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Requires the use of the Dungeons & Dragons® Player's Handbook, Third Edition, published by Wizards of the Coast ®

Necromantic Lore

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Legends and Lairs Collection

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Requires the use of theDungeons & Dragons® Player's Handbook,

Third Edition, published by Wizards of the Coast®

Necromantic Lore

Credits

LEAD DEVELOPER

Kevin Wilson

MANAGING DEVELOPER

Greg Benage

WRITING

Chester Douglas, Scott Gearin, Lysle Kapp, Lizard, Sam J. E. Point

INTERIOR ILLUSTRATIONS

Veronica Jones, Britt Martin, Jeremy McHugh, Michael Phillippi, Patricio Soler, Blaine Taggart

GRAPHIC DESIGN

Brian Schomburg

COVER DESIGN

Brian Schomburg

EDITING

Greg Benage, Kevin Wilson

ART DIRECTION

Kevin Wilson

LAYOUT

Brian Schomburg

PUBLISHER

Christian T. Petersen

PRINTING

Bang Printing, Inc.

FANTASY FLIGHT GAMES1975 W. County Rd. B2, Suite 1

Roseville, MN 55113

651.639.1905

www.fantasyflightgames.com

‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by

Wizards of the Coast and are used according to the terms of the d20

System License version 1.0. A copy of this License can be found at

www.wizards.com.

Dungeons & Dragons® and Wizards of the Coast® are Registered

Trademarks of Wizards of the Coast and are used with permission.

Copyright © 2002 Fantasy Flight Publishing Inc. Legends and Lairs is

a trademark of Fantasy Flight Publishing Inc. All rights reserved.

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Alphabetical Listing of Undead

Name (CR) Page

Atrocity wight (24) 4

Blood pool (5) 6

Bloodseeker (2) 7

Bonecast (base +1) 8

Charnel wagon (12) 11

Dancing bones (1) 12

Dhampir (base +1) 13

Dream phantom (8) 16

Eternal confessor (base +6) 17

Fade (4) 20

Famine haunt (5) 21

Fever gaunt (3) 22

Foreverjack (base +2) 24

Gaunt king (5) 22

Grave leech (1/6) 26

Grave master (9) 27

Gravestone guardian (3) 29

Grim stalker (14) 30

Hecatombe (see entry) 32

Name (CR) Page

Heirloom wraith (3) 35

Horrid murder (13) 36

Necrocorn (5) 38

Necromentals

Overview 39

Azure phoenix (15) 40

Blackheart (15) 42

Red tide (15) 44

Sunkiller (15) 46

Pale masker (1/2) 48

Pestilent queen (6) 49

Shadow parasite (4) 51

Spirits

Guiding spirit (3) 52

Legion of the dead (base +2) 54

Spirit steed (2) 57

Warning spirit (4) 58

Tomb guardian (base +3) 59

Unvanquished (base +2) 61

Undead by Subtype

Air: sunkiller (necromental)Earth: blackheart (necromental), grave

masterFire: azure phoenix (necromental)Incorporeal: dream phantom, fade,

famine haunt, heirloom wraith, shadow para-site, unvanqushed

Spirit: guiding spirit, legion of the dead,spirit steed, warning spirit

Water: red tide (necromental)

Definition of Undead Type

Undead are once-living creatures animat-ed by spiritual or supernatural forces.

Hit Die: d12.Base Attack Bonus: As wizard (1/2 HD,

rounded down).Good Saving Throws: Will.Skill Points: (3 x Int score) + (2 × EHD).Feats: 1 + 1 per 4 EHD.Notes: An undead has no Constitution

score. It is immune to mind-affecting effects(charms, compulsions, phantasms, patterns,and morale effects), poison, sleep, paralysis,stunning, disease, death effects, necromanticeffects, and any effect that requires a Fortitude

save unless it also works on objects. The crea-ture is not subject to critical hits, subdual dam-age, ability damage, ability drain, or energydrain.

An undead with no Intelligence scorecannot heal damage, though it can be healed.(An intelligent undead heals damage normally,despite its lack of Constitution.) Negative ener-gy (such as an inflict spell) heals any undeadcreature. The fast healing special quality worksfor those undead that have it regardless of theirlack of Constitution.

An undead is not at risk of death frommassive damage (see Injury and Death inChapter 8 of the PHB), but when reduced to 0or fewer hit points, it is destroyed. It cannot beraised, and although resurrection can affect it,such attempts almost always fail because mostundead are unwilling to be brought back to life.

An undead spellcaster uses itsConstitution modifier (+0) or its Charismamodifier, whichever is higher, when makingConcentration checks. Unless otherwise noted,an undead has darkvision with a range of 60 ft.

Definition of Spirit Subtype

A spirit is a good or neutral-aligned incorpore-al undead that is harmless or helpful to the liv-ing. Most spirits can only be destroyed uponthe completion of a task or condition.

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Welcome!Fantasy Flight Games is pleased to present

Necromantic Lore, the second softcover book inour Legends & Lairs line of sourcebooks forthe d20 System. Necromantic Lore is a collec-tion of undead creatures suited for any DM.

In this book, you’ll find monsters to fillmany roles in your game. Each was designed fora specific purpose, explained below.

Undead are challenging creatures to fight,but some of the undead in these pages aredesigned to be exceptionally challengingencounters. These “grudge monsters” can inflictpermanent harm to a party of adventurers andshould be used with care. The grudge monstersin this book include charnel wagon, dancingbones, famine haunt, grim stalker, horrid mur-der, shadow parasite, and pestilent queen. In par-ticular, the grim stalker and the shadow parasiteare potentially lethal encounters.

The next category of creatures in this bookhave adapted to fit a particular environment.These “terrain creatures” give you, as the DM,some alternatives when placing encounters inodd locales. The fever gaunt is designed to beencountered in a town or city, while the grave-stone guardian is only encountered in cemetariesand other burial places.

Creatures that players wish to chase downand either tame or kill comprise one of the largestcategories in this book. These “chase creatures”include the eternal confessor, foreverjack, andtomb guardian, which offer an alternate path toimmortality to the other main classes besides thewizard. A cleric can become an eternal confessoras a reward from his or her god. A rogue canbecome a foreverjack through luck and skillupon dying, and a fighter can become a tombguardian by volunteering to watch over a holytomb or locale. While these characters are oftenremoved from the campaign they’re in, this canmake a nice final reward for their players. Otherchase monsters in the book can be inserted into acampaign to help the characters overcome a dif-ficult challenge. These include the guiding spiritand legion of the dead. The pale masker andunvanquished can also be helpful to an adventur-er, but in much smaller ways and under morelimited circumstances. Finally, the necrocorn andspirit steed make good mounts for evil and goodcharacters, respectively.

A few of the monsters in this book bring aplot with them when introduced into a cam-

paign. You can easily create an adventure aroundone of these “plot creatures” when short onideas. The atrocity wight, blood pool, andhecatombe all seek revenge on their murderers,while dream phantoms feed on the sleepinginhabitants of a city. The heirloom wraith cancause a mysterious string of murders to followthe characters, or the warning spirit can be usedto warn them of a terrible evil that is approach-ing. Both the grave master and the four necro-mentals are capable of raising huge undeadarmies, while the fade may inadvertently causeharm while seeking solitude and its final rest.

The next category of creatures can greatlychange the flavor of a campaign or setting.Often, these “flavor creatures” can fill nichestraditionally occupied by ordinary animals. Youcould choose to replace bloodhounds withbloodseekers in your campaign, for example.Bonecast creatures can be an interesting twist onmore ordinary skeletal creatures, while graveleeches can create natural undead in the wilder-ness, uncontrolled by any spellcaster.

Finally, one species in this book is intend-ed for use as PCs and NPCs. The damphirshould prove popular with any player looking toplay some form of half-vampire.

The Open Game License

Necromantic Lore is published under theterms of the Open Game License and d20System Trademark License. The OGL allows usto use the d20 System core rules and to publishgaming material derived from those rules.

In fact, material that is strictly rules relat-ed is Open Content. You can use this material inyour own works, as long as you follow the con-ditions of the Open Game License. You cancopy the material to your website or even put itin a book that you publish and sell.

Not everything in this book is OpenContent, however. The names of creatures andthe game statistics, mechanics, and rulesderived from the d20 SRD are designated asOpen Content. The descriptions of the creaturesare closed content and cannot be republished,copied, or distributed without the consent ofFantasy Flight Games.

All illustrations, pictures, and diagrams inthis book are Product Identity and the propertyof Fantasy Flight Games, © 2002.

The Open Game License is printed in itsentirety at the end of this book. For further infor-mation, please visit the Open Gaming Foundationwebsite at www.opengamingfoundation.org.

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Atrocity Wight

Colossal UndeadHit Dice: 32d12 (384 hp*)Initiative: –1Speed: 30 ft., burrow 10 ft.AC: 31 (–8 size, –1 Dex, +30 natural), touch 1,

flat-footed 31Attacks: 2 slams +35 melee and 2–12 claws

+33 meleeDamage: Slam 4d8+19, claw 2d8+9 plus 1d4

temporary Wisdom drainFace/Reach: 40 ft. by 80 ft./15 ft.Special Attacks: Clawing fingers, collective,

improved grab, spells, project horrorSpecial Qualities: Damage reduction 25/+3,

energy resistance, fear aura, grave resolve,murmur, resistant to damage, spell immuni-ty, SR 34, tremorsense 120 ft., +4 turn resis-tance

Saves: Fort +10, Ref +9, Will +15Abilities: Str 49, Dex 9, Con —, Int 6, Wis 5,

Cha 3Skills: Concentration +8, Hide +8, Intuit

Direction +10, Listen +10, Move Silently+8, Spot +10

Feats: Blind-Fight, Great Fortitude, ImprovedCritical (bite), Iron Will, Multiattack, PowerAttack

Climate/Terrain: Any land and undergroundOrganization: SolitaryChallenge Rating: 24Treasure: NoneAlignment: Always neutral evilAdvancement: 33+ HD (Colossal)

A collection of rotting corpses merged to forman enormous body, atrocity wights rise frommass graves and other sites where great atroci-ties have taken the lives of hundreds of inno-cent people.

An atrocity wight is a depraved jigsawpuzzle pieced together out of dozens ofhumanoid corpses. Its eyes and mouth burnwith an unholy fire, and each of its hands ismade from the upper torsos of three corpses.

Atrocity wights are among the mostfeared and powerful undead. Stories persist ofentire armies fleeing before them and evenvampires and liches take care to avoid them.An atrocity wight is mindless and utterly sav-age. It seeks nothing less than the total destruc-tion of those responsible for the death of itscomponent bodies. Until it can fulfill this goal,it wanders aimlessly, destroying everything it

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comes across in its unquenchable rage.Atrocity wights babble incessantly. They

cannot communicate, nor can they understandanything said to them. Spells that require theatrocity wight to understand the caster auto-matically fail.

Combat

Clawing Fingers (Ex): An atrocitywight’s fingers are the emaciated remains ofdecaying humans. When the atrocity wightswings its enormous “hands,” the graspinghands of the human bodies can also attempt toclaw its opponent. Anyone struck by one of theatrocity wight’s slam attacks is also targeted by1d6 claw attacks.

Collective (Su): Those who fall beforethe might of the atrocity wight are doomed tobecome one with it. Any humanoid slain by anatrocity wight joins its massive structure in 1d6rounds, becoming part of it. This process curesthe atrocity wight of a number of hit pointsequal to twice the creature’s HD.

Once absorbed, the creature cannot behealed, raised, resurrected, or otherwisereturned from the dead.

Improved Grab (Ex): To use this ability,the atrocity wight must hit with at least three ofits claw attacks. If it gets a hold, it automatical-ly deals claw damage each round and is able toproject horror as explained below.

Project Horror (Su): An atrocity wightthat succeeds at a successful grapple checkmay project the nightmares of its own mindinto its victim’s mind. Once grappled, theopponent is visited by the horrific images of theatrocity wight’s creation. Whatever event befellthe victims is now made visible to the opponentfrom over 100 different angles and perspec-tives, revisited over and over until the target isdead.

Each round this ability is used, the targetmust make a successful Will save (DC 25) orsuffer 1 point of permanent Wisdom drain and1d3 points of permanent Constitution drain. Inaddition, the victim is stunned and cannot actfor 1d6 rounds. Even if the Will save is suc-cessful, the target must still succeed at anopposed Strength check to break from theatrocity wight’s grasp. Should the opponent failto break free, the projected nightmare resumesthe next round.

Spells: An atrocity wight may cast spells,drawing upon the fractured minds of its com-

ponent bodies. Each round it may cast onearcane spell and one divine spell from the listbelow. The spells are considered spell-like abil-ities and are cast at will as a 9th-level sorcerer.

Arcane — burning hands, chain light-ning, disintegrate, emotion, fireball, ghoultouch, ice storm, magic missile, shatter, vampire touch.

Divine — bestow curse, blindness/deaf-ness, contagion, dispel magic, doom, hold per-son, insect plague, inflict serious wounds, poi-son.

Energy Resistance (Ex): The decayingflesh of an atrocity wight provides it protectionagainst most attacks. Atrocity wights havecold, fire, electricity, and sonic resistance 30.

Fear Aura (Su): An atrocity wight’s truepurpose is the destruction of those who broughtabout its existence. Such unearthly hate cannotbe disguised. As a result, the mere presence ofthe atrocity wight is enough to leave men bab-bling fools or craven cowards. The mere sightof an atrocity wight causes all those failing aFortitude save (DC 22) to become shaken for2d6 rounds. Victims with less than 6 HD are soovercome with fear that they become panickedfor 3d6 rounds and suffer 1 point of permanentWisdom drain.

Creatures without sight are still affectedby an atrocity wight’s fear aura if they are with-in a 60 ft. radius of it.

Grave Resolve (Ex): Because of anatrocity wight’s strength and resolve, it auto-matically receives the maximum hit points pos-sible for its Hit Dice.

Murmur (Ex): An atrocity wight’s inces-sant babbling is distracting and unnerving. Allspellcasters attempting to cast spells within 120ft. of the beast must succeed at a Concentrationcheck (DC 15 + spell level) in order to maintainthe presence of mind necessary to cast a spell.Failure means the spell is lost. In addition, theDCs of all other Concentration checks made inthe presence of the atrocity wight are increasedby 5.

Resistant to Damage (Ex): Physicalattacks deal only half damage to atrocitywights. Apply this effect before damage reduc-tion.

Spell Immunity (Ex): Due to the power-ful magical energies coursing through an atroc-ity wight’s body, spells and spell-like abilitiesof 5th level or lower have no effect on on it,just as if the spellcaster had failed to over-come its spell resistance.

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Bloodpool

Medium-Size Undead Hit Dice: 6d12+10 (49 hp)Initiative: +5Speed: 30 ft, climb 30 ft.AC: 17 (+6 natural, +1 Dex), touch 11, flat-

footed 16Attacks: Slam +3 meleeDamage: Slam 1d6 Face/Reach: 5ft. by 5ft./5ft.Special Attacks: Bloodburst, burning bloodSpecial Qualities: Amorphous, possessSaves: Fort +2, Ref +3, Will +8Abilities: Str 10, Dex 12, Con —, Int 14, Wis

16, Cha 16Skills: Intimidate +11, Bluff +13, Gather

Information +13, Search +8, Move Silently+17*, Spot +7, Listen +7

Feats: Alertness, Dodge, Improved Grab,Improved Initiative

Climate/Terrain: Any LandOrganization: SolitaryChallenge Rating: 5Treasure: NoneAlignment: Always neutral evil

Advancement: 7–10 HD (Large), 11-14 HD(Huge), 15-18 HD (Gargantuan)

A bloodpool is created when innocents arekilled en masse and their blood is allowed tocollect and merge.

A bloodpool in its natural form resemblesa roiling pool of bright crimson liquid, and canbe mistaken for a new type of ooze or slime. Itusually moves by flowing smoothly along theground, but it can extend psuedopods andclimb up sheer cliffs, or stretch across gaps nomore than 10 feet wide.

Mass graves are a common breedingground for bloodpools; the drainage systemsbeneath torture chambers are another. So muchneedless pain and suffering concentrated in oneplace can trigger a slow process that ultimatelyresults in a bloodpool emerging.

There is only one thing that motivates abloodpool—revenge on whatever it was thatcreated it. The time it takes for the creation ofa bloodpool can make this difficult—a blood-pool forms 3d4 years after the tragedy thatbegan the process. During this time, a murder-ous warlord may have died, or a cruel tyrantmay have been overthrown. The bloodpool willthen turn its wrath on the next bestthing—which might be, for example, the goodson of the now-dead evil king, or the innocentfamily of a murderous general.

The bloodpool has no conscience,remorse, or feelings. It is pure liquid vengeanceand it will allow nothing to stop it. If otherinnocents die as part of its quest for justice,then so be it.

Combat

If encountered in its natural form, a bloodpoolwill only attack if it is somehow being blockedfrom achieving its vengeance, or if attackedfirst. If faced by a combatant who displaysgreat physical prowess, the bloodpool willattempt to possess him or her.

Bloodburst (Su): If it desires, the blood-pool can explode outwards from a possessedvictim’s body, tearing the victim open from theinside. It rarely does this, though it may threat-en to do so to avoid having the victim’s com-panions attempt to turn it, or to convince thevictim to be more cooperative.

If the bloodpool uses this ability, the vic-tim will take 3d6 points of temporary Con dam-age; half that if a Fort save (DC 16) is made.

A bloodpool cannot re-possess an individ-ual once it has used this ability against him.

Burning Blood (Su): If the bloodpool

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succeeds with a touch attack, it can cause thetarget’s blood to literally boil and erupt. Thetarget must then succed at a Fort save (DC 16),or suffer 2d6 points of fire damage.

Amorphous: A bloodpool has no fixedform. It can flow through openings no morethan an inch wide. It is immune to polymorph-ing, slashing and piercing damage, and takeshalf damage from bludgeoning attacks. It is notsubject to flanking. The bloodpool alsoreceives a +8 racial bonus to its Move Silentlychecks. (This is not in effect when it has pos-sessed a victim.)

Possession (Su): If a bloodpool inflictsdamage with its burning blood ability, it mayattempt to possess the target. The bloodpoolliterally forces itself into the target’s blood-stream, replacing a large portion of the target’sblood with its own body. The bloodpool mustgrapple the target. For this purpose, the blood-pool is treated as having a Strength of 18. Oncegrappled, the bloodpool begins the process ofreplacing the victim’s blood with its own body.Each round, the bloodpool rolls 1d6. When thetotal rolled is equal to or greater than the vic-tim's Constitution, the bloodpool has insinuat-ed itself completely. During this process, thebloodpool cannot attack or use any of its otherpowers, but it can defend normally.

A possessed victims retains his own mindand thoughts, but his body has become a help-less puppet as the bloodpool controls all mus-cle action. The bloodpool can utilize any phys-ical abilities of the victim, including all combatskills, but cannot force the victim to cast spells.Note that the victim can cast spells on behalf ofthe bloodpool if he wishes to do so. The blood-pool cannot read the victim’s mind, but cancommunicate with the victim if they share acommon language.

A cure disease or heal spell will drive abloodpool out of a victim. Likewise, reducingthe victim to 0 or fewer hit points will expel it.Finally, a bloodpool that is successfully turnedis expelled from its host’s body.

The bloodpool will use a possessed indi-vidual to further its own ends. If the victim isslain in the process, the bloodpool will likelyallow itself to appear to be just more of the vic-tim’s blood, until the opportunity to slink awayor to possess someone new presents itself.

A bloodpool can possess a creature up toone size category larger or smaller than itself.

Bloodseeker

Medium-Size UndeadHit Dice: 3d12 (19 hp)Initiative: +2Speed: 30 ft.AC: 16 (+4 natural, +2 Dex), touch 12, flat-

footed 14Attacks: Bite +3 meleeDamage: Bite 1d6+1Face/Reach: 5 ft. by 5ft./5ft.Special Attacks: Terrifying howlSpecial Qualities: Relentless tracker, induce

nightmares, blindsight 60 ft., summoninghowl

Saves: Fort +1, Ref +3, Will +6Abilities: Str 13, Dex 15, Con —, Int 4, Wis

16, Cha 10Skills: Wilderness Lore +11, Hide +5, Listen

+7Feats: Weapon Focus (bite)

Climate/Terrain: AnyOrganization: Solitary, Pack (2–5)Challenge Rating: 2Treasure: NoneAlignment: Always lawful neutralAdvancement: 4–7 HD (Medium-size), 8–9

HD (Large)

Bloodseekers, sometimes called skull wolvesor hunting bones, are undead wolves with theability to flawlessly track those whose fleshthey have tasted.

A bloodseeker appears to be a rottingwolf. The body is fairly normal, though the furwill be matted in places and worn through inothers, showing raw, maggot-infested fleshbeneath. The head, however, has been thor-oughly stripped—it is nothing but a clean,gleaming, skull, with a dim red light flickeringin the empty eye sockets.

Originally created by druids who dabbledin necromancy, the formula for the creation ofbloodseekers has since become more common.They are now favored as tools by those whodwell in the more isolated parts of the worldwhere living henchmen are hard to come by.

The bloodseeker exists for one purpose—to hunt. Once it has tasted the flesh or blood ofan individual, it is linked to that person and canseek him or her out so long as they are both onthe same plane of existence. The bloodseekercannot be distracted from its goal in anyway while on the hunt. It will completeits mission or die in the attempt.

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Combat

Once a bloodseeker finds its target, it attackswith the native cunning of the wolf. It tries tocatch its target alone or attack while the targetis least expecting it. The urge to attack is verystrong, however, and if the target does not pre-sent such an opportunity quickly, the blood-seeker will fling caution to the wind and chargeon in.

Induce Nightmares (Su): As the blood-seeker approaches its prey, a malevolent auraradiates outward from it. Once the bloodseekerhas closed to within a week’s travel of its prey,the prey begins to experience horrible dreamsof being pursued by skeletal wolves. The vic-tim must make a Will save (DC 12) each nightor suffer the effects of not having slept (spell-casters cannot recover spells, for example).

Relentless Tracker (Su): The bloodseek-er is bound to the creature whose flesh it hastasted most recently. Once this link has beenforged, nothing can get it off the scent. It nolonger needs to make Wilderness Lore checksto track a creature it is linked to—a bloodseek-er always knows the location of its prey. It pur-sues by day and night, never sleeping orbecoming distracted. If stymied by an obstacleit cannot pass (a cliff face or canyon, for exam-ple) it will seek a way around. Should the preyever leave the plane of existence that thebloodseeker is on, the link is broken. However,the instant that its prey re-enters the blood-seeker’s plane of existence, the link is reforgedand the hunt may resume.

The bloodseeker may only use this abili-ty on a creature that has a conventional anato-my—as a general rule, any creature immune tocritical hits is immune to this ability.

A bloodseeker is very hard to turn orrebuke when it is in sight of its chosen prey.The bloodseeker gains turn resistance +4 whenit can see its prey.

Summoning Howl (Su): Once per day,the bloodseeker can use this ability to unleashan odd, echoing howl. 1d4+1 normal wolveswill arrive to answer the call within 1d3rounds, provided there are any wolves in thegeneral region at all. Summoned wolves willfight on behalf of the bloodseeker.

Terrifying Howl (Su): Once per day, thebloodseeker can concentrate all of its bloodlustinto a single keening wail that it directs at itsprey. If it is within 30 ft. of its prey when it

uses this ability, then the victim must succeedat a Will save (DC 15) or be paralyzed for2d4 rounds. This is a fear effect.

Bonecast

Bonecast creatures are undead or constructcreatures that have been imbued with luckenergy. They are difficult to destroy and doingso has unpredictable effects.

Bonecast creatures are nearly indistin-guishable from other undead or constructs savefor a series of runes etched on their body andlimbs. These marks identify a creature asbonecast and contain the chaotic luck energythat courses through the creature’s body.

Some bonecast creatures are formedspontaneously from the bodies of those whodabbled in the arts of luck, such as risk takers,gamblers, and thieves. Indeed, a creature can-not partake in such activities without at leastsome luck rubbing off on them. If sufficientluck energy is pent up within a creature’s body,it continues to animate the creature long afterdeath.

Construction

Some have learned how to harness this luckenergy and instill it within their own creations.The process of creating a bonecast creaturerequires 1,000 gp, which includes 250 gp foritems imbued with chaotic luck energies, suchas used decks of cards, casino fixtures, or the

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remains of small-time risk takers. Completingthe process takes one day and drains 1d10 ×100 XP (an average of 500 XP per bonecastcreature) from the creator, making the creationprocess itself a gambling proposition.

Creating a Bonecast

“Bonecast” is a template that can be added toany corporeal undead or construct (referred tohereafter as the “base creature”). It uses all thebase creature’s statistics and special abilitiesexcept as noted here.

Special Attacks: A bonecast creatureretains all the base creature’s special attacksand gains those listed below. Saves have a DCof 10 + 1/2 the base creature’s HD + the basecreature’s Charisma modifier.

Bad Luck Aura (Su): Those within a 30-ft.radius of a bonecast creature must make a suc-cessful Will save or suffer a luck penalty to allattack rolls and saving throws. A bonecast crea-ture with 1–3 HD causes a –1 luck penalty. Onewith 4–7 HD causes a –2 luck penalty; one with8–11 HD causes a –3 penalty; and one with 12or more HD causes a –4 luck penalty.

In addition, any attack against the crea-ture has a miss chance due to the chaotic ener-gies that surround the creature. To determinethe miss chance, roll 3d10. The result is themiss chance for that particular attack. Thus, ifyou receive a result of a 16 on a roll of 3d10,then the character has a 16% miss chance forthat attack. Bonecast creatures are immune totheir own aura of bad luck, but not those ofother bonecast creatures.

