TEXT: 124
  The Blight: Richard Pett's Crooked City
  
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  For use with The Blight: Richard Pett’s Crooked City
  
  2
  GENERAL RESOURCES 
  Swords & Wizardry Complete S&W 
  The Tome of Horrors Complete PF, S&W 
  Tome of Horrors 4 PF, S&W 
  Tome of Adventure Design
  Monstrosities S&W 
  Bill Webb’s Book of Dirty Tricks 
  Razor Coast: Fire as She Bears PF 
  Book of Lost Spells 5e 
  Fifth Edition Foes 5e 
  The Tome of Blighted Horrors* 5e, PF, S&W
  Book of Alchemy* 5e, PF, S&W 
  THE LOST LANDS 
  Rappan Athuk PF, S&W 
  Rappan Athuk Expansions Vol. I PF, S&W 
  The Slumbering Tsar Saga PF, S&W 
  The Black Monastery PF, S&W 
  Cyclopean Deeps Vol. I PF, S&W 
  Cyclopean Deeps Vol. II PF, S&W 
  Razor Coast PF, S&W 
  Razor Coast: Heart of the Razor PF, S&W 
  Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W 
  LL0: The Lost Lands Campaign Setting* 5e, PF, S&W
  LL1: Stoneheart Valley PF, S&W 
  LL2: The Lost City of Barakus PF, S&W 
  LL3: Sword of Air PF, S&W 
  LL4: Cults of the Sundered Kingdoms PF, S&W 
  LL5: Borderland Provinces 5e, PF, S&W
  LL6: The Northlands Saga Complete PF, S&W
  LL7: The Blight 5e, PF, S&W
  LL8: Bard’s Gate 5e, PF, S&W 
  LL9: Adventures in the Borderland Provinces 5e, PF, S&W
  QUESTS OF DOOM 
  Quests of Doom (Vol. 1) 5e 
  Quests of Doom (Vol. 2) 5e 
  Quests of Doom (includes the 5e Vol. 1 and 2, but for PF 
  and S&W only) PF, S&W 
  Quests of Doom 2 5e 
  Quests of Doom 3 5e, S&W
  Quests of Doom 4* 5e, PF, S&W
  PERILOUS VISTAS 
  Dead Man’s Chest (pdf only) PF 
  Dunes of Desolation PF 
  Fields of Blood PF 
  Mountains of Madness* PF 
  Marshes of Malice* PF
  Other Products from Frog God Games
  You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.  
  Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,  
  and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
  * (forthcoming from Frog God Games)
  
  3
  Introduction ................................................................................Pg. 4
  Foreword .....................................................................................Pg. 5
  Bileborn ........................................................................................Pg. 6
  Body Snatcher ..............................................................................Pg. 7
  Bog Lantern .................................................................................Pg. 9
  BookTown Panther .......................................................................Pg. 10
   
  Giant Wasp Animal Companion ..........................................Pg. 11
  Crathog .........................................................................................Pg. 12
  Elemental, Ragefire ......................................................................Pg. 13
   
  Ragefire Spawn ....................................................................Pg. 14
  Familiar ........................................................................................Pg. 16
   
  Blight Albatross ...................................................................Pg. 16
   
  Blight Cockerel ....................................................................Pg. 16
   
   
  Fighting Spurs.............................................................Pg. 17
   
  Blindingcrow .......................................................................Pg. 17
   
  Canary ..................................................................................Pg. 18
   
  Dog, Terrier .........................................................................Pg. 18
   
  Gable Spider ........................................................................Pg. 19
   
  Lyme Angler ........................................................................Pg. 19
  Fleshgine ......................................................................................Pg. 20
   
   
  Sentient Fleshgine .......................................................Pg. 20
   
  Dungier’s Buggy..................................................................Pg. 21
   
  Hobbreth’s Mighty Pump No. 87 ........................................Pg. 22
   
  Macabre Lift ........................................................................Pg. 22
  Gable Hate-Owl ...........................................................................Pg. 24
  Gargoyle, Scrimshaw ...................................................................Pg. 25
  Ghoul, Gravid ..............................................................................Pg. 26
  Golem, Lesser Flesh .....................................................................Pg. 28
   
  Sentient Lesser Flesh Golem ...............................................Pg. 29
  Great Canal Python ......................................................................Pg. 30
  Hollow and Broken Hills Crocodile ............................................Pg. 31
  Hooded Raven ..............................................................................Pg. 33
  Horde, Larva ................................................................................Pg. 34
  Hydra-Hag ....................................................................................Pg. 36
  Living Disease, Bloody Flux .......................................................Pg. 38
  Lyme Walrus ................................................................................Pg. 40
  Moon Angel .................................................................................Pg. 41
  Naga, Blight .................................................................................Pg. 42
  Night-Slug ....................................................................................Pg. 43
  Primate, Blight .............................................................................Pg. 45
   
  Blight Ape ............................................................................Pg. 45
   
  Blight Monkey .....................................................................Pg. 46
  Protyugh  ......................................................................................Pg. 47
  Rat, Festering Lyme .....................................................................Pg. 48
  Rat, Giant Rat of Shabbis .............................................................Pg. 49
   
   
  New Disease: Shabbisian Plague ...............................Pg. 50
  Satyrmouther ................................................................................Pg. 51
  Skulking Manticore (Mulk) .........................................................Pg. 52
  Slithering Bulette .........................................................................Pg. 53
  Slithering Tangle ..........................................................................Pg. 54
  Spider, Chymic .............................................................................Pg. 55
  Spider, Gable ................................................................................Pg. 56
  Squarpy (Sessile’s Singing Terror) ..............................................Pg. 58
  Stegocentroper .............................................................................Pg. 59
  Stircatrice .....................................................................................Pg. 60
  Swarm, Blindingcrow ..................................................................Pg. 61
  Woerm ..........................................................................................Pg. 62
  Appendix A: Animals .................................................................Pg. 63
  Dog, Fighting ...............................................................................Pg. 64
   
  Blight-Bull (Light Fighting Dog) ........................................Pg. 64
   
  Pit-Mastiff (Heavy Fighting Dog) .......................................Pg. 64
  Lyme Angler (Slop-Shark) ...........................................................Pg. 65
  Sough-Eel .....................................................................................Pg. 66
  Appendix B: Between Creatures ..............................................Pg. 67
  Between Dream ............................................................................Pg. 68
  Between-Cat .................................................................................Pg. 69
  Caul Cuckoo .................................................................................Pg. 71
   
  Caul Cuckoo Syre ................................................................Pg. 71
  Gloam ...........................................................................................Pg. 73
  Herald at the Threshold ................................................................Pg. 74
  Hyme ............................................................................................Pg. 75
  Mantis-Thing from Between ........................................................Pg. 76
  Mockingbeast ...............................................................................Pg. 77
  Nightmare Choir (Between Peacock) ..........................................Pg. 79
  Nimb ............................................................................................Pg. 81
  Spiboleth  ......................................................................................Pg. 82
  Spite-Waif ....................................................................................Pg. 84
  Wallow-Whale .............................................................................Pg. 85
  Appendix C: Templates .............................................................Pg. 86
  Alchymic-Undying Creature template .........................................Pg. 87
   
  Savius Golgolan (alchymic-undying human necromancer)
  Alchymic-Unliving Creature template .........................................Pg. 88
   
  Stoic Guardian (alchymic-unliving ogre)
  Between Creature simple templates .............................................Pg. 89
   
  Between-Touched template .................................................Pg. 89
   
   
  Between-Touched Gargoyle
   
  Between-Born template .......................................................Pg. 89
   
   
  Between-Born Wyvern
   
  Between-Grown template ....................................................Pg. 89
   
   
  Between-Grown Doppelganger
   
  Between-Aged template ......................................................Pg. 89
   
   
  Between-Aged Lesser Boneneedle
   
  Between-Incarnate template ................................................Pg. 89
   
   
  Between-Incarnate Nosferatu
   Between Vampire template .........................................................Pg. 92
   
  Between Vampire Nymph
   
   
  New Disease: Mocking Plague ...................................Pg. 93
  Blight Ghoul.................................................................................Pg. 96
   
  Fetch Abductor (human Blight ghoul commoner)
  Broken Creature template ............................................................Pg. 98
   
  Watch Troll (broken troll)
  Conjoined Creature template .......................................................Pg. 99
   
  Conjoined Medusa
  Dysmorphic Creature template ....................................................Pg. 100
   
  The Howling Twin (dysmorphic human fighter)
  Half-Born Hybrid template ..........................................................Pg. 102
   
  The Blessed Child (human-manticore half-born hybrid)
  Nimbated Creature template ........................................................Pg. 104
   
  Ezekari (nimbated human rogue)
  Skin-Wearer template ...................................................................Pg. 105
   
  Demetrius Voth (swyne skin-wearer aristocrat)
  Appendix D: Hazards ................................................................Pg. 107
  Blight............................................................................................Pg. 108
  Derange ........................................................................................Pg. 109
  Dislocating Larva .........................................................................Pg. 109
  Second-Head Fluke ......................................................................Pg. 109
  Appendix E: New Subtypes, Feats, and Universal Monster Rules .Pg. 110
  Between subtype ..........................................................................Pg. 111
  Dislocated (Su) .............................................................................Pg. 113
  Distorted (Ex) ...............................................................................Pg. 113
  Appendix F: Monsters By Type, CR, and Terrain ..................Pg. 119
  Legal Appendix...........................................................................Pg. 122
  Table of Contents
  
  4
  Introduction
  Let’s be honest with ourselves for a moment: I think we all kind of already knew that Richard Pett is a little 
  messed up, right? I mean, Frog God Games agreeing to publish The Blight didn’t bring about the book’s inception 
  — it was something Richard had already written … years before … for his players at home! (God rest their sanity-
  blasted souls.) So when we decided that he had created a sufficient number of new monsters for the book to justify 
  an entire Tome of Horrors — a Tome of Blighted Horrors, if you will — I don’t think anyone was surprised by the 
  disturbing segments of brain-matter-given-life that tumbled out of Richard’s skull. But when we asked a handful 
  of other writers, veteran and novice alike, to contribute to this compilation of congealed madness, the horrors that 
  tumbled from their own mental palettes, well … there’s where the surprise — the kind of surprise that begins as 
  a startle and then slowly transforms into numbing horror — really began.
  I have only myself to blame really. When Richard and I were first spit balling this project (originally intended to 
  be a release for Sinister Adventures) years ago, I sat down to write an additional adventure set in Rich’s diabolically 
  twisted playground. I read through Richard’s material, permitted myself a cruel chuckle at its depravity, read as 
  many forbidden, sanity-destroying tomes as I could get my hands on through Amazon (who knew they had 
  Ludwig Prinn’s De Vermis Mysteriis in paperback!!), and then sat down at my keyboard deciding to channel my 
  inner Pett. I thought I’d delve a little into the body horror for which Richard has such an affinity and … babies! 
  … nothing’s scarier than larval humans, right? So this little descent into madness brought about the introduction 
  of the insidious spite-waif. “Heh, heh,” I thought, “that’ll scare ’em.” Fast forward to 2016 when I began to get 
  turnovers in from the various other authors hired to contribute to the new Tome of Blighted Horrors.
  Some things I learned:
  1. Yes, babies are truly scary. Having spawned three of the little monsters myself, I should have already known 
  this, but the proof came in the form of how many of the authors dipped into the same well (without prompting). 
  And how much their creations frightened me. From Richard’s own totally-unnecessary-why-did-he-do-it-for-the-
  love-of-God-why? caul cuckoo and caul cuckoo syre, I soon realized I was in trouble. The true shock, however, 
  didn’t come until I laid eyes on the work from freshman designer Jeff Swank, when he sent in his totally original 
  monster design of the gravid ghoul. Jeff is a doctor, I must add. I think, perhaps, I should reflect a bit on my own 
  career choice after this …
  2. Artists aren’t always quite as on board with the insanity. Terry Pavlet (bless his heart) took on the task of 
  illustrating about 99% of this beast. I don’t know Terry well, but I don’t think his background is specifically in 
  dark fantasy art because of how many times he asked me for an example of what I was trying to describe in my 
  art orders. No, Terry, there is no example I can give you for which we can thank God, natural selection, and a 
  merciful universe. There are no examples because these things weren’t meant to exist in a universe governed 
  by scientific laws. I can’t blame him though. Trying to illustrate the interior of Richard’s brain is like trying to 
  illustrate a Lovecraft story. It’s tough to come up with a concept sketch off the description, “the terrible thing 
  is indescribable.” I did my best. I can’t tell you how many email replies I received from Terry that started with, 
  “Hahahahahahahaha!” Kudos to you, Terry. You’re a real trooper. We are deeply indebted to your patience and 
  creative skills. In reward for this, you shall be the last to be eaten.
  3. I believe Friedrich Nietzsche said, “[I]f you gaze long into an abyss, the abyss also gazes into you.” Yeah, 
  that sounds about right. 
  Now if you’ll excuse me, I can hear them thumping around in the basement again. Mustn’t let anyone get free 
  before the big ceremony.
  Iä! Iä! The Beautiful fhtagn!
  — 
  Greg A. Vaughan
  July 19th
  (1973 – 2016)
  
  5
  Foreword
  The first time I met Richard Pett, an exuberant Nicolas Logue—no doubt channeling a scene from the Grast 
  Farm in his infamous Hook Mountain Massacre—was holding him down on a leather couch while attempting to 
  wear him like a glove puppet. I was pretty drunk, granted, but I’m fairly certain that Nick failed in his anatomic 
  insertion attempt, and thus Rich’s identity as the true author of The Skinsaw Murders was defended…much to 
  Nick’s chagrin.
  The second time I met Richard Pett, I was far less drunk and Nick was nowhere in sight, so we talked about adventure 
  and setting design. Rich, as you’re surely aware, is a master of both. His work for Paizo may be among his best known, 
  having written—to date, because there are no signs of him stopping—twelve parts of Pathfinder adventure paths—from 
  the aforementioned chapter of Rise of the Runelords to The Whisper Out of Time in the imminent Strange Aeons—and 
  five Pathfinder modules, including Carrion Hill and the popular We Be Goblins series.
  However, I’d been a fan since his earliest publications in Dungeon Magazine where he, along with Nick, first 
  established his design credentials and rose to prominence. And so we talked a little about The Devil Box and of 
  his contributions to the ‘proto-paths,’ including The Prince of Redhand and the Midnight’s Muddle and Alhaster 
  backdrops for Age of Worms, along with The Sea-Wyvern’s Wake and Serpents of Scuttlecove for Savage Tide. 
  But we spent the most time discussing what are perhaps now regarded as his seminal works: The Styes and The 
  Weavers. These were the inventive, gritty, stylish scenarios that first distinguished him and I wanted to know all 
  about their evocative setting and any other adventures within it that I may have missed. 
  That’s when I learned of his long-running home campaign and its vast body of unpublished works based in those 
  shadowed and sleazy docklands. And not only that, but that he was organizing and updating it all in preparation 
  for future publication through Frog God Games. I immediately offered my help and, a few weeks later, the 
  manuscript of The Crucible arrived in my inbox, ready for conversion, development, and editing, and my descent 
  into what would become The Blight began. That was over three years ago.
  What you now hold in your hands—this nexus of nightmare—is a distillation of the spiritual abuse that Mr 
  Pett has inflicted upon Greg, Jeff, John, Dave, Pete, or I at some point over that time. For while Rich himself 
  has personally detailed only a handful of the monstrosities herein, you’ll notice that almost all are inspired by 
  something he’d already described in The Blight. Crones whose emetic, morbidly obese bodies can barely withstand 
  the intake of each of their five heads’ prodigious appetites for flesh. Insane reincarnations of the devolved bodies 
  of plague victims that morph through aberrant physicalities to further spread death and disease. Emaciated fey 
  who float up from the depths of the Lyme to flood the lungs of their hypnotized victims through a kiss. Small 
  slimy humanoids who compress their cartilaginous skeletons to live in the wall and floor spaces of other peoples’ 
  homes and watch their intimacies.
  “Based on material by Richard Pett.” 
  It’s not a credit, it’s a mental health warning. For herein, you’ll also find fiendish entities of flame that grow in 
  size and power as they incinerate people; ‘machines’ of reanimated muscle and tissue which sometimes manifest 
  an emergent consciousness that reflects the thoughts, fears, and desires of those who operate them; incarnations 
  of arachnophobia whose young eat their way out of their victims’ stomachs; and the freakish hybrids that result 
  from the amoral application of obscene fertility magic.
  So that’s nice. As he proved to Nick, Rich is no other designer’s meat puppet. But the truth is, some of us may 
  now be his.
  — 
  Alistair J. Rigg
  September 9th, 2016
  Sydney, Australia
  
  6
  The Blight: Richard Pett's Crooked City
  This revolting creature appears to be formed of a tangle of limbs 
  and pieces of rotting corpses that splay in all directions like some kind 
  of demented sea urchin. The many appendages flail about spastically 
  as it moves with a disturbing rolling motion. Barely discernible amid 
  this tangle are a number of severed, rotting heads, their eyes open and 
  watching, their lips wordlessly mouthing unheard imprecations.
  BILEBORN 
  CR 7
  XP 3,200
  CE Large undead
  Init +4; Senses all-around vision, darkvision 60 ft.; Perception +11
   
