest that they
level PC a good chance of fooling the sentinel for a time). be earthbound spirits who refuse to pass into the afterlife, but
some spellcasters claim that they are the ghosts of a strange
and ancient race from another plane, tapped in a foreign world
after theirs was destroyed and trying to continue their existence.
Whatever their real nature, wraithlights are best left alone by
those who want to avoid conflict. Wraithlights do not speak,
but can understand any language. In rare instances where a
wraithlight attempts to communicate, it does so by “gesturing”
through movement and by shifting colors.

Combat
When agitated, a wraithlight grows darker in color and zips
back and forth erratically through the air. In battle, wraithlights
prefer to toy with their opponents, using their spell-like abilities
to sow confusion among foes and passing through opponents’
bodies to harm them. if strongly angered, wraithlights dominate
their enemies and have them fight unaffected allies. When in
danger, wraithlights use mislead to escape. Wraithlights are

2 vengeful, and do not easily forget creatures they have fought.


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Spell-Like Abilities: 2/day—confusion (DC 17), dominate
person (DC 18), hypnotic pattern (DC 15), mislead (DC 19).
Caster level 10th. The save DCs are Charisma-based.
Zombi, True (Template)
Zombi is the name of the fiendish deity with dominion over
serpents and the animation of the dead. Zombi is so closely
associated with the animated dead that his name became
synonymous with them. Other lands know these creatures are
Wisdom Damage (Su): Three times per day, by touching its zombies, but the so-called zombies of other lands are but a mere
opponent, a wraithlight can force the creature to see glimpses of shadow of the true zombi.
horrors in the spirit realm instead of suffering cold damage. A

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
living creature hit by a wraithlight’s touch attack must succeed A true zombi can only be created by a Zombi cultist or through
on a DC 15 Will save or suffer 1d4 points of Wisdom damage. the use of magical zombi powder (see Magic Items below).
The save DC is Charisma-based. Unlike the zombies of other realms, the true zombi retains
the skills and abilities it had in life, making it a much more
Treasure dangerous opponent. Even more horrifying, good-aligned
None—Wraithlights know that treasure draws creatures so they creatures can be made into true zombis just as easily as evil
want no part of it. a successfully dominated creature is made ones, and they are forced to do the will of Zombi just the same.
to throw the treasure of its defeated companions as well as its
own off a precipice or into a swamp or pit—any place that other Creating a True Zombi
creatures will not immediately notice it. “True Zombi” is a template that can be added to any humanoid
creature (referred to hereafter as the base creature).
In Your Campaign
If the origin theories of wraithlights given above are not enough, Size and Type: The creature’s type changes to undead. It retains
here’s another one. These undead creatures are the losers in a any subtypes except alignment subtypes and subtypes that
battle between two ancient races. The gods punished both races indicate kind. It does not gain the augmented subtype. It uses all
for their insolence at destroying much of the lands during their the base creature’s statistics and special abilities except as noted
war. The victors were changed into will-o’-wisps. The losing here.
race, who had been subjected to massive necromantic energies
from the victors, was changed into today’s wraithlights. They Hit Dice: Increase all current and future Hit Dice to d12s.
see living creatures as their own lost opportunity at existence
and, while they harbor no lust for death against them, this is not Speed: Same as the base creature. If the base creature can fly,
the same for their will-o’-wisp cousins. Those evil creatures are its maneuverability rating drops to clumsy.
attacked on sight and woe to any creatures caught in the middle
of such a blood feud. Armor Class: The base creature’s natural armor improves by
+6.
Wraithlights make for engaging adventure material besides
the role of adversary as well. An evil cleric, along with his Base Attack: The true zombi has a base attack bonus equal to
allies, has entered an ancient city swarming with wraithlights to 1/2 its Hit Dice.
retrieve a powerful relic. The wraithlights are too numerous to
fight and it seems the cleric is intimidating them somehow. The Attacks: A true zombi retains all the natural weapons,
pursuing PCs must find a way through the city, and possibly manufactured weapon attacks, and weapon proficiencies of the
seek help from the wraithlights (who know the city and its perils base creature. A true zombi also gains a slam attack.
better than anyone).
Damage: Natural and manufactured weapons deal damage
normally. A slam attack deals damage depending on the zombi’s
size. (Use the base creature’s slam damage if it’s better.)

True Zombi Slam Damage


Size Damage
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6

Special Attacks: Same as the base creature.

Special Qualities: A true zombi retains all the special qualities


of the base creature and gains those described below.

Controlled (Ex): Even though a true zombi is sentient and

86
retains the memory of its former life, it is under complete

d
control of the zombi master or other creature that created it.
Zombi cultists must use care in giving instructions to these
creatures, since the true zombi’s limited intelligence may
cause it to misinterpret (intentionally or unintentionally) those
instructions.
Level Adjustment: —

Zombi Characters
Though not innately evil, a zombi’s action may eventually
change its alignment to evil. This can cause characters of
8
certain classes to lose their class abilities. In addition, certain
Fast Healing (Ex): True zombis regain hit points at the rate of classes suffer additional penalties regardless of alignment.

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5 points per round. However, they cannot fast heal damage Clerics: True zombi clerics lose their ability to turn undead but
from fire, acid, holy water, blessed weapons, holy weapons, or gain the ability to rebuke undead. This ability does not affect
weapons dipped in water and sprinkled with at least one ounce the zombi’s controller or any other zombis that master controls.
of salt. It takes a standard action to treat a weapon with salt, Zombi clerics have access to two of the following domains:
and the salt is only good for one hit, after which it must be re- Chaos, Destruction, Evil, or Trickery.
applied.
Sorcerers and Wizards: These characters retain their class
Mute (Ex): True zombis cannot speak. True zombi spellcasters abilities, but if a character has a familiar, the link between them
cannot cast spells unless those spells have no verbal is broken and the familiar shuns its former companion.
components or are prepared with the Silent Spell feat.
Sample True Zombi
Single Actions Only (Ex): Zombis have poor reflexes and can This example uses a 5th-level half-orc barbarian as the base
perform only a single move action or attack action each round. creature.
A zombi can move up to its speed and attack in the same round,
but only if it attempts a charge. True Zombi, 5th-Level Half-Orc Barbarian
Medium Undead (Augmented Humanoid)
Salt Vulnerability (Ex): True zombis cannot abide the touch Hit Dice: 5d12 (32 hp)
of salt. A magic circle against evil drawn with powdered salt Initiative: +4
keeps a zombi at bay regardless of its alignment. A sufficient Speed: 30 ft.
quantity of powdered salt can actually inflict damage to a true AC: 17 (+1 Dex, +6 natural), touch 11, flat-footed 17
zombi. The damage inflicted is 1d4 points per round for every Base Attack/Grapple: +2/+9
10 pounds of salt with which the zombi is put in contact, to a Attack: Masterwork greataxe +11 melee (1d12+7/x3) or slam
maximum of 100 points. True zombis cannot fast heal damage +9 melee (1d6+10) or javelin +3 ranged (1d6+7)
inflicted by salt. Full Attack: Masterwork greataxe +11 melee (1d12+7/x3) or
slam +9 melee (1d6+10) or javelin +3 ranged (1d6+7)
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Space/Reach: 5 ft./5 ft.
Will +1/2 HD + 2. Special Attacks: Rage 2/day
Special Qualities: Controlled, darkvision 60 ft., fast healing
Abilities: Adjust from the base creature as follows: Str +6, Dex 5, improved uncanny dodge, mute, single actions only, salt
-2, Int -4, Cha -4. Being undead, terkow have no Constitution vulnerability, trap sense +1, uncanny dodge, undead traits
score. Saves: Fort +5, Ref +2, Will +2
Abilities: Str 25, Dex 12, Con —, Int 5, Wis 12, Cha 3
Skills: True zombis gain a +4 racial bonus to Move Silently Skills: Climb +10, Jump +10, Listen +7, Survival +7
checks. Otherwise as base creature. Feats: Dodge, Weapon Focus (greataxe)
Environment: Any warm land and underground
Feats: True zombis gain Toughness and Improved Critical Organization: Solitary
(slam), assuming the base creature meets the prerequisites and Challenge Rating: 4
doesn’t already have these feats. Treasure: None
Alignment: Chaotic evil
Environment: Any warm land and underground. Advancement: —
Level Adjustment: —
Organization: Gang (2-5), squad (6-10), or mob (11-20).
The rotting hulk of a half-orc shambles toward you with a raised
Challenge Rating: Same as base creature -1. greataxe. Despite the humanoid’s decomposing form, the spark
in its otherwise dark eyes is enough to warrant proceeding with
Treasure: None caution.

Alignment: Same as the base creature. Non-evil zombis that The barbarian zombi craves freedom from its master and has
are constantly commanded to perform evil actions eventually been led to believe that slaying enough enemies will grant that
gain an evil alignment, with all the usual repercussions. wish. An arrogant leader of his own group of bandits, the half-
orc led his soldiers into an ambush set by the sinister cult of
Advancement: None: A true zombi loses the ability to gain Zombi. It remembers a brief clash of metal and then a magical

2
experience. powder being blown at it. While life as a bandit leader had its
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ups and downs, being a controlled zombi is definitely a career
change for the worse.
New Magic
Combat
The barbarian zombi exists to slay others and it does so
incredibly effectively. Only when faced with 3 to 1 odds does
the barbarian call on its ability to rage. In either case, it attacks
Items
with powerful axe swings sure to give any enemy pause. The magic items listed below are usable to either aid or hinder

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
undead creatures or necromantic processes.
Treasure
None—Although the zombi has been left to keep its masterwork Armor Qualities
greataxe for battle. That is all the treasure one can obtain from
defeated this one zombi. The rest of its gear has gone on to
Undead Controlling
supply the living members of the cult of Zombi.
The wearer of a suit of armor or a shield with this property
may control up to 26 HD of undead per day, as the control
In Your Campaign
undead spell. At dawn each day, the wearer loses control of
As a controlled creature, our barbarian zombi here does not
any undead still under his sway.
provide an overwhelming array of options for the campaign.
Strong necromancy; CL 13th; Craft Magic Arms and Armor,
PCs always encounter it on the front lines of an enemy’s
control undead; Price: +3 bonus.
force or on important guard duty within a cult safehouse. It is
important to remember that these are intelligent zombis and can
be told by a master to lead characters into waiting traps. Specific Armor
Some sages believe that deep within the world’s largest jungle Armor of the Undead
there exists an ancient magical well of zombi-making. Living Created by evil wizards and clerics as protection for their
creatures partaking of its waters are stricken with the “curse of undead servants, this enchanted suit of chainmail armor is
the true zombi” and become a free-willed undead of this type specially crafted to offer superior protection to creatures
within 24 hours. Legends also persist that someone who knows that draw their strength from the Negative Energy Plane. As
the proper command phrase can gain ownership of the well and reward for loyal service, this armor is often given to such
thus mastery of all zombis made from its waters. The cult of free-willed undead by malicious deities and their powerful
Zombi has searched for this well for centuries without success. followers.

The protection afforded the wearer is dependant on the Hit


Dice of the sacrifice—the stronger the creature, the more
protection granted by the armor (see below). As a result this
armor is highly coveted by powerful undead such as vampires,
skeletal warriors, bodak, and liches. This enchantment grants
a profane bonus to both armor class and saving throws, plus
grants an SR equal to the 5 times the enchantment against
Good spells. If a creature already has SR better than this, it
gets a bonus to its SR of the base enchantment.