Roll the Bones (Sp): When a bonecastcreature is destroyed (reduced to 0 hit points),it collapses and its rune-inscribed componentparts are cast upon the ground in a random con-figuration. Depending upon the configurationof these remains, a different luck effect isreleased. Any creature within a radius of 45 ft.of the creature when its body collapses andtouches the ground must make a Will save or besubject to the luck effect. Roll 1d12 for eachaffected creature and consult Table 1–1, enti-tled Roll the Bones Effects, to determine theapplicable effect.

For the luck effect to be triggered, thebones or other components must come intocontact with the ground or another surface.Furthermore, their markings must be intact andvisible. If an opponent prevents a componentfrom touching the ground, such as through theuse of a well-timed mage hand spell, or if thecreature is completely destroyed so that the

markings are no longer intact, such as throughthe use of the disintegrate spell or destructionby turning, the luck effect is not triggered.

Luck effects that mimic a named spell actas if the spell was successfully cast upon thetarget by a 5th–level cleric, regardless of thespell casting range, with the following excep-tions. The target receives no saving throw(other than the initial Will save to avoid theeffect) and the spell-like effects last only forthe duration listed in Table 1–1.

Special Qualities: A bonecast creatureretains all the base creature’s special qualitiesand gains those listed below.

Turn Resistance (Ex): A bonecast crea-ture has +2 turn resistance. This value is addedto the base creature’s turn resistance (if any).

Saves: Same as base creature +2.Abilities: Bonecast have no Constitution

score. Otherwise, same as the base creature.Skills: Same as the base creature.Feats: Same as the base creature.

Climate/Terrain: AnyOrganization: Same as the base creature.Challenge Rating: Same as base creature +1Treasure: Same as base creature.Alignment: Same as base creature.Advancement: Same as base crea-

ture.

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Sample Bonecast

This example uses a large skeleton as the basecreature.

Large Bonecast SkeletonLarge UndeadHit Dice: 2d12 (13 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative)Speed: 40 ft.AC: 13 (–1 size, +1 Dex, +3 natural), touch 10,

flat-footed 12Attacks: 2 claws +2 meleeDamage: Claw 1d6+2Face/Reach: 5 ft. by 5 ft./10 ft.Special Qualities: Bad luck aura, roll the

bones, turn resistance +2, immunitiesSaves: Fort +2, Ref +3, Will +5Abilities: Str 14, Dex 12, Con —, Int —, Wis

10, Cha 11Feats: Improved Initiative

Climate/Terrain: AnyOrganization: AnyChallenge Rating: 2Treasure: NoneAlignment: Always neutralAdvancement: 3 HD (Large)

Bad Luck Aura (Su): Those within a 30-ft. radius of a large bonecast skeleton suffer a–1 luck penalty to all attack rolls and saving

throws. An opponent who makes a successfulWill save (DC 11) is not subject to thiseffect.

In addition, any attack against a largebonecast skeleton has a 3d10 percent misschance. Large bonecast skeletons are immuneto their own aura of bad luck, but not those ofother bonecast creatures.

Immunities (Ex): Large bonecast skele-tons have cold immunity. Because they lackflesh or internal organs, they take only halfdamage from piercing or slashing weapons.

Roll the Bones (Su): When a largebonecast skeleton is destroyed (reduced to 0 hitpoints), it collapses and its notched bones arecast upon the ground in a random configura-tion. Depending upon the configuration ofthese remains, a different luck effect isreleased. Any creature within a radius of 45feet of the creature when its body collapses andtouches the ground must make a Will save (DC11) or is subject to the luck effect. Roll 1d12for each affected creature and consult Table1–1, entitled Roll the Bones Effects, to deter-mine the applicable effect. For purposes ofspell resistance and dispel checks only, thecaster level of this effect is considered to be5th.

For the luck effect to be triggered, thebones must come into contact with the groundor another surface. Furthermore, their markingsmust be intact and visible. If an opponent pre-vents a component from touching the ground orif the creature is completely destroyed so thatthe markings are no longer intact, the luckeffect is not triggered.

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TABLE 1-1: ROLL THE BONES EFFECTS

d12 Effect Duration 1 Target suffers a –4 luck penalty on all attack rolls, saving throws, 5 rounds

ability checks, and skill checks2 Target is quickened as the spell haste 5 rounds3 Target is reduced by 50% as the spell reduce 5 minutes4 Target is held as the spell hold person 5 rounds5 Target can fly as the spell fly 5 minutes6 Target is transformed into an animal (DM’s choice) as the spell 5 minutes

polymorph other7 Target suffers no effect —8 Target is concealed as the spell blur 5 minutes9 Target is silenced as the spell silence 5 rounds10 Target is enlarged by 50% as the spell enlarge 5 minutes11 Target is slowed as the spell slow 5 rounds12 Target receives a +4 luck bonus on all attack rolls, saving throws, 5 rounds

ability checks, and skill checks

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Charnel Wagon

Huge ConstructHit Dice: 20d10 (110 hp)Initiative: –1 (Dex)Speed: 50 ft.AC: 29 (–2 size, +21 natural), touch 8, flat-

footed 29Attacks: ––Damage: ––Face/Reach: 20 ft. by 20 ft./10 ft.Special Attacks: Ballista, ram, trampleSpecial Qualities: Construct, damage reduc-

tion 30/+2, magic immunitySaves: Fort +6, Ref +5, Will +6Abilities: Str 30, Dex 10, Con —, Int —, Wis

11, Cha 1Climate/Terrain: Any landOrganization: SolitaryChallenge Rating: 12Treasure: NoneAlignment: Always neutralAdvancement: 21–31 HD (Gargantuan)

A construct powered by necromantic magic,the charnel wagon is intended for use as both atroop transport and minor siege engine. Sick ofseeing their undead minions cut down byranged attacks (physical weapons or spells)

before ever being able to confront the enemy,resourceful necromancers designed the charnelwagon to combat this waste of minions. Thecharnel wagon has a crew of two intelligentundead (usually ghouls): one to instruct thewagon and guide its course, while the othermans a ballista on top of the wagon itself. Thewagon can haul up to eight other Medium-sizecreatures within its protective walls. The con-struct has two levels, one inside which housestroops, and another on top for the two crewmembers and the bone ballista.

The wagon itself is a horrid-looking bonemonstrosity. Resembling a huge, crude warwagon of sorts, it’s comprised entirely of bonesof all sizes and shapes. Depending on the styleof the individual necromancer that creates it,the bones of the wagon can be clean and pol-ished to an ivory sheen or can be covered withdirt, filth, blood, and meaty bits of dead flesh.It is common for two mammoth tusks to beattached to the front of the wagon, allowing amore damaging ram strike and adding to thealready terrifying appearance of the wagon. Ifthe troops inside of the wagon are intelligentundead capable of making ranged attacks, mostnecromancers will augment the sides of thewagon with arrow slits. Great bone wheels givethe wagon easy movement across most terrain.

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COMBAT

Charnel wagons are only capable of followingthe commands of the driver or necromancerthat created it. The wagon can ram buildingsand walls, trample smaller foes underneath itsbone wheels, and has a great ranged attack if agunner is available to man the bone ballista.

Ballista: The ballista on top of the char-nel wagon makes its own attack roll withoutmodifications except for range. Loading andcocking the ballista takes 3 full-round actions.The ballista attack has a range of 120 ft., a crit-ical multiplier of ×3, and deals 3d6 points ofdamage.

Ram: The ram strike of the wagon has acritical multiplier of ×3 and deals 4d6+10points of damage, due to the increased size andspeed of the wagon. If the wagon is equippedwith mammoth tusks or similar puncturingappendages, it deals 8d6 +10 points of damageinstead.

Trample (Ex): A charnel wagon cantrample Large or smaller creatures underneathits wheels for 1d8+10 points of damage.Opponents that do not make attacks of oppor-tunity against the wagon can attempt a Reflexsave (DC 30) to halve the damage.

Magic Immunity (Ex): A charnel wagonis immune to all spells, spell-like abilities, andsupernatural effects, except as follows. Curespells cause damage to the wagon (the amountthat would have normally been cured) due tothe negative energy empowering it, whileinflict spells heal the wagon.

Construct: Immune to mind-influencingeffects, poison, disease, and similar effects.Not subject to critical hits, subdual damage,ability damage, energy drain, or death frommassive damage.

CONSTRUCTION

A charnel wagon’s body is chiseled and piecedtogether from at least 10,000 lbs. worth ofbones.

The wagon costs 30,000 gp to create,which includes 1,500 gp for the body.Assembling the wagon requires a successfulCraft (sculpting or masonry) check (DC 17).

The creator must be at least 14th leveland able to cast arcane spells. Completing theritual drains 1,000 XP from the creator andrequires geas/quest, limited wish, polymorphany object, and chill touch.

Dancing Bones

Medium-Size Undead Hit Dice: 2d12 (13 hp)Initiative: +1Speed: 30 ft.AC: 14 (+1 Dex, +3 natural), touch 11, flat-

footed 13Attacks: 2 claws +3 meleeDamage: Claw 1d4+1Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Inflict curseSpecial Qualities: ImmunitiesSaves: Fort +0, Ref +1, Will +4Abilities: Str 12, Dex 12, Con —, Int —, Wis

12, Cha 10Feats: Weapon Focus (claws)

Climate/Terrain: Any landOrganization: Solitary, gang (2–5), mob

(6–20), drove (21–40), plague (41–60)Challenge Rating: 1Treasure: NoneAlignment: Always neutralAdvancement: 3–4 HD (Medium-size)

Dancing bones are a type of animated skeletoncreated by a virulent plague that can affect boththe living and the dead.

Dancing bones resemble ordinary ani-mated skeletons at first glance; a Spot check(DC 15) can be made to notice that the skele-tons move in an odd fashion that is half-dance,half-seizure. There is also a faint reddish tingeto the bones, which might be taken for blood atfirst, but which is actually a crimson glow, as ifthe bones were burning from within.

Some time ago, a small village was rav-aged by a plague carried to the village by apestilent demon. Most of the village died; thefew survivors buried the corpses of their fami-lies and moved on. Decades later, a necro-mancer looking for raw materials animated theplague-slain bodies for use as his servants andinadvertantly created the dancing bones.

Combat

Dancing bones are as mindless as any otherskeleton, and they attack without any real plan.Their only goal is to create others of their kind,which they do by attacking the living.

Immunities (Ex): Dancing bones havecold immunity. Because they lack flesh orinternal organs, they take only half damagefrom piercing or slashing weapons.

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Inflict Curse (Su): Anyone who takesdamage from the claw attack of a dancingbones has a chance of contracting the plaguethat animates them. Each time a damaging hitis scored, the target must make a Fort save (DC11) or become infected. This will not becomeapparent for 1d4 hours; if a cure disease is castduring that time, the curse is lifted. If the cursebegins to take effect, only a heal, limited wish,miracle, or similar spell will cure it.

At the end of the onset time, the victimbegins to sweat profusely and twitch oddly.This becomes progressively worse—every 10minutes the character’s Dexterity drops by 1and the character suffers a cumulative –1 on allrolls due to the increasing pain and difficulty ofcontrolling their own movement. When thecharacter’s Dexterity has dropped to 0, thecharacter’s skeleton rips itself out of his or herbody, leaving the rest of the character’s bodybehind to become a new dancing bones. Thenew undead attacks anyone nearby. If there isno one to attack, it begins wandering—lookingfor potential victims to infect or other dancingbones to accompany.

Anyone slain by a dancing bones whosebody is not blessed will suffer the same fate,the skeleton of the corpse ripping itself outwithin 1d4 hours.

Damphir

Though extremely rare, it is possible for abeing to be born as a half-vampire, or“damphir.” When a pregnant woman is blooddrained by a vampire, but is not killed, she maypass on some of the vampire’s nature to herchildren. Such children often display many ofthe qualities of vampires to a lesser degree.Their appearance may be pale and sallow com-pared to normal members of their race, and allhave great difficulty fitting into society.Further, damphir are fascinating to vampires,and a damphir child may find that any vam-pires in the area will go out of their way to bothprotect and torment the half-vampire. As aresult, few damphir are able to ignore their her-itage, and many either embrace it fully or rejectit entirely. As damphir age and gain experi-ence, they have the option of developing theirsupernatural heritage or rejecting it and tryingto regain some of their mortal heritage.

Creating a Damphir

“Damphir” is a template that can be applied toany humanoid or monstrous humanoid creature(referred to here after as the “character”). Thecharacter’s type remains the same and it retainsall of its statistics and special abilities except asnoted here.

Hit Dice: Unchanged from the character.Speed: +10 ft. Damphir possess an

unnatural speed and grace unmatched by theirmortal or undead ancestry.

AC: The character’s natural armorimproves by +2.

Attacks: The damphir retains all of theattacks of the character.

Special Attacks: The damphir retains allof the special attacks of the character, andgains the blood drain ability.

Blood Drain (Su): Damphir are able torecover health by drinking the blood of otherhumanoids and monstrous humanoids. Afterpinning an opponent with a successful grapplecheck, the damphir may begin sucking blood.This inflicts 1d4 points of damage each roundthe pin is maintained. The damphir gains 1 hitpoint per round while doing so. These hitpoints cannot exceed the damphir’s normalmaximum hit points.

Special Qualities: The damphir retainsall of the special qualities of the base crea-ture. In addition it gains those listedbelow.

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Darkvision (Ex): Damphir can see in thedark up to 90 feet. Darkvision is in black andwhite only, but is otherwise like normal sight.Damphir may function just fine with no light atall.

Leap of the Clouds (Ex): The damphir’sjumping distance (horizontal or vertical) is notlimited according to his height.

Racial feats: Damphirs may acquire featsspecific to their “race.” This includes boththose associated with the character, and thoselisted below.

Saves: As the character.Abilities: Modify from the character as

follows: Str +4, Dex +4, Cha –2.Skills: Damphir receive a +2 racial bonus

to Jump and Tumble checks. Otherwise ascharacter.

Feats: Same as the character.

Climate/Terrain: Any landOrganization: Solitary or pair

Challenge Rating: Same as char-acter +1

Treasure: StandardAlignment: AnyAdvancement: By character class

Damphir weaknesses

Like their vampiric “sires”, damphir suf-fer from a variety of serious weaknesses.

Bloodthirst: The damphir mustfeed upon the blood of another humanoidor monstrous humanoid at least once amonth. This is satisfied by using thedamphir’s blood drain special ability forat least 5 total rounds every month.Faliure to do so causes the damphir tobecome weakened: The damphir loses –2Str, –2 Dex, and the leap of the cloudsability until fed.

Light Intolerance: Damphir char-acters suffer a –2 penalty to all attackrolls and skill checks in direct sunlight.

Silver Susceptibility: Damphir areespecially susceptible to contact with sil-ver and silver weapons. Direct (flesh tometal) contact with silver for at least onefull round causes the damphir great pain,giving the damphir a –2 penalty to allattack and damage rolls and all skillchecks for 1d4 rounds thereafter. Attackswith silver weapons automatically inflictone additional point of damage, and thedamage multiplier for critical hits isincreased by 1 (e.g. ×2 becomes ×3)when attacking a damphir.

Turning Susceptibility: A damphir maybe turned or rebuked (but not destroyed orcommanded) as if the damphir were an undeadof equal Hit Dice.

Damphir Characters

Damphir can potentially be of any alignment,but very few are actually of good alignment.The damphir’s near-undead qualities causethem to be shunned and feared in almost anyculture. Their greatest chance for acceptance isamong vampires, and as such they tend towardschaotic evil. As characters, the damphir tem-plate adds +1 ECL. Thus, a 1st-level damphirhas an ECL of 2 and is the equivalent of a 2nd-level character.

Sample Damphir

This example uses a 5th-level humanranger as the base creature.

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Damphir RangerMedium-Size HumanoidHit Dice: 5d10+5 (32 hp)Initiative: +3Speed: 40 ft.AC: 19 (+2 natural armor, +3 Dex, +4 armor),touch 13, flat-footed 16Attacks: two shortswords +8/+8 melee (+4strength, +1 masterwork, –2 two weapons); orhalfspear +8 ranged (+3 Dex)Damage: Shortswords 1d6+4; halfspear 1d6+4Face/Reach: 5 ft. x 5 ft./5 ft.Special Attacks: Blood drain, favored enemy(undead) +2, favored enemy (magical beasts)+1, spells (1 1st level)Special Qualities: Bloodthirst, darkvision,leap of the clouds, light intolerance, silver sus-ceptibility, turn susceptibilitySaves: Fort +5, Ref +4, Will +3Abilities: Str 18, Dex 16, Con 12, Int 13, Wis14, Cha 9Skills: Hide +10, Intuit Direction +6, Jump+10, Move Silently +10, Spot +10, Tumble +6,Wilderness Lore +10Feats: Ambidexterity, Expertise, Track, TwoWeapon Fighting, Weapon Focus (shortsword)Items Carried: Chain shirt, 2 masterworkshortswords, 2 halfspearsChallenge Rating: 6

Blood Drain (Su): The damphir ranger isable to recover health by drinking the blood ofother humanoids and monstrous humanoids.After pinning an opponent with a successful grap-ple check, she may begin sucking blood. Thisinflicts 1d4 damage each round the pin is main-tained. The damphir gains 1 hit point per roundwhile doing so. These hit points cannot exceedthe damphir’s normal maximum hit points.

Leap of the Clouds (Ex): The damphirranger’s jumping distance (horizontal or verti-cal) is not limited according to her height.

Bloodthirst: The damphir ranger mustfeed upon the blood of another humanoid ormonstrous humanoid at least once a month.This is satisfied by using her blood drain specialability for at least 5 total rounds every month.Faliure to do so causes her to become weak-ened: The damphir loses –2 Str, –2 Dex, and herleap of the clouds ability until she has fed.

Light Intolerance: The damphir rangersuffers a –2 penaltyto all attack rolls and skillchecks in direct sunlight.

Silver Susceptibility: The damphirranger is especially susceptible to contact withsilver and silver weapons. Direct (flesh to

metal) contact with silver for at least one fullround causes her great pain, giving her a –2penalty to all attack and damage rolls and allskill checks for 1d4 rounds thereafter. Attackswith silver weapons automatically inflict oneadditional point of damage, and the damagemultiplier for critical hits is increased by 1 (e.g.×2 becomes ×3) when attacking her.

Turn Susceptibility: The damphir rangermay be turned or rebuked (but not destroyed orcommanded) as if she were a 5 HD undead.

Damphir Racial Feats

As a damphir grows in power, he may choosebetween the light and the darkness. Once thejourney is begun, however, there is no turningback.

Daywalker [General]

You have rejected the evil in your heritage, andstruggle to strengthen your mortal nature ratherthan give into the thirst that plagues you.Prerequisites: Damphir template, characterlevel 9+Benefit: The penalty for your light intoleranceis reduced to –1. You may no longer be turnedor rebuked. Finally, you need only feed every 6months to satisfy the requirements of yourbloodthirst.Special: You may not take the Nightstalker featafter gaining the Daywalker feat.

Nightstalker [General]

You revel in the dark gifts of your ancestry, andseek to emulate the nature of the undead.Prerequisites: Damphir template, characterlevel 6+Benefit: Your type becomes “undead,” and yougain all of the immunities associated with thattype. In addition, you are no longer subject tospells that affect only humanoid types (such ashold person). You gain a +8 racial bonus toClimb checks and gain temporary hit pointsequal to the number of hit points drained whenusing your blood drain ability.

You may be destroyed or commanded asa result of a turning attempt. You must nowfeed once a week to satisfy your blood thirst.Special: You may not take the Daywalker featafter gaining the Nightstalker feat.

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Dream Phantom

Medium-Size Undead (Incorporeal)Hit Dice: 9d12 (58 hp)Initiative: +6Speed: 40 ft., fly 60 ft. (good)AC: 15 (+2 Dex, +3 deflection), touch 12, flat-

footed 13Attacks: Incorporeal touch +4 meleeDamage: Incorporeal touch 1d8 and 1d4 per-

manent Wisdom drainFace/Reach: 5 ft. by 5 ft./5 ftSpecial Attacks: Wisdom drain, create spawn,

dream trapSpecial Qualities: Incorporeal, endure ele-

mentsSaves: Fort +3, Ref +5, Will +8Abilities: Str —, Dex 15, Con —, Int 12, Wis

14, Cha 16Skills: Bluff +9, Hide +12, Intuit Direction +9,

Listen +12, Search +10, Spot +12Feats: Alertness, Blind-fight, Improved

Initiative

Climate/Terrain: Any landOrganization: Solitary, pair, gang (2–5),

swarm (6–11)Challenge Rating: 8

Treasure: NoneAlignment: Usually chaotic evilAdvancement: 10–18 HD (Medium-size)

Dream phantoms are the souls of creatures whodied in their sleep. These walking nightmaresprey on the living in their dreams.

The features of a dream phantom aremutable and ever changing, as fleeting as theimages of one’s dreams. At times, they vague-ly appear as they did in life or as they imaginedthey appeared.

Those unfamiliar with the nature ofdreams often say that they wish to pass away intheir sleep. However, the truth is that suchdeaths are quite traumatic to the dying souls. Asoul that wanders from the body while dream-ing suddenly finds itself lost and adrift whenthe body dies. Further, such deaths often resultin words left unspoken or tasks left incomplete.Many poor spirits are driven insane while try-ing to navigate through dream images andnightmares. Others gain some sense of theirnew nature. Often they grow to despise the liv-ing whose dreams they are doomed to wander.These malignant souls become dream phan-toms.

Dream phantoms invade the dreams ofthe living, causing nightmares. They may beattracted to a target by a familiar image or emo-tion they sense from a passing dream. Many aredriven to complete some purpose, perhaps afinal task that the dream phantom would havecompleted had it not died in its sleep. To thatend, dream phantoms possess the bodies of theliving as they sleep. This places the sleeper’sbody in a zombie-like state that many mistakefor sleepwalking. Meanwhile, the displacedconsciousness of the sleeper is trapped in thedream plane until it can force itself to awaken.

Combat

Dream phantoms are very focused on their cho-sen goals. They generally strike first by takingcontrol of the body of an opponent or a lovedone through the use of the dream trap ability.This allows a dream phantom to operate in rel-ative secrecy and provides some protection, asmost foes are unwilling to harm their lovedones, even when they are under a dream phan-tom’s control. If this fails, or a more directapproach appears to be warranted, a dreamphantom drains its foe of its sanity until it col-lapses into a coma. The dream phantom oftencontinues to plague its victims, night afternight, until they have been turned into dreamphantoms as well.

Wisdom Drain (Su): Living creatures hitby a dream phantom’s incorporeal touch attackmust succeed at a Fortitude save (DC 17) or

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suffer 1d4 points of permanent Wisdom drain.Those reduced to zero Wisdom by a dreamphantom retreat into a comatose state, plaguedby horrible nightmares. Once in this state, avictim loses 1d10 hit points every 24 hours.

Create Spawn (Su): Any humanoid slainby a dream phantom becomes a dream phan-tom in 1d8 hours. Spawn are under the com-mand of the dream phantom that created them.They do not possess any of the abilities theyhad in life.

Dream Trap (Su): Once per round adream phantom may merge its body with adreaming creature on the Material Plane. Thisability is similar to the spell, magic jar, as castby a 10th–level sorcerer, but differs in the fol-lowing manner. The target creature may resistbeing forced out of its body with a successfulWill save (DC 18). If successful, the dreamphantom cannot attempt to dream trap the tar-get creature again for 24 hours. If the targetcreature fails its save, the dream phantomenters its body and the target creature is con-fined to the dream plane. This effect is perma-nent unless the dream phantom willinglyleaves the target’s body or the target awakens.A target confined to the dream plane may makea Will save (DC 18) once every eight hours. Ifsuccessful, the target returns to its body on theMaterial Plane and the dream phantom is con-fined, once again, to the dream plane.

The dream phantom is considered to bean evil outsider for the purposes of dismissal ordispelling magic. When such spells, includingdismissal or dispel evil, are cast upon the hostbody the dream phantom is driven back to thedream plane. However, doing so does not auto-matically return a victim to its host body. Thevictim must still awaken, as above, to return toits body, which remains in a coma-like state inthe interim.

If the host body is slain, the dream phan-tom returns to the dream plane and the lifeforce of the host departs (that is, it is dead).

Incorporeal: Can be harmed only byother incorporeal creatures, +1 or betterweapons, or magic, with a 50% chance toignore any damage from a corporeal source.Can pass through solid objects at will, and ownattacks pass through armor. Always movessilently.

Endure elements (Su): A dream phan-tom ignores the first 5 points of sonic,electrical, cold, fire, and acid damage eachround.

Eternal Confessor

An eternal confessor is an undead cleric kept ina state of undeath by its god to finish the holywork it began while alive. Eternal confessorsare immensely powerful and singleminded.They have no fear of anything living or undeadand use their powers for the single purpose ofcompleting their gods’ goals. An eternal con-fessor is a powerful enemy and a dangerousforce of nature. Typically, eternal confessorsare employed by gods of death, war, or destruc-tion.

Eternal confessors look just like humanclerics, shrouded from head to toe in full plateand brandishing a powerful mace. They canpass easily for humans and often work withother undead to mete out their deity’s com-mands.

Creating an Eternal Confessor

“Eternal confessor” is a template that canbe applied to 10th-level or higher cleric withthe death, destruction, or war domains(referred to hereafter as “the character”). Thecharacter’s type changes to “undead.” It usesall the character’s statistics and special abilitiesexcept as noted here:

Hit Dice: Increase to d12 and add 4 HD.Speed: Same as the character.AC: Natural armor increases by 6.Damage: Eternal confessors have slam

attacks. If the character does not have thisattack form, use the damage values in the tablebelow. Creatures with natural attacks retaintheir old damage ratings or use the valuesbelow, whichever is better.

