MSTS BY The fllwing fllwing sectin lists all mnste rs included in this bk alphabetically alphabetically by CR. In the case f templates, nly the sample creature pr esented ese nted with a full full stat blck at the the start ftemplate' ftemplate' s entry is incl uded. CR1/3: CR1j z: CR1: CRz: CR3: CR4: CR s CR 6:
syrinx andrid, ghran, lashunta, mnkey gblin mckingfey ceru, stalk be etle, water wraith khaei gearsman rb t, Mana Wastes mutant mutant gnll, thin man, viduus cayhund, cayhund, rnci, umbral shepherd apstasy wraith, blighted fey satyr, petried maiden, maiden, scarab beetle, vetala
CR 7: CR 8: CR 9: CR1o: CRn: CR1 CR12 : CR13: CR14 CR1s CR1s: CR16:
Spellscar fext marrwstne glem, whirlmaw ngus queen, sh ki, star mnarch krir-kkembe deadly mantis, myrmidn rbt vespergaunt shadw giant kakuen-taka, veiled maste r memitim, wundyrm annihilatr rbt
CR17: CR18: CR19: CRzo: CR21: CRzz: CR23: CR24 CRzs:
termagant nqual nqual glem gle m charnel charnel clssus Quantium glem, Mxix Zelishkar Vlnagur Chemnsit Nightripper Lrthact
MSTS BY TY Listed Liste d belw are all f the mnsters mnst ers in this bk, r ganized alphabetic alphabetically ally by type. Aberrati: Mana Wastes mutant gnll, rnci, ve iled maste r, whirlmaw whirlmaw (adrid): andrid (aquatic): water wraith Ctruct: annihila annihilatr tr rbt, gearsma n rbt, marrwstne gl em,
myrmidn rbt, nqual glem, Quantium Quantium glem Drag: krir-kke mbe, wundyrm Fey: blighted fey satyr, mckingfey, mckingfey, thin man (re): Zelishkar (giat): shadw giant Humaid: andrid, lashunta, mnkey gblin, shadw giant (icrpral) apsta sy wraith, wraith, umbral shphrd Magical Beat: ceru, Chemnsit, Vlnagur, Vlnagur, star mnarch, water wraith wraith Mtru Humaid: khaei, syrinx Oe: vespergaunt Outider: cayhund Outider (chatic): kakuen-taka, Mxix, Nightrippe Nightripperr
Outider (evil): kakuen-taka, Lrthact, Mxix,
Nightripper, termagant, Zelis hkar Outider (re): Zelishkar Outider (lawl): Lrthact, termagant Outider (pychpmp):
memitim, memitim, shki, sh ki, viduus Plat: ngus queen, ghran (warm): kakuen-taka Template: blighted fey, mana wastes mutant, vtala Udead: apstasy raith, raith, charnel charnel clssu cl ssu s, petried maiden, Spellscar fext, umbral shepherd, vetala vetala mantis, scarab Vermi: deadly mantis, beetle, stalk beetle
MST LS The fllwing fllwing lists categrize all f the mnster s in this bk by by their rle s. These r les indicate indicate what what types f character character classe s are treated as key clas ses fr each mnster. These lists d nt include any f the unique creatures in this bk. mutant, mnkey gblin, syrinx Ay Rle: andrid, blighted fey, ghran, lashunta, Mana Wastes mutant, Cmbat Rle: annihilatr annihilatr rbt, rb t, cayhund, cayhund, charnel charnel cl ssu s, gearsman rbt,
kakuen-taka, kakuen-taka, krir-kkembe, marrwstne gle m, memitim, myrmidn rbt, nqual glem, rnci, petried maiden, Quantium Quantium glem, shadw giant, Spells car fext, fext, star mnarch, thin man, vespe rgaunt, water wraith, wraith, whirlmaw, wundwyrm N Rle: deadly mantis, scarab beetle,
stalk beetle Ski Rle: apstasy wraith, ceru, khaei,
mckingfey, umbral shepherd Specil Rle: ngus queen, shki, star
mnarch, mnarc h, termagant, termagant, viduus Spell Spell Rle: veiled master
Auos Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. Vaughan Cover Aist Tyler Walpole Interior Artists Dave Allsop, Dmitry Burmak, Mauricio Herrera, Kate Maximovich, Brynn Metheney, cott Murphy, Jim Pavele, Pavele, Jean-Baptiste Reynaud, Tyler Walpole, Walpole, and Ben Woot ten Creative Director James Jacobs Editor-in-Chief F. Wesley chneider Senior Editor James L. utter Development eads Adam Daigle and Rob McCreary Editing Judy Bauer, Logan Bonner, Christopher Carey, and Patrick Renie Editorial Assistance Jason Bulmahn, Mark Moreland, tephen Radney-MacFarland, and ean K Reynolds Senior Director arah E. Robinson Graphic Designer Andrew Vallas Prodction Specialist Crystal Frasier Pblisher Erik Mona Paizo CEO isa tevens Chief Operations Ocer Jerey Alvarez Director of Sales Pierce Watters Sales Representative Adam ovell Finance Manager Christopher elf StaAccontant
Table of Contents Introduction Android Apostasy Wraith Beetle, Scarab Beete, Stalk Blighted Fey Cay hound Ceru Charnel Colossus Fungus Queen Ghoran Giant, Shadow Goblin, Monkey Golem, Marrowstone Golem, Noqual Golem, Ouantium Kakuen-Taka Khaei Korir-Kokembe Korir-Kokem be Kyton, Termagant Lashunta Lorthact Mana Wastes Mutant Mantis, Deadly Mockingfey Moxix
2 3 4 5 5 6 7 8 9 1011 1213 14 15 16 1 7 7 18 19 2021 22 23 24 25 262 7 2829 30 31
3233
Nightripper 3435 ronci 36 Petried Maiden 3 7 Psychopomp 38 Psychopomp, Psychopom p, Memitim 39 Psychopomp, Psychopom p, Shoki 40 Psychopomp. Viduus 41 Robot 42 43 Robot, Annihilator 44 Robot, Gearsman 45 Robot, Myrmidon Spawn of Rovagug 46 Chemnosit, the Monar Monarch ch Worm 4 7 Volnagur,, the End-Singer Volnagur 48 Spellscar Fext 49 Star Monarch o Syrinx 51 T hin Man 52 53 5 Umbral Shephe Shepherd rd 3 5455 Vampire, Vetala Vetala Veiled Master 6 7 58 Vespergaunt Water Wraith 59 W hirlmaw 6o Woundwyrm 61 Zelishkar of the Bitter Flame 626 62633
Reference This book refers to several other Pathfinder Roleplaying Game products using the following abbreviations, yet these additional supplements are not required to make use of this book. Readers interested in references to Pathfinder RPG hardcovers can find the complete rules of these books available online for free at wjrd
'
APG ARG
ISWG
M
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Welcme t the Inner Sea Bestiary! Mnsters frm thrughut Glarin and beynd ll the pages f this bk, re ady t challenge adventurers f all kinds . Usually ur hardcver bestiaries are full f creatures integral t the histry f fantasy rleplaying games r bed fm he flkle f dens f diffeen ulues. This time , rather than drawing frm the cllective human cnsciusnes s f shared flklre, we've plucked mnsters frm the stries we've been telling thrughut the Pathnder campaign setting. All the mnsters included in this bka pl f creatures bth dangerus and benigncme frm the wrld f Glarin. A few, such as andrids, glems , and rbts, appear e lsewhere in differing guise s, but take n a curius new avr in their Glarin incarnatins. Mst, hwever, are unique t the Pathnder campaign setting; they were brn frm elements mentined in previus Adventure Paths, campaign setting bks, r ctin, and until nw we hadn't fund the right place fr a full write-up. Here at last, these passing mentins including the Spawn f Rvagug, the apstasy wraith, and the fungus queenspring t full and vibrant and dangerus life, cmplete with stat blck s. When we were first planning this b k, Wes Schneider put up a thread n the mes sagebard s asking fr wish lists f mnsters that hadn't yet been statted up and curius hidden references, and we were thrilled at ur readers' respnses. Thanks t everyne wh helped identify the mnsters that appear in this bk! When referencing these creatures and any f their abilities that shw up in the universal mnster rules, lk t page in Pathfinder Roleplayin Game Bestiary fr a full des criptin f any rules nt fully des cribed i n this bk . This infrmatin can als be fund nline fr free at pai.cmfprd In additin, ifyu need help read ing the stat blcks, infrmatin dening the prcess and telling yu where t lk fr particular pieces finfrmatin is included in the intrductins t all f ur hardcver bestiarie s. Five fthe creatures in this bk ar e o-H D races, and s we've included Race Pint calculatins fr players and GMs using the race building rules frm Chapter f the Patnder RPG Advanced Race Guide, nting the RP cst f new race abilities as well as the ttal RP cst f the new race in questin. These calculatins can help GMs gauge the relative pwer fthese creatures i fthey were t be us ed as player races. The mnsters pres ented in these pages were designed by many f us here at Pai z a s well as sme f ur fan favrite freel ancer s.
Jim Grves takes n creatures frm bth campaign setting bks and ctin, including the blighted fey, cayhund, ceru, deadly mantis, rnci, and water wraith. Ever the fan f demns, bilgical r uin, and s cience, James Jacbs brings us Nightripper, the veiled master, the fungus queen , and he andid . The fungu s queen me s frm James' wn Shadws Under Sandpint campaign, and the veiled master hails frm Erik Mna's Kings f Absalm campaign. Rb McCreary finally gets a chance t stat up the mnkey gblin, lng dear t his heart, in all its glry. Erik Mna brings us the de lightfully strange ghran, a plant race frm Nex, becaus e, as Erik sa ys, it was up setting that there wasn't a plant race in the game. Smetimes it's gd t be the publisher. Frm lwly vermin t spawns f Rvagug, Jasn Nelsn has tackled a wide range f critters. He brings us Chemnsit, Lrthact, the kakuen-taka, the krir kkembe, Mxix, the scarab beetle, the stalk beetle, the star mnarch, Vlnagur, and the wundwyrm. Patrick Renie takes a dangerus trip thrugh the Mana Wastes t bring us the Spells car fext and the Mana Wastes mutant template. Wes Schneider stays true t his lve fr the creepy by delivering a new kytn, a p sychic vampire, the prgenitr t the s trix , and a handful f psychpmps . While nne f these have be en mentined by name, Wes has cnstantly bee n trying t find the right time and place t intrduce mre f his be lved psychpmps and kytns, and this seemed like an ideal pprtunity t d s . Always interested in things frm the First Wrld and ffwrld, James Sutter brings us the strange khaei frm beneath Kaer Maga, the alien lashunta, the clever mckingfey, the shadwy umbral shepherd, and the therwrldly vespergaunt. Russ Taylr delves int the wrld f cnstructs, bringing three rbts and three glems t the pages fthis bk. Finally, the mighty Greg Vaughan brings a cllectin f mnsters frm thrughut the Inner Sea regin, spanning the glbe frm the Field f Maidens t Kalexcurt in Ustalav. He writes f apstasy wraiths, charnel clssi, petri ed maidens, shadw giants, thin men, and whirlmaws. Of curse, there are plenty mre creatures described nly in passi ng references . Just bec ause we nally fund a hme fr s me f these mnsters de sn't mean we'll leave the rest alne frever. Expect mre such mnsters t debut in upcming releases thrughut ur prduct lines!
NDOID This slender woman moves with a strane calculated race. Complex blue tattoos low on her paleesh.
NDOID X oo
CR 1/2
Andrid rgue 1 N Mediu m hum anid (andrid) I nit +3; Senses darkvisin 6o ., lw-light visin; Perceptin +6
F A 15, tu ch 13 , at-fted 12 (+2 ar m r, +3 D ex) hp (1d8+3) Fot +2, ef +, Will +o Defensive Abil ities cnstructed; Immune disease, emtin based eects, exhaus tin , fatig ue, fear, slee p
FF Speed 3 0 . Melee rapi er +3 (1d6+1j182o) Specia l Attacks nan ite surge, sne ak attack +1d6 St 13, Dex 17, on 14, nt 14, Wis 10, ha 6 Bas e Atk +o; M B +1; MD 14 Feats Weapn Finesse Skills Acrbatics +7, Climb +, Di sable Device +7, Esca pe Artist +7, Knwle dge (engineerin g) +3, Knwledge (lca l) +6, Perceptin +6, e nse Mtive +, l eight f Hand +7, tealth +7; acial Modies +2 Perceptin, -4 ense Mtive Languages Cmmn, Ha llit, Varisian SQ emtinless, trapnding +1
Y Envionment any (Nume ria) Oganization slitary, pair, r pl atn (312) Teasue N PC gear (leather armr, rap ier, ther treasure)
A AT onstucted (Ex) Fr the p urpses f eects targetin g creatu res by type (suc h as a ran ger's favred enemy and b ane weapns), andrids cunt as bth hum anids and cnstructs. Andrids gain a +4 racial bnus n al l saving thrws against m ind-aecting eects, paralysis, pisn, an d stun eects, are nt su bect t fatig ue r exhau stin, and are immu ne t disease and
slee p eects. Andrids can never gain mra le bnuses, a nd are i mmu ne t fear eects and al l e mtin-based eects. Emotionless (Ex) Andrids have prblems prcessing emtins prperly, and th us take a -4 penalty n ense Mtive checks. Nan ite Suge (Ex) An an drid's bdy is infused with na nites. Once per day as an i mmediate actin, an andrid can cause her nanites t surge, granting a bnus equal t 3 + the andrid's character level n any ne d2o rll; thi s ab ility must be activated befre the rl l is ma de. When an a ndrid uses this pwer, her circuit ry-tatts glw with lig ht equivalen ha f a h in ill umi nain f und.
Of the numerus wnders and hrrrs that emerge frm the technlgical ruins f Numeria, the andrids wh peri dically crawl frm the wreckage are amng the mst eerie and amazing. Thugh they appear t be almst human, these articial wnders are f a cmpletely freign and utterly alien nature . Andrids are created, nt brn, and cme int the wrld fully mature. The strange, alien "frges in which new andrids are created are hidden in strange ruins in Numeria, and mst andrids have little t n memries f these r egins. Strange circuitry-like markings that lk like faintly glwing tatts, a faint metallic sheen t the eyes, and watery, almst translucent red bld are all ways t tell an andrid frm a humanprviding its awkward mannerisms haven't revealed the truth alr eady. A typical andrid is 6 feet tall and weighs 00 punds.
ANO0 HAE C6 RP Andrids are defined by their class levelsthey d nt have racial Hit Dice. All andrids have the fllwing racial traits. Dexery, Iegece, Carma: Andrids have swi reexes and are very intelligent, but have diculty relating t thers. Exceptial See: Andrids have darkvis in t a range f 6o feet and lw-light visin. They als gain a racial bnus n Perceptin checks. Ctructed z RP): See abve. Emtile - RP): See abve. Naite Surge 3 RP): See abve. Laguage: Andrids begin play speaking Cmmn. Andrids with high Intelligence can chse any languages they want except secret languages, such as Druidic .
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
OY ITH A broken mask ives this smoky host fiure a bitter unwaverin aze.
CE Medium undead (incrpreal) I nit +8; Senses darkvisin 6o ., sense apstate; Perceptin
F A 6, u h 6, a-fed (+ deei n, +4 Dex) hp 52 (8d8+I6) Fot +4, ef +6, Will +8 Defensive Abil ities cha nne l resistance +4, incrpreal; Immune undead traits Weaknesses Razmi ri aversin
FF Speed y 6o . (pe rfect) Melee incrprea l tuch +10 (1d8 pl us energy drain a nd rend faith) Special Attacks energy drain (1 l evel, DC 16)
TATT St , Dex 18, on , nt 10, Wis 11, ha 14 Base Atk +6; MB +Io; MD Feats Blind -Fight, Cmbat Reexes, mprved n itiative, rn Will Skills Fly +23, Knwledge (religin) +11, Perceptin +11, tealth +IS Languages Cmmn, Hall it
Y Envionment any (Razmiran) Oganization slit ary, pa ir, r gang (36) Teasue n n e
A AT azmii Avesion Ex The Razmiri cnditining received in l ife is dicul t fr an apstasy wrai th t vercme. f cnfrnted by a Razm iri pri est r anyne successful ly disguised in that garb, the apstasy wraith m ust make a Will save. The DC f this save i s equ al t 10 + 1/2 the Hit Di ce + the Charism a mdier f the hi ghest-level Razm iri pries t present. The apstasy wraith
needs t make this savin g thrw nly nce per encu nter, regardless f the n um ber f Razmiri priests present. f the saving th rw fail s, the apstasy wraith is frced t ee as if aected by the Turn U ndea d feat. f the save is su ccessful , it vercmes its aversin and g ains a +2 bnus n attack rlls and de als dub le damage aga inst Razmiri priests (r thse disgui sed as such) fr the d uratin f the enc unter. end Faith Su On a successful incrprea l tuch attack agai nst a fe with divine spe llcastin g abi lities, the abi lity t cha nnel en ergy, r ther divinely granted special a bil ities, he ap ay waih in heen pie and nemp wad all thi ngs religi us disrupts the targets cnn ectin with his deity. The victim must m ake a successful DC 16 Will save r be un abl e t use a ny such ab il ity fr 1 rund. Th e save DC is Charisma-based. Sense Apostate Su An apstasy wraith ca n sense the presence and directin f Razmiri priests as if usin g the locate creature spel l (CL 2oth). This a bil ity cannt be dispelled.
When the suls f the fllwers f the Living Gd Razmir reach Pharasma's Curt, mst are bund fr the Inner Cu rt, where their ultimate fate as believers f a false gd is decided. These mrtal suls are s traumatized by the knwledge f the false nes s f thei r faith that they knw nly the desi re t avenge themselves upn thse wh s duped them in life. These suls disavw the legitimacy f all gds, and return t the Material Plane t sw their vengeance. An apstasy wraith exists in a state f cnstant cnict, trn between its burning shame at falling fr such duplicity in life and its scrn and hatred tward believers fr whm faith prved t be genuine. Their primary mtivatin is t wreak vengeance upn the false priesthd f Razmir, but that faith's mental cnditining is s eective as t make it difcult fr an apstasy wraith t even apprach its quarry. If able t vercme its aversin, its wrath is terrible. Otherwise, an apstasy wraith gladly vents its rage upn fllwers f ther gds in an ert t make them seeeven if nly fr a mmentthe despair f nding ne's faith misplaced.
6EETLE, 5CARA8
6EETLE, 5TALK
This lossy blue-black beetle is the size of a cow.
This ravenous beetle is the size of a pony and sports a pair of deadly serrated mandibles.
AAB EETLE X ,00
CR 6
N Large vermin I nit +1; Senses darkvisin 6o .; Perceptin +o
F A 20, tu ch 10, at-fted 19 (+1 Dex, + n at ur al , 1 size) hp 6 (9d8+) Fot +9, ef +4, Will +3 Immune death disease, m ind -aecting eects, para lysis
FF Speed 40 ., clim b 20 ., y 20 . (average) Melee bite +11 (1d8+9 pl us gn aw) Space 10 .; each 5 .
TATT St 23, Dex 12, on 16, nt , Wis 10, ha 1 Bas e Atk +6; M B +13; MD 24 (32 vs. trip) Skills Cli mb +14, Fly 1
Y Envionment warm deserts (Osirin) Oganization sli tary r swarm (39) Teasue n n e
A AT Gnaw Ex A scarab beetle dea ls 1 pin t f trength dama ge n a successful bite. This dam age is dubled ag ainst creatures with n armr r natural armr bn us t AC, but creatures in heavy armr r with a nat ural a rmr bnu s f + r greater are imm une, as are creatures immune t critical hits r withut esh.
In Osirin, these massive beetles a re a threat t ancient tmbs as they chew their way thrugh the interred. Sme say scarab beetles' cnnectin with the dead gives them pwers greater than thse f nrmal beetles, but any evidence f this has ye t t been prven true. Merchants pwdered scarab essential element in magic that prtects against death e ffect s.
TALK EETLE X oo
CR 2
N Mediu m vermin I nit +1; Senses darkvisin 6o .; Perceptin +o
F A 6, uh , a-fed 5 (+ Dex, +5 nau al) hp 22 (4d8+4) Fot +, ef +2, Will +1 Immune mi nd- aectin g eects
FF Speed 3 0 . , b u r r w 1 0 . , c l i m b 20 . Melee bite +6 (1d6 +4) Specia l Attacks sawtth
TATT St 17, Dex 13, on 12, nt , Wis 10, ha 1 Base Atk +3; M B +6; MD 17 (25 vs. trip) Skills Clim b +11
Y Envionment warm deserts (Rahad um) Oganization sli tary, swarm (28), r pl ag ue (920) Teasue n n e
A AT Sawtooth Ex The serrated m andi bles f a stalk beetle all w it t ignre h ardn ess f 5 r less when attackin g bects. n additin, a stalk beetle deals 1 pint f bleed damage upn a successful criti cal hit with its bite attack.
Stalk beetles are a plague in Rahadum, scuring the land like giant lcusts, and eating any and all vegetatin
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
6LIGHTED fEY Ropes of funJU and patches of sickly mold cover this wan satyr.
X ,00 CE Medi um fey I nit +2; Senses darkvisin 6o ., lw-light visin; Perceptin +20
F A 20, tuch 13, at-fted 17 (+2 Dex, +1 ddge, +7 nat ura l) hp 6 (8d8+40) Fot +6, ef +8, Will +8 Defensive Abil ities fung al reuvenatin; D 10jcld i rn and g d ; Immune disease, paralysis, pisn , plymrph; esist cld 10, electricity 10; S 17
FF Speed 4 0 . Melee dag ger +6 (1d4+4/1920), hrn s +1 (1d6+2) anged sh rtb w +6 (1d6j3) Specia l Attacks parasitic bnd, pipes, thrn thrw Spell- Like Abilities (CL 8th; cncentr atin +13) At wil l charm person (DC 16), dancing lights, ghost sound (D C 15), sleep (D C 16), suggestion (D C 17) 1jdayear (D C 18), summon nature's al
TATT St 18, Dex 15, on 19, nt 12, Wis 14, ha 21 Bas e Atk +4; MB +8; M D 21 Feats Ddge, Mb ili ty, kil l Fcus (Perceptin), Tugh ness, Weapn Finesse Skills Blu +16, Dipl macy +16, Disguise +10, ntimidate +I, Knwledge (natu re) +12, Percepti n +20, Perfrm (wind) +20, tealth +19, urvival +7; acial Modies +2 Knwledge (natu re), +6 Percepti n, +4 Perfrm (wind), +6 tealth Languages Cmmn, ylvan SQ Cyth-V'sug's unity, tainted bld
The p ipes themselves are masterwrk, and a satyr can cra a re placeme nt with 1 week f lab r. The save DC is Charisma-based.
The frest f Fangwd dminates the natin f Nirmathas. The cuntry depends n the mighty wd fr its sec urity and ecnmy, yet in its thick and shadwy depths lurks an ppressive curse. Where the pine trees grw tall and thick, the dryad Arlantia reigns. A pawn f the demn lrd Cyth-V'sug, she i s infected by the insidius endils f he Pine f he Blased Heah. A magical breach frged by this cur se cnnects the demn lrd's realm, the Jeharlu, t Glarin and t the First Wrld itsel Arlantia infects trees with demnic ichr that warps the fey creatures wh reside in the heart f Fangwd , and she takes advantage f the cnflict and war that wracks Nirm athas t cr eate an army f thrn crwned daughters and ther rt-infested hrrrs t cns ume the fres t frm within. The blight manifests as a black and greasy fungal rt that mves and sways tree branches and limbs where n wind prpels them, and a mystic netwrk f fell pwer extends an unnatural awareness between nearby blighted fey. Dryad s are by far the mst insidi us f the cr rupted fey; they lure humanids t literally and sp iritually dark places t be get mre daughters frm their dark embrace and further spread the disease. The dryads cnnect thrugh a unied but tainted mystic eld that transcends their rdin ary limitatins and pe rmits them t treat every infected t ree as i f it were their wn bnded t ree. Only magic such as miracle, limited wish, r wish can sever the cnnectin t the J eharlu and cure a blighted fey. Sme spe culate that a magical linchpin exists within Fangwd, which if destryed wuld end this hideus plague.
Y
CREATlNG A BUGHTEO FEY
Envionment temperate frests (Nirmathas) Oganization sli tary, pa ir, ba nd (36), r rgy (711) Teasue stan da rd (dagger, sh rtbw plus 20 arrws, masterwrk p anp ipes, ther treasu re)
"Blighted fey is an acquired template that can be added t any fey creature with r mre Hit Dice, referred t hereafter as the base creature. Blighted fey were nce nrmal feya fey creature tied up and bund in the rpey vines fthe blighted, tainted trees fthe Fangwd acquires the blighted fey template by the next sunset. A blighted fey uses the base creature's statistics and abilities except as nted here. CR: Same as the base creature Aligmet: Chatic evil. See: A blighted fey gains darkvisin t a range f 6o feet i f the base creatu re di d nt already have it. I f the base creature already has darkvisin, the ability is extended by an additinal 3o feet. Armr Cla: Natural armr imprves by Hit Dice: The base cr eature's racial Hit Dice change t d8s . Cl ass Hit Dice are unaffected.
A AT Pipes (Su) A satyr can fcus and e mpwer his mag ic by p l a y i n g h a u n t i n g m e l d i e s n h i s p a n p i p e s . Wh e n h e plays, al l creatures within a 6o-ft radius m ust make a succe ssful DC 18 Wi ll s ave r be aected by charm person, fear, sleep, r suggestion, dependin g n which tun e the satyr ch ses. A creature that successfully saves agai nst any f the pi pes' eects can nt be aected by the same set f pipes fr 24 h urs, but can still be aected by the satyr's ther spell -li ke abilities as nrma l. The satyr's use f his pi pes des nt cun t tward his uses per day f his spell -li ke abil ities, and if separated frm them, he m ay cntinue t use his standard abi lities.
Deeive Abilitie: A blighted fey gains DR 10/cld
irn and gd; immunity t disease , paralysis, pisn, and plymrph; and resistance t cld 10 and electricity 10. A blighted fey als gains spell res istance equal t 1 1 + its newly adjus ted C R. A blighted fey al s g ain s the fllwing ability. Funal Rejuvenation (Su): S lng as it remains within 300 yards f any blighted tree within the Fangwd and remains standing n mist earth, the blighted fey gains fast healing · The infected tree need nt be specically bnded he blighed fe f his abili funin. Special Attack: A blighted fey gains the fllwing special attacks. Unless therwise nted, save DCs are equal t 10 + 1/2 the blighted fey's Hit Dic e + the blighted fey's Cnstitutin mdier . Parasitic Bond (Su) Once p er day with a succe ssful thrn thrw attack, the blighted fey can tr ansfrm the thrn int a burrwing, wiggling maggt that infests the target and infuses it with a shrt-term curse frm within unless the target succeeds at a Frtitude save. This parasite creates an unhly link t the targ et, binding it t the blighted fey. This binding persists fr runds, during which all hit pint damage taken by the blighted fey is halved, and the target takes the ther half f the damage dealt. The type f damage remains cnsistent with what the blighted fey receives. Only ne parasitic bnd can be maintained with ne creature at a time. This bnd cunts as a curse and a disease. Thorn Throw (Ex) A blighted fey can sht a fistful f needle- sharp thrns at a single target within 20 feet as a standard actin. The thrn attack deals an amunt f damage equal t a sting natural attack, with damage based n the blighted fey's size (see Table 31 n page 302 f the Bestiary, except the attack is res lved as a ranged attack instead f a melee attack. Special Qualitie A blighted fey gains the fllwing speci al qualities. Cyth-V'su's nity (Su): Blighted fey within 100 feet f each ther can cmmunicate thrugh a shared fungal hive mind. This des nt permit blighted fey t se e and hear thrugh each ther 's sens es, but they can share specic situatinal infrmatin and tactics thrugh tel epathy. If ne blighted fey within range is aware f danger, they are all aware f danger and cannt be surpri sed. Dauhters of Arlantia (Su):
Fey creatures with clse ties t a specic plant react differently t the blighted fey template. Blighted fey dryads are n lnger dependent upn a specic tree. A dryad's tree
dependent special ability is mdied (but nt replaced) s blighted fey dryads are required nly t remain within 30 0 yards f any blighted Fangwd tree. This ability applie s t blighted fey dryads nly. Tainted Blood (Ex): A blighted fey's bld and flesh are rife with disease. Any creature that successfully makes a bite attack ag ainst a blighted fey, swallws ne whle, r therwise inge sts p art f ne must succeed at a Frtitude save r take 1 pint f Strength damage and 1 pint f Dexterity damage. One minute later, the creature must sueed a a se nd sae a he same D C be nauseaed fr 1 minute and take 1d6 p ints f Strength damage and 1d6 pints f Dexterity damage. Ability Scre: Str +4, Cn +4, +2 Cha. Feat: Blighted fey gain Tughnes s as a bnus feat. Skill: A blighted fey gains a +2 racial bnus n Knwledge (nature), Perceptin, and Stealth check s.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
(AYHOUND
They are imm une t dimensional anchor, but are aected by dimensional lock nrmally.