Hit Die Profane Bonus


1-4 +1
5-7 +2
8-10 +3
11-13 +4
14+ +5

This armor can only be worn by undead creatures. Living


creatures that wear the armor suffer two negative levels and
these cannot be restored by any means, though they return
once the armor is removed.

Sacrifice: In addition to the monetary requirements, undead


creatures must sacrifice the living to their dark gods. The level
of the creature serves as the baseline profane bonus granted
to the armor. The levels of the sacrifice do not stack; each
must be directed toward a different set of armor. Liches and

d
other powerful undead have sometimes tried to lure powerful
88
adventurers to their lairs for just such a purpose.
Strong transmutation; CL 15th; Craft Magic Armor and Armor,
unholy aura; Price: 20,000 gp.
control up to 10 HD worth of zombies created through the use
of this weapon.
Moderate necromancy; CL 6th; Craft Magic Arms and Armor,
animate dead; Price: +3 bonus.
8
Specific Shields
Undead Creator, Major
This type of weapon is similar to a minor undead creator except
Traeken’s Defense

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that slain creatures rise again as wights instead of zombies.
A cleric named Traeken developed this shield idea as a last Also, the maximum number of undead the wielder may control
defensive measure for his undead-besieged fortress. After a rises by +15 HD. A wielder without this ability to command
year of the siege, warriors armed with these shields were able undead can control up to 15 HD worth of wights created
to push back the undead horde for as long as was needed to through use of this weapon.
evacuate the fortress. Traeken’s defense is a +1 large steel Strong necromancy; CL 12th; Craft Magic Arms and Armor,
shield that becomes +3 against undead opponents. In addition, create undead; Price: +5 bonus.
against undead only, the shield may cast searing light as a 5th-
level cleric. After three uses, the shield may not use the spell Undead-Destroying
again until it is left in the sun to recharge for three hours. Designed for fighting everything from skeletons to liches, the
Faint evocation; CL 5th; Craft Magic Arms and Armor, searing undead-destroying weapon is capable of damaging the structural
light; Price 17,670 gp; Weight 15 lb. weak points in an undead creature, allowing the wielder to score
critical hits against them. These weapons always stink like
Weapon Qualities rotting flesh.
Moderate divination; CL 8th; Craft Magic Arms and Armor,
true strike; Price +1 bonus.
Bone, Celestial
Weapons possessing this quality have not only their appearances Undead Sensitive
altered, but their entire composition. This powerful The undead sensitive special ability may only be applied to
enchantment literally change the weapon from one of wood, weapons already enhanced with either the ghost touch or
metal, or stone to one of celestial bone—the very essence undead bane special abilities. Any time a wielder scores a
of goodness and light. Weapons converted to celestial bone critical hit against an undead creature, the target must make a
retain all prior bonuses and abilities, but with a few additional Fortitude save (DC 14). If it fails, then the creature takes an
exceptional properties: additional 1d10 points of positive energy damage. Undead
sensitive weapons have also been enchanted to detect undead.
• These items shine with a divine light, constantly radiating as If a weapon of this type comes within 60 feet of an undead
if a daylight spell had been cast on them. creature, it appears to turn from clear crystal to shining white.
Moderate conjuration; CL 9th; Craft Magic Arms and Armor,
• These weapons cannot be broken by any mortal means cure moderate wounds, detect undead; Price +2 bonus.
(although spells such as disintegrate and disjunction do have
a chance of destroying them). Vampiric
Weapons with the vampiric quality siphon the life energy of
• A celestial bone weapon confers the following powers creatures they wound in combat. Each time a living creature
upon the wielder once per day: bless, shield of faith, and holy takes damage from a vampiric weapon, the wielder is healed as
smite. detailed below.
• Cleric and paladin wielders can add the weapon’s Damage Inflicted Healing Effect
enchantment bonus to their turn undead checks. Less than 8 points None
9-16 points 1d4
• Any non-good creature that picks up the weapon gains two 17-20 1d8
negative levels that cannot be overcome in any way; although 21-24 1d12
they never result in actual level loss and disappear when the 25-30 2d8
weapon is set down again. 31+ points 3d8
Strong conjuration; CL 12th; Craft Magic Arms and Armor, Only a handful of melee weapons can become vampiric
gentle repose, planar ally; Price +3 bonus. weapons. The healing effect applies only to attacks against
living creatures of the same type as the wielder (subtypes
Undead Creator, Minor need not be identical). Hit points gained through this use of
Any suitable creature killed by an undead creating weapon rises the weapon cannot be stored (so an unwounded wielder of a
one round later as a zombie under the wielder’s control. In vampiric weapon gains no benefits from using it). Striking
addition, use of this type of weapon adds an additional 10 HD undead creatures does not cause any negative effects for the
to the total amount of undead that the wielder can control at wielder.

2
any time. a wielder without the ability to command undead can Moderate necromancy; CL 9th; Craft Magic Arms and Armor,
89
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cure serious wounds, vampiric touch; Price: +3 bonus.

Vampiric, Greater
Weapons with this enchantment have the same abilities as the
Potions

Zombi Powder, Greater


This horrific substance is used by undead cultists to
regular version, except that the healing effect applies against
any living creature that is struck by the weapon. simultaneously slay their enemies and reanimate them as true
Moderate necromancy; CL 9th; Craft Magic Arms and Armor, zombies (see the Monsters above).
cure serious wounds, vampiric touch; Price: +5 bonus.

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Unlike most potions, greater zombie powder is not consumed
by the user, but is released into the air for others to breathe.
Greater zombie powder creates a 5-foot radius cloud either
Specific Weapons directly in front of the user (if blown at a target), or at the
point of impact (if thrown). Using greater zombie powder is
Blood Sword dangerous and requires a Concentration check (DC 5) to avoid
The blood sword functions as a +2 longsword. On scoring a inhaling it.
successful critical hit, the weapon produces the effects of a
vampiric touch spell as cast by a wizard or sorcerer of 5th level Any living being who breathes greater zombie powder must
in addition to any damage inflicted by the blade. The damage succeed a Fortitude save (DC 20) or immediately die. Even on
inflicted by the vampiric touch is transferred as hit points to a successful save, a target still takes 3d6+10 points of damage.
the blood sword’s wielder, exactly as per the spell description. Any humanoid killed by greater zombie powder rises up as
Additionally, any character of non-evil alignment wielding the a true zombie at the following sunset. Reanimation can be
sword gains one negative level. This negative level is removed prevented by using fire, salt, acid, or holy water on the body, or
as soon as the character drops the blade. Although this effect by dismembering the corpse with a holy or blessed weapon.
does not result in actual level loss, the negative level cannot Moderate necromancy; CL 9th; Brew Potion, animate dead,
be avoided in any way (including spells such as restoration). slay living, creator must be at least 5th level; Price 3,088 gp.
There is also no saving throw allowed to avoid this effect.
Moderate necromancy; CL 6th; Craft Magic Arms and Armor, Zombi Powder, Lesser
vampiric touch; Price 20,315 gp; Weight 4 lb. Lesser zombie powder is similar to greater zombie powder,
except that it has no power to slay. Unlike most potions, lesser
Ivory Lash zombi powder is not consumed by the user, but is instead
This weapon functions as a +3 whip. It deals subdual damage sprinkled upon the corpse of a dead humanoid. The corpse
or regular damage as the wielder desires. There is no penalty immediately reanimates into a true zombie. Reanimation does
to attack regardless of which type of damage the wielder is no occur if the body is treated or damaged by fire, salt, acid, or
attempting to inflict. The ivory lash is animated and responsive holy water, or dismembered with a holy or blessed weapon.
to the wielder’s will, so it can wrap around an enemy’s leg or Faint necromancy; CL 5th; Brew Potion, animate dead, creator
other limb, enabling it to make trip attacks with a +6 bonus. must be at least 5th level; Price 800 gp.
Ivory lashes also add a +2 bonus on any opposed attack roll
when attempting to disarm an opponent (including the roll to
keep from being disarmed if the wielder fails to disarm the Rings
opponent).
Moderate necromancy; CL 10th; Craft Magic Arms and Armor,
animate dead; Price 18,300 gp; Weight 3 lb. Bone-Breaker Ring
The wearer of this silver ring engraved with Dwarven script
Sword of Ghosts (that reads “bone-breaker”) can ignore the damage reduction
The steel of this eerie weapon is worked in a pattern that writhes of undead opponents and inflict critical hits against undead
and swirls slowly when examined closely. The blade emits a creatures in melee and ranged combat. The ring does not negate
milky hue that seems to rise from the surface and swirl, like the relative immunity of incorporeal undead against damage
mist or smoke. The weapon is a +3 longsword with the ghost from a corporeal source. The wearer also gains a +2 bonus on
touch quality. Additionally, any creature slain by the sword saves against life-draining attacks that normally allow a save.
cannot be raised or animated as an undead creature, though they Moderate transmutation; CL 7th; Forge Ring, creator must be
may be raised or resurrected normally. Even creatures slain by a dwarven cleric, greater magic weapon, protection from evil;
the sword, resurrected, and then again slain by another means Price 25,000 gp.
cannot be turned into undead creatures.
Strong conjuration; CL 15th; Craft Magic Arms and Armor, Elven N’Sathii Ring
consecrate, plane shift; Price 44,315 gp. The elven word “n’sathii” refers to an ancient ritual wherein an
elf is blessed by the high goddess of good against undead. The
enspelled elf then led a small force against the nearest undead
concentration and destroyed it. This ritual worked, to a lesser
extent, on non-elves as well but was rarely performed unless the

d
need was truly dire.