Size DamageFine 1Diminutive 1d2Tiny 1d3Small 1d4Medium-size 1d6Large 1d8Huge 2d6Gargantuan 2d8Colossal 4d6

Special Attacks: As the original charac-ter in addition to those listed below. Saveshave a DC of 10 + 1/2 eternal confessor’sHD + eternal confessor’s Charisma mod-ifier unless noted otherwise.

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Rebuke Undead (Su): An eternal confes-sor can command undead to his bidding. Hemay rebuke undead 6 times per day, per therules for turning undead. Unless necessary, aneternal confessor never destroys undead underhis control. Instead he commands them to fightwith him. An eternal confessor with allies is anunstoppable force in battle.

Smite (Su): Three times per day, an eter-nal confessor may use a melee attack to smitean opponent. He gains a +3 bonus to the attackroll and deals an additional 10 points of dam-age. This damage is considered magical andignores all damage reduction.

Thundering Mace (Su): Any mace theeternal confessor wields becomesa +5 thundering heavy mace inits hands. It deals an additional1d8 sonic damage on a suc-cessful critical hit. In addi-tion, the weapon is perma-nently blessed by his godand deals an additional+1d8 points of bonusdamage to any opponentwhose alignment is differentfrom the eternal confessor’s.

Unholy Touch (Su): Aneternal confessor channels pow-erful, divine energy throughhim. On a successful slamattack, the eternal confessordrains 1d6 hit points from hisopponent permanently. Thesehit points heal the eternalconfessor, with any excessbeing lost. This damage can-not be restored by any meansshort of a miracle or wish spell.

Special Qualities: An eternalconfessor retains all the special quali-ties of the character and those listedbelow.

Confessor Abilities: An eternal confes-sor is blessed with many powers from his god.He can detect good or evil, per the spell, at will,without concentration. He is constantlyenchanted by antipathy, freedom of movement,invisibility to animals, true seeing, and zone oftruth.

Energy Resistance (Ex): The eternal con-fessor is blessed by the hand of his god, pro-tecting him from harm. Eternal confessors havecold, fire, electricity, and sonic resistance 25.

Spell Immunity (Su): An eternal confes-sor is not deterred by the magic of mortals.

His god has seen to it they have little effect onhim. Spells and spell-like abilities of 5th levelor lower have no effect on an eternal confessor,just as if the spellcaster had failed to overcomespell resistance.

Spell-Like Abilities: An eternal confessormay cast augury, blindness/deafness, deathknell, deeper darkness, dispel magic, dominateperson, gaseous form, greater command, holdperson, invisibility, locate creature, locateobject, melf’s acid arrow, produce flame, shat-ter, silence, and summon monster III at will,once per round. Once per day, he may cast cir-cle of doom, disintegrate, feeblemind, finger ofdeath, flesh to stone, forbiddance, geas/quest,

haste, imprisonment, inflict seri-ous wounds, iron body, lightningbolt, mark of justice, maze, poly-morph other, prying eyes, right-

eous might, slow, spell turn-ing, summon monster VII,and wall of force. All spellsare cast as a 20th-levelcleric (save DC 13 + spelllevel).

Damage Reduction(Su): Eternal confessorshave damage reduction25/+3.

Fast Healing (Su):An eternal confessorheals 5 points of dam-

age each round so longas it has at least 1 hit

point remaining.Spell Resistance (Su):

Eternal confessors gain spell resis-tance equal to their CR + 10.

Turning Immunity(Ex): An eternal confessor

cannot be turned ordestroyed by a turn

attempt.Saves: Same as the character.

Abilities: Increase from the characteras follows: Str +8, Wis +4. As undead crea-tures, eternal confessors have no Constitutionscore.

Skills: Eternal confessors receive a +8racial bonus to Concentration. Otherwise, sameas the character.

Feats: Eternal confessors gain GreatFortitude, Iron Will, and Improved Critical(heavy mace), assuming the character meetsthe prerequisites and doesn’t already have thesefeats.

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Climate/Terrain: Any land and under-ground

Organization: Solitary, or band (1 plus7–12 ghasts, 2–4 mohrg, 11–20 zombies)

Challenge Rating: Same as the basecreature +6

Treasure: StandardAlignment: Usually lawful evilAdvancement: By character class

Sample Eternal Confessor

This example uses a 10th-level human cleric asthe character.

Eternal Confessor ClericMedium-Size UndeadHit Dice:10d12 (65 hp)Initiative: +2Speed: 20 ft. (full plate armor)AC: 27 (+2 Dex, +6 natural, +9 full plate),

touch 12, flat-footed 25Attacks: Heavy mace +16/+11/+6/+1 melee,

or slam +11 meleeDamage: Heavy mace 1d8+8 plus thundering,

slam 2d6+3 plus unholy touchFace/Reach: 5 ft. by 5ft./5 ft.Special Attacks: Rebuke undead 6/day, smite,

thundering mace, unholy touchSpecial Qualities: Confessor abilities, damage

resistance 25/+3, energy resistance, fasthealing 5, spell immunity, spell-like abili-ties, SR 26, turn immunity

Saves: Fort +7, Ref +5, Will +13Abilities: Str 18, Dex 14, Con —, Int 11, Wis

23 (pearl of Wisdom +2), Cha 8Skills: Concentration +13, Spellcraft +13Feats: Brew Potion, Combat Casting, Forge

Wand, Great Fortitude, Improved Critical(heavy mace), Iron Will, Scribe Scroll

Climate/Terrain: Any land and undergroundOrganization: Solitary, or band (1 plus 7–12

ghasts, 2–4 mohrg, 11–20 zombies) Challenge Rating: 16Treasure: StandardAlignment: Lawful evilAdvancement: By character class

Spells Prepared: 0—inflict minorwounds (3), guidance, read magic, resistance;1st—bane (3), command (2), divine favor (2);2nd—aid, inflict moderate wounds (2), holdperson (2), spiritual weapon (2); 3rd—animatedead, dispel magic (2), inflict serious wounds(2); 4th—dismissal, inflict critical wounds (2),poison (2); 5th—flame strike, righteous might

(2), slay living. Save DC 10 + spell level.Possessions: pearl of Wisdom +2, mas-

terwork full plate armor, heavy mace.Smite: Three times per day, an eternal

confessor may use a melee attack to smite anopponent. He gains a +3 bonus to the attack rolland deals an additional 10 points of damage.This damage is considered magical and ignoresall damage reduction.

Thundering Mace (Su): Any mace theeternal confessor wields becomes a +5 thun-dering heavy mace in its hands. It deals anadditional 1d8 sonic damage on a successfulcritical hit. In addition, the weapon is perma-nently blessed by his god and deals an addi-tional +1d8 points of bonus damage to anyopponent whose alignment is different from theeternal confessor’s.

Unholy Touch (Su): An eternal confessorchannels powerful, divine energy through him.On a successful slam attack, the eternal confes-sor permanently drains 1d6 hit points from hisopponent. These hit points heal the eternal con-fessor, with any excess being lost. This damagecannot be restored by any means short of a mir-acle or wish spell.

Confessor Abilities: An eternal confes-sor is blessed with many powers. He can detectgood or evil, per the spell, at will, without con-centration. He is constantly enchanted byantipathy, freedom of movement, invisibility toanimals, true seeing, and zone of truth.

Energy Resistance (Ex): The eternal con-fessor is blessed by the hand of his god, pro-tecting him from harm. Eternal confessors havecold, fire, electricity, and sonic resistance 25.

Spell Immunity (Su): Spells and spell-likeabilities of 5th level or lower have no effect onthe eternal confessor.

Spell-Like Abilities: An eternal confessormay cast augury, blindness/deafness, deathknell, deeper darkness, dispel magic, dominateperson, gaseous form, greater command, holdperson, invisibility, locate creature, locateobject, melf’s acid arrow, produce flame, shat-ter, silence, and summon monster III at will,once per round. Once per day, he may cast cir-cle of doom, disintegrate, feeblemind, finger ofdeath, flesh to stone, forbiddance, geas/quest,haste, imprisonment, inflict serious wounds,iron body, lightning bolt, mark of justice, maze,polymorph other, prying eyes, righteous might,slow, spell turning, summon monster VII, andwall of force. All spells are cast as a 20th-level cleric (save DC 13 + spell level).

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Fade

Medium-Size Undead (Incorporeal)Hit Dice: 4d12 (26 hp)Initiative: +8Speed: fly 50 ft. (perfect)AC: 18 (+4 Dex, +4 deflection), touch 14, flat-

footed 14Attacks: Incorporeal touch +7 meleeDamage: Incorporeal touch 0 plus sorrow and

weaknessFace/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Fear, pain siphon, sorrow,

weaknessSpecial Qualities: Eternal, spells, incorporeal,

turn resistance +4Saves: Fort +1, Ref +5, Will +2Abilities: Str —, Dex 19, Con —, Int 13, Wis

7, Cha 6Skills: Bluff +4, Hide +15, Listen +5, Spot +5,

Search +5Feats: Improved Initiative, Weapon Finesse

(incorporeal touch)

Climate/Terrain: Any land and undergroundOrganization: Solitary or pairChallenge Rating: 4

Treasure: NoneAlignment: Usually neutralAdvancement: 5–20 HD (Medium-size)

Fades are the fragmented spirits of those whotook their own lives out of despair or cow-ardice. While not overtly evil, they are a baneto the living.

A fade always appears as it did in the finalmoments of its life, its misery outwardlyreflected by its ghostly form.

Fades most often haunt the place wherethey died, but may also seek refuge where theyfeel that others will not be able to find them. Afade often tries to find solace and peace, havingbeen denied it in life. A fade might live in aquiet moor, an underground tomb, or any num-ber of other forgotten places.

Although not malevolent, fades willdefend themselves if necessary, causing horri-ble pain and sorrow to those who attempt todisturb them.

Fades are normally unable to communi-cate with the living. The creature is far morelikely to spout mad gibberish than to pass onany useful information.

Combat

A fade does not openly attack its opponents,preferring to remain hidden from living eyes.Often, a fade will linger in the area it died,seeking a way to end its torment. Thoseencountering a fade often find it best to leavewell enough alone, lest they anger the creatureenough to actually give it the courage to attack.

Fear (Su): A fade’s crippling fear radi-ates all around it. All opponents within 60 ft. ofa fade must succeed at a Will save (DC 15) orbecome panicked for 1d8 rounds. Even thosewho succeed suffer a –2 morale penalty toattack rolls, weapon damage rolls, abilitychecks, skill checks, and saving throws whilein the fade’s presence. Even after the fade isdestroyed, these effects linger for another 1d4hours afterward.

Pain Siphon (Su): A fade draws upon thefears and anxieties of those around it. This abil-ity is automatic rather than malevolent, and thefade is unable to turn off the ability voluntarily.Each time a living creature fails an attack roll,ability check, skill check, or takes any damagewithin 30 ft. of a fade, the creature suffers 1point of damage and the fade gains 1 temporaryhit point.

Sorrow (Su): A fade cannot remembermuch of its human life—only broken and dis-jointed memories of time spent wracked withindecision and fear remain. As a result, the fadespeaks in mad half truths and insane ramblings.All who hear the fade’s dementia must succeed

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at a Will save (DC 15) or become paralyzed for1d4 rounds and suffer 1d3 points of permanentWisdom drain. Whether or not the save is suc-cessful, that creature cannot be affected againby that fade’s sorrow ability for one day.

Weakness (Su): A fade’s touch alsodelivers the paralyzing terror of a child’s fears.Images of torment and powerlessness flood thevictim, rendering him weak and feeble. Eachtouch from a fade causes 1 point of temporaryStrength damage that can only be restoredthrough rest.

Eternal (Su): Fades are extremely diffi-cult to destroy. Their punishment for takingtheir own lives is to never truly find peace indeath. A fade destroyed by any means short ofa miracle or wish reforms in 1d6 days, fullyhealed. When a fade reforms, it has a 50%chance of permanently gaining 1 Hit Die, fur-ther ensuring that it remains a spirit forever.

Spells: Fades can cast arcane spells as a4th-level sorcerer (save DC 11 + spell level).These spells are most often chosen from theschools of Abjuration, Conjuration, Evocation,and Illusion.

Incorporeal: Can be harmed only by otherincorporeal creatures, +1 or better magicweapons, or magic, with a 50% chance to ignoredamage from a corporeal source. Can passthrough solid objects at will and own attackedpass through armor. Always moves silently.

Skills: Fades receive a +8 racial bonus toHide checks.

Famine Haunt

Medium-Size Undead (Incorporeal)Hit Dice: 5d12 (32 hp)Initiative: +6Speed: 30 ft., fly 40 ft. (good)AC: 14 (+2 deflection, +2 Dex), touch 12,

flat-footed 12Attacks: Famine touch +3 meleeDamage: 1d6 subdual and fatigue (see text) Face/Reach: 5 ft. by 5 ft./5 ftSpecial Attacks: Famine touch, create spawn,

spell-like abilitiesSpecial Qualities: Incorporeal, +2 turn resis-

tance, sustenance vulnerabilitySaves: Fort +1, Ref +3, Will +5Abilities: Str —, Dex 14, Con —, Int 13, Wis

12, Cha 14Skills: Hide +12, Intuit Direction +9, Listen

+13, Search +11, Spot +13Feats: Alertness, Blind-fight, Improved

Initiative

Climate/Terrain: Any land and undergroundOrganization: Solitary, pair, gang (2–5),

swarm (6–11)Challenge Rating: 5Treasure: NoneAlignment: Usually chaotic evilAdvancement: 6–15 HD (Medium-size)

Famine haunts are spirits that prey on the liv-ing, leaving their victims weak and starving.

Famine haunts appear as spectralhumanoids displaying the most extreme condi-tions of starvation—receding gums, roundedstomachs, and stretched skin that barely coversskeletal ribs and bones. These creatures arecreated by the passing of those who have diedof starvation, often due to another’s neglect orcruelty.

Unlike other forms of undead, faminehaunts often wander far from the place of theirdeath. They actively seek out victims in loca-tions where opulence is flaunted, thriving live-stock or agriculture is present, or wastefulhabits predominate. A well-stocked pantry sur-rounded with skeletal victims is often the firstindication that one or more famine haunts havelaid claim to a particular area.

Combat

Famine haunts are patient combatants.They prefer hit and run tactics that slow-ly weaken an opponent, subjecting it to

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great pain and hunger before the famine hauntschoose to end its life. If given a choice of tar-gets, they prefer striking at those who appear tobe the most corpulent or stocky.

Famine touch (Su): The famine haunt’stouch induces intense hunger within the targetresulting in growing discomfort and eventualstarvation. When a living creature is firsttouched by a famine haunt all forms of suste-nance are immediately drained from its bodyjust as if the creature had gone without food forfour days. Each additional touch drains the tar-get as if it had gone an additional day withoutfood. In addition, whenever the famine hauntmakes a successful touch attack against a liv-ing opponent, the opponent must make aConstitution check (DC 10, +1 for each previ-ous check) or suffer 1d6 points of subdualdamage. Creatures who have taken subdualdamage from the famine haunt’s famine touchability are fatigued (see DMG, Chapter 3,Condition Summary). Subdual damage result-ing from the famine touch, like starvation, can-not be recovered until the creature gets food, asneeded. Curative magic that restores hit points(such as cure light wounds) does not heal thisdamage. The famine haunt’s famine touch abil-ity has no effect on non-living creatures orcreatures who do not need to eat.

Create Spawn (Su): Any humanoid slainby a famine haunt becomes a famine haunt in1d4 rounds. Spawn are under the command ofthe famine haunt that created them. They donot possess any of the abilities they had in life.

Spell-like abilities: A famine haunt canuse both insect plague and slay living once perday each as a 9th–level cleric.

Incorporeal: Can be harmed only byother incorporeal creatures, +1 or betterweapons, or magic, with a 50% chance toignore any damage from a corporeal source.Can pass through solid objects, at will, andown attacks pass through armor. Alwaysmoves silently.

Sustenance Vulnerability (Ex): Faminehaunts have a vulnerability to certain forms ofsustenance magic. A famine haunt struck by aberry enchanted by the spell goodberry suffers1d8 points of damage from the contact.Striking a famine haunt with a Murlynd’sspoon deals 1d8 points of damage. Wearing aring of sustenance allows one to inflict normaldamage against a famine haunt with anunarmed strike. A famine haunt that comes into

contact with a clear ioun stone suffers 5d10points of damage.

Fever Gaunt

Fever gaunts are a unique breed of undead.Though weak and dependent upon strongerundead to thwart the living, they are intelligent,single-minded, and driven in their quest tospread disease.

Fever gaunts appear old and weak, theirfrail bodies hunched over from disease andfever. However, their aged look helps to dis-guise them from suspicion. Their faces, horri-bly marred by disease and pustules, give themthe appearance of ill elderly people rather thanhorrid undead creatures.

Fever gaunts work well with ghouls,wights, and any undead with human-like fea-tures. If an undead can be disguised to blend inwith human society, it is a fitting addition to afever gaunt’s entourage. It is not unheard of fora fever gaunt to sneak into a city with four orfive ghouls in tow, all wearing heavy robes anddisguised as pilgrims. Once inside the city,these beasts spread disease and pestilence toevery living thing they come in contact with.

Combat

Fever gaunts avoid combat at all costs, prefer-ring to introduce their diseases into humansociety through other means. When forced intoa corner, common gaunts summon rats andallies, while a gaunt king tries to dominate itsopponent and use minor magical abilities.

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Fever (Su): Crypt breath—bite or claws,Fortitude save (DC 24); incubation period 1d3days; 1 point permanent Constitution drain perday until death.

Spread Fever (Su): A fever gaunt canalso pass on its disease through continuedexposure to humans. Handling their food ordrink, coughing continuously in a crowdedarea, or bathing in a water source are all accept-able ways to spread the disease. Each hour ofexposure to the disease requires a Fortitudesave.

Ratmaster (Su): Fever gaunts can com-mand rats and other disease-carrying vermin.Three times per day, a fever gaunt may callforth a pack of diseased rats, as per the spellsummon swarm. However, only rats are sum-moned with this ability and all carry the samedisease as the fever gaunt, transmitting it withtheir bite. Rats and vermin summoned in this

manner remain for 3d8 rounds and the fevergaunt is considered a 12th-level caster for allapplicable effects.

Gaunt King

The gaunt king is a more powerful version ofthe common fever gaunt. Having the ability toturn invisible for short durations and dominateweak-willed victims makes a gaunt king anexceptionally powerful opponent. Surroundedby an entourage of ghouls and wights, thegaunt king is nearly unstoppable.

Spell-Like Abilities: At will — charmperson, chill touch, spectral hand, locate per-son; 3/day — halt undead, hold person, invisi-bility; 1/day — alter self, dominate person,dream, suggestion, vampiric touch. Theseabilities are as the spells cast by a 12th-level sorcerer (save DC 10 + spell level).

Common Gaunt

Medium-Size Undead

3d12 (19 hp)

+1

30 ft.

13 (+1 Dex, +2 natural), touch

11, flat-footed 12

Bite +3 melee and 2 claws +0

melee

Bite 1d6+1, claws 1d4 and fever

5 ft. by 5 ft./5 ft.

Fever

Ratmaster, spread fever

Fort +3, Ref +2, Will +8

Str 12, Dex 12, Con —, Int 16,

Wis 16, Cha 11

Bluff +6, Disguise +8, Hide +9,

Innuendo +4, Intimidate +4,

Listen +9, Move Silently +9,

Read Lips +4. Spot +9

Great Fortitude, Iron Will,

Multiattack

Any

Solitary, pair, gang (1 and 2–5

ghouls), or band (1 and 2–5

plague ghouls and 4–9 ghouls)

3

None

Always chaotic evil

4–9 HD (Medium-size)

Gaunt King

Medium-Size Undead

6d12 (39 hp)

+4

30 ft.

16 (+1 Dex, +5 natural), touch

11, flat-footed 15

Bite +5 melee and 2 claws +2

melee

Bite 1d6+1, claws 1d4 and fever

5 ft. by 5 ft./5 ft.

Fever

Ratmaster, spell-like abilities,

spread fever, +2 turn resistance

Fort +4, Ref +3, Will +10

Str 13, Dex 12, Con —, Int 17,

Wis 16, Cha 10

Bluff +8, Disguise +9, Hide +10,

Innuendo +4, Intimidate +6,

Listen +10, Move Silently +10,

Read Lips +4. Spot +10

Great Fortitude, Improved

Initiative, Iron Will, Multiattack

Any

Solitary, pair, gang (1 and 2-5

common fever gaunts and 4–9

ghasts), or band (1 and 4–9 com-

mon fever gaunts and 4–9 plague

ghouls and 7–12 ghasts)

5

None

Always chaotic evil

7–12 HD (Medium-size), 13–18

HD (Large)

Hit Dice:

Initiative:

Speed:

AC:

Attacks:

Damage:

Face/Reach:

Special Attacks:

Special Qualities:

Saves:

Abilities:

Skills:

Feats:

Climate/Terrain:

Organization:

Challenge Rating:

Treasure:

Alignment:

Advancement:

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Foreverjack

A foreverjack is a thief who has cheated Death.There aren’t many of them, but those that existare legends.

While bards are generally considered themasters of storytelling, it’s a rare rogue whodoesn’t have a tale or two of his own to spin.Older rogues use tales to teach the next gener-ation, knowing that a young thief is unlikely tosit still for a dull lecture on safety but mightjust learn something if the warning is couchedin an entertaining story. Then there are the leg-ends and myths told late at night or in hushedwhispers in dark rooms, tales of rogues so cun-ning, so swift, and so lucky that they managedto steal life from Death...

Creating a Foreverjack

“Foreverjack” is a template that can be appliedto any non-undead, non-outsider (referred tohereafter as “the character”), provided it meetsthe requirements detailed below (see“Becoming a Foreverjack”). The character’stype changed to “undead.” It uses all the char-acter’s statistics and special abilities except as

noted here:

Hit Dice: Increase to d12Speed: Same as the characterAC: Same as the characterDamage: Same as the character.Special Attacks: As per the original char-

acter, with the addition of the following abili-ties.

Intimate With Death (Su): The character’ssneak attack can damage both incorporeal crea-tures (no miss chance with a sneak attack) andundead.

Spells: The foreverjack can cast anyarcane spells it could cast while alive. If thecharacter had any levels in classes that permit-ted the casting of divine spells, it is probablethat such spellcasting is no longer possibleunless the character’s god was a god of death,trickery, or the like, in which case, at the DM’sdiscretion, it might continue to grant divinemagic to the character.

Special Qualities: A foreverjack retainsall the character’s special qualities and thoselisted below.

Eternal Existence (Su): The foreverjackcannot die in the normal fashion. It can bereduced to any number of negative hit pointswithout dying. It heals at the normal rate, butcannot take any action, and is totally unawareof the world, until it has healed up to at least 1hp. If the body is totally destroyed or mutilat-ed, it still continues to “heal”; when enoughtime has passed to “heal” itself to 1 hit point,the body reforms. Even spells that specificallytarget undead will not permanently kill aforeverjack.

This does not mean that foreverjacks livean unlife free of fear, for they can be trapped—anything that would hold a corporeal being willhold a foreverjack. While most are extraordi-narily skilled lockpickers and escape artists,there are still some traps that can keep them inplace—being buried under tons of rock, forexample, or being marooned on a barren demi-plane. In addition, for each foreverjack, there isa grim stalker (see pg 30) assigned to destroy it.If the grim stalker reduces the foreverjackbelow 0 hp and uses its soul rend ability, thenthe foreverjack is permanently destroyed.

Skillmaster (Ex): The foreverjackbecomes an intuitive master with one rogueclass skill of the character’s choice. It may take10 with that skill even when under stress or incombat, and may take 20 with that skill underany circumstances that would normally permittaking 10 without this ability, at no extra cost intime.

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Spell-Like Abilities: The character gainsthe following spell-like abilities: 3/day—dark-ness, invisibility, knock, mage hand; atwill—detect secret doors. These abilities are asthe spells cast by a 6th-level sorcerer (save DC10 + foreverjack’s Cha modifier + spell level).

Lightbane (Ex): A foreverjack is a crea-ture of darkness. It takes double damage fromall light and fire-based attacks. It cannot useany of its spell-like abilities if exposed to sun-light, and suffers a –4 morale penalty on allrolls.

Saves: Same as the character.Abilities: Same as the character.Skills: Save as the character, except as

noted under “Skillmaster”, above.Feats: Same as the character.

Climate/Terrain: Any land and under-ground.

Organization: Solitary.Challenge Rating: Same as the charac-

ter’s +2.Treasure: Standard, double gems. Alignment: Any chaotic.Advancement: By character class.

Becoming A Foreverjack

Unlike the process by which a wizard or sor-cerer becomes a lich, no one plans or plots tobe a foreverjack. Many foreverjacks had nevereven heard of such beings until they becameone. To become a foreverjack, a character mustmeet the following criteria:

Alignment: Any chaotic.Abilities: Charisma 15+, Intelligence

15+.Class: At least 1 rogue level. Special: When a particularly clever and

charismatic rogue dies, there is a very slimchance that he or she may return to life as aforeverjack. This is a two part process.

First of all, not all rogues are given thisopportunity. To determine if a rogue is eligibleto become a foreverjack, roll d% three times. Ifthe result is equal to or less than the rogue’sclass levels, then there is a chance that therogue will return to life as a foreverjack.