  AC 20, touch 8, flat-footed 20 (+11 natural, –1 size)
  hp 85 (10d8+40)
  Fort +7; Ref +5; Will +9
  DR 10/slashing; Immune undead traits
   
  Speed 30 ft.
  Melee 4 slams +10 (1d6+4 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks babbling scream, incorporate body 
   
  Str 19, Dex 10, Con —, Int 10, Wis 11, Cha 18
  Base Atk +7; CMB +12; CMD 22 (can’t be tripped)
  Feats Blind-fight, Improved Initiative, Iron Will, Lightning Re-
  flexes, Power Attack
  Skills Climb +15, Escape Artist +8, Perception +11, Stealth +7, 
  Swim +12
  Languages Common
  SQ coordinated burst
   
  Environment any
  Organization solitary
  Treasure none
   
  Babbling Scream (Su) Once every 1d4 rounds, a bileborn 
  can scream in incoherent babbles as a standard action. All 
  creatures within a 60-foot spread must make a DC 19 Will 
  save or be affected as the spell confusion for 1d4 rounds. 
  This is a mind-affecting fear effect. The save DC is Charis-
  ma-based.
  Incorporate Body (Su) A bileborn ties to swallow-up Medium 
  or smaller humanoids. Any round in which it grabs an oppo-
  nent, it attempt to plunge the creature into its own body. 
  The bileborn’s body absorbs the creature on a successful 
  grab and pin. 
  Once a victim is pulled inside, the bileborn attempts to 
  absorb the creature to add additional mass and limbs to its 
  own body. The victim has the pinned condition while with-
  in the creature and each round must make a successful 
  DC 19 Fortitude save to resist incorporation. If a victim is 
  successful in resisting incorporation, it can attempt a 
  DC 19 Escape Artist check or DC 19 Strength check 
  to free itself. If this fails, it must again resist incorpo-
  ration on the next round if it remains pinned within. 
  If the save fails, the victim is reduced to –1 hit point 
  and is dying. Unless rescued by comrades by slaying the 
  bileborn or by other means, the victim takes 1d4 points of 
  damage per round as the many mouths within feed on 
  the victim in his helpless state. Once the victim is dead, it 
  is fully incorporated into the whole and is forever lost un-
  less the bileborn is first slain and the deceased victim 
  then resurrected. The save DC is Charisma-based; 
  the Escape Artist and Strength check DCs are 
  Strength-based. 
  Coordinated Burst (Ex) As a swift action, a bileborn can syn-
  chronize its flailing motions into an enhanced coordination. 
  Using this ability allows it to react and move quickly as if 
  affected by a haste spell for 1 round. It can use this ability 
  once every 1d4 rounds. 
  The bileborn is an undead creature born of alchemical and necromantic 
  experimentation. Its purpose and the identity of its creator are unknown, 
  but the mistakes of this master have long since been paid, as the original 
  bileborn ultimately escaped and slew its creator, incorporating his body 
  among the rest.
  A bileborn seeks to increase its mass by absorbing creatures into 
  its body. This does not increase the creature’s size or change it in any 
  fundamental way, but the crowd of body parts grows denser at its center. 
  Then at some indeterminate point, the creature reproduces by fission. 
  The fused conglomeration of rotten body parts splits down the middle, 
  forming two bileborns of equal size and power. These instinctively avoid 
  each other as they each go their own way in search of their next victim 
  to absorb.
  These creatures are little more than horrid masses of dismembered 
  and absorbed victims that somehow work in necromantic coordination 
  and demonstrate considerable stealth and surprising speed for their size 
  and composition. Despite their chaotic and jumbled appearances, their 
  fleshy mass is physically tough, quickly using the dismembered parts of 
  its interior to switch out damaged limbs on it exterior. The bulk of its 
  absorbed brain tissue resides within the severed heads of the central mass 
  of the creature, and these allow it to function in a rational manner, though 
  often seemingly without purpose or design.
  Copyright Notice
  Author Jeffrey Swank, based on material by 
  Richard Pett.
  Bileborn
  
  7
  The Tome of Blighted Horrors
  A massive lump of shadow, like a gargantuan hillock, shifts in the 
  darkness and reveals itself to be a living creature. Its body is mostly 
  torso and is roughly barrel shaped, with four elephantine legs and two 
  long arms ending in three-fingered hands. A massive mouth-like opening 
  dominates the top of its frame, from which extends a long, prehensile 
  tongue studded with spiky outgrowths at its tip. The entire beast appears 
  to be covered in — or perhaps made of — a lumpy, lichen-like substance 
  with tiny, leafy growths.
  BODY SNATCHER 
  CR 18/BA 3
  XP 153,600
  NE Gargantuan plant (fungus)
  Init +3; Senses blindsense 120 ft., darkvision 60 ft., low-light 
  vision; Perception +37
   
  AC 34, touch 10, flat-footed 30 (+3 Dex, +1 dodge, +24 nat-
  ural, –4 size)
  hp 297 (26d8+156 plus 24); fast healing 5 (in darkness)
  Fort +21; Ref +13; Will +10
  Defensive Abilities all-around vision, dislocated (blurred 
  movementACG), distorted (25%), hive mind; DR 2/
  cold iron; Immune plant traits, precision dam-
  age, surprise; SR 24
  Weaknesses light somnolence, 
  vulnerability to fire
   
  Speed 40 ft., climb 30 ft., swim 30 ft.
  Melee 2 slams +27 (2d8+11), bite +27 
  (4d6+11), tongue +24 (2d6+5  
  plus grab)
  Ranged spore burst +18 
  (6d6+16)
  Space 20 ft.;  
  Reach 20 ft.
  Special Attacks 
  darkness vitality, 
  swallow whole 
  (suffocation, 
  AC 22, 29 
  hp), trample 
  (2d8+16, DC 34)
   
  Str 33, Dex 17, 
  Con 22, Int 14, Wis 
  10, Cha 10
  Base Atk +19; CMB 
  +34 (+38 grapple); 
  CMD 47 (51 vs. trip)
  Feats Awesome 
  Blow, Blind-Fight, 
  Combat Reflexes, 
  Crush*, DodgeB, 
  Improved Bull Rush, 
  Im-
  proved Overrun, 
  Iron Will, Lightning 
  Re-
  flexesB, Mighty Blow*, Multiattack, 
  Power Attack, Thump*, Weapon 
  Focus (bite), Weapon Focus (slam)
  Skills Climb +19, Knowledge (dun-
  geoneering) +28, Knowledge (lo-
  cal) +19, Linguistics +11, Perception 
  +37, Stealth +20, Swim +19; Ra-
  cial Modifiers +8 Perception, +12 
  Stealth in dim light or darkness
  Languages Aklo, Common, Dark 
  Folk, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, Sylvan, 
  Terran, Undercommon (cannot speak)
  SQ create blight
  *See Appendix E
   
  Environment underground (The Blight)
  Organization solitary
  Treasure standard
   
  Absorb Cadaver (Ex) Any living creature slain by a melee 
  attack or the swallow whole ability of the Body Snatcher is 
  immediately absorbed into its body as a free action. If the 
  Body Snatcher is not destroyed by the end of its next turn, 
  the recently slain cadaver is irrevocably destroyed, and the 
  creature can be returned to life only with a true resurrec-
  tion. If the slain creature 
  is Large, then its body is 
  fully destroyed in 2 full 
  rounds, and a Huge 
  creature requires 3 full 
  rounds. A creature larger 
  than Huge is not subject to 
  the Body Snatcher’s ab-
  sorb cadaver ability, and 
  it must use the proper-
  ties of its create blight 
  ability to absorb the 
  deceased. If the Body 
  Snatcher is destroyed 
  before an absorbed 
  cadaver is fully 
  destroyed, then 
  it can be recov-
  ered from among 
  the mounds of 
  blight lichen 
  and returned 
  to life by normal 
  means.
  Create Blight 
  (Ex) As a move 
  action, the Body 
  Snatcher can exude 
  a 10-foot-by-10-foot 
  patch of blight (see Appendix D) 
  in an area adjacent to its body. This 
  patch is immediately eligible to be 
  grown and directed as part of the 
  Body Snatcher’s hive mind ability.
  Darkness Vitality (Ex) When in 
  total darkness, the Body Snatch-
  er gains vigor and deftness. This 
  effect is equal to a haste spell and 
  gives the Body Snatcher fast 
  healing 5. 
  Hive Mind (Su) The Body Snatch-
  er is constantly aware of all 
  growths of blight within 50 
  miles and can see anything 
  within visual range of these 
  patches. It can direct the 
  direction and speed of 
  their growth as a free ac-
  tion as long as that patch 
  of blight is in darkness. It can 
  Body Snatcher
  
  8
  The Blight: Richard Pett's Crooked City
  only focus the direction and speed of growth of one patch 
  of blight in a single round. A patch of blight in darkness can 
  double its size in this way every round that the Body Snatch-
  er focuses its will on it.
  Whenever a patch of blight absorbs the corpse of a for-
  merly living creature (see Appendix D), the essence of that 
  creature is projected into the Body Snatcher as its own psy-
  chic nourishment.
  Because of its hive mind awareness, the Body Snatcher 
  cannot be surprised.
  Light Somnolence (Ex) When exposed to bright light, the 
  Body Snatcher becomes slow and lethargic. This effect is 
  equal to a slow spell.
  Spore Burst (Ex) As a standard action, the Body Snatcher 
  can cause a pustule of spores to burst forth from its body as 
  a concussive blast at a target within 40 feet. This ranged at-
  tack deals 6d6+16 points of bludgeoning damage. The Body 
  Snatcher can use this attack every other round.
  Swallow Whole (Ex) An opponent swallowed by the Body 
  Snatcher does not take physical damage while within the 
  creature’s body but must immediately hold its breath or 
  begin to suffocate. An opponent that suffocates within the 
  Body Snatcher’s body is subject to its absorb cadaver ability. 
  If a swallowed creature cuts its way out of the Body Snatch-
  er, the hive nature of its body immediately reseals the open-
  ing allowing it to use its swallow whole ability again.
  Known only as the Body Snatcher by the dwarves of the Underneath, 
  this massive overgrowth of ambulatory blight lichen lurks in the deepest 
  caverns where the boundaries between the mundane world and Between 
  are thinnest. The creature somehow possesses sentience — likely from 
  its long exposure to the strange influence of that other-realm — and 
  shares some traits of Between creatures. The conglomeration of lichen 
  growths has taken on the form of a massive quadruped, but it shares 
  no special affinity with that form and, in truth, its body possesses no 
  internal organs or structures other than the undifferentiated blight of 
  which is it composed.
  The Body Snatcher, like the blight that makes up its body, is at its 
  strongest in absolute darkness and is debilitated by the presence of bright 
  light. Its hive mind gives it a mental connection to and the ability to see 
  through all growths of blight within 50 miles, and it is with this ability 
  that it has managed to maintain observation of the lands above and its 
  inhabitants since before the city existed. Through this observation, it has 
  learned much of the ways of humanoids and has come to understand many 
  of their languages. And it desires nothing more than to consume their 
  bodies upon their deaths, directing its remote blight growths to do that 
  whenever possible. The nutrients obtained from the consumed corpses 
  help feed the growth of these blight patches, but something about these 
  feedings is somehow transmitted telepathically back through the hive 
  mind and serves some mysterious purpose for the Body Snatcher. It is 
  for this reason that the dwarves gave the Body Snatcher its name, though 
  none understand the full significance of the creature’s impulse to consume 
  these corpses. Whatever the reason, most speculate it has something to do 
  with the creature’s proximity to Between and that it is unlikely to have 
  any benign purpose.
  While the Body Snatcher does gain the temporary hit points of a 
  Between creature, it is not one itself. These temporary hit points are 
  renewed daily from its close proximity to Between, even though it never 
  technically crosses over into that realm. If the Body Snatcher leaves its 
  lightless domain deep beneath the city, it stops regaining these daily 
  temporary hit points until it once again returns to that area.
  The Body Snatcher stands 25 feet tall. Even though it is made only 
  of tiny lichen growths, these conglomerate quite densely so the creature 
  weighs more than 30,000 pounds. It is well over a thousand years old and 
  is probably much older, and it may well be immortal.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  9
  The Tome of Blighted Horrors
  Bog Lantern
  A ball of pale yellow light bobs and floats 
  in the distance, its flickering pattern 
  beckoning.
  BOG LANTERN 
  CR 8
  XP 4,800
  NE Small undead (air)
  Init +14; Senses darkvision 
  60 ft.; Perception +20
  Aura unnatural aura
   
  AC 21, touch 21, 
  flat-footed 11 (+10 
  Dex, +1 size)
  hp 93 (11d8+44)
  Fort +7; Ref +13;  
  Will +7
  Defensive Abilities 
  out of phase; 
  Immune undead 
  traits; Resist cold 5
   
  Speed fly 50 ft. (per-
  fect)
  Melee mind bend +19 
  touch (1d2 Int, Wis, 
  and Cha damage plus 
  energy drain)
  Special Attacks energy 
  drain (1 level, DC 19)
   
  Str 1, Dex 30, Con —, Int 9, 
  Wis 11, Cha 18
  Base Atk +8; CMB +2; CMD 22
  Feats Combat Reflexes, Flyby 
  Attack, Hover, Improved Ini-
  tiative, Skill Focus (Perception), 
  Weapon Finesse
  Skills Disguise +4 (+12 to disguise its 
  glow as some other light source), Fly +34, 
  Perception +20, Sense Motive +14, Stealth 
  +14 (+6 to hide); Racial Modifiers –8 Stealth to 
  hide, +8 to disguise its glow as some other light source
  Languages Common (cannot speak)
   
  Environment any swamp
  Organization solitary
  Treasure incidental
   
  Mind Bend (Su) A bog lantern attacks by using psychic en-
  ergy to lash out at adjacent foes. The attack appears to 
  observers to be a flash of light (sometimes confused with an 
  electrical discharge due to the bog lantern’s similarities to 
  a will-o’-wisp), but is actually the bog lantern forming a ten-
  dril-like appendage and striking its foe as a touch attack. If 
  successful, the attack inflicts 1d2 points of damage to each 
  of the target’s mental abilities (Int, Wis, and Cha) and is then 
  also subjected to the creature’s energy drain ability.
  Out of Phase (Su) Bog lanterns exist partially in the Ethereal 
  Plane and partially in the Material Plane. This functions simi-
  larly to a blink spell, giving physical attacks against it a 50% 
  miss chance for which Blind-Fight provides 
  no assistance. If the attack is capable 
  of striking ethereal creatures or the 
  attacker, then the miss chance is 
  only 20%. Individually targeted 
  spells have a 50% chance 
  to fail, and area attacks 
  deal only half damage 
  unless their effects extend 
  into the Ethereal Plane as 
  well (in which case full 
  damage is dealt). Force 
  effects and abjurations 
  affect it normally. It 
  cannot pass through 
  solid objects because 
  it always remains par-
  tially in phase with its 
  Material surroundings.
  Whether the bog lantern 
  is simply an undead will-
  o’-wisp raised by some 
  odd negative energy current 
  within the Great Lyme River 
  or a separate creature that 
  is 
  superficially 
  similar 
  is 
  unknown. The only traits the 
  bog lantern seems to share with 
  its potential cousin, however, are 
  its appearance and a desire to lure 
  passers-by off the relative safety of the 
  roads and paths meandering through the 
  bog lands that surround the Lyme.
  A typical bog lantern is about 3 feet in 
  diameter. Most of the time, they opt to float 
  4–5 feet off the ground, though it can move 
  around in three-dimensional space adroitly. 
  On closer inspection, a bog lantern is observed 
  t
  o 
  resemble a glowing skull etched with hundreds of 
  mysterious runes that appear to penetrate completely through 
  the glowing bone into its dark, inscrutable interior. A pair of glowing 
  points of light hover within its dark eye sockets. 
  Unlike the will-o’-wisp, a bog lantern cannot alter its color, brightness, 
  or pattern of illumination. It is an “always on” ball of yellow light shedding 
  light equal to a torch. To simulate flickering patterns, bog lanterns move 
  in and out of brush and other foliage, or causes its eye socket lights to 
  roam around within its dark interior to cause light to shine intermittently 
  through the dark runes that cover its surface. In this way, it can appear 
  to be several flickering lights — perhaps a large colony of fireflies, for 
  example — with a successful Disguise check.
  Bog lanterns feed directly on the damage they inflict to their target’s 
  mental abilities. They prefer to feed on mental energy from humanoids — 
  they simply find the “taste” to be a delicacy — and in particular, young 
  humanoids. However, many a trapper has found the desiccated remains of 
  a gator, panther, or other beast unfortunate enough to cross paths with a 
  hungry bog lantern.
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  
  10
  The Blight: Richard Pett's Crooked City
  BookTown Panther
  This black-furred panther would not seem overly noteworthy were it 
  not for its exceptional size and six legs, one of which has a twisted and 
  mangled paw from some past hunter’s trap. The beast seems to bear a 
  perpetual snarl as one side of its face is badly scarred, pulling its mouth 
  up and its eye into a puckered squint.
  BOOKTOWN PANTHER 
  CR 9
  XP 6,400
  Male awakened giant panther hunter (Verminous Hunter) 
  5 (Pathfinder Roleplaying Game Bestiary “Cat, Leopard”; 
  Pathfinder Roleplaying Game Advanced Class Guide “Hunt-
  er”, “Verminous Hunter”)
  NE Large magical beast (augmented animal)
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +15
   