90
An elven n’sathii ring provides a variable deflection bonus to
AC and resistance bonus to saving throws depending on the
wearer’s race: +3 for elves, +2 for half-elves, +1 for non-elves.
Half-elves also gain immunity to the paralyzing touch of a
ghast. Finally, the ring negates a number of energy drain or
Ring of Control Undead
This ring allows the wearer to control up to 20 HD worth of
unintelligent, corporeal undead per day. Undead within sight
that fail a Will save (DC 22) are placed under the wearer’s
8
control until the next sunrise, up to the ring’s 20 HD maximum.
ability drain attacks per day equal to its bonus. Each energy Once under the ring’s control, undead are difficult to turn or
or ability drain negated reduces the protection and resistance rebuke and gain turn resistance +4. Ring-controlled undead that

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bonus of the ring by 1 for 24 hours, after which time the bonus are later turned or rebuked still count against the 20 HD daily
is automatically restored. limit that the ring can control.
Moderate necromancy; CL 9th; Forge Ring, creator must be an Moderate necromancy; CL 10th; Forge Ring, control undead;
elven cleric, bless, death ward, resistance, shield of faith; Price Price 140,000 gp.
68,400 gp.
Rods
Felbin’s Ring
Created for a halfling paladin named Felbin by his cleric
companion, the ring is a potent tool for those who battle the Necromancer’s Rod
undead. When worn by a class that can turn undead, Felbin’s Made from a human femur and often decorated with grotesque
ring gives the wearer a +4 sacred bonus to turning checks and carvings, this item strikes as a +1 might mace. In the hands
+2d6 turning damage. of an evil-aligned wielder who knows its command word, the
Moderate evocation; CL 9th; Forge Ring, creator must be a necromancer’s rod displays its full power. Its magical powers
halfling cleric, hallow; Price 12,000 gp. are as follows:
Contagion (on command, DC 16)
Ring of Ancestor Speech Inflict serious wounds (on command, DC 16)
The wearer of this bone ring gains the ability to speak with Vampiric touch (on command, 4d6 damage)
corpses. Upon activating the ring with a whispered command Animate dead (3/day)
word, the character can speak with a corpse that has been Moderate necromancy; CL 9th; Craft Magic Arms & Armor,
deceased for any amount of time, but the body must be mostly Craft Rod, animate dead, contagion, inflict serious wounds,
intact to be able to respond. A damaged corpse must at least vampiric touch; Price 84,000 gp.
have a mouth in order to speak. The character cannot actually
speak to the person (whose soul has departed). It instead Rebuker’s Rod
draws on the imprinted knowledge stored in the corpse. The When evil necromancers fight each other, they discover that
partially animated body retains the imprint of the soul that commanding enemy undead proves to be more of a challenge
once inhabited it, and thus it can speak with all the knowledge than they ever could have imagined. Given the maximum
that the creature had while alive. The corpse, however, cannot amount of undead a necromancer can control, it is a good
learn new information. Indeed, it cannot even remember the idea to pick and choose which ones one wants. So as not
conversation. Any corpse that has been turned into an undead to leave the rest of an attacking force breach his defenses, a
creature cannot be spoken with. Unlike the speak with dead necromancer uses this rod to rebuke those he cannot command.
spell, a ring of ancestor speech does not compel the corpse to The rebuker’s rod enables a necromancer to rebuke undead as
answer questions. though he were a neutral cleric of equivalent level. The owner
Faint necromancy; CL 5th; Forge Ring, speak with dead; Price may use this power a number of times per day equal to his
27,000 gp. Charisma bonus. If the wielder is a cleric or has levels in any
other class that grants the ability to turn/rebuke undead, the
Ring of Ebony Bolts wielder adds his necromancer level to his effective turn/rebuke
Clutching his hand into a fist, the wearer of this plain silver ring undead level but does not gain additional turn/rebuke attempts
blasts a burst of ebony energy from its dark jewel. This bolt of per day. Finally, the rod doubles the number of undead that
energy, at 5 feet wide and 60 feet long, inflicts 12d6 points of the wielder can animate with a single casting of the animate
negative energy damage. Any living creature in its path must dead spell, though the caster is still limited to controlling 2 HD/
make a Reflex save (DC 19) to suffer half damage. Like all caster level at any one time.
applications of negative energy, this effect heals all undead. Strong necromancy; CL 13th; Craft Rod, animate dead, control
The ring can be used three times per day. undead; Price 75,000 gp.
Strong necromancy; CL 12th; Forge Ring, harm; Price 86,000
gp. Rod of the Walking Dead
This heavily carved rod is crafted from a human femur. Any
dead body touched by this rod is immediately animated as if
by an animate dead spell. The rod of walking dead does not
have charges, and can be used as often as desired, but undead
animated by the rod count toward the caster’s normal limit of
controlled undead (2 HD x caster level).
Moderate necromancy; CL 7th; Craft Rod, animate dead; Price

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50,400 gp.
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Staffs

Shaman Staff
A shaman staff is usually, as the name implies, carried by the
Faint enchantment; CL 3rd; Craft Wondrous Item, creator must
have the Extra Turning feat, bless; Price 3,600 gp; Weight 1 lb.

Death’s Stare
These dark purple eye-crystals fit over the eyes and closely
shaman or even the elder of a tribal (commonly jungle) clan. It resemble the eyes of the eagle. Unlike that item, however, the
is used to breach the barriers between the living and the dead. death’s stare serves a much darker purpose. Once per day the
Such a staff is made of hardwood, and usually capped with a wearer may use death’s stare to kill an opponent. This effect is

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statuette depicting a mother with a newborn child. It can cast identical to a finger of death spell cast at 13th level.
the following spells: Strong necromancy; CL 13th; Craft Wondrous Item, finger of
Hide from undead (1 charge) death; Price 36,400 gp.
Gentle repose (1 charge)
Speak with dead (2 charges) Gravedigger’s Lantern
Faint necromancy; CL 5th; Craft Staff, hide from undead, gentle The light of this polished hooded lantern acts as a magic circle
repose, speak with dead; Price 13,125 gp. against evil and a consecrate spell. The spells’ effects are
centered on the lantern with a radius of 20 feet. The lantern can
be turned on and off by the bearer on command. It provides
Wondrous Items illumination as per a light spell.
Faint abjuration; CL 5th; Craft Wondrous Item, consecrate,
Arresting Vestment light, magic circle against evil; Price 11,250 gp; Weight 2 lb.
This dark purple vest with silver embroidery causes two skeletal
arms to burst form beneath the wearer’s regular arms when the Heart Thief
command word is spoken. These arms remain until a second This looks like a short wooden staff or rod with a large carved
command retracts them. These arms may be used as natural dragon’s claw on one end. It can be used once to cast steal
arms except that they cannot be used to cast spells, and they heart (see the Spells section). When activated, the heart appears
do not confer the benefits of any feats such as Multiattack in the wooden dragon’s claw and is destroyed. Now the victim
(although they can be used with feats such as Multiattack if the cannot be restored to life until the item is destroyed. Most users
wearer already has such a feat). proceed to lock a used hear thief away in a well guarded vault,
drop it, weighted down, into the deepest part of the ocean, or
Three times per day, the owner may use these skeletal arms cast it off into the Astral Plane. It can only be used once.
to deliver a touch attack that paralyzes the victim for 1d6+2 Strong necromancy; CL 13th; Craft Wondrous Item, steal heart;
rounds, unless a DC 13 Fortitude save is made. In addition, Price 4,500 gp; Weight 5 lbs.
the vest confers a +2 competence bonus to all Intimidate and
grapple checks when the arms are out. Pendant of the Lightbringer
Faint necromancy; CL 3rd; Craft Wondrous Item, alter self, This small golden talisman is shaped like a sunburst (for more
ghoul touch; Price 10,880 gp. on the Lightbringer deity, see clasp of the Lightbringer above)
and dangles from a dainty chain worn around the neck. Any
Ash Pendant time a spell with the Good descriptor is cast into it, it gains one
Worn about the neck, the ash pendant must be activated by the charge per level of the spell. Additionally, if a cleric or paladin
wearer with a short prayer or litany (a free action) to trigger uses a turn attempt to channel positive energy into the pendant,
its power for 6 hours. If during those six hours, the wearer is it is given a number of charges equal to one-fourth the turning
reduced below -10 hit points or is killed by an effect, the wearer check’s result (minimum of 1 charge). The pendant can hold a
is instantly turned to ash, scattering across the ground. This total of 9 charges at a time; any excess charges given to it are
prevents all but the most potent of resurrections, but it also lost without effect.
prevents the enemy from using the fallen character’s corpse as
an undead or as a target for any other spells or effects. To unleash the pendant’s power and expend a single charge, the
Strong necromancy; CL 13th; Craft Wondrous Item, wearer needs to speak the command word and point an open
destruction; Price 4,550 gp. palm toward a visible target. This is a standard action that does
not provoke an attack of opportunity. A bright flash of light
Clasp of the Lightbringer shaped like a sunburst shoots forth from the wearer’s hand and
The Lightbringer is an ancient deity common to all races. She automatically strikes the target if it has anything less than total
encompasses all that is good among humanoids and any race cover or concealment. If the target is of evil alignment, it takes
can worship her without fear of prejudice by other clerics of 1d4+1 points of damage.
different good-aligned deities. Established churches of the
Lightbringer have not been seen in centuries, yet individual The effect can strike ethereal or incorporeal creature as
clerics do appear from time to time. This minor symbol of well. The target does not receive a saving throw, though any
turning is a silver clasp which fits onto the bottom of any applicable spell resistance may stop the missile. If the target
standard holy symbol. It allows any cleric or paladin with the is of any alignment other than evil, it takes no damage at all
from the sunburst’s impact. Spells that mask alignment do not

d
ability to turn undead to make two more attempts each day.
This effect stacks with the Extra Turning feat. affect the damage caused by the sunburst—it is the target’s true
92
alignment at the time of impact that determines whether or not
he receives damage. As a side effect, for the instant that the
sunburst is in existence, it creates light equal to that produced
by a light spell.
Faint evocation; CL 1st; Craft Wondrous Item, creator must be
The second method of using the tome involves calling on all

8
the remaining power that it contains and releasing it in a blaze
of holy light. To use this function, the user must hold the book
aloft and read aloud the inscriptions on the back as a full-round
action. This causes the entire book to glow with a blinding
good-aligned, light, magic missile; Price 2,700 gp; Weight 1 lb. light, and all undead within 60 feet suffer 1d6 points of positive
energy damage per page remaining. The book is destroyed if

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Pipes of Protection this function is used.
These magical pan pipes, when played, offer up a sphere of
magical protection based on the player’s desire. The sphere Tomes of the Lightbringer were, in their time, created with 20
forms a 5-foot radius around the pipes’ player and lasts as long pages and are typically found with 1d10+10 pages remaining.
as she plays. Using them properly calls for a Perform check This tome may only be used by a lawful good cleric or paladin.
(DC 15). A new check is required every 10 minutes, with the Moderate abjuration; CL 10th; Craft Wondrous Item, dispel evil,
DC increasing by +1 each time. A character can take only move flame strike; Price 16,250 gp; Weight 2 lb.
actions while playing the pipes. Each type of protection can
only be used once per day.
Cursed Items
• Protection Against Flame: No open flames can exist within
the sphere. It hedges out fire (including beings of the fire
subtype) and objects hotter than 100 degrees Fahrenheit (such Terkow Skin
as lava) from outside, as if the sphere were a wall of force. This armor appears to be +2 hide armor, but carries a
dangerous curse. When donned, the armor begins draining the
• Protection Against Frost: The temperature within the sphere wearer’s blood, causing 1d4 points of permanent Constitution
remains 70 degrees Fahrenheit, no matter what forces or damage every round. The only way to stop the drain is to slay
spells are used against it. It hedges out cold and ice (like a the armor. Any attack on the armor causes half damage to the
cone of cold) and creature of the cold subtype. wearer, and half damage to the armor. The armor has a hardness
of 5, 15 hit points, and is immune to cold, electricity, and sonic
• Protection Against Undead: Undead cannot exist within the attacks. If the terkow skin slays its victim, it releases its grip
sphere (they are immediately thrust out) and cannot enter. and awaits a new owner. (Information on the terkow can be
found in the Monsters section above.)
• Protection Against Poison: All poison, including poison Strong necromancy; CL 19th; Craft Magic Arms and Armor;
gas, loses potency within the sphere. Creatures inside with a vampiric touch; Price 9,165 gp.
natural venom regain their poisonous ability once outside the
sphere in 1d3 rounds.
Minor Artifacts
Strong necromancy; CL 14th; Craft Wondrous Item, control
undead, neutralize poison, protection from energy; Price 35,000
gp; Weight 3 lbs. The Seven-Headed Sword
Once a greatsword of unsurpassed beauty, this artifact is now
Skull Necklace a terror; he who wields it commands the seven akyanzi bound
This necklace is a tiny animal skull, painted with magical by hatred to its blade. The sword belonged to a line of wizard-
symbols and suspended from a leather thong. When worn guarding warriors until it fell into the hands of a disloyal
around the neck, it marks the wearer as a master of the undead. minion. Believing the wizards were planning an attack on his
A skull necklace grants the wearer free use of the Extra Turning family’s nation, the man used the weapon to slay the seven
feat but only for the purposes of rebuking, commanding, or ranking members spell wielders in their sleep. The communal
bolstering undead. Those unable to channel negative energy anger at having their lives snuffed out by one wretched traitor
cannot make use of a skull necklace. binds them to the sword until their heads can be replaced with
Faint necromancy; CL 3rd; Craft Wondrous Item, animate dead; new victims.
Price 4,000 gp, Weight 2 lb.
Whenever the seven-headed sword is drawn from its sheath,
Tome of the Lightbringer akyanzi are simultaneously drawn from the state of limbo where
The tome of the Lightbringer is a small, leather-bound book, the original wizards’ souls went to after their murder. These
created by followers of deity of goodness known only as the akyanzi are the last seven people slain by the sword; so long
Lightbringer. There are two ways that it can be used. First, as these sword-eaters are bound to the weapon, they cannot
the wielder tears a page from the time and reads aloud the find rest or resurrection. Each new victim headed by the sword
passages inscribed as a standard action. The page then bursts replaces the oldest bound akyanzi. Only beheaded victims are
into brilliant white flames, and the reader then makes a turning claimed by the sword. Freed akyanzi immediately burn apart
attempt with a +5 sacred bonus and a +1d6 bonus to the total like beehives. When the sword is sheathed, the akyanzi return
HD of undead affected. to a state of limbo.