The second part of the process requiresthe rogue to perform some task that allows thecharacter to escape the afterlife. This taskvaries from rogue to rogue, but must involveconfronting the god of the dead for the pan-theon that the rogue worships. Worst yet, whilein the afterlife, the rogue is stripped of any

magical items that he or she possessed whilealive. Fortunately for the character, most godsof the dead enjoy gambling, and most of themare scrupulously honest in their terms. The taskpresented to the character is always incredibledifficult, but never impossible.

As an example, a rogue might escapefrom an iron fortress in the afterlife, only to beconfronted by the reigning god of the deadwhen stepping outside. The diety, being in agenerous mood, might offer to let the rogue goif he or she steals a valuable item from anotherdiety’s kingdom. The item is surrounded bytraps and guardians, but accessible to a cleverthief. Should the character succeed in the task,he or she would return to life as a foreverjack.

Sample Foreverjack

Here is a sample foreverjack using a humanRog10 as the base character.

Foreverjack RogueMedium-Size UndeadHit Dice: 10d12 (65 hp)Initiative: +7Speed: 30 ft.AC: 19 (+3 Dex, +6 armor), touch 13, flat foot-

ed 16Attacks: Rapier +9/4 melee, or composite

shortbow +12/7 rangedDamage: Rapier 1d6+2, or composite short-

bow 1d6+3Face/Reach: 5 ft. by 5 ft/5ft.Special Attacks: Sneak attack +5d6Special Qualities: Eternal existence, evasion,

improved evasion, lightbane, skillmaster(Open Lock), spell-like abilities, uncannydodge (Dex bonus to AC, can’t be flanked)

Saves: Fort +5, Ref +13, Will +4Abilities: Str 12, Dex 17, Con 13, Int 14, Wis

10, Cha 14Skills: Hide +16, Move Silently +16, Tumble

+16, Open Lock +18, Listen +15, Spot +15,Search +15, Appraise +15, Disable Device+17, Use Magical Device +12

Feats: Improved Initiative, Shield Proficiency,Alertness, Lightning Reflexes

Climate/Terrain: Any land and undergroundOrganization: SolitaryChallenge Rating: 12Treasure: Standard, double gemsAlignment: Any chaoticAdvancement: By character class

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Grave Leech

Diminutive VerminHit Dice: 1/4 d8 (1 hp)Initiative: –5 (Dex)Speed: 5 ft.AC: 10 (+4 size, –5 Dex, +1 natural), touch 9,

flat-footed 10Attacks: Touch –5 meleeDamage: Touch life drainFace/Reach: 1 ft. by 1 ft./0 ft.Special Attacks: Life drainSpecial Qualities: Blindsight 30 ft., bolster

undead, create spawn, vermin traitsSaves: Fort +2, Ref –2, Will +2Abilities: Str 1, Dex 1, Con 11, Int —, Wis 14,

Cha 4Skills: Hide +12, Listen +5, Spot +5

Climate/Terrain: Temperate and warm landand aquatic

Organization: Solitary or pack (2-8)Challenge Rating: 1/6Treasure: NoneAlignment: Always neutralAdvancement: 1 HD (Diminutive)

Intimate With Death (Su): The forever-jack rogue’s sneak attack can damage bothincorporeal creatures (no miss chance with asneak attack) and undead.

Eternal Existence (Su): The foreverjackrogue cannot die in the normal fashion. It canbe reduced to any number of negative hitpoints without dying. It heals at the normalrate, but cannot take any action, and is totallyunaware of the world, until it has healed up toat least 1 hp. If the body is totally destroyed ormutilated, it still continues to “heal”; whenenough time has passed to “heal” itself to 1 hitpoint, the body reforms. Even spells thatspecifically target undead will not permanentlykill a foreverjack rogue.

This does not mean that foreverjackrogues live an unlife free of fear, for they canbe trapped—anything that would hold a corpo-real being will hold a foreverjack rogue. Whilemost are extraordinarily skilled lockpickersand escape artists, there are still some traps thatcan keep them in place—being buried undertons of rock, for example, or being maroonedon a barren demi-plane. In addition, for eachforeverjack rogue, there is a grim stalker (seepg 30) assigned to destroy it. If the grim stalk-er reduces the foreverjack rogue below 0 hpand uses its soul rend ability, then the forever-jack rogue is permanently destroyed.

Skillmaster (Open Lock) (Ex): Theforeverjack rogue is now an intuitive masterwith the Open Lock skill. It may take 10 withthat skill even when under stress or in combat,and may take 20 with that skill under any cir-cumstances that would normally permit taking10 without this ability, at no extra cost in time.

Spell-Like Abilities: The foreverjackrogue has the following spell-like abilities:3/day—darkness, invisibility, knock, magehand; at will—detect secret doors. These abil-ities are as the spells cast by a 6th-level sorcer-er (save DC 12 + spell level).

Lightbane (Ex): A foreverjack rogue is acreature of darkness. It takes double damagefrom all light and fire-based attacks. It cannotuse any of its spell-like abilities if exposed tosunlight, and suffers a –4 morale penalty on allrolls.

Possessions: +2 buckler, +1 masterworkrapier, +1 mighty masterwork composite short-bow, cloak of resistance +1, bag of holding,bracers of armor +2, ring of protection +1

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Pale, disgusting offshoots of regular leeches,grave leeches are infected with negative ener-gy, causing the corpses they feed upon to ani-mate as undead.

Grave leeches closely resemble regularleeches, but their pale white coloration makesthem easily identifiable. These diminutivecreatures are roughly five to six inches inlength, but weigh a hefty 1/4 lb. before feed-ing. A sated grave leech can weigh up to 3 lbs.

Grave leeches can be commonly foundon various types of corporeal undead. Mindlessundead acquire them though accidental con-tact, while intelligent undead often seek themout in hopes of growing strong upon the nega-tive energy given off by the grave leech as itfeeds.

Combat

Grave leeches don’t participate in combatthemselves, as they are mindless creatures thatare only capable of slaying the smallest ofbeings, and that is only accomplished by slowand steady consumption. Once a grave leechattaches itself to a living being, it is quite diffi-cult to remove and will continue feeding untilthe creature is slain. After this time, the leechleaves the host in search of undead of any kind.

Life Drain (Su): Any successful biteattack of the grave leech allows it to automati-cally attach itself to the flesh of the victim andbegin to drain away their blood. The graveleech deals 1d4 points of temporaryConstitution damage each round to any livingcreature that it is attached to.

Create Spawn (Su): A humanoid ormonstrous humanoid that a grave leech feedsupon becomes infected with negative energyand will rise as a zombie within 24 hours of itsdeath. A zombie created in this manner isn’tunder the control of the leech that spawned it,but may find itself empowered by the leech ifthe grave leech is still attached to the zombieafter the transformation is complete.

Bolster Undead (Su): Undead that act asa host for grave leeches become augmented bythe innate negative energies given off by it.Each grave leech attached to an undead confers+1 turn resistance (which stacks with any turnresistance the creature may already possess)and increases the undead’s HD by +1.Bolstered undead should have a CR adjustmentof +1 for every 3 leeches. No more than 6grave leeches can bolter a single undead.

Vermin Traits: Immune to mind-influ-encing effects.

Grave Master

Medium-Size Undead (Earth)Hit Dice: 10d12 (65 hp)Initiative: +5Speed: 30 ft.AC: 19 (+1 Dex, +8 natural), touch 11, flat-

footed 18Attacks: Slam +10 meleeDamage: Slam 1d8+3 plus zombie rotFace/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Fear gaze, stench, zombie rotSpecial Qualities: Darkvision 120 ft., fast

healing 3, fear aura, restore corpse, spell-like abilities, tremorsense, turn resistance +4

Saves: Fort +3, Ref +4, Will +8Abilities: Str 17, Dex 13, Con —, Int 15, Wis

13, Cha 16Skills: Hide +16*, Intuit Direction +13, Listen

+11, Move Silently +16*, Spot +11Feats: Alertness, Blind-Fight, Combat

Reflexes, Improved Initiative, Leadership

Climate/Terrain: Any land and undergroundOrganization: SolitaryChallenge Rating: 9Treasure: Standard coins; 50% goods; 50%

itemsAlignment: Usually neutral evilAdvancement: 11–16 HD (Medium-size),

17–24 (Large), 25–30 (Huge)

The grave master is a powerful undead leader,capable of raising zombies from the dead andrestoring their broken bodies.

Almost demonic in appearance, its blackeyes and twisted horns form a grotesque andloathsome visage. Long, sinewy fingers androtting flesh complete the image of a gruesomeand inhuman beast.

The grave master is a true disciple of evil,committing atrocities in the name of whatevervendetta or cause it lays claim to. A grave mas-ter’s true intentions can be as varied as the vic-tims of its foul schemes.

Grave Master Society

The grave master does not engage its enemieshead on. Instead, it uses its powerful magic andcommand over undead to besiege human com-munities. Often making its home near grave-yards, the grave master is also comfortablenear battlefields, ruins, catacombs, andtombs—anywhere it can draw upon thedead for its soldiers.

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By digging its hand into the earth, thegrave master worms its fingers to the remainsof all dead with five miles and brings theirsoulless bodies to life. His power over the deadis all-reaching and absolute. So long as thereare remains in the area, he can raise them asundead. Even spells that normally prevent acorpse from ever rising as undead are power-less against the grave master’s might.

However, a grave master’s true power liesin its anonymity. The grave master summonsthe dead to do its bidding, staying far from theprying eyes of adventurers and undead hunters.Stories tell of grave masters living hundreds ofmiles from a manor besieged by zombies benton destruction and revenge. The grave master’spower is so far reaching that it can even com-mand the undead from half a nation away.

Combat

A grave master keeps its distance, using thesummoned zombies at its disposal to slow itsadversaries as it summons up its most devastat-ing powers.

Fear Gaze (Su): Unlike most undead, thegrave master’s fearful presence does not halt itsopponents in their tracks. Instead, its fearfulpresence inches them closer to death, remind-ing them of the undead’s power over the liv-

ing. As a standard action, the grave mastermay focus its gaze on one opponent, forcing

him or her to make a Will save (DC 18) or lose1 hit point permanently. In addition, any arcanespellcaster affected by this ability loses onespell slot of his or her highest memorized levelas though the spell had been cast. Divine spell-casters are immune to this effect.

Stench (Ex): Like ghasts and othergravediggers, the grave master is surroundedby the stench of death. Those within 30 ft. mustsucceed at a Will saving throw (DC 17) or beovercome with nausea and a sickening dread.Those affected suffer a –4 circumstance penal-ty to Strength and Dexterity ability checks andskill related checks. In addition, dodge bonusesto AC are negated for 2d6 minutes.

Fast Healing (Su): A grave master heals3 points of damage each round so long as ithas at least 1 hit point and remains in contactwith the ground.

Fear Aura: Grave masters are shroudedin a dreadful, unholy aura. Just the sight of itspallor is enough to unnerve the staunchestfighter. Creatures of less than 6 HD in a 60-ft.radius must succeed at a Will save (DC 18) orsuffer a –2 morale penalty to attack rolls,weapon damage rolls, ability checks, skillchecks, and saving throws for 2d6 rounds. Thiseffect continues even if the opponent movesout of the radius of the fear aura.

Restore Corpse (Su): The most potent ofall the grave master’s considerable powers is itsability to return the dead to life. But a gravemaster’s power does not end there. It may healdestroyed zombies and increase their strengthin combat, and fill them with purpose and intel-ligence.

The grave master’s power to summonundead is different from the spell animate deadin many ways.

First, the grave master summons allcorpses within 5 miles to become part of hisarmy. There is no limit to the number of HDworth of undead that a grave master can sum-mon in this manner and all of them serve thegrave master loyally.

Second, skeletons under the earth areraised as well, but the grave master’s powersover rotting flesh allow them to grow back skinand tissue where it has decayed. Because ofthis, all undead summoned by the grave masterare considered zombies.

Third, zombies returned to life in thismanner have maximum hit points and gain anadditional 2 Hit Dice from the grave master’spower over undeath.

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Fourth, undead under the grave master’scontrol are strong and resourceful. They nolonger suffer the penalty of being able to onlyperform partial actions and their Int isincreased to 10.

Fifth, all zombies within 120 ft. of thegrave master (even those zombies that he hasnot summoned) are under his control and gainthe benefits of the spells desecrate and unhal-low.

Sixth, zombies slain within 5 miles of thegrave master return within 24 hours, complete-ly restored, no matter what is done to theirbody. Even burning a zombie to ash cannotstop it from rising again the next day. Thesepowers persist so long as the grave masterlives.

Lastly, zombies under the control of thegrave master cannot be destroyed as the resultof a turning check. They merely begin movingback toward the grave master until the effectwears off or the grave master bolsters them.

As should be apparent, a grave master isnearly undeafeatable once it is in command ofan army of undead, and only by slaying thegrave master itself can anyone hope to stop itsreign of terror.

Zombie Rot (Ex): A grave master’stouch causes the victim’s flesh to decay. On asuccessful slam attack, the victim must suc-ceed at a Fortitude save (DC 20) or suffer 1point of permanent Charisma drain and 1d3points of permanent Constitution drain.

Charisma lost in this manner cannot berestored by any means short of a miracle orwish spell, but the Constitution drain can berestored normally.

Spell-Like Abilities: 1/round—animatedead, desecrate, chill touch, control undead,ghoul touch, halt undead, unhallow; 1/day—circle of death, dominate person, emotion,enervation, inflict moderate wounds, sugges-tion, unholy aura. These abilities are as thespells cast by a 12th-level sorcerer (save DC 13+ spell level).

Tremorsense (Ex): A grave master’scommand of the soil allows him to senseeverything around it. It can automatically sensethe location of anything within 240 feet that isin contact with the ground.

Skills: Grave masters gain a +8 racialbonus to Hide and Move Silently checks atnight.

Gravestone Guardian

Small UndeadHit Dice: 2d12 (13 hp)Initiative: +3Speed: 30 ft., fly 60 ft. (clumsy)AC: 20 (+1 size, +3 Dex, +6 natural), touch 14,

flat-footed 17Attacks: 2 claws +3 meleeDamage: Claw 1d2+2 and paralysisFace/Reach: 5ft. by 5ft./5ft.Special Attacks: Paralyzing touchSpecial Qualities: Damage reduction 10/+1,

statue form, yawning graveSaves: Fort +0, Ref +3, Will +4Abilities: Str 14, Dex 17, Con —, Int 11, Wis

12, Cha 12Skills: Move Silently +11, Spot +12, Listen

+12, Hide +10Feats: Alertness

Climate/Terrain: Any Land (Graveyards)Organization: Solitary or Squad (2–5)Challenge Rating: 3Treasure: StandardAlignment: Always neutralAdvancement: 3–5 HD (Small)

A gravestone guardian is a statue animated bythe will of the deceased, and it has only onepurpose—to guard the tomb from desecration.

The gravestones of commoners are oftennothing more than plain stone markers, assum-ing there is a gravestone at all and not just amound of freshly turned dirt. The wealthy,however, mark their graves with ornate statu-ary. In folklore, the looming gargoyles orsword-wielding angels protect the grave fromevil spirits, and such tales often have a basis infact.

A gravestone guardian is the result of astrong-willed person being buried beneath anornately decorated gravestone, one that promi-nently features one or more carved statues ofwinged creatures. The exact form does notmatter—they can be gargoyles, demons,angels, or anything of a similar nature. Overtime, the grave absorbs the will of the personand the stone responds. A small portion of thesoul of the grave’s inhabitant gradually beginsto animate the statues, using them as a weaponagainst those who would disturb its rest.

Gravestone guardians often keep selectitems from those they kill, adding them tothe wealth already present in the gravebelow.

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Combat

Gravestone guardians appear as normal statuesto passersby. They only attack if the grave theyguard is disturbed. Most use their yawninggrave ability to separate multiple attackers,then close in with their claws to finish the job.

Statue Form (Ex): The gravestoneguardian is extremely difficult to tell apartfrom an ordinary inanimate statue when notmoving. To do so requires a Spot check (DC25).

Paralyzing Touch: Anyone struck by thegravestone guardian’s claws must make aFortitude save (DC 13) or be paralyzed for 1d6minutes. While paralyzed, the victim’s skinturns grey and takes on a rocky texture, ren-dering them indistinguishable from stone.

Yawning Grave (Su): Three times a day,a gravestone guardian can command the earthto open up and swallow a target individual. Thetarget must make a Reflex save (DC 20) or fallinto a 20-ft.-deep, 5-ft.-wide spiked pit trapthat opens suddenly in the ground (see DMG,Chapter 4, Simple Mechanical Traps). The

“spikes” in this case are actually jaggedbones jutting up out of the ground below.

Grim Stalker

Medium-Size UndeadHit Dice: 22d12 (143 hp)Initiative: +6Speed: 30 ft.AC: 18 (+2 Dex, +6 natural), touch 12, flat-

footed 16Attacks: 2 slams +9 meleeDamage: Slam 1d8+4Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Death aura, energy drain,

frightful presence, rebuke undead, soul rendSpecial Qualities: Alter self, damage reduc-

tion 15/+1, fast healing 10, SR 25, +4 turnresistance

Saves: Fort +7, Ref +9, Will +14Abilities: Str 18, Dex 15, Con —, Int 14, Wis

16, Cha 15Skills: Bluff +16, Climb +10, Hide +18, Intuit

Direction +13, Listen +22, Move Silently+20, Search +17, Sense Motive +16, Spot+21, Wilderness Lore +17

Feats: Alertness, Blind-Fight, CombatReflexes, Dodge, Improved Initiative,Mobility, Power Attack, Track

Climate/Terrain: Any landOrganization: SolitaryChallenge Rating: 14Treasure: NoneAlignment: Usually lawful evilAdvancement: 23–50 HD (Medium-size)

Grim stalkers are powerful undead creaturesthat hunt down and kill those who rely tooheavily on healing magic.

These fearsome hunters take variousforms to avoid detection as they track andstudy their chosen prey. In their natural form,they appear as shadowy, gray humanoids withglowing red eyes. Whenever a grim stalkeralters its appearance, its eyes briefly glow.Most grim stalkers alter their form in seclusionor cover their eyes to avoid detection.

The exact origins of these creatures areunknown. Some claim that they are the souls ofthose whose prayers for curative magic wentignored by the gods and their followers. Othersclaim these creatures are a product of deathitself, sent to claim the souls of those who havecheated it for too long.

Regardless of their origins, grim stalkersare well known for their persistence. They tendto single out specific targets, often those whohave died and returned to life or those who

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have relied heavily upon curative magic. Theyhave also been known to attack temples andother healing establishments or to target high-level clerics who practice the curative arts.They secretly track a target, often for long peri-ods of time, before revealing their presence.Their pursuit of a chosen target is relentless andthose who attempt to prevent the creature fromseizing its prey are dealt with quickly andseverely. Indeed, some communities are sofearful of the possible arrival of a grim stalkerthat they forbid those who have been resurrect-ed from entering their villages or insist thattemples to the gods of healing be placed faroutside of their towns.

The most terrifying aspect of the grimstalker is its soul rend ability. If a grim stalkeris close enough to a recently deceased soul, itcan use its will to cause the soul to twist andwarp until it is torn apart. A soul destroyed insuch a manner ceases to exist and cannot beresurrected. Stories tell of some individualswho were so afraid of a grim stalker’s soul rendability, that they took their own lives ratherthan permit the grim stalker to destroy theirsouls.

An ancient legend speaks of a man whowas able to destroy a grim stalker before itcould kill him. One version claims the manbecame immortal. Another version claims thatanother grim stalker, or perhaps the same one,renewed the hunt several months later anddestroyed the man’s soul. Which of these sto-ries is correct, if either, remains a subject ofdebate among scholars and adventurers alike.

Although generally untalkative, grimstalkers speak Common and often the nativelanguage of their chosen prey.

Combat

Grim stalkers are uncompromising when track-ing their prey. They show little regard for othercreatures unless they openly pose a threat to thegrim stalker’s unholy mission. Some grimstalkers have been known to track a target formonths. Through the use of various disguises,the grim stalker studies a target and assesses itscapabilities. Once the grim stalker determinesthe time is right to seize its prey, it reveals itstrue nature and attacks. If its initial assault fails,it continues to relentlessly pursue its prey. Atthat point, a grim stalker may use its commandabilities to recruit additional undead creaturesto assist it in its campaign. A grim stalker usu-ally reserves its soul rend ability for its chosentarget.

Death Aura (Sp): Once a day as a freeaction, a grim stalker can produce a death aura.This ability functions as the spell slay living asif cast by a 10th–level cleric, except that itaffects all living creatures within a 15-footradius around the grim stalker. Living creaturessubjected to the death aura may avoid deathwith a successful Fortitude save (DC 18). If thecreature succeeds, it instead suffers 3d6+5points of damage.

Energy Drain (Su): Any living creaturestruck by a grim stalker gains 1d3 negative lev-els. For each negative level bestowed, the grimstalker heals 1d6+2 points of damage. If theamount of healing is more than the damage thegrim stalker has already taken, it gains anyexcess as temporary hit points. If a negativelevel has not been removed (with a spell suchas restoration) before 24 hours have passed, theafflicted opponent must succeed at a Fortitudesave (DC 23) to remove it. Failure means theopponent’s level (or Hit Dice) is reduced byone.

Frightful Presence (Ex): When a grimstalker charges, attacks, or shouts, it inspiresterror in all creatures within 90 ft. that havefewer Hit Dice or levels than it has. Eachpotentially afflicted opponent must attempt aWill save (DC 23) or become shaken for 2d4rounds. A successful save leaves that oppo-nent immune to the grim stalker’s fright-ful presence for 24 hours.

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Rebuke Undead (Su): A grim stalkercan rebuke and command undead as the classability of a 10th–level cleric.

Soul Rend (Su): Three times per day, asa standard action, a grim stalker can rend thesoul of a recently deceased creature throughsheer force of will. To employ this ability, thegrim stalker must be within five feet of thebody of the deceased target creature within 1d3rounds after the deceased target creature hasdied. The soul of the deceased target creaturemust make a Will save (DC 18) or bedestroyed. A soul destroyed in this manner can-not be restored by any magical means. Anymagical attempts to resurrect the deceased tar-get creature, such as the spells reincarnate,raise dead, resurrection, and true resurrection,automatically fail.

The act of rending a soul is so terrifyingthat any creature that witnesses it must make aWill save (DC 23) or be panicked for 1d4 min-utes.

Alter Self (Sp): At will, a grim stalkercan alter its appearance and form as the spellalter self, as if cast by a 12th–level sorcerer.However, each time a grim stalker uses thisability to assume a new form, its eyes glow redfor a brief instant.

Hecatombe

Hecatombes are undead creatures that wereused as living sacrifices in rituals to gods thateither never existed, or to deities that declaredthe offered soul to be unworthy of acceptance.Hecatombes were not willing sacrifices whenthey lived, and this uncooperative nature fol-lowed them in death, only to be amplified tomajestic levels of hatred in undeath. Only onegoal drives the hecatombe: The complete deathand destruction of all the clergy and any othersresponsible for its sacrifice as well as anythingdedicated to the god that felt the hecatombe’ssoul unworthy (holy symbols, clerics, tem-ples), thus binding it to this undead state.

A hecatombe looks like a preserved, butmarkedly pale creature. The white sheen of thehecatombe’s flesh clearly illustrates themethod in which it died: blood loss (often bylarge, jagged gashes in its throat, or by manyprecise incisions throughout its body). For themost part, the majority of hecatombes sufferedtheir mortal wounds from their necks orabdomen. It is from these horrid wounds thatblood continuously flows, dripping onto theground below, leaving a trail of death and thestench of rust wherever a hecatombe walks.When sacrificed, the character is usuallystripped of all possessions, but a risenhecatombe retains enough of its intelligence totry to regain some of its belongings, or toacquire new ones to replace them.

For the most part, the only person thatneeds to fear a hecatombe is its killer, butsometimes the seething hatred a hecatombepossesses for the religion that cost its lifeextends to any clergy or believers it meets onthe path to its killer. The hecatombes that arethis enraged in undeath will take every possiblemeasure to cause suffering and slaughter.

CREATING A HECATOMBE

“Hecatombe” is a template that can be added toany humanoid or monstrous humanoid creature(referred to hereafter as the “base creature”).The creature’s type changes to “undead.” Ituses all the base creature’s statistics and specialabilities except as noted here.

Hit Dice: Increase to d12.Speed: Same as the base creature.AC: As base creature and armor type.

Hecatombes also gain a +3 natural armorbonus.

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Attacks: A hecatombe retains all of theattacks of the base creature and also gains aslam attack if it didn’t already have one.

Damage: Hecatombes have slam attacks.If the base creature does not have this attackform, use the damage values in the table below.Creatures with natural attacks retain their olddamage ratings or use the values below,whichever is better.

Size DamageFine 1Diminutive 1d2Tiny 1d3Small 1d4Medium-size 1d6Large 1d8Huge 2d6Gargantuan 2d8Colossal 4d6

Special Attacks: A hecatombe retains allthe special attacks of the base creature and alsogains the abilities described below.

Energy Drain (Su): Living creatures hitby a hecatombe’s slam attack receive 1 nega-tive level.

Frightful Presence (Ex): The mere sightof a hecatombe is enough to possibly unnerveweaker opponents. Creatures with fewer HDthan the hecatombe and who are within 30 ft. ofit must make a Will save (DC of 10 + 1/2 thehecatombe’s HD + the hecatombe’s Charismamodifier) or be shaken for 5d6 rounds.Characters who are shaken suffer a –2 moralepenalty on attack rolls, checks, and savingthrows.