  AC 22, touch 16, flat-footed 16 (+2 armor, +1 deflection, +5 
  Dex, +1 dodge, +4 natural, –1 size)
  hp 108 (5d10+25 plus 5d8+25 plus 5)
  Fort +13; Ref +13; Will +4
  Defensive Abilities swarm stride
   
  Speed 30 ft., climb 20 ft.
  Melee bite +15 (2d6+8 plus grab), 3 claws +15 (1d4+8)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (3 claws +15, 1d4+8)
  Spells Known (CL 5th):
  2nd (3/day)—barkskin, insect scoutsPPC:SpyHB, protection 
  from energy
  1st (5/day)—defoliateStLC, glideAPG, endure elements, 
  pass without trace
  0 (at will)—create water, detect mag-
  ic, 
  detect poison, flare (DC 12), sparkAPG  
  (DC 12), stabilize
  PPC:SpyHB See Pathfinder Player Com-
  panion: Spymaster’s Handbook
  StLC See Pathfinder Companion: 
  Sargava, the Lost Colony
   
  Str 22, Dex 21, Con 21,  
  Int 12, Wis 15, Cha 7
  Base Atk +8; CMB +15 (+19 grapple); 
  CMD 32 (38 vs. trip)
  Feats Dodge, Improved Natural 
  Attack (bite), Mobility, OutflankB, 
  APG, Precise StrikeB, APG, Skill Focus 
  (Stealth), Weapon Finesse
  Skills Acrobatics +18, Climb +18, 
  Handle Animal +4, Intimidate +11, 
  Knowledge (geography) +9, Perception 
  +15, Stealth +17 (+21 in undergrowth or dim 
  light), Survival +10 (+12 follow tracks); Racial Modifiers 
  +4 Climb, +4 Stealth in undergrowth or dim light
  Languages Common, Sylvan; empathic link with vermin 
  companion
  SQ hunter tactics, improved empathic link, nature training, 
  precise companion, track, share spells, vermin companion 
  (giant wasp), vermin empathy +3 (+7 with vermin com-
  panion), vermin focus
  Gear bracers of armor +2, ring of protection +1, amulet 
  of mighty fists +2
   
  Environment urban (The Blight)
  Organization solitary
  Treasure NPC Gear
  This creature is a legend in BookTown. Allegedly, a panther of great 
  size originally imported from the distant swamps of southern Akados 
  for the private gardens of a dabbler in the arcane arts, it is said that this 
  arcanist worked magic beyond his abilities, causing the panther to mutate, 
  grow additional limbs, and, ultimately, develop a malign intelligence of its 
  own. Each tale of the BookTown Panther describes tortures visited on the 
  creature at the hands of its demented master, each more horrible than the 
  previous. The truth of these tales remains in question, but what is not in 
  question is that a black panther of prodigious proportions does lurk among 
  the roofs and gables of BookTown stalking the unwary. Eyewitnesses 
  report that it indeed has an extra set of limbs, though one has been badly 
  injured at some point in the past. Efforts to hunt the beast have failed, as 
  it proves to be incredibly elusive, and it seems to have a great knowledge 
  of where the many nests of wasps, centipedes, and other vermin can be 
  found among the gables. The few times hunters have even gotten close 
  to it, they have run afoul of swarms of such insects while the beast itself 
  made its escape.
  The truth of the matter is that a demented urban druid of BookTown 
  indeed tortured and experimented upon the panther. The druid eventually 
  managed to awaken the panther, but his past cruelties caused the spell to 
  not be entirely successful — the newly aware creature was not inclined 
  to friendliness toward him. At first feigning obedience, 
  the panther merely awaited an opportunity when the 
  druid’s guard was down and its cage left unsecured 
  before striking and messily devouring the fool. 
  
  11
  The Tome of Blighted Horrors
  The panther did not escape unscathed, as traps left as contingencies by 
  the druid severely injured the beast and crippled one of its legs as it 
  disappeared into the night.
  Rather than try to flee the city where it knew that it would be hunted 
  down, the BookTown Panther chose instead to lair among the dangers of 
  the city’s rooftops where few dared to venture. Its great size and strength 
  provided it with some protection from the myriad dangers to be found 
  there, allowing it to turn its newfound sentience toward its survival and 
  revenge against all humanoids as it pursued the path of the hunter. In doing 
  so, it learned to harness the ubiquitous vermin that continually swarmed 
  among the spires and rooftops of the city, eventually even gaining a giant 
  wasp as an animal companion.
  The panther has shed the name given to it by its former master as a mark 
  of its past shame and captivity, and instead prefers to remain nameless. It 
  has heard the moniker of BookTown Panther given to it, and doesn’t care 
  one way of the other. It simply sees the soft, fleshy humanoids as further 
  prey to sate its hunger for revenge. It likewise doesn’t name its animal 
  companion, seeing it as nothing more than an expendable resource to be 
  used for assistance and protection, and indeed is already on its seventh 
  giant wasp companion, the prior six all having fallen in the panther’s 
  wake as it abandoned them to effect its own escape. The BookTown is a 
  remorseless killer, but it is careful and cunning. It has lived many years 
  atop the tenements of BookTown and has no intention of meeting its end 
  any time soon. It is patient and cautious in its hunts, willing to stalk a 
  chosen victim for days, maybe even harassing him with swarms of vermin 
  before moving in to make its kill.
  The city of Castorhage has offered a 15,000-gp reward if this creature 
  is captured or killed.
  GIANT WASP 
  CR —
  XP —
  Female giant wasp animal companion (Pathfinder Roleplay-
  ing Game Bestiary “Wasp, Giant”)
  N Medium vermin
  Init +2; Senses darkvision 60 ft.; Perception +9
   
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 23 (5d8)
  Fort +4; Ref +6; Will +2
  Defensive Abilities evasion; Immune mind-affecting effects
   
  Speed 20 ft., fly 60 ft. (good)
  Melee sting +4 (1d6+1 plus poison)
  Special Attacks poison
   
  Str 12, Dex 15, Con 11, Int —, Wis 13, Cha 4
  Base Atk +3; CMB +4; CMD 16 (24 vs. trip)
  Skills Fly +6, Perception +9; Racial Modifiers +8 Perception.
  Languages empathic link with master
  SQ mindless, share spells, tricks (attack, heelAPG, sic ’emAPG) 
   
  Poison (Ex) Sting—injury; save Fort DC 12; frequency 1/round 
  for 6 rounds; effect 1 Dex damage; cure1 save. The save DC 
  is Constitution-based.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  12
  The Blight: Richard Pett's Crooked City
  Crathog
  This creature draws its leech-like body along by great barbed spindly 
  tentacles that glisten with fluid. Somewhere inside its cluster of spines 
  and sharp bones lurks a great maw that distends itself outward.
  CRATHOG 
  CR 8
  XP 4,800
  NE Huge aberration
  Init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +16
   
  AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
  hp 90 (12d8+36)
  Fort +7; Ref +7; Will +11
  Defensive Abilities blending skin; Immune acid
   
  Speed 30 ft., swim 30 ft.
  Melee bite +15 (3d6+12 plus 1d6 acid/19–20)
  Space 15 ft.; Reach 15 ft. (25 ft. with bite)
  Special Attacks distended bite
   
  Str 26, Dex 13, Con 17, Int 10, Wis 13, Cha 9
  Base Atk +9; CMB +19; CMD 30 (can’t be tripped)
  Feats Improved Critical (bite), Improved Initiative, Iron 
  Will, Lightning Reflexes, Power Attack, Stealthy
  Skills Climb +20, Escape Artist +3, Perception 
  +16, Sense Motive +6, Stealth +16, Survival 
  +10, Swim +15; Racial Modifiers +4 Stealth
  Languages Aklo, Aquan
  SQ acidic coating, blending skin
   
  Environment coastline
  Organization solitary
  Treasure none
   
  Acidic Coating (Ex) The crathog’s skin ex-
  udes a layer of acidic fluid that coats its en-
  tire body. This coating leaves a slimy trail be-
  hind the crathog similar to a slug. Leaving its 
  space, the squares left by the crathog remain 
  acidic for 1 round and causes 1d6 acid dam-
  age to any creature entering the area. After 1 
  round, the acid inert and breaks down into a 
  thin, slippery substance. This ooze remains for 
  1 minute and affects the area in the trail as a 
  grease spell (Reflex DC 19).
  Blending Skin (Ex) When at rest, a crathog 
  can shift the colors of its skin to blend in with 
  the surrounding terrain. This acts as the spell 
  invisibility as long as the crathog remains 
  motionless.
  Distended Bite (Ex) The crathog is able to 
  protrude its jaws out at a distance, extend-
  ing its bite attack range to 25 feet. This does 
  not provoke an attack of opportunity and 
  allows the crathog to make a second bite at-
  tack as a free action against the same target if it is 
  within its normal 15-foot reach.
  The crathog are octopod horrors that had their origins in the exits of 
  large cities’ sewers emptying into the sea. The mixture of alchemical fluids, 
  waste products, and other toxins caused mutations within the sea life that 
  grew in the area until a new species spawned and bred true. The crathog 
  began to gain an incessant drive to reproduce, a deeper understanding of 
  their surroundings, and a greater intelligence.
  A crathog seeps a corrosive acid from its porous flesh. Its tentacles 
  move with eerie quickness to grasp its prey and pull it toward its distended 
  jaw. These jaws are hinged on a flexible tendon that allows the crathog to 
  contract a coiled muscle and launch this set of jaws outward to burst from 
  its clustered mouth. The creature is able to blend into its surroundings 
  like a chameleon. It moves almost totally silently, but leaves a slimy trail 
  which in itself is acidic and dangerous. A crathog is incredibly strong 
  and stealthy, known to climb onto ships to feed on unsuspecting sailors, 
  dissolving their flesh with its acid. 
  Their intelligence allows them the insight to use their special abilities 
  as ambush hunters. They tend to hide in crooks of old harbors and lie in 
  wait until a fisherman ventures past. Crathog are not only cunning, they 
  are incredibly cruel; they delight in mutilating or tormenting prey, and 
  disfiguring their opponents with their acids. Why they do this is open to 
  conjecture, but many scholars believe that crathog are somehow spawned 
  by the influence of Between and that they seethe with the inherent injustice 
  of those who have died in the river, particularly those who have suffered 
  from its acidic toxins.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  
  13
  The Tome of Blighted Horrors
  Elemental, Ragefire
  The rage and hatred that emanate with the white-hot heat from this 
  demonic fire are palpable.
  Ragefire Elemental
  Languages Abyssal, Ignan
   
  Environment any land (Abyss)
  Organization solitary, pair, or inferno (3–8)
  Treasure none
   
  Create Spawn (Su) As a full-round action, a Huge, greater, 
  or elder ragefire elemental can create ragefire spawn by 
  incinerating the corpse of a non-evil humanoid of at least 5 
  HD that it has killed within the last 10 rounds. Ragefire spawn 
  are under the control of the ragefire elemental that created 
  them and remain enslaved until its death, or until they feed 
  and become ragefire elementals themselves. They do not 
  possess any of the abilities they had in life. A ragefire ele-
  mental may have enslaved ragefire spawn totaling no more 
  than twice its own HD; any ragefire spawn it cre-
  ates 
  that would exceed this limit become free-willed 
  ragefire spawn.
  Feed (Su) As a full-round action, a Tiny, 
  Small, Medium, or Large ragefire elemen-
  tal can incinerate the corpse of a non-evil 
  humanoid of at least half the elemental’s 
  HD that it has killed within the last 10 rounds to 
  gain a growth point. It gains a bonus equal to its 
  growth point total on attack rolls, CMB rolls, Forti-
  tude and Reflex saving throws, and skill checks. Its 
  maximum hit points increase by 5 for each growth 
  point it gains. For every 2 growth points, the DC for 
  its burn special ability and its CR increase by +1. 
  When a Tiny ragefire elemental gains 1 growth point, or 
  a Small, Medium or Large ragefire elemental reaches 
  4 growth points, it increases in size, losing all of its growth 
  points (and bonuses) but gaining the stats for a ragefire 
  elemental of the next larger size. A Huge ragefire elemen-
  tal loses this special ability but gains the create spawn 
  special ability. It is not known how a greater or elder 
  ragefire elemental is created, but it is speculated that a 
  Huge ragefire elemental that causes a large enough loss 
  of sentient life may advance to these states.
  Heat (Ex) A ragefire elemental deals fire damage equal to 
  its burn attack whenever it hits in melee or in each round 
  during which it is in a grapple.
  Water Vulnerability (Ex) Contact with water or nonflamma-
  ble liquids deal 1 point of damage per 15 gallons. Anything 
  less than 15 gallons is insufficient to deal actual damage 
  due to the tremendous heat causing most of it to evaporate 
  before making contact, but it does anger the elemental. If 
  a ragefire elemental is forced to enter a space that is cov-
  ered with water without some flammable barrier to protect 
  it, the water deals 6d6 points of damage per 5-foot-square 
  of exposure per round, though one 5-foot square of water is 
  evaporated per round of exposure. A ragefire elemental will 
  not purposely expose itself to a body of water, not even a 
  small one in order to evaporate it.
  If a ragefire elemental is fully immersed, the water is not 
  evaporated, the elemental is staggered, and the water 
  deals damage to the elemental equal to one-third of 
  its maximum hit points — a ragefire elemental re-
  duced to 0 hit points in this manner is permanent-
  ly destroyed, even if only a summoned creature. 
  A ragefire elemental immersed in water or some 
  other nonflammable liquid cannot swim and is forced to 
  move along the bottom of the water-filled area with all nor-
  mal penalties to speed for being underwater.
  Ragefire Elemental Sizes
  Elemental
  Height
  Weight
  Heat
  Tiny
  2 ft.
  1/2 lb.
  1d3
  Small
  4 ft.
  1 lb.
  1d4
  Medium
  8 ft.
  2 lbs.
  1d6
  Large
  16 ft.
  4 lbs.
  1d8
  Huge
  32 ft.
  8 lbs.
  2d6
  Greater
  36 ft.
  10 lbs.
  2d8
  Elder
  40 ft.
  12 lbs.
  2d10
  
  14
  The Blight: Richard Pett's Crooked City
  RAGEFIRE SPAWN 
   
  CR 3
  XP 800
  CE Tiny outsider (chaotic, elemental, evil, extraplanar, fire)
  Init +6; Senses darkvision 60 ft.; Perception +4
   
  AC 18, touch 15, flat-footed 15 (+2 Dex, +1 dodge, +3 
  natural, +2 size)
  hp 22 (3d10+6)
  Fort +5; Ref +5; Will +3
  Immune elemental traits, fire
  Weaknesses vulnerability to cold, water vulnerability
   
  Speed 40 ft.
  Melee 2 claws +7 (1d3 plus burn and attach)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks burn (1d3, DC 13), heat
   
  Str 10, Dex 15, Con 14, Int 3, Wis 11, Cha 11
  Base Atk +3; CMB +3 (+7 grapple); CMD 14
  Feats Dodge, Improved InitiativeB, Iron Will, Weapon FinesseB
  Skills Acrobatics +8 (+12 jump), Climb +4, Intimidate +4, 
  Perception +4
  Languages Abyssal, Ignan
  SQ feed
   
  Attach (Ex) When a ragefire spawn hits with a claw attack, 
  it latches onto the target. An attached ragefire spawn is 
  effectively grappling its prey but the target does not gain 
  the grappled condition. The ragefire spawn loses its Dexterity 
  bonus to AC and has an AC of 15 but holds on with great 
  tenacity and burns the target’s flesh. A ragefire spawn has 
  a +4 racial bonus to maintain its grapple on a foe once it is 
  attached. An attached ragefire spawn can be struck with 
  a weapon or grappled itself; if its prey manages to win a 
  grapple check or Escape Artist check against it, the ragefire 
  spawn is removed.
  SMALL RAGEFIRE ELEMENTAL 
   
  CR 4
  XP 1,200
  CE Small outsider (chaotic, elemental, evil, extraplanar, fire)
  Init +7; Senses darkvision 60 ft.; Perception +7
   
  AC 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +3 
  natural, +1 size)
  hp 30 (4d10+8)
  Fort +6; Ref +7; Will +3
  Immune elemental traits, fire
  Weaknesses vulnerability to cold, water vulnerability
   
  Speed 50 ft.
  Melee 2 claws +8 (1d4+1 plus burn and grab)
  Special Attacks burn (1d4, DC 14), heat
   
  Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +4 (+8 grapple); CMD 18
  Feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
  Skills Acrobatics +10 (+14 jump), Climb +6, Intimidate +5, 
  Perception +7
  Languages Abyssal, Ignan
  SQ feed
  MEDIUM RAGEFIRE ELEMENTAL 
   