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The seven-headed sword can be used to rebuke its bound
akyanzi up to three times per day as a 10th-level cleric. It is a
+5 greatsword that ignores object hardness and automatically
casts heat metal on any metal, bladed weapon which it contacts.
New Materials

Bergasalt
No known substance proves more lethal against undead than
So long as it is held in hand, the wielder cannot be damaged
below zero hit points. When used to perform a coup de grace, bergasalt. As a result, the most accomplished warriors sworn
the sword automatically, simultaneously casts circle of death, to the destruction of these abominations covet this valuable
centered on the victim. The sword cannot be destroyed by any material. Because the mineral naturally appears in small

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means until all its seven heads have been destroyed. quantities and must remain largely intact to retain its mystical
Strong evocation [fire] and necromancy; CL 15th; Weight 5 lb. properties, bergasalt-tipped arrows are the most common form
of weaponry forged from the elusive crystal. Rumors persist
Unholy Scepter that a band of seven undead hunters wields bergasalt daggers;
The unholy scepter enables the wielder to rule up to 500 HD however, no definitive proof verifies these tales.
worth of ghouls and ghasts in exactly the same manner as a rod One bergasalt arrow or bolt costs 140 gp, while a bergasalt
of rulership (see the DMG for details), save that no time limit dagger costs 6,500 gp. Bergasalt weapons ignore the natural
applies to the scepter’s rulership ability. In addition, the scepter armor bonus or corporeal undead up to a maximum of +5 and
strikes as a +3 unholy light mace, and all opponents struck by are masterwork weapons for the purposes of enchantment.
the scepter must make a Fortitude save (DC 20) or be paralyzed One ounce of bergasalt contains enough material to craft one
for 1d6+2 minutes as if struck by a ghoul. Finally, the scepter bergasalt arrow or bolt. Bergasalt weighs half as much as steel,
can emit a nauseating stench equivalent to that of a ghast, but it only possesses a hardness of 5 and 15 hit points per inch
requiring all creatures within 10 feet to make a Fortitude save of thickness.
(DC 20) or be wracked with nausea, suffering a -2 penalty on all
attacks, saves, and skill checks for 1d6+4 minutes. Bonebreaker
Strong evocation [evil] and necromancy; CL 19th; Weight 4 lb. Derived from the elusive skullcap mushroom, adventurers
anticipating encounters with the undead keep at least a few
applications of this expensive substance nearby. Bonebreaker
applied to any weapon provides a +1 bonus to the weapon’s
attack and damage rolls for the next 2d4 rounds whenever the
wielder attacks corporeal undead. Coating the weapon with
Major Artifacts an application of bonebreaker requires a full round action that
provokes an attack of opportunity. One application costs 300
Ubuto’s Shield gp.
Ubuto, a legendary undead hunter from the jungle regions, used
this shield during his many forays against the zombi minions
of a powerful necromancer. The shield has absorbed some of
Ubuto’s power, and is a potent defense against the undead.

Ubuto’s Shield is a +5 large leather shield weighing about 7


pounds. Anyone who wields this shield in battle is completely
immune to disease, level drain, paralysis, and negative energy
damage. The wielder is not immune to temporary ability
damage, but such is recovered at the phenomenal rate of 1 point
per minute instead of the usual 1 point per day. While the shield
does not automatically heal permanent ability damage, it does
allow the wielder to cast greater restoration once per day.

A lich can destroy Ubuto’s Shield by casting shatter upon it. No


other creature can harm it.

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New Spells
The spells listed below are either necromantic in nature or are
mentioned in the previous sections.
Animate Necrosis
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
8
Range: Close (25 ft. + 5 ft./2 levels)
Acid Symbol Target: One wounded living creature

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Necromancy [Fire] Duration: Instantaneous
Level: Sor/Wiz 6 Saving Throw: Fortitude negates (later Will partial, see text)
Components: V, S Spell Resistance: Yes
Casting Time: 1 action You animate the dead tissue in the wound of a wounded living
Range: Medium (100 ft. + 10 ft./level) creature. This spell can affect any creature currently below
Target: 1 HD of animated corporeal undead/level its maximum hit points due to injury. Bits of animated flesh
Duration: Instantaneous form a sickly tendril that reaches up and out of a single wound,
Saving Throw: None attacking the living portion of the creature. The creature must
Spell Resistance: No make a Will save immediately or the sight of this horror stuns it
Undead creatures animated by you are imbued with a for 1d3 rounds.
undulating sigil that floats just above their heads. The body
of the creature drips with thick grayish slime, and acid oozes Whether the creature is stunned or not, the undead tendril of
steadily from its eye sockets. The spell affects a number of hit flesh makes attacks with a +15 bonus (Strength 20). It makes a
dice of animated undead equal to your level. grapple attack as a creature of the subject’s size (even though it
is actually smaller). If it achieves a hold, it immediately begins
Undead with the acid symbol inflict an extra 1d6 points of fire constricting and strangling the creature, inflicting 2d6 points
damage when they strike with a natural weapon. Creatures of damage per round. The necrotic tendril has 2 hit points per
touching or striking the symbol-bearing undead with a natural Hit Die of the original creature, and AC 15 (+2 for size, +3 for
weapon also suffer this damage. The creature’s acidic touch natural armor). A single casting of this spell affects only one
deals 20 points of damage per round to wood or metal objects. wound.
Armor and clothing dissolves and becomes useless immediately
unless succeeding a Reflex save (DC 19). The acid cannot harm Material Component: A bit of string coated in animal fat.
stone. A wooden or metal weapon that strikes a symbol-bearing
undead creature also dissolves immediately unless if succeeds a
Reflex save (DC 19). Additionally, undead under this spell have
acid, cold, and fire immunity. This spell does not stack with Attract Undead
other symbol spells. Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Age Other Casting Time: 1 action
Necromancy Range: Close (25 ft. + 5 ft./2 levels)
Level: Drd 6, Sor/Wiz 6 Target: One undead creature
Components: V, S, M Duration: 1 round/level
Casting Time: Standard action Saving Throw: Will negates
Range: Touch Spell Resistance: Yes
Target: 1 creature You cause the target undead to approach within 5-ft. of you.
Duration: Instantaneous If the undead is hostile, it attacks you or any other creature in
Saving Throw: Fortitude negates range. If in order to reach you the undead would be harmed
Spell Resistance: Yes (such as fire, a pool of holy water, an enemy creature’s square,
This spell causes magical aging in the target. All of the normal etc.), the spell ends. Any attack upon the undead ends the spell
effects of aging apply (e.g. ability score adjustments) as if the immediately. A turn or rebuke attempt on the undead counts as
target had aged those years naturally. By means of this spell, an attack and breaks the spell.
the target ages 1d10 years. A successful saving throw negates
the aging. A greater restoration reverses the aging effects of the Material Component: A carved U-shaped bone.
spell.

Material Component: A lock of an elderly person’s hair.

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Bone Legs
Necromancy
Level: Clr 1, Sor/Wiz 1
Components: V, S, M (see text)
Burrowing Bony Digits
Necromancy
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Medium (100 ft. + 10 ft./level)
Target: One Small or Medium humanoid corpse or set of leg Target: Up to five creatures, no two of which can be more
and hip bones than 15 ft. apart

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Duration: 1 hour/level Duration: See text
Saving Throw: None Saving Throw: Reflex partial
Spell Resistance: No Spell Resistance: Yes
You infuse a corpse or a set of leg and hipbones with a negative By mean of this fiendish spell, you cause up to five skeletal
energy, creating a short-lived undead creature consisting of feet, fingers to streak forth and imbed themselves in the flesh of the
legs, and a pelvis. The bones legs have a base speed of 30 feet targets. Each digit inflicts 1d6 points of damage upon striking
and a Strength score of 10 + 1/caster level. The bone legs are its target. They do not stop there, though.
normally used for carrying objects in the manner of a floating
disk spell, though the weight is supported by the hipbones Any creature that fails its Reflex save is unable to extract the
rather than a concave plane of force. Using a standard action, bony digit before it can lodge itself into the wound. A bony
you can direct the bone legs to any location within close range, digit continues to penetrate the creature’s body for one round
command them to follow you, or even ride them as if they were for every 3 caster levels, dealing 1d6 additional damage per
a mount. The legs follow your path exactly, at a distance you round. Once the bony digit is lodged in the wound, it cannot
specify that is no greater than close range. If you pass beyond be extracted. A creature can only be targeted by one finger at
close range, the bone legs stand in place and wait for you to a time.0-9
return.
Arcane Material Component: Five humanoid fingers stripped
When the spell expires, the bones collapse and become inert, of flesh and muscle. The individual finger bones must then be
but can be reanimated again with another use of the spell. tied together with black thread.
The bones legs cannot Climb, but they can use Jump. They
cannot make attack. They otherwise are identical to a Small
or Medium creature. The spell can be made permanent with Change Zombie
the permanency spell at a minimum caster level of 9th and at a Necromancy [Evil]
500 XP cost. When the caster dies, the leg bones come under Level: Sor/Wiz 6
the command of the first person to touch them. Such bones are Components: V, S, M
often one of the treasures to be found inside a necromancer’s Casting Time: 1 full round
dungeon. Range: Touch
Target: One zombie touched
Bone Tattoo Duration: Instantaneous
Necromancy Saving Throw: Fortitude negates
Level: Sor/Wiz 3 Spell Resistance: Yes
Components: V, S, M You touch a single zombie, which must then attempt a
Casting Time: 1 minute Fortitude save to avoid the spell’s effects. If the zombie fails
Range: Touch its save, it becomes a ghoul. Controlled zombies transformed
Target: One living creature by this spell remain under their controller’s command and
Duration: One minute/level still count against controlled undead HD limits, as do spawn
Saving Throw: Will negates (harmless) created by the controlled ghouls.
Spell Resistance: Yes
This spell creates a bone-colored skull-and-bones tattoo pattern Material Component: A bone from a ghoul and a black onyx
on the flesh of a living creature. As long as the tattoo lasts, the gem worth at least 100 gp.
tattooed creature has spell resistance 10 + your level against
cold, polymorph, and mind-affecting attacks. Further, mindless
undead creatures react to the tattooed creature as if he were
undead. However, any creatures with this tattoo can be turned
as if he were undead with turn resistance +4.