Smite the Zealots (Su): Once per day, ahecatombe may attempt to smite its killer orany member of its killer’s faith with one meleeattack. This use of the smite ability stacks withthe natural slam damage of the hecatombe, orcan be used in conjunction with any meleeweapons the hecatombe possesses. Thehecatombe gets to add its Charisma modifier (ifpositive) to its attack roll and deals 1 extrapoint of damage per HD. If the hecatombe acci-dentally smites a creature that is not its killer ornot from its killer’s faith, the smite has noeffect, but is still used up for that day.

Special Qualities: A hecatombe retainsall the special qualities of the base creature andalso gains undead qualities and those listedbelow.

Damage Reduction (Su): Hecatombeshave damage reduction 10/+1.

Resistance (Ex): A hecatombe has acid,cold, electricity, and fire resistance 20.

Locate the Quarry (Su): The hecatombeis always aware of its killer’s general locationand direction, even if the killer is on anotherplane of existence. Furthermore, the hecatombewill make every attempt to track and slay itskiller. As the hecatombe gets closer to thekiller, it is immediately drawn to its enemy likea moth to the flame—it will know the preciselocation of its killer if within 5 miles of him orher. This ability even extends to any others ofthe same faith as the hecatombe’s killer thatwere present at its death.

Turn Resistance/Immunity (Ex):Hecatombes cannot be turned or rebuked bymembers of the faith responsible for theirdeath. A hecatombe gains a +4 turn resistanceagainst clerics and paladins of all other faiths.

Saves: Same as the base creature.Abilities: A hecatombe gains +4 to both

its Strength and Charisma scores and a +1 to itsIntelligence score, but being undead, has noConstitution score.

Climate/Terrain: Any land and under-ground

Organization: SolitaryChallenge Rating: Up to 7 HD, as base

creature +1; 8+ HD, as base creature +2Treasure: As base creature or noneAlignment: Always chaotic evilAdvancement: Same as the base creature

HECATOMBE CHARACTERS

Hecatombes are always chaotic evil, which canhave great repercussions for characters withalignment restrictions due to their characterclass.

Hecatombe clerics and paladins lose theoption of having their abilities powered by pos-itive energy, instead becoming users of nega-tive energy. These classes rebuke or commandundead instead of turning them and alwaysinflict harm instead of curing injuries with curespells. Hecatombe wizards will probably findthemselves without their spellbooks upon firstrising from death, so spellcasting for them maybe difficult. Both wizards and sorcerers thatbecome hecatombes and had familiars will dis-cover the connection severed and their familiarlost. Fortunately, they have the option ofattempting to call another.

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Sample Hecatombe

This example uses a drow War1 as the basecreature.

Drow HecatombeMedium-size UndeadHit Dice: 1d12 (6 hp)Initiative: +1 (Dex)Speed: 30 ft.AC: 14 (+1 Dex, +3 natural), touch 11, flat-

footed 13Attacks: +3 slamDamage: Slam 1d6+2Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Energy drain, frightful pres-

ence, smite the zealots, spell-like abilitiesSpecial Qualities: Damage reduction 10/+1,

darkvision 120 ft., drow traits, light blind-ness, locate the quarry, resistances, SR 12,turn resistance/immunity

Saves: Fort +2, Ref +1, Will +0Abilities: Str 14, Dex 13, Con –, Int 14, Wis

11, Cha 13Skills: Climb +6, Intimidate +5, Ride +5Feats: Dodge

Climate/Terrain: Any land and undergroundOrganization: SolitaryChallenge Rating: 3Treasure: StandardAlignment: Always chaotic evilAdvancement Range: By character class

COMBAT

Drow Traits: Immune to sleep effects,low-light vision, +2 saves vs. Enchantment,automatically attempt Search check on secretdoors within 5 ft., +2 racial bonus to Will savesagainst spells and spell-like abilities.

Energy Drain (Su): Living creatures hitby a hecatombe’s slam attack receive 1 nega-tive level.

Frightful Presence (Ex): The mere sightof a hecatombe is enough to possibly unnerveweaker opponents. Creatures with less HD thanthe hecatombe and who are within 30 ft. of itmust make a Will save (DC of 10 + 1/2 thehecatombe’s HD + the hecatombe’s Charismamodifier) or be shaken for 5d6 rounds.Characters who are shaken suffer a –2 moralepenalty on attack rolls, checks, and savingthrows.

Light Blindness (Ex): Abrupt exposureto bright light (such as sunlight or a daylightspell) blinds drow for 1 round. In addition,

they suffer a –1 circumstance penalty to allattack rolls, saves, and checks while operatingin bright light.

Locate the Quarry (Su): The hecatombeis always aware of its killer’s general locationand direction, even if the killer is on anotherplane of existence. Furthermore, the hecatombewill make every attempt to track and slay itskiller. As the hecatombe gets closer to thekiller, it is immediately drawn to its enemy likea moth to the flame—it will know the preciselocation of its killer if within 5 miles of him orher. This ability even extends to any others ofthe same faith as the hecatombe’s killer.

Resistances (Ex): A hecatombe has acid,cold, electricity, and fire resistance 20. Ahecatombes cannot be turned or rebuked bymembers of the faith responsible for its death.

Smite the Zealots (Su): Once per day, ahecatombe may attempt to smite its killer, orany member of its killer’s faith with one meleeattack. This use of the smite ability stacks withthe slam damage of the hecatombe, or can beused in conjunction with any melee weaponsthe hecatombe possesses. The hecatombe getsto add its Charisma modifier (if positive) to itsattack roll and deals 1 extra point of damageper HD. If the hecatombe accidentally smites acreature that is not its killer, or not from itskiller’s faith, the smite has no effect, but is stillused up for that day.

Spell-Like Abilities: 1/day—dancinglights, darkness, faerie fire (all as Sor1). DC11 + spell level.

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Heirloom Wraith

Medium-Size Undead (Incorporeal)Hit Dice: 5d12 (32 hp)Initiative: +3Speed: 30 ft., fly 60 ft. (perfect)AC: 18 (+5 deflection,+3 Dex), touch 13, flat-

footed 15Attacks: 2 claws +2 meleeDamage: Claw 1d4+1d6 coldFace/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Constitution drainSpecial Qualities: Heirloom home, homing

beacon, incorporeal, suggestionSaves: Fort +1, Ref +4, Will +6Abilities: Str 10, Dex 17, Con —, Int 13, Wis

14, Cha 14Skills: Hide +11, Sense Motive +8, Move

Silently +12, Intimidate +9, Intuit Direction+5, Bluff +10, Spot +7, Listen +4

Feats: Dodge, Alertness

Climate/Terrain: AnyOrganization: SolitaryChallenge Rating: 3Treasure: NoneAlignment: Always chaotic evilAdvancement: 6–7 HD (Medium-size)

The first encounter with an heirloom wraith isusually not even recognized as such. Mostcommonly, the wraith is encountered as a pieceof jewelry or clothing on a corpse or in a trea-sure hoard. The item is almost always well made, but not necessarily extremely valu-able. A wedding ring, a scarf, a pair of well-made riding boots, a necklace, or even a child’sfavorite toy may all be homes to these crea-tures.

In life, the heirloom wraith was usually anindividual who committed an act of evil inorder to keep or obtain some item. In death, theindividual’s spirit was unable to leave that itembehind and became trapped in it, growing evenmore bitter and hateful.

The first person in an adventuring party totouch or spot an item that is home to an heir-loom wraith will be compelled to pick it up andkeep it, always manufacturing a good reasonfor doing so. If it’s valuable, the reason is obvi-ous; if it is not, the character will have someother excuse. If the item is a piece of clothingor jewelry, the heirloom wraith can resize itshome to fit any character of the same size cate-gory as the original owner.

Each night, the wraith leaves the item,

taking the form it had in life, albeit wispy andinsubstantial. It seeks out a victim to kill—usu-ally someone not a close friend of its newowner. It will then return. The owner of theitem and his or her traveling companions maycome to believe they are trailing a killer, as amurder will occur in each town they sleep in.

If no suitable victim is within range of theheirloom wraith, it turns on the owner of itsitem. If it succeeds in killing that person, it willreturn to its home and wait for someone else tofind the body.

Combat

An heirloom wraith prefers sleeping orunaware victims, and will generally sneak intoa room and wait for a suitable target. It willavoid direct conflict unless somehow com-pelled to stay and fight. Even in such a case, itwill fight only until it can escape, unless itseems that victory is assured. Its hands areskeletal, and anyone scarred by its claws willexperience bitter chills as well as bloodywounds.

Constitution Drain (Su): Living crea-tures hit by an heirloom wraith’s claws mustsucceed at a Fortitude save (DC 14) or suffer1d6 points of temporary Constitution damage.

Incorporeal (Ex): Can be harmed onlyby other incorporeal creatures, +1 or bettermagic weapons, or magic, with a 50% chanceto ignore any damage from a corporeal source.Can pass through solid objects at will, and ownattacks pass through armor. Always movessilently.

Heirloom Home (Su): The heirloomwraith is bound to a single item that it cher-ished in life—so much that it killed for it, let aninnocent die rather than part with the item, orotherwise committed some heinous act involv-ing the item. The wraith can return to, oremerge from, the item as a free action. In theitem, it is fully aware of its surroundings. Theitem will always have normal dardness and hitpoints, and can be destroyed by any normalmeans. (A ring can be melted down, a piece ofclothing can be burned or shredded, etc.) Whenthis is done, the heirloom wraith is permanent-ly killed, whether or not it was present in theitem at the time. So long as the item exists, theheirloom wraith cannot be truly killed; if it isdestroyed in combat, it simply re-enters theitem and will re-emerge unharmed 1d4 dayslater.

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Suggestion (Sp): If the item in which theheirloom wraith dwells is abandoned, it willseek a new owner. As soon as someone sees theitem, the heirloom wraith will use a powerfulsuggestion spell (DC 14) to compel that personto pick the item up and use it. The heirloomwraith can refine the suggestion over time; ifsomeone points out that the murders began assoon as the item was found, it will suggest toits owner that this is mere coincidence, andnote that other events occurred just prior to themurders. It may use this ability at will, but onlyon its owner, and only with regard to convinc-ing the owner to hold onto and keep the item.

Homing Beacon (Ex): An heirloomwraith always knows where its item is. If itsowner should happen to pack up and leave dur-ing the night while the wraith is out killing, thewraith will sense the item and will travel bynight and day to reach it, not even stopping tokill until it has returned home. Should theowner leave the heirloom wraith’s plane ofexistence while it is out hunting, then thewraith may be stranded and unable to return toits home. In this instance, the heirloom wraithis destroyed at the dawn of the seventh daysince it was stranded. However, should theowner later return to the wraith’s plane of exis-tence, it will immediately sense it and attemptto return home to its item, as above.

Horrid Murder

Huge UndeadHit Dice: 25d12 (162 hp)Initiative: +6Speed: 20 ft., fly 40 ft. (good)AC: 18 (–2 size, +2 Dex, +8 natural armor),

touch 10, flat-footed 16Attacks: 2 slams +11 melee Damage: Slam 2d8+7Face/Reach: 10 ft. by 10 ft./15 ft. Special Attacks: Engulf 4d10+10Special Qualities: All-around vision, ethereal

soul, crow call, discorportation, unnaturalaura, polymorph immunity, massive damagevulnerability

Saves: Fort +8, Ref +10, Will +14Abilities: Str 24, Dex 15, Con —, Int 11, Wis

10, Cha 16Skills: Concentration +17, Hide +11, Intuit

Direction +17*, Listen +21*, Move Silently+13, Search +21, Spot +22, Wilderness Lore+10

Feats: Dodge, Flyby Attack, ImprovedInitiative, Mobility, Power Attack

Climate/Terrain: Any landOrganization: Solitary, pair, gang (2–5), pack

(6–11)Challenge Rating: 13Treasure: NoneAlignment: Usually chaotic evilAdvancement: 26–50 (Huge)

Horrid murders are formed from gatherings ofcrows dominated by a malevolent intelligence.Their ability to discorporate makes them verydifficult to destroy.

Beings that have been brutally slain,especially those killed in the isolation of thewilderness, develop an immense hatred for theliving and reach out to those that will aid themin their schemes. Crows, black by nature, areparticularly receptive to domination by thesesouls. The result is a horrid murder.

A horrid murder is composed of one hun-dred or more crows. When at rest, they appearas any other flock of black birds, but when thehorrid murder is on the move, the crows swarmaround the horrid murder’s ethereal soul in aformation that vaguely resembles thehumanoid form that once housed the horridmurder’s soul. The ethereal soul at the heart ofthe horrid murder can be seen only throughmagic.

The horrid murder’s body is far more ten-

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uous than those of other forms of undead, mak-ing a horrid murder quite vulnerable should toomany of its component crows be destroyed.Most horrid murders are well aware of theirlimitations and choose to discorporate and fightanother day rather than be completelydestroyed.

Combat

Horrid murders tend to rely more upon bruteforce than stealth and cunning. Yet occasional-ly, one may wait in a grove of trees or in tallgrass in order to ambush a chosen target.

Engulf (Ex): As part of its movement, ahorrid murder may fly into an area occupied byanother Huge or smaller creature. When thehorrid murder does so, it engulfs the creatureand subjects the creature to the swarm of sharpbeaks and razor-like talons of the crows thatcompose the horrid murder. The engulfed crea-ture is subjected to 4d10+10 points of piercingdamage. The engulfed opponent may attemptan attack of opportunity with a –4 penalty onthe attack roll. An opponent that chooses not tomake an attack of opportunity may insteadattempt a Reflex save (DC 23) for half damage.An engulfed creature must make aConcentration check (DC 18) to cast spells.

All-Around Vision (Ex): As the horridmurder is composed of a large number ofcrows, it can see in all directions at once. Itreceives a +12 racial bonus to Spot and Searchchecks and it cannot be flanked.

Ethereal Soul: At the heart of every hor-rid murder is an ethereal soul, controlling thecreature and binding it together. This soul canonly be seen through the use of magic, such asthe spell true seeing. The ethereal soul residessolely on the Ethereal Plane. The only influ-ence it can exert upon the material plane isthrough the crows that compose the horridmurder. The soul cannot be affected by anymaterial source.

On the Ethereal Plane, the horrid murderappears in humanoid form, as it did in life.Although its Hit Dice, attack bonus, AC, saves,and skills all remain the same, the horrid mur-der has no access to its other special abilitieswhen confronted on the Ethereal Plane. Inaddition, the horrid murder is not subject to themassive damage vulnerability. If the etherealsoul of the horrid murder is destroyed or con-tained by magic, such as the spell trap the soul,the horrid murder ceases to exist on the mater-ial plane and its component crows resume theirnatural state.

Crow Call (Su): A horrid murder cangain complete control of any crow within a fivemile radius. Any normal, non-magical crowwithin the area is subject to the will of the hor-rid murder unless it makes a successful Willsave (DC 13). A horrid murder can establish amental link and receive direct sensory inputfrom any crow that is subject to its will. A hor-rid murder need not see the crow to control it.A subjected crow will carry out complex com-mands, including those that may be suicidal orself-destructive. Although a horrid murder iscomposed of one hundred or more crows, it istreated as a single humanoid creature unless itis discorporated, as below.

Discorporation: If a horrid murder feelsthreatened, then it may choose to discorporateas a free action. A horrid murder is composedof four crows per Hit Die. Once discorporated,a horrid murder cannot be recreated unlessthere are at least 33 crows present within a mileradius of the undead soul. Recreating a horridmurder is a full round action.

Recognizing a horrid murder for what it isprior to an attack requires a Spot check (DC20). Creatures with five or more ranks inWilderness Lore gain a +2 synergy bonus tothis roll.

For the stats of the individual crows, usethe raven found in the MM, Appendix 2.

Unnatural Aura (Su): Both wild anddomesticated animals can sense the unnaturalpresence of a horrid murder at a distance of 90ft. With the exception of crows, animals areunwilling to approach nearer than that andpanic if forced to do so. They remain panickedas long as they are within range.

Polymorph Immunity (Ex): Due to itsunique composition, a horrid murder isimmune to polymorphing effects.

Massive Damage Vulnerability: Eventhough it is undead, the ability of the soul tomaintain the horrid murder is at times tenuous.If the horrid murder suffers 70 points of dam-age during a single round, it must make aConcentration check (DC 22) or discorporate.If a horrid murder loses two-thirds or more ofits total hit points, it must make this check eachround.

In addition, for each 40 points of damagethat the horrid murder suffers, the damage thatit can inflict while engulfing an opponent isreduced by 1d10.

Skills: *Horrid murders receive a +12racial bonus to Intuit Direction and Listenchecks.

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Necrocorn

Large Undead Hit Dice: 5d12 (32 hp)Initiative: +5Speed: 60 ft.AC: 18 (–1 Size, +6 natural, +3 Dex), touch

12, flat-footed 15Attacks: Horn +11 and 2 hooves +2Damage: Horn 1d8+8, hooves 1d4+5 Face/Reach: 5 ft. by 10 ft./5 ft. (10 ft. with

horn)Special Attacks: Spell-like abilities, trample,

life drainSpecial Qualities: Dark rider’s blessing, create

spawn, damage reduction 10/+1, immunitiesSaves: Fort —, Ref +2, Will +7Abilities: Str 21, Dex 12, Con —, Int 16, Wis

16, Cha 16Skills: Animal Empathy +5, Listen +15, Move

Silently +15, Spot +15, Wilderness Lore +16Feats: Improved Initiative, Alertness, Weapon

Focus (horn), Mobility

Climate/Terrain: Any landOrganization: SolitaryChallenge Rating: 5Treasure: StandardAlignment: Always lawful evilAdvancement: By character class

Necrocorns are among the most horrific andevil beings known, for they represent theabsolute corruption of an icon of purity andgoodness, the unicorn.

A necrocorn is an undead unicorn, its soultwisted and warped beyond redemption. Thesecreatures exist to spread evil, misery, andoppression, and seek out mortal or undeadcompanions who will help them do so.

A necrocorn can be mistaken for a normalunicorn at first glance. It has the same shapeand coloration it had in life, save that thehealthy whiteness of the unicorn’s hide hasbecome a deathly pallor. The skin clings to thebone, as if the creature is badly emaciated, andthe horn has a tinge of rot to it, with small chipsof bone flaking off. The hooves look diseased,and grass withers where they touch it.

The origin of the necrocorn is a tale out ofmyth. Centuries ago, it is said, there was aranger whose deeds on behalf of the people andthe land had earned her widespread acclaim,

and attracted to her service Niathallis, a uni-corn druid. Together, they traveled the worldand the outer planes, and legends grew in

their wake.Then, something—each bard has his own

version of the tale—happened. The rangerturned to darkness, and Niathallis, unwilling toabandon her longtime companion, did some-thing no unicorn before had ever done—shejoined her companion in evil. The two traveledon, giving birth now to nightmares, not leg-ends.

Ultimately, they were confronted andslain, but evil of such intensity and passion isnot easily killed. Niathallis rose as the firstnecrocorn.

It was only when Niathallis killed anoth-er unicorn that the true nature of the cursebecame apparent, for that unicorn arose as anecrocorn as well. Since then, the number ofnecrocorns has grown somewhat, but therehave never been very many, as true unicornsand those allied with them devote tremendouseffort to slaying them. This is another reasonmany necrocorns choose to associate them-selves with powerful evil beings—protection.At most, a few dozen necrocorns roam theworld at any one time. During some eras, thisnumber has been as low as three or four.

Necrocorns advance by character class.Their favored class is ranger.

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Combat

Necrocorns are intelligent. They will rarelycharge stupidly into battle unless they are rea-sonably certain of an easy victory. If con-fronting a number of foes, they will try to catchone or two by themselves. Pretending to be aninjured or sick unicorn is a good way to get acharacter of good alignment to drop his or herguard.

The horn of a necrocorn is considered tobe a +3 magic weapon. This power fades if thehorn is removed.

If serving as a riding beast, necrocornswill not balk at orders to attack, though theywill try to convince their rider to use some cau-tion.

Necrocorns tend to focus all their effortson a single combatant. They especially hategood-aligned druids and rangers, and will tar-get them first.

Spell-Like Abilities (Sp): Necrocornscan detect good at will as a free action. Anecrocorn can use inflict light wounds threetimes per day and inflict moderate woundsonce per day, as cast by a 5th-level druid. It canalso cast poison once per day as an 8th-leveldruid. It may use these abilities each day onlyafter it has inflicted damage to a living creaturewith its horn.

Immunities (Ex): Unicorns are immuneto all hold spells or abilities, even those thatspecifically target undead.

Life Drain (Su): If maximum damage isrolled on a necrocorn’s horn attack, the targetmust make a Fort save (DC 15) or receive onenegative level.

Dark Rider’s Blessing (Sp): If thenecrocorn wishes, it can use its inflict abilitiesas cure abilities instead, casting them on itsrider. The total number of spells per day doesnot change—if a necrocorn has used its inflictlight wounds power twice in a day, it has onlyone use left to use as either inflict or cure.

Create Spawn (Su): Any unicorn slainby a necrocorn will rise as a necrocorn within24 hours. The newly created necrocorn is free-willed and is not controlled by its creator inany way; however, it also feels no special ill-will towards its creator.

Necromental

Creatures composed of raw elements and neg-ative energy, necrometals are deadly beingsthat make a mockery of traditional elementals.A single necromental can represent a direthreat to entire kingdoms if left unchecked.Necromentals are often physically slower thantrue elementals but display a ruthless and mali-cious intelligence. They are capable ofpatience (particularly blackhearts) but arealways alert to opportunities to enhance theirpower or security. Because of this, they delib-erately collect wealth and magic items to aidthem or to bribe potential allies.

Necromentals are an abomination to trueelementals, and any true elemental will attacka necromental in preference to all other oppo-nents. If the elemental is too weak to challengethe necromental effectively (having less than10 HD), it will flee. Necromentals of opposingelements are not automatically hostile, but theydo understand their own natures well enough tobe extremely suspicious of each other andunlikely to cooperate.

Combat

All necromentals possess the ability to animatelarge numbers of intelligent creatures that theyhave slain to serve them. If possible, a necro-mental will use this ability to build an army tocarry out its goals rather than take personalaction and reveal itself. They may also usetheir powers to create areas favorable to them-selves and their servants, and will do so if plan-ning an attack. These areas are beneficial to allundead, and intelligent undead may flock tothe necromental’s region or form alliances withthem. Necromentals are cunning and intelli-gent opponents and will take full advantage oftheir abilities, terrain, servant, and allies toadvance their agenda and protect themselves.

Damage Reduction: All necromentalsare resistant to physical damage, having DR15/+4.

Elemental Immunities: All necromen-tals are immune to damage of their elementaltype (acid for earth, cold for water, electricityfor air, heat/fire for fire).

Elemental Vulnerabilities: All necro-mentals suffer a –4 penalty on saves againsteffects or damage based on their opposing ele-mental type (air and earth are opposed,water and fire are opposed).

39

Azure Phoenix

Gargantuan Undead (Fire)Hit Dice: 16d12 (104 hp)Initiative: +7Speed: 10 ft., fly 40 ft. (poor)AC: 17 (+3 Dex, +8 natural armor, –4 size),

touch 9, flat-footed 14Attacks: Slam +8/+3 meleeDamage: Slam 2d8+4 plus 2d6 fire damageFace/Reach: 40 ft. x 20 ft. / 10 ft.Special Attacks: Brand of weakness, cold fire,

flaming sphereSpecial Qualities: Dread pyre, fiery anima-

tion, SR 37Saves: Fort +5, Ref +8, Will +13Abilities: Str 18, Dex 17, Con —, Int 22, Wis

17, Cha 13Skills: Bluff +16, Intimidate +16, Listen +16,

Sense Motive +16, Spot +20Feats: Dodge, Flyby Attack, Improved

Initiative, Mobility

Climate/Terrain: Any non-aquaticOrganization: Solitary (and swarm of 20–40

fiery zombies)Challenge Rating: 15Treasure: StandardAlignment: Always neutral evilAdvancement: 15–22 HD (Gargantuan)

The azure phoenix is the necromental of fire.These enormous birds of flame raise hordes ofburning zombies to terrorize the surroundingarea.

These creatures resemble a classicalphoenix—including crest feathers and longtrain—but they are composed entirely of crack-ling blue flame. They are both regal and terri-fying, with wingspans approaching 50 feet.While an azure phoenix does give off someresidual heat, this is not enough to cause dam-age unless the phoenix specifically attacks withits fire. The flames from an azure phoenix areprimarily spiritual and only burn living beings,leaving inanimate objects miraculouslyuntouched.

An azure phoenix can speak Common,Ignan, and most other humanoid languagescommonly spoken in the vicinity of its lair, butwill only do so with opponents who haveinflicted at least 25% of its hit points in damageto it or to those it considers potential allies. Ithas no use for other creatures and does notwaste time with idle chatter.

Combat

An azure phoenix won’t hesitate to use its abil-ity to fly to remain out of the reach of its oppo-nents, preferring to soften them up with itszombie followers before moving in for the kill.Azure phoenixes like to attack villages andother potential sources of victims for its fieryanimation ability. Their plots tend to be more

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subtle than those of other necromentals, andonly the blackheart is more patient in seizingterritory. Azure phoenixes will only produceswarms of undead larger than their ability tocontrol when they are ready to unleash a majoroffensive, in which case they use controlledundead to drive the wild zombies towards tar-gets.