  CR 6
  XP 2,400
  CE Medium outsider (chaotic, elemental, evil, extraplanar, fire)
  Init +9; Senses darkvision 60 ft.; Perception +9
   
  AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
  hp 51 (6d10+18)
  Fort +9; Ref +10; Will +4
  DR 5/—; Immune elemental traits, fire
  Weaknesses vulnerability to cold, water vulnerability
   
  Speed 50 ft.
  Melee bite +11 (1d8+2 plus burn), 2 claws +11 (1d6+2 plus 
  burn and grab)
  Special Attacks burn (1d6, DC 16), heat
   
  Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
  Base Atk +6; CMB +8 (+12 grapple); CMD 24
  Feats Dodge, Improved InitiativeB, Iron Will, Mobility, Weapon 
  FinesseB
  Skills Acrobatics +14 (+22 jump), Bluff +5, Climb +9, 
  Intimidate +7, Knowledge (planes) +3, Perception +9
  Languages Abyssal, Ignan
  SQ feed
  LARGE RAGEFIRE ELEMENTAL 
  CR 9
  XP 6,400
  CE Large outsider (chaotic, elemental, evil, extraplanar, fire)
  Init +11; Senses darkvision 60 ft.; Perception +13
   
  AC 22, touch 17, flat-footed 14 (+7 Dex, +1 dodge, +5 
  natural, –1 size)
  hp 95 (10d10+40)
  Fort +11; Ref +14; Will +5
  DR 5/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold, water vulnerability
   
  Speed 50 ft.
  Melee bite +16 (2d6+4 plus burn), 2 claws +15 (1d8+4 plus 
  burn and grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks burn (1d8, DC 19), heat
   
  Str 18, Dex 25, Con 18, Int 8, Wis 11, Cha 11
  Base Atk +10; CMB +15 (+19 grapple); CMD 33
  Feats Combat Reflexes, Dodge, Improved InitiativeB, Iron 
  Will, Mobility, Spring Attack, Weapon FinesseB
  Skills Acrobatics +20 (+32 jump), Bluff +7, Climb +15, Escape Artist 
  +14, Intimidate +13, Knowledge (planes) +6, Perception +13
  Languages Abyssal, Ignan
  SQ feed
  HUGE RAGEFIRE ELEMENTAL 
   
   
  CR 11
  XP 12,800
  CE Huge outsider (chaotic, elemental, evil, extraplanar, fire)
  Init +12; Senses darkvision 60 ft.; Perception +16
   
  AC 23, touch 17, flat-footed 14 (+8 Dex, +1 dodge, +6 
  natural, –2 size)
  hp 136 (13d10+65)
  Fort +13; Ref +16; Will +6
  DR 10/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold, water vulnerability
   
  Speed 60 ft.
  Melee bite +19 (2d8+7 plus burn), 2 claws +19 (2d6+7 plus 
  burn and grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d6, DC 21), create spawn, heat
   
  Str 24, Dex 27, Con 20, Int 10, Wis 11, Cha 11
  Base Atk +13; CMB +22 (+26 grapple); CMD 41
  Feats Combat Reflexes, Dodge, Improved Initiative, 
  Improved Iron Will, Iron Will, Mobility, Spring Attack, Vital 
  Strike, Weapon Finesse
  Skills Acrobatics +24 (+36 jump), Bluff +11, Climb +23, 
  Escape Artist +19, Intimidate +16, Knowledge (planes) +13, 
  Perception +16
  Languages Abyssal, Ignan
  
  15
  The Tome of Blighted Horrors
  GREATER RAGEFIRE ELEMENTAL 
   
  CR 13
  XP 25,600
  CE Huge outsider (chaotic, elemental, evil, extraplanar, fire)
  Init +13; Senses darkvision 60 ft.; Perception +19
   
  AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 
  natural, –2 size)
  hp 184 (16d10+96)
  Fort +16; Ref +19; Will +7
  DR 10/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold, water vulnerability
   
  Speed 60 ft.
  Melee bite +23 (2d10+8 plus burn), 2 claws +23 (2d8+8 plus 
  burn and grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d8, DC 24), create spawn, heat
   
  Str 26, Dex 29, Con 22, Int 12, Wis 11, Cha 11
  Base Atk +16; CMB +26 (+30 grapple); CMD 46
  Feats Combat Reflexes, Dodge, Improved Initiative, 
  Improved Iron Will, Improved Vital Strike, Iron Will, Mobility, 
  Spring Attack, Vital Strike, Weapon Finesse
  Skills Acrobatics +28 (+40 jump), Bluff +19, Climb +27, 
  Escape Artist +28, Intimidate +19, Knowledge (planes) +20, 
  Perception +19
  Languages Abyssal, Common, Ignan
  ELDER RAGEFIRE ELEMENTAL 
   
  CR 15
  XP 51,200
  CE Huge outsider (chaotic, elemental, evil, extraplanar, fire)
  Init +14; Senses darkvision 60 ft.; Perception +22
   
  AC 29, touch 19, flat-footed 18 (+10 Dex, +1 dodge, +10 
  natural, –2 size)
  hp 218 (19d10+114)
  Fort +17; Ref +21; Will +8
  DR 10/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold, water vulnerability
   
  Speed 60 ft.
  Melee bite +27 (2d12+9 plus burn), 2 claws +27 (2d10+9 plus 
  burn and grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d10, DC 25), create spawn, heat
   
  Str 28, Dex 31, Con 22, Int 12, Wis 11, Cha 11
  Base Atk +19; CMB +30 (+34 grapple); CMD 51
  Feats Combat Reflexes, Dodge, Greater Vital Strike, 
  Improved Initiative, Improved Iron Will, Improved Vital Strike, 
  Iron Will, Lunge, Mobility, Spring Attack, Vital Strike, Weapon 
  Finesse
  Skills Acrobatics +32 (+44 jump), Bluff +22, Climb +31, 
  Escape Artist +32, Intimidate +22, Knowledge (planes) +23, 
  Perception +22
  Languages Abyssal, Common, Ignan
  Ragefire elementals embody the chaos and evil of their Abyssal 
  heritage, manifesting in demonic forms of living flame, smoke, ash, and 
  cinders. They exist to incinerate life and, in so doing, grow stronger and 
  more destructive.
  A ragefire elemental cannot enter water or any other nonflammable 
  liquid. A body of water is an impassible barrier unless the ragefire 
  elemental can step or jump over it, or if the water is covered with a 
  flammable material (such as a layer of oil).
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  
  16
  The Blight: Richard Pett's Crooked City
  Familiar
  Presented here are the base statistics for a number of types of familiars 
  commonly found in and around the city of Castorhage. These statistics can 
  also be used for normal animals of these types as well. Small animals like 
  these use Dexterity to modify Climb and Swim checks.
  Familiar
  Special Ability
  Blight Albatross
  Master gains a +3 bonus on Fly checks
  Blight Cockerel
  Master gains a +1 bonus on melee attacks
  Blindingcrow
  Master gains a +2 bonus on Fortitude saves
  Canary
  Master gains a +3 bonus on Survival checks
  Gable Spider
  Master gains a +3 bonus on Acrobatics 
  checks
  Lyme Angler
  Master gains a +3 bonus on Bluff checks
  Terrier
  Master gains a +3 bonus on smell-, hearing-, 
  and sight-based Perception checks
  Blight Albatross
  This seabird has an expansive wingspan of pure white plumage, a long 
  hooked beak, and tail feathers tipped in black.
  BLIGHT ALBATROSS 
  CR 1/4
  XP 100
  N Small animal
  Init +1; Senses low-light vision; Perception +4
   
  AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
  hp 5 (1d8+1)
  Fort +3; Ref +3; Will +0
  Immune disease, poison
   
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +2 (1d4–3)
   
  Str 5, Dex 12, Con 12, Int 2, Wis 11, Cha 13
  Base Atk +0; CMB –4; CMD 7
  Feats Weapon Finesse
  Skills Perception +4
  SQ cursed fate
   
  Environment temperate or cold oceans
  Organization solitary, family (2–3), flock (4–12), or colony 
  (13–24) 
  Treasure none
   
  Cursed Fate (Su) Any creature that succeeds in killing a 
  Blight albatross must succeed at a DC 11 Will save or receive 
  a curse. Cursed creatures treat a roll of 20 on a d20 as a roll 
  of 1 and may not take a 10 or a 20 on skill checks. A new Will 
  save can be made each day to lift the curse, as can a re-
  move curse spell. The save DC is Charisma based.
            
  Sometimes known as a gooey bird or a muckmawk, the Blight albatross 
  is common along the shores of the sea around the city of Castorhage. 
  They gained these nicknames for the feeding technique of the bird, where 
  they dive into the muck-laden waters and emerge with fish and feathers 
  covered in the filmy sludge that covers the Lyme River on many days.
  The Blight albatross’s diet is predominantly fish, crustaceans, and offal, 
  although they also scavenge carrion when necessary. Due to the nature of 
  the pollution found in the river and its inhabitants, the Blight albatross has 
  developed considerable resistance to diseases and poisons. The folk of 
  Castorhage are reluctant to kill one of these birds, for it is considered bad 
  luck. Those that have slain one of these creatures soon finds the legends 
  are very true, and for a period of time find their luck changed for the 
  worse.
  The adult plumage of most of the Blight albatrosses is usually some 
  variation of dark upper-wing and back with white undersides. A Blight 
  albatross stands 3 feet tall with a wingspan of up to 12 feet and weighs 
  20 pounds.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Blight Cockerel
  Lanky and bedraggled, with thin feathers other than a wide tuft 
  around the neck, this rooster is particularly ugly for its kind. Its wattle 
  and comb are both shredded and torn from past battles, and razor-sharp 
  spurs have been tied to the backs of its legs.
  BLIGHT COCKEREL 
  CR 1/4
  XP 100
  N Tiny animal
  Init +1; Senses low-light vision; Perception –1
   
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 6 (1d8+2)
  Fort +4; Ref +3; Will –1
  Defensive Abilities ferocity
   
  Speed 30 ft.
  Melee 2 fighting spurs +3 (1d4–2), bite –2 (1d3–2)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks fighting fury
   
  Str 7, Dex 12, Con 14, Int 1, Wis 9, Cha 4
  Base Atk +0; CMB –2; CMD 7
  Feats Weapon Finesse
  Skills Acrobatics +1 (+5 jumping), Intimidate +5; Racial Modi-
  fiers +4 Acrobatics to jump, +4 Intimidate
  SQ natural aggression
  Gear 2 fighting spurs*
  *See sidebox
   
  Environment any land (The Blight)
  Organization solitary
  Treasure none
   
  Fighting Fury (Ex) When a Blight cockerel sees another 
  member of its species or other similar-sized bird (other than 
  a chicken) it instinctively triggers its fight response. It spends 
  1 round attempting to demoralize its opponent and then 
  attacks, gaining a +1 bonus to melee attacks and damage. 
  A Blight cockerel in a fighting fury fights until either it or its 
  opponent is dead.
  Natural Aggression (Ex) Generations of breeding have 
  made Blight cockerels naturally aggressive fighting birds. 
  This includes their instincts to strut and make threatening 
  gestures toward their opponents. Blight cockerels have a +4 
  racial bonus on Intimidate checks and receive Intimidate as 
  a class skill.
  Cockfighting is a common pastime among the coarser citizens of the 
  Blight (and secretly many of the upper crust as well) and the gamecocks 
  have been bred for centuries in the city just for these contests. The 
  
  17
  The Tome of Blighted Horrors
  resulting breed of Blight cockerel is a distempered gamecock known for 
  its viciousness in fights and its instinct to continue fighting even after 
  having taken a mortal wound. Many runners of cockfights no longer allow 
  Blight cockerels in their venues because of the likelihood that neither bird 
  will survive and their investment in training a prized gamecock will be 
  lost even in victory. Blight cockerels are bred with normal chickens and 
  always attack another Blight cockerel on sight unless restrained.
  A Blight cockerel stands 2 feet tall and weighs 10–15 pounds.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Blindingcrow
  This glossy black crow has fleshy pustules and sores growing out 
  from under its plumage. This bird is has a thick, heavy bill and even 
  more surprisingly has a central third leg that ends in an array of 
  sharpened talons.
  BLINDINGCROW 
  CR 1/6
  XP 65
  N Tiny animal
  Init +2; Senses low-light vision; Perception +5
   
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 2 (1d8–2)
  Fort +0; Ref +4; Will +1
  Defensive Abilities all-around vision; 
  Immune blindness
   
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +4 (1d2–4 plus disease)
  Space 2-1/2 ft.; Reach 0 ft.
   
  Str 2, Dex 14, Con 7, Int 2, Wis 12, Cha 10
  Base Atk +0; CMB +0; CMD 6 (8 vs. trip)
  Feats Weapon Finesse
  Skills Fly +6, Perception +5
  SQ third eye
   
  Environment temperate land
  Organization solitary, pair, flock (3–12), or murder (13–100)
  Treasure none
   
  Disease (Ex) Blinding sickness: Bite—injury; save Fort DC 10; 
  onset 1d3 days; frequency 1/day; effect 1d4 Str damage, 
  if more than 2 Str damage victim must make an additional 
  Fort save or be permanently blinded; cure 2 consecutive 
  saves. The save DC is Constitution-based and includes a +2 
  racial bonus.
  Third Eye (Su) Although a blindingcrow has two functional 
  eyes, it actually sees through the tips of its feathers as well. 
  This enhanced sensory perception grants it all-around vision, 
  and it is immune to the blind condition.
  Blindingcrows are fairly intelligent carrion birds known for their problem-
  solving skills and ability to adapt within the city environment. Despite past 
  Fighting Spurs
  FIGHTING SPURS
  Price 5 gp; Weight —
   
  These are a pair of razor-sharp blades that can be tied 
  to the legs of a gamecock or other type of bird of size 
  Small or Tiny. When worn, they give two attacks that 
  deal 1d4 points of slashing damage. A combat-trained 
  fowl is considered to be proficient in their use.
  
  18
  The Blight: Richard Pett's Crooked City
  attempts to exterminate them, blindingcrows are more common than ever 
  in the city’s trash dumps and are known for their distinctive screeching 
  caw. Sociable, especially when not nesting, blindingcrows may gather in 
  communal roosts on winter nights, sometimes with thousands or even tens 
  of thousands roosting at one location.
  When large groups of these bird gather, they sometimes form a huge 
  swarming flock and chase predators in a behavior called mobbing. Loud 
  noises are the most common cause for a murder of blindingcrows to attack 
  an individual.   
  As foragers, these birds also clean up dead animals and garbage. In fact, 
  blindingcrows are often blamed for overturning garbage cans when the 
  real culprits are usually raccoons or dogs. From prolonged exposure to the 
  toxins and wastes in their urban environments where the blindingcrows 
  live and feed, they have developed an ironic affinity for a particular 
  disease. Blinding sickness has festered within these birds, and they pass 
  it from one to another during mating and while feeding. The feathers of 
  these birds, although a glossy black, are marred by oozing, sores that 
  drain diseased fluid and that dry and become encrusted. When the birds 
  preen themselves, this diseased fluid transfers to their beaks where it 
  infects their bite attacks. Despite their third claw and sinister reputation, 
  blindingcrows are no more effective with claw attacks than a normal crow. 
  Only when blindingcrows swarm do their claw attacks actually live up to 
  their namesake.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Canary
  This tiny songbird has feathers of pale yellow with a slight greenish 
  tinge and is streaked with gray and brown on its back and wings.
  CANARY 
  CR 1/8
  XP 50
  N Diminutive animal
  Init +1; Senses low-light vision; Perception +8
   
  AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
  hp 1 (1d8–4)
  Fort –2; Ref +3; Will +1; –4 vs. gas effects
  Weaknesses gas vulnerability
   
  Speed 5 ft., fly 40 ft. (good)
  Space 1 ft.; Reach 0 ft.
   
  Str 1, Dex 12, Con 3, Int 2, Wis 12, Cha 10
  Base Atk +0; CMB –3; CMD 2
  Feats Skill Focus (Perception)
  Skills Fly +11, Perception +8, Stealth +13
  SQ sentinel animal
   
  Environment temperate and warm forests, any land (captiv-
  ity)
  Organization solitary, pair, or flock (3–12)
  Treasure none
   
  Gas Vulnerability (Ex) Due to their high oxygen requirement, 
  canaries are particularly vulnerable to the effects of inhaled 
  gases, including the effects of suffocation and slow suffo-
  cation (see Chapter 13 of the Pathfinder Roleplaying Game 
  Core Rulebook). Canaries take a –4 penalty on any saving 
  throw involving the effects of gases (including the Constitu-
  tion checks necessary to hold their breath). After exposure 
  to such a hazard, there is a 50% chance that a canary dies 
  regardless of whether it was removed from the hazardous 
  conditions in time or not.
  Sentinel Animal (Ex) When exposed to bad air (see “Bad Air” 
  in Chapter 8 of the Pathfinder Roleplaying GameMastery 
  Guide), canaries are sickened 1d4 rounds before breathing 
  creatures would ordinarily begin to feel the effects. Anyone 
  keeping a canary as a sentinel animal need only make a 
  DC 5 Perception check to notice the bird’s sickened condi-
  tion.
  These tiny birds were originally discovered among the subtropical 
  islands of the south and were brought to the mainland to be bred as 
  songbirds. Their numbers have flourished in captivity over the years, 
  and it was eventually determined that they were useful in detecting 
  dangerous gases in mines and caverns. Since that time, they have been 
  widely employed by miners as sentinel animals to detect the presence of 
  otherwise undetectable gas hazards before the miners are overcome by 
  them.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett and Tom 
  Knauss.
  Dog, Terrier
  This small dog’s legs are long for its size, and its coat is shaggy and 
  rough. It has a short muzzle and small ears that flop forward.  
  TERRIER 
  CR 1/4
  XP 100
  N Tiny animal
  Init +2; Senses low-light vision, scent; Perception +8
   
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 5 (1d8+1)
  Fort +3; Ref +4; Will +3
   
  Speed 40 ft.
  Melee bite +2 (1d3 plus death shake)
  Space 2-1/2 ft.; Reach 0 ft.
   