This reddish-colored mast stands eye to eye with most dwarves. Within its poweulame rumbles the distant sound < thunder.
CAYHOUND X ,oo
CR
CG Medium utsider I nit +6; Senses darkvisin 6o ., scent; Perceptin +I
F A 8, uh , a-fed 6 (+ Dex, +6 nau al ) hp 51 (6d10+18) Fot +, ef +7, Will +6 D cld irn
FF Speed 4 0 . Melee bite +11 (1d10+7 pl us 1d6 sni c an d trip) Specia l Attacks righteus bite, thunderus bark Spell- Like Abilities (CL 7th; cncentratin +8) Cnstant-eedom of movement At w-open/close 3jy-dimension door, knock
TATT St 21, Dex 15, on 16, nt 8, Wis 12, ha 13 Bas e Atk +6; M B +; MD 23 (27 vs. trip) Feats Dimen sina l Agil ity, Dimen sina l Assault, mprved nitiative Skills Acrbatic s +I (+14 whe n ump in g), nt imidate +6, Knwledge (planes) +6, Perceptin +I, ense M tive +8, tealth +10, u rvival +8 Languages Celestial SQ unbund
Y Envionment any (Elysiu m) Oganization sli tary, pai r, r pa ck (310) Teasue n n e
A AT ighteous Bite (Su) A cayhu nd's bite is treated as magic al fr the purpse f vercmin g dam age reductin . Thunde ous Ba k (Su) Once every 1d6 runds, a cayhund c an bark with the cnc ussive frce f a th un derbl t. Every creature within a 15-ft cne- sha ped bu rst must succeed at a DC 14 Frtitude saving thrw r take 3d8 pints f snic damage and be kncked prne. A successful saving thrw reduces th is dam age by half and negates being kncked prne. The save DC is Charisma -based. Unbound (Su) Cayhund s mve as if unde r a cntinuus eedom of movement s p e l l .
Cayhunds, als called leap d gs, are gd-aligned utsiders wh exemplify strength and freedm. They are descendants f Thunder, the pet mastifff the Accidental Gd, Cayden Cailean, wh uplifted his faithful cmpanin upn achieving his wn apthesis. Thunder sired the entire cayhund race (including his famus sn, Little Thunder) n the glden elds f Elysium. Cayhunds are lled with ild and ubulen fes bael nained ihin hei canine shapes. They are intelligent and feel true lust fr and jy in life, including righteus battle, gd fd, and strng drink. The se ery red hunds stand head t chest with mst human s and wei gh apprximately 0 punds. Wild as they are, the cayhunds are still mre gd aligned than they are chatic. Like their true master, they are great champins f freedm, and they channel his strength and curage (and a bit f luck) in pp sing nefarius schemes wherever they nd them. Sme ally themselves with azatas, supprting gd crusades against the Outer Planes . A pack f cayhunds might seek t disrupt a night hag and her steed's the f gd suls traveling t their intended destinatins in the Great Beynd. Single cayhunds may be summned via lesser planar al by priests fC ayden Cailean t cme t the aid fthe faithful.
EU This pint-sized creature resembles a t iny blue elephant no larer than a house cat. Its feet t ail and ears are clawed and spiked.
NG Tiny magical beast I nit +6; Senses darkvisin 6o ., lw-light visin; Perceptin +6
F A 6, u h 4, a-fed 4 (+ Dex, + na ua l, + ie) hp 22 (3d10+6); fast hea li ng 2 Fot +5, ef +5, Will +2 Immune pisn; esist acid 5, e lectricity 5; S 13
FF Speed 2 0 . Melee gre +7 (1d31 plus pis n) Space 2-1/2 .; each o . Specia l Attacks luckbringer Spell- Like Abilities (CL 6th; cncentratin +8) Cnsta nt At will
TATT St 8, Dex 15, on 14, nt 13, Wis 12, ha 15 Base Atk +3; M B +3; MD 12 (16 vs. tri p) Feats mprved nitiative, Weapn Finesse Skills Diplmacy +4, Knwledge (arcana) +4, Perceptin +6, tealth +15 Languages Cmm n (can't spe ak)
Y Envionment any ur ban (Vudra) Oganization sli tary, pai r, r litter (35) Teasue n n e
A AT Luckbinge (Su) As a standard actin, a ceru can bring l uck r misfrtun e up n a ny creature it can see within 3 0 feet. This eect lasts fr 1 run d, and the ce ru decides in advance whether the mdied l uck is gd r bad. f the ceru grants bad l uck, anytime the target makes an a bility check, attack rll, saving thrw, r skil l ch eck, it mu st rll twice and ta ke the wrse result. A successful DC 13 Will s ave negates this eect. f the ceru grants g d l uck, the target must chse a sin gle rll (as abve) prir t rlli ng, and may rll the chsen rll twice and take the higher result. A creature can nly be aected by this abi lity nce per 24 hurs, and the ceru may use the a bi lity nce per day fr every 4 HD it has (minim um n ce per day). The save DC is Cha risma-based. f the ceru is a fam il ia r, it may use its
master's character level, if hig her, in place f its racial Hit Dice fr determinin g the num ber f uses ft his abi lity, a nd fr cal cul atin g the save DC (DC = 10 + 1/2 r the ma ster's cha racter level + the master's Cha md ier). Poison (Ex) Grei nury; Frt DC 13; 1jrund fr 6 ru nds ; 1d 2 Cn; 2 cnsecu tive saves.
Cerus are articial c reatures created thrugh the fusin f alchemy and magic in the I mps sible Kingdms fVudra, where they are regarded as amazing pets fr the rich and peful. A single eu fehes a leas 300 gp fm Vudrani specialty merchants . Mst cerus are sterile, and s the rare bre eding pair cmmands an additinal l gp beynd the c st f tw nn-breeding ceru s. Many breeders wuld rather kill their breeding stck r murder wuld-be thieves than lse cntrl ftheir exclusivity. Cerus d nt yet exist utside f extic merchant stalls and strange arcane labratri es. Rumrs per sis t f an alchemical frmula allwing the creatin f a first generatin ceru that is reliably fertile. This revelatin is bund t spur a race amng arcanists t find the frmula and intrduce these creatures t the Inner Sea regin in much greater numbers. A spellcaster f 7th level r higher can bnd with a ceru via the Imprved Famili ar feat. Upn reaching maturity, a ceru's bdy is 1 ft lng and weighs 1 punds . The rar e fertile female ceru be ars nly ne litter pe r year, n matter hw frequently bred, with typically n mre than ne t three ffspring.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
HANEL OLOSSUS This horror is composed dozens not hundreds of decomposin cadavers held toether as an amalamated whole.
N E Clssal u ndead I nit +3; Senses darkvisin 6o ., see invisibilit; Perceptin +o
F A 9, u h , a -fed 9 ( Dex, +8 na u al , 8 ie) hp 345 (3o d8+21o) Fot +19, ef +11, Will +32 Defensive Abil ities amrphus, c hanne l resistance +4; D 15/ m a g i c a n d s l a s h i n g ; Immune critical hits, precisin damage, turning, undead traits; S 30
FF Speed 3 0 . Melee 6 sla ms +26 (2d8+12/1920 pl us gr ab and min d feed) r 2 tendrils +21 (2d6+6 plu s grab an d pull) Space 3 0 . ; each 20 . (40 . with tendrils) Specia l Attacks vice f the ancients Spell- Like Abilities (CL 18th; cn centr atin +25) Cnstant see invisibilit At wil l augur , blindness/deafness (D C 20), doom (DC 18) 3jy-besto curse (DC 20), speak ith dead (DC 20), unho blight (DC 21) 1jda y basphem (DC 24), horrid ilting (DC 25)
TATT St 34, Dex 9, on , nt 18, Wis 36, ha 25 Base Atk +22; MB +42 (+46 gra pp le); MD 51 (can't be tri pped) Feats Abil ity Fcus (vice f the a ncients), Alertness, Bl ind Fight, Cmbat Reexes, Critical Fcus, Great Frtitude, m prved Critical (slam), m prved n itiative, mprved rn Wil l, rn Will, Lightni ng Reexes, Pwer Attack, taggering Critical, tand till , tunnin g Critical Skills Clim b +45, ntimi date +40, Knwledge (arcana) +37, Knwledg e (histry) +34, Knwl edge (relig in) +37, Perceptin +o, e nse Mtive +o, pel l cra +37 Languages Cmmn (r the mst cmmn ly spken l ang uage f its c rprate bdy) SQ crprate wil l
Y Envionment any (Kalexcurt, Ustalav) Oganization slitary Teasue standard
A AT opoate Will (Su) A char nel clssus is cmpsed fthe sentience f scres f creatures. Thug h th ey are ab le t wrk in cncert as a chesive whle , they are als a ble t separate thei r actins at wil l s as t nt be impeded by the li mitatins f a si ngl e cnsciusn ess, eectively al lwing them t fcus n tw things at nce. As a resul t,
the charnel clssus can use up t tw spell- like abil ities in the same rund that it ma kes physical attacks r ther ful l fund actins. t als gains a n additinal sp ell attack per rund. n additin, a charnel clssus is immu ne t being turned (thugh it can still take damage frm chan neled psitive ene rgy). Whil e pa rt f the creature's sentience m ay be aected by a tur n attempt, th ere are enu gh un aected inte ll ects with in t verrid e the eect. Mind Feed (Su) When a char nel clssus succeeds at a grappl e check with a slam attack, it can use its mi nd feed abil ity a a fee ain du ing eah u nd in whi h he gapp le i mai ntai ned. A victim f a m in d feed attempt mu st succeed at a DC 38 Wil l save each ru nd that the abi lity is used. On a fail ed save, the cadavers that make u p the cha rnel clssus lck their muths agai nst the victim and begin t draw frth a p art f her senti ence t add t the cll ective. Thi s actin deals 1d6 pi nts fWisdm damage per rund . f the victim's Wisdm scre is reduced t o, her sul and persna are whlly subsumed by the charnel clssus, and her bdy becmes blea ched white and brittle and is in crprated int the creature's mass. The charn el clssus then ha s full access t all f the victim's memries (thugh nt any specia l pwers), and the vic tim ca n n ly be recvered and returned t l ife wit h a ish r miracle. fthe charnel clssus has grappled mu ltiple victims, it can attempt mu ltiple min d feeds in a sing le rund. Th e save DC i s Wisdm-based. Voice ofthe Anci ents (Su) A charnel clssus can, as a ful l- rund actin , cause its cl lective knwledge t be whispered i nt the minds f any sentient creature within 100 feet. These whispers rile thrug h the brain fa n y such creatures within ra nge in a maddening susurrus. These indi vidua ls mu st succeed at a DC 34 Wil l save r be paralyzed and frzen i n place a s if by the hold monster s p e l l . The victim ma y attempt a new save eac h run d t try and brea k the eect. Regardless f whether r n t the save is successful , the eect leaves an insi dius seed im pla nted in the victim's min d. The day aer the save is made, the victim m ust succeed at a new save r the seed takes rt and creates the subcnsci us cmpu lsin fr the victim t return t the charne l clssus at sme pi nt in the future. When and hw this ccurs is up the GM. This cmpu lsin can be rem ved with a remove curse spel l r by destrying the charnel clssus that impla nted the cmpulsin. This is a mind-aecting cmpul sin and cannt be nega ted by a silence spell because it is heard directly in the mind f the victim. Each ti me a creatu re is subected t this attack, there i s a 1% cha nce that sme f the l st lre transmitted int her min d causes her t gain a permanent +2 bnus t n telli gence. This beneci al side eect can nly ccur t a creature nce. When a cha rnel c lssus uses this ab il ity, it can nt use its spell -li ke ab ilities r take ther actins in that rund. The save DC is Charisma -based.
Sme dead dn't rest easy because f the circumstances ftheir death r the hrric experiences they underwent in life. Their s uls return t the wrld f the living demanding justice, revenge, r just wantn destructin. Sme dead, hwever, never intended fr their suls t leave. Instead they wished t preserve their knwledge, their culture, r sme ther as pect f their life in an undying frm that culd frever accumulate mre f the same. In thes e instances, where lichdm is nt sught as a viable p tin, and a multitude f individuals wis h t take pa, he esul an be a hanel lssus. A charnel clssus is an amalgam f scres, even hundreds , f individuals wh, upn death, chse t be interred under special ritual circumstances with thers flike mind. This allwed them t feed their individual life experiences int an undying crpratin he cllective whle. The resulting mnstrsity wuld be lik e a living libraryifit were living. The individual will fthe deceased participants is subsumed in favr f a hive-like per snality cmp sed f all f the knwledge and experiences f the individual cntributrs. A few dminant r pwerful member s f this amalgam may give the resulting cmbined creature a genera l style f behavir, but n single cnstituent prvides the creature with a true guiding frce. Instead, the resul t is a pling f the wisdm and exp erience f thse wh have been s interreden ver a perid spanning hundreds f yearscreating an abminatin whse sle fcus is the perp etuatin f any such cultural traditins and the acquisitin fmre cnstituent parts t ever expand its breadth f experience. It is this guiding gluttny fr further expansin f cnsciusness that ensures that even the mst benign f traditins r experiential pls frm
which a charnel clssus is frmed inevitably results in an all-cnsuming hrrr. The charnel clssu s is a mass fthe crp ses that frm its cmpsitin, en intermixed with earth, brken grave gds, and ther burial materials if the de cayed bdies alne are insufficient t fill ut its massive size. This amrphus whle i s cllected within a membrane thrugh which the individual crpses can still be seen and against which they ften press as if seeking their freedm. But when a creature becmes trapped in he embae f a lssus, he membane pes be pe rmeablethe rtten, lipless muths f thse s interre d are able t re ach frth and feed u pn the victim's wn life exp erience. The clssu s can als frm tw thin tendrils f this charnel stu ff in rder t lash ut and draw prey int its embrac e. As pwerful, ever-hungering abminatins, charnel clssi are thankfully few and far between. The nly dcumented ne currently knwn t exist is reprted t be trapped beneath the ruins fKalexcurt in nrthwestern Ustalav, in an ancient Kellid shamanistic b urial site.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
fUNGUS �UEEN This eerie creature has the upper body of a beautul pale Jreen woman and the lower body of a pulsatinJ mound of funJU.
CE Mediu m pla nt (extrapl ana r) I nit +7; Senses darkvisin 6o ., lw-light visin; Perceptin +18
F A 3, u h 3, a-fed 0 (+3 Dex, +o na u al) hp 114 (12d8+6 o) Fot +13, ef +7, Will +7 D 10jcld irn r gd; Immune electricity, pl ant traits; esist acid 10, cld 10; S 20
FF Speed 2 0 . Melee 2 cl aws +14 (1d6+5), 4 tentac les +12 (1d4+2 p lus gra b) Specia l Attacks cmpel pla nts, cnstrict (1d4+5), create spawn, energy drain (1 level, DC 23), spre pd Spell- Like Abilities (CL 9th; c ncentr atin +16) Cnstantdetect good, tongues At wil l (DC 2 3, se lf n ly) 3/day charm monster (DC 21), detect thoughts (DC 19), suggestion (DC 19) 1jy-dominate person (DC 22), mind fog (DC 2 2), slo (DC 20)
TATT St 21, Dex 17, on 21, nt 18, Wis 16, ha 24 Base Atk +9; MB +14 (+18 grap pl e); MD 27 Feats Cmbat Expertise, Cmbat Reexes, m prved nitiative, Mu lti attack, Pwer Attack, ki ll Fcus (Disgui se) Skills Bl u +19, Disgu ise +25, Knwledge (dun geneerin g) +10, Knwledg e (pla nes) +10, Percepti n +18, ense M tive +15, Use M agic Device +19 Languages Abyssal, Akl, Cmmn, Orvian, U ndercmmn; tongues, telepathy 100 . SQ pla nt empathy +23
Y Envionment any undergrun d (Dark lands) Oganization slita ry r cult (fun gus queen plu s 216 mind cntrlled plants and mini ns) Teasue d u b l e
A AT ompel Plants (Su) A fungu s qu een's mi nd-aecting pwers and spell- like abilities (and spell s, shuld the fungus queen gain the a bil ity t cast them) aect pla nt creatures (but nt mi ndl ess pl ant creatures) as if they weren't im mun e t mi nd- aectin g eects. eate Spawn (Su) A creature that wuld n rmally be slain by a fung us queen 's energy drain attack is nt kil led instead, it immed iately lses all negative levels impa rted by the fung us que en and tran sfrms i nt a fung us-i nfested
min in f the queen . uch creatures gain the fung id simpl e template. Fungid creatures are under the cntrl f the fungus creature that created them, a nd remain ens laved unti l thei r mistress is destryed r until they are cured f the infestatin (see the facing page). A fung us queen can cmm uni cate telepathically with her fungid spawn at any range as ln g as they are n the same plane, and may have a nu mbe r f Hit Dice wrth f ens laved spawn ttali ng n mre than twice her wn Hit Di ce; any spawn she creates that wuld exceed this li mit becme fee-willed fungid eaue. A fung u q ueen may fee an e nsl aved spawn i n rder t ensl ave a new spawn, but nce freed, a fung id creature can nt be ensl aved again (althugh it can still be inue nced by the fungus q ueen's cmpel p lants and plant empathy abilities). Enegy Dain (Su) A fungu s qu een's energy drain functins identica lly t that f a succ ubus (Bestiar 68). Creatures kil led by this attack d nt diethey instead becme infested with the fungu s que en's spres (see Creat e pawn). The save DC is Chari sma- based. Pla nt Empathy (Ex) This a bil ity functins as the druid's wild empathy, save that a fungus q ueen can use this abi lity nly n plant creatures. A fungus q ueen gai ns a +4 racial bn us n this check. Mind less plant creatures are impa rted a mdic um f impl anted intell igence when a fungus q ueen uses this abi lity, all wing her t train such creatures as guardians. Spoepod (Su) As a standa rd actin, a fung us queen can ca use a Me dium pd ffung al m aterial t burst ut f the grund at any p int within 6o feet f her cu rrent lcatin . On ce created, a sprepd ca nnt mve. f the fungu s qu een travels m re than 120 feet frm a sp repd, it i s destryed. A fung us queen can mai ntain a nu mber f sprepds equal t her Char isma mdier (7 fr the typical fungus queen). As a mve actin, she ca n i nstantan eusly travel t ne f her spre pds as if using transport via plants. h e can a ls chse t spread ut her tentacle attacks amng her sprepds, attacking a creature within 5 feet f any sprepd with a tentacleshe is stil l li mited t maki ng nly fur tentacle attacks a s pa rt f a full-attack actin , r ne as a standard acti n. A spre pd is a n bect that has an AC f 15 and 20 hi t pint s; damage d ealt t a spre pd des nt harm the fungus q ueen.
Hundreds f years ag, a cabal f pwerful succubus assa ssins in the s ervice f Ncticula attempted t invade the Jeharlu, the Abyssal Realm f Cyth-V'sug, demn lrd f disea se and fungus. They sught t assa ssinate a pwerful witch named Sris Delyn, wh had befuled ne f Ncticula's favrite mrtal temples , hidd en belw the Chelish city fVyre, be fre eeing t her p atrn's side. The succubi failed at their mis sin, and frm their crp se s grew the rst fungus queens. Pleased with the utcme, Sris returned t the Material Plane with the fungus queens
and seeded them thrughut the Inner Sea regin t aid in the spread fCyth-V' sug's cu lt. The fungus quee ns have taken t the Material Plane like rt t a carca ss , and tday hundreds f the subversive creatures dwell in the ful reac hes f the wrld. They are p articularly fnd f large cave systems in the reaches fNar-Vth near the surface, and f the slums f ruined cities in the Wrldwund. Styrian Kindler's Account of Osto the nslain tells f a particularly harrwing encunter with a fungus queen in the caverns belw Devil's Platter east f Sandpint, and f indiains ha his as bu ne f man suh queens dwelling in the regin. A particularly dangerus and pwerful sect f advanced fungus queens dwells within swampy reaches f Tangle briar, cmmanding grups f vegepygmies grwn frm the crp se s f slain elvesthes e fungus queens have sece ded frm th e rule f Cyth-V'sug and nw serve his rebellius minin Treerazer in the crus ade t crrupt and destr y Kynin. An encunter with a nrmally nnintelligent plant mnster acting in a sinister and rganized way is sure evidence f the manipulatin f a fungus queen, but the se mnsters are equally fnd f cmmanding and keeping ther creatures as pets and slaves as well, particularly attractive humanids. Thse charmed minins they es peci ally favr are given the gi f the fungus queen's embrace, and are tra nsfrmed int fungid minins frever lyal t their pallid mistr es s. Fungus queens are vilentlyjealus and pss es sive. Thse wh attempt t lure away their charmed and dmina ted pet s r cure thse the y have infested gain their eternal ire , but it is by succubi that fungus queens are the mst enraged. Whether it be a simple territrial cnict r sme deeper hatred brn ftheir unique genesis , a fungus queen faced with smene whm she even suspects might be a succubus is a terrr indeed, fr in such battles the sensuus plants abandn their nrmally subtle appraches f mental cntrl and trickery, and instead bring all f their pwer t bear in an attempt t rip the ffending creature limb frm limb.
Fungus queens take great delight in transfrming succubi int fungid creatures under their cntrl. While their je alusy de sn't cmpel them t d battle with ther fungus queens, they are always careful t maintain their wn territrial bundaries apart frm any nearby queens, and they take great pains nt t "pach frm their sisters' harem s f charmed and infested pets. Many fungus queens grw quite pwerful ver time, typically gaining class levels in ranger, bard, r srcerer they generally d nt becme mre pwerful by merely gaining aial Hi Die ineasing in sie. A pial fungus queen is 6 feet tall and weighs 10 punds.
FNG01 SlMPLE TEMPLATE CR +) Creatures with the fungid template appear as they did in life, save that their flesh is pallid and mist, and mushrms and mld cake their bdies. This template can be applied t any living, nn-plant creature. A fungid creature's quick and rebuild rules are the same. Rebuild Rule: The creature's type changes t plant, and it gains all f the traits f the plant type. The creature gains telepathy 100 . with ther fungid creatures. Its alignment changes t chatic evil.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
This humanoid creature's taut reen shell extends like a cowl from chin to brow wreathin a face of brilliantower petals.
Gh ran bard 1 N Medium plant I nit + 1 ; Senses lw-light visin; Perceptin +
F A 13, tuch at-fted 12 (+1 Dex, +2 na tura l) hp 12 (1d 8++4) Fot +3, ef +3, Will +3 Immune plant traits Weaknesses delicius, light dependent
FF Speed 3 0 . Melee rapi er +1 (1d61j182o) Specia l Attacks bardic perfrm anc e 7 run ds/day Spell-Like Abilities (CL 1st; cncentratin +4) 1jy-detect poison, goodberr, pur oo and drink Bad Spells Known (CL 1st; cncentratin +4) 1st (2jday) charm person (D C 14), disguise se o (at wil l) daze (DC 13), ight, mending, message
TATT St 8, Dex 13, on 16, nt 8, Wis 12, ha 17 Bas e Atk +o; M B 1; M D 10 Feats Weapn Finesse Sks Bl u +7, Knwledge ( histry, lca l) +4, Perceptin + , Perfrm (sin g) +7 Languages Cmmn, ylvan SQ bardic knwledge +, ghrus seed, past life knwledge
Y Envionment a ny (Nex) Oganization slitary, pair, r plt (312) Teasue N PC gear (rapie r, ther treasu re)
A AT Delicious (Ex) Gh ra ns take a 2 pena lty n Escape Artist and cmbat maneuver checks made t escape a grapple aga inst any creature that has a bite attack with the grab ab ility. Gho us Seed (Ex) As a ful l-ru nd
actin , a ghr an can expel its ghru s seed frm an rice in its abdmen. f planted in fertile grund and l e undisturbed fr 2d6 days, the seed grws int a hea lthy dup lica te f the riginal ghran, save that the duplicate may reallcate al l f its skill ranks upn spruting. Once a gh ran expels its seed, it gains 1 negative level, and it dies as sn as its dupl icate spruts. This dupl icate replaces the previus gh ran ch aracter. Light Dep endent (Ex) Gh ran s take 1d4 p ints f Cnstitutin dam age each day they g withut expsure t sunl ight. Pas-e Kweg e (x) Ghran s remember memries encded in thi h u . Thy tat all
When Geb's magic despiled his kingdm, the archmage Nex enlisted the renegade druid Ghrus t create a frm f plant life that culd survive in the blighted wasteland and sustain his starving peple. Eventually, the plants evlved sentience and ambulatry bdies mimicking the appearance ftheir human farmers and c nsumer s.
GHRAN CHARACTERS (9 RP) Ghrans are defined by their class levelsthey d nt pssess racial Hit Dice. have the fllwing racial traits. +2 C,+2 Cha,-2 t:
Ghrans are hardy and guileful, but prcess thughts slwly. +2 Natural Armr:
Ghrans have tugh, rugged skin. Plat: Ghrans have the plant type . Natural
Magic (2
RP):
Ghrans with a Chari sma scre f r higher gain the fllwing spell-like abilities: 1detect poison, odberry created berries bud frm the ghran's bdy , and pury food and drink. The caster level is equal t the ghran's level. The DC fr these spells is equal t + the spell's level + the ghran's Charisma bnus. Deliciu - RP), Ghru Seed (6 RP), Light Depedet (-2 RP) , Pat Lie Kwledge (2 RP): See abve. Laguage: Ghrans begin
play speaking Sylvan and Cmmn. with high Intelligence scres can chse any languages they want except secret languages, such as Druidic .
JANl 5HADOW This iant's skin is dead black and it wears a old-inlaid breastplate a headdress and armbands decorated with skulls.
CR 13
r witch sha man f 5th8th level, a nd 1 ghter r barb arian chi ef f 7th10th l evel), r cmpa ny (1433 p lus 1 ghter r barba rian chief f 7th10th level) Teasue standard + old breastplate, masterwrk great terbu te, gld ewel ry and ad rnm ents wrth 500 gp, ther treasure)
X ,oo
A AT
LE Large hu man id (extra pla nar, gian t) I nit +2; Senses darkvisin 120 ., lw-light visin; Perceptin
Mi litant (Ex) A shadw giant is prcient in a ll simpl e weapns, all martia l weapns, an d ne extic weapn f its chice. Shadow lo ak (Ex) Because f the sh adw giant's cnnectin wi h he Pla ne f had w, a a mve ain i n any ill umi natin ther than di rect sunlight, a shadw giant can clak itself in mving shadws that act as the spell blur fr 1d6+6 runds. t can use this a bil ity three times per d ay.
F A 8, uh , a-fed 6 (+5 am, + Dex, + na ua l, 1 size) hp 218 (19d8+133) Fot +18, ef +8, Will +7 Defensive Abil ities rck catching, sh adw cla k
FF Speed 3 0 . Melee mwk grea t ter bu te +23/+23/+18/+13 (2d8+12/1920 pl us en ergy drain) r 2 sla ms +25 (1d8+12 pl us energy dra in) anged rck +16 (1d8+12/1920) Space 1 0 . ; each 1 0 . Specia l Attacks energy drai n (1 level, DC 21), rck thrwing (180 .)
Thugh their kind riginated n the Plane f Shadw, several families f shadw giants have relcated t the wilder regins f Nidal at the invitatin fthe Umbral Curt.
TATT St 34, Dex 15, on 24, nt 10, Wis 12, ha 15 Base Atk +14; MB +27; MD39 Feats Cleave, Cmbat Reexes, Duble lice, Great Cl eave, m prved Bull
terbute), mprved Critical (rck), Pwer Attack, Tw-Weapn Fighting, Vital trike Skills Clim b +21, nt imidate +15, Perceptin +14 (+18 in d im ligh t), tealth +4 (+12 i n di m ligh t); acial Mod ies +4 Perceptin in dim light, +8 tealth in di m l ight Languages Giant, hadwtngue SQ militant
Y Envionment any (Pl ane f hadw) Oganization slit ary, g ang (25), fam ily (613 pl us 35% nn cm batants, 1 cler ic
They serve as a cmpany f elite shck trps, kept a clse secret and nly used in peratins where they are nt expected t leave any survivrs t tell the tale. Mst shadw giants are esp ecially taciturn and keep t themselves when nt called t duty by the Umbral Curt. They keep their wn cunsel and practice their wn mysterius religin, whse bldy rituals f autsacrice and cannibalism are presided ver by their bne-and-feather adrned shamans atp shrt-stepped pyramids cnstructed f dark basalt blcks. On the Shadw Plane, families f shadw giants have been knwn t cmbine tgether t frm greater tribes when times f war are at hand. Such an army arrayed upn the
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
OBLIN, MONKEY This creature has the wide head and toothy mouth of a oblin with dapplegreen skin simian hands andet and a lon ratlike tail.