Brand of Weakness (Su): The azurephoenix may mark an opponent with spiritualflames that burn the souls of its foes. Fourtimes per day as a standard action the phoenixmay make a touch attack to apply the brand ofweakness, which marks the character’s back orchest with a brand composed of cold blueflames (about 8 inches across, and visible eventhrough clothing or armor). Once in place, thebranded character receives one negative levelevery night at midnight. Unlike normal energydrain, the saving throw against this effectoccurs one week later, and if the azure phoenixthat bestowed it is killed in that time the brandimmediately dissipates and the levels arerestored as if the character had made a success-ful save. Should enough time pass for the brandto dissipate on its own, the character mustmake a Fortitude save (DC 21) to remove eachnegative level. A character cannot be markedwith a second brand of weakness while alreadyso marked.

Cold Fire (Ex): As noted above, an azurephoenix’s slam attacks inflict an additional 2d6points of fire damage. There is no chance ofthis damage causing inanimate objects to catchon fire.

Dread Pyre (Su): Once per day, the azurephoenix may invest some of its essence into alarge bonfire fueled by a pile of corpses. Doingso causes the azure phoenix 10 points of dam-age, which cannot be healed until the followingday. Until the next day, the fire burns withfierce blue flames without consuming its fuel.All undead within a 2 mile radius of this flamegain a +2 morale bonus to damage and +2 turnresistance. A cleric or paladin may attempt toextinguish the pyre by making a turningattempt as if the pyre were an undead creaturewith HD equal to the necromental. The pyredoes not grant itself turn resistance for this pur-pose. Whether or not the turning attempt suc-ceeds, the pyre inflicts 2d6 points of profanedamage to the turning character. In addition, ifthe check is successful, the pyre is immediate-ly extinguished, ending its effects.

Fiery Animation (Sp): The azurephoenix may reanimate humanoids and mon-

strous humanoids that it or its fiery zombieshave slain as fiery zombies if using the animatedead spell. The phoenix may control a maxi-mum of 100 HD worth of zombies using thisability.

Flaming Sphere (Sp): The azure phoenixmay produce mobile gouts of flame once perround at will. These flames are identical to aflaming sphere spell cast by a 14th-level wiz-ard. The azure phoenix may maintain anddirect up to six such gouts of flame simultane-ously without concentration.

Fiery Zombies

Medium-Size Undead (Fire)Hit Dice: 2d12+3 (16 hp)Initiative: –1Speed: 30 ft.AC: 11 (–1 Dex, +2 natural), touch 9, flat-foot-

ed 10Attacks: Slam +3 meleeDamage: Slam 1d6+2 plus 1d6 fire damageFace/Reach: 5 ft. by 5 ft./5 ft.Special Qualities: partial actions onlySaves: Fort +0, Ref –1, Will +3Abilities: Str 13, Dex 8, Con —, Int —, Wis

10, Cha 1Feats: Toughness

Climate/Terrain: Any land and undergroundOrganization: Mob (1 azure phoenix and

20–40), horde (40–80), army (80–100)Challenge Rating: 1Treasure: NoneAlignment: Always neutralAdvancement: 3–6 HD (Medium-size)

Fiery zombies are normal zombies surroundedwith a nimbus of blue flames.

Fiery zombies are created when ahumanoid is raised by an azure phoenix usingits fiery animation ability.

Fiery zombies are mindless, typically act-ing under the instruction of the azure phoenixthat created them.

Combat

Fiery zombies attack without tactics, simplyattempting to strike down their enemies usingtheir burning fists.

Partial Actions Only (Ex): Fiery zom-bies can perform only partial actions.

Fire Subtype (Ex): Fire immunity,double damage from cold except on a suc-cessful save.

41

Blackheart

Huge Undead (Earth)Hit Dice: 16d12 (104 hp)Initiative: –1Speed: 40 ft., burrow 5 ft. (through earth or

stone)AC: 20 (–2 size, –1 Dex, +13 natural armor),

touch 7, flat-footed 19Attacks: slam +12/+7Damage: 2d12+7 plus 2d6 acid damageFace/Reach: 10 ft. x 10 ft. / 15 ft.Special Attacks: Mark of painSpecial Qualities: Dread monolith, stone-

shape, stony animation, SR 37Saves: Fort +6, Ref +3, Will +16Abilities: Str 25, Dex 8, Con —, Int 18, Wis

24, Cha 11Skills: Bluff +12, Craft (sculpting) +15,

Intimidate +18, Listen +12, Sense Motive+15, Spot +12

Feats: Cleave, Great Fortitude, Power Attack,Sunder

Climate/Terrain: AnyOrganization: Solitary (and swarm of 20–40

stone zombies)Challenge Rating: 15Treasure: StandardAlignment: Always neutral evilAdvancement: 15–22 HD (Huge)

The blackheart is the necromental of earth.These stone giants raise hordes of stone-stud-ded zombies to terrorize the surrounding area.

A blackheart superficially resembles anearth elemental—a large, roughly humanoidfigure composed of stone. However, a black-heart’s make-up includes splintered bones andeven whole skeletons that can be seen juttingfrom its body. The eyes glow with a distinctlymalicious blue light. The most noticeable fea-ture is a faceted black gemstone in the center ofthe creature’s chest. While dull and oily incolor, it does pick up a slight blue fire in itsdepths, reflected from the creature’s eyes. Thisstone is about 20 inches long and turns to dustupon the creature’s death.

A blackheart can speak Common, Terran,and most other humanoid languages common-ly spoken in the vicinity of its lair. It delights intormenting and taunting its enemies.Fortunately, it is possible to distract a black-heart with an interesting discussion or flattery.

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Combat

The blackheart is the most aggressive of thenecromentals, reveling in close combat and thephysical destruction of its foes. It will use itsSunder feat to whittle away at particularlytough opponents. It prefers to lair in graveyardsand other locations rich in buried dead. Assuch, a blackheart is more likely to terrorizecities than the other necromentals, using itsdread monolith ability to blanket the entire areabefore encouraging ghouls, ghasts, and other“urban” undead to run amok in preparation forits attempt to seize the city and unleash a hordeof stone zombies into the countryside.

Dread Monolith (Su): Once per day theblackheart may invest some of its essence intothe earth, causing a narrow spire of black rock40 ft. in height to burst from the ground. Doingso causes the blackheart 10 points of damagewhich cannot be healed until the following day.For the next 24 hours, the spire radiates a softmoaning wail (listen DC 20 to hear it from upto 100 ft. away) before crumbling to dust. Allundead within a 1 mile radius of this stone gaina +2 morale bonus to all saves and +2 turnresistance. A cleric or paladin may attempt toshatter the monolith by making a turningattempt as if the monolith were an undead crea-ture with HD equal to the necromental. Themonolith does not grant itself turn resistancefor this purpose. Whether or not the turningattempt succeeds, the monolith inflicts 2d6points of profane damage to the turning charac-ter. In addition, if the check is successful, themonolith is immediately shattered, ending itseffects.

Mark of Pain (Su): Four times per day asa standard action, the blackheart may make atouch attack to bestow the mark of pain upon atarget. The mark is a long sliver of black stonethrust into the target’s torso. This stone causesthe target to suffer a –1 morale penalty to attackand damage rolls made by the character. Thisstone slowly works its way into the target’sbody over the following week, increasing themorale penalty by an additional –1 each day atmidnight. At the end of that time the charactermay make a Fort save (DC 21) for each –1penalty that has accumulated. If successful,each save reduces the total penalty by –1, dis-solving the stone completely if the entire penal-ty is negated. If any of the penalty remains, themark of pain has buried itself inside the char-acter’s body and can only be removed by a mir-acle or wish spell. If the blackheart is slainbefore the week is up, then the stone automati-

cally dissolves.Stoneshape (Su): The blackheart may

reshape rock once per round at will as if usinga stoneshape spell cast by a 14th-level wizard.

Stony Animation (Sp): The blackheartmay reanimate humanoids and monstroushumanoids that it has slain as stone zombies asif using the animate dead spell. The blackheartmay control a maximum of 100 HD worth ofstone zombies using this ability.

Stone Zombies

Medium-Size Undead (Earth)Hit Dice: 2d12+3 (16 hp)Initiative: –1Speed: 30 ft.AC: 15 (–1 Dex, +6 natural), touch 9, flat-foot-

ed 14Attacks: Slam +2 meleeDamage: Slam 1d6+1 plus 1d6 acid damageFace/Reach: 5 ft. by 5 ft./5 ft.Special Qualities: partial actions onlySaves: Fort +0, Ref –1, Will +3Abilities: Str 13, Dex 8, Con —, Int —, Wis

10, Cha 1Feats: Toughness

Climate/Terrain: Any land and undergroundOrganization: Mob (1 blackheart and 20–40),

horde (40–80), army (80–100)Challenge Rating: 1Treasure: NoneAlignment: Always neutralAdvancement: 3–6 HD (Medium-size)

Stone zombies are normal zombies with jaggedstones jutting out of their flesh.

Stone zombies are created when ahumanoid is raised by a blackheart using itsstony animation ability.

Stone zombies are mindless, typicallyacting under the instruction of the blackheartthat created them.

Combat

Stone zombies attack without tactics, simplyattempting to strike down their enemies usingtheir acidic fists.

Partial Actions Only (Ex): Stone zom-bies can perform only partial actions.

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Red Tide

Gargantuan Undead (Water)Hit Dice: 16d12 (104 hp)Initiative: +2Speed: Swim 60 ft.AC: 17 (–4 size, +2 Dex, +9 natural), touch 8,

flat-footed 15Attacks: Slam +8/+3Damage: Slam 2d10+5 plus 1d6 cold damageFace/Reach: 50 ft. x 50 ft./10 ft.Special Attacks: Drowning, improved grab,

seal of venom, stinking cloud.Special Qualities: Bloody animation, dread

flood, SR 37, watery animationSaves: Fort +4, Ref +5, Will +14Abilities: Str 20, Dex 14, Con —, Int 20, Wis

20, Cha 18Skills: Bluff +12, Intimidate +10, Listen +20,

Move Silently +17, Spot +17Feats: Expertise, Improved Bull Rush,

Improved Trip, Power Attack

Climate/Terrain: Any aquaticOrganization: Solitary (and swarm of 20–40

watery zombies)Challenge Rating: 15Treasure: Standard

Alignment: Always neutral evilAdvancement: 15–22 HD (Gargantuan)

The red tide is the necromental of water. Theseliving maelstroms of blood raise hordes ofwatery zombies to terrorize the surroundingarea.

A red tide’s form resembles a murky redwhirlpool within the water. It has glimmeringblue slits that resemble eyes and sharp teeth atits base.

A red tide can speak Common, Aquan,and most other humanoid languages common-ly spoken in the vicinity of its lair. They oftenpause to gloat over prisoners, defeated foes,and other helpless opponents before finishingthem off, but become silent and focused ifdamaged by an enemy.

Combat

Red tides often use their alien appearance toescape detection, pretending to be some natur-al phenomena that has discolored the water. Inpersonal combat they use their size andstrength to topple and shove opponents intodangerous positions. They try to surround andimmobilize ships smaller than themselves, atwhich time the watery zombies held within theblood tide’s body can climb aboard. This isoften done under the cover of the red tide’sstinking cloud ability.

Dread Flood (Su): Once per day, the redtide may invest some of its essence into thewater, filling it with thin streamers of blood.

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Doing so causes the red tide 10 points of dam-age, which cannot be healed until the followingday. In a lake or ocean this coloration fills anarea within a 1 mile radius around the red tide.In a river this coloration fills the river and all itsbranches for 2 miles upstream and 4 milesdownstream. For the next 24 hours, all undeadwithin 500 ft. of these waters gain a +2 moralebonus to all attack rolls and +2 turn resistance.After this time the water returns to normal. Acleric or paladin may attempt to cleanse thewater by making a turning attempt as if thewater were an undead creature with HD equalto the necromental. The water does not grantitself turn resistance for this purpose. Whetheror not the turning attempt succeeds, the waterinflicts 2d6 points of profane damage to theturning character. In addition, if the check issuccessful, the water is immediately purified,ending its effects.

Drowning (Ex): A red tide that has suc-ceeded in a grapple check may force the targetto make drowning checks instead of inflictingdamage.

Improved Grab (Ex): The red tide musthit with a slam to use this ability.

Seal of Blood (Su): Four times per day,the red tide may make a touch attack to bestowthe seal of blood on a victim. The seal of bloodis a glossy red mark on the character’s chest orback. The target immediately suffers 2d6 pointsof damage that cannot be cured magically or bynatural healing. The character suffers another2d6 points of incurable damage each night atmidnight. This effect lasts for one week. At theend of that time, the character may make aFortitude save (DC 21). If successful, the dam-age may now be cured magically. If not, theseal settles into the character’s flesh forming amassive scar, and one half of the damage itinflicted becomes permanent (though it maystill be healed by a wish or miracle spell). If thered tide is slain before this time, the seal dissi-pates and the character may immediately beginto heal the damage normally or receive magicalcuring.

Stinking Cloud (Su): The red tide canemit a faintly reddish bank of mist once perround at will, acting as a stinking cloud spellcast by a 14th-level wizard. They will often usethis ability to provide cover for their zombieservants’ attacks or movements.

Watery Animation (Sp): The red tidemay reanimate humanoids and monstroushumanoids that it has slain as watery zombiesas if using the animate dead spell. The blood

tide may control a maximum of 100 HD worthof watery zombies using this ability.

Watery Zombies

Medium-Size Undead (Cold)Hit Dice: 2d12+3 (16 hp)Initiative: +0Speed: 30 ft., swim 30 ft.AC: 12 (+2 natural), touch 10, flat-footed 12Attacks: Slam +2 meleeDamage: Slam 1d6+1 plus 1d6 cold damageFace/Reach: 5 ft. by 5 ft./5 ft.Special Qualities: Partial actions onlySaves: Fort +0, Ref +0, Will +3Abilities: Str 13, Dex 10, Con —, Int —, Wis

10, Cha 1Feats: Toughness

Climate/Terrain: Any aquatic or landOrganization: Mob (1 red tide and 20–40),

horde (40–80), army (80–100)Challenge Rating: 1Treasure: NoneAlignment: Always neutralAdvancement: 3–6 HD (Medium-size)

Watery zombies are normal zombies withstrangely translucent red-tinged flesh.

Watery zombies are created when ahumanoid is raised by a red tide using itswatery animation ability.

Watery zombies are mindless, typicallyacting under the instruction of the red tide thatcreated them.

Combat

Watery zombies attack without tactics, simplyattempting to strike down their enemies usingtheir cold fists.

Partial Actions Only (Ex): Watery zom-bies can perform only partial actions.

Cold Subtype (Ex): Cold immunity, dou-ble damage from fire except on a successfulsave.

Skills: Watery zombies receive a +8 com-petence bonus to Hide and Move Silentlychecks, which they will use at every opportuni-ty with a greater cunning than their Intelligencewould suggest.

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Sunkiller

Colossal Undead (Air)Hit Dice: 16d12 (104 hp)Initiative: +9Speed: fly 80 ft. (good)AC: 15 (–8 size, +5 Dex, +8 natural), touch 7,

flat-footed 10Attacks: Slam +5Damage: 2d8+2 plus 1d6 electricity damageFace/Reach: 50 ft. x 120 ft. / 25 ft.Special Attacks: Sign of diseaseSpecial Qualities: Dread eclipse, wind wall,

stormy animationSaves: Fort +4, Ref +7, Will +14Abilities: Str 10, Dex 21, Con —, Int 20, Wis

21, Cha 12Skills: Bluff +8, Intimidate +15, Listen +20,

Move Silently +20, Spot +10Feats: Combat Reflexes, Improved Initiative,

Weapon Finesse (slam), Weapon Focus(slam)

Climate/Terrain: AnyOrganization: Solitary (and swarm of 20–40

storm zombies)Challenge Rating: 15

Treasure: StandardAlignment: Always neutral evilAdvancement: 15–22 HD (Colossal)

The sunkiller is the necromental of air. Theseliving thunderclouds raise hordes of stormzombies to terrorize the surrounding area.

Appearing as a malevolent black cloudwith gleaming blue slits that resemble eyes, thesunkiller is the largest of the necromentals.While not agile fliers, there is no limit to theduration of a sunkiller’s flight. They will typi-cally drift with the wind like a real cloud unlessattacking or pursuing other goals. Unlike airelementals, sunkillers attack with wispy ten-drils of cloud.

A sunkiller can speak Common, Auran,and most other humanoid languages common-ly spoken in the vicinity of its lair. While elo-quent and well spoken, they only speak to issuecommands, make demands, or to negotiatewith a potential ally. Sunkillers never speak toopponents. As such, many scholars erroneous-ly believe they are incapable of speech.

Combat

Sunkillers are the most reluctant of the necro-mentals to engage in direct confrontation, pre-ferring to remain unseen and inspiring terrorthrough their abilities. While not powerfulcombatants, their long reach and CombatReflexes make direct attack upon themextremely dangerous. Sunkillers use their dreadeclipse ability to prepare attacks on villages

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and other small targets. This often leads to thesunkiller animating more zombies than it cancontrol, allowing the excess to wander into sur-rounding areas. As few recognize their truenature, sunkillers frequently allow a handful ofsurvivors to escape from these assaults andspread tales of a sudden darkness that hides thesun, and the slaughter that follows.

Dread Eclipse (Su): Once per day, thesunkiller may invest some of its essence intothe air, causing a vast roiling black cloud tospill outward. This cloud has a radius of 5miles from the point of its creation. Doing socauses the sunkiller 10 points of damage,which cannot be healed until the following day.For the next 24 hours, the region is blanketed innatural darkness (dim lighting) after whichtime the cloud dissipates. Undead within thecloud’s shadow gain a +2 morale bonus to ini-tiative and +2 turn resistance. A cleric or pal-adin may attempt to scatter the cloud by mak-ing a turning attempt as if the cloud were anundead creature with HD equal to the necro-mental. The cloud does not grant itself turnresistance for this purpose. Whether or not theturning attempt succeeds, the cloud inflicts 2d6points of profane damage to the turning charac-ter. In addition, if the check is successful, thecloud is immediately scattered, ending itseffects.

Sign of Disease (Su): Four times per day,the sunkiller may make a touch attack tobestow the sign of storms on a target. The signof storms is a smoky glyph that floats over thecharacter’s chest or back. The target immedi-ately suffers a –2 penalty to a random ability(roll 1d6: 1-Strength, 2-Dexterity, 3-Constitution, 4-Intelligence, 5-Wisdom, and 6-Charisma) which cannot be cured throughmagical or natural means. The characteracquires another –2 penalty to a random abilityevery night at midnight for a one week period.At the end of that time the character may makea Fortitude save (DC 21) for each penalty. Ifsuccessful, the ability damage is temporary,and begins to heal normally. If not, the abilitydamage becomes permanent. If the sunkiller isslain before this time, the sign dissipates andthe character immediately recovers from it withall ability damage being considered temporary.

Stormy Animation (Sp): The sunkillermay reanimate humanoids and monstroushumanoids that it has slain as storm zombies asif using the animate dead spell. The blackheartmay control a maximum of 100 HD worth ofstorm zombies using this ability.

Wind Wall (Sp): The sunkiller may stirup the air around itself once per round at will,acting as a wind wall spell cast by a 14th-levelwizard. The sunkiller uses this ability to protectboth itself and its zombie servants.

Storm Zombies

Medium-Size Undead (Air)Hit Dice: 2d12+3 (16 hp)Initiative: –1Speed: 30 ft., swim 30 ft.AC: 11 (–1 Dex, +2 natural), touch 9, flat-foot-

ed 11Attacks: Slam +2 meleeDamage: Slam 1d6+1 plus 1d6 electrical dam-

ageFace/Reach: 5 ft. by 5 ft./5 ft.Saves: Fort +0, Ref –1, Will +3Abilities: Str 13, Dex 8, Con —, Int —, Wis

10, Cha 1Feats: Toughness

Climate/Terrain: Any landOrganization: Mob (1 sunkiller and 20–40),

horde (40–80), army (80–100)Challenge Rating: 1Treasure: NoneAlignment: Always neutralAdvancement: 3–6 HD (Medium-size)

Storm zombies are normal zombies whoseclothes and hair are constantly stirred by aphantom wind.

Storm zombies are created when ahumanoid is raised by a sunkiller using itsstormy animation ability.

Storm zombies are mindless, typicallyacting under the instruction of the sunkiller thatcreated them.

Combat

Storm zombies attack without tactics, simplyattempting to strike down their enemies usingtheir crackling fists. Unlike most zombies,storm zombies do not suffer from the partialactions only ability.

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Pale Masker

Tiny UndeadHit Dice: 1d12 (6 hp)Initiative: +6Speed: 20 ft., climb 10 ft.AC: 17 (+2 size, +2 Dex, +3 natural armor),

touch 14, flat-footed 15Attacks: NoneDamage: NoneFace/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.Special Qualities: Symbiotic bond, +4 turn

resistanceSaves: Fort +0, Ref +2, Will +3Abilities: Str 9, Dex 15, Con —, Int —, Wis 8,

Cha 8Skills: Climb +11*, Hide +14*, Listen +15*,

Move Silently +14*, Swim +3*Feats: Improved Initiative

Climate/Terrain: Any land or undergroundOrganization: Solitary, pair, gang (3–5),

brood (6–11) or colony (12–21)Challenge Rating: 1/2Treasure: NoneAlignment: Usually neutralAdvancement: 2–3 HD (Tiny)

Pale maskers are undead creatures that formsymbiotic relationships with the living crea-tures that wear them. In exchange for suste-nance in the form of life energy, these creaturesgrant their wearer certain undead abilities.

Pale maskers appear as a humanoid skullattached to a serpentine body, usually abouttwo feet in length. When not bonded with alarger creature, they move by writhing theirbodies back and forth like snakes. Their flexi-ble torsos also make them skillful climbers.

Scholars and necromancers of all align-ments seek out these creatures to advance theirown research and understanding of the natureof death and its influence on their respectivearts. Adventurers and other travelers also valuepale maskers as they greatly reduce the needfor rations and allow their wearers to travelunderwater or into gas-filled caves and otherlocales that are otherwise inhospitable to life.

Combat

Pale maskers are helpless in a battle on theirown. One reason they seek symbiotic relation-ships with larger creatures is to gain protection.Once joined with a creature, a pale maskerrelies upon the wearer’s skills in combat,assisting only with its deathmask ability. Ifforced to fight alone, a pale masker seekscover, keeping to the shadows. Often a maskerwill try to use its climbing ability to escape apersistant predator.

Symbiotic Bond (Su): As a full roundaction, a pale masker may attempt to form asymbiotic bond with a living creature thatwears it. To do so, the pale masker must be incontact with the creature’s face. In addition, thecreature must fail a Fortitude save (DC 12).Creatures can choose not to make the save inorder to be automatically bonded.

Once bonded with a wearer, the palemasker is physically attached to the skull andinternal organs of the wearer. As such, the palemasker is no longer a separate creature, insteadmerely augmenting its wearer. Any damagesustained by the pale masker is dealt instead toits wearer. If the wearer is reduced to 0 hps, thesymbiotic bond is immediately severed and thepale masker is destroyed (also see backlash,below).

The pale masker may sever the symbioticbond at will, but is typically uninclined to do sounless it receives a physical shock, such as hav-ing holy water splashed on it. Its wearer mustmake a Will save (see seduction, below) beforebeing able to intentionally sever the bond.

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Any wearer bonded to a pale maskergains the following special qualities:

Deathmask (Ex): A wearer in symbioticcontact with the pale masker enters a death-likestate and his or her type changes to “undead.”This has many benefits, including not needingto breathe, eat, or sleep.

However, there are some disadvantagesas well. First, the wearer registers as undead todetection spells such as detect undead and canbe turned or rebuked as an undead, althoughthe wearer shares the mask’s +4 turn resis-tance, and cannot be destroyed as the result ofa turning attempt.

Second, the wearer suffers 2d8 damage ifsplashed with holy water while wearing themasker. Any holy damage inflicted to the wear-er will immediately cause the pale masker tobreak the symbiotic bond and flee for its life.

Third and worst of all, once a wearer isbonded to a pale masker, the wearer immedi-ately receives two negative levels. These nega-tive levels remain as long as the pale masker isworn and disappear when it is taken off. Thesenegative levels never result in actual level loss,but they cannot be overcome in any way(including restoration spells) while the palemasker is worn. This life energy is the fee thepale masker charges for the use of its abilities.

Backlash (Ex): If someone is reduced to 0hp while wearing a pale masker, the palemasker is destroyed and turned to ash. Itswearer in turn receives an enormous jolt ofnegative energy before passing out. This boltof energy can disable or even kill the wearerdepending on how close to death he or she wasto begin with. The wearer must immediatelymake a Fort save (DC 18) or suffer an addition1d6 points of profane damage before fallingunconscious for 1d4 hours. If the save is suc-cessful, the wearer receives no extra damage,but still falls unconscious for 1d10 minutes.During this time, nothing can wake the wearer,although he or she can still be healed as usual.The wearer’s body needs some time to rest inorder to recover from the shock it has received.

Seduction (Ex): The DC for the Will saveto intentionally break the symbiotic bond witha pale masker is equal to 10 + the number ofdays the mask has been worn in the last month.Anyone who wears a pale masker for 30 daysin a row is transformed, mind and body, into awight at midnight on the thirtieth day.

Skills: *When worn, a pale masker can-not use its skills.

Pestilent Queen

Large OozeHit Dice: 10d10+35 (90 hp)Initiative: —Speed: —AC: 4 (–1 size, –5 Dex), touch 4, flat-footed 4Attacks: —Damage: —Face/Reach: 5 ft. by 10 ft./10 ft.Special Attacks: Create pestilent spawnSpecial Qualities: Adhesive, blindsight 60 ft.,

create pestilent spawn, ooze traits, pestilentbirth

Saves: Fort +4, Ref –2, Will –2Abilities: Str 13, Dex —, Con 15, Int —, Wis

1, Cha 1

Climate/Terrain: Any land and undergroundOrganization: Solitary or troop (1 plus 1–6

pestilent spawn)Challenge Rating: 6Treasure: NoneAlignment: Always neutralAdvancement: 11–13 HD (Large); 14–20 HD

(Gargantuan)

A pestilent queen is a magically warped andtwisted creature that was once either an ochrejelly or black pudding.