Material Component: A bit of white ink and a needle.

96
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Cone of Stupidity
Necromancy
Level: Drd 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 5 minutes
Corpse Defense
Necromancy [Evil]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
8
Range: Close (25 ft. + 5 ft./2 levels) Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone Target: All corpses and dying creatures in range

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Duration: 1 hour/level (D) Duration: 1 hour/level
Saving Throw: Fortitude negates Saving Throw: Fortitude negates
Spell Resistance: Yes Spell Resistance: Yes
You exhale a cone-shaped cloud of deadly spores. Those in the When this spell is cast, all corpses and dying creatures (those
cloud’s area of effect must make an immediate Fortitude save below 0 hit points and disabled) in the spell’s area are affected.
or permanently lose 1d3 points of Intelligence as the spores Dying creatures are allowed a Fortitude save to avoid the spell’s
spread through their brains and nervous systems. Victims must effects, but slain creatures are not. Those affected by the spell
make a Fortitude save each subsequent round up to the spell’s have all the blood drawn from their bodies (killing all those
maximum duration or continue to lose Intelligence. The cloud still alive), forming horrible tentacles of clotting, black blood.
is only infectious on the round that it is discharged. These tentacles always remain in contact with the bodies from
which they were drawn, lashing out and flailing at your foes.
Material Component: A piece of flesh from a plague victim. One tentacle is created per affected corpse, up to a maximum
of 1 per caster level. No more than 20 tentacles can ever be
Contagion, Greater created with this spell. Each tentacle is 10 feet long (large)
Necromancy [Evil] and saves as the creature from which it was created. Each has
Level: Clr 5, Drd 5, Sor/Wiz 6 AC 15, 1 hit point per HD of the creature from which it was
Components: V, S, M drawn plus 1 hp/2 caster levels, half the attack bonus of its host
Casting Time: 1 action creature, and a Strength score of 19. It is immune to spells that
Range: Touch do not cause damage, save disintegrate, dispel magic, and those
Target: Living creatures touched spells that can affect water or blood.
Duration: 1 minute/level
Saving Throw: Fortitude negates Each round that a tentacle is not already grappling someone,
Spell Resistance: Yes starting the round after it appears, it makes a slam attack against
You can infect any living creature with a disease by simply a foe within reach, dealing 1d6 points of damage and making
touching it. this effect works like contagion, and the victim a grapple attack as a free action. If the tentacle succeeds in its
must make a Fortitude save or be infected with a disease of your grapple attack, it deals no further damage but begins to drown
choice, which strikes immediately with no incubation period. the target (see DMG for water rules). As described in the rules,
The main difference between this spell and contagion is that the target can hold its breath for a number of rounds equal
you have the potential to infect many more creatures because of to twice its Constitution score and may attempt to break the
the spells duration. grapple every round. If the target fails, he must begin to make
Constitution checks as described.
Material Component: A piece of putrid flesh and a drop of
blood. Material Component: A handful of dirt from a strangled man’s
grave.
Continual Wounds
Necromancy
Level: Drd 8, Sor/Wiz 8
Components: V, S, DF
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes
Continual wounds is a powerful curse that prevents all forms of
healing, magical or otherwise. If the target fails its Will save,
the spell prevents the recovery of hit points and ability damage
by any means. All cure spells and spells with the healing
descriptor automatically fail when directed at the target, and the
target cannot recover hit points through natural healing, use of
the Heal skill, or use of the fast healing or regeneration abilities.

2 97
f
Create Sailors
Necromancy
Level: Brd 5, Death 6, Sor/Wiz 6
Components: V, S, M
Dark Channeling
Necromancy
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 10 minutes Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels) Range: Long (400 ft. + 40 ft./level)
Target: One ship Target: You and one undead creature
Duration: 1 hour/level, Concentration discharge (D) Duration: 10 minutes/level (D)

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Saving Throw: None Saving Throw: Will negates (see text)
Spell Resistance: No Spell Resistance: Yes
This spell summons a crew of undead servitors to sail or row With this powerful spell, you place your body in a state of
a ship for you. These undead automatically know how to suspension and project your psyche into any corporeal undead
crew the ship as long as you maintain concentration. If the creature within range. If the undead creature is intelligent, it
concentration is broken, the undead simply fail to do anything is entitled to a Will save to resist the dark channeling. If this
until you resume concentrating on directing their actions. saving throw is successful, the spell fails. The caster must have
A bard who casts this spell must direct the crew through line of sight to the undead before casting the spell.
encouraging singing of sea shanties.
If the undead fails its save, you gain control of the undead target
Up to 5 undead crewmen may be summoned per caster level. upon completion of the spell. You can use its body as if it were
These crewmen are treated as Medium-size skeletons with the your own, including any special abilities of the undead. If you
additional ability of Profession (sailor) +5. These crewmen do inhabit a vampire, for example, all of the vampire’s special
not fight or otherwise engage an enemy in combat, though they attacks and qualities are available for use. You retain your own
can and will operate ballistae or catapults, firing such machinery intelligence, but lose the ability to cast spells unless the creature
as 1st-level warriors. you are inhabiting is a spellcaster as well. If unable to do so
normally, the dark channeling empowers the possessed undead
Arcane Material Component: The bones or remains of 5 to speak.
drowned men.
You cannot move beyond the range limit of this spell, counting
Dangerous Digits your location when the spell was cast as the center point,
Necromancy without ending the spell immediately. You can vacate the one
Level: Sor/Wiz 3 undead host in favor of another within range by concentrating
Components: V, S for one round. As normal, if the new would-be undead host
Casting Time: 1 action is intelligent, it is entitled to a Will save. If the undead host is
Range: Close (25 ft. + 5 ft./2 levels) destroyed before you can vacate it, you must succeed a Will
Target: 1 animated skeleton per caster level save (DC 20). Failure means your disembodied spirit is unable
Duration: Permanent to escape before being destroyed as well. Success immediately
Saving Throw: None ends the spell and stuns you for 1d10 rounds.
Spell Resistance: No
A skeleton enhanced by dangerous digits gains the ability to use Arcane Focus: A bronze brazier in which you must burn 1,000
its fingers as missile weapons. Each finger can only be used gold pieces worth of incense. You must wear a cap made from
once. If the skeleton uses more than 3 fingers, it loses one of its the flesh of a sentient creature during the casting.
claw attacks; if it uses more than 7, it has lost both claw attacks.
A finger can be launched at an opponent (in a brilliant blue Darksight
flash) within range and hits as a ranged touch attack. If a finger Transmutation
hits, it inflicts 1d6 points of piercing damage. Small skeletons Level: Brd 3, Clr 3, Sor/Wiz 3
do only 1d3 points of damage. Huge or Large skeletons do Components: V, S, M/DF
1d8 points of piercing damage, and Colossal or Gargantuan Casting Time: 1 action
skeletons deal 2d6 points of damage. Skeletons smaller than Range: Touch
Small cannot be affected by this spell. Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell is similar to the spell darkvision except that it also
conveys the ability to see in magical darkness effects of 2nd-
level and below, including the spell darkness.

Arcane Material Component: A pinch of dried carrot and an


agate.

98
d
Decay
Necromancy
Level: Drd 2, Rgr 2
Components: V, S, M, XP
Casting Time: 1 action
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes 8
A missile of positive energy darts forth from the palm of your
hand and unerringly strikes its target. The missile is designed
Range: Touch specifically to affect undead creatures only and deals 2d4+2
Target: Creature touched points of damage.

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Duration: Instantaneous
Saving Throw: Fortitude partial As magic missile, the disruption missile strikes true, even if the
Spell Resistance: Yes target is in the midst of melee or has anything less than total
Non-animated corpses that you touch are instantly turned into a cover or concealment for protection. This spell has no effect on
fine dust. The corpse can then no longer be magically animated living creatures.
or otherwise become undead. Thus, such spells as animate
dead, control undead, create greater undead, and raise dead For every two levels of experience over three, the caster
have no effect upon the corpse affected by decay. This spell gains an additional missile: two at 5th level, three at 7th, four
does not interfere with resurrection. A non-animated corpse at 9th and so on. Multiple missiles can be directed at the
gets no saving throw. The spell has no effect on living matter. caster’s choosing (one per target or all at one target) but must
be targeted before rolling for any applicable spell resistance
If the spell is cast upon a skeleton, zombie, ghoul, or any other possessed by the target(s).
corpse that has been raised as undead, the target must make
a Fortitude save. If it fails, it is instantly turned into dust, as Disruption Wave
detailed above. If it succeeds, it suffers 1d4+1/level (maximum Evocation [Positive Energy]
+10) points of damage. If the spell inflicts enough damage to Level: Clr 7, Sor/Wiz 7
destroy the undead corpse, the corpse turns to a fine dust and Components: V, S, M/DF
can no longer be animated or raised again as detailed above. If Casting Time: 1 action
the spell does not inflict enough damage to destroy the undead, Range: Close (25 ft. + 5 ft./2 levels)
the spell has no further effect. Area: Cone
Duration: Instantaneous
Material Component: A fine powder made of dried seeds. Saving Throw: Fortitude partial
XP Cost: 50 XP. Spell Resistance: Yes
Disruption waves creates a cone of positive energy that
Dirge of the Walking Dead originates from your hands and extends outward toward your
Necromancy opponents. The disruption waves harm only undead creatures
Level: Brd 2, Clr 3 as it fills them with positive energy, disrupting the negative
Components: V energy which fuels them.
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level) An undead creature struck by the disruption wave must succeed
Target: One living creature a Fortitude save or be destroyed. If the save is successful,
Duration: Concentration, up to 1 round/level (D) a disruption wave still deals 1d8 points of damage per level
Saving Throw: Will negates (harmless) (maximum 15d8) to any undead struck.
Spell Resistance: Yes (harmless)
By means of this spell, you enable one living creature within Arcane Material Component: A small glass marble.
range to continue to act normally even if its hit points have been
reduced to 0 or below. If you are somehow rendered unable Divine Heart
to sing (or pray for clerics), the spell is negated immediately. Necromancy
When the spell is negated, the target does not suffer any Level: Clr 2
additional damage, but immediately suffers the effects Components: V, S, DF
appropriate to its current hit point level (meaning, usually, that Casting Time: 1 action
he is unconscious and slowly bleeding to death). If your target Range: Touch
is reduced to -10 or fewer hit points, it dies immediately even if Target: Living creature touched
under the influence of this spell. Duration: 10 minutes/level
Saving Throw: None
Disruption Missiles Spell Resistance: Yes (harmless)
Evocation [Positive Energy] This spell is prized by good-aligned clerics for its ability to
Level: Sor/Wiz 2 protect against fear effects, allowing them to protect attempt
Components: V, S even more heroic deeds. Divine heart makes the subject
Casting Time: 1 action immune to all fear effects, both magical and mundane.
Range: Medium (100 ft. + 10 ft./level)
Target: Up to five creatures, no two of which can be more than