ONKEY OBLIN X oo
CR l/2
Mnkey gblin barbarian 1 N E mall huma nid (gbli nid) I nit +4; Senses lw-ligh t visin; Perceptin +4
F A 17, tuch 15, a t-fted 13 (+2 ar m r, +4 Dex, +1 size) hp 13 (1d12+) Fot +3, ef +4, Will +o; +2 vs. fear
FF Speed 3 0 . , c l i m b 3 0 . Melee ku kri +4 (1d3+2j182o) anged sh rtb w +6 (1d4j3) r net +6 (ent ang le) Specia l Attacks rage runds/day)
TATT St 1, Dex 18, on 13, nt 10, Wis 10, ha 6 Bas e Atk +1; M B +2; MD 16 Feats Extic Weap n Prcie ncy (net) Skills Acrbatics +10, Cl imb +14, Perceptin +4, tealth +, urvival +4; acial Modies +2 Acrbati cs, +2 tealt h Languages G b l i n S Q fast mvement, preh ensi le tail
Y Envionment trpical frests (Medigalti sl and) Oganization sli tary, rai din g party (49), war ban d (1016), r tribe (17+ plus 100% n ncm batants; 1 triba l hu nter f 3rd level p er 20 adu lts, 1 r 2 war ch iefs f 4th r th level , and 1 chieain f6th8th level) Teasue N PC gear (leather armr, kukri, net, shrtbw with 10 arrws, ther treasu re)
A AT Pehensile Tail (Ex) All mnkey gblin s have lng, exible tails that they can use t carry bects. They cann t wiel d weapns with their tails, b ut the tails d al lw them t retrieve small bects stwed n the ir persns as a swi actin.
Mnkey gblins are an ffsht fthe gblin race adapted fr life in the high leafy canpies f Glarin's trpical frests. Equipped with ratlike prehensile tails, mnkey gblins are as at hme in the trees as they are n the grund. Mnkey gblins lead a savage lifestyle, and many take levels in the barbarian clas s, thugh warrirs and ghters are als cmmn amng the race. While spellcasting classe s are almst unheard famng them, mnkey gblin shamans in the service f demn lrds r ther dark gds are given a respect by ther mnkey gblins that brders n fear.
MNKEY GBUN CHARACTERS o RP) Mnkey gblins are dened by their class levelsthey d nt have racial Hit Dice. All mnkey gblins have the fllwing racial traits. Dexterity, Widm, Charima: Mnkey gblins are fast, but flis hly impulsive and dis agree able. Small: Mnkey gblins are Small creatures and gain a 1 size bnus t their AC, a 1 size bnus n attack rlls, a 1 penalty t their CMD and n cmbat maneuver checks , and a size bnus n Stealth checks. Slw Speed: Mnkey gblins have a bas e sp eed f 0 feet. LwLight Vii: Mnkey gblins can see twice as far as humans in cnditins f dim light. Acrbatic: Mnkey gblins gain a racial bnus n Acrbatics and Stealth checks. Fearle: Mnkey gblins gain a racial bnus n all saving thrws against fear. Natural Climber: Mnkey gblins have a climb spe ed f 30 feet. Preheile Tail: See abve. Laguage: Mnkey gblins begin play speaking Gblin. Mnkey gblins with high Intelligence scres can chse frm the fllwing: Cmmn, Dracnic, Dwarven, Gnll, Gnme, Halfling, Or.
OLE, rAOWONE Thin veins lack rock crisscross the frame this hulking construct.
AOWSTONE OLEM X ,8oo
CR
N Large cnstruct I nit +o; Senses darkvisin 6o ., lw-light visin; Perceptin +o Aua necrtic eld (30 .)
F A , uh a -fed (+ na u al , ie) hp 85 (d+3o) Fot +3, ef +3, Will +3 D adamantine; cnstruct traits, magic
FF Speed 3 0 . Melee 2 sla ms +14 (2d6+5 plu s 2d 6 negative ene rgy) Space 1 0 . ; each 1 0 . Specia l Attacks create spawn
TATT St 20, Dex 11, on , nt , Wis 11, ha 1 Atk +10; MB +16; MD 26
Y Envionment any undergrund (Darklands) Oganization sli tary r gang (25) Teasue n n e
A AT eate Spaw n (Su) Any human id creature that is sla in by a marrwstne glem rises frm death as a free-wil led g hul in 24 hu rs. A creature with fur r mre class levels rises as a ghast instead. n either case, the ghul r ghast has a 25% chance f retainin g whatever class l evels it had i n life. Imm unity to Magic (Su) A marrwstne gl em is immu ne t any spell r spell- like abil ity that allws spel l resistance. n additin , certain spells and eects functin dierently agai nst the glem, as nted bel w. A transmute rock to mu d s p e l l sl ws a ma rrwstne glem (as the slo spell ) fr 2d6 ru nds, with n saving th rw. Eects that heal undea d hea l half that amunt f damage t a marrwstne glem , t a l im it f its full nrmal hit pints. A marrwstne glem th at fai ls its save aga inst a magica l
attack that deals psitive energy damage (includ ing t h e c h a n n e l e n e r gy a b i l i t y w h e n u s e d t h a r m u n d e a d , but nt when used t hea l living creatures) des nt take any dam age frm the attack, but it l ses its create spawn ab il ity, its necrtic eld aura , and the negative ene rgy damage frm its sl am a ttack fr 1d4 runds . Necotic Fie ld {Su) Un dead withi n 3 0 feet f a marrwstne glem g ain a +2 resistance bnus n saving thrws, increase the save DCs f their extrardina ry and supernatural ab ilities by 2, and gain a +4 bnus t channe l eiane. Piive ene gy ee aue nly h alf damage t a creature within th e marrwstne glem's au ra. Their aura particularly strengthens ghuls and ghasts, giving them a +2 bnus n attack and weapn damage rlls.
Carved frm rck hewn frm the marrwstne mines f Sekamina, these glems amplify the magical radiatin emitted by veins f lazurite. They can nly be craed within the necrplis f Nemret Nktria, land f ghuls, fr lazurite brught beynd its bundaries lses its ptency. Binding the lazurite int the bdy f the glem st abilizes it and lets the cnstruct leave the bundaries f the ghulish city with its fell pwe rs i ntact. Thugh the ghuls guard the secrets f making a marrws tne glem, they are smetimes knwn t trade their handiwrk with utsider s.
CNSTRCT10N A marrwstne glem's bdy is chiseled frm a single blck f marrwstne weighing at least 00 punds. Marrwstne can nly be fund in the necrplis f Nemret Nktria in the Darklands realm f Sekamina. Preparing the stne requires the use f extic unguents that cst 00 gp.
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AOWSTON E OLEM L th; Pice 42,500 gp
TT equiements Cra Cnstruct, animate obect , an tile shell, create undead, creatr must be caster level th; Skill Cra (sculpture) r Cra (stnemas nry) DC 21; ost 22,500 gp
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
OLE, OUAL Pale reen metal makes up the body of this automaton. Despite its towerin size it moves with lithe q uickness.
CR 1 X ,oo N H uge cnstruct I nit +2; Senses darkvisin 6o ., lw-light visin; Perceptin +o Aua impeded mag ic (6o .)
F A 32, tuch 10, at-fted 30 (+ Dex, +22 natural, 2 size) hp o (d10+65) Fot +8, ef +10, Will +8; +8 vs. spells, spell- like abil ities, and supernatural abil ities Defensive Abil ities spell absrptin; D 15jadamantine; Immune cnstruct traits, magic
FF Speed 4 0 . Melee 2 sl ams +36 (4d8+19/1920 plu s sp ell sunde r) Space 1 5 . ; each 1 5 . Speci al Attacks cnstruct bane
TATT St 36, Dex 15, on , nt , Wis 11, ha 1 Bas e Atk +; M B +40; MD 52 Feats Tughness"
Y Envionment any (Nu meria, Thassiln) Oganization slita ry r pair Teasue n n e
A AT onstuct B ane (Ex) A nqual g l e m d e a l s a n a d d it i n a l 2d6 pints f damage aga in st cnstructs (except ther nqual g lems) and undead created by feats r spel ls. Imm unity to Ma gic (Su) A nqual glem is imm une t and absrbs any spell r spell-l ike ability that al lws spell resistance. n a dditin, certain spells and eects functin dierently against the creature, as n ted belw. A magical attack that deals electricity damage sl ws a n qual glem (as the slo spe ll) fr 3 runds, with n saving thrw. f the glem is u nder a haste eect, the attack breaks the haste eect instead. A mage's disunction spell staggers a nqual glem an d negates its impeded magi c ab ility fr 1d4 runds. •
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Impeded Magic (Su) T successful ly cast a spel l withi n 6o feet f a nq ual glem, a caster must ma ke a cncentratin check (DC 25 + the l evel f the spell being cast). f the check fails, the nqu al glem absrbs the spell. Poweful Bl ows (Ex) A nqu al gl em in icts 1-1j2 tim es its trength bnu s and threatens a critical h it n a 1920 with its slam attacks. Spel l Absoption (Su) A nqual glem absrbs any spells blcked r dispelled b y its impeded magic, im mun ity t magic, and spell sunde r abilities. t heal s 5 pints f dam age f evey pel l level abbe d. f he am un f hea lin g wul d cause the glem t exceed its ful l n rmal hit pi nts, it gains a ny excess as temprary hit pints. Absrbin g a spell gives the glem the benets fhaste (as the spel l) fr 1 rund p er spell level. Spell Sunde (Su) A creature struck by a nq ual glem's sl am atta ck is targeted by dispel magic (CL 18th). t absrbs any spells s dispelled.
The cnstructin f a n qual glem requires bth a cnsiderable supply f the skymetal nqual and the skill t vercme nqual's antipathy t dwemers . The r esulting glem resembles an irn glem, but is larger and mre nimble. Nqual glems impede magic by their mere presence, and their tuch disrupts spells and magical cnstructs. Nearly all nqual n Glarin lies under Numerian cntrl. The articers f Numeria prefer tinkering with technlgical cnstructs rather than magical nes , but nnetheles s Furkas Xud was believed t have created a nqual glem. Anther is thught t serve the srcerers fStarfall as a fail-safe shuld their technlgy prve inadequate. A cabal f cyphermages has taken advantage f the recent discvery fnqual near Riddleprt t cmmence wrk n their wn magic-stealing glem.
CNSTRCTlN A n qual glem's b dy is sculpted frm 3o,ooo punds f irn allyed with 1,ooo punds f nqual at the staggering cst f53 ,ooo gp. OQUAL OLEM L 18th; Pice 253,000 gp
TT equiements Cra Cnstruct, geasquest, greater dispel magic, p omorph an obect, ish, creatr must be caster level 18th; Sk Cra (armr) r Cra (weapns) D C 26; ost 153,000 gp
OLE, QUANTIU This towerin metal construct crackles with eldritch enery and wields an immense sword in its hands.
UANTIUM OLEM X 07,00
CR 2 0
N Gargantuan cnstruct I nit 2; Senses darkvisin 6o ., lin k, lw-light visin; Perceptin +o
F A 37, tu ch 4, a t-fted 37 (2 Dex, +33 na tu ra l, 4 size) hp 375 (30d10+20) Fot +10, ef +8, Will +10 D 2ojadamantine an d bl udgening; Immune cnstruct traits, magic
FF Speed 2 0 . Melee + bastard sord +46/+41/+36/+31 (4d8+2oj1920) Space 2 0 . ; each 2 0 . Specia l Attacks eld ritch surge
TATT St 40, Dex 7, on , nt , Wis 11, ha 1 Bas e Atk +30; M B +49; M D 57 Feats Whi rlwind Attack SQ urban defender
Y Envionment any (Quantiu m) Oganization slita ry r pair Teasue standard + bastard sord, ther treasure)
A AT Elditch Suge (Su) A Quantium glem can hurl a lance f eldritch energy that deals 3od6 pi nts f damage t al l creatures i n a 240-ft li ne (Reex DC 25 fr ha lf). The crimsn Quan tium glem dea ls half electricity and half re dam age, an d slws a creature (as the slo spell) that fails its save fr 2d4 runds. The green Q uantiu m gl em deals h alf acid a nd half re damage, an d na useates any creat ure that fai ls its save fr 1d4 rund s. The save DC is Cnstitutin-based. Mag c (Ex) A Quantium glem is imm une t any spell r spell- like abi lity that all ws spell resistance. n additin , certain s pells and eects func tin dierently aga inst the creature, as nted. A magical attack that deals cld dam age against the crimsn g lem r electricity damage again st the green glem slws it (as the slo spe ll) fr 1 rund , with n saving th rw. A Quantium glem and its equipment are im mun e t rust attacks. Link (Su) Each Qu anti um glem a lways knws the exact lca tin f the th er. Uban Defende (Su) A Quantium glem gains 150 bnus h it •
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pints as lng as it's withi n 1 mil e f the city. f it mves beynd this range, it lses these bnus hit pints.
Arund the p erimeter f Quantium, tw immense glems march a patrl uninterrupted since the days ft he archmage Nex himsel They stand as mirrr images f each ther, ne crims n in hue and bearing a swrd in the right hand, the ther green and with swrd in the le. Legend hlds that Nex craed the glems t defend his capital during a time f des perate struggle in which he fres aw his wn abs ence. The glems nl pause in hei unending pal if attacked r bstr ucted, and then nly until they eliminate r circumvent the bstacle, whichever is mst direct. The gle ms always patrl at pp site ends f the city, marching cunterclckwise and pausing if their partner is interrupted. They last brke frm patrlling in 576 A when they fught the Gebbite hrde in the very battle i n which Nex vanished frm Gla rin.
CNSTRCTlN The secret fthe Quantium glems' cnstructin vanished with their creatr, the archmage Nex.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
Within a towerin structure of bone and rottin esh lurk hundreds itterin fiends.
AKUEN-AKA X 8,00
CR 14
CE H uge utsider (chatic, evil, extrapla nar, swarm) I nit +10; Senses darkvisin 6o .; Perceptin +31
F A 6, uh 5, a-fed 9 (+6 Dex, + ddge, + nau al , 2 size) hp 199 (2d0+8 4) Fot +17, ef +20, Will +10 Defensive Abilities e s h y s h i e l d ; Immune pisn; esist acid 10, cl d 10, electricity 10, re 10; S 25
FF Speed 3 0 . Melee swarm (d6 plus dime nsin al sna re and distractin), 2 sl am s +19 (d6) Space 1 5 . ; each o . (10 . with sla m) Specia l Attacks cnsum e esh, trampl e (d6, DC 20)
TATT St 10, Dex 23, on 16, nt 6, Wis 13, ha 13 Bas e Atk +21; MB 23; M D 40 (can't be trip ped) Feats Abil ity Fcus (cnsum e esh), Ddge, Great Frtitude, m prved nitiative, mprved rn Will, rn Will, Lightning Reexes, Run, kil l Fcus (Perceptin), tep U p, Tugh ness Skills Acrbatics +30, nt imi date +25, Perceptin +31, tealth +12, u rvival +11 Languages Abyssal
Y Envionment any (the Wrldw un d) Oganization slita ry, patrl (1 swarm with 1 esh mansi n and 1d4 carri nstrms), r g ang (1d3 patrls) Teasue incidental
A AT onsume Flesh (Su) Once per rund, when a kakuen-taka kil ls r reduces a creatu re t negative hi t pints with it s swarm attack, it autmat ical ly attempts t cnsume the target's esh as a free actin (Frtitude DC 24 negates). f the target fail s its save, its bdy is destryed and the ka kuen-t aka gai ns the benets f a death knell spell. Th is is a death attack. eate aionstom (Ex) As a ful l-ru nd actin at sunrise, a kakue n-taka (a bhga swarm with a esh m ansi n) can create 1d4 carrinstrms (see page 40 8 f the Rise of the Runelords Anniversar Edition. These carrinstrms have a bli ndi ng pisn in ad ditin t their swarm attack. The carrinstrms a re nt under the cntrl f the ka kuen-taka but i nstinctively fll w it, attackin g mi nr fes while the kakuen -taka destrys greater threats. f the esh mansi n is destryed and the ka kuen-taka de s nt create anther ne within 24 hu rs, the carrinstrms are destryed.
Any carrinstrms in excess f fur wa nder away frm th e kakuen -taka and a re autmatical ly destryed 24 hurs l ater. Carrionstorm Poison Ex) warminury; save Frt DC 12, equenc 1jru nd fr 6 rund s, eect permanent blindness, cure 2 cnsecutive saves. The save DC is Cnstitutin -based (using the c arrinstrm's Cnstitutin). Dimensional Snae (Su) Any creature aected by the kakue n taka's swarm atta ck must succeed at a DC 21 Wil l save r be aected by dimensional anchor fr 1 rund . This save is Charisma-based. Fles h Mansi on (Ex) A kakuen-aka' bhga wam n ma lly in ha bits a hll wed-ut recngured crpse cal led a esh m ansi n, which it uses as a shelter, vehicle, an d war machine. When the swarm wears a esh mansin, it uses the abve stat blck (unli ke a nrmal swarm, the esh mans in's slam attacks have reach and threaten squa res within its reach). As a standard actin, the swarm can aba ndn its esh ma nsin (which fall s inert in its squa re), inh abit an em pty esh mansin, hide within its esh mansin (gaini ng cver against all ppnents but still being abl e t use its swarm attack), r stp hi ding within t he esh mansin. f the esh mansin is destryed, the swarm can create anthe r by perfrmi ng a ritua l that requi res 1 hur and the crpse f a Huge creature. The esh mansin is nt a separate creature, nr is it u ndead; it is merely a crpse the swarm mani pulates. Withut a esh ma nsin, the bhg a swarm's statistics are CE Dim in utive utsider (chatic, evil, extra pla nar, swarm); A 22, tuch 21, at fted 15; Defensive Abil ities swarm traits; Melee swarm (d6 plus dimensina l sna re and distractin); each o .; St 1 ; M B ; M D (can't be tri pped); tealth +32. Fles hy Shield (Ex) A newly created esh mansi n ha s 150 hit pints. The swarm takes nly half damage frm all attacks that deal hit pint dam age, with the remain der taken by the esh m ansi n. Because a swarm f Dim in utive creatures is im mu ne t all weapn da mage, apply half f all weapn damage t the eshy shie ld a nd i gnre the hal f that wul d be appl ied t the swarm. When the esh ma nsin reaches o hit pi nts, it is destryed and the swarm func tins l ike a nrma l swarm (see Flesh Mansi n ab ve). A kakuen-taka can repair a damaged esh mansin by spending a full- rund actin grain g a crpse int it (restring 5 hi t pints fr a m al l crpse, 10 fr Me diu m, 20 fr Large, o fr Hu ge).
In the far nrthern lands brdering n the Wrldwund, a strange and terrifying menace plagues the tundra and prairieshambling eshy abminatins called kakuen taka, the Hunger That Mves. They wander the deslate emptines s fthe subplar wilds , a living manifestatin f the Wrldwund's taint whse hrric nset is presaged by a sur-sweet wind and wheeling, screaming cks f undead birds. The lucky victims f the birds' blinding pis n are spared the sight f the rumbling juggernauts f
putrefying meat driven like siege engines by a swarm f ends called bhgas. Individually these ends have little wit r skill, but tgether they have a malign intellect that allws them t cnstruct mbile nests ut f dead esh like mrbid termites buildi ng a mund. The bhgas nd a giant, mammth, r ther creature f great size and devur its rgans , usually while the creature is still alive and trying t resist. Once the creature is dying r dead, the ends recngure the crpse's remaining esh and bne int a hideus, multilegged pillar, which he hen inade and inhabi like a hll ee. Sme f the bhgas use their cllective strength t mve the eshy mansin's limbs while the rest clamber abut its walls r skulk underneath it, searching fr new prey t terrrize and cnsume. This mnstrsity attracts birds the ends animate as esh-craving undead swarms. Tgether, the three cmpnents fthis peculiar eclgy stalk the demn tainted lands. If a healthy swarm dis cvers anther suitable crp se , the ends engage in a frenzy f mating, build a secnd esh mansin, split int tw swarms, then rapidly give birth t ll all the available space in their new hme. When a esh mansin becmes s rtted that it cannt maintain its structure r the swarm cannt easily mve it, the bhgas abandn their creatin and seek ut anther, leaving behind a mnstrus, decaying shell, unrecgnizable as the living creature it nce was. Necrmancers can us e the husk fr parts r animate the entire thing as a new abminatin. Desperate ghuls, zmbies, r animals might feed n it and becme tainted by its latent Abyssal energie s. As much a plague upn demns as upn the mrtal races, kakuen-taka have n true allies. Perhaps this accunts fr their cnstant wandering and their fndness fr d es late and i slate d lcal es , far frm any that might interfere with their feasting. Rarely, a pwerful demn might enslave ne with magic and use the swarm's dimensinal snare ability t capture and kill its rivals. Driven ut f the central part f the Wrldwund by mre intelligent and rganized demns, kakuen-taka have becme a recurring plague in the suthern fringes f the territry, belw Strasta and abutting the brders with Numeria and Ustalav. In these lnely mrs
and hills, kakuen-taka regularly eradicate patrls and entire settlements. Nne fthe adjacent cuntries values the empty lands highly enugh t risk majr r esurc es t stamp them ut. Kakuen-taka are indifferent t their wn kind and attack each ther nly if ne swarm has a flesh mansin and the ther des nt. Given adequate fd, several kakuen-taka might travel tgether t tear apart larger prey, but ver time they usually wander apart, fllwing their se parate carrinstrms , and have n sens e flyalty ad hei fme made s.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
HAEI This short stunted humanoid is bald and has weirdly twisted limbs its body seemin to fade and come apart at the edes.
N mall mnstrus huma nid I nit +; Senses darkvisin 6o .; Perceptin +7
F A 5, u h , a-fed 4 (+ Dex, +3 na u al, + ie) hp 30 (4d10+8) Fot +3, ef +, Will +4
FF Speed 2 0 . Melee club + (1d4) r tuch + (lst time) anged sli ng +6 (1d3) Spell- Like Abilities (CL 4th; cncen trati n +) Cnstant At will d nc ing lights
TATT St 10, Dex 13, on 14, nt 7 Wis 10, ha 13 Bas e Atk +4; MB +3; MD 14 Feats Cmbat Reexes, m prved nitiative Skills Percepti n +7, teal th +16; acial Mod ies +4 tealth Languages Undercmmn
Y Envionment any undergrun d (beneath Kaer Maga) Oganization slit ary, p air, gan g (35), r vil lage (630) Teasue standard
A AT Lost Time Su As a tuch attack, a kha ei can tuch a creature and p rematurely age it. The creature tuched must succeed at a D C 14 Frtitude save r take 1d4 pints f Cnsti tutin d ama ge and be perman ently aged 1d10 years. This eect als deals 1 d4 pint s f dam age t the kha ei. Eects frm mu ltiple khaei stack, thugh a single khaei can use this pwer n a given pp nent n ly nce.
The khaei ar e a mystery even t themselves . Their twisted limbs give them an awkward, shambling gait, and their persnalities are dull and incurius, making them seem in many ways t be simply degenerate humans. At the same time, their bd ies ' tendency t trail ff int mist and shadw, cmbined with their weird magical attack, suggests they culd be much mre. A typical khaei stands feet t all and weighs 100 punds.
By far the m st unusual asp ect f the khaei is their ability t manipulate time. A khaei in fear fr her life can grab an attacker and frcefully age him by several year s, creating enrmus str ain n th e fe's b dy. Th is exerti n des damage t the khaei as well, and thus is rarely used, but a wuld-be tyrant wh cnsiders the khaei easy pickings may nd hims elf surrunded by a weeping mb that quickly ages him int de crepitudethen frgives and cares fr him. The few schlars wh knw fthe khaei's existence speculate that the creatures may themselves be smeh unsuk in ime, pehaps sen bak fad frm anther era in pr eparatin fr a great event. Khaei live in small, islated cmmunities undergrund, ften inhabiting a single cavern and refusing t explre beynd it r therwise imprve their situatin. The nly knwn enclave f khaei in the Inner Sea regin i s in the Dark Fres t, a cavern deep beneath the city f Kaer Maga, where they serve as bth subje cts and prey fr the mysterius dullahan called the Dark Rider. One f the mst cherishe d stries f these khaei cncerns a time and placesmewhere in either the past r the future when there were many mre fthem, their cavern-frests linked by magical standing stnes.
Oganization sli tary r nest (25) Teasue standard
This een-tined draon has multiple sets ofles down its lon sinuous body. An oversized ullet bules in its throat.
A AT
N Hu ge dragn I nit +6; Senses darkvisin 6o ., lw-light visin, scent; Perceptin +18 Aura fighful peene (30 ., D C 8)
Krir-kkembe live in the deep , watery jun gles f central Garund, plaguing the majr rivers and lake systems. While yung krir-kkembe may swim near ppulated aeas l aim hei pe, hei elde kin p efe me remte backwaters, slughs, and heavily wded swamps where they can hunt undisturbed. These degenerate dragns live in a vilent symbisis with the tiny vermin that infest the jungle, hsting clnies f such c reatures within their wn bdies. Such tiny vermin cnstantly swarm in and ut f the krir-kkembe's gullet, bringing cntagin t creatures bitten and allwing the wyrm t expel swarms f pests, r t summn yet mre vermin t its aid. While krir-kkembe are capable f flight, they generally prefer t crawl r climb n their eight legs, hunching their bdies like inchwrms r twining their cils arund their prey while savaging creatures with a barrage f slashing claws.
F A 24, tu ch 10, a t-fted 22 (+2 Dex, +14 nat ura l, 2 size) hp 136 (13d2+52) Fot +12, ef +12, Will +10 Immune disease, dragn traits, magic para lysis and slee p
FF Speed 40 ., cli mb 40 ., y o . (gd), swim 40 . Melee bite +18 (2d6+10 plus di sease and gra b), 2 claws +18 (2d6+7/1920 plu s grab), tail s la p +13 (2d6+3 pl us gra b) Space 1 5 . ; each 15 . (2o . with bite) Special Attacks cnstrict (2d6+7), grab (Gargant uan), ra ke (2 cl aws +18, 2d6 +7/1920) Spell-Like Abilities (CL 13th; cncentr atin +15) Cnstant eedom of movement At will repel vermin (DC 16), vomit sarmG (must wait 1d4 run ds b efre using this abil ity again) 3/dayentangle (D C 13) 1jy-creeping doom (DC 19), insect plague
TATT St 25, Dex 15, on 18, nt 10, Wis 14, ha 15 Base Atk +13; MB +22 (+26 grap pl e); MD 34 (46 vs. tri p) Feats Critical Fcus, m prved Critical (claw), mp rved n itiative, Lightni ng Reexes, Pwer Attack, ickenin g Critical, Wi ngver Skills Cl imb +21, Fly +15, ntim idate +15, Knwledge (natu re) +13, Perceptin +18, pel lcra +, tealth +10 (+18 in u ng les), u rvival +10, wim +25; acial Mod ies +8 tealth in u ngles Languages Dracnic SQ cmpressin
Y Envionment warm ungles (Mwangi Expanse)
Disease (Ex) Biteinury; save Frt DC 20; onset 1 rund; equenc 1 day; eect1 d 3 D e x d a m a g e a n d 1 d 3 t r d a m a g e ; cure 2 cnsecutive saves.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
YTON, EAGANT This hoverin iron maiden heaves forth a monstrous prenant mass of tortured limbs and raw tentacles.
f the creatu re mu st succeed at a D C 23 Frtitud e save r be pisned . The save DC is based n the termagant's Cnstitutin with a 5 pena lty. Unneving Gaze {Su) A creature that succumb s t a termagant's un nervin g gaze becmes na useated fr 1d4 ru nds as its min d attempts t cmprehend the hrrrs it has witnessed.
X 0,00 LE Large utsider (evil , extra pla nar, kytn, lawful) I nit +8; Senses darkvisin 6o .; Perceptin +27
F A 3, u h 4 , a-fed 6 (+4 Dex, + ddge, + nau al, ie) hp 263 (17d10+17o); regeneratin 10 (gd weapns and spell s, silver weapns) Fot +20, ef +11, Will +19 D 10jgd a nd silver; Immune cld; S 28
FF Speed 20 ., y 40 . (perfect) Melee 2 sl ams +25 (1d8+9/1920 pl us 2d6 bleed), 7 tentac les +20 (1d6+4 pl us g rab) Space 1 0 . ; each 1 0 . Specia l Attacks ux infusin, ru pture, shared rupture, unnerving gaze (30 ., DC 23)
TATT St 28, Dex 19, on 30, nt 16, Wis 25, ha 21 Base Atk +17; MB +27 (+31 grapp le); MD 42 (can't be tri pped) Feats Cmbat Reexes, Critical Fcus, Ddge, m prved Critical (slam s), mprved nitiative, rn Wil l, Lightning Reexes, M bility, prin g Attack Skills Bl u +25, Fly +30, Heal +27, ntim idate +25, Knwledge (pla nes, reli gi n) +23, Perceptin +27, en se Mtive +27, tealt h +20 Languages Cmmn, nfernal; telepathy 100 .