Pestilent queens are large, amorphouscreatures that live only to serve, whether theyare capable of realizing that fact or not. Thepestilent queen’s “body” somewhat resemblesthat of a jelly, but its original form has beentransmuted into a lumpy, fleshy mass with pus-tules on the sides. Instead of pus-filled interi-ors, these pustules eventually form pestilentbats that serve the queen.

Infused with negative energy, the pesti-lent queen has become a favored guardianamong necromancers. These creatures are inca-pable of movement or attacks of any sort, butwhenever an intruder draws near, they immedi-ately spawn a number of pestilent bats—crea-tures that swarm the intruder and attempt todrain them of their strength. These creaturesthen return to the queen, ready to funnel thestolen life energy into it. The queen grows instrength with this new life energy, and if givenenough of it, forms a pestilent spawn. This spe-cial offspring then leaves the queen, searchingfor ground nearby in which to implant itself towait for its own eventual transformation into anew pestilent queen.

Combat

A pestilent queen is unable to make any attacksof its own, but whenever it detects a creaturewith its blindsight, the queen quickly forms anumber of pestilent bats to combat the intruderand bring back sustenance.

Adhesive (Ex): The fleshy mass thatcomprises the queen’s form is very adhesiveand it gives off a great deal of negative energy.Any creatures, weapons, or objects in generalthat come into physical contact with the queenmust succeed at a Reflex save (DC 19) orbecome stuck against the disgusting flesh andbegin to suffer 1d6 points of profane damage around, ignoring hardness. Each round there-after, a creature may pull itself or an object freeof the pestilent queen by making a successfulEscape Artist check (DC 23) or Strength check(DC 19). If a creature fails to pull itself freethree times in a row, it is hopelessly stuck andmust receive assistance from an outside source.

Create Pestilent Bat (Su): Whenever apestilent queen senses another creature withinthe range of its blindsight, it quickly spawnstiny flying creatures composed of the same

fleshy material as itself to dispatch theintruder and feed from it. Each spawn creat-

ed drains 2 hp from the queen. A pestilentqueen can form up to 6 pestilent bats eachround.

Pestilent Birth (Su): If a pestilent queenaccumulates 45 or more temporary hit pointsby being fed drained life energy from its bats,the queen creates a special pestilent bat thatforms within 1d4 rounds. After this time, thenew spawn separates from the queen andsearches for a safe patch of ground in which toimplant itself. Once safely buried in the earth,the spawn begins a long, three-month transfor-mation, after which it oozes up from beneaththe soil as a fully formed pestilent queen.

Ooze Traits: Immune to mind-influenc-ing effects, poison, sleep, paralysis, stunning,and polymorphing. Not subject to critical hits.

Pestilent Bat

Tiny UndeadHit Dice: 1d12 (6 hp)Initiative: +4Speed: 10 ft., fly 40 ft. (average)AC: 18 (+2 size, +4 Dex, +2 natural), touch 16,

flat-footed 14Attacks: Touch +6 meleeDamage: Touch 1d3–4Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.Special Attack: Attach, Constitution drainSpecial Qualities: Deliver energy, merge, lim-

ited lifespanSaves: Fort +0, Ref +4, Will +2Abilities: Str 3, Dex 19, Con —, Int —, Wis

10, Cha 1Feats: Weapon Finesse (touch)

Climate/Terrain: Any land and undergroundOrganization: Clutch (2–4), swarm (5–8) or

flock (9–13)Challenge Rating: See belowTreasure: NoneAlignment: Always neutralAdvancement: 3–6 HD (Medium-size)

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Pestilent bats are grotesque creatures createdby a pestilent queen. They exist to steal energyfrom living creatures to feed their queen.

Pestilent bats are created through a pesti-lent queen’s create pestilent bat ability.

Pestilent bats are mindless, typically act-ing under the primitive instruction of the pesti-lent queen that created them.

Combat

Pestilent bats attempt to attach to an opponent,drain off a little Constitution, and flee back totheir queen. When encountered with a pestilentqueen, pestilent bats do not add to the CR ofthe encounter—they are factored into thequeen’s CR. However, if encountered alone,they are considered to be CR 1.

Attach (Ex): If a pestilent bat hits with atouch attack, it clings tenaciously to its oppo-nent’s body. An attached pestilent bat has anAC of 12.

Constitution Drain (Ex): An attachedpestilent bat deals 1d6 points of temporaryConstitution damage, then immediatelydetaches and flies away to deliver the stolenlife energy to its queen.

Deliver Energy (Ex): When in physicalcontact with the pestilent queen that created it,a pestilent bat can transfer all the life energy ithas stolen into the queen as a standard action.This heals the queen of 5 hp per point ofdrained Constitution, with the queen receivingany excess as temporary hit points.

Merge (Ex): When in physical contactwith the pestilent queen that created it, a pesti-lent bat can merge with the queen as a fullaction. This acts as the deliver energy abilityabove, but also heals the queen of the original2 hp used to create the pestilent bat. As with thedeliver energy ability, the queen gains anyexcess healing as temporary hit points.

Limited Lifespan (Ex): All pestilentbats must merge back into their queen within 4hours of their birth or melt away, unable to sus-tain the energy necessary to keep them alive.This duration is extended by 4 hours for eachpoint of Constitution a bat has drained, buteach additional 4 hours of life expends 1 pointof drained Constitution.

Shadow Parasite

Small Undead (Incorporeal)Hit Dice: 4d12 (26 hp)Initiative: +8Speed: 20 ft.AC: 17 (+4 Dex, +1 size, +2 deflection), touch

15, flat-footed 13Attacks: Incorporeal touch +3Damage: Incorporeal touch 1d6Face/Reach: 5 ft. x 5 ft./5 ft.Special Attacks: Shadow meld, flesh grind,

soul grindSpecial Qualities: IncorporealSaves: Fort +1, Ref +5, Will +4Abilities: Str —, Dex 18, Con —, Int 6, Wis

12, Cha 8Skills: Escape Artist +9, Hide +20, Listen +6Feats: Improved Initiative

Climate/Terrain: Any landOrganization: Solitary or nest (2d4)Challenge Rating: 4Treasure: NoneAlignment: Always chaotic evilAdvancement: 5–7 HD (small), see text

Shadow parasites are malicious creaturescapable of merging with the shadow ofan intelligent being.

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Spirit, Guiding

Medium-Size Undead (Incorporeal, Spirit)Hit Dice: 5d12 (32 hp)Initiative: +5Speed: 30 ft., 60 ft. fly (good)AC: 13 (+1 Dex, +2 deflection), touch 11, flat-

footed 12Attacks: Incorporeal touch +2 meleeDamage: Incorporeal touch 1d6Face/Reach: 5 ft. by 5 ft./5 ftSpecial Attacks: Incorporeal touch, improved

invisibilitySpecial Qualities: Incorporeal, accept ward,

glowing presence, see invisibility, spells, +2turn resistance

Saves: Fort +1, Ref +2, Will +5Abilities: Str —, Dex 12, Con —, Int 10, Wis

13, Cha 16Skills: Concentration +9, Diplomacy +10,

Listen +8, Search +4, Sense Motive +4,Spot +8

Feats: Improved Initiative

Climate/Terrain: Any landOrganization: SolitaryChallenge Rating: 3Treasure: NoneAlignment: Usually neutral goodAdvancement: 5–8 HD (Medium-size) or by

character class

When found on their own, shadow para-sites resemble 2 to 3 ft. long black beetles, cov-ered in hooked spines. While merged with ashadow they are virtually invisible, appearingonly as an occasional ripple in the shadow or afaint pair of glowing eyes.

Shadow parasites may be found singly orin groups and prefer areas rich in prey.

Combat

Shadow parasites are barely intelligent, butpossess a cunning sense of timing, waiting toattack when a potential host’s back is turned.They are extremely stealthy, and will flee fromany combatant who injures them, preferringdefenseless prey.

Incorporeal: Can only be harmed byother incorporeal creatures, +1 or better magicweapons, or magic, with a 50% chance toignore any damage from a corporeal source.Can pass through solid objects at will, and ownattacks pass through armor. Always movessilently.

Shadow Meld (Su): When the shadowparasite successfully uses its touch attack on anintelligent creature, it may merge with thatcreature’s shadow. While merged, it takes aSpot check (DC 35) to detect the shadow para-site. The shadow parasite may reshape thehost’s shadow at will, causing it to grow largeror smaller regardless of lighting, though itrarely does so if it is as yet undetected. Onceidentified, it may be attacked normally (byattacking the shadow). Attacks on the mergedshadow parasite inflict an equal amount of sub-dual damage upon the host.

While merged with a host’s shadow, theshadow parasite gains turn resistance equal tothe host’s character level or HD.

Flesh Grind (Su): Once a shadow para-site has melded with a host, it begins to siphonthe host’s health. The host takes 1 point ofdamage per day from this effect. The shadowparasite also prevents the host from benefitingfrom any natural or magical healing. The hostis effectively doomed to a slow death unlessthe parasite is identified and driven off or slain.

Soul Grind (Su): Once a shadow para-site’s host has died, the parasite begins to feedupon the soul. After 4 hours, the soul has beenconsumed (the host may no longer be restoredto life by any means) and the shadow parasitepermanently gains 1 Hit Die. Once the shadowparasite reaches 7 HD, the next feeding

instead results in the shadow parasite divid-ing into two 4 HD shadow parasites.

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Guiding spirits are benevolent beings thatwatch over and protect their loved ones frombeyond the grave.

To most, guiding spirits appear as appari-tions that resemble their form in life. To theirchosen wards, they take on an appearance thatmore closely resembles the ward’s fondestmemories of the guiding spirit.

It is generally believed that guiding spir-its are formed from beings that had a height-ened sense of duty to family, friends, or loverswhile alive. Likewise, those that were focusedupon completing a particular task or achievinga certain goal may also become guiding spiritsin order to ensure that the living are able tocomplete that which the guiding spirit wasunable to do. It is this sense of dedication thatdrives guiding spirits to seek out living crea-tures and to offer them protection. Yet, thereare some who believe that guiding spirits areinstead manifestations sent by the gods or otherpowerful beings. They say the guiding spiritsassume a form that is comforting to potentialwards in order to convince the ward to accepttheir assistance. Followers of this theory seeguiding spirits as creatures who seek to manip-ulate mortals through deception in order toconvince the living to embark on a mission thatthey would not otherwise undertake.

In any event, guiding spirits tend toapproach living creatures that seem willing toaccept their protection. They make these crea-tures their wards. A guiding spirit often accom-panies a ward—sometimes in secret—until theward is able to achieve a particular objective,then it departs. However, some guiding spiritsremain with their wards even after a stated goalhas been achieved. Whether this is due to theguiding spirit’s fondness for its ward or a desireto employ the ward for a future mission isunclear.

Combat

Guiding spirits are loath to engage in directcombat, preferring to use their abilities to bol-ster the prowess of their wards. They are par-ticularly wary of invisible opponents whowould threaten their wards and use their glow-ing presence to reveal an enemy in order toallow the ward to confront it. If driven toengage in combat, the guiding spirit willattempt to subdue opponents with its incorpo-real touch.

Incorporeal Touch (Su): A guiding spir-it that hits a target with an incorporeal attackdeals 1d4 points of damage.

Improved Invisibility (Sp): As a standardaction, a guiding spirit may make itself invisi-ble until it chooses to once again become visi-ble. Otherwise, this ability is as the spell,improved invisibility.

Incorporeal: Can be harmed only byother incorporeal creatures, +1 or betterweapons, or magic, with a 50% chance toignore any damage from a corporeal source.Can pass through solid objects, at will, andown attacks pass through armor. Always movessilently.

Accept Ward (Su): As a full roundaction, the guiding spirit may form a supernat-ural link with a living creature that allows theguiding spirit to grant it certain abilities. Theliving creature—often an descendant or afriend—is thereafter considered to be the wardof the guiding spirit. The link is automaticallydestroyed upon the destruction of the guidingspirit or the ward, or when either wills the linkto be severed. A guiding spirit has the ability toselect 1d4 wards at once. Before a guiding spir-it can accept an additional ward beyond thislimit, it must dismiss one of its present wards.A guiding spirit employs the following specialabilities to assist its wards:

Telepathic Link (Su): The supernaturallink between the guiding spirit and ward allowsthe two creatures to communicate telepathical-ly, as the spell telepathic bond. The guidingspirit and ward must be within 30 feet of eachother to use this ability. This ability does notallow one ward to communicate telepathicallywith another, although a ward may send mes-sages to the guiding spirit who can then trans-mit it to another ward.

Guiding Aura (Su): Any ward within a15-ft. radius of the guiding spirit receives a +1competence bonus to attack rolls, savingthrows, and spell checks.

Healing Touch (Su): A guiding spirit canheal its wards of their wounds by touchingthem. Each day, the spirit can cure a total of 15hit points. The guiding spirit may divide thishealing any way it chooses. The use of thisability is a standard action.

Protect Ward (Sp): As an incorporealcreature, the guiding spirit may occupy thesame area as a ward. When it does so, the wardreceives protection from various creatures andeffects. This ability acts as if the ward weresubject to the spell protection from evil exceptthat the +2 deflection bonus to AC and the+2 resistance bonus on saves apply againstattacks made by creatures of any align-

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ment. Likewise, the protection against contactby summoned or conjured creatures applies toall such creatures, regardless of their align-ment. The protection imparted by this abilitylasts as long as the ward and guiding spiritoccupy the same area and ends as soon aseither one leaves the area. This effect acts as aspell cast by a 4th-level cleric.

Spell Subject (Su): Although incorporeal,a guiding spirit may cast spells with the touchrange upon its ward. This does not inflict itstouch damage

Reminiscent Appearance (Su): Whenseen by a ward, a guiding spirit appears in aform that adheres to the ward’s fondest memo-ries of the guiding spirit in life or a particularimage the ward associates with the guidingspirit. This appearance may differ for eachward. One may see the guiding spirit as avibrant young teen, while another may see it asa wise old man. To a ward that never met theguiding spirit while it was alive, the guidingspirit may appear as an image of another rela-tive or even an animal or object, as the guidingspirit sees fit.

Glowing Presence (Su): As an incorpo-real creature, the guiding spirit may occupy thesame area as a living creature. When it does so,it creates a soft, white glow around the crea-ture. This glow ends immediately once theguiding spirit and the creature cease to occupythe same area.

Living creatures that are invisible are notimmune to this affect. If a guiding spirit occu-pies the same area as an invisible creature,even if the creature is the guiding spirit’s ward,the invisible creature is visibly outlined by asoft, white glow. This glow reveals the generalshape of the creature and its size. If the invisi-ble creature is of Large size or larger, only partof the creature is outlined. In this case, treatattacks against the creature as if the non-out-lined portions of the creature’s body were sub-ject to cover.

See Invisibility (Sp): At will, a guidingspirit can see any objects or beings that areinvisible, as well as any that are astral or ethe-real, as if they were normally visible.

Spells: A guiding spirit can cast spells asa 4th-level cleric with the healing, luck, andprotection domains, though it does not gain thegranted powers of these domains and cannotuse the cleric’s spontaneous casting ability.

Spirit, Legion of the Dead

The spirits of fallen heroes are sometimesbound to the defense of a sacred charge. Assuch, they remain unseen and inactive untilsuch time as that charge is threatened.Sometimes rousing the legion of the deadrequires the use of a magic item, spell, or theperformance of an otherwise non-magical ritu-al (such as speaking the full text of an ancientpact or story involving the legion). Mostlegions are bound to a place, but some are asso-ciated with a family or magical item. In anyevent, once called into service, they are terrify-ing opponents to those who have threatenedtheir charge, attacking relentlessly until eitherthey are destroyed or the threat is driven off.

When manifesting, members of thelegion resemble idealized versions of their liv-ing selves, decked out in the full armor andregalia they possessed in life. They are some-what translucent and surrounded by a glimmer-ing nimbus of white light. Those that had astrong bond to an animal or mount in life willbe accompanied by that animal, but it has noeffect on their abilities. Mounted legion mem-bers move no faster than those on foot, and ani-mal companions may not attack or otherwiseinfluence the living. Because legion membersmay attack while incorporeal, it is not uncom-mon for them to wipe out swarms of lesserfoes. Humanoid hordes invading cities guardedby a legion of the dead have been obliterated ina single night by these shining defenders.

Creating a Legion Member

“Legion member” is a template that can beapplied to any good aligned humanoid who hasdied defending a sacred charge or sacrificedhim or herself to become a legion member(referred to here after as the “base creature”).The base creature must also have a Charismaof 10 or higher at the time of death. The crea-ture’s type becomes “undead” (with theIncorporeal and Spirit subtypes), though itretains all of its statistics and special abilitiesexcept as noted here.

Hit Dice: Increased to d12.Speed: Same as the base creature.AC: Natural armor is the same as the

base creature, but only applies to etherealattackers. When the legion member manifests(see below) it loses any natural armor bonus,but gains a deflection bonus equal to itsCharisma modifier.

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Attacks: The legion member retains allof the attacks of the base creature, althoughthose relying on physical contact do not affectnon-ethereal opponents.

Special Attacks: The legion memberretains all of the special attacks of the basecreature, and gains the holy arms and manifes-tion abilities.

Holy Arms (Su): Weapons held by alegion member gain the ghost touch and holymagical weapon properties. Any unarmedattacks made by a legion member also benefitfrom these properties.

Manifestation (Su): All legion membersmay partially manifest on the material planewhen their charge is threatened. While ethere-al, they cannot affect or be affected by anythingin the material world. When they manifest, theybecome visible, but remain incorporeal. A man-ifested legion member may strike with ghosttouch weapons or unarmed attacks. While man-ifested, the legion member remains on the ethe-real plane, and may be attacked by opponentson both the material and ethereal planes. Whennot manifested, any spells cast by the legionmember may only affect ethereal targets. Whilemanifesting, the legion member may targetboth material and ethereal targets with spells,except for those requiring touch, which cannot

ever target material opponents.Spectral Gear: Legion members retain

ethereal copies of their gear, of up to mediumencumbrance in life. This gear represents itemsmost commonly used in the pursuit of theirgoals (e.g. spell books for casters, armor forwarriors, lock picks for rogues, etc.) or items ofdeep sentimental value. This gear gains theghost touch quality while the legion member ismanifesting.

Special Qualities: The legion memberretains all of the special qualities of the basecreature. Additionally it gains those listedbelow.

Incorporeal: Can only be harmed byother incorporeal creatures, +1 or better magicweapons, or magic, with a 50% chance toignore any damage from a corporeal source.Can pass through solid objects at will, and ownattacks pass through armor. Always movessilently.

Leap of the Clouds (Ex): While legionmembers do not fly, they are capable of long,floating leaps. The legion member’s jumpingdistance (horizontal or vertical) is not limitedaccording to his height.

Rejuvenation (Su): Legion members arenotoriously difficult to destroy—even afterbeing defeated and dispersed, a legion member

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will restore itself in 2d4 days. A slain legionmember can manifest earlier if its sacredcharge is threatened and it succeeds at a levelcheck (DC 16, roll 1d20 and add the legionmember’s level or HD). The only way to kill alegion member with certainty is to obliterate itssacred charge (i.e., destroy the protected object,slay all members of a protected bloodline, flat-ten a guarded city, etc.) This destruction ismore effective than defeating the legion, aswithout a sacred charge, the legion dies any-way.

Spell Resistance (Su): Legion membersgain spell resistance equal to their CR + 10.

Turn Resistance (Ex): A legion membergains turn resistance equal to its Charismabonus (if any).

Saves: As the base creature.Abilities: Modify from the base creature

as follows: Str +4 (when manifested), Con —,Cha +4.

Skills: Soul champions receive a +8racial bonus to Jump checks. Otherwise as basecreature.

Feats: Same as the base creature.Climate/Terrain: Any land or under-

ground (only where bound or summoned)Organization: Solitary, warband (5–9),

or host (20–200)Challenge Rating: Same as base creature

+2Treasure: StandardAlignment: Any goodAdvancement: By character class

Sample Legion Member

This example uses a 6th-level human pal-adin as the base creature.

Legion of the Dead PaladinMedium-Size Undead (Incorporeal, Spirit)Hit Dice: 6d12 (39 hp)Initiative: +0Speed: 30 ft.AC: 15, 20 while manifested (+5 breastplate,

+5 deflection while manifested), touch 10,flat-footed 15, 20 while manifested

Attacks: Ghost touch and holy longsword+8/+3 melee

Damage: Ghost touch and holy longsword1d8+2

Face/Reach: 5 ft. x 5 ft./5 ft.Special Attacks: Holy arms, manifestation,

smite evil, turn undead 8/day, spectral gearSpecial Qualities: Aura of courage, detectevil, divine grace, incorporeal, lay on

hands, rejuvination, remove disease 1/week,SR 18, +5 turn resistance

Saves: Fort +10, Ref +7, Will +7Abilities: Str 16, Dex 11, Con —, Int 12, Wis

11, Cha 20Skills: Concentration +6, Diplomacy +11,

Jump +9, Knowledge (religion) +9, Ride +9Feats: Cleave, Power Attack, Weapon Focus

(longsword)Challenge Rating: 8

Manifestation (Su): The legion of thedead paladin may partially manifest on thematerial plane when its charge is threatened.While ethereal, it cannot affect or be affectedby anything in the material world. When itmanifests, it becomes visible, but remainsincorporeal. A manifested legion of the deadpaladin may strike with ghost touch weaponsor unarmed attacks. While manifested, thelegion of the dead paladin remains on the ethe-real plane, and may be attacked by opponentson both the material and ethereal planes. Whennot manifested, any spells cast by the paladinmay only affect ethereal targets. While mani-festing, the paladin may target both materialand ethereal targets with spells, except forthose requiring touch, which cannot ever targetmaterial opponents.

Incorporeal: Can only be harmed byother incorporeal creatures, +1 or better magicweapons, or magic, with a 50% chance toignore any damage from a corporeal source.Can pass through solid objects at will, and ownattacks pass through armor. Always movessilently.

Leap of the Clouds (Ex): The legion ofthe dead paladin’s jumping distance (horizontalor vertical) is not limited according to itsheight.

Rejuvenation (Su): Even after beingdefeated and dispersed, the legion of the deadpaladin will restore itself in 2d4 days. It canmanifest earlier if its sacred charge is threat-ened and it succeeds at a level check (DC 16,roll 1d20+6). The only way to eliminate thelegion of the dead paladin with certainty is toobliterate its sacred charge

Possessions: Ghost touch masterworkbreastplate.

Spells Prepared: 1st—command, doom,shield of faith. Save DC 16.

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Spirit Steed

Large Undead (Incorporeal, Spirit)Hit Dice: 3d12 (19 hp)Initiative: +1Speed: 60 ft. AC: 12 (–1 size, +1 Dex, +1 deflection), touch

11, flat-footed 11Attacks: 2 incorporeal hooves, +4 melee;

incorporeal bite –1 melee Damage: Incorporeal hoof 1d4+3; incorporeal

bite 1d3+1Face/Reach: 5 ft. by 10 ft./5 ft.Special Qualities: Incorporeal, misty rider,

rejuvenation, scent, +4 turn resistanceSaves: Fort +1, Ref +2, Will +4Abilities: Str —, Dex 13, Con —, Int 2, Wis

12, Cha 6Skills: Listen +7, Spot +7Feats: Run

Climate/Terrain: Any landOrganization: SolitaryChallenge Rating: 2Treasure: NoneAlignment: Always lawful neutralAdvancement: 4–6 HD (Large)

Spirit steeds were once living horses with abond to their riders so strong that even deathcouldn’t separate them.

Spirit steeds appear exactly as they did inlife with a slightly misty and transparent cast.

These mounts are extremely loyal—theywill not abandon their rider even if faced withtheir own possible destruction. Spirit steedsnever tire, and can travel over any terrain with-out hindrance. Finally, a spirit steed also con-fers the ability of becoming incorporeal to itsrider; the rider immediately becomes incorpo-real when ready to mount the creature.

A loyal riding horse may have become aspirit steed after its death in a number of ways:Its rider could have perished in battle and thewill of the beast was so strong that it rose againto become the steed of its deceased rider’s fam-ily or companions; the animal itself could havedied in a conflict and it awakened as a spiritsteed to reunite with its rider; or a spirit steedmight have found itself lost in the world,devoid of a rider and in search of a new master.

Combat

Unless facing an incorporeal opponent, a spiritsteed doesn’t involve itself in combat, leavingthat to its rider instead. However, if the steedmust fight, it will launch two brutal hoofattacks and a powerful bite against its foe.

Rejuvenation (Su): It is very difficult todestroy a spirit steed through combat. “Slain”steeds reform within 1d4 days. The only knownmethod of permanently killing a spirit steed isthrough a turning attempt that destroys it. Also,if a spirit steed is able to serve its rider until therider’s death, it dissipates into fog.

Misty Rider (Su): Three times per day asa free action, when a spirit steed’s rider desiresto ride the steed, the rider’s body and up to 300lbs. of carried equipment becomes incorporealwhen within 5 ft. of the creature. The ridermust be willing and the effect lasts until therider dismounts from the steed. This effect isthe same as the incorporeal nature of the steed,as described below.

Incorporeal: Can be harmed only byother incorporeal creatures, +1 or better magicweapons, or magic, with a 50% chance toignore any damage from a corporeal source.Can pass through solid objects at will, and ownattacks pass through armor. Always movessilently.