2
15 ft. apart
99
fDouble Aging
Necromancy
Level: Clr 5, Sor/Wiz 5
Components: V, S, M
subdual damage, ability damage, or death by massive damage.
The newly created undead has no Intelligence or Constitution
score. Its alignment is neutral, and it takes no action unless it is
controlled by you.
Casting Time: Standard action
Range: Touch Arcane Material Component: A dagger that has drawn a
Effect: Living creature touched paladin’s blood.
Duration: Permanent

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Saving Throw: Fortitude negates Elemental Shroud
Spell Resistance: Yes Necromancy [Varies]
The target of this spell has his natural aging magically increased Level: Sor/Wiz 5
to double the normal rate. All of the usual effects of aging Components: V, S
apply as if the target had aged normally despite the aging Casting Time: 1 action
being far from normal. A successful Fortitude save negates the Range: Medium (100 ft. + 10 ft./level)
accelerated aging (see the PHB for details on aging). Target: Up to one animate dead creature/level
Duration: Permanent
Material Component: A small vial of quicksilver. Saving Throw: None
Spell Resistance: No
You cover undead creature you have animated with a shroud of
Draining Mist energy. This energy can be whatever type you wish: acid, cold,
Necromancy electricity, fire, or sonic. Acid shrouds drip with dark, bubbling
Level: Sor/Wiz 3 effluvium; cold shrouds are icy blue and glistening; electricity
Components: V, S, M shrouds crackle with lightning; fire shrouds appear to be molten
Casting Time: 1 action and burning; and sonic shrouds appear as distortions in the
Range: Medium (100 ft. + 10 ft./level) air accompanied by a shrill shriek. The undead is granted +2
Area: 20-ft. radius spread turn resistance, +2 natural armor. It inflicts an additional 1d6
Duration: Instantaneous points of elemental damage (whatever type is appropriate to
Saving Throw: Fortitude half the shroud) when it strikes a foe. It also inflicts 1d6 points of
Spell Resistance: Yes damage when touched or when struck by natural weapons. An
A charnel stench arises from the ground in the affected area, undead creature may have only one elemental shroud cast upon
causing a powerful life-sapping effect that robs all within the it at a time.
area of 1 point of temporary Strength damage for every two
levels of the caster (to a maximum of -10). Any who resist
successfully suffer only half of the ability damage. In either Enhance Skeletons
case, the lost Strength points return at an accelerated rate of one Necromancy
points/hour. Level: Sor/Wiz 4
Components: V, S, M
Material Component: Ash from the body of a sentient creature Casting Time: 1 action
consumed by fire. Range: Close (25 ft. + 5 ft./2 levels)
Targets: Skeletons with total HD equal to 1 HD/level
Duration: 1 hour/level
Dread Blade Saving Throw: Will negates (harmless, object)
Necromancy [Evil] Spell Resistance: Yes (harmless, object)
Level: Clr 9, Sor/Wiz 9 One or more skeletons within range with total HD equal
Components: V, S, M to 1 HD/caster level gain damage reduction of 10/magic.
Casting Time: 1 action Damage from piercing and slashing weapons is halved prior to
Range: Medium (100 ft. + 10 ft./level) subtracting from the skeletons’ DR.
Target: One creature
Duration: Instantaneous Material Component: 1 pound of iron per skeleton.
Saving Throw: Will partial
Spell Resistance: Yes
You create a dagger of dark, shimmering energy that instantly
speeds toward its target. You must make a ranged touch
attack. If successful, the target takes 1d4 points of damage per
caster level (to a maximum 20d4). Those slain by this spell
must make a Will save or immediately be transformed into an
undead creature. The victim immediately gains the undead
type: immune to poison, sleep, paralysis, stunning, disease,
death effect, and necromantic effects; ignore mind-affecting
powers such as charm or feeblemind; not subject to critical hits,
100
d
Enhance Skeletons, Greater
Necromancy
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 full round
weapon. Creatures touching or striking the symbol-bearing

8
undead with a natural weapon also suffer this damage. This
spell does not stack with other symbol spells.

Range: Close (25 ft. + 5 ft./2 levels)


Targets: Skeletons with total HD equal to 1 HD/level Flying Abominations

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Duration: 1 hour/level Necromancy [Evil]
Saving Throw: Will negates (harmless, object) Level: Clr 5, Evil 5, Sor/Wiz 7
Spell Resistance: Yes (harmless, object) Components: V, S, M/DF
One or more skeletons within range with total HD equal Casting Time: 1 action
to 1 HD/caster level gain damage reduction of 20/magic. Range: 10 ft.
Damage from piercing and slashing weapons is halved prior to Target: One or more body parts within range
subtracting from the skeletons’ DR. Duration: Instantaneous
Saving Throw: None
Material Component: 1 pound of adamantine per skeleton. Spell Resistance: No
With this grotesque spell, you animate one or more body parts,
imbuing them with the ability to fly and to follow simple verbal
commands. The body parts must be relatively fresh (no more
Enhance Skeletons, Lesser than a week old) and cannot be larger than Medium. Any
Necromancy creature that can be affected by animate dead can have a body
Level: Sor/Wiz 3 part subjected to this spell.
Components: V, S, M
Casting Time: 1 round You can animate one HD worth of flying abomination per caster
Range: Close (25 ft. + 5 ft./2 levels) level. These HD can be divided among different body parts as
Targets: Skeletons with total HD equal to 1 HD/level, no two required. A 14th-level wizard could, for example, animate seven
of which are more than 30 ft. apart 2 HD body parts, or one 10 HD body part and four 1 HD body
Duration: 1 hour/level parts, etc. All body parts to be animated must be within 10 feet
Saving Throw: Will negates (harmless, object) of you during casting.
Spell Resistance: Yes (harmless, object)
One or more skeletons within range with total HD equal to 1 The characteristics of a flying abomination are determined by
HD/caster level gain damage reduction of 5/silver. Damage the creature’s original size. See the Flying Abominations
from piercing and slashing weapons is halved prior to monster entry above for each creature’s characteristics based
subtracting from the skeletons’ DR. on size. The body part does retain the special attacks of the
original creature, but only those that could be delivered with
Material Component: 10 silver pieces per skeleton. only the part in question. Thus, an animated red dragon’s head
could bite but could not breathe fire. A dragon’s breath weapon
is not a power of its head. An animated giant scorpion stinger,
however, would retain the ability to inject poison. Supernatural
Flame Symbol and spell-like abilities may never be retained.
Necromancy [Fire]
Level: Sor/Wiz 5 Flying abominations obey simple verbal commands in the same
Components: V, S manner as a zombie or skeleton and the body parts remain
Casting Time: 1 action animated until destroyed. They can be turned or rebuked
Range: Medium (100 ft. + 10 ft./level) normally.
Target: 1 HD of animated corporeal undead/level
Duration: Instantaneous Arcane Material Component: The body parts to be animated
Saving Throw: None and a vial of unholy water which is sprinkled over the fragments
Spell Resistance: No during casting.
Undead creatures animated by you are imbued with a burning
sigil that floats just above their heads. The body of the creature
radiates heat, and its eye sockets smoke and burn with orange
flame. The spell affects a number of hit dice of animated
undead equal to your level.

Undead with the flame symbol gain the fire subtype as an


extraordinary ability, granting them fire immunity and exposing
them to double damage from cold except on a successful save.
Additionally, undead affected by the flame symbol inflict an

2
extra 1d6 points of fire damage when they strike with a natural
101
fForce Corporealness
Abjuration
Level: Clr 2, Pal 2
Components: V, S, DF
hit points that return when the spell ends, but not if the hand
is destroyed. Any touch spell of 6th-level or lower that can be
cast by you can be delivered by ghostly deliverer. The hand has
your save bonuses +2, AC 24, plus your Intelligence modifier.
Casting Time: 1 action The hand has as many hit points as are lost during the spell’s
Range: Close (25 ft. + 5 ft./2 levels) casting.
Target: One creature
Duration: 1 round/level Halve Aging

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Saving Throw: Will negates Necromancy
Spell Resistance: Yes Level: Clr 7, Sor/Wiz 7
One target incorporeal creature becomes corporeal. It loses Components: V, S, M
all the benefits normally associated with its incorporeal state. Casting Time: 1 action
The creature’s other abilities are unaffected. A creature that is Range: Touch
partially or entirely inside of a solid object when affected by this Effect: Living creature touched
spell is moved to the nearest open space, taking 1d6 points of Duration: 1d10 years
damage in the process for every 5 feet it must travel to get out Saving Throw: Fortitude negates (harmless)
of the object. The creature remains substantial for the duration Spell Resistance: Yes (harmless)
of the spell, at which time it returns to its incorporeal state. This spell temporarily stops all aging in the target. For 1d10
years, the target does not grow physically older. Additionally,
any magical aging, such as that from an age other spell, is
absorbed by halt aging. Absorbed years shorten the duration
Frost Symbol of the spell by the number of years absorbed. A Fortitude save
Necromancy [Cold] prevents the pause in aging. (See the PHB for details on aging.)
Level: Sor/Wiz 5
Components: V, S, M Material Component: A handful of sand from an hourglass.
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level) Halve Aging
Target: 1 HD of animated corporeal undead/level Necromancy
Duration: Instantaneous Level: Clr 5, Sor/Wiz 5
Saving Throw: None Components: V, S, M
Spell Resistance: No Casting Time: 1 action
Undead creatures animated by you are imbued with a icy sigil Range: Touch
that floats just above their heads. The body of the creature Effect: Living creature touched
radiates cold, and its eye sockets glow with blue energy. The Duration: Permanent
spell affects a number of hit dice of animated undead equal to Saving Throw: Fortitude negates (harmless)
your level. Spell Resistance: Yes (harmless)
The target of this spell has her natural aging magically reduced
Undead with the frost symbol gain the cold subtype as an to half the normal rate. Additionally, any magical aging, such
extraordinary ability, granting them cold immunity and as that from an age other spell, is affected by halve aging.
exposing them to double damage from fire except on a Affected years reduce the duration of this spell by one year for
successful save. Additionally, undead affected by the frost every two years of magical aging. A Fortitude save avoids the
symbol inflict an extra 1d6 points of cold damage when they effects of this spell (see the PHB for details on aging).
strike with a natural weapon. Creatures touching or striking the
symbol-bearing undead with a natural weapon also suffer this Material Component: A drop of molasses.
damage. This spell does not stack with other symbol spells.
Heal Undead
Necromancy
Level: Clr 3, Sor/Wiz 4
Ghostly Deliverer Components: V, S
Necromancy Casting Time: 1 action
Level: Sor/Wiz 4 Range: Touch
Components: V, S Target: One or more skeletons or zombies touched
Casting Time: 1 action Duration: Instantaneous
Range: Medium (100 ft. + 10 ft./level) Saving Throw: Will negates (harmless, object)
Target: One ghostly hand Spell Resistance: Yes (harmless, object)
Duration: 1 minute/level With heal undead, you instantly repair one animated skeleton
Saving Throw: None or zombie per caster level, up to a maximum of 20. Animated
Spell Resistance: No skeletons and zombies are instantly repaired and restored to full
This spell functions in all ways like spectral hand, with the hit points. Destroyed skeletons and zombies are not healed,
following exceptions. Upon casting the spell, you lose 1d8
102
only those that have been damaged.

d
Imprint Draining
Necromancy
Level: Sor/Wiz 3
Components: V, S, F
energy as what the undead would actually use. Therefore, you
8
is inefficient, you must draw forth twice as much of your life

lose twice the number of hit points the undead creature would
have when finished (so creating a normal Medium skeleton
with 6 hit points costs you 12 hit points). Any skeleton or
Casting Time: 1 action zombie created with this spell is treated as if it had been created
Range: Touch with animate dead for the purpose of how many undead you

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Target: One touched weapon can control. These hit points can be recovered normally (rest,
Duration: 1 round/level magical healing, etc.)
Saving Throw: None
Spell Resistance: Yes If you cannot lose these hit points for any reason (such as if you
You touch a weapon while casting this spell, imprinting the are protected by a spell that prevents you from taking damage
draining power of a vampire upon it. Half the damage inflicted or converts normal damage to subdual or any other kind of
by the touched weapon against a living opponent is then gained damage) the spell fails. If you have no life force, whether
as temporary hit points by the wielder. These temporary hit positive or negative (for example, if you are a construct) the
points disappear 1 hour after being gained. spell fails.