Y Envionment any (Pl ane f hadw) Oganization slitary, pair, r circle (35) Teasue standard
A AT Poison {Su) Anytime a creature is grapp led by a terma gant's tentacles r is aected by its rupture r shared rupture ability, it is expsed t the termaga nt's ux infusin. Flux infusin functins as a pisn, but with unpredictable eects. Thse wh fai l thei r saving thrws take 1d4 pints f abi lity drain. The abi lity scre drained is ran dmly determined every time the ux infusin aects the creature (rl l 1d6: 12 Cnstitutin , 34 Dexterity, 56 trength). The save DC is Cnstituti n- based. Flux I nfusion: nu ry; Frt DC 28;frequenc 1jrun d fr 10 runds; eect 1d4 Cn, Dex, r tr; cure 2 cnsecutive saves. uptue {Su) When ki ll ed, a termagant expldes in a bl ast f its ux infusin p isn. Al l l iving creatures within 15 feet must succeed at a D C 28 Frtitude saving thrw r be pisned. The save DC is Cnstitutin- based. Shaed uptue {Su) Any creature kill ed while pisned by a termagant expldes. Al l livin g creatures withi n 10 feet
Cddling, cing mthers f nails a nd aberrant life, kytn termagants seek t make all living creatures adpted members f their malfrmed brd. That mst f their pupsefull defmed pgen die shl ae ming int their care nly cmpels termagants t search farther fr sturdier beings better suited t the hnr fbecming their misshapen children.
HUNTA Delicate antennae extend from the forehead of this lithe woman.
ASHUNTA X oo
CR
Femal e lash unta wizard 1 NG Mediu m huma nid (lashunta) I nit +1; Senses Perceptin +2
F A , uh , a -fed 0 (+ Dex) hp (1d6+2) Fot 1, ef +, Wil l +3
FF Speed 3 0 . Melee mwk q ua rtersta +o (1d61) anged lig ht crssbw +1 (1d8/1920) Specia l Attacks ha nd f the ap prenti ce (6/day) Spell- Like Abilities (CL 1st; cncent ratin +4) At will (DC 13), mage hand 1jy-detect thoughts (DC 15) Wizad Spells Pepaed (CL 1st; cn centra tin +4) 1s t charm person (DC 14), mage armor, magic missile o (at will ) acid splash, detect magic, are (D C 13), read magic
TATT St 8, Dex 13, on 8, nt 17, Wis 12, ha 16 Bas e Atk +o; M B 1; M D 10 Feats cribe crll , Tugh ness Skills Diplmacy +4, H a n d l e A n i m a l + 4, Knwledge (arcana) +9, Perceptin +2, pel lcra +7, Use M agic Device +4; acial Modies +2 Knwledge (arcan a)
Envionment any (Castrvel) Oganization any Teasue NPC gear (light crssbw with 20 bl ts, qua rtersta gld amu let [bnded bect], ther treasure)
The lashunta are the primary race f Castrvel, called "the Green Planet fr its steaming jungles. Thugh the wmen lk like idealized elves r humanssave fr the twitching
antennae spruting frm their freheadstheir men are squat, hairy, and brad-shuldered, with a erce and cnfrntatinal demeanr. Bth genders excel at schlarship, and the race basts a large number f telepaths and telekinetics, in additin t cnventinal magic-users. This ability t create mental r empathic bnds is particularly prevalent amng female warrirs, wh frm cls e cnnectins with their s aurian munts. Female la shunta are typical ly 6 feet tal l an d weigh 10 punds. The males fthe race are usu ally feet t all an d eigh 00 punds.
LA SHNTA CHA RACTERS (u RP) Lashunta are dened by their clas s levelsthey d nt have racial Hit Di ce. They have the fllwing racial traits . telligece: Lashunta are almst universally intelligent and eager t learn. Sexual Dimrphim: Male and female lashunta have very dierent bdy and persnality types, mre s than mst humanid species . Male lashunta are muscular (+2 Strength) and ften brash and unbservant (2 Wisdm). Female lashunta, thugh beautiful ad cadig (+2 Charisma), lack the males' rugged builds (2 Cnstitutin).
Lahuta Magic 5 RP):
A lashunta pssessing an Intelligence scre f 11 r higher gains the fllwing spell-like abilities: At will daze, ma9e hand; 1/detect thou9hts. The caster level fr these
effects is equal t the lashunta's class levels. Kwledgeable: A lashunta gains a +2 racial bnus t any ne Knwledge skill. Limited Telepathy (3 RP):
A lashunta is able t mentally cmmunicate with any creature within 30 feet with whm she shares a language. Otherwi se this ability is identical t the telepathy ability. Laguage: Lashunta begin play speaking Lashunta and Elven. Lashunta with high Intelligence scres can chse any languages they want (except Druidic and ther secret languages).
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
OTHACT This devilish humanoid hasve horns rowin out ofhis forehead that resemble a crown. He stands on stout cloven hooves.
OTHAT X ,8,00
CR 25
LE M ediu m utsider (devil, evil , extra pla nar, lawful) I nit + ; Senses darkvisin 6o ., true seeing; Perceptin +43 Aua unhly a ura
F A 45, tuch 29, at-fted 33 (+6 ar mr, + deecti n, + Dex, +1 ddge, +2 luck, +10 natura l) hp 6o (32d10+384); regeneratin 5 (gd weapn s r sp ell s) Fot +26, ef +31, Will +30 Defensive Abil ities evasin; D 2ojgd and silver; Immune re, pisn; esist acid 30, cld 30; S 36
FF Speed 3 0 . Melee 2 claws +44 (1d6+6 plu s 1 n t drain) r + quartersta+40+35+30+25 (1d6+ plus ! ntelligence drai n) Specia l Attacks ntell igence drain, schlastic masquerade, spell reservir Spell- Like Abilities (CL 25th; cncentratin +38) Cnstant-mind blank, tongues, tru e seeing At wil l-alter se blasphem (DC 30), dominate person (DC 28), eedom of movement, greater arcane sight, greater dispel magic, greater invisibilit, greater scring (DC 30), greater shado conuration (DC 3 0), greater shado evocation (DC 31), greater teleport, mass suggestion (DC 29), programmed image (D C 29), unho aura (DC 3 1) 3y-banishment (DC 29), quic kened greater dispel magic, empwered horrid ilting (DC 31), pomorph an obect (DC 31), spell turning 1jday-dominate monster (DC 32), limited ish, mage's disunction (DC 32), prismatic sphere, time stop
TATT St 22, Dex 33, on 35, nt 30, Wis 26, ha 37 Bas e Atk +32; M B +38; M D 65 Feats Deect Arrws, Destructive Dispel, Dispel ynergy, Ddge, Empwer pell- Like Abil ity (horrid ilting, Flyby Attack, Great Frtitude, Greater pe ll P enetratin, mp rved Great Frtitude, m prved Una rmed trike, rn Will, Pwer Attack, Quicken pell- Like Abil ity(greater dispel magic, pell Penetratin, Weapn Finesse, Weapn Fcus (claw) Ss Acrbatic s +36, B lu +48, Cra (alch ey) +30, Di pl acy +48, Disguise +48, Fl y +23, nt i idate +45,
Languages Abyssal, Akl, Azlanti, Celestial, Cmmn, Dracnic, Dwarven, Elven, Giant, gn an, nfernal, Undercmmn; telepathy 300 . SQ inferna l duke traits, tempr al an ma ly ombat Gea boots of speed, rods of cancellation (2), sta of poer; Othe Gea bracers of armor +6, mirror of le trapping, ring of evasion, ring of protection +5
Y Envionment any (<rvsa) Oganization slitary Treasure i pe
A AT Infenal Duke Taits An infern al du ke is a pwerful devi l that has nt yet made the ful l transiti n frm u niq ue devil t ful l archdevil. t pssesses several traits, as summ arized here. m mu nity t charm and cm pu lsin eects, death eects, re, and pisn. Resistance t acid 30 and c ld 30. Tele pathy 30 0 feet. Lrthact's natur al weapns, as well as any weapn he wields, are treated as evil and lawful fr the pu rpse f vercming damage reductin. Lrthact can grant spell s t his wrshipers. Granting spel ls des nt requi re any specic actin n hi s beha lf. Lrthact grants access t the dm ain s f Evil, Law, Magic , and Trickery. Hi s favred weapn is the q uartersta Intelli gence Dain (Su) Lrthact drains 1 pint f ntell igen ce each time he hits with a weapn r natural weapn (Will DC 39 negates). Alternatively, he can ma ke a sing le mele e tuch attack per rund, dealing n hit pint damage but draining 2d4 pints f ntel ligence (Wil l DC 39 half). Aer draining ntel ligence frm a creature, Lrthact gai ns the b enet f foresight ( the spell ) agains t that creature fr 1 min ute. Scholastic Masq ueade (Su) When targetin g a dmin ated wizard with his spell reservir abil ity, Lrthact can als steal a schl pwer frm that wizard's chsen sch l. He can steal n e f the wizard's 1st-level schl pwers by usin g three l evels f his spell reservir, bth 1st-level sch l pwers at a cs t f six levels, and all schl pwers at a cst f nin e levels. Whi le Lrthact retains these pwers, the target wizard can nt use them. The stlen pwers functin at the target wizard's level. Lrthact can steal sc h l pwers r a prepared spe ll frm a d min ated wizard, but nt bth. He may steal schl pwers frm m ulti ple schls if he has multip le wizards dmi nated. Spel l esevoi (Su) Lrthact can drain prepared arcane spell s frm the mi nd f a creature he has dm inated and stre them fr later use, s im il arly t a ring of spell storing. Draining a spell requires 1 full -rund actin if he is ab le t tuch the target, r 1 mi nute t perfrm thrugh the mental lin k prvided by the dmin ate eect; in either case, n saving thrw is all wed. He can h ld n mre than ne stlen spell frm each dm inated caster in his spel l reservir, and the •
•
•
•
•
ttal l evel f stlen spel ls ca nnt exceed 25. These stlen spel ls take eect at the rigina l caster's level. Tempoal Anom aly (Su) Lrthact exists slight ly utside fthe nrmal timestream. pell s that p redict the futuresuch as augur, divination,Joresight, and moment of prescience cannt perceive him and prvide n benet against him r infrmatin abut him . n additin, whenever a creature withi n 6o feet f hi m u ses time stop, Lrthact can act nrmal ly within the du ratin fthe time stop, as if he had cast it hi msel As ne ither Lrthact nr the caster are frzen in ime wih epe eah he, eah an age and aect the ther with attacks, sp ell s, r ther eects they create, thugh they cann t aect ther creatures within the duratin fthe time stop. This a bil ity functins even if Lrthact is at-fted r un aware f his ppn ent.
Lrthact the Unraveler, als named the Dwimmerlaik, the Ur-Magius, and the Diablus Mystere, was nce a high-ranking duke f Hell. Atypically, he was nt slely bund t the service f a single archdevil, instead serving penly at varius times as a mystical advisr and cnsultant n magical matters under bth Geryn and Mephistpheles. Sme believed him t be secretly a favrite f Asmdeus himsel this suppse d favr prvided sme measure f prtectin frm his jealus rivals. His last mistress in Hell was Eiseth, Whre- Queen f the erinyes, but when Eiseth uncvered a pl t t reverse their p sitinsLrthact arrgating himself t lrdship and reducing her t mere cnsrther wrath was enrmus and eternal. Lrthact's allies deserted him lest they taste the fury f the erinyes. Lrthact prclaimed his inncence, but he saw cndemnatin awaiting and ed, racing acrss the planes with the whips fthe e rinyes at his hee ls. Ae r several planar refuges prved n shelter frm his relentless pursuers, Lrthact sught slace in the mrtal realms. Laying several false leads, he then dubled back t the diablists f Cheliax, the rst place his pursuers lked fr him n Glarin. But aer they had mved n, he slipped back int place s they thught already thrughly scure d. Adpting a successin f guises, he kept his presence hidden fr years, but he never felt truly cmfrtable under the gaze f s many ptentially unfriendly eyes. Seeking a mre remte lcale, he traveled t the farthest reaches f Chelish svereignty: the Varisian city-state f Krvsa. Ther e he fund the p erfect patsy in the vai n and crrupt Lrd Vlshyenek Ornels. Rebuffed by Huse Thrune in his quest t restre his yuth and vigr, Vlshyenek was easy prey fr Lrthact's inveigling. The devil bund him in a web flies and stle nt nly his sul but als h is life. Impersnating Lr d Ornels fr ver 00 years, he bec ame
a dminant gure in Krvsa , shadw-master f the Acadamae and sire f a great huse. Meanwhile, he sught ways t rebuild his diablic pwer and his stre f suls s ne day he might buy hi s way back t ducal favr in Hell. In the end, Eis eth's diablic assa ssin s fund him at lng last, and he was frced t fake his wn death. Yet he still dminates Krvsa frm the shadws, cntrlling the Acadamae thrugh his descendant Tff Ornels. Little happens in the city withut his knwledge, and he plays the part fthe mage thrugh shadw-magic, illusins, limited wishes, and he slen magi f hes. Hee, ases wh delve t deeply int his r Krvsa's secrets nd themselves at dds with the deadly duke, his pwers hned by centuries f exile t undermine and destry mages wh might uncver his identity r unravel his scheme s.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
ANA ES rANT Patchy matted fur covers this mutated hyena-headed monster and acidic reen drool pours from its ravenous maw.
Gnl l Mana Wastes m utant ghter 2 CE Medi um aberratin (augmented humani d, gnll) I nit + 2 ; Senses darkvisin 6o .; Perceptin +6
F A 19, tuch 12, at-fted 17 (+4 arm r, +2 Dex, +3 na tura l) hp 32 (4 HD ; 2d8+2d10+12) Fot +9, ef +2, Will +4; +1 vs. fear, +4 vs. m in d-a ectin g eects Defensive Abil ities bravery +1; D 5/cld irn ; Immune disease, pisn; S 15
FF Speed 3 0 . Melee mwk l ngswrd +7 (1d8+2j192o), sl am +5 (1d8+2 plu s disease)
TATT St 15, Dex 14, on 17, nt 10, Wis 15, ha 6 Bas e Atk +3; M B +5; M D 17 Feats Cleave, rn Wil l, Pwer Attack, Weapn Fcus (lngswrd) Skills Percepti n +6, teal th +8, urvival +7 Languages G n l l S Q defrmed a rm
Y Envionment warm pla ins r deserts (the M ana Wastes) Oganization sl ita ry, pai r, gan g (39), r tribe (1628 plu s 1 wasteland l rd f5th level) Teasue N PC gear (masterwrk breastplate, m asterwrk lngswrd, ther treasu re)
The magic-warping effects fthe Mana Waste s en extend t the very life frce f creatures wh wander the trackle ss deserts . The dangerus radiatins f magic gne aful infuse the bdies and essences f these wanderers. Thse wh spend t much time in the Spellscar Desert r the wasteland's ther treacherus envirns ccasinally fall prey t the deadly energies that per sist in these regins, and their bdies gradually decay mre and mre until they are s far remved frm their riginal frms that they can be described nly as mutants. These twisted and degenerate creatures ram in packs thrughut the Mana Wastes . Because thse wh succumb t the Mana Wastes' mutagenic effects en hail frm the Grand Duchy f Alkenstar r ne f its smaller hldings in the regin, numerus humanid mutants are prcient in the use f firearm s, having learned t wie ld the weapns in place f the unp redictable frces f magic. Ths e wh manage t actually secure a pwerful weapn frm ne f the dwarven arms factries in the Wastes en garner the
res pe ct f ther mutants. Such rearm wielder s invariably ris e t p sitins f pwer, becming knwn as wasteland lrds by their e nvius p eer s, wh all s quabble and ght fr the same hnr. Mst Mana Wastes mutants cllabrate in small tribal grups with ther mutants, since thse wh wander the battered des ert alne ri sk attack frm the r esident mutated vermin r vilent bands f lawless gnlls, giants, r gblins. The civilize d pe ple f Alkensta r shun mutants fr the mst part, regarding transfrmed humans and he andee s f he Mana Wases as n bee han mnsters. The brder guards f neighbring Nex keep a stringent lkut fr such wasteland travelers and attack them n sight. The necrmancers f Geb, hwever, see ptential in the mutated peples f the Spel l scar Desert, and cc asinally entreat them t leave their blast ed hme and relcate t the heart f Geb in Yled by prmisi ng a life f cmfrt and acceptance. In actuality, su ch mutants are taken t the infamus Mrtuarium, where Geb's cruelest wizards perfrm unhly experiments n Alkenstar's defrmed expatriates and turn them int undead abminatins t serve in G eb's lurching army.
CREATlNG A MANA WA STES MTAN T "Mana Wastes Mutant is an acquired template that can be added t any living, crpreal cre ature. A Mana Wastes mutant retains the base creature's statistics and special abilities except as nted here. CR: As base creature Aligmet: Any nn-lawful. Type: The creature's type changes t aberratin. D nt recalculate H D, BAB, r saves. Armr Cla: A Mana Wastes mutant gains a bnus t its natural armr ver the base creature's natural armr bnus. Deeive Abilitie: A Mana Wastes mutant gains a bnus n s aves again st mind-a ffecting effects , D R 5/cld irn (r DR cld irn if the base creature has 11 HD r mre), and sp ell res istance equal t its adjusted CR. Mana Wastes mutants are immune t dise ase and p isn. Speed: A winged Ma na Wastes mutant's maneuverability drps t clumsy. If the bas e creature flew magically, it ls es this ability. Melee: A Mana Wastes mutant retains all the natural weapns, manufactured weapn attacks, and weapn prciencies f the base creature. It als gains a slam attack that deals damage based n the mutant's si ze. SpellLike Abilitie: A Mana Wastes mutant lses access t any spell-like abilities the base creature may have had. Any spellcasting abilities gained frm class levels remain unchanged. Special Abilitie: A Mana Wastes mutant retains any extrardinary and supernatural sp ecial qualities f the base
creature. A Mana Wastes mutant gains ne f the fllwing abilities fr every 4 HD r fractin theref(minimum 1 the rst ability chsen must always be d isea se). Acid Resistance (Su): A Mana Wastes mutant gains resi stance t acid 10. T his ability can be taken mre than nce. Each time it is taken, the Mana Wastes mutant increases its resistance t acid by an additinal 10. A Mana Wastes mutant that gains acid res istance in exces s f3o becmes immune t acid instead. Acidic Pustules (Ex): Mana Wastes mutants are en eed in nei pusules ha bus a he slighes tuch. Whenever a creature deals piercing r slashing damage t a Mana Wastes mutant, all creatures adjacent t the Mana Wastes mutant must succeed at a Reflex save (DC 10 + 1/2 the Mana Wastes mutant's Hit Dice + the Mana Wastes mutant's Cns titutin mdier) r take acid damage as its bils and blisters pp and spray abut. A Mana Wastes mutant deals an amunt f acid damage in this way based n its size (1d4 pints f acid damage fr a Medium Mana Wastes mutant, 1d6 fr a Large mutant, and s n). Breath Weapon (Ex): A Mana Wastes mutant can sp ray a 30 -ft cne f acidic bile frm its muth as a standar d actin nce every 1d4 runds . The acid damage caused by this attack is equal t 1d6 per tw H it Dice the mutant pssesses. A successful Reflex save (DC 10 + 1/2 the Mana Waste mutant's Hit Dice + the Mana Waste mutant's Cnstitutin mdifier) halves any damage take n frm this attack . Disease (Su): Even thugh Mana Wastes mutants are immune t dise ase , they carry a deadly magical cntagin that they spread with their slam attacks. Mana ver: injury; save Frt DC 10 + 1/2 the Mana Wastes mutant's Hit Dice + the Mana Wastes mutant's Cnstitutin mdier; onset 1d4 minutes; frequency 1day; ct 1d2 Cn damage, 1d2 Cha drain (r 1d3 Cn damage, 1d3 Cha drain if the base creature has 8 HD r mre); cure 2 cnsecutive saves. Anyne wh lives with mana fever fr a week straight withut dying becmes immune t the disease, but als becm es a Mana Wastes mutant. Increased Speed (Ex): Sme Mana Wastes mutants are transfrmed in such a way that their base sp eed increa se s by 10 feet. Dermitie: In additin t its special abilities listed abve, a Ma na Wastes mutant gains ne f the fllwing defrmities frm its transfrmatin (rll a 1d4 t randmly determine the d efrmity). =
=
=
d%
Eect Deformed A rm: One ha nd can't wield weapns, but the mutant's slam attack deals damage as if it were tw size categries la rger than its actual size.
2
4
Deformed Leg: The m utant's base speed is reduced by feet (mini mum base speed f 5 feet), but i t gains a +4 racial b nus t its CMD. Shattered Mind: The mutant a -2 t ntel ligen ce, but gains a +2 racial bn us n Wil l saves. Warped Hide: The m utant lses its +2 r a c i a l b n u s t C n , b u t g a i n s a n a d d i t i n a l +2 bnus t its natural armr. Abilitie: Increase frm the base creature as fllws:
S , Cn , Cha . Skill: A Mana Wastes mutant gains Climb, Intimidate, Stealth, and Survival as clas s skills .
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
rANTIX, PEADLY This terryin monstrosity towers taller than the mihtiest junJle trees its forelimbs raised in a medita tive deadly stance.
N Clssal vermi n I nit + 4 ; Senses darkvisin 6o .; Perceptin +4
F A 5, u h 6, a-fed (+4 Dex, +9 na ua l, 8 ie) hp 152 (16d8+8o) Fot +15, ef +9, Will +5 Immune mi nd- aectin g eects
FF Speed 6 o . Melee bite +17 (4d6+13), 2 cl aws +17 (2d8+13 plu s gr ab) Space 3 0 . ; each 3 0 . w . with bite) Specia l Attacks ing, rending mandibles
TATT St 36, Dex 18, on 21, nt , Wis ha 5 Bas e Atk +; M B +33 (+37 grapple); MD 47 (51 vs. tri p) Skills Cl im b +17, Percepti n +4; acial Modies +4 Cl im b, +4 Perceptin
the victim's arm r as a free actin by mak ing a cm bat mane uver check. f the ma ntis is successful, the target's arm r is ri pped frm its bdy. f the target fai ls a DC 31 Reex save, the armr su bected t this attack lses ha lf its hit pints and g ains the brken cnditin. The save DC is trength-based.
The legendary deadly mantis stalks the deepest jungles f Medigalti Island and the Mwangi Expanse. Tales abut this lethal predatr preying upn such mammth eaues as dakes and gians fighen een he baes hunters. Deadly mantises are sacred t the fllwers f Achaekek, the Mantis G d, wh keep the massive beas ts well fed, and bring them s acricial victims and livestck. Fllwers f Achaekek have als been knwn t serve as prtectrs f the dens f deadly mantise s. Thugh creatures fthi s siz e and pwer bviusly need n guardians , the devut fllwers guard their lairs and prevent adventure rs frm slaying the mighty inse cts. T he typical deadly mantis stands 0 feet ta ll, 6o feet l ng, and weighs s everal tns.
Y Envionment trpical ungles (Medigalti sland) Oganization slitary Teasue n n e
A AT Flin g {Ex) f a deadly ma ntis begi ns its turn with a Large r smal ler creature grab bed in its claws, it can, as a standard actin, in g that creature up t 30 feet away. Creatu res thrwn in thi s way take 3d6 pi nts f dam age as if they had fall en frm the sa me distance. ending Mandibles {Ex) f a dea dly mantis hits with bth claws and successfully grabs a fe, it can make an immediate bite attack agai nst that fe as a secnda ry attack. This bite attack ha s a +12 attack bnus an d deals 4d6+6 pints f damage. n a dditin t deali ng damage, the ma ntis can tear away
•
OCKINGFEY This tiny sprite has the head of a humanoid and the body of a brilliantly colored parrot.
CN T in y fey I nit +3; Senses lw-light visi n; Perceptin +7
F A 5, u h 5, a-fed (+3 D ex, + ie) hp 13 (3d6+3) Fot +2, ef +6, Will +4
FF Speed 20 ., y 6o . (gd) Melee 2 ta ln s +6 (1d22) Space 2-1j2 .; each o . Spell- Like Abilities (CL 3rd; cncentr atin +4) At wil l (DC
TATT St 6, Dex 16, on 13, nt 7, Wis 12, ha 13 Bas e Atk +1; M B +2; MD 10 Feats Flyby Attack, Weapn Fin esse Skills Acrbatics +9, Disguise +7, Fly +15, Perceptin +7, tealth +16 SQ mck
Y Envionment any frests (Fi rst Wrl d) Oganization sli tary, pa ir, r ap e (320) Teasue standard
A AT Moc k (Su) As a standard actin, a mckingfey can magica lly take n the ap pearance f any creature it can see. This functin s li ke disguise se but with n restrictins n durati n, creature type, r size . The mckin gfey des nt cha nge size, a nd if the creature it's mimic king is larger than it, the m ckingfey simply appear s t be a mi nia ture versin. Anyne interactin g wit h this eect can attempt a DC 12 Will save t see thrug h the ruse. A mckingfey can ma intai n a given frm inde nitely, but can nt change t any frm ther than its wn withut visual referencence a given disguise has ended, th e fey must see the su bect aga in t resu me that frm. The save DC is Charisma- based.
Mckingfey rig inally ste m frm the First Wrld, where they're regarded as entertainment by lcals and nuis ances by visitrs, wh are the usual butt f the creatures' pranks. The pint-sized fey en cngregate in large clnies called japes r mckingdells, inhabiting the trees near a cmmnly traverse d p ath r meadw. When an i ntelligent creature enters the grve, ne f the bird-sprites flies dwn t perch n the traveler's shulder r sme nearby
vantage. It then prmptly shis shape t becme a per fect, miniature dpp elganger f the creature in que stin, prc eeding t cavrt and imitate the newcmer in a mst cnvincing and unattering manner, mimicking the creature's tne but chattering nly gibberish. This gibberish is nt slely fr cmic effect, as while mckingfey are eager (if distractible) students in mst matters, they refuse t u se verbal language f any srt, believing that wrds unnecessarily cnstrain the things they describe. Instead, they cmmunicate thrugh gesues, panmime, and elabae danes. Thse wh think them mere beasts, hwever, are quickly set straight, as enemies f mckingfey are cnfrnted with dis rienting magic and the mckingfey's cap ricius al lies frm the First Wrld. While many peple nd mc kingfeys' antics irritating, the little creatures are surprisingly useful allies, with a lyal, friendly nature tward ths e wh treat them well, and an insatiable curisity that makes them surprisingly well infrmed abut their surrundings. This same curisity extends t things mst flks wuld leave alne, such as the prtal-like breach scars between the Material Plane and the First Wrld. When such planar ris ccur, mckingfey are en sme f the rst creatures thrugh, with clnies fund in Kynin, the River Kingdms, and sylvan grves arund the Inner Sea. Thse illusinists and ther spellcasters wh seek such puckish familiars (and take the Imprved Familiar feat) en nd them wrth the resulting hassleif just barely. A typical mckingfey is 8 inches tall and weighs punds.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
rOI This strane four-armed fiend appears to be constructed completely out of stone. Dried blood stains its body.
oxx X 07,00
CR2o
CE Ga rgantua n utsider (chatic, de mn, evil, extra pla nar) I nit +3; Senses bli ndsense 6o ., darkvisin 6o ., see invisibilit; Perceptin +33 Aura hpedi nke (6o .)
F A 34, tuch 9, at-fted 31 (+3 Dex, +2S natural, 4 size) hp 379 (23d10+ 23) Fot +24, ef +10, Will +22 Defensive Abil ities gush; D IS/adamanti ne and gd; Immune electricity, pisn; esist acid 20, cld 20, re 20
FF Speed 4 0 . Melee bite +29 (2d8+10/1920), gre +29 (2d8+10), 4 s la ms +29 (2d6+1o/1920 p lu s gr ab) Space 20 .; each 20 . Specia l Attacks breath weapn (6o-. cne, 16d6 acid damage plus di sease, Reex DC 32 halves, u sabl e every 1d4 rund s), cnstr ict (2d6+10), rend (2 slam s, 2d6+1) Spell- Like Abilities (CL 23rd; cncentra tin +30) -mind blank, see invisibilit At w-crushing despair (DC 21), detect magic, dispel magic, eebite (DC 23), protection om good, stone shape 3y-create undead, Jeeblemind (DC 22), insanit (DC 24), quickened mindfog (DC 22), phantasmal killer (DC 21), song of discord (DC 22), smbol of pain (DC 2 2) 1jy-desecrate, greater teleport (self plu s o lbs. f bects nly), summ n (l evel 9, any 1 CR 19 r lwer demn o%), smbol of insanit (DC 2S), eird (DC 26)
TATT St 30, Dex 17, on 32, nt S, Wis 24, ha 2S Bas e Atk +23; M B +37 (+41 grapple); MD o Feats Blee ding Critical, Bl ind -Fig ht, Cleave, Cmbat Reexes, Critical Fcus, Dazi ng Assault, m prved Critical (bite), m prved Critical (slam), rn Wi ll, Pwer Attack, Quic ken pell- Like Ability (mindfog, Vital trike Skills Blu +33, Cli mb +28, Di plma cy +2S, nti midate +33, Knwledge (pl ane s) +28, Knw ledge (reli gi n) +21, Perceptin +33, ense M tive +33, pel lcra +2S Languages Abyssal, Akl, Cmmn; telepathy 300 .