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Spirit, Warning

Medium-Size Undead (Incorporeal, Spirit)Hit Dice: 6d12 (39 hp)Initiative: +8Speed: 30 ft., fly 60 ft. (perfect)AC: 15 (+4 Dex, +1 deflection), touch 14, flat-

footed 11Attacks: Incorporeal touch +6 meleeDamage: Incorporeal touch 1d6Face/Reach: 5 ft. by 5 ft./5ft.Special Qualities: Incorporeal, rejuvenation,

turn immunity, final fightSaves: Fort +1, Ref +5, Will +6Abilities: Str —, Dex 18, Con —, Int 14, Wis

14, Cha 15Skills: Hide +11, Diplomacy +10 Intuit

Direction +8, Listen +10, Search +10, SenseMotive +10, Spot +10

Feats: Blind-Fight, Combat Reflexes,Improved Initiative, Track

Climate/Terrain: Any land and undergroundOrganization: SolitaryChallenge Rating: 4Treasure: NoneAlignment: Any Advancement: 7–11 HD (Medium-size)

The foreboding, insubstantial remains ofdeceased heroes and relatives, warning spiritslay legendary tasks upon the shoulders of theirchosen champions.

These tasks always involve a powerfulenemy that the deceased swore to overcome.Perhaps the warning spirit was slain by thisenemy. Perhaps the enemy was defeated, buthas now returned to life in some manner.Whatever the case, the warning spirit rises inone final attempt to stop its ancient enemy. Thewarning spirit searches for a suitable hero orrelative, greets and gives the hero importantinformation about the enemy, and promises toaid the hero in any possible way that it can, butwarns that it is somewhat limited by its currentweakened state. Should the hero refuse thetask, the warning spirit is powerless to force theissue, and will renew its search, hoping to finda more willing champion.

Warning spirits appear exactly as they didat the moment of their death, but are incorpore-al creatures, very much like a ghost. Unlikesome undead, warning spirits do not display the

wounds that killed them.Warning spirits can speak any lan-

guage they knew in life.

Combat

Warning spirits aren’t the most powerful ofcombatants. Their true power is only displayedat the final battle between their charges andtheir ancient enemies.

Incorporeal: Can be harmed only byother incorporeal creatures, +1 or better magicweapons, or magic, with a 50% chance toignore any damage from a corporeal source.Can pass through solid objects at will, and ownattacks pass through armor. Always movessilently.

Final Fight (Su): When the warning spir-it’s champion faces its ultimate enemy in finalcombat, the warning spirit merges its essencetemporarily with that of its champion. Thechampion gains the following benefits: totalHD, base attack bonus, and saving throwsincrease as if the character gained four levels;the character gains fast healing 1, and it gains a+1 deflection bonus to AC. The champion mustbe willing, and this merging lasts as long as thefinal battle between the two combatants rages.

Rejuvenation (Su): It is very difficult todestroy a warning spirit by simple combat.“Slain” warning spirits will reform within 1d4days. A warning spirit cannot be destroyed untilthe final battle against its nemesis. If its swornenemy defeats it in battle (possibly for the sec-ond time), the warning spirit is utterlydestroyed—blasted to pieces and scattered onthe wind. If its champion completes the dutythat the warning spirit gave it, then the warningspirit is finally allowed to rest and passes intowhatever next life its deeds warranted.

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Tomb Guardian

Tomb guardians are corporeal undead that will-ingly chose undeath to watch over and safe-guard the tombs of royal families, heroes, etc.The majority of all tomb guardians were creat-ed in ages past, when the ideals of sacrificingone’s life for the protection of the resting placesof the dead were much more common. Thesenoble beings have unselfishly given their livesfor this immortal task and are truly honoredamong their people. Should they fall in battle,they are often afforded a special rank in theafterlife by the deities they worshipped in life.Even evil-aligned tomb guardians are givensome grudging respect by paladins and otherbeings of good alignment.

Tomb guardians appear much as they didin life. The only notable change occurs whenthe guardian is confronted by intruders of thetomb it protects, in which case the eyes of theguardian blaze with a fiery blue light, totallyenveloping their eye sockets in the process,while their weapons glow powerfully with thesame unnerving blue rays.

While tomb guardians can come from anyclass, the majority of them were fighters, bar-barians, and other combative classes while theylived. These types of tomb guardians are usual-ly adorned with massive, ornate, and ancientarmor of all varieties. Many of them prefer towield two-handed weapons that can deal greatamounts of damage to the interlopers of theirlairs. These undead defenders can lie perfectlystill for centuries, ever watchful and waiting forthe slightest disturbance. Encountered tombguardians are typically entangled in the silkenthreads of cobwebs, and are usually coveredwith the accumulated dust of ages gone by.

Tomb guardians can speak any languagethey knew in life. They only leave their tombswhen treasure is stolen from within, or if theirdeceased charges are defiled in some manner.If either of these events occurs, the tombguardian will hunt the offender until either it orits prey is destroyed.

Creating a Tomb Guardian

“Tomb guardian” is a template that can beadded to any humanoid creature (referred tohereafter as the “base creature”), provided thatthe create tomb guardian spell can be cast on it(detailed below.) The creature’s type changesto “undead.” It uses all the character’s statisticsand special abilities except as noted here.

Hit Dice: Increases to d12.Speed: Same as base creature.AC: The base creature’s natural armor

improves by +8.Attacks: A tomb guardian retains all the

attacks of the base creature.Damage: As base creature and weapon.Special Attacks: A tomb guardian retains

all the special attacks of the base creature andalso gains those listed below. Saves have a DCof 10 + 1/2 tomb guardian’s HD + tombguardian’s Charisma modifier unless noted oth-erwise.

Fear Aura (Su): Tomb guardians areshrouded in an aura of power and radiate aforeboding warning so intense that any crea-tures within a 60-ft. radius of 5 HD or less areautomatically frozen, paralyzed with fear as amummy’s despair ability, but the effect lasts for1d8 rounds. Creatures of greater than 5 HD areallowed a Will save, those that fail are panickedand driven away, as per a fear spell cast by asorcerer of the guardian’s level.

Life Drain (Su): At will, as a free action,a tomb guardian can make a gaze attack thatsaps the vigor of living creatures. Once initiat-ed, the gaze can be maintained for as long asthe tomb guardian desires. Each creature thatpossesses a Constitution score within 30 ft.of the gaze attack must attempt aFortitude saving throw, with failure

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resulting in 1d4 points of Constitution drain.For every point of Constitution drained in thismanner, the tomb guardian heals 5 points ofdamage to itself. Hit points gained in this fash-ion cannot exceed the maximum hit points ofthe guardian.

Spell-Like Abilities (Sp): 1/day – powerword blind, power word stun, symbol (any).These abilities are as the spells cast by a 20th-level sorcerer. The following abilities arealways active on the guardian’s person, as thespells cast by a 20th-level sorcerer: detect lies,detect magic, and true seeing.

Special Qualities: A tomb guardianretains all the special qualities of the base crea-ture and those listed below.

Damage Reduction (Su): Tomb guardianshave damage reduction 15/+1.

Fast Healing (Ex): A tomb guardian heals2 points of damage each round so long as it hasat least 1 hit point.

Turn Immunity (Ex): A tomb guardiancannot be affected by a turn attempt.

Immunities (Ex): Tomb guardians areimmune to cold and electricity attacks.

Rejuvenation (Su): In most cases, it’s dif-ficult to destroy a tomb guardian through sim-ple combat: The “destroyed” guardian willoften restore itself in 24 hours. Even the mostpowerful spells are often only temporary solu-tions.

The only known method to permanentlydestroy a guardian is to defile or destroy thetomb it guards. Once this is completed, thetomb guardian’s body instantly crumbles todust, its spirit sent to the realm of the deity itworshipped in life.

Saves: Same as base creature.Abilities: Increase from the base creature

as follows: +4 to its Strength, Dexterity, andCharisma scores. As undead creatures, tombguardians do not possess a Constitution score.

Skills: Tomb guardians receive a +6racial bonus to Listen, Spot, and Sense Motivechecks. Otherwise, all skills are same as thebase creature.

Feats: Same as the base creature.Climate/Terrain: Any land and under-

ground (tombs and other resting places)Organization: Solitary or pairChallenge Rating: Same as the base

creature +3Treasure: StandardAlignment: Any lawful

Advancement: By character class

Sample Tomb Guardian

This example uses a human Ftr6 as the basecreature.

Tomb Guardian FighterMedium-size UndeadHit Dice: 6d12 (39 hp)Initiative: +6 (Dex, Improved Initiative)Speed: 30 ft.AC: 27 (+2 Dex, +8 natural, +5 chainmail, +2

large steel shield), touch 12, flat-footed 25Attacks: Longsword +10/+5 meleeDamage: Longsword 1d8+5Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Fear aura, life drain, spell-

like abilitiesSpecial Qualities: Damage reduction 15/+1,

fast healing 2, immunities, rejuvenation,turn immunity

Saves: Fort +5, Ref +6, Will +2Abilities: Str 16, Dex 14, Con –, Int 10, Wis

11, Cha 15Skills: Climb +6, Jump +11, Listen +12, Sense

Motive +6, Spot +14Feats: Alertness, Exotic Weapon Proficiency

(bastard sword), Improved Initiative,Lightning Reflexes, Quick Draw, SkillFocus (Spot), Weapon Focus (bastardsword), Weapon Specialization (bastardsword)

Climate/Terrain: Any land and undergroundOrganization: SolitaryChallenge Rating: 9Treasure: StandardAlignment: Always lawfulAdvancement Range: By character class

Combat

Fear Aura (Su): Tomb guardians areshrouded in an aura of power and radiate aforeboding warning so intense that any crea-tures within a 60-ft. radius of 5 HD or less areautomatically frozen, paralyzed with fear as amummy’s despair ability, but the effect lasts for1d8 rounds. Creatures of greater than 5 HD areallowed a Will save (DC 16), those that fail arepanicked and driven away, as per a fear spellcast by a sorcerer of the guardian’s level.

Immunities (Ex): Tomb guardians areimmune to cold and electricity attacks.

Life Drain (Su): At will, as a free action,a tomb guardian can create a gaze attack thatsaps the vigor of living creatures. Once initiat-ed, the gaze can be maintained for as long as

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the tomb guardian desires. Each creature thatpossesses a Constitution score within 30 feet ofthe gaze attack must attempt a Fortitude save(DC 16), with failure resulting in 1d4 points ofConstitution drain. For every point ofConstitution drained in this manner, the tombguardian heals 5 points of damage to itself. Hitpoints gained in this fashion cannot exceed themaximum hit points of the guardian.

Rejuvenation (Su): In most cases, it’sdifficult to destroy a tomb guardian throughsimple combat: The “destroyed” guardian willoften restore itself in 24 hours. Even the mostpowerful spells are often only temporary solu-tions.

The only known method to permanentlydestroy a guardian is to defile or destroy thetomb it guards. Once this is completed, thetomb guardian’s body instantly crumbles todust, its spirit sent to the realm of the deity itworshipped in life.

Spell-Like Abilities: 1/day—power word,blind, power word, stun, symbol (any) (all asSor20). Save DC 12 + spell level. The follow-ing abilities are always active on the guardian’sperson, as spells cast by a 20th level sorcerer:detect lies, detect magic, and true seeing.

New Spell

Create Tomb GuardianNecromancyLevel: Clr 8, Death 8Components: V, S, DF, XPCasting Time: 1 hourRange: Close (25 ft. + 5ft./2 levels)Target: One humanoid corpseDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

This spell allows you to transform a willinghumanoid into a tomb guardian to safeguardand protect a family grave, royal tomb, or otherresting place of the dead.

Any humanoid creature that desires tobecome a tomb guardian must first gain thepermission of its religious order. Once accept-ed, these petitioners peacefully ingest a pain-less poison that robs their body of life. Within24 hours after their passing, the newly formedtomb guardians quickly rise and assume theireternal vigil.

XP Cost: 2,000 XP plus 100 XP perevery HD above 10 of the tomb guardian to becreated.

Unvanquished

Unvanquished are beings that have never beendefeated in their chosen form of competition inlife. They seek out and challenge those theyfeel can finally defeat them in a fair contest,letting them find rest at last.

Unvanquished appear as they did in life.For various reasons, they have never been best-ed while alive in their chosen field of competi-tion. They have an unearthly need to be defeat-ed by a worthy opponent before they can moveon to their respective afterlives. The reasonswhy an unvanquished may remain unbeatenvary. While many were endowed with extraor-dinary ability, others simply never encounteredworthy opponents because they lived too farfrom other competitors or died before they evermet an opponent with considerable skill. Manyunvanquished are children who died beforefacing an experienced challenger.

Unvanquished seek out and confrontthose that they feel can offer them a challengein their chosen form of competition. If theunvanquished is bested, it is finally able tomove on to the afterlife. As a parting gift, theunvanquished bestows upon the challengerwho defeated it a residual part of its energy,granting its recipient greater skill.

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The exact nature of an unvanquished’scompetition is not always clear to the chal-lenger. One popular account tells of an adven-turer who was challenged by an unvanquishedto a variety of games and physical ordeals.After three days of winning each competition,the exhausted adventurer finally realized thatthe unvanquished was not engaging in a com-petition of physical skills, but of deceit. Theunvanquished had never been defeated becauseit had never been caught in a lie. When theadventurer uncovered the unvanquished’sdeception, the unvanquished disappeared andimparted its gift upon the challenger.

Creating an Unvanquished

“Unvanquished” is a template that can beadded to any living humanoid or monstroushumanoid creature with either the Skill Focusor Weapon Focus feat (referred to hereafter asthe “base creature”). The creature’s typechanges to “undead.” It otherwise uses all thebase creature’s statistics and special abilitiesexcept as noted here.

Hit Dice: Change to d12Speed: All unvanquished gain a fly speed

of 30 feet, unless the base creature has a high-er flight speed, with perfect maneuverability.

AC: Natural armor is the same as the basecreature but applies only to ethereal encountersunless the unvanquished manifests corporeally,as below. Otherwise, when the unvanquishedmanifests (see below), the armor value is +0,but it gains a deflection bonus equal to its high-est ability modifier.

Attacks: The unvanquished retains all theattacks of the base creature. Those that rely onphysical contact do not affect nonethereal crea-tures unless the unvanquished manifests corpo-really.

Damage: Against ethereal creatures, anunvanquished uses the base creature’s damageratings. Against nonethereal creatures theunvanquished cannot deal physical damage atall, unless the unvanquished manifests corpore-ally. It can use its special attacks, if any, when-ever it manifests.

Special Attacks: An unvanquishedretains the base creature’s special attacks,although those relying on physical contact donot affect nonethereal creatures, unless theunvanquished manifests corporeally. Saveshave a DC of 10 +1/2 unvanquished’s HD +

the unvanquished’s primary ability modifier.Manifestation (Su): All unvanquished

have this ability. As ethereal creatures, theycannot affect or be affected by anything in thematerial world. When they manifest, unvan-quished become visible but remain incorporeal.However, a manifested unvanquished canstrike with its touch attack or ghost touchweapon. A manifested unvanquished stays onthe Ethereal Plane but can be attacked by oppo-nents on both the Material and Ethereal planes.When a spellcasting unvanquished is on theEthereal Plane, its spells cannot affect targetson the Material Plane, but they work normallyagainst ethereal targets. When a spellcastingunvanquished manifests, its spells continue toaffect ethereal targets and can affect targets onthe Material Plane normally unless the spellsrely on touch. A manifested unvanquished’stouch spells don’t work on material targets.

In addition, unvanquished can manifestcorporeally at will. Doing so places the unvan-quished creature on the Material Plane and thecreature receives none of the benefits of beingon the Ethereal Plane, including use of theincorporeal touch ability. In this state, it inter-acts with material creatures as it would ethere-al ones when incorporeal. If destroyed whilecorporeal, the unvanquished’s body turns todust, however, the unvanquished may restoreitself, as below.

Incorporeal Touch (Su): An unvan-quished that hits a target with an incorporealattack deals 1d4 points of damage. Againstethereal opponents, it adds its Strength modifi-er to attack and damage rolls. Against materialopponents, it adds its Dexterity modifier toattack rolls only.

Demoralizing Aura (Su): The unvan-quished exude an unnatural confidence thatweak-willed individuals find demoralizing. Allcreatures within a 30-ft. radius must succeed ata Will save or suffer a –1 morale penalty to allattack rolls, skill checks and saving throws.

Final Reward (Su): If an unvanquished isdefeated, then it imparts part of its energy to thecreature responsible for its defeat. The recipientgains a temporary increase to an ability score ofthe DM’s choice, appropriate to the challengefaced. This increase is equal to unvanquished’shighest ability modifier plus one. In addition, therecipient gains temporary hit points equal to theunvanquished’s highest ability modifier multi-plied by its total Hit Dice. If two or more crea-tures simultaneously cause the defeat of theunvanquished, the final reward is divided equallybetween them. All enhancements gained throughthe final reward have a duration of 2d6 hours.

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Special Qualities: An unvanquishedretains all the base creature’s special qualitiesand gains those listed below.

Tongues (Su): An unvanquished can usetongues at will, as the spell, often preferring totaunt potential competitors in their native lan-guage.

Turn Resistance (Ex): An unvanquishedhas a +4 turn resistance.

Unvanquished (Su): It is impossible todestroy an unvanquished through simple com-bat unless the unvanquished has chosen thatform of combat as its focus. The “destroyed”spirit will often restore itself in 2d4 days, oftenchoosing to seek out its “destroyers” and chal-lenge them to a fair competition or taunt theirinadequacies. The only means of ending theexistence of an unvanquished is to defeat it inits chosen form of competition.

Saves: Same as base creature.Abilities: Same as the base creature,

except that the unvanquished has noConstitution score, and its highest ability scoreincreases by +4. If Constitution was the basecreature’s highest ability in life, then replacethe base creature’s Charisma score with itsConstitution score while living before makingthe above ability adjustments.

Skills: Unvanquished receive a +8 racialbonus to Hide, Listen, Search and Spot checks.Otherwise same as the base creature.

Feats: Unvanquished receive theImproved Initiative feat. Otherwise same as thebase creature.

Climate/Terrain: Any land or under-ground.

Organization: Solitary, gang (2–5), orteam (6–11)

Challenge Rating: Same as the basecreature +2

Treasure: Same as base creature.Alignment: Same as base creature.Advancement: Same as base creature.

Unvanquished Equipment

When an unvanquished forms, all its equip-ment and carried items usually become ethere-al along with it. The equipment works normal-ly on the Ethereal Plane but passes harmlesslythrough material objects or creatures. Weaponswith a +1 or better enchantment, however, canharm material creatures when the unvan-quished manifests, and enchanted weapons canharm the unvanquished.

The original material items remainbehind, just as the unvanquished’s physical

remains do. If another creature seizes the orig-inal, the ethereal copy fades away. To avoidsuch thefts, unvanquished who can manifestcorporeally often remain close to their originalpossessions and employ them in their contestswhen they take corporeal form.

Sample Unvanquished

This example uses a 3rd-level human common-er with the Skill Focus [Profession (chess play-er)] feat as the base creature.

Unvanquished CommonerMedium-Size Undead (Incorporeal)Hit Dice: 3d12 Initiative: +6 (+2 Dex, +4 Improved Initiative)Speed: 30 ft., fly 30 ft. (perfect)AC: 16 (+2 Dex, + 4 deflection); or 12 (+2

Dex)Attacks: Incorporeal touch +1 melee (or sickle

+1 melee) Damage: Incorporeal touch 1d4 (1d4+1 vs.

ethereal); or club 1d6Face/Reach: 5 ft. by 5 ft./5 ftSpecial Attacks: Manifestation, incorporeal

touch, demoralizing aura, final rewardSpecial Qualities: Tongues, turn resistance +4,

unvanquished, undeadSaves: Fort +1, Ref +3, Will +1Abilities: Str 12, Dex 15, Con —, Int 18, Wis

10, Cha 8Skills: Hide +12, Listen +16, Profession

(Chess player) +12, Search +15, SenseMotive +3, Spot +13

Feats: Alertness, Improved Initiative, SkillFocus [Profession (Chess player)]

Challenge Rating: 4Demoralizing Aura (Su): The unvan-

quished exudes an unnatural confidence thatweak-willed individuals find demoralizing. Allcreatures within a 30-foot radius must succeedat a Will save (DC 17) or suffer a –1 moralepenalty to all attack rolls, skill checks and sav-ing throws.

Final Reward (Su): If an unvanquishedis defeated in a game of chess, then it impartspart of its energy to the creature responsible forits defeat. The recipient gains a temporary +5point increase to its Intelligence score. In addi-tion, the selected creature gains 15 temporaryhit points. If two or more creatures simultane-ously cause the defeat of the unvanquished, thefinal reward is divided equally between them.All enhancements gained through the finalreward have a duration of 2d6 hours.

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OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is

Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights

Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark

owners who have contributed Open Game Content; (b)"Derivative

Material" means copyrighted material including derivative works and

translations (including into other computer languages), potation, modi-

fication, correction, addition, extension, upgrade, improvement, compi-

lation, abridgment or other form in which an existing work may be

recast, transformed or adapted; (c) "Distribute" means to reproduce,

license, rent, lease, sell, broadcast, publicly display, transmit or other-

wise distribute; (d)"Open Game Content" means the game mechanic

and includes the methods, procedures, processes and routines to the

extent such content does not embody the Product Identity and is an

enhancement over the prior art and any additional content clearly iden-

tified as Open Game Content by the Contributor, and means any work

covered by this License, including translations and derivative works

under copyright law, but specifically excludes Product Identity. (e)

"Product Identity" means product and product line names, logos and

identifying marks including trade dress; artifacts; creatures characters;

stories, storylines, plots, thematic elements, dialogue, incidents, lan-

guage, artwork, symbols, designs, depictions, likenesses, formats,

poses, concepts, themes and graphic, photographic and other visual or

audio representations; names and descriptions of characters, spells,

enchantments, personalities, teams, personas, likenesses and special

abilities; places, locations, environments, creatures, equipment, magical

or supernatural abilities or effects, logos, symbols, or graphic designs;

and any other trademark or registered trademark clearly identified as

Product identity by the owner of the Product Identity, and which specif-

ically excludes the Open Game Content; (f) "Trademark" means the

logos, names, mark, sign, motto, designs that are used by a Contributor

to identify itself or its products or the associated products contributed to

the Open Game License by the Contributor (g) "Use", "Used" or

"Using" means to use, Distribute, copy, edit, format, modify, translate

and otherwise create Derivative Material of Open Game Content. (h)

"You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that

contains a notice indicating that the Open Game Content may only be

Used under and in terms of this License. You must affix such a notice

to any Open Game Content that you Use. No terms may be added to or

subtracted from this License except as described by the License itself.

No other terms or conditions may be applied to any Open Game

Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indi-

cate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this

License, the Contributors grant You a perpetual, worldwide, royalty-

free, non-exclusive license with the exact terms of this License to Use,

the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing

original material as Open Game Content, You represent that Your

Contributions are Your original creation and/or You have sufficient

rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT

NOTICE portion of this License to include the exact text of the COPY-

RIGHT NOTICE of any Open Game Content You are copying, modi-

fying or distributing, and You must add the title, the copyright date, and

the copyright holder’s name to the COPYRIGHT NOTICE of any orig-

inal Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity,

including as an indication as to compatibility, except as expressly

licensed in another, independent Agreement with the owner of each ele-

ment of that Product Identity. You agree not to indicate compatibility or

co-adaptability with any Trademark or Registered Trademark in con-

junction with a work containing Open Game Content except as express-

ly licensed in another, independent Agreement with the owner of such

Trademark or Registered Trademark. The use of any Product Identity in

Open Game Content does not constitute a challenge to the ownership of

that Product Identity. The owner of any Product Identity used in Open

Game Content shall retain all rights, title and interest in and to that

Product Identity.

8. Identification: If you distribute Open Game Content You must clear-

ly indicate which portions of the work that you are distributing are Open

Game Content.

9. Updating the License: Wizards or its designated Agents may publish

updated versions of this License. You may use any authorized version

of this License to copy, modify and distribute any Open Game Content

originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License

with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the

Open Game Content using the name of any Contributor unless You have

written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any

of the terms of this License with respect to some or all of the Open

Game Content due to statute, judicial order, or governmental regulation

then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to

comply with all terms herein and fail to cure such breach within 30 days

of becoming aware of the breach. All sublicenses shall survive the ter-

mination of this License.

14. Reformation: If any provision of this License is held to be unen-

forceable, such provision shall be reformed only to the extent necessary

to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000, Wizards of the Coast,

Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on

original material by E. Gary Gygax and Dave Arneson.

Necromantic Lore Copyright 2002, Fantasy Flight, Inc.

A compendium of horrifying new undead from yourdarkest nightmares.

Following in the footsteps of Draconic

Lore, this book contains more than thir-

ty new undead, with half a dozen tem-

plates among them. These ghastly cre-

ations will haunt your players’

dreams for years to come. They can

cower before the soul-destroying

power of the necromentals, or flee

before the mind-shattering horror of the

atrocity wight. Only a lucky few will sur-

vive to seek help from the guiding spirit

and legion of the dead, but those who fall

in combat may rise again as a forever-

jack or an eternal confessor.

The undead in this bestiary were

created to fill specific roles in your

campaign. Whether you need a partic-

ularly challenging encounter to spring

on your players or just want to add a

touch of exotic flair to your world,

Necromantic Lore has just the

undead you’re looking for.

FANTASY

FLIGHT

GAMESwww.fantasyflightgames.com

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DD35 $14.95

ISBN 1-58994-049-0