Focus: The weapon. Material Component: A black onyx gem worth at least 50 gp
with iron and silver wires wrapped around it, which must be
placed in the mouth or eye socket of the corpse.
Instill Foolishness
Necromancy
Level: Sor/Wiz 6 Necrocone
Components: V, S, M Necromancy
Casting Time: 1 action Level: Sor/Wiz 5
Range: Touch Components: V, S
Target: One creature touched Casting Time: 1 action
Duration: Instantaneous Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Will negates Area: Cone
Spell Resistance: Yes Duration: Instantaneous
You must make a successful touch attack against the intended Saving Throw: Fortitude negates
victim. If the touch attack is successful, the target is allowed Spell Resistance: Yes
a Will save to avoid all negative effects. A failed Will save Necrocone drains negative energy in a cone-shaped area that
results in 3 points of permanent Wisdom damage per 4 caster extends outward from your hand, inflicting 1d6 points of
levels. You can intentionally lessen the damage dealt but damage per caster level against all corporeal and incorporeal
must declare your intention to do so before the attack is rolled. undead (maximum 20d6). This area is also partially drained
Damage dealt to the mind by instill foolishness can be healed of heat, inflicting 1d6 points of cold damage per 2 caster levels
by normal means (i.e. restoration, wish, miracle, etc.), although against living creatures.
if the damage is not healed within 24 hours of the infliction it is
permanent and incurable.
Necroflames
Arcane Material Component: A bit of bone from a dead man’s Necromancy
skull and a live maggot. Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Personal
My Life For Yours Target: You
Necromancy [Evil] Duration: 1 round/level (D)
Level: Sor/Wiz 3 Saving Throw: None
Components: V, S, M Spell Resistance: No
Casting Time: 10 minutes This spell surrounds you in wisps of dark flame, providing
Range: Touch immunity against energy drain and ability drain attacks. These
Target: One corpse touched flames also drain negative energy from the undead, inflicting
Duration: Instantaneous 1d6 points of damage +1 point per caster level (maximum +10)
Saving Throw: None upon corporeal and incorporeal undead that attack you in melee.
Spell Resistance: No Living creatures that attack you are similarly drained of heat
You draw forth a part of your own life force and (if you are and suffer half this damage as cold damage.
not an undead) corrupt it into negative energy, which you can
use to animate one corpse as a skeleton or zombie. Because Arcane Material Component: A fingernail from a wight or piece

2
the process of infusing the corpse with the negative energy of cloth torn from the robe of a wraith.
103
fNecrosword
Necromancy
Level: Sor/Wiz 2
Components: V, S
Necrotize Weapon
Necromancy
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action Casting Time: 1 action
Range: Personal Range: Touch
Effect: Swordlike beam Target: Weapon touched
Duration: 1 minute/level Duration: 1 round/level

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Saving Throw: None Saving Throw: Fortitude negates
Spell Resistance: Yes Spell Resistance: Yes
Necrosword creates a 3-foot longsword of swirling energy that A weapon touched by you glows with pale blue energy. If a
springs forth from your hand. The blade strikes as a melee weapon so endowed successfully hits a foe, it causes 1 points
touch attack and drains negative energy, inflicting 1d8 points of temporary Strength damage on a failed Fortitude save, in
of damage +1 point per 2 caster levels (maximum +10) against addition to normal weapon damage. Undead suffer no Strength
corporeal and incorporeal undead opponents. The blade is loss but must make a successful Will save or flee directly away
also bone-chillingly cold and inflicts half this damage as cold from the wielder for 1d4+1 rounds per caster level. The weapon
damage against living opponents. remains charged with this spell for 1 round per caster level.

Focus: The weapon.


Necrotic Blast
Necromancy [Evil]
Level: Sor/Wiz 5 Pack of Ghouls
Components: V, S, M Necromancy (Summoning) [Evil]
Casting Time: 1 action Level: Clr 4
Range: Medium (100 ft. + 10 ft./level) Components: V, S, DF
Area: 20-ft.-radius spread Casting Time: 1 full round
Duration: Instantaneous Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Reflex half Effect: 3d4 summoned ghouls, no two of which can be more
Spell Resistance: Yes than 5 ft. apart
This spell taps into the dark energies generated in fresh corpses Duration: 1 round/level (D)
as the creature’s soul leaves its material prison. In order to cast Saving Throw: None
this spell, there must be fresh humanoid corpses (no more than Spell Resistance: No
a week old) within range of the spell. During the casting, the You summon a pack of ghouls to defend you and your
necrotic energies in the corpses are drawn into a ball between allies. The ghoul pack appears where you designate and acts
your hands. You then hurl the ball at your target, causing immediately on your turn. They follow your commands to the
damage to all living creatures within a 20-ft.-radius. best of their ability—attacking or performing other actions—as
long as you can communicate with them.
Each corpse provides 1d6 damage (maximum 10d6). The
necrotic blast also automatically spoils food and water and Arcane Material Component: A bone from a ghoul.
corrupts holy water within the blast radius. One pound of food,
one gallon of water, or one vial of holy water is ruined for each
die of damage the necrotic blast possesses. Negative energy Plague Carrier
protection provides protection from this spell. Undead caught Necromancy [Evil]
within the blast radius are healed, gaining a number of hit points Level: Clr 7, Drd 7, Sor/Wiz 8
equal to the damage rolled. Components: V, S
Casting Time: 1 action
Arcane Material Components: Translucent gemstone of any sort Range: Touch
worth at least 50 gp. Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject contracts 1d3 diseases, which strike immediately
(no incubation period). You infect the subject with any disease
allowed by the GM, though a Fortitude save is allowed for
each one. For the next day, if uncured, all living creatures that
come within 20 feet of the plague carrier must save against
each disease he carries. The individual disease, not the spell,
affects those failing their saves in this case. In order to rid the
victim of this curse, each disease must be individually cured by

104
magical means.

d
Planar Eruption
Necromancy [Evil]
Level: Death 8, Sor/Wiz 8
Components: V, S
8
protects them from the spell’s influence. All those not protected
suffer 1d6 points of damage per caster level (maximum 10d6).
Inanimate objects suffer full damage from this blast of energy.
This spell proves useful for fighting undead or other creatures
without worrying about harming your friends.
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level) Material Component: A feather dipped in lacquer.

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Area: 5 ft., and 30-ft. emanation
Duration: 2 rounds (see text)
Saving Throw: Fortitude, Reflex, and Will half Skeletal Spurs
Spell Resistance: Yes Necromancy
You select a 5-foot square area within range that acts as the Level: Drd 5, Sor/Wiz 5
center of the spell. A small gate to an evil alternate plane Components: V, S, M
opens, expelling pure negative energy in a fountain of darkness, Casting Time: 1 action
damaging anyone in its area of effect. On the first round of the Range: Touch
spell, the eruption’s energy deals 1d6 points of negative energy Effect: Creature touched
damage per caster level (maximum 20d6) to everything within Duration: 1 round/level
5 feet of the spell’s center. On the second round, the eruption’s Saving Throw: Fortitude negates
area of effect grows to a 30-foot radius, after which it collapses Spell Resistance: Yes (harmless)
and the gate vanishes. Undead affected by the eruption are The target of this spell sprouts long, sharp spurs of bone all
healed of 1d6 points of damage per caster level (maximum over his body. The target deals 2d6 points of piercing damage
20d6), but cannot receive more hit points than their maximum. (critical x2) with a successful grapple attack. Anyone who
successfully grapples the subject takes the same amount of
damage.
Ray of Exhaustion
Necromancy Material Component: A small piece of bone whittled into a
Level: Sor/Wiz 2 blade.
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels) Spirit Horde
Effect: Ray Necromancy [Death, Evil]
Duration: 1 round/level Level: Sor/Wiz 6
Saving Throw: Fortitude partial Components: V, S, M
Spell Resistance: Yes Casting Time: 1 action
Upon casting this spell, you exhale toward the target, sweeping Range: Medium (100 ft. + 10 ft./level)
it with a gust of foul-smelling wind and draining the strength Area: Cone
from its limbs. This is considered a ray attack and requires a Duration: Instantaneous
ranged touch attack to strike. A target that fails its Fortitude Saving Throw: Fortitude half
save is considered exhausted (see DMG) for the spell’s Spell Resistance: No
duration. A target that successfully saves instead suffers the When you invoke this spell, you instantly summon a horde of
effects of fatigue (see the DMG). Unlike normal exhaustion or dozens of wrathful, screaming spirits—gray and incorporeal
fatigue, once the spell’s duration expires, the subject is restored shades driven to slay the living. You shape these spirits into
to full vigor. This effect does not stack with any other source of a cone, which is then directed at foes. Every creature in the
fatigue or exhaustion. area of effect must make a Fortitude save or take 1d6 points of
damage per caster level (maximum 10d6). Those who fail their
save must make an additional Will save or acquire 1d4 negative
Seek the Soulless levels. A successful Will save completely negates this effect.
Necromancy Oddly enough, this spell is also effective against undead, who
Level: Sor/Wiz 3 are vulnerable to the wrath of angry spirits.
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Seek the soulless creates a cone of strange magical energy.
Within its area, living mortal creatures with souls (all creatures
other than undead, constructs, plants, or outsiders) find

2
themselves surrounded by a momentary nimbus of light that
105
fSpirit Knife
Necromancy [Death]
Level: Clr 7, Sor/Wiz 7
Components: V, S, F
Syron’s Energy Armor
Conjuration (Creation) [Positive Energy]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action Casting Time: 1 action
Range: 0 ft. Range: Touch
Effect: One knife Target: Living creature touched
Duration: 1 round/5 levels Duration: 1 round/level (D)