  Str 11, Dex 15, Con 13, Int 2, Wis 12, Cha 7
  Base Atk +0; CMB –2 (+2 grapple); CMD 10 (14 vs. trip)
  Feats Skill Focus (Perception)
  Skills Acrobatics +2 (+6 jumping), Intimidate –2 (+10 vs. rats 
  [including swarms]), Perception +8, Survival +1 (+5 in burrows 
  and underground); Racial Modifiers +4 Survival in burrows 
  and underground, +12 Intimidate vs. rats (including swarms)
   
  Environment any land
  Organization solitary, pair, or pack (3–12)
  Treasure none
   
  Death Shake (Ex) If a terrier makes a successful bite attack 
  against an opponent of its size or smaller, it makes a grap-
  ple check as a free action without provoking attacks of 
  opportunity. If the grapple check is successful, the terrier 
  immediately shakes its head violently in an attempt to break 
  the neck or back of its opponent. This attack deals 2d3 
  damage. A terrier automatically does death shake damage 
  in any round that it maintains its grapple. Against an oppo-
  nent that is a four-legged animal that dwells in underground 
  burrows or dens, the terrier can use this attack against a 
  creature up to one size category larger than it is and gains 
  an additional +4 bonus to the grapple check.
  Frequently kept as pets by both the impoverished and well-to-do of 
  Castorhage, these small dogs were originally bred to hunt the rats and 
  other vermin so commonly found in the Blight. They are intelligent and 
  extremely loyal, working well as both trained hunters and family pets. 
  They stand up to 16 inches tall and usually weigh around 14 pounds.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  19
  The Tome of Blighted Horrors
  Gable Spider
  This large, hairy spider carries a bundle of string in its mandibles.
  GABLE SPIDER 
   
  CR 1/4
  XP 100
  N Tiny vermin 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 
  +4
   
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 4 (1d8)
  Fort +2; Ref +3; Will +0 
  Immune mind-affecting effects
   
  Speed 20 ft., climb 15 ft.
  Melee bite +5 (1d3–4 plus poison)
  Ranged touch +5 (sticky globule)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks poison (DC 10), sticky globule (DC 12)
   
  Str 3, Dex 17, Con 10, Int —, Wis 10, Cha 2
  Base Atk +0; CMB +1; CMD 14 (26 vs. trip)
  Feats Weapon FinesseB
  Skills Climb +19, Perception +4, Stealth +15 (+19 in webs); 
  Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), +8 
  Climb
  SQ web construct
   
  Environment urban (The Blight)
  Organization solitary, pair, or colony (3–10)
  Treasure incidental
   
  Poison (Ex) Bite—injury; save Fort DC 10; frequency 1/round 
  for 4 rounds; effect 1d2 Dex; cure 1 save. The save DC is 
  Constitution-based.
  Sticky Globule (Ex) Once every other round, a gable spider 
  to project a globule of the substance it uses to coat its webs 
  as a ranged touch attack. The attack functions like a tan-
  glefoot bag, except the sticky globule has a range equal 
  to the gable spider’s climb speed. The save DC is Constitu-
  tion-based and includes a +2 racial bonus.
  Web Construct (Ex) Gable spiders are not web-spinners but 
  rather construct great, elaborate webs from the materi-
  als and debris they have available. They coat these web 
  constructs with their sticky fluids so that even though these 
  tangled constructions are easily seen, actually stumbling or 
  falling into one still causes the creature to become trapped. 
  A trapped creature is entangled and can escape with a 
  successful Escape Artist check or tear free with a Strength 
  check. Both are standard actions with a DC equal to 1/2 
  creature’s HD + creature’s Con modifier. Attempts to tear 
  a character free from a web construct by a character who 
  is caught in it suffers a –4 penalty. The trapped character 
  gains a +5 bonus if he has something to walk on or grab 
  while pulling free. Each 5-foot-square section of a web con-
  struct has a number of hit points equal to the Hit Dice of the 
  gable spider that created it and DR 3/—.
  A gable spider can move across its own web construct 
  or that of another gable spider at its climb speed and can 
  pinpoint the location of any creature touching the web 
  construct.
  A spellcaster who selects a Tiny gable spider as a familiar gains a 
  +3 bonus on Acrobatics checks as long as the familiar remains within 
  1 mile of her; a gable spider familiar loses the mindless trait and has an 
  Intelligence score appropriate for its master’s level.
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  Lyme Angler
  This ugly, bloated fish has a glowing, fleshy protrusion that extends 
  from the top of its skull and dangles in front of its wide-mouth, which is 
  filled with needle-like fangs.
  LYME ANGLER 
  CR 1/3
  XP 135
  N Tiny animal (aquatic)
  Init +5; Senses blindsense 30 ft., low-light vision; Perception +2
   
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 2 (1d8–2)
  Fort +0; Ref +3; Will +2
  Immune disease, poison
   
  Speed swim 20 ft.
  Melee bite +3 (1d4–1 plus disease)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks lantern lure
   
  Str 8, Dex 13, Con 7, Int 1, Wis 14, Cha 2
  Base Atk +0; CMB –3; CMD 8 (can’t be tripped)
  Feats Improved Initiative, Weapon FinesseB
  Skills Stealth +9, Swim +13
  SQ orb of water
   
  Environment temperate oceans
  Organization solitary
  Treasure none
   
  Disease (Ex) Brine misery: Bite—injury; save Fort DC 8; onset 
  1d4 rounds; frequency 1/day; effect 1d4 Dex plus stag-
  gered; cure 2 consecutive saves. The save DC is Constitu-
  tion-based.
  Brine misery causes an extremely irritating stinging itch at 
  the point of the wound, which causes the victim to have the 
  staggered condition until the disease is cured.
  Lantern Lure (Ex) As a free action, a Lyme angler can illumi-
  nate the dangling lure on its forehead with a phosphores-
  cent glow that gives off light equal to a candle. All creatures 
  with an Intelligence of 2 or less within 20 feet on which the 
  Lyme angler has gained surprise must make a DC 11 Will 
  save or become fascinated for 1 round. A creature that is 
  not surprised spots the angler and is not fooled by the an-
  gler’s lantern display. Once fascinated, a victim can make 
  a new save each round that the lantern lure remains in view 
  to break the effect. However, while fascinated, the victim 
  does not view the angler as a potential threat and remains 
  fascinated until it actually attacks, which automatically 
  breaks the effect. The save DC is Dexterity-based.
  A Lyme angler is normally taken as a familiar as a juvenile, and its 
  growth is then stunted by its close association with its master — frequently 
  in a restricted environment such as an aquarium or other limited space. 
  Despite its size, it remains just as ferocious and disease ridden as its 
  immense brethren.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  
  20
  The Blight: Richard Pett's Crooked City
  Fleshgine
  Fleshgines are constructs of flesh combined with other materials 
  designed for a specific purpose. They might pump water from a city’s 
  reservoirs into rooftop cisterns to supply the inhabitants with running 
  water, or they may lift or pull — anything a humanoid body can do. 
  But fleshgines are built to improve upon a humanoid’s ability through 
  modification and vast strength. While they are not uncommon in 
  Castorhage, they often operate out of sight; their disturbing appearance 
  being something the civilized locals choose not to acknowledge. They can 
  be heard though — their steady stormy breathing, the asthmatic wheeze 
  behind a grate, the slithering of flaccid limbs between floors. They also 
  have a strong odor — a sort of organic sweatiness that can smell of many 
  other things as often they absorb and amplify the smells of the things they 
  work in and around. 
  Fleshgines come in all shapes and sizes, and while no two are ever 
  alike, they often fall into a set pattern. Each is very strong, and many — 
  an uncannily large amount — are sentient creatures in their own right. 
  Different fleshgines tend to have different abilities; some are simple brutes 
  that occasionally go mad, some are more cunning, lurking and growing 
  behind plaster and wainscoting and brooding their dark, strange dreams 
  and wants (see sentient fleshgines below).
  FLESHGINE
  Environment any
  Organization solitary
  Treasure none
   
  Berserk (Ex) If a fleshgine is injured in combat, there is a cu-
  mulative 1% chance per point of damage that its elemental 
  spirit breaks free and the fleshgine goes berserk. The uncon-
  trolled fleshgine goes on a rampage, attacking the nearest 
  living creature or smashing some object smaller than itself if 
  no creature is within reach, then moving on to spread more 
  destruction. The fleshgine’s creator or designated operator, 
  if within 60 feet, can try to regain control by speaking firmly 
  and authoritatively to the construct, which requires a DC 15 
  Charisma check. It takes 1 minute of inactivity by the flesh-
  gine to reset the creature’s berserk chance to 0%.
  Sentient Fleshgine
  While most fleshgines are simple, mindless servitors made of flesh 
  stitched and grown to inorganic parts and contraptions, some grow into 
  something altogether different. Sentient fleshgines take on aspects of 
  their humanoid neighbors that seep in from their close proximity on a 
  daily basis. These aspects include tics, habits, language, and even some 
  of their vices. These creatures are often bloated by the desires and 
  madness of Between and become enraptured by it, seeking new directions 
  and becoming fixated in disturbing ways. These constructs often form 
  complex alliances with those who dwell behind the veneer of the Blight, 
  particularly with the ghouls of the Fetch (who have enough inert humanity 
  to understand and fear the construct). Some say the thoughts of the 
  Crooked Promethean violate their dreams and awaken them; others say 
  that it is a simple accident of nature. These sentient constructs lurk in plain 
  sight and are driven by whatever twisted needs or goals that have grown 
  within their warped consciousness.
  As more complex fleshgines are grafted from darker sources of flesh 
  and bone, so too the risk of disaster becomes greater. Philosophers within 
  the city-state already worry what fleshgines might do if they rebelled en 
  masse. They point to the curious whale-song that occasionally haunts 
  certain nights, and which seems to come from the fleshgines calling to 
  each other across the city. What are they saying or planning, they wonder? 
  The golem-stitchers and homuncule wives laugh at such suggestions; 
  their creations are simple flesh-and-blood machines after all. What 
  maliciousness could possibly lurk within this humble framework?
  SENTIENT FLESHGINE
  Int 5–7
  Languages Common (cannot speak)
   
  Environment any
  Organization solitary
  Treasure none
   
  Berserk (Ex) If a fleshgine is injured in combat, there is a cu-
  mulative 1% chance per point of damage that its elemental 
  spirit breaks free and the fleshgine goes berserk. The uncon-
  trolled fleshgine goes on a rampage, attacking the nearest 
  living creature or smashing some object smaller than itself if 
  no creature is within reach, then moving on to spread more 
  destruction. The fleshgine’s creator or designated operator, 
  if within 60 feet, can try to regain control by speaking firmly 
  and authoritatively to the construct, which requires a DC 15 
  Charisma check. It takes 1 minute of inactivity by the flesh-
  gine to reset the creature’s berserk chance to 0%.
  Take (Ex) Sentient fleshgines that have gone berserk at least 
  once in the past have fundamentally broken some aspect 
  of their creation and gain the take ability. Occasionally the 
  fleshgine’s habits and needs manifest themselves in a destruc-
  tive way, and the construct takes a victim of up to one size 
  category smaller than itself as a full-round action. The fleshgine 
  is always cunning in this action and manipulates its manifold 
  parts and surroundings to camouflage its attack. Unless the vic-
  tim succeeds on a Perception or Sense Motive check against 
  the fleshgine (DC 10 + 1/2 fleshgine’s HD + fleshgine’s CMB size 
  modifier), it gains a coup de grace attack against the victim 
  that deals nonlethal damage. If the victim notices the attack 
  coming, then it is just a normal attack by the fleshgine. If the 
  victim is rendered unconscious, the fleshgine is able to hide the 
  victim in some convenient location around or within its body. 
  Anyone nearby detects a successful take if they succeed on a 
  Perception check against the same DC. Otherwise, the flesh-
  gine camouflages any sounds or evidence of the scuffle with 
  the exhalations, groanings, and secretions that are a part of its 
  normal operation. Anyone specifically looking for a victim tak-
  en by the fleshgine must make a Sense Motive or Perception 
  check against the same DC. If the fleshgine is destroyed, a tak-
  en victim can automatically be found if searched for. 
  A victim taken by a fleshgine has the grappled condition and 
  cannot make noise or move from its location. The victim can try 
  to cut its way free with any light slashing weapon (the amount 
  of damage required to get free is equal to 1/10 the fleshgine’s 
  total hit points), or it can just try to escape the grapple. The 
  Armor Class of the location where the fleshgine is holding the 
  victim is 10 + 1/2 its natural armor bonus, with no modifiers for size 
  or Dexterity. If the victim escapes the grapple, the fleshgine can 
  still attack as normal. An escape does not prevent a fleshgine 
  from using the take ability again, as it is able to use different por-
  tions of its anatomy to do so. While in captivity by the fleshgine, 
  a victim takes damage equal to one of the fleshgine’s natural 
  attacks at the end of every 24 hours. The taken victims are used 
  to vent the leeched needs of the fleshgine — whether they be 
  simple hunger, torment, or sexual — who then eventually casts 
  away the dead and broken remains.
  A fleshgine rarely uses this ability, as it is aware that discovery 
  ultimately is likely to lead to destruction. It therefore carefully 
  watches its chosen victim, often for weeks or months before 
  striking, but if sufficiently roused can use this ability immediately.
  Copyright Notice
  Author Richard Pett.
  
  21
  The Tome of Blighted Horrors
  Three sample types of fleshgines are included below.
  Dungier’s Buggy
  The rumble of a coach’s wheels upon the cobbles comes out of the 
  misty night, but it is not accompanied by the clip-clop of hooves. Rather, 
  there is a soft slapping of skin upon the hard stones. Emerging from the 
  fog is a hansom cab drawn not by a team of horses but rather by the 
  upper torso of some ogre melded to the front of the conveyance. It walks 
  upon its massive hands and its head looks forward, the eyes alert but 
  somehow vacant.
  DUNGIER’S BUGGY (FLESHGINE) 
  CR 8
  XP 4,800
  N Huge construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +4
   
  AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
  hp 105 (10d10+40 plus 10)
  Fort +3; Ref +2; Will +3
  Defensive Abilities cover, partial hardness 5; DR 10/slashing 
  Immune construct traits; Resist cold 10
   
  Speed 40 ft.
  Melee slam +15 (1d8+7), bite +15 (1d4+7)
  Space 15 ft.; Reach 5 ft.
  Special Attacks berserk, trample (4d8+10, DC 22)
   
  Str 25, Dex 8, Con —, Int —, Wis 10, Cha 1
  Base Atk +10; CMB +19; CMD 28 (can’t be tripped)
  Feats ToughnessB
  Skills Perception +4, Knowledge (geography) +8, Stealth –9 
  (+5 in urban surroundings); Racial Modifiers +4 Perception, 
  +8 Knowledge (geography), +16 Stealth in urban surround-
  ings
  Languages Common (speaks only programmed phrases)
  SQ facing, increased load capacity, narrow
   
  Facing (Ex) Because of its unique construction and limited 
  mobility, a Dungier’s buggy has a front side and a back side. 
  It can move only at half speed when moving backward and 
  is incapable of making slam or bite attacks at opponents 
  who are behind it. It can trample opponents behind it as 
  normal. Once a Dungier’s buggy’s front side has been de-
  termined, it requires a move action to turn its facing greater 
  than 90 degrees.
  Increased Load Capacity (Ex) A Dungier’s buggy construc-
  tion gives it a carrying capacity beyond what is normal for 
  its Strength. When carrying passengers or cargo in its buggy 
  portion, the fleshgine’s light load is 5,000 pounds, a medium 
  load is 10,000 pounds, and a heavy load is 15,000 pounds. 
  A Dungier’s buggy is not able to lift objects above its head, 
  but it can drag up to 25,000 pounds.
  Narrow (Ex) Though a Dungier’s buggy is a Huge creature, 
  it is able to move through areas only 10 feet wide without 
  penalty due to the narrow nature of its construction. How-
  ever, it cannot squeeze through spaces narrower than 10 
  feet without severely damaging the buggy portion of its 
  frame. If a Dungier’s buggy does this, it renders that section 
  of its structure useless, loses its increased load capacity and 
  