Y Envionment warm u ngles (Yha's Graveyard) Oganization slitary Teasue d u b l e
A AT Beath Weapon Su Mxix can exha le a cne f acid ic fg laced with a terribl e disease. Any creature dam aged by
the acid f hi s breath weapn m ust succeed at a DC 28 Frtitude save r cntract this di sease. A hum anid alicted with this disease must attempt a new Will s ave each day. f the h um anid fails, it attacks and attempts t eat the weakest hum an id ne arby. f the save is successful , i t r e s is t s t h i s i m p u l s e . A h u m a n i d w h d i e s r i s k i l l e d whil e alicted rises as a gha st at the next midni ght. The save DC is Charisma- based. Moxix's Delectation: n h a l e d ; save Frtitude DC 28; onset 1 y;frequenc 1jday; eect 1d4 Cn and 1d4 Wis damag e; ure neuive ave. Gush Ex Anytim e Mxix takes m re tha n o pints f weapn dam age in a ru nd, b ld and pus spews frth frm the wund. The b ld i s extremely sli ppery and sp rays ut in a 20-ft radius, catin g al l creatures and s urfaces in the area. Any creatures in the a rea must succeed at a DC 28 Reex save r drp any items th ey are hld ing. A saving thrw must be made eac h rund tha t the creature attempts t use r pick up an item it previusly drpped. n addit in, the area cated in the gushi ng bl d is dicult t mve abut in, and creatures mving thrugh the area m ust succeed at a DC S Acrbatics check r fal l prne. Hopedinke Su Mxix emits a n a ura that dra ins h pe frm al l within 6o feet. All mral e bnuses are suppressed within this au ra, regardless ftheir surce. n additin, spells and spel l- li ke abi lities grantin g a mr ale bnu s are aected as dispel magic used t cunters pel l (caster level 23rd) every rund at the begin ni ng f Mxix's turn. A successful dispel check negates the enti re eect (nt ust the mral e b nus) and g rants Mxix temprary hit pi nts equal t the spel l's level (t a maxi mu m oo). These temprary hit pints last 1 h ur. Mindshatte Su f a creatu re fai ls its save ag ai nst Mxix's eebite spel l- li ke ab il ity, as a standard actin befre the end f his turn he may un ravel the target's mi nd a nd spi rit. This acts as greater dispel magic (caster level 23r d) agai nst eects that prtect again st mi nd-aecting r necrm antic eects and aut mati cal ly aects the target as enervation and touch of idioc (duratin 24 hurs).
Mxix, the Drinker f Human Hpes, is a unique demn bund t the mysterius isle called Yha's Graveyard in the Shackles. Appearing as an eldritch fur- armed s tatue f weathered gray stn e, Mxix h as a single emerald eye centered in his hrrible face. A nest f twiste d hrns re sts atp his head , and his fang filled maw is perpetually stained with bld. Thse curageus explrers traveling t his seemingly idyllic isle are driven mad by strange visins and dreams, r by inscrutable but disturbing carvings, idls, and glyphs that litter the island. Even if they withstand the island's maddening magic, adventurers in search f legendary lst ric hes may cnfrnt Mxi x himself and be scurged
f mind, bdy, and su l. Mxi x's bale ful pre sence and malevlent awareness leer frm every crudely carved icn, relie and idl bearing his likeness, bringing with them a tinge f ins anity and a ravenus hunger fr human flesh. Ghsts and pentagram-branded cannibals and lunatics are all that remain f ill-fated exp editins t Yha's Graveyard. Mxi x fund his first wrship ers amng the terrible cyclpes f Ghl-Gan as their civilizatin fell int ruin. As the ne-eyed giants slipped mre and mre in depai and ilene, he began shiping ful, therwrldly creatures their brthers and sisters brught up frm the vaults f the Dar klands aer their exp sure t the serpe ntflk's wicked ways. Amng the dzens f endish icns was Mxix, wh came int influence amng the cyclpes as their practice f sacrice and cannibalism increased. It was at this time Mxix became knwn as the Drinker f Human Hpes. The ancient � Ghl-Gan cyclpes fed him hundreds f captured human s, m st fwhm were f Azlanti descent. In ne instance early in his time amng the Ghl-Gan cyclpes, Mxix's fllwers captured an Azlanti embassy and fed them t the strange demn ne by ne while their cmpanins watched in hrrr. Sme say the s acrices' spirits sti ll inhabit the regin, their wailing cries driing thrugh the hills and jungles f the haunted island. As his reign fbld began t spread frm its base in suthern Ghl-Gan, a raging cntingent f rival cyclpes frm elsewhere in the failing empire raided the demn wrshiping clan dedicated t Mxix, bringing bth brute strength and the magic fpwerful shamans an d racles t bear against it. The battle raged fr days, and in the end an racle sacr iced her l ife in a nal ply t destry Mxix. Hwever, the racle nly succeeded in binding him t the high muntain peak that wuld ne day becme the island knwn as Yha's Graveyard. T this very day, Mxix remains trapped in his island dmain, ever eager t
draw creatures t the ziggurat he calls hme. There he delights in turning peple t cannibalism, destructin, and insanity. Obscuring and disease-laden mists swirl arund the i sland, keeping its lands hidden and prtected frm tresp ass ers . Once per year, hwever, n the rs t full mn aer the rainy seas n, the mists part fr a single night. Sme explrers have munted expeditins t Mxix's is land during these events, but a s f yet, n ne has re turned the same persn she used t be; all bear the mark finsanity Mxix stamps n their bein g.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
IGHTE Twin talons attached to rotesque back-appendaes drip blood from this hideously emac iated jackal-leed albino demon.
Y Envionment any (
A AT X ,8,8oo CE Med ium utsi der (chatic, demn , evil , extrapla nar) I nit +; Senses darkvisin 6o ., detect good, detect la, true seeing; Perceptin +36 Aura unho aura (DC 5)
F A 42, tuch 25, at-fted 31 (+4 deec ti n, + Dex, +17 natu ra l) hp 526 (27d10+378); regenerat in 15 (gd weap ns r sp el ls) Fot +27, ef +30, Will +25 D 15/cld i rn and gd; Immune c h a r m a n d c m p u l s i n eects, deat h eects, ele ctricity, pis n; esist acid 30, cld 30, re 30; S 35
FF Speed 6 o . Melee + vorpal bastard sord +43/+38/+33/+28 (1d1 08/172o), claw +31 (2d6+4/1920 plu s 2d6 bl eed), 2 tal ns +31 (1d6+4/1920 pl us 2d6 bl eed) Space 5 .; each 5 . (15 . with tal ns) Specia l Attacks curse f livin g death, slwing gaze, sneak attack +3d6, swi cuts, swrd mastery Spell- Like Abilities (CL 2oth; cncen trati n +27) Cnstant-airalk, detect good, detect la ,freedom of movement, true seeing, unho aura (DC 25) At w-greater dispel magic, greater teleport, phantasmal killer (DC 21), spiked pitG (DC 20), telekinesis (DC 22) 3/day-acid pitG (DC 21), qu ickened blade barrier (DC 23), harm (DC 23), hungr pitG (DC 22) 1jy-reverse gravit, sum mn (level 9, any demn r cmbinatin f demns whse ttal cmbined CR is 20 r lwer o%), time stop, eird (DC 26)
TATT St 29, Dex 32, on 39, nt 18, Wis 23, ha 24 Bas e Atk +27; MB +36; MD 61 Feats Cmbat Expertise, Cmbat Reexes, Dazzl ing Disp lay, Deadly trke, Extic Weapn Prciency (bastard swrd), Greater Feint, Greater Weapn Fcus (bastard swrd), Greater Weapn peci al izatin (bastard swrd), mp rved Critical (bastard swrd, claw, taln), mprved Disarm , m prved Feint, Pwer Attack, Quic k Draw, Quicken p ell Like Ability (blade barrier, hatter Defenses, Weapn Fcus (bastard swrd), Weapn pecia lizatin (bastard swrd) Skills Acrbatics +41, ntimi date +37,
use of Living Death (Su) Once per ru nd, as a free actin as he kil ls a living creature, Nightripper can chse t alict that target with the curse f living death. The target can resist this curse with a su ccessful DC 30 Will save right befre it dies, all wing the victim t die nrma lly. f the victim fails its save, i ene a f hal f-l iving ae i beme mpl eely hel pless, u na ble t take any actins whatsever, but rema ins cnscius and aware fthe wrld, and f the pain in its bdy. t ca nnt be resurrected r therwise restred t li fe unti l the curse is lied. While the curse remain s in eect, the victim ta kes 1d4 pints f ntelli gence, Wisdm, an d Char isma dra in every day as any lingeri ng shreds f sanity are bl asted away. When each a bil ity scre is drain ed t zer, the DC f the curse i ncreases by +4. A cha racter suerin g the curse f livin g death ca n rem ai n i n thi s state frever, but as lng as any ne f her menta l a bil ity scres is at zer, she is capabl e nly f enduring pain and c annt bserve the wrld aru nd her. Even if the ch aracter's bdy is destryed, the cursed victim's cnsciusness remains as a disem bdied and invisible presence at the site fthis destructin, and cannt be resurrected r released t the aerlife. The save DC i s Charisma-based. Nascent De mon Lod Taits A nascent demn lrd is a pwerful d emn tha t has nt yet made the ful l transiti n frm un iqu e demn t ful l demn lrd f an Abyssal realm . They have several traits, as su mma rized here. m mu nity t charm and cm pu lsin eects, death eects, electricity, and pisn. Resistance t acid 30, cld 30, an d re 30. Summon Sp) Once per day, Nightripper can summn any demn r cmbin atin f demns whse ttal cmb ined CR is 20 r lwer. This ab il ity always wrks, an d is equiva lent t a 9th-l evel spel l. Tele pathy 30 0 feet. Nig htripper's natural weapns , as well as a ny weapn he wields, a re treated as chatic, epi c, an d evil fr the purpse f vercming d amage reductin. Nightripper can gran t spells t his wrshipers. He grants access t the dmai ns f Chas, Darkness, Evil, and trength. His favred weapn i s the basta rd swrd. Slowing Gaz e (Su) l wed (as the slo spell ) fr 1 rund , 30 feet, Wil l DC 30 negates. The save DC is Ch arisma -based. Swi uts (Ex) As lng as he is attacking with a swrd, Nigh tripper treats fes wh are staggered, n auseated, r und er the eects f a slo spel l (r sim ila r eects, such as hi s g aze) as if they were a t-fted. Swod Mastey (Ex) Nig htrippe r pssesses several swrd related b nus feats nrm al ly restricted t ghters. •
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Even tday, centuries aer his 13th and nal executin, memries fRiktus Scrn cntinue t haunt the nightmares fthse wh live alng the nrthern castlines f the Inner Sea. During his reign f hrrr, the man wh wuld cme t be knwn as the Nightripper used his psitin in the nw disbanded Graven Guard fTaldr t mve alng the shipping lanes with ease. His psitin amng the mercenary cmpany arded him time in cuntless settlements frm Glisfar t Crentyn, and in these unsuspecting twns he hunted. Sc rn preferred yung victims , that their vanishing uld ause he ms disess pssiblehis faies ee yung adults freshly in lve, althugh he seemed t have had n preference between man r wman. He abducted his victims with astnishing skill, trmenting them fr hurs with his blades be fre leaving them brken and bleeding t death at the bttm f a specially prepared pit far utside f twn. The mass murderer was nally captured by Cesandra Dayne, an bsessed priest f Sarenrae wh had lst her ancee and her father t Scrn. Only by frsaking the teachings f her church was she able t trap the murderer in the slums f Almas, and ahugh the resulting ght saw the death f a dzen inncent bystanders, in the end Cesandra had , her man alive. Aer Scrn was turned ver t the law in his hmetwn f Oppara, the authrities thught t prsecute him fr the deaths f n fewer than 46 knwn victims. When Scrn gleefully bragged f having murdered nearly a thusand men, wmen, and children, the authrities were eager t write ffhis ravings, yet aer Scrn prvided exacting details t the sites f 953 victims, and ne aer the ther his directins led t actual graves, the killer's sentencing was hasteneddeath by hanging. Yet Scr n survived. O ne aer the ther, attempts t execute the Nightripper failedheadsmen died ffright as they lied the axe, guilltines malfunctined, magic failed. Each btched executin le Scrn mre disg ured, but his legend grew. The 13th and nal executin put the man dwn nce and fr allr s it was hped . Scrn's sul went t the Bneyard, where smething amazing happenedhe pa sse d thrugh t the Abyss with his mind and memries intact. S remarkable was his retentin f his identity that it drew the attentin f Lamashtu hersel wh pulled the killer's sul frm the shudders me bs m f the Abyss and made him her persnal assassin, raising him frm a brken shell f a sul t a nasce nt demn lrd with greater pwer than he'd ever hped fr in life. His frm had changed, transfrming int a shape mre betting ne fhis hrric nature, yet his mind remained sharp and clear. Nightripper harbrs a strng desire fr revenge, but fr nw he serves dutifully as Lamashtu's favred trturer and assassin and
as the lrd f the dungens be lw her palace in the Abyss al realm f Kurnugia. But it is sai d that smeday, when he has repaid hi s debt t the Mthe r f Demns fr his ascensin and rescue frm the dregs f the Abyss, the Nightripper will return t his ld haunts. Only this time, it will nt be individuals he break s and bleeds and burie s in his pitsit will be entire cities.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
ONCI A cruel face and orc features dominate this creature's upper ha while its lower q uarters bear the sinewy shape of a centipede.
CE Large aberratin I nit +3; Senses darkvisin 120 ., tremrsense 6o .; Perceptin +
F A 20, tuch 1 2, at-fted 17 (+3 D ex, +6 na tur al, +2 shi eld , 1 size) hp 59 (7d8+28) Fot +6, ef +, Will + Defensive A bilities fercity Weaknesses light sensitivity
FF Speed 4 0 . , climb 40 . Melee mwk battle axe + (1d8+6j3), bite +10 (1d6+9 pl us pisn) anged mwk ln gbw +8 (1d8j3) Space 1 0 . ; each 5 . Specia l Attacks frenzy, spit
TATT St 23, Dex 17, on 18, nt 7, Wis 10, ha 16 Bas e Atk +5; M B +12 (+14 verru n); MD 25 (27 vs. verru n; ca n't be tri pped) Feats Acrbatic teps, mprved Overrun , Nim bl e Mves, Pwer Attack Skills Acrbatics +8 (+12 when um pin g), Clim b +16, Perceptin +5, tealth +6, wim +8
Envionment any undergrun d (Dark lands) Oganization sli tary, pai r, r nest (39) stand ard (heavy wden shi eld , mwk battleaxe)
A AT Fenzy (Ex) On ce per day, an rn ci that takes dam age in cmbat can y i nt a frenzy as a free actin the fll wing rund . Whil e in thi s state, an rnci can nt use any Chari sma-, Dexterity-, r n telli gence based skil l checks, but functi ns as if und er th e eects f a haste spell. The rnci c an cn tin ue t frenzy fr up t 3 runds, aer which it is staggered fr 1 rund .
Poison (Ex) Biteinury; save Frt DC 17;frequenc 1jrund fr 6 ru nds ; eect1d3 Dex; cure 2 cnsecutive saves. Spit (Ex) An rnci can spit pisn at a target withi n 30 feet as a stand ard actin . This is a ran ged tuch attack, and ca n nly be perfrmed nce every 1d6 rund s. f the atta ck is successful , the target is aected by the pis n ust as if it had been inured. The rnci can still pisn a target with each successful bite attack. Undesiz ed Weapons (Ex) Althugh a n rnci is Large, its uppe r trs is the same size as that f a M ediu m hum ani d. A a eul, n i wield weapn a if hey wee ne size categry sma lle r than the ir actual size (Mediu m fr mst rnci).
When drw eshwarping alchemy is turned and fcused upn an r, the bscene resu lt is called an rnci. Upn submersin in a fleshwarper's alchemical ichr, the unfrtunate r's legs merge, and its lwer bdy turns black and elngates t a length f apprximately 1 feet. This new bdy divides int segments, with each segment spruting a pair f shrt, sturdy, thin legs. Finally, the hrrr's tusks cnnect t newly grwn pisn ducts that cnstantly drip pisnus spittle. The r's head and upper bdy stay relatively intact as far as eshwarping ges, thugh its eyes smetimes adpt a dark, vacant stare. With the exceptin f the driders, the rnci are amng the mst useful f the bscenities prduced by fleshwarping. They embdy all the savage brutality f an r warrir, but munted centaurlike upn an even larger , mre p werful frame. Being less intelligent than drw, rnci make better shck trpers and advance sldiers fr drw armies than the dark elves themselves. Ornci wh have escaped the slavery f the d ark elves have becme favred champins fr certain clever r chieains . S me rnci even vercme their sensitivity t daylight given time, which makes them better suited t terrrize the surface lands.
ETFIED rAIDEN Fresh blood seeps from the cracks of this weathered but exquisitely detailed stone sculpture of a warrior woman.
pints f damage per caster level t a petried maid en, with n saving th rw. Transmute mud to rock immediately heals any and al l damage taken by a petried maiden . A stone toesh spell des nt actually chan ge the petried maid en's structure, but n egates its dam age reductin and s pel l resistance fr 1 run d. econstitution (Su) As lng as Geb's riginal curse that rst alicted the petried maidens remains unb rken, any petried maid en (an im ate r nt) that is dama ged r deyed lwly eun i und ama ged fm, even if parts f it were utterly destryed r carr ied away. Fr a relatively unda maged petried maid en, this slw prcess can be cmp leted in a week r s. Fr a petried mai den reduced t rubbl e, it might take years. f a petried maiden is destryed whi le und er the eects f a stone to esh spell, it cannt recnstitute and is perma nentl y destryed. Weapon Expetise {Ex) A petried maid en is prcient with any ne martial weapn. t g ains a +1 bnus n attack and da mage rlls with this weapn . •
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NE Medium undead I nit +; Senses darkvisin 6o .; Perceptin +12
F A , uh a-fed 0 (+ Dex, +o naual) hp 67 ( d8+27) Fot +6, ef +4, Will +6 Defensive Abilities cha nne l resistance +2, petried bdy, recnstitutin; /adamantine ; undead traits; S 17
FF Speed 3 0 . Melee +I scimitar +13/+8 (1d6+6/1820), sla m + (1d6+2 plu s cu rse f stne) r sla m + (1d6+6 p lus curse f stne)
TATT St 18, Dex 12, on , nt Wis 11, ha 16 Bas e Atk +6; M B +10; M D 21 (cannt be disarmed) Feats Cleave, mprved nitiative, Pwer Attack, Vital trike, Weap n F cus (scim ita r) Skills nti mid ate +15, Perceptin +12, tealth +13 Languages Cmmn (cannt speak) SQ weapn expertise
Y Envionment any la nd (Fiel d f Maide ns) Oganization sl it ary, ga ng (24), r crew (520) Teasue standard + scimitar, ther treasu re)
A AT use of Stone (Su) Cursetuch; save Frt DC 17; onset 1 min ute;reuenc 1jday; eect 1d6 Dex. A creature alicted by the curse f stne slwly turns t stne, its skin turning an ashen gray and hardening int a stny texture. F r every 3 p ints f Dexterity dam age taken , the victim gains a +1 natural arm r bnus. The cu rse f stne can nly be cured by remving the cu rse fl lwed by a stone toesh spell t und the damage it has dne. fthe c urse is nt remved rst, stone toesh nl y restres 1d3 p in ts f Dexterity, th ugh these can be lst again as the curse cntinues t spread . The save DC is Charisma -based. Petied Body (Ex) The stny esh f a petried mai den reacts t certain spel ls a nd eects as nted belw. A transmute rock to mud spell deal s 1d6 •
Petried maidens are the remains f the army f warrir wmen led by the pirate queen Mastrien Slash in her failed invasin f suthern Geb. The wizard king Geb himself cursed the warrirs, turning them t stne and creating what is nw knwn as the Field f Maidens. While a petried maiden appears at rst glance t be a cnstruct, it has in fact been animated by the restles s undead spirit f the warrir maiden it nce was. The nature f Geb's curse remains mysterius even tdayit is simply knwn that ccasinally the spirits f the slain inhabit their stny crp ses and lurch t vengeful unlife. When this ccurs, the maiden's stne weapn changes t steel (thugh it remains fused within the maiden's grasp ) . The weapn can be recvered when the maiden is destryed. Cnnected t ne anther by sme unknwn frceperhaps a side effect f Geb's cursethse petried maidens whse remains have bee n remved frm the Field f Maidens
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
SYCHOO All life has its beginning and its end. Frm the mment f birth, everything that shriek s and struggles upn the Material Plane crawls tward a singular nale, that fatal climax that grants p assage int the River f Suls and the unimaginable innities f the aerlife. As the spirits f the deceased w frm the cnfusin f mrtality t their ultimate fates, they are each judged by Pharasma, gd des s fdeath, wh as sures that all wh di e reach their prescribed aelife. Ye ih all he ld s f he Maeial Plane, ih the cuntless faces and e xceptins f mrtality, and with all ths e wh wuld turn fate and nality t their wn devices , death as a system and institutin requires mre agents than a single gddess t uphld. S serve the psychpmps denizens f the Bneyard and the dispassinate stewards, chrniclers, and guides fall that die. Psychpmps preside ver the flw f life. Their primary cncerns fcus upn suls in the vulnerable transitin between death and their nal destinatins upn the planes. Ps ychpmps car ry ut their duties with the di spa ssin f veterans and cynics. I n terms f servic e measuring in ages, psychpmps meet cuntless suls frm innumerable wrlds, and sn nearly every stry, fate, plea, and exceptin becmes all t familiar. They care little fr the histries r persnalities fthe suls that pass them by, cncerned nly fr the efcient and unvaried prce ssing f each spirit t its nal unremarkable eternity. Damnatin and paradise are the same t them, as are here s and villains , and n psychpmp cares ne jt fr great deeds le undne, ther fates hanging in the balance, r bribes wrth even a wrld's ransm. But while drudger y is the lt fmany psychpmp sinterrupted nly by the diversins they smetimes create fr themselvestheir system is nt withut flaws. There are thse wh wuld seek t deny the natural rder f deathcreatures that prey upn suls, spirits lst in their migratin, undead abminatins . T cunter such abnrmalities and pre serve the w f suls as the multiverse requires, numerus specialized psychpmps exist t prtect the dead and cunter any wh wuld se ek t p ervert the state f death t their wn ends. Ntewrthy amng psychpmps are their masks. Nearly all wh have dealings with the living wear sme manner f grim face cvering r funerary mask. While these masks are nt part f a psychpmp's bdy and grant them n special abilities, the lege nds f numerus cultures su ggest that a living creature that sees a psychpmp's unmasked cuntenance invites a premature death. Ths e psychpmps wh deal predminately with the dead typically eschew such marks f statin except as a frmality. As ps ychpmp s help cnvey suls t all f the Outer Planes, and thus prvide petitiners equally t each f
PsYCHOOM UsHERS Beings ancient and dispassinate rise abve the psychpm p d rves, emissa ries f dms wh have presided ver the deaths f whl e n atins, races, and wrlds. These eldest and mst ecient servants f death hld great respect fr Ph ara sma, b ut are nt necessari ly her mi nin s, striving t ful ll their wn visins f death's ult imate pu rpse and prcess ver a ll ther bectives. Atrps the Last ister Barzah k the Passage Ceyana n the hep herd Dam ma r the Den ied mt the ymb l f Dm Mther Vul ture Mrtyu, Death's Cnsrt Narakaas the Cleansing entence The Pale H rse Ph legyas, Cns ler f Atheists alc, Mi nder f m mrtals Teshallas the Primrdial Pisn Vale t he Curt f Ancestrs
thse realms, they enjy a special status amng many planar races as respected neutrals. As such, mst ther planar races grant them a wide berth, with even archns and dem ns gi ng ut f their ways t avi d interfering with death's emissaries. Sul-hungry daemns and reality-vilating qlippth number amng the nly race s that actively ppse psychpmps. Cnsequently, the deadlier classes f psychpmps watch fr and hunt disruptive members f these race s, s eeking t expunge the paths between the planes f any that wuld impede the cer tain cycle f death.
PSYCHPMP SBTYPE Psychpmps are neutral utsiders native t the plane knwn as the Bneyard. Psychpmps have a particular suite ftraits (unless therwi se nted in a creature's entry). Pychpmp Trait: A psychpmp has the fllwing traits. Darkvisin 6 o feet and lw-light visin. Immunity t death effects , di sea se, and p isn. Resistance t cld 10 and electricity 10 Except where therwise nted, psychpmps speak Abyssal, Celestial, and Infernal. Spirit Touch (Ex) A psychpmp's natural weapns, as well as any weapn it wields, are treated as thugh they had the host touch weap n special ability. Spiritsense (Su) A psychpmp ntices, lcates, and can disti nguish between living and undead creature s within 6o feet, just as if it had the blindsight ability. •
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SYCHOO EITI
Eyes the dead cast of onyx lare from beneath the leionnaire's helmet wor n by this ominous black-wined ane.
CR 15 X ,00 N M ediu m utsider (extrapl ana r, psychpmp) I nit +13; Senses darkvisin 6 o ., l w-light visin, spiritsense, true seeing; Perceptin +28 Aura eminal a ua so ., D C 3)
F A 32, tuc h 19, at-fted 23 (+9 Dex, +13 natu ral ) hp 216 (6d0+128) Fot +13, ef +19, Will +S acid, death eects, disease; ess cld 10, electricity w; S 26
FF Speed 30 ., y 100 . (gd) Melee + scthe +27/+22/+17/+12 (2d4+13/1920jX4) Spell- Like Abilities (CL 14th; cncentratin +19) At w-detect good, detect evil, dimensional anchor (D C 19), dispel magic,Jreedom of movement, gaseousform, greater teleport (self p us so bs. f bects nly), invisibilit (self n ly), plane sh (self n ly), speak ith dead, status, true seeing, veil ay nger of death (DC 22Jorbiddance undeath to death (DC 21) 1jy-energ drain (DC 24) -
TATT St 24, Dex 29, on 26, nt 17, Wis 20, ha 21 Base Atk +16; MB +23; MD 42 Feats Alertness, Bleedi ng Critical, Cleave, Critical Fcus, mprved Critical (scythe), mprved nitiative, Pwer Attack, Weapn Fcus (scythe) Skills Bl u +24, Di pl macy +24, Escape Artist +28, Fly +32, nt imidate +24, Knwledge (planes, rel igi n) +22, Perceptin +2 8, ense Mtive +7, tealth +28 Languages Abyssal, Celestial, Cmmn, nfernal SQ change sh ape (wl, raven, r vulture; beast shape 1, spirit tuch
Y Envionment any (the Bneyard) Oganization sli tary, pai r, r dirge (37) Teasue standard + scthe, ther treas ure)
A AT Teminal Aua (Su) Every rund, a ny creature withi n so feet f a me miti m that h as 1 r fewer hit pints but is stabl e must su cceed at a DC 23 Will saving th rw r be aected by the spell bleed. Any dying creature within range f this a ura
des nt receive a Cnstitutin check t stabi lize, but can stil l be heal ed as nrma lthugh it ma y be aected by bleed in subseque nt runds if it is n t restred t o r mre hit pints. Any creatures with fast he ali ng r regeneratin must als succeed at a DC 23 Will save every rund r that abi lity des nt functin fr 1 rund . The save DC i s Char isma-b ased.
Sldiers knw memitims as t he angels f death, the black winged spe cters whse wn minus hsts cmp se a third impartial legin elded in the cluds abve the bldiest battlegrunds. As cmbatants shed their mrtal frms in drves, memitims ready their weapns, prepared t drive back all manner f mnstrus, sul-hungry scave ngers that lurk just beynd the veil f death. While daemns, night hags, and undead number amng their mst persistent fe s, memitims strike against any wh wuld deny the dead passage int the River f Suls r wh wuld cut a life shrt t harvest its essence. While mst memitims impartially preside ver bldshed and massacres, their full wrath manifest s against any wh wuld cut numerus lives shrt in unnatural pursuit ftheir suls.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
SYCHOO 5HOKI
A narled staff keeps this rizzled hunchback standin under the weiht of his ramlike horns and his massive snail shell.
HOKI X ,00
CR 9
N M ediu m utsider (extrapl ana r, psychpmp) I nit +4; Senses darkvisin 6o ., detect chaos, detect evil, detect good, detect la, detect magic, lw-light visin, spiritsense; Peepin +
F A 25, tuc h 15, at-fted 20 (+4 Dex, +1 ddge, +10 nat ura l) hp 115 (d+6o) Fot +9, ef +11, Will +14 Immune acid, c harm , cld, death eects, fear, sleep; esist el ectricity ; S 24
FF Speed 3 0 . Melee +2 cold iron quartersta (1d6+6 plu s sul lck) Spell- Like Abilities (CL 9th; c ncent ratin +12)
-detect chaos, detect evil, detect good, detect la, detect magic At w-etherealness, invisibilit (self n ly), mass cure moderate ounds (DC 15, ha rm u ndead n ly), protection om evil, protection om good, searing light 1jda y-plane sh (self n ly)
TATT St 16, Dex 19, on 22, nt 18, Wis 21, ha 17 Base Atk +10; M B +13; M D 28 Feats Alertness, Cmbat Casting , Ddge, rn Wil l, Persuasive Skills Blu +6, Diplmay +o, nimidae +0, Knwledge (arcana , plan es, religi n) +17, Perceptin +22, ense Mtive +22, pel lcra +14, tealth +17 Languages Abyssal, Celestial, Cmmn, nfernal SQ change shape (any huma nid; alter se, spirit tuch
Y Envionment any (the Bneyard) Oganization slitary Teasue d u b l e +2 cold iron quartersta 2d4 hly symbls, ther
A AT Soul Lock (Su) On ce per day, a sh ki can use its +2 cold iron quartersta capture the sul f a creature at the threshld f deathany unde ad creature r bein g with o r fewer hit pints. The target must succeed at a DC 19 Wil l save r be slai n, its spi rit lcked within the sh ki's sta A crpreal u ndead transfrms i nt a crpse if aected by this abi lity, whi le an incrprea l undead is trapped bdily within the sta(this ab il ity cancels a ghst's abi lity t reuvenate). A spirit trapped withi n a s hki's sta can nt be returned t life thrugh any me ans sh rt f true resurrection, miracle, r ish. A trapped sul can be freed ifthe shki will s it, r by casting banishment, dismissal, rfreedom upn th e sta A shki's sta can n ly cntain ne sul at a time. The save DC is Wisdm- based.