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Saving Throw: Fortitude partial Saving Throw: Fortitude negates
Spell Resistance: Yes Spell Resistance: Yes (harmless)
This spell creates a knife of crackling necromantic energy that This spell creates a glowing barrier of positive energy that
you use to slay or severely injure your opponents. You must surrounds the subject, making it dangerous for undead to come
succeed at a melee attack against an opponent, at which time into contact with him. When an undead creature touches the
the target must make a Fortitude save or die. Success means subject, it must make a successful Fortitude save or the armor
the target still receives 1d6 points of temporary Constitution inflicts 1d8 points of damage. Syron’s energy armor also
damage. damages incorporeal undead that strike the subject. The armor
imposes no armor check penalty, arcane spell failure, or speed
reduction.
Soul Burst
Necromancy
Level: Sor/Wiz 4 Torpor
Components: V, S, M Evocation (Cold)
Casting Time: 1 action Level: Sor/Wiz 1
Range: Medium (100 ft. + 10 ft./level) Components: V, S
Target: 20-foot-radius burst Casting Time: 1 action
Duration: Instantaneous Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Reflex half Effect: Ray
Spell Resistance: Yes Duration: 1 minute/level
You summon a burst of energy that harms all living creatures Saving Throw: Fortitude negates
that have a soul. Thus, inanimate objects suffer no damage, Spell Resistance: Yes
but neither do undead, constructs, plants, or outsiders. Those An icy blue ray fires from your open palm. You must succeed
affected take 1d6 points of damage per level (to a maximum at a ranged touch attack to strike your target. The struck target
of 10d6). This spell was developed by mages in charge of suffers a -1d3 penalty to Dexterity, with an additional -1 per two
defending the citadel of their king against invaders—they did caster level (maximum additional penalty of -5). The subject’s
not want to damage their own defenses or the structure itself. Dexterity cannot drop below 1.
Soul burst is also favored among necromancers who wish to
damage their enemies but not their own undead guardians.
Toughen Undead
Material Component: A crushed feather. Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Steal Heart Casting Time: 1 action
Necromancy Range: Touch
Level: Sor/Wiz 7 Target: One undead creature that is subject to turning
Components: V, S Duration: 1 hour/level
Casting Time: 1 round Saving Throw: None
Range: Touch Spell Resistance: Yes (harmless)
Target: One corpse Toughen undead grants a single undead creature turn resistance
Duration: Instantaneous of +3 for the spell’s duration. This effect stacks with any
Saving Throw: No existing turn resistance. It cannot be cast on a target already
Spell Resistance: No under the effect of any other toughen undead spell.
The heart of a dead creature (or portion of the creature’s body
with similar symbolic importance) is torn from the corpse and Material Component: Three drops of your blood.
placed in the caster’s hand, whereupon the caster must eat it.
Thereafter, the dead creature cannot be brought back to life until
the caster dies.

106
d
Toughen Undead, Greater
Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Undead Gate
Conjuration (Summoning) [Evil]
Level: Sor/Wiz 8
Components: V, S, F
8
Range: Touch Casting Time: 1 minute
Target: One undead creature that is subject to turning Range: Close (25 ft. + 5 ft./2 levels)

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Duration: 1 hour/level Effect: One or more summoned undead creatures, no two of
Saving Throw: None which can be more than 30 ft. apart
Spell Resistance: Yes (harmless) Duration: See below
This spell functions as turn resistance and lesser toughen Saving Throw: None
undead, but gives its target a turn resistance of +5. This effect Spell Resistance: No
stacks with any existing turn resistance. It cannot be cast on a By means of this spell, you enchant any normal portal
target already under the effect of any above-mentioned spell. (doorway, archway, window, etc.) to act as a gate for undead
monsters. The portal need not be large enough to allow the
Material Component: Five drops of your blood. undead to pass through it, as the magic of the spell causes the
undead to appear within range of the portal.

Toughen Undead, Lesser Once the undead gate has been placed, it cannot be moved.
Necromancy Furthermore, no more than one undead gate can exist in any
Level: Sor/Wiz 3 given square mile area. Any attempt to create more than one
Components: V, S, M in such an area destroys both gates. An undead gate remains
Casting Time: 1 action enchanted indefinitely until used once per level of the caster.
Range: Touch Thus, a 16th-level wizard could use her undead gate 16 times,
Target: One undead creature that is subject to turning after which the enchantment would vanish. An undead gate
Duration: 1 hour/level registers to detect magic, although this may not reveal the
Saving Throw: None portal’s nature. A successful dispel magic rids the portal of
Spell Resistance: Yes (harmless) its enchantment (although any undead produced before this
Lesser toughen undead grants a single undead creature turn remain).
resistance of +1 for the spell’s duration. This effect stacks
with any existing turn resistance. It cannot be cast on a target Once the undead gate is in place, you can use it so long as you
already under the effect of any other spell (like greater toughen are within range of the portal. Upon command, the undead
undead above). gate summons a random number of the desired type of undead
monster. Summoned undead appear anywhere within range
Material Component: A drop of your blood. of the portal, as designated you. They behave in a manner
consistent with creatures called forth by the various summon
monster spells, remaining until destroyed or dismissed, for up
Undead Friend to one round per level of the caster. The magic of this spell
Necromancy imbues the undead with the ability to understand your spoken
Level: Sor/Wiz 1 commands.
Components: V, S, M
Casting Time: 1 action You may only summon one group of undead at a time. so
Range: Close (25 ft. + 5 ft./2 levels) once the gate is activated, no additional undead may be
Target: One and one undead creature summoned by that particular gate until the first group was slain
Duration: 1 minute/level or dismissed. Undead that are turned, but not destroyed, count
Saving Throw: Will negates against this limit. As soon as the last of the group is destroyed
Spell Resistance: Yes or disappears, the gate may be used again. To determine
You link yourself to the target undead with an invisible bond the number and type of undead summoned, choose from the
of negative energy. As long as you remain within range and following table:
maintain a line of effect form yourself to the undead, this
bond makes the undead perceive you as an allied undead 1 Zombie, Colossal
creature. a non-intelligent undead target ignores you, while an 1d3 Skeletons, Colossal
intelligent undead creature assumes you are either some type 1d3 Zombies, Gargantuan
of undead that appears living or are disguised as living. If used 1d6+1 Skeletons, Gargantuan
in conjunction with a disguise or illusion to appear undead, 1d6+1 Zombies, Huge
this spell gives you a +5 bonus on Disguise checks to fool the
undead target. If you attack the target while this spell is in Undead summoned via an undead gate are standard
effect, the spell immediately ends. representatives of their type. They have all the normal strengths
Material Component: Dust or bone fragments from any and weaknesses, conforming to their entries in the MM.

2
destroyed undead creature.
107
fArcane Focus: A mortar and pestle made from human bone.
Arcane Material Component: Nineteen teeth extracted from
a fresh human corpse (no more than a week old) that must
be crushed in the bone mortar bowl. The resulting powder is
Once inside you, the undead gains control of the body. The
undead keeps its Intelligence, Wisdom, and Charisma, Hit
Dice, class, base attack bonus, base save bonuses, alignment,
spells, skills, feats, and spell resistance. The body retains its
blown at the frame of the portal, thus completing the spell. type, subtypes, Strength, Dexterity, Constitution, hit points,
natural abilities, extraordinary abilities, supernatural abilities,
and automatic abilities. The undead cannot leave your body
voluntarily, but can otherwise act freely in its new body. When

Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
Voice of the Grave the spell’s duration ends, the undead reappears wherever it was
Necromancy when the spell was cast. If you die while the spell is active,
Level: Sor/Wiz 4 both you and the undead are slain.
Components: V, S
Casting Time: 1 full round Voice of the grave can be combined with magic circle against
Range: Close (25 ft. + 5 ft./2 levels) or unlimited; see text evil and similar spells as if it were a calling spell. Doing so
Target: One incorporeal undead extends voice of the grave’s duration so long as the undead does
Duration: 1 minute/level not break free of the circle.
Saving Throw: Will negates; see text
Spell Resistance: Yes A number of times per day equal to your Charisma modifier
You attempt to trap an incorporeal undead within your own (minimum of 1), you can try to take control of the undead in
body. If you know the undead creature’s birth name, the spell your body. The undead must make another Will save or act as
has unlimited range and the undead suffers a -2 penalty on you desire for 1 round. As this is the only action you can take
its saving throws. Otherwise, you must be able to see the while possessed, treat it as a perpetually readied action that can
creature, and the spell is countered if the undead is protected by respond to anything the undead attempts.
protection from good or a similar effect.

108
d
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Into the Black Copyright 2003, Bastion Press, Inc. The Village of Briarton Copyright 2003 by Gold Rush Games; Authors Patrick Sweeney, Christina
Into the Green Copyright 2003, Bastion Press, Inc. Stiles; Editing and Additional material by Spike Y. Jones
Jade Dragons and Hungry Ghosts, Copyright 2001, Green Ronin Publishing; Authors Wolfgang The Witchʼs Handbook, Copyright 2002, Green Ronin Publishing; Author Steve Kenson
Baur, David “Zeb” Cook, Erik Mona, Leon Phillips, Chris Pramas, and Steven E. Schend Tome of Horrors, Copyright 2002, Necromancer Games Inc., Author Scott Greene, based upon
Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris Pramas original material by Nigel Morgan
Love and War, copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart Torn Asunder: Critical Hits, Copyright 2003, Bastion Press, Inc.
Magus, Copyright 2001, Hector Hernandez Tournaments, Fairs, and Taverns, Copyright 2002, Natural 20 Press
Masters of Arms Copyright 2002, Steven Palmer Peterson. Traps & Treachery Copyright 2001, Fantasy Flight Publishing, Inc.
Mercenaries, Copyright 2002, Alderac Entertainment Group Uncommon Character Copyright 2003, Trident Inc., d/b/a/ Atlas Games
Minions: Fearsome Foes, Copyright 2001, Bastion Press Undead, Copyright 2000, Alderac Entertainment Group
Monster, Copyright 2002, Alderac Entertainment Group Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker,
Mutants & Masterminds RPG, Copyright 2002, Green Ronin Publishing; Author Steve Kenson David Noonan, and Rich Redman
Nightmares & Dreams: A Creature Collection, Copyright 2001, Mystic Eye Games Villains, Copyright 2002, Bastion Press, Inc.
Nightmares & Dreams II: A Creature Collection, Copyright 2002, Mystic Eye Games Vitality and Wound Points, A d20 System Conversion Guide, Copyright 2000 by Bradley D
Oathbound: The Plains of Penance, Copyright 2003, Bastion Press Thompson
Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press War, Copyright 2002, Alderac Entertainment Group
Open Game Content from Seas of Blood – Fantasy on the High Seas Copyright 2001, Mongoose Way of the Witch, Copyright 2002, Citizen Games; Authors Janet Pack, Jean Rabe, Megan
Publishing Robertson, and Christina Stiles
Open Game Content from Seven Strongholds Copyright 2002, Trident Inc. d/b/a Atlas Games; Waysides: Book of Taverns Copyright 2003, Eden Studios, Inc.
author Robin D. Laws Weird Wars, Weird War Two, Copyright 2001, Pinnacle Entertainment Group, Inc.
Open Game Content from The Tide of Years, Copyright 2001, Michelle A. Brown Nephew Wild Spellcraft, Copyright 2002, Natural 20 Press
Pale Designs: A Poisonerʼs Handbook, Copyright 2002, Bastion Press Wrath & Rage: A Guidebook to Orcs and Half-orcs, Copyright 2002, Green Ronin Publishing;
Path of Faith Copyright 2002, Fantasy Flight Publishing, Inc. Author Jim Bishop

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