  22
  The Blight: Richard Pett's Crooked City
  partial hardness and its speed is reduced to 10 feet due to 
  damage to its wheels.
  Partial Hardness (Ex) The entire rear half of a Dungier’s bug-
  gy is a hansom cab built of wood and iron. Any attacks 
  directed against a Dungier’s buggy from a foe that is posi-
  tioned behind the creature (see facing above) are subject 
  to the hardness of the coach’s wood (hardness 5) and deal 
  no actual damage to the fleshgine until the coach portion 
  is destroyed. These attacks are not subject to the fleshgine’s 
  damage reduction. Once the coach portion of the flesh-
  gine is destroyed (120 hp), the fleshgine becomes a Large 
  creature (reducing its hit points by 10) and its natural AC is 
  reduced to +4. In addition it loses its facing, increased load 
  capacity, partial hardness, cover, and trample abilities, loses 
  its immunity to trip attacks, and its speed is reduced to 10 
  feet, though it gains the ability to climb or swim with normal 
  chances modified for Strength. A Dungier’s buggy that loses 
  its coach portion has an automatic base 40% chance of 
  going berserk that increases normally with any damage the 
  creature itself sustains.
  Cover (Ex) The coach portion of a Dungier’s buggy provides 
  it with total cover and concealment against attacks made 
  by foes behind the fleshgine (see facing above). A Dungier’s 
  buggy is aware of attackers behind it but cannot see them, 
  though it can accurately estimate what space they are in if 
  within 20 feet.
  Perhaps the most successful of Castorhage’s many fleshgines are the 
  hired coaches of the golem-stitcher Dunaven Dungier. His method of 
  crafting a hansom cab with the animated upper torso of a giant (usually an 
  ogre or a hill giant) fused to its front in place of a team of horses proved 
  both practical and popular in a city as vast and populous as the Blight. 
  Soon Dungier’s buggies were traveling throughout the city providing 
  swift, reliable transportation for the noble and common alike and for only 
  a modest fare. Dungier’s popularity with the other cab drivers and owners 
  of hacks proved to be less than stellar, though, and only three years after 
  the introduction of his ingenious cab, portions of his body were found 
  floating in the Great Canal. It is assumed that sough eels or some other 
  denizen devoured the rest. Fortunately for his legacy, Dungier’s methods 
  were fairly easy to reproduce, and now hundreds of these coaches — still 
  known colloquially as Dungier’s buggies — travel the streets of the city.
  Hobbreth’s Mighty Pump No. 87
  The stench of sweat and the distant sounds of heavy breathing engulf 
  you — whatever it is, you are catching the merest glimpse of the whole. 
  In the oily dark you can see sickly appendages gulping, a horrible sense 
  of brooding vastness, and a glowering cluster of eyes filled with misery 
  just below a vast, idiot, crooked mouth.
  HOBBRETH’S MIGHTY PUMP NO. 87 
  (SENTIENT FLESHGINE) 
  CR 12
  XP 19,200
  N Gargantuan construct
  Init +4; Senses blindsense 60 ft., darkvision 60 ft., low-light 
  vision; Perception +22
   
  AC 20, touch 6, flat-footed 20 (+14 natural, –4 size)
  hp 148 (16d10+60)
  Fort +7; Ref +5; Will +7
  DR 10/slashing; Immune construct traits; Resist cold 10
   
  Speed 20 ft., climb 20 ft.
  Melee bite +22 (4d6+10/19–20), 9 tentacles +20 (2d8+5/19–
  20 plus grab)
  Space 20 ft.; Reach 20 ft. (100 ft. with tentacles)
  Special Attacks berserk, constrict (2d8+5), take (2d8+5 
  damage, AC 15, 14 hp)
   
  Str 30, Dex 11, Con —, Int 5, Wis 10, Cha 1
  Base Atk +16; CMB +30 (+34 grapple); CMD 40 (can’t be 
  tripped)
  Feats Great Fortitude, Improved Critical (bite), Improved 
  Critical (tentacle), Improved Initiative, Iron Will, Multiattack, 
  Power Attack, Skill Focus (Perception)
  Skills Climb +18, Perception +22, Stealth –12 (+4 in urban 
  surroundings); Racial Modifiers +16 Stealth in urban surround-
  ings
  Languages Common (cannot speak)
  “You can’t see her all, of course, even I never did when I was stitching 
  her and moulding her, making her flesh and breathing life into my baby. 
  I recall her formation though, her crisp newness — the endless flesh, 
  and the stench of pigs — for it was pig-flesh I grew and nurtured, and 
  spread across her carcass like a great sail on a vast living sailing vessel.
  In her base she is all purpose — her many sucking mouths, which in 
  truth I suppose you’d call tentacles (if such a crude word could be used 
  for such grace), with so many eyes clustered together so she can see 
  from her sweaty groin below that pointless mouth — she must have a 
  mouth, of course. Her flesh engorges above, like some vast flaccid organ 
  that could fill a great hall, bloated, booming, pumping. Veins cross her 
  every inch — you can see the swelling blood pumping as she draws her 
  harvest upward through her cathedral mass far, far above.
  She rises then, reaching high into the city, her pumping limbs 
  extending endlessly upward with surprising — some have said alarming 
  — strength to the digits that grasp her farthest reach. Some have likened 
  the digits to fleshy spiders, but I think that’s simple scare-mongering 
  to frighten children; they simply grip the vessel they spend her harvest 
  into. And here her harvest is drawn, the life-giving water that sustains 
  those in the streets high above pumped from sphincter mouths between 
  each cluster of thin many-jointed hands.
   It may taste a little of her sweat — her feral porcine nature — but 
  it is water, saving the lower city from drowning and keeping the upper 
  city drinking.
   How many have I made? Oh, hundreds, no two quite alike. The 
  stories about them going berserk? Rubbish put about by those with a 
  grievance — anarchists would say anything to cause discontent amongst 
  the ignorant. 
  I do sometimes wonder if they have a soul, though, my fleshy babies 
  lurking between walls and dreaming. What do they dream of, I wonder?”
  — Emilia Hobbreth, Homuncule Wife
  Macabre Lift
  The dark shaft of the vertical tunnel appears to be empty until its 
  wooden floor suddenly lurches and rises from where it rested. Beneath the 
  planking of the floor, you can see that a great fleshy organism has grown 
  upon it like a distended bladder that covers the entirety of its underside. 
  From this sweaty, rugose sac extend four muscular limbs that grasp the 
  walls of the shaft with their multi-fingered appendages and begin to climb, 
  carrying the cargo of its wooden flooring smoothly up the shaft. 
  MACABRE LIFT (FLESHGINE) 
  CR 6
  XP 2,400
  N Large construct
  Init –3; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 19, touch 6, flat-footed 19 (–3 Dex, +13 natural, –1 size)
  hp 82 (8d10+30 plus 8)
  Fort +2; Ref –1; Will +2
  Defensive Abilities partial hardness 5; DR 10/slashing; 
  Immune construct traits; Resist cold 10
   
  Speed 10 ft., climb 30 ft.
  Melee 4 slams +14 (1d8+7)
  Special Attacks berserk, crush
   
  Str 24, Dex 5, Con —, Int —, Wis 10, Cha 1
  Base Atk +8; CMB +16 (+20 pin); CMD 23 (can’t be tripped)
  
  23
  The Tome of Blighted Horrors
  Feats ToughnessB
  Skills Climb +15, Stealth –7 (+9 in urban surroundings); Racial 
  Modifiers +16 Stealth in urban surroundings
  SQ increased load capacity
   
  Crush (Ex) If a macabre lift is above one or more foes, it can 
  fall on them as a standard action, causing its whole body to 
  crush them. This crush attack is effective against any crea-
  ture of the macabre lift’s size or smaller. The crush attack 
  affects as many creatures as fit in the macabre lift’s space. 
  Creatures in the affected area must succeed on a DC 21 
  Reflex save or be pinned, automatically taking 2d8+10 
  points of bludgeoning damage during the next round unless 
  the macabre lift moves off them. If the macabre lift chooses 
  to maintain its pin, it must succeed at a combat maneuver 
  check (with a +4 racial bonus). Pinned foes take damage 
  from the crush each round if they don’t escape. The save 
  DC is Strength-based.
  Increased Load Capacity (Ex) A macabre lift has been con-
  structed with a carrying capacity beyond what is normal for 
  its Strength. For a macabre lift, a light load is 3,500 pounds, 
  a medium load is 7,000 pounds, and a heavy load is 10,500 
  pounds. A macabre lift is not capable of lifting objects 
  above its head or dragging objects because of its unusual 
  physical structure. A macabre lift can move its normal climb 
  speed carrying up to its heavy load.
  Partial Hardness (Ex) The entire upper surface of a maca-
  bre lift is composed of heavy wooden planks. Any attacks 
  directed against a macabre lift from a foe that is positioned 
  above the creature are subject to the hardness of the wood 
  (hardness 5) as well as the creature’s damage reduction 
  (determine results of hardness before applying damage 
  reduction). Attacks from below or the sides can reach the 
  fleshy parts of the creature and are not subject to its hard-
  ness. Some heavy duty macabre lifts are installed with an 
  iron plate rather than planking and have hardness 10.
  One of the first fleshgines envisioned by the golem-stitchers of 
  Castorhage, the macabre lift has found widespread usage among 
  government buildings and other large, multilevel structures with the 
  budget to install such amenities. These constructs are rather simple in 
  design, with a fleshy, leathery hide grown on the underside of a 10-foot-
  by-10-foot deck of heavy wooden planks. Four stocky limbs extend from 
  the underside of the creature at its four corners and end with club-like 
  pseudopods surrounded by a fringe of grasping fingers with thick, coarse 
  nails. The entire fleshgine is no more than 2 feet thick but weighs 1,500 
  pounds or more (3,500 pounds if constructed with an iron deck).
  Macabre lifts are designed to be placed in vertical shafts whose 
  dimensions match those of the fleshgine. The fleshgine then lies flat at the 
  base of the shaft and allows passengers to step upon its decking. Upon a 
  signal —usually the ringing of a small bell set into the side of the shaft 
  — the macabre lift begins to climb the shaft while keeping its deck level 
  and stable. Handholds are often built into the walls of the shaft to make 
  the climb easier for the fleshgine, but its climbing pseudopods are so adept 
  that it rarely needs any sort of assistance. The number of times that the bell 
  is rung indicates to what floor the lift is supposed to carry its passengers. 
  Likewise, bells set into the shaft at floors above summon it from below 
  to pick up passengers. The rise and fall of the climbing fleshgine is so 
  smooth that most passengers easily forget that they are riding upon the 
  back of an animated construct.
  If a macabre lift goes berserk, its usual tactic is to tip itself over to try to 
  dump any passengers to the floor of the shaft below. Anyone riding the lift 
  when it does this must make a successful grapple check to try to remain on 
  the fleshgine’s deck without falling. A macabre lift cannot make attacks of 
  opportunity against those on its deck but can make its own grapple checks 
  to try to shake them off. If a macabre lift manages to clear its deck, it then 
  rushes down the shaft to use its crush attack on those below. If unable to 
  clear its deck of passengers, the lift may try to rise against the top of the 
  shaft. Treat this as a crush attack with a –4 on the save DC and that deals 
  only half damage.
  
  24
  The Blight: Richard Pett's Crooked City
  Gable Hate-Owl
  This sinister-looking owl has pitch-black plumage and a pallid face 
  with yellow eyes. The V-shaped pattern of feathers on its brow gives the 
  appearance of a perpetual scowl of utter scorn.
  GABLE HATE-OWL 
  CR 3
  XP 800
  NE Small magical beast
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +6
   
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 30 (4d10+8)
  Fort +6; Ref +6; Will +2
   
  Speed 10 ft., fly 60 ft. (average)
  Melee bite +7 (1d4–1 plus flense), 2 claws +7 (1d6–1)
  Special Attacks flense, spiteful glare
   
  Str 9, Dex 15, Con 14, Int 3, Wis 12, Cha 14
  Base Atk +4; CMB +2; CMD 14
  Feats Flyby Attack, Weapon Finesse
  Skills Fly +8, Perception +6, Stealth +10
   
  Environment urban  
  (The Blight)
  Organization solitary  
  or pair
  Treasure incidental
   
  Flense (Ex) A creature 
  that takes bite damage 
  from a gable hate-owl 
  must succeed at a DC 11 
  Fortitude save or take 
  1 point of Constitution 
  damage as its skin is 
  ripped off. The pain 
  of the injury is excru-
  ciating, causing 
  the victim to 
  be sickened 
  until the 
  Consti-
  tution 
  damage is healed. This is a pain effect. The save DC is 
  Strength-based.
  Spiteful Glare (Su) A gable hate-owl can unleash a gaze of 
  misfortune attack at a target. The target must succeed on a 
  DC 14 Will save or suffer misfortune until the start of his turn. 
  Anytime the creature makes an ability check, attack roll, 
  saving throw, or skill check, he must roll twice and take the 
  worse result. An attack during a new round triggers a new 
  saving throw. In addition, the target has a 50% chance of 
  dropping a hand-held object, or if nothing is being held, a 
  similar chance to trip and fall prone. The save DC is Charis-
  ma-based.
  The gable hate-owl is a shadow among the homes and buildings in the 
  Blight. Viewed as a thing of ill omen, the presence of the owl roosting is 
  feared by the common man. Spiteful, petty birds, the gable hate-owl got 
  its name from the hateful scowl its natural plumage creates. They have 
  been known to kill or torture for sport, attacking dogs and other small 
  animals as they flense off flesh and fur and then leave the poor victims to 
  limp away.
  These great owls are large, although most of their bulk comes from 
  fluffy feathers and large heads, with plumage that gives that appearance of 
  wearing a high-collared cloak. Great horned owls have wingspans of up to 
  5 feet and weigh up to 4 pounds. Gable hate-owls primarily hunt at night, 
  locating prey through their excellent hearing and sight. Their diet consists 
  of rodents supplemented by smaller birds and rabbits.
  Their gaze particularly unsettles the folk of the Blight, as the piercing 
  black eyes that seem dead peer out from under the sharp contrasting pale 
  facial feathers. This sinister-looking visage creates ill fate to any that the 
  owl wishes, typically casting its hateful look upon those that startle or 
  interrupt the bird. A gable hate-owl’s wickedly sharp beak lets it easily rip 
  open hard shells or strip the flesh from its meals.
  Improved Familiar: A gable hate-owl can serve as the familiar for a 
  9th-level spellcaster with the Improved Familiar feat.
   
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  
  25
  The Tome of Blighted Horrors
  Gargoyle, Scrimshaw
  The eerie humanoid-shaped creature is perched precariously on the 
  edge of the building. The light from the full moon glints off its alabaster-
  colored body, revealing intricate etchings along the surface. As it surveys 
  the land, the creature throws back its head and emits a piercing howl 
  into the night.
  SCRIMSHAW GARGOYLE 
  CR 5
  XP 1,600
  CE Medium monstrous human-
  oid (earth)
  Init +7; Senses darkvision 60 ft.; 
  Perception +13
   
  AC 19, touch 13, flat-footed 16 (+3 
  Dex, +6 natural)
  hp 52 (7d10+14)
  Fort +4; Ref +8; Will +5
  DR 10/bludgeoning; 
  Immune sonic
   
  Speed 40 ft., fly 60 ft. (av-
  erage)
  Melee 2 claws +10 (1d6+1), 
  bite +10 (1d6+1)
  Special Attacks shrieking 
  howl
   
  Str 12, Dex 17, Con 14, Int 6, 
  Wis 11, Cha 7
  Base Atk +7; CMB +8; CMD 
  21
  Feats Hover, Improved 
  Initiative, Skill Focus (Percep-
  tion), Weapon Finesse
  Skills Fly +13, Perception +13, 
  Stealth +14 (+18 rooftops); Ra-
  cial Modifiers +4 Perception, +4 
  Stealth (+8 rooftops)
  Languages Common, Terran
   
  Environment urban (The Blight)
  Organization solitary, pair, or wing 
  (3–12)
  Treasure standard
   