Shkis are the cllectrs f lingering suls, tasked with cmpelling even the mst deluded beings t take the first step int the River f Su ls. The ir tactics are varied , but mst start by cunseling the wayward dead using thesphical arguments and blunt warnings f the ravenus things that wait t feed upn lst spirits. Each shki bears pwerful tls t aid it in such pursu itse clectic cllecti ns f hly symbls and withered staves f cld irn capable fimprisning a single sul. Shkis nly use their staves against the mst stubbrn r demented suls, whm they capture and pers nally escrt t the Bneyard fr judgment.
SYCHOO IDUUS
This dour bein has a mostly humanoid form enwrapped in a cocoonlike lower body and wields a lare quill.
N M ediu m utsider (extrapl ana r, psychpmp) I nit +4; Senses darkvisin 6o ., lw-light visin, spiritsense; Perceptin +14
F A 16, tuch 10, at-fted 16 (+6 natur al) hp 47 (d10+2o) Fot +, ef +4, Will +10 Immune death eects, dise ase, m in d-aecting eects, pisn; esist cld 10, electr icity 10; S 15
FF Speed 3 0 . , c l i m b 3 0 . Melee qu il l + (1d4 plus censr r expurgate)
Expugate (Su) A viduu s that strikes a dead creaturesuch as a sul, petitiner, r undead creaturewith its qui ll can bl iterate that creature's mem ries. The creature must succeed at a DC 15 Wil l save r have all f its mem ries erased. t retains language an d basic knwledge, but n detail s as t the events f its li fe. Thi s typical ly leaves the creature calm a nd in dierent t all beings arund it. This memry lss is permanent, thugh the memries can be restred by lesser restoration, mod memor, r s i m i l a r spel ls. Mem ries lst in this mann er are cpied int ne f he numeu me peed by he viduu. Thi i a mind aectin g eect. The DC is Ch aris ma- based. Tansfomation (Su) A viduu s that is reduced t o hit pints transfrms. ts ccn b dy bursts pen, expelli ng a swarm f biting white-and-b lack centipedes (same statistics as a spider swarm) and a ban k fmindo centered n th e viduus's squa re. A viduus c an purpseful ly transfrm by spend ing three cnsecutive ful l-run d actins, i n which case it refrms smewhere in the Bneyard 1 mnth later.
TATT St 10, Dex on 18, nt 15, Wis 19, ha 16 Bas e Atk +; M B +; M D 15 Feats Alertness, mprved nitiative, rn Will Skills Blu +11, Cli mb +8 , Diplmacy +11, < nwledge (histry, pla nes, religi n) +10, Perceptin +14, ense Mtive +14, tealth +8 Languages Abyssal, Celestial, Cmmn, nfernal SQ spirit tuch, transfrmatin
Y Envionment any (the Bneyard) Oganization sli tary, pai r, r li bra ry (312) Teasue standard
A AT ens o (Su) A viduus that strikes a living creature with its qu il l can rewrite that creature's memries. The creature mu st succeed at a DC 15 Wil l save r have its me mrie s aected in a man ner simila r t the spell mod memor. The vi duu s can rewrite 1 day's wrth f the target's me mries with a s ing le strike. As a result, the creature is either stunned r cnfused fr the n ext 1d4 ru nds (o% cha nce f either). At the GM's discretin, this mi ght have ln ger-term eects. A creature's me mries can be restred by lesser restoration, mod memor, r simil ar spells. Memries lst in this manner are cpied int ne f the n umerus prtected by the viduus. Th is is a min d-aecting eect. The DC is Cha risma- based.
Viduuse s ccupy the libraries and s criptriums lcated atp Pharasma's spire. While lesser psychpmps recrd every sul's death and ultimate fate upn the planes, viduuses are interested in mre extrardinary sulstheir lives, deeds, deaths, and secrets. Existence hlds many mysteries, and thse mrtals wh had brushes with the extrardinary have their tales and cnfessins recrded by these semi ccned schlars and added t the vlumes f the Bneyard's e xpansive library, knwn as the Catalgue f Last Days. Althugh pretentius in the extreme, viduuses prve quite knwledgeable abut many histrical and planar secrets, and what they dn't knw they generally have a decent idea f hw t research, ptentially summning ass istants frm acrss
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
�OBOT Prducts f technlgy advanced far beynd even th se f the gunsmiths f Alkenstar, rbts re pres ent cnstructs animated by engineering and advanced science rather than magic. The peple f Glarin think f rbts as "autmatns r "m etal mentheir prper nmenclature is knwn t nly a few. The rst rbts arrived untld years ag, when a ship frm beynd the stars smashed int Glarin. The metal vess el eneed he amsphee in a blae f e and bke apa, scattering fragments acrss the plains fNumeria. Over the fllwing centuries, several varieties f rbts emerged r were recvered frm sme fthese ruins. A few still fllw the alien dictates f their riginal prgramming, while thers run amk, their directives crrupted r frgtten. Perhaps the best-knwn rbts are the fabled gearsmen, a veritable army f humanid rbts fund stred and awaiting rders in a massive hld in Silver Munt. The means f cmmanding rbts vary frm mdel t mdel, a surce f endless frustratin fr Numerian articers. Sme bey rders frm any humanid, sme bnd t a speci c master until her death, and thers yield nly t the cmmand fbr che s r rds recvered frm Silver Munt. Still thers submit aer mechanical surgery, r nt all. A surprisingly large fractin f uncntrlled rbts already speak Cmmn r Hallit. Mst mdels exhibit cnsiderable linguistic talents, and the rbts train each ther in their new hme's languages. Despite cmprehending Numerian languages, mst rbts rarely spe ak save fr terse acknwledgments and rder s.
THE RBT SBTYPE "Rbt is a special subtype that can be applied t any cnstruct withut changing its CR. Rbts share sme features with clckwrk cnstructs The Inner Sea World Guide 256), and as with clckwrks, yu can simply remve the rbt subty pe and its traits t transfrm it int a typical cnstruct animated by magic. A cnstruct cannt pssess bth the rbt and the clckwrk subtypes. A ll rbts gain the fllwing traits, unle ss nted therwis e. Intellient: Rbts are intelligent, and thus have skills and feats as apprpriate fr their Hit Dice. Unless therwis e indicated fr a sp ecic rbt, a ll rbts have Intelligence scres f 10. The fllwing are class skills fr rbts: Climb, Disable Device, Fly, Knwledge (all), Linguistics, Perceptin, and Sens e Mtive. Vulnerable to Critical Hits: Whenever a rbt takes extra damage frm a critical hit, it must make a DC 15 Frtitude save t avid being stunned fr 1 rund. I f it makes a successful saving thrw, it is staggered fr 1 rund. The rbt remains immune t ther surces f the stunned cnditin. •
•
•
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Vulnerable to Electricity: Rbts take 150% as much
damage as nrmal frm electricity attacks, unle ss they are immune t electricity via ther special de fens es. Dcult to Create: Rbts are craed via cmplex methds hidden and well guarded in Numerian ruins r ther technlgical bastins. While the Technic League has develped magical slutins t sme f these requirements, actual details n creating rbts are beynd the scpe fthis bk.
NMERlAN TECNLGY Miraculus and deadly treasures lie in wait in Numerian dungens, and the rbts that dwell there ften utilize these te chnlgical arms and tls themselves. A rbt's weapns and defenses are e led by its central energy cre, and unless therwise indicated, a rbt's weapns and defens es have in nite ammunitin and pwer. Frce Field: A frce eld sheathe s a rbt in a thin layer f shimmer ing energy that grants a number fb nus hit pints th at varie s accrd ing t the rbt (typica lly 5 x the rbt's CR). All damage dealt t a rbt with an active frce eld is reduced frm these hit pints first. As lng as the frce eld i s active, the rbt is immune t critical hits. A frce eld has fast healing e qual t the rbt's CR, but nce its hit pints are reduced t the frce field shuts dwn and des nt reactivate fr 24 hurs . tegrated Weapry: A rbt that has a technlgical weapn (such as a laser rifle r chain gun) built int its bdy treats such weapns as natural attacks and nt manufactured weapns attacks, and cannt make iterative attacks with these weapns . Integrated weapnry can still be targeted by effects that target manufactured weapns (such as maic weapon spells r sunder attempts), but as a general rule cannt be harvested fr use utside f the rbt's b dy nce the rbt is destryed. A rbt is always prc ient with its integrated weapns. Integrated ranged weapns d nt prvke attacks f pprtunity when red in melee cmbat. Laer Weap: These weapns emit beams f intensely fcused light waves that reslve as tuch attacks and deal re damage. A laser can pass thrugh frce elds and frce eects like a wall of force withut damaging that eld t strike a fe beynd. Objects like glass r ther transparent barriers d nt prvide cver frm lasers (but unlike frce barriers , glass still takes damage frm a laser strike pass ing thrugh it). Invisible creatures are immune t damage caused by a laser weapn. Fg, smke, and ther cluds prvide cver in additin t cncealment frm laser attacks. Plama Weap: These weapns emit bursts f superheated, electrically charged gas knwn as plasma. A plasma weapn's attacks reslve as tuch attacks. Half the damage dealt by plasma is re damage, and half is electricity damage.
OBOl NNIHILATO This towerin scorpion-like construct makes tortured shrieks as it moves its metallic weapons thrummin with otherworld ener.
CR 16 X 7,8oo N G argant uan cnstruct (rbt) I nit +6; Senses darkvisin 120 ., lw-light visin, tremrse nse 6o .; Perceptin +24
F A 31, tuc h 9, at-fted 28 (+2 Dex, +1 ddge, +22 na tur al, 4 si ze) hp 250 (2od10+6o pl us 8o hp frce eld) Fot +8, ef +8, Will +7 Defensive Abi lities hardness w; Immune cld, cnstruct traits; esist electricity 30, re 30 Weaknesses vulnerabl e t critical hits, vulnerable t electricity
an an ni hi latr rbt can g ain a y speed f 6o feet (pr man euverabil ity) fr a du ratin f 1 m in ute. hain Guns (Ex) These advanced rearms have a range incre ment f 200 feet, autmatica lly relad as a free actin, and never misre. An ann ih il atr's cre can prcess scrap metal int new amm unit in, eectively giving the ann ihi latr innite amm with these weapns. ombined A ms (Ex) When taking a ful l attack actin, an ann ihi latr can attack with melee an d ranged i ntegrated weapns s imultaneusly. Plasa ance (Ex) A a anda d ain n e evey 3 un d, an an nih ilatr may re a 120-ft-lng l ine f plasm a frm its tail. All creatures in thi s area take 2od6 pints f plasma damage (Reex DC 22 halves). The save DC is ntell igence-ba sed. Suppessing Fie (Ex) As a standard actin, an an nih ilatr can use its chai n gu ns t re in a 100 -ft cne. When it des s, it makes a singl e chain gun atta ck against every target in this area.
FF Speed o ., cli mb 30 .; bster ets Melee 2 cl aws +28 (2d6+12/1920) anged 2 inte grated ch ai n gu ns +19 (8d6j4) Space 20 .; each 20 . Special cmbined arms, p lasma lance, suppressing re
TATT St 34, Dex 15, on , nt 14, Wis 13, ha 1 Base Atk +20; M B + 36 ; M D 53 (61 vs. tri p) Feats Cmbat Expertise, Cmbat Reexes, Deadly Aim, Ddge , Great Frtitude, m prved Critica l (cha in gu n), m prved nitiative, Mbi lity, kill Fcus (Acrbatics), Weapn Fcus (cha in g un) Skills Acrbatics +28 (+36 when u mpi ng), Cl imb +20, n timid ate +15, Perceptin +24, e nse M tive +24 Languages Cmmn, Hall it
Y Envionment any (Num eria) Oganization slitary Teasue n n e
A AT Booste Jets (Ex) As a swi actin u p t 1 0 times per h ur,
The rst knwn annihilatr rampaged thrugh western Numeria in 0 A destrying dzens f twns and villages befre retreating with mre than a dzen prisners int the Felldales. Since then, increasing numbers f these immense an d devastating rbts have been sptted in the regin. Annihilatrs s eem driven t destry structures and slaughter living fes, yet they en gather up the dying and uncnscius frm battlefieldstheir purpse fr keeping these battered but still living prisners is unknwn.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
OBOT, EAAN Made of what appears to be burnished brass this construct resembles a suit of armor with a lowin lass orb for an eye.
X ,oo N Med iu m cnstruct (rbt) I nit +1; Senses darkvisin 6o ., lw-light visin; Perceptin +1
F A 0, uh , a-fed 9 (+ Dex, +9 nau al ) hp 42 (4d0+20) Fot +, ef +2, Will +2 Defensive Abil ities hardness w; Immune cnstruct traits Weaknesses vulnerable t critical hits, vuln erab le t electricity
FF Speed 2 0 . Melee slam +9 (1d4+7) r mwk spe ar +10 (1d8+/3 p lus 1d6 el ectricity) anged mwk spe ar +6 (1d8+6j3)
TATT St 20, Dex 13, on , nt 10, Wis 13, ha 1 Bas e Atk +4; MB +9; M D 20 Feats Cm bat Reexes, Pwer Attack Sks Cra (any ne) +8, Di sab le Device +8, Perceptin +8 , Prfessin (any ne) +7, ense Mtive +8 Languages C m m n , H a l l it SQ adaptive learni ng, charge weapn, self-repai r
Y Envionment any (Nume ria) Oganization sli tary, pai r, r squ ad (312) Teasue stan da rd (masterwrk spear, ther treasu re)
A AT Adaptive Lean ing (Ex) A gears man has a num ber f skill pints equa l t 4 + its nt mdier per Hit Die, and treats Cra and Prfessin a s class skil ls beynd thse pssessed by al l rbts. n additin, a gearsman has a nu mber f bnus skill ranks equal t its Hit Dice that can be reprgrammed t apply t any skillthese ranks cannt be split amng multiple skills and must all a pply t ne skill . A gearsman may change wha t skill these bn us ran ks apply t up t nce per day by cncentrating fr 1 min ute, durin g which tim e it can take n ther actins. Rather than spend these bnus ranks n a skill , a gearsma n can ch se t devte them t weapn knwledge, gaini ng prciency with a single weapn instead f bnus ra nks in a skil l. All gearsmen a re autmatically prcient with al l sim ple weapns. ha ge Weapon (Ex) Any metal melee weapn wielded by a gears man becmes cha rged with e lectricity and deals +1d6 pi nts f ele ctricity dam age n a hi t.
Self-ep ai (Ex) A gearsman's na nites heal it f dam age at the rate f a n umb er f hit pi nts per hu r equal t its Hit Di ce (4 hit pints per h ur fr mst gearsmen). U p t nce per day, as a ful l- rund acti n, it can h eal a ny rbt it tuches f 4d6 pi nts f dama geif a gea rsman uses this a bi lity n itsel it autmatical ly heals the maxim um a munt: 24 pints f damage.
Of all the imps sible arti facts f Silver Munt, nne has been a gre ater bn t the Technic Leag ue than the fabled geasmen. F easns kn n nl hemseles , man f these rb ts s erve the articers fthe Technic League as s hck trps and guards, perfrming their tasks with mechanical detachment and cldly lgical efciency. Yet they serve a purpse beynd Numeria, disbeying their putative maste rs whenever rders cntrad ict their mysterius internal directives. When questined abut their lapses, a gearsman answers nly with endlessly patient silence .
OBOT, rYIDON This metallic creature has pincer-tipped arms and a sinle red eyeities with eerie race via blasts of fire from its back.
X ,8oo N Large cnst ruct (rbt) I nit +6; Senses darkvisin 6o ., lw-light visin, superir ptics; Perceptin +20
F A 25, tuc h 11, at-fted 23 (+2 Dex, +14 na tur al, 1 size) hp 167 (15d10+30 p lu s 55 hp frce shi el d) Fot +10, ef +12, Will +10 Defensive Abil ities hardn ess 10, resili ent; Immune cld, cnstruc t traits Weaknesses vulnerabl e t critical h its, vulnerable t electricity
FF Speed 20 ., y 90 . (perfect) Melee 2 claws +22 (1d6+8 plus grab), 2 quantum lashes +22 tu ch (1d10 frce/1920) anged integ rated l aser ri e +16 tuch (2d10 re) Space 1 0 . ; each 5 . (2o . with qua ntum l ash) Attacks cmb in ed arms, cnstrict (1d6+8), rckets
TATT St 27, Dex 15, on , nt 12, Wis 14, ha 1 Base Atk +15; MB +24 (+28 gra pp le); MD 36 (can't be tri pped) Feats Cmbat Reexes, Flyby Attack, Great Frtitude, mprved nitiative, mprved Lightning Reexes, Lightning Reexes, Pint-Bl an k ht, Precise ht Skills Fly +26, Knw ledge (eng ine eri ng) +19, Perceptin +20 Languages Cmmn, Hall it
Y Envionment any (Nume ria) Oganization sli tary r uni t (26) Teasue n n e
A AT ombi ned Ams (Ex) When taki ng a ful l-attack actin, a myrmidn can attack with melee and ra nged integrated weapns s imultaneusly. Lase ile (Ex) A myrmidn's eye is an integrated l aser ri e. Thi s weapn has a ra nge i ncrement f 250 feet. Quantum Las h (Ex) A myrmidn's tw facial tentacles l ash ut with su rprisin g frce, and are ca pable f extend ing up t a reach f 20 feet. These la shes are pr imary attacks that deal frce dama ge n a successful hit . They reslve as tuc h attacks, but the damage dealt is nt mdi ed by trength, nr can it be im prved via Pwer Attack. A quant um lash threatens a critical hit n a 1920. A quantu m l ash that strikes a frce eld r frce eect has a c ha nce t disr upt tha t eect. Agai nst a mag ica l frce eect l ike a all oo ce, the myrmid n m akes a special ch eck as if it were casting dispel magic ag ai ns t the eect (CL th). Agai nst a r bt's
frce eld , the rbt struck mu st succeed at a DC 18 Frtitud e save r its frce el d is deactivated fr 1d10 runds, aer which it returns at the same hit pint level it was at befre it was deactivated. Th e save DC is ntelligence-based. esilien t (Ex) Myrmidns receive a +3 racial bn us n a ll saving thrws. ockets (Ex) As a standa rd actin, a myrmidn can re a rcket t a ra nge f 8oo feet. A rcket expldes n impact in a 30-ft-radius burst, dealing 6d6 pints f re damage and 6d6 pi nts f bl udgeni ng dama ge t all creatures in th e area (Reex DC 18 ha lves). A myrmidn carri es a maxim um f ve rckets. ts cre can reple nish red rckets at the rate f ne pe r 12 hu rs, crain g new rckets frm scrap metal and ther cll ected cmpn ents used in the cnstructin prcess. The save DC is ntell igence-b ased. Supeio Optics (Ex) Myrmidns see invisib le creatures r bects as if they were visib le.
Myrmidns are highly mbile rbts prgrammed t patrl the skies abve imprtant lcatins. They tend t react with swi vilence, and en interpret any anmalus sensry input as prf f hstile intent and rain destructin n the ffending target. Mst have analyzed enugh language t cmmunicate, but rarely chse t d s. The Technic League has had little succes s in reprgramming myrmidns t submit t their cntrl, with mst such attempts r esul ting in devastating backlashes as the rbts run amk until destrye d.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
5AWN O OVAGUG The spawn f Rvagug are titanic terrrs, slavering mnstrsi ties f immense size and stren gth that live nly t destry. They are unnatural things, brn f a fundamental wrngness in the universe where entrpy gnaws at the r t f reality. Nne knw whether the spawn fRvagug are the literal children fthe Rugh Beast in a bilgical sense, fr it is almst impssible t think f what manner f creature culd survive cpulatin with Ragug he gesain f suh eible abminains. Perhaps their fremthers a re nt remembered because these beasts ripped their way frm the wmb with their wn claws, tearing and rending their way t matricidal freedm. Sme sages speculate that perhaps Lamashtu herself bre them in ne mnstrus brd at the dawn ftime, befre Rvagug's imprisnment, but nne fher blasphemus rites r scriptures attests t this, and her faithful make n claim that these terrrs are sacred t the Mther fMnsters. Whatever their prvenance, spawn f Rvagug are living engines f destructin, slumbering fr lng perids befre awakening with an incmprehensible hunger fr sus tenance and devastatin. Their rampa ges lack cruelty r premeditatin. If they indeed can trace any lineage t the Rugh Beast, they did nt inherit his spirit f hateful and wantn viciusness. Instead, they are cmparatively simple c reatures, their ur ges t destry purely instinctual. They wreak havc because it is what they were created t d , eac h in their wn way. It may be that spawn fRvagug repr ese nt a divergence in the fabric f reality, a n atural flaw that s eek s t unravel the threads f the universe even as the universe attempts t heal itsel f arund them, which in turn the sp awn f Rvagug experi ence as a su ffcating cnstric tin. They must de stry if they are t s urvive, rending re ality t create space t breathe, figuratively speaking. Their apparent satiatin at the end f rampages may simply repre sent the spawn unraveling the rder fthe univers e sufficiently t allw them t nce mre rest in p eace. Their hibernatin resumes until the universe knits itsel f back tgether t t ightly, chking the spawn nce mre until they rise yet again in anther waking rampage f annihilatin. It is knwn that certain strange and nigh-impss ible rituals are c apable f attracting the attentin f a sp awn f Rvagug r awakening ne frm lng hibernatin. Such rituals may draw the spawn t a place r perhaps pint it in a certain directin, but taking full cntrl f a spawn f Rvagug is whlly imps sible. The earl iest recrded appearance f a spawn f Rvagug, in ancient Ninshabur, was f Festering Ulunat, the Unhly First, whse immrtal carapace twers ver Osirin's capital
f Sthis and has spawned cuntless legends abut a future end-time wherei n he might reawaken. Perhap s the mst famus f Rvagug's living spawn is the Tarrasque, the Armageddn Engine, but Wrath-Blazing Xtani, the Firebleeder, and Unyielding Kthgaz, the Dance f Disharmny, have reputatins n less terrifying in Garund and Vudra, respectively, amng thse aware f their existence.
SPAWN F RVAGG TRAlTS Span fRagug ae Cls sal magial beass , and gain he nrmal features f a creature f that type as well as the fllwing traits cmmn t all s pawn fRvagug. Damage Reducti (Ex) Spawn fRvagug have DR /epic. Frightul Preece (Su) Spawn f Rvagug radiate an aura fterrr in a 30 0- ft radius. Hiberati (Ex) Spawn fRvagug can sleep fr years, decades, r even centuries and d nt need t eat r breathe during these p eri ds f drmancy, thugh they breathe nrmally and eat ravenusly and almst cnstantly nce they've been awakened. If a spawn f Rvagug is frced int an envirnment where it cannt breathe a nd wuld suffcate, it ges int hibernatin until cnditins are right fr it t reawaken. While in hibernatin, a spawn f Rvagug's damage reductin imprves t o/epic and it gains immunity t any spell r sp ell-like ability that allws spell re sistance as well as all divinatin effec ts. mmuitie (Ex) All spawn f Rvagug are immune t ability damage, bleed, disease, energy drain, mind-affecting effects, paralysis, permanent wunds, petricatin, pisn, and plymrph. In additin, each spawn f Rvagug pssesses immunity t tw f the fllwing energy type s: acid , cld, elec tricity, re, r snic. Regeerati (Ex) All spawn f Rvagug pssess regeneratin, and n frm f attack can suppress this regeneratin; they regenerate even if disi ntegrated r slain by a death effect . I fa sp awn fRvagug fails a save against an effect that wuld kill it instantly, it rises frm death 3 runds later with 1 hit pint if n furthe r damage is dealt t its remains. It can be banished r therwise transprted as a means t save a regin, but a methd t kill S pawn f Rvagug has yet t be discvered. Spell Reitace (Su) A spawn f Rvagug pssesses spell resis tance equal t 11 + its CR. Utppable Frce (Ex) A sp awn fRvagug can always charge, even if its mvement is impede d r its path i s blcked by anther creature. It r eceives a +2o racial bnus n cmbat maneuver checks t verrun and Strength checks t break r destry bjects, and can make ne such check as a free actin a s part f a charge. In additin, the natural weapns f a spawn f Rvagug ignre all frms f damage reductin and hardne ss .
5AWN OF OVAGUG·{HEMNOXIT, THE ONARH
(HENOSi E )ONCH O This massive beast possesses a mouth raspin teeth and tentacles with bitin mouths. In the center its maw rests alowin evil eye.
CHEMNOSIT X 89,00
CR 23
CE Clssal magical beast I nit +5; Senses darkvisin 6o ., lw-li ght visin, tremrsense 180 .; Perceptin +27 Aura figh ful p eene (300 ., DC 6)
F A 39, tuc h 3, at-fted 38 (+1 Dex, +36 na tur al, 8 size) hp 472 (27d10+324); regenera tin 3 0 Fot +29, ef +18, Will +13 D 15/epic; Immune abil ity damage, acid, b leed, cld, disease, energy drain, mi nd-aecting eects, paralysis, perm anent wunds, petricatin, pisn, plymrph; S 34
FF Speed 40 ., burrw 40 . Melee 6 tthed tenta cles +33 (2d10+13/1920 pl us g rab) anged ray +20 ( j1920) Space 3 0 . ; each 3 0 . Speci al Attacks hu ngry gaze, spi nes, swal lw whle (2d10+13 pl us 1d4 tr dama ge, AC 28, 47 hp) Spell- Like Abilities (CL 27th; cn centr atin +32) At wil l (DC 21) 1jday
TATT St 36, Dex 13, on 34, nt 5, Wis 14, ha 21 Bas e Atk +27; MB +48 (+52 grapp le, +68 verrun); MD 59 (can't be tripped) Feats Abil ity Fcus (hungry gaze), Awesme Bl w, B leedi ng Critical, Bl ind- Fight, Critical Fcus, Great Frtitude, m prved Bul l Rush, m prved Critical (ray), m prved Critical (tthed tentacle), mprved nitiative, rn Will , Lightni ng Reexes, Pwer Attack, Weapn Fcus (tthed tentacl e) Skills Cl im b +20, Perceptin +27, wim +17 Languages Akl SQ hi bernatin , unstppa ble frce
Y Envionment any (Darkl ands) Oganization slitary Teasue n n e
A AT Hu ngy Gaze (Su) Che mnsit's gaze attack deal s 3d6 pints f nn letha l da mage p lu s fatigue at a d istance f 120 feet. A successful DC 30 Frtitude save negates the fatigu e. Creatu res al ready fatigued becme exhausted; creatures al ready exhausted becme staggered. A creature that fai ls its save must succeed at a DC 30 Wil l save r gain an verwhelm ing cmpulsin t eat esh f creatures f its type, incl udin g its wn if n ther is availab le. The save DCs are Charisma -based.
Spine s (Ex) Creatures striking Chemnsit with natural weapns, un armed strikes, melee weapns , r melee tuch attacks take 2d6+12 pints f dama ge.
The dread burrwer Chemnsit is an engine f destructin, able t devur the stutest cnstructin and the mightiest f mrtals with ease. His pwer lies in the prfane glamur f his glw ing eye, inspiring a gru es me urge t de vura hunger fr the flesh f ne's wn kind. Fr all his pwer, this is the true dre ad fthe Mnah Wm. While he bus nsanl hugh the Darklands t the dee pest Vaults fOrv, he smetimes rises t Glarin's surface bringing annihilatin in his wake, as thse crrupted by his awful eye wreak devastatin upn themselves and their wn peple. Chemnsit drinks in the carnage like a feast befre devuring any survivrs.
OLNAGU THE ND5JNGE This immense creature's warty body is shaped like a many pointed star and from it sprout nearly a dozen drent win.
VOLNAGU X ,00
CR 22
CE Clssal magical beast I nit +10; Senses all -arund visin, blindsense 300 ., darkvisin 6o ., lw-light visin, scent; Perceptin +20 Aura fighful peene (300 ., DC )
F A 39, tuc h 9, at-fted 32 (+6 Dex, +1 ddge, +30 n atu ral , 8 s ize) hp 437 (25d10+300); regenera tin 3 0 Fot +26, ef +20, Will +12 D 15/epic; Immune abi lity damage, acid, bleed, disease, electricity, energy dra in, m in d-aecting eects, paralysis, perma nent wunds, petricatin, pisn, plymrph ; S 33
FF Speed 20 ., y 100 . (perfect) Melee bite +29 (4d6+12), 3 razr tng ues +29 (2d6+12j182oj3 plu s 1d6 bleed, 1 Cn bleed, an d bld rage), 6 wings +24 (2d8+6) anged 4 eye rays +23 (4d6 sn icj182o p lu s na usea) Space 3 0 . ; each 30 . (o . with razr tng ues) Spell- Like Abilities (CL 25th; cn centr atin +30) At wil lacidfog, greater invisibilit, song of discord (DC 20) 3/day w inds of vengeanc eG
TATT St 34, Dex 22, on 35, nt 7, Wis 14, ha 21 Base Atk +25; M B +45; MD 62 (can 't be tri pped) Feats Abi lity Fcu s (eye ray), Ddge, Flyby Attack, mp rved n itiative, m prved Precise ht, m prved Vital trike, rn Wil l, M bil ity, Pint-B la nk ht, Pwer Attack, Precise ht, n atch, Vital trike Skills Fly +19, Percepti n +20 Languages Akl SQ hi bernatin , shatter sile nce, unstppa ble frce
Y Envionment any (Casmarn) Oganization slitary Teasue n n e
A AT Blood age (Ex) Any creature taking bleed d amage frm Vlnag ur's razr tngues takes a 4 pena lty n Will saves and i s aected as the murderous command spell (Will DC 16 negates) each rund that bleedin g cntin ues, ignrin g al lies that are als taking b leed dama ge frm Vl nag ur. Eye ays (Su) Vlna gu r res eye rays at a ra nge f up t 120 feet. Creatu res struck by his eye rays are na useated fr 1 min ute (Frtitude DC 29 negates). n addit in, if the target fail s a secnd Frtitude save agai nst the same DC, it gains
ne f the fllwing cnditins, lasting as lng as the nau seated cnditin , as its mind and bd y begin t un ravel (rll 1d6): 1cnfused, 2fatigu ed (exhau sted if al ready fatig ued), 3sh aken ( incre ase severity ffear eect if al ready present), 4sickened, 5staggered, 6stunned . Rerll if an i dentica l cnditin a lready exists. This is a snic eect. The save DC i s Cha risma- based. Shatte Silenc e (Su) Vlnagur's presence unravels magical silence eects r eects that prvide ene rgy resistance ag ain st snic attacks. At the beginn ing f its turn, any such eect within 6o feet is ta rgeted as dispel magic (caster level 25th).
Vlnagur, the End-Singer, is an alien thing whse very presence brings turbulence, disturbance, and cacphny wherever he sars. He flits with effrtless grace upn a hideus as srtment f mismatched wings that cnstantly mlt and rt frm within, the ldest wings falling ff as new nes spri ng up and grw in their place. His sk irling cry awakens madness and bld fury in thse wh list en, as des the tuch f his impssibly lng, jagged-razr tngues. Alien harmnics induced by his grtesque gaze cripple thse upn whm he gazes .
5ELLXCA fET This undead horror's upper body is twisted and maormed and its hands end in tanles of blunt electric-blue tendrils.
n p a g e 1 3 f Pathnder Campaign Setting Inner Sea Magic in place f the fll wing eects, repl aci ng the CR f such eects with t he CR f the pel lscar fext. d% 0140 4170
CE Medium undead I nit +7; Senses darkvisin 6o .; Perceptin +14
F A 9, uh 3, a-fed 6 (+3 Dex, +6 nau al ) hp 85 (d8+4o) Fot +7, ef +6, Will +8 D 5/cld i rn; Immune undead traits; S 18 Weaknesses vulnerabl e t glass
FF Speed 3 0 . Melee 2 s la ms +14 (1d6+7j182o) Specia l Attacks deadly slam,
critical
TATT St 25, Dex 16, on , nt 8, Wis 13, ha 19 Base Atk +7; M B +14; MD 27 Feats Cleave, Cmbat Reexes, m prved nitiative, Pwer Attack, kil l Fcus (tealt h) Skills Cli mb +16, ntimi date +12, Perceptin +14, tealt h +18 Languages Cmmn S Q ravage magic
Y Envionment any (pells car Desert) Oganization slitary, pair, r hunt (35) Teasue standard
A AT Deadly Sl am (Ex) A pel lsca r fext threatens a critical hit with its slam attack n rlls f 82o. Dispell ing itical (Su) When ever a p ell scar fext successful ly scres a critical hi t with its sla m attack, the creature struck must succeed at a DC 19 Will save r be aected as thu gh by the targeted disp el versin f a dispel magic spell (caster level th). The save DC is Charisma- based. avage Mag ic (Su) Any targeted spell r spell- like abi lity that fail s t penetrate a pe llsca r fext's spell resistance is absrbe d by the fext an d warped i nt a frm f prima l magic . A pells car fext can twist nly a n um ber fspell levels per rund equal t its Charisma mdie r (4 fr mst pe llsc ar fexts); any spel ls in excess f this l im it autmatica lly bypass a pel lsc ar fext's spell resistance an d dn't trigger this ab ility. Rll n the fllwing table t determine the eect f a sp ell tha t has been aected by a p el lsc ar fext's ravage magic abi lity. Alternatively, a pel lscar muta nt may use any f the sam ple prima l magic events fun d
91100
Eect The sp ell has n effect. The pellscar fext emits a burst f negative energy, dealin g a nu mber f pints f negative energy damage equa l t 1d6 x the spell level f the triggering spel l t all creatures in a 30-ft radiu b urt The p el lscar fext instan tly switches p laces with the sp ell caster that targeted the fext with the triggering spell as thugh by dimension door. The spell is immediately turned back n its caster via spell turning. Vulnea ble to Glas s (Ex) A pellscar fext's hide is p articul arly vulnera ble t the penetratins f glass a nd glass-based weapns. pellsc ar fexts take 150% as muc h da mage as nrm al frm glass-headed piercing r slash ing weapns.
The abminable undead knwn as Spellscar fexts are frmed by wayward spellcasters wh perish in the sprawling badlands f the Mana Wastes, their bdies and suls perverted by the unpredictable primal energies that surge thrughut the Spellscar Desert. The average Spellscar fext stands abut 6 feet tall and weighs 00 punds. The unnatural and crruptive transfrmatins a fallen victim underges as it turns int a Spellscar fext render its bdy hard and especially resilient t the magical energie s f mst spellcasters. In a peculiar twist, the same crruptive energy that causes spells t bunce ff f Spellscar fexts' hides als strangely renders them susceptible t glass and glass-based weapns. Talented gunsmiths frm Alkenstar have managed t cra glass bullets fr rifle-wielding adventurers and mnster hunters fr the purpse f eradicating Spellscar fexts.
5TA MONACH This brilliantly colored moth rises taller than a house. A lon tail resemblin peacock feathers trails behind the creature.
TA ONA H X ,00
CR 9
CG Huge magical beast I nit +10; Senses darkvisin 6o ., lw-light visin; Perceptin +16 Aua dreamwarden (30 .)
F A 22, tuch 15, at-fted 15 (+6 Dex, +1 ddge, +7 n atu ral , 2 size) hp 114 (12d0+48) Fot +12, ef +, Will +9 D 5/silver; Immune cld; S 20
FF Speed 30 ., y 8o . (average); staright Melee 2 claws +14 (1d8+4 plu s grab), tail +14 (2d6+4 nnl ethal ) Space 1 5 . ; each 5 . (15 . with tail) Specia l Attacks glwsa p, r ake (4 claws +10, 1d6+3) Spell- Like Abilities (CL 12th; cn centr atin +16) Cnstant-entropic shield At wil l-dancing lights, restful sleepG 3jda y-deep slumber (D C 17), dream, andering star motesG (DC 18) 1jy-cloak of dreamsG (D C 20)
TATT St 18, Dex 23, on 18, nt Wis 17, ha 18 Base Atk +12; MB +18 (+22 grap pl e); MD 35 (43 vs. tr ip) Feats Alertness, Ddge, Flyby Attack, Hver, mprved n itiative, rn Will Skills Fly +14, Perce ptin +16, e nse M tive +12 Languages Cmmn (can't spea k); telepathy tuch SQ navigatina l awareness, n b reath, txic esh
A AT
uter space. t ies thrugh space at an incredib le speed. Althugh exact travel times vary, a trip within a singl e sla r system shuld t ake 3d2o h urs, while a trip beynd sh uld take 3d2 o days (r mre, at the GM 's discretin). Toxic Fle sh (Ex) A star mn arch's esh i s pisn us. A creature bitin g it r ingesting any part f its bdy becmes sickened fr 1d4 rund s (Frtitude DC 20 negates) and is aected as if it had cns umed a dse f arsen ic (Core Rulebook 558).
Deamwaden (Su) Any sle epin g creature withi n 30 feet f a star mn arch i s prtected by protection om evil and sanctuar (Will DC 15 negates). The save DC is Cnstituti n-ba sed. Gl owsap (Ex) As a standard actin, a star mna rch can spray a target withi n 30 feet wit h an a dhesive spittle as a ranged tuc h attack. A creatu re struck is aected as a tan gleft bag (Reex DC 20 partial ; see Core Rulebook 160). n additin, this adhesive glws un der starlight r mn light, limn ing the target asfaeriere if used utdrs at n ight. The save DC is Cnstitutin- based. Navigationa l Awaeness (Ex) tar mna rchs never becme lst and are immu ne t maze spel ls r a ny eect that wuld c a u s e t h e m t l s e t h e i r s e n s e f directin. Stalight (Su) A star mna rch can survive in the vid f
Star mnarchs are magical emiss aries f Desna, the guide and prtectr fths e wh wander and guardian f dreams . They y in glwing cluds thrugh the vid f space, visiting Glarin t watch ver the faithful fDe sna. Star mnarchs spin streamers f sticky silver, weaving evanescent gss amer ccns t enrbe thse wh slumber under their prtectin. These ccns sublimate int wisps f half-remembered dreams with the cming f dawn. Star mnarchs rarely intervene directly in cmbat, mre en helping gd creatures by aiding them frm the shadws, guiding their paths, r guarding them while they sleep. Star mnarchs can be fund acrss Glarin in a variety f irides cent hues, and all are sacred t fllwers fthe Sng fthe Sphere s.
Y Envionment any (Varisi a) Oganization sli tary, pair, r rab bl e (36) Teasue n n e
5YN Robed in silk and its own real wins this humanoid assays its surroundins with the lethal detachment the owl it resembles.
yrinx ade pt 1 LE Mediu m hu man id (syrinx) I nit 1; Senses darkvisin 6 ., lw-lig ht visin ; Perceptin +3 (+ a nigh)
F A tuch at-fted (1 Dex) hp 5 (1d61) Fot 1, ef 1, Will +4; +2 vs. mind-aecting eects
FF Speed 30 ., y 6o . (average) Melee qu artersta 1 (1d61) Adept Spell s Pepaed (CL 1st; cncen trati n +3) 1st (DC 13) -detect magic, ghost sound (D C 12), read magic, stabilize
TATT St 8, Dex 8, on nt 12, Wis 1, ha 11 Base Atk +; MB 1; M D 8 Feats Cmbat Casting Skills Fly +3, Perceptin +3 (+ at night), pellcra +; acial Modies +2 Perceptin at night, +2 tealt h at nigh t Languages Cmmn , yrinx; speak with avians
Y Envionment temperate m unta ins (Arcadia) Oganization sli tary, pair, r cel l (38) Teasue standard
A AT Speak with Avian s (Ex) yrinx can speak with al l b irds f the an ima l creature type and bi rdlike magical beasts (like phenixes and thunderbirds).
Frm ly mnastery-cities entrenched in saring cliff sides and high muntain valleys, the syrinx s eek t bring p eace t all lands that fall within sight f their marbled spires. Erudite and al the wl-like schlars embrace art, philsphy, and nebulus faiths, seeking t d istance them selves frm a histry f barbarism and ruin. T this end, they seek t enslave all lesser races, esp ecially thse withut wings. Their elitist culture rests up n thusands f bac ks in an elabrate hierar chy f slaves. Directly belw the syrinx are the strix, a race they magically mdied in the distant past t serve a s warrirs and slave masters.
SYRlNX CHARACTERS 6 RP) Syrinx are de ned by their clas s levels, and d nt ps se ss racial Hit Di ce. Syrinx have th e fllwing racial traits.
Dex, z Widm: Syrinx are cntemplative and patient, traits that make them s mewhat slw t act. Nrmal Speed: Syrinx have a base s pee d f3o feet. Flight: Syrinx have a fly spee d f 6o feet wit h average maneuverability. LwLight Vii: Syrinx can see twice as far as humans in cnditins f dim light. Darkvii: Syrinx can see in the dark up t 6o feet . Nctural: Syrinx gain a racial bnus n Perceptin and Stealth checks at night. Pide z RP Sin eeie a aia l bnus n saing thrws agains t mind-a ffecting effect s. Speak with Avia o R P) : See abve. Laguage: Syrinx begin play speaking Syrinx. Syrinx with high Intelligence scres can chse frm the fllwing: Auran, Azlant, Cel estial , St rix, r Infernal.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
HIN "AN The creature is unbelievab slender and has teeth led to points. Its lon anly arms end in hands with wicked sharp nails.
CN Medium fey I nit +7; Senses lw-light visin ; Perceptin +10 +10
F A , u u h 4, a-fed a-fed 3 (+3 (+3 Dex, + ddge, +3 na u al) h p 38 (7d6+4) Fot +4, ef +8, Will +7 Immune pisn
FF Speed 3 0 . , b u r r r w 2 0 . Melee bite +7 (1d6+4) (1d6+4),, 2 cl aws +8 (1d4+ (1d4+44 pl us 1d4 b leed) Space 5 .; each 5 . (w . with c laws)
TATT St 18, Dex 16, on 15, nt 8, Wis ha Bas e Atk +3; M B +7; M D 21 Feats Ddge, mprved mprved nitiative, rn Wi ll, Weapn Fcus (claw (claw)) Skills Cl im b +14, +14, E scape Artist +17, +17, Perceptin +10, tealth +13 (+25 (+25 in ca ne el ds), urvival +7; acial Mod ies +4 Escape Artist, +2 tealth tealth in cane elds Languages Akl SQ cmpressin, cmpressin, vanish
Y Envionment warm p lains (Nuat) (Nuat) Oganization slitary, pair, r band (38) Teasue n n e
A AT Vanis h (Su) Once per day as as a mve actin whi le ben eting frm cncealment, a thin man c an sim ply vanish frm frm sight . This gives gives it a +20 +20 bn us n tealth checks and the abi lity t hide i n plain sight fr fr 1 rund per H it Die even when th ere is n cver, cver, cncea lme nt, r sha dw nearby. f it makes an attack, attack, the thin ma n is n l nger in its vanished state. state. t usu ally uses this abil ity when attempting t t elude p ursuit.
The mysterius thin men f Nuat have lng been a part f Rahadumi legend. They inhabited tiny island hme lng befre human clnists rst arrived, and the s- called thin men have lived n the periphery f Rahadumi sciety r amng the indigenus cane elds since times lng frgtten. Their natural clratin and slender frames serve particularly well in cncealing them frm the prying eyes f suspicius humans. humans.
The thin men use their naturally hard and sharp claws t dig narrw burrws beneath the elds and cpses f the island. Their bdies have few bnesinstead, their skeletal framewrks are almst entirely cartilaginus in nature, which allws the m t navigate their tiny burrws with relative relative ease and es cape the ntice f their human neighbrs. Their clse cnnectin cnnectin with with the earth likewise gives them immunity t natural natural txin s. Thugh the thin men generally kee p t themselves , nly bserving their human cunterparts frm the shadws, n asin he ie f he meage fae fae f plan plan s , grubs, a nd small vermin n which which they nrmally nrmally subsis t, and catch a lca l farmer farmer alne in his el ds r tr aveling at at night. On these cca sins , they murder the the haples s victim and feast feast n his re mains . Their uncanny ability t hide in the endles s waving elds f cane lets them avid avid the patrl fthe Pure Legin r ps se fvenge f vengefful farme farmers rs that cme s arund t s earch fr fr the killer.
B B L 5HEHE This mass of shadow possesses a horric demon face. Several writhin tentac les sprout from its rublike body.
M BL HE PHE D X ,oo
CR
LE M edium utsider (incrpre (incrpreal) al) I nit +6; Senses darkvisin 6o .; Perceptin +10 +10
F A 4, u h 4 , a-fed a-fed (+ (+ dee i n, + Dex) hp 39 (6d10+6) Fot +3, ef +9, Will +8 Defensive Defensive Abil ities incrpreal Weaknesses sensitivity, planebund
FF Speed o ., y 30 . (perfec (perfect) t) Melee tuch +8 (shadw tuch r pssessin)
TATT St , Dex 14, on 12, nt 15, Wis 13, ha 15 Base Atk +6; MB +8; MD 20 (can't (can't be tri pped) Feats mprved nitiative, rn Wil Wil l, Lightni ng Reexes Reexes Skills Bl u +10, Disg uise +, Fly +14, nt imidate +,
Y Envionment any (Pl ane f hadw) hadw) Oganization sli tary, pai r, r r ch ir (312) (312) Teasue n n e
A AT Planebound (Ex) (Ex) An umbra shepherd is in herently tied t t the Plane f hadw, and can't survive survive fr fr lng n any ther p lan e withut a hst bdy. bdy. Each rund that an umbral shepherd is n anther plan e withut withut a hst b dy, it takes 1d6 pints f da mage . Possession (Su) An um bral shepherd can pssess pssess a h st bdy as if usin g magicar, save that if its hst bdy is kill ed while pssessed, the shepherd dies as well. An um bral shep herd can attempt a pssessin pssessin anytime it succeeds at a tuch attack, even even while a lready in a hst bdy. f the tuch ed creatu re fail s a DC 15 Wil l save, it becmes pssessed. Pssessin Pssessin by an u mbra shep herd takes a tll n its hst bdy, which ta kes 1 pint f Cnsti tuti n drain every every mnth it is s pssessed. Aband ni ng a hst bdy requi res the um bral sh epherd t either
take a standa rd actin (t (t appe ar in a squ are adacent adacent t the hst) r ma ke a successful pssessi n attem pt n a n ew hst. The save DC DC is Charis ma- based. Shadow Touch (Su) An umbra shep herd that succeeds at a tuch at tack can attem pt t disslve a pr tin f the victim's esh int shadw, which then dissi pates, deal ing 1d4 pi nts f Cnstitutin da mage. Victims th at succeed at a D C 15 Frtitude save save take ha lf dam age. The u mb ra shep herd can use this abi lity even even whil e pssessing a hst bdy. bdy. The save save DC is Ch arism a-based.
Umbral Umbral shepherds a re p arasitic entities eternally devted t Zn-Kuthn. Brught frth nt Glarin primarily by the shadwcallers f Panglais in Nidal, the the evil evil creatures relish the chance t infest hst bdies and use these vessels t further the wrk f their dark master. Thse infested by such creatures are identiable primarily by their pure-black eyes and fervr fr the Midnight Lrd, as well as the slw decay f their bdies. Umbral shepherds als serve as specialized trturers, with their ability t create bldless cavities and tunnels thrugh a prisner's bdy with a tuch f their hrrible, burrwing tentacles. tentacles. Whether Zn-Kuthn created the umbral shepherds r simply discvered and adpted them int his faith is unclear, but the shadwy parasites are irrevers ibly ibly linked t bth him and their hme plan e. Thugh they lust fr fr the chance t spread their wrship elsewhere, expsure t the light and energy f ther planes is extremely harmful t them, thus necessitating the use f hst bdies. Umbral shepherds value their hsts as vehicles but ultimately see them as dispsable, knwing that withut withut pwerful pwerful magic their ves sel s will gradually sicken and die. An umbral shepherd that believes its vess el is clse t d eath almst almst always always abandns it rather than risking death itsel and usually transfers t a new hst. In their natural state, umbral shepherds are shaped like limbless, demn-faced humans made f cherent shadw, and are capable f spawning any number f tentacles f varying sizes. Sme religius schlars believe that the rst Jyful Things may have been attempts by Kuthites t change themselves int smething clser t the shepherds, yet this remains the unsubstantiated sp eculatin f utsiders.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
AIt A It ETALA With its bloodlessesh and eyes ey es the color col or of deepe st ni_ht ni_ht this imperious bein_ bein_ obviously no lon_er numbers amon_ amon_ the livin_. livin_.
Female hu man vetala racle 5 N E Medium undead (augmented (augmented huma nid, hu man) I nit +6; Senses darkvisin 6 . ; Percepti n +16
F A 21, tu ch 13 , at-fted at-fted 18 (+4 (+4 arm r, +2 +2 Dex, +1 ddge, +4 natural) h p 61 (5d8+35); fast h ea li ng 5 Fot +8, ef +4, Will +6 Defensive Defensive Abil ities cha nne l resistance +4; D magic magic a nd gd; Immune undead traits; esist electricity 10, re 10 Weaknesses veta a wea knesses
cnsciusness r psyche by sme, the academics fVudra frm where mst vetal as hailcall this fundamental vital frce prana. prana. Regardless f their desir e's name, vetalas prey upn thse wh shw creative creative prmise, ps se ss ptent frce frce f will, r seem de stined fr fr greatness , draining the m st brilliant s urces f mrtal light t fuel fuel thei r wn unnatural embers. Their dark mastery f life frce allws vetalas t pssess crpses r even verwhelm the minds f living creatures. With these stlen masks and the resurces f abducted lives, lives, they wrk their ful ful wills . Vealas ae said be he spiis f hilden "bn evil, wh never received received burial rites upn their deaths. Smetimes ne fthese evil spirits takes hld fa crpse nt neces sarily its wnwhich wnwhich becmes its anchr t the mrtal wrld. wrld. Such yung suls seek ut exp eriences and life energy, becming as wicked as any ther vampire as they endlessly indulge indulge their prfane, prfane, deathless desires .
FF
CREATlNG A VETALA
Speed 3 0 . , c l i m b 3 0 . Melee 2 claws +7 (1d6+4 plus para lysis) Specia l Attacks Attacks drai n pran a (DC 18), 18), mal evle evle nce, paralysis (1d4+1 (1d4+1 run ds, DC 18), pssess crpse Oacle Spell s Known (CL 5th; cncen trati n +) +) 18 , false le, le, inict moderate 2nd (6Jday) death knell (DC 18, ounds (DC 18), levitate, minor image (DC 18), silence (DC 18) causefear (DC 17), command (DC 17), doom (DC 17), 1st (8/day) causefear inict light ounds (DC 17), 17), obscuring mist, shield offaith (at will ) bleed (D C 16), 16), detect magic, ghost sound, (at guidance, light, mage hand, read magic, resist ance Mystey bnes
"Vetala is an acquired template that can be added t any living creature with r mre Hit Dice (referred t hereafter as the base creature). Mst vetalas were nce humanids, fey, r mnstrus humanids. A vetala uses the base creatures stats and abilities abilities except as nted here. the base creature creature + C: Same as the AL: Any evil. (augmented). Type: The creature s type changes t undead (augmented). D nt recalculate class Hit Dice, BAB, r saves. See: A vetala gains darkvisin 6o . Armr Cla: Natural armr imprves by +4. Hit Dice: Change all racial Hit Dice t d8s. Class Hit Dice are unaffected. As undead, vetalas use their Charisma mdifiers t determine bnus hit pints (instead f Cnstitutin Cnstitutin).). Deeive Abilitie: A vetala gains channel resistance +4, DR magic and gd, and resistance t re 10 and electricity 10 in additin t all f the defensive defensive abilities granted by the undead type. A vetala als gains fast healing · If reduced t o hit pints in cmbat, a vetala is helpless and its fast healing ceases t functin fr 1 hur. Addit inal damage de alt t the vetala has n effect. effect. Its b dy might be subjected t any methd f dismemberment r desecratin, but aer 1 hurregardles hurregardles s f the state state f its remainsit regains 1 hit pint, is n lnger helpless , and resu mes healing at the the rate f hit hit pints p er rund. Weakee: Vetalas cannt tlerate the sund f prayers r religi us mantr as reci ted by thse trul y faithf faithful ul t a g d deity. Any character with a gd-aligned deity can frce a vetala t recil by dramatically praying as a stand ard actin. Praying desnt harm a vetala; it merely keeps the creature at bay. A recili ng vetala must stay at least feet ee t away frm a praying character and cannt tuch r make melee attacks against it. Aer 1 rund, a vetala can ght ght past its revu lsin
TATT St 18, Dex 15, on , nt 16, Wis 1, ha 2 2 Bas e Atk +3; M B +7; MD Feats Alertness", Blind-Fight, Cmbat Casting, Deceitful", Ddge , Extra Extra Rev Revelati elati n, mprved nitiative", Mb ility, kil l Fcus (Disgu ise)" Skills Bl u +16, Clim b +, Dipl macy +14, +14, Disguise +27, Knwledg e (reli (reli gin) +11, Perceptin +16, en se Mtive +19, +19, pel lcra +11, tealth tealth +16; acial Modies +8 Disg uise , +8 +8 Percepti n, +8 +8 ense M tive, +8 tealth Languages Cmmn, nfernal, nfernal, Vudrani S Q racle's curse (hau nted), revelatins revelatins (death's (death's tuch, undea d servitude, v ice f the g rave) rave)
Y Envionment any (Vudra) Oganization slitary Teasue N PC gear (chain (chain shirt, cloak of resistance + potions of invisibilit invisibilit 2] , ther treasure)
While mst f the Inner S ea's vampir es lust fr fr living bld, the mysterius vetalas hunger fr a mre intangible frce: the energy that infus infus es mrtal mrta l minds. Refee Refeedd t as
and functin nrmally each rund it succeeds at a DC 25 Will save. The prayers thse wh wrship nn-gd d eities r wrshi p n deit y have n effect n a vetala. Reducing a vetalas hit pints t r lwer incapacitates it but d esnt always destry it (se e fast healing) . Hwever, cnsecrating the vetalas remains and burying the bdy destrys it frever. A vetalas bdy is cnsidered cnsecrated if it is duse d with a vial f hly water and burie d, i f it is burie d in eart h affected by the spell consecrate, r if bless, prayer, r a similar divine spel l is cas t upn it as it is being buie d. Diggi ng up a ealas p se pfaning he aea where it's buried des nt restre a buried vetala. Speed: Same as the base creature. A vetala als gains a climb spe ed equal t its base land sp eed . Melee: A vetala gains tw claw attacks ifthe b ase creature didnt have them. A vetalas claw attacks d damage as a creature nce siz e categry larger (fr example, a Medium vetala's claw attack deals 1d6 pi nts f damage). A vetalas natural weapns are treated as magic weapns fr the purps e f vercming damage reductin. Special Attack: A vetala gains several sp ecial attacks. Save DCs are equal t 10 + 1/2 the vetala's Hit Dice + the vetala's Cha mdier unles s therwise nted. Drain Prana (Su): A vetala can drain th e mental vitality f a grappled pp nent. If the vetala establishes r maintains a pin, it drains this energy, dealing 1d4 pints f Charisma damage. Additinally, the victim is aected by the spell mod memo, as if the vetala had spent 5 minutes cncentrating. The vetala gains perfect knwledge fany memry it chses t eliminate us ing this ability. Vetalas en use th is ability t prevent victims frm remembering theyve been attacked. Malevolence (Su): As a full-rund actin, a vetala can attempt t take cntrl fa helpless living creatures bdy, as the spell maic jar (caster level th r the vetalas Hit Dice, whichever is higher), except that it des nt require a receptacle. The target can resist the attack with a successful Will save. A creature that successfully saves is immune t that same vetalas p sses sin fr 24 hurs . If a creature fails its save, its cnsciusness and cntrl f its bdy are subsumed as the vetala takes cmmand fits bdy. The vetala can remain in cntrl fr a number f hurs equal t its Charisma mdier r until it decides t end the ps ses sin. Whenever the pssessin ends r the hst bdy is killed, the vetalas cnsciusness instantly returns t its bdy, regardless f distance, s lng as it remains n the same plane. If the vetalas bdy has been destryed r mved t anther plane, the vetalas cnsciusness is destryed when the p sse ssin ends. While p sse ssing anther creature, the vetalas bdy is empty and vulnerable, thugh it is i nstantly aware ifits bdy is disturbed r takes damage. Parasis (Ex): Any creature struck by a vetalas claws must make a succe ss ful Will save r be paralyzed fr 1d4+1 runds . Elves are immun e t this effect.
Possess Corpse (Su): As a full-rund actin, a vetala can
pssess a Large r smaller crpse just as it can a living bdy. The vetalas cnsciusness leaves its bdy and takes cntrl f the cr ps e, animating it as eit her a skeletn r zmbie (depending n its state f decay). The vetala can remain in cntrl f a crpse indefinitely, and can cmmunicate thrugh the bdy, but cannt u se a ny f its ther special abilities. This ability therwise functins just as malevlence. Ability Scre: Str +4, Dex +2, nt +4, Wis +2, Cha +6. As an undead eaue, a eala has n Cnsiuin se. Feat: Vetalas gain Alertness, Blind-Fight, Deceitful, Imprved Initiative, and Skill Fcus (Di sguise) as bnus feats. Skill: Vetalas gain a +8 racial bnus n Disguise, Perceptin, Sens e Mtive, and Stealth checks.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
EILED ME This monstrosity has a six-eyed face and six lon tentacles four endin in lowin spheres and two in what look like hands.