  Shrieking Howl (Su) By tilting its head up 
  and allowing the wind to blow through 
  its weathered bones, a scrimshaw gar-
  goyle has the ability to emit a high-pitched 
  shriek. The scrimshaw gargoyle can use this ability 
  even on windless days. Those within 150 feet who hear the 
  shriek must make a DC 15 Will save or become shaken for 
  1d4+2 rounds. Creatures who are already shaken instead 
  become frightened, and those are already frightened be-
  come panicked. 
  Any creature within 30 feet who can also see the scrim-
  shaw gargoyle suffers a –2 penalty on its will save. There is 
  a 30% chance another scrimshaw gargoyle hears a howl 
  and decides to investigate. Any character who successfully 
  saves is immune to that specific gargoyle’s howl for 24 hours. 
  This is a sonic, mind-affecting ability. The save DC is Constitu-
  tion-based.
  The origin of these strangely carven sculptures in the city of Castorhage 
  is shrouded in the mystery of the past, but their existence is now well 
  known through its entirety. Originally created as mere constructs lacking 
  the status of truly living creatures, their exposure to eddies and currents of 
  malevolent energy among the city’s high places, over the 
  years somehow granted the missing spark of life.
  A scrimshaw gargoyle is meticulously crafted from 
  painstakingly carved whale bones joined together 
  at the joint articulations. However, these craftings 
  were all completed centuries ago, and no new 
  ones have been constructed in the long years 
  since. The existing scrimshaw gargoyles 
  are, therefore, all old, their whale bones 
  weathered and discolored by time and 
  climate. Though it is thought that 
  thousands of these creatures existed 
  upon the city’s rooftops in the 
  distant past, it has been estimated 
  that fewer than 50 of them are 
  now in existence, each of them 
  recognizably distinct with their 
  individual unique markings. 
  However, the thinking on 
  this is beginning to change 
  as in recent months several 
  new specimens have been 
  spotted upon the rooftops. 
  These 
  new 
  gargoyles 
  are clearly composed of 
  parts cannibalized from 
  previously 
  destroyed 
  gargoyles. Most believe the 
  scrimshaw gargoyles, taken 
  as a whole, are too dimwitted 
  to produce new members of 
  the species. Some contemplate a 
  secret cabal of magical practitioners 
  as responsible for this change; 
  others theorize that certain scrimshaw 
  gargoyles have advanced much farther 
  in their power and understanding of magic 
  and are somehow responsible. Whatever the 
  cause, it appears that the scrimshaw gargoyle 
  population is on the rise for the first time in 
  living memory.
  It is thought that the scrimshaw gargoyles’ original 
  progenitors built the creatures to serve as guardians. To 
  this end, the horrific shriek the gargoyle emits probably 
  originally served as an alarm. The gargoyle generates 
  the sound through careful fluting of the bones around its 
  mouth, and a supernatural means of passing air — even on still 
  nights — through the narrow structure. As the gargoyle evolved from a 
  simple guardian to a menace, however, its shriek also evolved. No longer 
  a loud noise to alert those nearby, now the shrieking howl is capable of 
  striking fear into the heart of the bravest man.
  A scrimshaw gargoyle stands just over 5 feet tall and weighs a mere 
  80 pounds.
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  
  26
  The Blight: Richard Pett's Crooked City
  Ghoul, Gravid
  This horrid creature walks upon the hands and legs of a female 
  humanoid body bent over backward, its spine painfully creased at an 
  acute angle. Protruding from its flaccid, torn abdomen sits an infant-
  sized creature with a two-foot-long, bright-red tongue that constantly 
  bathes its gaunt, pallid flesh in sanguine fluids scooped from the cavity in 
  which it sits.  
  GRAVID GHOUL 
  CR 3
  XP 800
  CE Medium undead
  Init +1; Senses darkvision 60 ft., smell blood; Perception +9
  Aura stress mind (60 ft., DC 13)
   
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 22 (4d8+4)
  Fort +2; Ref +2; Will +5
  Defensive Abilities all-around vision, channel resistance +2; 
  Immune undead traits
  Weaknesses desiccating flesh
   
  Speed 30 ft., climb 20 ft.
  Melee bite +6 (1d4+3 plus disease and paralysis), bite +4 
  (1d6+3 plus disease and paralysis), tongue +4 (1d2+1 plus 
  disease and paralysis)
  Special Attacks blood gorge frenzy, diseased exudate
   
  Str 16, Dex 13, Con —, Int 10, Wis 14, Cha 12
  Base Atk +3; CMB +6; CMD 17 (21 vs. trip)
  Feats Multiattack, Skill Focus (Survival)
  Skills Acrobatics +5, Climb +16, Perception +9, Stealth +7, 
  Survival +7, Swim +4
  Languages Common
   
  Environment any
  Organization solitary or gang (2–4)
  Treasure standard
   
  Blood Gorge Frenzy (Ex) If a gravid ghoul reduces any foe 
  to 0 or fewer hit points, it frenzies and continues to attack 
  its victim until that target is dead. It gains +2 Constitution 
  and +2 Strength, but takes a –2 penalty to its AC during this 
  frenzy. Once the victim is dead, the gravid ghoul’s blood 
  gorge frenzy ends.
  Desiccating Flesh (Ex) The flesh of the fetal portion of a grav-
  id ghoul is fragile and requires constant bathing in the mois-
  ture of its womb-perch to avoid drying out. However, in a 
  dry environment, this is insufficient to maintain the tissue’s re-
  quirements, causing it to begin to desiccate and crack. If a 
  gravid ghoul does not have access to a moist environment 
  for more than 1 hour (a place that is foggy or has open pud-
  dles of water is sufficient to meet its needs), it begins to dry 
  and takes 1d12 points of damage every 10 minutes there-
  after. Once it gains access to sufficient moisture, it regains 
  these hit points at the rate of 1d12 per minute. Likewise, 
  if a gravid ghoul is able to enter a blood gorge frenzy for 
  2 consecutive rounds, it gains sufficient moisture to regain 
  1d12 hit points.
  When a gravid ghoul starts to take damage from 
  desiccation, it loses its diseased exudate ability un-
  til it once again is able to obtain sufficient moisture 
  or blood gorge as described above. The bites and 
  tongue of a gravid ghoul retain their disease ability 
  even while desiccated.
  Disease (Su) Ghoul Fever: Bite, Tongue, and Con-
  tact—injury; save Fort DC 13; onset 1 day; frequency 
  1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 con-
  secutive saves. The save DC is Charisma-based.
  A humanoid who dies of ghoul fever rises as a ghoul at 
  the next midnight. A humanoid who becomes a ghoul in this 
  way retains none of the abilities it possessed in life. It is not 
  under the control of any other ghouls, but it hungers for the 
  flesh of the living and behaves like a normal ghoul in all re-
  
  27
  The Tome of Blighted Horrors
  spects. A humanoid of 4 Hit Dice or more rises as a ghast.
  Diseased Exudate (Ex) The flesh of a gravid ghoul constantly 
  seeps disease-ridden fluids from its pores in its efforts to keep 
  itself moist. Any melee attack that strikes the gravid ghoul 
  spatters the fluid onto the attacker and they must succeed 
  at a DC 13 Fortitude save or contract ghoul fever. Likewise, 
  any physical contact with the gravid ghoul such as through 
  grappling or a touch spell likewise requires a saving throw to 
  avoid contracting the disease.
  Dual Attack (Ex) A gravid ghoul has two heads, each with 
  its own bite attack. The second bite attack is considered a 
  secondary attack. Each head can make only one bite at-
  tack per round. The gravid ghoul counts as a single creature 
  for effects that would target it.
  Smell Blood (Ex) The gravid ghoul can smell the presence of 
  blood and is considered to have the scent ability, but only 
  for purposes of detecting and pinpointing injured creatures 
  (those below full hit points as the result of a wound). Crea-
  tures below half their full hit points or suffering bleed dam-
  age are considered strong scents for this ability.
  Stress Mind (Su) The very sight of a gravid ghoul instills a 
  sense of anxiety in living creatures. Upon seeing a gravid 
  ghoul, any living creature within 60 feet with an intelligence 
  of 3 or higher must succeed at a DC 13 Will save or be shak-
  en for 1d6 rounds. This is a mind compulsion (fear) effect. This 
  DC is Charisma-based.
  The gravid ghoul is an undead creature of the foulest nature. In the 
  darkest alleys of inner cities, there are humanoids who will pay for the 
  touch and bed of an undead creature. Whether out of fascination, fetish, 
  or illness of the mind, these couplings on occasion have been known to 
  develop into a gravid ghoul. The ghoul harlot typically is unaware of its 
  pregnancy, until it is far too late. The fetal ghoul that grows inside the 
  undead mother awakens with blood lust and the hunger of a newborn. 
  The only warning the ghoul mother receives is an increase in its own 
  feeding instinct and a slight swelling of the midsection before the small 
  ghoul-thing bursts from the mother’s abdomen. The newborn creature 
  sits within the gaping cavity of the mother’s broken body, which is 
  folded in half in a backbend to serve as a perch and means of mobility 
  for the offspring. Despite its appearance as vehicle and driver of a sort, 
  the offspring and mother are a single creature and cannot be separated 
  without destroying both.
  The new gravid ghoul awakens not only with a terrible hunger, but 
  with a terrible intelligence as well. Through the umbilical attachment, 
  it can access its mother’s husk and what’s left of her mind, devouring 
  her memories and controlling her body’s movements. It perches atop the 
  ruined remains of the body and makes use of her arms and legs in spider-
  like movements to walk and climb. The rigors of its indelicate control 
  often fracture the bones of the mother’s limbs, creating joint articulations 
  that were never meant to be, but the controlling offspring cares little 
  and finds its movements unimpeded by these injuries. The controlling 
  offspring and the lolling, idiot head of the mother sport the same terrible 
  grin of razor-sharp teeth. The gravid ghoul’s fetal skin tissue is dry and 
  cracked. It uses its tremendously long, bright-red tongue to bathe itself in 
  its mother’s bloody, rotting fluids.
  A gravid ghoul stalks the night looking for prey. They tend to 
  venture into sewer networks, better to keep out of sight and in the 
  shadows. The wet nature of sewer systems helps the gravid ghoul to 
  keep its fetal-self moist.   
  Copyright Notice
  Author Jeffrey Swank.
  
  28
  The Blight: Richard Pett's Crooked City
  Golem, Lesser Flesh
  A creature staggers into view, a construct that is pieces of flesh carved 
  and assembled into a vaguely humanoid whole.
  LESSER FLESH GOLEM 
  CR 4
  XP 1,200
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 17, touch 10, flat-footed 17 (+7 natural)
  hp 42 (4d10+20)
  Fort +1; Ref +1; Will +1
  DR 2/adamantine; Immune construct traits; SR 15
   
  Speed 30 ft.
  Melee 2 slams +8 (1d6+4)
  Special Attacks berserk
   
  Str 18, Dex 11, Con —, Int —, Wis 11, Cha 1
  Base Atk +4; CMB +8; CMD 18
  SQ magic resistance
   
  Environment any
  Organization any
  Treasure none
   
  Berserk (Ex) When a lesser flesh golem enters combat, 
  there is a cumulative 5% chance each round that it goes 
  berserk. A berserk lesser flesh golem attacks the nearest 
  living creature or smashes some object smaller than itself 
  if no creature is within reach, then moves on to spread 
  more destruction. If the lesser flesh golem’s creator is 
  within 60 feet and succeeds at a DC 15 Charisma check, 
  she regains control of the lesser flesh golem by speaking 
  firmly and persuasively to it. If the lesser flesh golem is inac-
  tive for 1 minute, its berserk chance resets to 0%.
  Magic Resistance (Ex) A lesser flesh golem has spell resis-
  tance equal to 11 + its CR. In addition, certain spells and 
  effects function differently against the creature, as noted 
  below.
  A magical attack that deals cold or fire damage slows a 
  lesser flesh golem (as the slow spell) for 2d6 rounds (no save).
  A magical attack that deals electricity damage breaks 
  any slow effect on the lesser flesh golem and heals 1 point 
  of damage for every 5 points of damage the attack would 
  otherwise deal. If the amount of healing would cause the 
  lesser flesh golem to exceed its full normal hit points, it gains 
  any excess as temporary hit points. A lesser flesh golem gets 
  no saving throw against attacks that deal electricity dam-
  age.
  A lesser flesh golem is constructed from a whole cadaver or a number 
  of humanoid body parts stitched together into a single composite form. 
  It moves with a stiff-jointed gait as if not in complete control of its body. 
  A lesser flesh golem typically stands 6 feet tall and weighs 300 pounds.
  While most lesser flesh golems are mindless, many reanimate with a 
  sliver of sentience, and with that spark comes memories of a previous 
  life. The head and brain of such a lesser flesh golem must be just the right 
  combination of fresh enough and (in its previous life) strong-willed, and 
  even then luck and chance during the lesser flesh golem’s creation seem 
  just as important in retaining the creature’s mind.
  Lesser flesh golems cannot normally speak, but sentient lesser flesh 
  golems retain the knowledge of one language they knew in life (usually 
  Common). Their minimal intellects make it difficult to express themselves 
  in anything more than simple terms, but, in most cases, a sense of horror 
  at their newfound state is easy to discern.
  
  29
  The Tome of Blighted Horrors
  SENTIENT LESSER FLESH GOLEM 
  CR 4
  XP 1,200
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +4
   
  AC 17, touch 10, flat-footed 17 (+7 natural)
  hp 42 (4d10+20)
  Fort +1; Ref +1; Will +1
  DR 2/adamantine; Immune construct traits; SR 15
  Weaknesses susceptible to mind-affecting effects
   
  Speed 30 ft.
  Melee 2 slams +9 (1d6+4)
  Special Attacks berserk
   
  Str 18, Dex 11, Con —, Int 3, Wis 11, Cha 4
  Base Atk +4; CMB +8; CMD 18
  Feats Power Attack, Weapon Focus (slam)
  Skills Perception +4
  Languages Common
  SQ magic resistance
   
  Environment any
  Organization any
  Treasure none
   
  Berserk (Ex) When a sentient lesser flesh golem enters com-
  bat, there is a cumulative 5% chance each round that it 
  goes berserk. A berserk lesser flesh golem attacks the near-
  est living creature or smashes some object smaller than itself 
  if no creature is within reach, then moves on to spread more 
  destruction. If a creature with whom the sentient lesser flesh 
  golem is friendly or helpful is within 60 feet and succeeds 
  at a DC 15 Charisma check, she can calm the lesser flesh 
  golem by speaking firmly and persuasively to it. If the lesser 
  flesh golem is inactive for 1 minute, its berserk chance resets 
  to 0%.
  Magic Resistance (Ex) A lesser flesh golem has spell resistance 
  equal to 11 + its CR. In addition, certain spells and effects 
  function differently against the creature, as noted below.
  A magical attack that deals cold or fire damage slows a 
  lesser flesh golem (as the slow spell) for 2d6 rounds (no save).
  A magical attack that deals electricity damage breaks 
  any slow effect on the lesser flesh golem and heals 1 point 
  of damage for every 5 points of damage the attack would 
  otherwise deal. If the amount of healing would cause the 
  lesser flesh golem to exceed its full normal hit points, it gains 
  any excess as temporary hit points. A lesser flesh golem 
  gets no saving throw against attacks that deal electricity 
  damage.
  Susceptible to Mind-Affecting Effects (Ex) Despite being 
  a construct, a sentient lesser flesh golem is not immune to 
  mind-affecting effects.
  Construction
  The components of a lesser flesh golem must come from one or more 
  normal humanoid corpses that have not decayed significantly. Assembly 
  requires a minimum of one whole body, but in some cases, more bodies 
  may be necessary if a limb, torso, head, or brain is of insufficient quality. 
  Special unguents and bindings worth 100 gp are also required. Note 
  that creating a lesser flesh golem requires casting a spell with the evil 
  descriptor.
  The construction process for a lesser flesh golem typically uses many 
  shortcuts and cheap alternatives when compared to true golem crafting. 
  Frequently, therefore, a lesser flesh golem is a temporary creation, lasting 
  no more than a few months or perhaps a year. Over this time, its form 
  gradually degrades and becomes racked with sores, wounds, and other 
  failings.
  LESSER FLESH GOLEM
  CL 8th; Price 6,700 gp
   
  Requirements Craft Construct, animate dead, bull’s 
  strength, lesser geas, creator must be caster level 4th; Craft 
  (leather) or Heal DC 11; Cost 3,400 gp
  Copyright Notice
  Author Pete Pollard, based on material by Richard Pett.
  