Languages Ableth, Akl, Aquan, Azlanti, U ndercmmn; telepathy 300 . SQ change shape (any mall r Medium frm; greater pomorph, runemastery, swi transfrmatin
Y
LE Large aberratin (aquatic, shape chan ger) I nit +10; Senses darkvisin 120 .; Perceptin +23
F A 30, u h 5, a -fed 4 (+4 am , +6 Dex, + naua l, 1 size) hp 200 (16d8+128); fast h ea lin g 10 Fot +13, ef +13, Will +14 electri city, mi nd- aectin g eects; esist cld 20; S 25
FF Speed 10 ., swim 8o . Melee bite +17 (2d6+6 p lus c nsume memry and slim e), 2 cl aws +17 (1d6+6 plu s sli me), 4 tenta cles +12 tuc h (2d6+3 electricity plus thug htla nce) Space 1 0 . ; each 10 . (20 . with claws and tentacles) Specia l Attacks delayed suggestin, mucu s clu d Spell- Like Abilities (CL 2oth; cn centr atin +26) Cnstant-mage armor At w-detect thoughts (D C 18), dominate person (DC 2 1), hpnotic pattern (DC 18), illusor all (DC 20), mirage arcana (DC 21), persistent image (DC 21), programmed image (DC 22), proect image (DC 23), veil (DC 22) 3y-dominate monster (DC 25), quic kened dominate person (DC 21), geasquest (DC 22), mass suggestion (DC 22) Socee Spells Known (CL 12th; cncentratin +18) 6th (4-smbol of persuasion (DC 23) 5th (-smbol of pain (DC 22), teleport 4th (?-dimension door, phantasmal killer (DC 20), smbol of sloing (DC 21) 3rd (?-clairaudienceclairvoance, explosive runes (DC 20), hold person (DC 19), secret page 2nd (8-bindnessdeafness (DC 18), invisibilit, levitate, smbol of mirroring (D C 19), touch of idioc 1st (8-charm person (D C 17), comprehend languages, erase (D C 17), ra of enfeeblement (DC 17), silent image (D C 17) o (at will )-arcane mark, dancing lights, daze (DC 16), detect magic, ghost sound (D C 16), mage hand, message, read magic, touch offatigue
TATT St 22, Dex 22, on 27, nt 21, Wis 19, ha 22 Bas e Atk +12; M B +19; MD 35 (can't be tri pped) Feats Arcane trike, Cmbat Casting, Cmbat Expertise, Eschew Materials, Extend pell, mprved nitiative, Lightning Reexes, Quicken pell, Quicken pell- Like Ability(dominate person Skills
Envionment any water (Gl ari n's ceans) Oganization sli tary r sha l (1 veiled m aster and 28 abl eths) Teasue triple
A AT ons ume M emoy (Su) When a veil ed master bites a creature, i nume me f ha eaue' me mie. The creature bitten m ust succeed at a DC 24 Frtitude save r gain ne negative level. A veiled m aster heals 5 pints f dam age each time it grants a neg ative level in th is way, and a l s l e a r n s s m e f the target creature's mem ries (su bect t the GM's discreti n). This is a m in d-aecting eect. A veiled m aster can supp ress this a bil ity as a free actin. The save DC is Chari sma- based. Delayed Sugg estion (Sp) Whenever a veiled master successful ly uses dominate person r dominate monster n a creature, it can als im plant a delayed suggestion that triggers when dm inate eect ends. Typica lly, this suggestion (which functins as a spe ll- like abi lity, CL 2oth, Will DC 19 negates) is fr the previusl y dmi nated creature t seek ut the veiled master aga in and su bm it t a new dm inati n attempt, but smetimes, a veiled master imp lants ther suggestions (such a s a suggestion t attack the rst p ersn it sees). Mucus loud (Ex) Whi le un derwater, a veil ed master exudes a cl ud f transparent slim e i n a 30-ft-radius spread. All creatu res in this area m ust succeed at a DC 26 Frtitude save each run d r lse the abil ity t breathe air (but gain the ab il ity t brea the water) fr 24 h urs. Renewed cntact with this m ucus cl ud and fail in g anthe r save extends the eect fr anther 24 hu rs. The save DC is Cnstitutin -base d. unemastey (Ex) A veiled ma ster is particul arly skilled at casting spel ls that create magic al writing, such as explosive runes, secret page, r any spel l with the wrd symbl in its na me. t n ever requires material cmpnents r fcus cmpnents when casting such spells, a nd the save DC f any f these spel ls i ncreases by 1. A veiled master's symbl spel ls are dicul t t disarmthe D isab le Device DC fr these symbls i ncreases by 2. Sli me (Ex) A creature hit b y any f a veiled master's bite r claw attacks m ust succeed at a DC 26 Frtit ude save r have its skin a nd esh transfrm i nt a clear, sli my membra ne ver the cu rse f 1d4 run ds. T he creature's new esh is s and tender, reducin g its Cnstitutin scre by 4 as lng as the cnditi n persists. f the creature's esh isn't kept mist, it dries quickly a nd the victim takes 1d12 pints f damage every 10 m in utes. Remove disease a n d s i m i l a r eects can restre an alicted creature t nr mal , but im mu nity t disease ers n prtectin frm th is attack. The save DC is Cnstitutin- based.
Spells A veiled master can cast spel ls as a 12th -level srcerer. Swi Tansfomation (Su) A veiled m aster can use its chan ge sha pe abil ity as a swi actin. Thoughtlance (Su) Fur f a veiled master's tentacles end i n glwing spheres f light. These sphe res dea l 2d6 pints f electricity damage n a tuch attac k, and a ls bl ast a creature's mi nd with waves f menta l e nergya creatu re tuched by ne f these tentacl es (regardless f whether th e tuch de als electrici ty dam age) must succeed at a DC 24 Wil l save r be staggered fr 1 rund. Additin al tuche s in crease he duain by und. Wh ile a eaue i aggeed in hi man ner, it must ma ke cncentratin checks t cast spell s as if it were experienci ng extremely vilent mt in whi le castin g (DC = 20 + spell level). The save DC is Charisma- based.
The ableths are amng the ldest f Glarin's denizens, creatures that can trace back their presence in the deep est reaches f the wrld's ceans t times far befre humanity came t dwell upn the glbe r befre even mst deities themselves turned their attentins t th is tiny sphere f water and stne . I n thse ancient times, elde r frces a nd eldritch entities knew f the wrld. While they were nt gds as are knwn tday, even they were dismissed and ignred by the ableth race, fr the ableths knew that what the gds culd accmplish, s culd they, given time. And the ableths have always had ti me. During the era f ancient Azlant, when the ableths manipulated humanity like puppets, sme f their kind walked amng their pets in disguise, veiling themselves with magic t appear as humanids. These were the veiled masters, and if ne were t make the flish attempt at impsing human cnstructins n this alien race, the veiled masters wuld be cnsidered the nbility amng ableth-kind. In truth, while the ableths d tre at the veiled master s with utmst r esp ect and defer t their decisins, they are nt regarded as the rulers fthe race even stranger and mre dangerus entities rule ver the veiled masters in the deepest trenches belw the se a. Ableths are withut a dubt skilled at dminatin and illusin, but the veiled masters are the true experts f the arcane. It is they wh engineered the deceptins and manipulatins f ancient Azlant's culture. Their hidden gis a nd subtle caxings did much t encurage humanity's rst r ise t glry in that age, and many f Azlant's natins had veiled masters walking amng them, whisp ering int their leaders' ears. The peple
knew the veiled masters as pwerful wizards, and there were murmurs that the mysterius cabal was mre than human, but few suspected the truth fr very lng. The veiled masters handled such suspicins by ding vilence t the bdies and minds f thse wh prved t curius. It was the veiled master s wh rst learned f Azlant's grwing hubrisf their beliefs that they were greater than their patrns. At rst, their punishments were minr, yet t the veiled masters' surp rise and frus tratin, these acts nly strengthened humanity's reslve. In the end, Eahfall as he anse, and as Alan sank bel the waves, the veiled masters retreated t the depths as well, cntent fr nw that the devastatin abve wuld serve as a le ss n that wuld never be frgtten. Tday, the veiled masters live n. They walk amng the humanid races a gain, watching and waiting. The time t teach a new lessn draws ever clser.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
ESEGAUNT This amorphous mass of eyes tentacles and reen vapor vaue resembles a jumble rotten brain matter.
CR 12 X 9,00 N E M e d i u m ze I nit +6; Senses a l l - a r u n d v i s i n, b l i n d s i g h t 6 o . , true seeing; Perceptin +22 Aura madne (6o ., DC )
F A 20, tuch 1 2, at-fted 18 (+2 Dex, +8 na tura l) hp 19 5 (17d8+119) Fot +14, ef +9, Will +9 Defensive Abil ities amrphus, D aligned; Immune ze traits; S 23 Weaknesses ligh t sensitivity
FF Speed 10 ., y 6o . (perfect) Melee 2 sla ms +21 (2d8+8 pl us sip hn s pirit) Space 5 .; each 10 . Spell- Like Abilities (CL 17th; cncentrati n +2o) Cnstanttongue, true seeing At w-deeper darkness 3jy-contact other plane 1jmnth
TATT St 27, Dex 14, on 24, nt 15, Wis 15, ha 16 Bas e Atk +12; M B +20; MD 32 (can't be tripped) Feats Alertness, Cm bat Reexes, Great Frtitude, m prved n itiative, rn Wil l, Lightn ing Reexes, Persuasive, Pwer Attack, Weapn Fcus (sla m) Skills Di pl ma cy +10, Fly +15, ntim idate +17, Knwledge (plan es) +19, Perceptin +22, ense Mtive +12, tea lth +12 Languages tongues; telepathy 100 . SQ n breath
Y Envionment any (Aucturn) Oganization sli tary r cnvcatin (24) Teasue n n e
A AT Aua of Mad ness (Su) Any creature withi n a 6o -ft radius f the vespergaunt m ust succeed at a DC 21 save r be cnfused fr 1d4 rund s. O nce a creatu re successfull y saves, it can nt be aected by the sam e vespergaunt's aura aga in fr 24 h urs. As a free actin, the vespergaunt can suppress its aura. This is a mind aecting eect. The save DC is Cha risma -based. Damag e eduction {Su) A vespergaunt's damage reductin is bypassed by any weapn s that are chas-, evil- , gd-, r law-aligned.
Siphon Spiit {Su) Any creature tuched by a vespergaunt must succeed at a DC 21 Will save r gain 1 negative level as the vesperga unt ri ps away a p rtin f it s sul . A divine spellcaster gains a n additin al negative level with each fail ed save. The victim must save anew each time it is tuched, and a cha racter kil led by this attack disintegrates cmpletely except fr its eyes and stran ds f bra in matter, which bec me part fthe vespergaunt. O nly pwerful magic such as miracle r can resu rrect a creature slai n in thi s man ner.
Oen alled "hees es, espegauns ae emissaies and tls f the hrrible gd- thing s f the D ark Tape stry. Fund primarily n Aucturn, vesp ergaunts act as spir itual cnduits fr thse attempting t cntact the Great Old Ones, cllecting and relaying thse prayers deemed wrthy while als preparing inhabited wrlds fr the cming fthe Dminin f the Black. A typical ves pergaunt is 8 feet tall and 6 feet wid e, and weighs ju st punds.
ATE RAITH This eht-leed lizard has a round lamprey-like mouth full teeth and its scales slow chane color to match its surroundin.
CN Large ma gica l beast (aqu atic) I nit +; Senses darkvisin 6o ., lw-light visin; Perceptin +
F A 6, uh , a-fed 4 (+ Dex, + ddge, + na u al, 1 size) hp 19 (3d10+3) Fot +4, ef +4, Will +2
FF Speed 3 0 . , s wi m 4 0 . Melee bite +4 (1d8+2 plu s at tach), 4 cl aws +4 (1d6+2) Specia l Attacks bld drai n (1d2 Cnstitutin), rend (2 claws, 1d3+3)
TATT St 14, Dex 13, on 13, nt 3, Wis 12, ha 6 Base Atk +3; MB +6 (+ whe n atta ched); MD 18 (30 vs. trip) Feats Ddge, m prved niti ative Skills Percepti n +, tealth +1, wim +14 SQ amph ibius, expressive cha melen
Y Envionment warm rivers (Garund) Oganization sli tary, pai r, r swarm (312) Teasue n n e
A AT Expessive hameleon {Ex) On ce per ru nd as a free actin, a water wraith c an ch ange its cl r t any f its wn c hsi ng. A water wraith u sin g this abi lity t camuage itsel f gains a +8 bnus n tealth checks.
Water wraiths are eight legged amphibius lizards indigenus t the Mwangi Expanse with the ability t change their clr at will. This chamelen-like ability, cmbined with their superir intelligence, makes them cveted as extic pets r guard animals. They are imprted thrughut Garund fr thse virtues. Patient and cunning hunters, water wraiths prefer t lie still in pnds and rivers until their prey cmes within range. When an
unfrtunate creature des, these fearless hunters strike, their webbed claws prpelling them quickly frward either n land r in water. Once their tthy, eel-like muths attach t victims, water wraiths quickly begin t bleed them dry. Water wraiths depicted here repr esent the upper end f size limitatins fr captive specimens. In captivity, these creatures are deliberately kept underfed and rarely grw beynd feet in length. Water wraiths encuntered wild in the Mwangi wetlands, r kept n an unrestricted diet, g een me massie sie s. Strange superstitins are brn ut f water wraiths' clr-changing pwers. Thi s changeability is nt just a n autmatic de fensive resp nse, b ut can be a matter f sel expres sin, r eve n strategy and tactics n the part f the creature. Water wraiths ften expres s lik es and di slikes with an utward di splay f clr: br ight red i s frequently ass ciated with hunger, and dull green repres ents dislike r lack f interest. Sme small cmmunities in Katapesh and Osirin actually utilize water wraiths in a primitive system f juris prudence. The authrities releas e the accused int a pen with the creatures, then interpret the reactins fthe lizards as signs f guilt r inncence. All t frequently, the wraiths declare the accused inncent by virtue f being deliciu s. Water wraiths nd full blded elves t be unpalatable, but shw n aversin t their half-elven cu sins. Water wraiths are nt limited t changing clr in respnse t base drives, hwever. Sneaky and cunning, they d nt hesitate t blend int their surrundings despite their emtinal state if it affrd s them an advantag e in hunting.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
HILAW This creature lides on undulatin folds of leathery skin. Its spinnin circular mouth is lined with rows of razor-sharp teeth.
N Mediu m aberratin I nit +10; Senses darkvisin 6o ., keen sight, tremrsense 30 .; Perceptin +8
F A 20, tuch 16, at-fted 14 (+6 Dex, +4 nat ur al ) hp 102 (12d8+48) Fot +8, ef +10, Will +8 Immune re
FF Speed 10 ., bu rrw 10 ., y 90 . (perfect) Melee bite +16 (2d6+9 p lus burrwing bite) Specia l Attacks ying ch arge
TATT St 23, Dex 22, on 18, nt 3, Wis 10, ha 3 Bas e Atk +9; MB +15; M D 31 (can't be tripped) Feats Flyby Attack, Hver, m prved n itiative, Pwer Attack, Weap n Fcus (bite), Win gver Skills Fly +18, Perceptin +8, tealth +15 SQ dust clud
Y Envionment warm deserts (Rahad um) Oganization sli tary r ight (29) Teasue nn e (eye gems wrth 300 gp ea ch)
A AT Bu owing Bite (Ex) f a whi rl maw successful hits a ma ll r la rger creature with it s bite attack, it immedi ately attempts t start a grapp le as a free actin with a +4 b n us n t h e g r a p p l e c h e c k . f t h e g r a p p l e c h e c k i s successful, th e whirl maw's spi nni ng, sawlike m uth im mediately begins t burrw int the esh f the creature, dealing 4d6+12 pints f damage per rund until t h e g r a p p l e i s b r ke n . Dust lo ud (Ex) By rapidly beating the leathery aps fs k i n attached al ng its bdy, a whirl maw ca n raise a clu d fdebris while using its Hver feat ust as if it were a Large creature. Flying hage (Ex) When a whir l maw makes a cha rge attack whi le ying, it gains a +4 bnus n its attack rl l (rather than th e nrma l +2 bnus), and des nt take the nrmal 2 pena lty t Armr Class. Keen Si ght (Ex) A whirl maw is extremely sh arp-sighted. t takes nly half the p ena lty n Percepti n checks fr distance, and can see creatures in pen terrain cle arly frm u p t a mil e away.
Predatrs f the dee p de sert, whirlmaws are just ne f the many dangers p se d t thse wh travel the dry wastes
f inner Rahadum. Little mre than flying eaters, these creatures rise singly r in flights, and attack all ther living creatures that enter their territry. They are e qually at hme nestled in shallw burrws beneath sand dunes r re sting in the rcky crevices f muntains. When they hunt, they sar up n the high thermals and keep an eye ut fr ptenti al prey thrugh the stny rbs that serve as their eyes. These bizarre hunters prefer t burrw int the trss f their victims and cnsume the bld-rich rgans, leaving the crps es' peripheral parts fr sc avengers. Few that encunter these viciu s pred atrs live t tell f it. The skeletal remai ns f whirlmaws' victims can be ide ntied by the suspiciusly circular se ctins ftheir trss missing where the creatures burrwed thrugh and cnsumed the esh, bne, and rgans in their entirety. The green , gemlike e yes f a whirlmaw are pr ize d by thse wh seek extic and dangerus treasures in the desert. It is speculated by sme that these mystical rbs are the s urce f the whirlmaw's natural re immunity, and alchemists and wizards ften use them as cmpnents in creating magic items th at bestw that frm f energy r esista nce.
OUNDWY This massive eyeless draconic creature is covered in purple hued scales and sharp spiky protrusions.
Y Envionment any (the Wrldw un d) Oganization slitary Teasue triple
CE Hu ge dragn (chatic, evil) I nit + 5 ; Senses bli ndsight 6o .; Perceptin +22
F A 30, uh 0, a-fed 8 (+ Dex, + ddge, +o naual, 2 size) hp 225 (18d2+108) Fot +17, ef +12, Will +12 D 10jgd r l awful ; Immune acid, drag n traits, gaze attacks, ill usins, magic paralysis and sl eep, pisn, plymrp h, visua l eects; S 26
FF Speed 30 ., burrw 30 ., y 6o . (average), swim 30 . Melee bite +26 (2d8+10), 2 claws +26 (2d6+1o), tail s la p +21 (2d8+5), 2 wing s +21 (1d8+5) Space 1 5 . ; each 10 . (15 . with bite) Special Attacks breath weapn (1oo-. li ne, 16d6, Reex DC 25 fr ha lf, us ab le every 1d4 run ds), entrpic b reath, m aw f the Abyss Spell- Like Abilities (CL 18th; cn centr atin +23) -entropic shield, Jreedom o movement 1jy-pomorph an obect (DC 23)
TATT St 31, Dex 13, on 22, nt 14, Wis 13, ha 20 Base Atk +18; MB +30; MD 42 (46 vs. tr ip) Feats Bli nd- Fight, Critical Fcus, Ddge, Flyby Attack, m prved nitiative, Pwer Attack, natch, taggering Critical, tunning Critical Skills Acrbatics +19, Bl u +18, Diplmacy +15, Fly +18, ntim idate +26,
A AT Entopic Beath {Su) nstead f a li ne f acid, a wundwyrm can exh al e a 30-ft cne facidJog (as the spel l) that pei f mi nue. Any eaue ha begi n i un within th e entrpic breath becmes cnfused (Wil l D C 25 negates) fr as l ng as it remai ns within the cl ud a nd fr 1d6 ru nds t hereaer. Maw of the Abyss {Su) As a ful l- rund acti n, a wu ndwyrm can attempt t suck creatures and un attended bects in a 15-ft cne i nt a vrtex in its maw. Thi s acts as a dra g cmba t mane uver (CMB +30) again st creatures, and acts as a trength check with a +10 bnus t break bects. Unattended bects weighing less than 100 punds are autmat ical ly drawn int its m aw. Creatures and bects al ike take 1d12 pi nts f snic damage per rund within the cne. While using this abi lity, a wun dwyrm can nt spea k, use its breath weapn, r make attacks r attacks f pprtunity with its bite attack.
Wundwyrms are fercius predatrs native t the crrupted landscape fthe Wrldwund. They are equally at hme in sea and sky, abve the grund and belw it. Ozing deliquescence s eeps frm between their cracked, rck y scales, and a cnstant fume f rainbw hues dr is ut f their gullets, save when they inhale and ingest the very substance f disintegrating r eality.
PATHFINDER CAMAIGN �ETTINf: NNER 5EA BESIARY
ZELISHKA O THE iE fLAE Thisendish ure appears t o b e shaped from pure ame with a line face. Three wicked tonues dartom the creature's mouth.
CR 21 N E La rge utsider (daem n, evil, extrapl ana r, re) I nit +; Senses darkvisin 6o ., scent, true seeing; Perceptin +33 Aua unho aura
F A 39, tu ch 13 , at-fted 35 (+ arm r, +3 Dex, +1 ddge , +15 na tural , 1 size) hp 396 (24d0+2 64) Fot +19, ef +19, Will +20 Defensive Abil ities blur (2o% miss cha nce); Immune ability dam age, acid, char m an d cmp ulsi n eects, death eects, disease, re, pisn; esist cld 30, el ectricity 30; S 32 Weaknesses vulnerabl e t cld
FF Speed 30 ., y 6o . (perfect) Melee bite +34 (1d8+ pl us 2d6 re), 2 cl aws +35 (1d10+/1920 plu s 2d6 re) Space 1 0 . ; each 1 0 . Specia l Attacks bitter am es, crpse crematin, i nca ndescent bdy, incen dia ry grasp , pu nce, ra ke (2 claws +35, 1d10+11 plu s 2d6 re) Spell- Like Abilities (CL 24th; cncen trati n +30) Cnstantblur, true seeing, unho aura (DC 24) At w-blistering invective (DC 18), dispel good (DC 21,re shield, mass charm monster (creatures f the re su btype n ly) (DC 24) 3/dayempwered storm (DC 24), incendiar cloud (DC 24), quickened contagiousame, siroccoG (DC 22) 1jdaysumm n (level 9, 2 endish elder re elemen tals r any da em n f 20 Hit Dice r fewer o%)
TATT St 33, Dex 21, on 32, nt 17, Wis , ha 3 Bas e Atk +4; MB +36; MD 52 Feats Bli nd- Fight, Cha rge Thrug h, Cmbat Reexes, Ddge, Em pwer pe ll- Like Abil ity (re storm, Greater Overrun, mprved Critical (claw), m prved Overrun, Mb ility, Pwer Attack, Qui cken pe ll- Like Abil ity (contagiousame, Weapn Fcus (claw) Skills Acrbatic s +29, Bl u +20, D ip l macy +20, Fly +26, nt imidate +33,
Y Envionment any (Osi rin) Oganization slitary Teasue triple + breastplate, ther treasure)
A AT Bitte Fla mes {Su) Whenever Zelishkar deal s re d amage with any attack r eect, ha lf fthe dam age is re da mage a nd the ther half is untyped dama ge, simila r t ame strike spel l. n addit in, creatures that fail a save against any re eect Zeli sh kar creates are sickened fr 1 min ute. Thse dam aged by hi s mel ee attacks r by re eects that a ll w n save are instead si ckened fr 1 ru nd pe r attack. Thi s duratin stacks. op se emation {Su) Whenever Zelis hkar reduces a livin g eaue negaive hi pin, a a wi ain he an u n it s bdy t ash es an d feed u pn t he target's li fe frce, as death knell (Will DC 28 negates). Whenever Zelis hkar slays a creatu re wit h any attack r ab il ity, the creatu re's crpse is reduced t as hes (treat as disintegrate. Daemonic Habinge Taits A daemnic ha rbin ger is a pwerful d aemn th at has nt yet made the ful l transiti n frm un iqu e daemn t a hrsema n. t pssesses several traits, as summ arized h ere. m mu nity t acid, charm and cmpu lsin eects, death eects, disease, and pisn. Resistance t cld 30, el ectricity 30, an d re 30. Tele pathy 30 0 feet. The ha rbinger's natural weapns, as well as any weapn it wiel ds, are treated as evil and lawful fr the p urpse f vercming damage reductin. The h arbinger can grant spells t its wrshipers. Granting spells des nt require any specic actin n its b ehal Zelishkar gra nts access t the dmai ns f Evil, Law, Magic, an d Trickery. H is favred weap n i s the qua rtersta. Incandescent Body (Su) As a free actin, Zelis hkar can cause his bdy t erupt int white-ht ame. He sheds light as brig ht as a dalight spell, and dazzles any creature that des nt avert its gaze. Creatures with the re su btype are immun e t this dazzling eect. Zelishkar can dim his ames t burn ing blac k shadws as a free actin, su ppressing the dazzli ng eect and a ll wing hi m t use tealth withu t pena lty. Incendiay Gasp (Su) f Zelis hkar hits a target with mre than ne natura l weapn i n the same rund, the re damage frm each hit is cmb ined a s iffrm a sing le attack fr the purpse f vercming eects that prvide resistance t re. n additin, ifZ elis hkar succeeds at a grapp le cmbat ma neuver, as a swi actin he can su ppress any re resistance r imm un ity the target pssesses until the beginn in g fZelish kar's next turn. Creatures with the re subtype are im mun e t this eect, un less that subtype is granted by a temprary magic al eect r magic item. •
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The dread Zelishkar f the Bitter Flame is a gure much feared n the crumbling plains f Abaddn and acrss the multiverse. A mnstrus feline in shape but seemingly sculpted flurid crimsn flame, Zelishkar is girded with a crest and cuira ss f infernally strengthened
bsidi an, shaved t razr thinnes s yet lsing nne f its terrible strength. Hi s eyes are jet-black pits that mirrr his armr, thugh pi npints f awful range radiance gleam deep within. He is surrunded always by a heat shimmer that diffus es hi s blinding radiance. Ze lish kar is reputed t sense the pres ence fhis prey by the tiniest variatins in temperature, tracking the mvements f creatures bth seen and unseen befre he punces . His wn res burn with a hellish uncleanness, tainting even thse wh thught themselves prfed against his flames and apidl nsuming hei b d and sul , leaving nthing behind but befuled ashes . Zelishkar is feared as much fr his incisive tactical acumen as fr his dreadful and terrifying pwers in clse cmbat. He has single-handedly withered and despiled cities and farmlands when summned in the name f his daemnic mistress Szuriel, patrn f war and suffering. She frged Zelishkar's frm in the dee pes t pits fthe Cinder Furnace as her terri fying harbinger, embdying the hpeles s misery f funeral pyre s that cnsume and cr emate the dead in the wake fthe war that she brings . He prved s adept that she judged him wrthy t transcend his purpse, and he has cme t e mbdy all f the hateful and sadistic purpses that fire serves. His name is invked nw by trturers and inquisitrs alike as they cnsign their haples s captives t the ultimate agnies f being burned alive, and even by ars nist s bth petty and grand. All twisted suls wh lve nthing mre than t see the wrld burn ffer up silent praises t Zelishkar in their hearts ; even if they never sp eak his name, the hate that burns within them is a sweet s avr in his nstrils. Zelishkar was summned t Glarin in ancient times , during the height f Os irin's empir e, and he led legins f flaming minins against the enemies fthe Pharah f Frgtten Plagues, ntably the Jistka Imperium. In a twist f supreme hubris , the Pharah f Frgtten Plagues turned against his summned ally after several successful campaigns, and chse Zelishkar t be the test subje ct f his grandest exp eriment yet. The Osirian king had just nished cnstructin f a grand labyrinth s uth f the Alamein Pe nins ula, and in a display f prideful flishness rdered Zelishkar t be impris ned within t prve the infallibility fhis ma ze. It t k the effrts f an entire army f summned genies t lck the daemnic harbinger away beneath the des ert' s churning sands, but his imprisnment was abslute
with the aid f an ancient efree ti and a legenda ry artifact knwn as the Bottle of the Bound. Thrugh all the lng millennia since, Zelishkar and the remnant f his hst have remained impri sne d beneath the Labyrinth fShiman- Sekh, the city funded by the Sng Pharah upn her victry ver the Pharah f Frgtten Plagues years aer Z elishkar 's detentin. He has emerged frm his pri sn but nce, when Szurie l and the irnically named Incrruptible Pharah jined t lse his e ry fury upn ne fthe sky-cities fShry. His desuie ampage uld n be nained, hee, and he devastated several cities and a ses f western Osir in befre he and hi s hst were nally bund back within their pris n. There he remains , pltting burning vengeance upn Osirin and all f Glarin fr his a ges f durance vile.
The perfect world guide for Pathnder RPG players and Game Masters alike, this denitive 320-page full-color hardcover volume contai ns expan ded coverage of mo re tha n 40 nation s, new cha racter optio ns, mo nsters, detai ls on gods, reli gio ns, and factions, an d mo re. Ch art the events of your Pathnder cam paign with a beautiful poster map that reveals the la nds of the In ner Sea region in a ll their treacherous glory!
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