  30
  The Blight: Richard Pett's Crooked City
  Great Canal Python
  A serpentine behemoth glides silently through the still waters.  
  Several large fishing hooks protrude from its hide where they have 
  snagged in past attempts to capture the creature, and the jagged  
  blade of a broken harpoon is embedded in one side of its jaw.
  GREAT CANAL PYTHON 
  CR 10
  XP 9,600
  Male advanced-HD giant dire constrictor snake (Pathfinder 
  Roleplaying Game Bestiary “Snake, Constrictor”; The Tome 
  of Horrors Complete 718)
  N Huge animal
  Init +4; Senses scent; Perception +14
   
  AC 25, touch 12, flat-footed 21 (+4 Dex, +13 natural, –2 size)
  hp 192 (12d8+84 plus 12)
  Fort +15; Ref +12; Will +7
   
  Speed 30 ft., climb 30 ft., swim 30 ft.
  Melee bite +17 (2d6+15 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks constrict (2d6+15), disease, gouge
   
  Str 30, Dex 19, Con 24, Int 1, Wis 16, Cha 6
  Base Atk +9; CMB +21 (+25 grapple); CMD 35 (can’t be 
  tripped)
  Feats Aquatic AdvantageMC, Combat Reflexes, Improved 
  Natural Attack (bite), Skill Focus (Perception), Skill Focus 
  (Stealth), Toughness
  Skills Acrobatics +16, Climb +18, Perception +14, Stealth +19, 
  Swim +18; Racial Modifiers +4 Perception, +4 Stealth,  
  +8 Acrobatics
   
  Environment urban, rivers/lakes (The Blight)
  Organization solitary
  Treasure none
   
  Disease (Ex) Tetanus: Gouge—injury; save Fort DC 
  18; onset 1d3 days; frequency 1/day; effect 
  1d4 Dex damage and 50% chance per day 
  that stiffened jaw muscles prevent speech or 
  verbal spell components. If Dex damage ex-
  ceeds the afflicted individual’s maximum Dex, 
  then his diaphragm becomes paralyzed and he dies 
  of suffocation.
  The Great Canal Python has developed immunity 
  to this disease from long exposure.
  Gouge (Ex) The rusty tip of an old harpoon 
  penetrates the bottom of the Great Canal 
  Python’s jaw where it stabbed the beast 
  and broke off long ago, becoming 
  wedged in place. The python has 
  long since become accustomed 
  to its presence, but any creature 
  that it constricts is also subject to 
  being gouged against this shard of 
  jagged metal. Each round that the 
  python constricts deals an additional 
  1d6+7 points of slashing damage to the 
  victim and exposes him to disease from 
  the edge of the filthy blade. The harpoon 
  blade can be removed from the python’s 
  jaw with a DC 23 Strength check; doing 
  so deals 2d6 damage to the python. Al-
  ternately, the wedged harpoon blade 
  can be removed from the python’s jaw 
  without dealing any damage with a successful DC 20 Heal 
  check, though the Great Canal Python would have to be 
  cooperative or otherwise helpless to allow this to be done.
  This amazing specimen of serpentkind was brought at considerable risk 
  and expense all the way from the Razor Coast for a Castorhage menagerie, 
  only to promptly break free from its inadequate containment and escape 
  into the murky waters of the Great Canal. Already a beast of incredible 
  strength and endurance, its years spent among the deadly denizens of the 
  city’s waters has honed it into a truly apex predator. It spends most of its 
  time sleeping in the shallows of the canal during the day, looking like 
  nothing more than the normal detritus that lines its bottom. At night it 
  swims silently just beneath the surface in search of prey — whether it be 
  some creature of the canal itself or some boatman or dockworker unlucky 
  enough to have caught its attention. The massive serpent feeds nightly, so 
  there are always disappearances near the water that can likely be attributed 
  it, and the occasional finding of a massive molted skin beneath a dock or 
  in a canal-side alley keeps the presence of the creature fresh on everyone’s 
  mind. Many fishermen, hunters, and guardsmen have died in attempts to 
  destroy the creature when it has been spotted, and its thickly gnarled hide 
  bears many scars and marks of these hunts. So far, however, it has always 
  proven to be the superior hunter in these contests.
  The city of Castorhage has offered a 10,000-gp reward if this beast is 
  captured or killed.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  31
  The Tome of Blighted Horrors
  Hollow and Broken Hills Crocodile
  A large crocodile floats in a pool of swampy water, completely still.  
  Its eyes have been replaced by large multifaceted green jewels.
  HOLLOW AND BROKEN HILLS CROCODILE 
  CR 8/BA 3
  XP 4,800
  Female advanced-HD Between-touched crocodile (Path-
  finder Adventure Path #58: Island of Empty Eyes “Saltwater 
  Crocodile”)
  CN Huge magical beast (augmented animal)
  Init +5; Senses darkvision 60 ft., low-light vision, true seeing 
  120 ft.; Perception +20
  Aura calming (60 ft. DC 16)
   
  AC 20, touch 10, flat-footed 18 (+1 Dex, +1 dodge,  
  +10 natural, –2 size)
  hp 74 (8d10+30)
  Fort +11; Ref +9; Will +3
  Defensive Abilities all-around vision, dislocated (blurred 
  movementACG), distorted (25%); DR 2/cold iron; Immune 
  blindness, gaze attacks; SR 14
   
  Speed 30 ft., swim 40 ft.
  Melee bite +12 (2d6+6 plus grab), tail slap +7 (1d12+3)
  Space 15 ft.; Reach 10 ft. (15 ft. with lunging bite)
  Special Attacks death roll (2d6+6 plus trip), lunging bite
   
  Str 23, Dex 12, Con 20, Int 13, Wis 13, Cha 15
  Base Atk +8; CMB +16 (+20 grapple); CMD 27 (31 vs. trip)
  Feats DodgeB, Improved Initiative, Lightning ReflexesB, Skill 
  Focus (Perception), Skill Focus (Stealth), Stealthy
  Skills Escape Artist +6, Knowledge (Between) +9, Perception 
  +20, Stealth +10 (+18 in water), Swim; Racial Modifiers +8 
  Stealth in water
  Languages Aklo, Common; telepathy 100 ft.
  SQ hold breath
   
  Environment rivers and temperate swamps (The Blight)
  Organization solitary
  Treasure standard
   
  Death Roll (Ex) When grappling a foe of its size or smaller, 
  the Hollow and Broken Hills Crocodile can perform a death 
  roll upon making a successful grapple check. As it clings 
  to its foe, it tucks in its legs and rolls rapidly, twisting and 
  wrenching its victim. The crocodile deals its bite damage 
  and knocks the creature prone. If successful, the crocodile 
  maintains its grapple.
  Green Gemstone Eyes (Su) The green gemstone eyes of 
  the Hollow and Broken Hills Crocodile were somehow 
  obtained while it resided in Between. The gemstones 
  are of no known mineral and are an organic part 
  of the creature’s body, rather than just being inset 
  like jewelry. The gemstones grant the creature all-
  around vision and true seeing 120 ft., as well as 
  a +8 insight bonus on Perception checks. The 
  gemstones also give off a calming area in a 
  60-foot radius that functions as constant calm 
  animals and calm emotions spells (CL 8, DC 
  16). In addition, the gemstones let the croc-
  odile use hypnotic pattern, hypnotism, and 
  suggestion (as the spells, caster level 8) twice 
  per day, each as a standard action. Each of 
  these abilities has a Will save DC 16. When one of 
  these abilities is used, only the intended target or 
  targets are aware of their effects — non-targeted 
  individuals will not see the colors of the hypnotic pattern, 
  hear the droning and gestures of the hypnotism, or hear the 
  wording of a suggestion. The DC is Constitution-based.
  The gemstone eyes no longer function if removed from 
  the crocodile, though they may still be of value to some 
  scholars.
  Hold Breath (Ex) The Hollow and Broken Hills Crocodile can 
  hold its breath for a number of rounds equal to 4 times its 
  Constitution score before it risks drowning.
  Lunging Bite (Ex) Once per minute, the Hollow and Broken 
  Hills Crocodile can extend the reach of its bite attack by 5 
  feet without taking the normal penalties to AC associated 
  with the Lunge feat. The extended reach applies only to the 
  crocodile’s bite attack, and lasts until the start of the crea-
  ture’s next turn.
  The aged clergyman Neberiah Scrum was renowned for the fine 
  herpetarium that he kept behind his modest church. If it made any of his 
  parishioners nervous with its proximity, he never bothered to notice. His 
  prized specimen was his saltwater crocodile “Nellie” that he had obtained 
  at considerable expense. Feeding it live gulls in its pen every Prayerday 
  after services was a hobby that he particularly relished. But apparently the 
  Good Reverend Scrum had other hobbies as well, and these occurred at 
  night behind the closed doors of the church and involved strange rituals. 
  
  32
  The Blight: Richard Pett's Crooked City
  On one occasion, he decided to combine his two favorite pastimes and 
  brought Nellie into the church on a chain leash for one of these late-night 
  ceremonies. The next day, the church was found locked. Upon forcing 
  the door, the constables found the Reverend Scrum lying dead upon the 
  floor, along with the corpses of four other, unidentifiable men. Their 
  bodies lay roughly in a circle with the fragments of a shattered mirror 
  lying between them next to a chain leash. Of Nellie, there was no sign. 
  The herpetarium was torn down, its occupants sold or released, and the 
  church was repurposed as a storage building for uncertified relics — the 
  bones, grave shrouds, and assorted organs and body parts dried or stored 
  in jars of brine and ascribed to belong to saints for whom the church has 
  been unable to confirm provenance.
  In that last fateful ritual performed in the church, somehow Reverend 
  Scrum’s beloved pet slipped into Between. She remained there for 8 
  hours before finding her way back to the city, and, upon her return, she 
  was no longer the same. Nellie had become the Hollow and Broken Hills 
  Crocodile. The effects upon Nellie’s body were remarkable: her eyes 
  replaced by two large jewels of unidentifiable stone, her body infused 
  with the very essence of that realm. But the effects upon her mind were 
  far more profound. The Hollow and Broken Hills Crocodile had gained 
  a new awareness, an awareness above and beyond that of the mundane 
  world and its hairless monkey masters. The Hollow and Broken Hills 
  Crocodile was given the ability to “see” in a way that normal minds 
  cannot comprehend.
  The crocodile now haunts the waterways and brackish pools that 
  make up the lower reaches of the Broken and Hollow Hills, occasionally 
  glimpsed by some passer-by. It is not a hunter like other creatures that 
  stalk the city, or at least not in the same way. The crocodile lurks in the 
  dark, wet places of the district, remaining almost motionless for days on 
  end. When it feels hunger, it merely opens its great maw and some river 
  trout or gull inevitably ventures inward of its own volition, disappearing 
  into the maw as it slowly closes — never a squawk or a splash to disturb 
  the silence. At times, every few weeks or months the crocodile springs 
  into motion, suddenly needing to be somewhere or do some task that only 
  its mind comprehends. But there are no warning signs of when it’s about 
  to make these sudden violent movements, so more than one fisherman has 
  been crippled or killed when what he thought was a log floating nearby 
  suddenly became a flurry of motion with its 2,000-pound frame bull 
  rushing on its way, heedless of its surroundings. Also, after reports of the 
  crocodile’s sudden thrashing appearances and subsequent disappearances, 
  inevitably a citizen or two of the district will go missing. No one knows 
  for sure if these disappearances are connected to the activities of the 
  crocodile, but the missing are never found and speculation tends to run 
  in that vein.
  What the Hollow and Broken Hills Crocodile sees with its gemstone 
  eyes remains a mystery to all, but those who study things esoteric speculate 
  as to the nature of the secrets that they might reveal. That the creature has 
  been to Between and back, beginning as an ordinary animal and returning 
  as something else entirely further fuels interest among those who practice 
  strange, arcane arts. Because the Hollow and Broken Hills Crocodile does 
  not seem to actively prey upon the folk of Castorhage, the city has taken a 
  more ambivalent approach toward its existence. There is only a 1,000-gp 
  reward for its capture or death, but the Illuminati have discreetly offered 
  10,000 gp to anyone who can bring it to them alive and intact.
  The Hollow and Broken Hills Crocodile is 23 feet long and weighs 
  2,000 pounds. Other than its strange eyes and mannerisms, it physically 
  resembles a massive saltwater crocodile, though it flourishes as well in 
  the brackish waters of the district and the Lyme. Though it carries the 
  Between-touched template from the time it spent in that realm, it long ago 
  lost its temporary hit points associated with that template and has never 
  been able to return to Between to replenish them.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  33
  The Tome of Blighted Horrors
  Hooded Raven
  This ash-gray raven is as large as an eagle, and has glossy black 
  plumage over its head as well on the backs of its wings and tail, which 
  give it an appearance of wearing an executioner’s hood and robes. Its 
  eyes are unusually large for a raven, and seem to be almost mesmerizing 
  in their depths.
  HOODED RAVEN 
  CR 1
  XP 400
  N Small magical beast
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +5
   
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  hp 13 (2d10+2)
  Fort +4; Ref +4; Will +1
   
  Speed 10 ft., fly 60 ft. (average)
  Melee bite +4 (1d4–1), 2 talons +4 (1d4–1)
   
  Str 8, Dex 13, Con 12, Int 3, Wis 13, Cha 8
  Base Atk +2; CMB +0; CMD 11
  Feats Weapon Finesse
  Skills Acrobatics +1, Fly +9, Perception +5
  SQ prognostication
   
  Environment any land (temperate)
  Organization solitary, pair, flock (3–7),  
  or unkindness (8–16)
  Treasure standard
   
  Prognostication (Ex) Hooded ra-
  vens have a natural ability to pre-
  dict the immediate future. Once 
  per day, they gain a +10 insight 
  bonus to an attack roll, a damage 
  roll, an initiative roll, AC, or a 
  Sense Motive check. To use 
  this bonus, it must be de-
  clared before the result 
  of the action is deter-
  mined.
  The sight of the hooded 
  raven flying overhead is seen as 
  an ill omen and that someone soon 
  will perish. These creatures, like all carrion birds, 
  have clawed talons and sharp beaks perfect for 
  tearing 
  flesh. 
  Their enhanced eyesight allows them to spot a meal from great distances, 
  and they typically swoop down the wide lanes of city streets high above 
  the ground in search of a ripening carcass or a live mouse.
  The hooded raven is omnivorous, with a diet similar to that of the 
  carrion crow, and is a constant scavenger. It drops mollusks and crabs 
  to break them after the manner of the crow, and the common name for 
  empty sea urchin shells is “crow’s cups.” It also feeds on small mammals, 
  scraps, smaller birds, and carrion. The raven has the habit of hiding food, 
  especially meat or nuts, in places such as rain gutters, flowerpots, or in the 
  earth under bushes to feed on later, and sometimes on the insects that have 
  meanwhile been attracted to it.
  These large cousins of normal ravens generally weigh between 6 and 8 
  pounds, with a wingspan of up to 4 feet.
  Improved Familiar: A hooded raven can serve as the familiar for a 
  5th-level spellcaster with the Improved Familiar feat.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  
  34
  The Blight: Richard Pett's Crooked City
  Horde, Larva
  This hideous mass is composed of bloated, human-size maggots  
  that curl and twist in a tangle of disgusting bodies. Worse is the fact 
  that each of these worm-things has a human face — that of a man or a 
  woman, mouth agape, and distorted into an expression of utmost horror 
  and suffering.
  LARVA HORDE 
  CR 12
  XP 19,200
  CE Medium outsider (chaotic, evil, extraplanar, horde)
  Init +4; Senses darkvision 60 ft.; Perception +19
   
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 120 (16d10+16 plus 16)
  Fort +13; Ref +10; Will +5
  Immune mind-affecting effects; Resist cold 10, electricity 10, 
  fire 10
   
  Speed 30 ft.
  Melee horde attack (6d6 plus overwhelming 
  grapple)
  Space 30 ft.; Reach 5 ft.
  Special Attacks feral rage, suffocation
   
  Str 11, Dex 10, Con 13, Int 10, Wis 10, 
  Cha 10
  Base Atk +16; CMB +24 (+32 grapple); 
  CMD 34 (can’t be tripped)
  Feats Endurance, Great Fortitude, 
  Improved Initiative, Improved Natural 
  Armor (2), Lightning Reflexes, Skill Focus 
  (Stealth), Toughness
  Skills Bluff +19, Craft (any one) +19, 
  Knowledge (planes) +19, Per-
  ception +19, Sense Motive 
  +19, Stealth +25
  Languages Abyssal (can-
  not speak)
  SQ horde traits, larva traits
   
  Environment any (Abyss)
  Organization solitary, 
  ball 
  (2–4 hordes), or judgment (5 or more 
  hordes)
  Treasure none
   
  Feral Rage (Ex) The horde attacks 
  as a ruthless mob, intent only on 
  tearing apart those that fall into 
  their clutches. This frenzy prevents 
  them from using any sort of 
  tactics, and frees them from 
  any form of control by other 
  beings. However, the sheer 
  force of the wave attack 
  allows them to deal 6d6 
  points of damage to any 
  creature whose space 
  they occupy at the end 
  of their turn. This ability is lost if 
  the horde is broken up.
  Horde Traits (Ex) Unlike swarms, 
  hordes are composed of 
  Medium creatures which 
  otherwise behave in a swarm-
  like manner. Usually around 50 
  creatures are in a horde. When the horde is reduced to 0 hit 
  points or fewer and breaks up, unless the damage was dealt 
  by area-affecting attacks, then 2d6 surviving members of 
  the horde remain and may continue to attack (depending 
  on the type of creature of which the horde was composed), 
  though now only as individual creatures. Otherwise, a horde 
  conforms to all of the other swarm traits as described in the 
  Pathfinder Roleplaying Game Bestiary.
  Larva Traits Larvae are perhaps the most hideous of petition-
  ers — they appear as pallid, maggot-like creatures with heads 
  similar to those they possessed in life. Larvae that feed long 
  enough on Abyssal filth eventually transform into demons.
  
  35
  The Tome of Blighted Horrors
  Overwhelming Grapple (Ex) The writhing limbs and gnash-
  ing teeth of a larva horde attempt to grapple anyone 
  unfortunate enough to be in a space they occupy at the 
  end of their turn. The horde can attempt to start a grapple 
  against such individuals as a free action, without provoking 
  attacks of opportunity, and gains a +8 bonus to its CMB for 
  grappling. A larva horde does not gain the grappled condi-
  tion when grappling and can attempt to grapple as many 
  opponents as occupy its space, though a horde cannot 
  attempt to move a grappled opponent and must release 
  such an individual if it chooses to move from the square it 
  occupies. A horde automatically deals its horde damage 
  each round to anyone in its space and does not need to 
  make a grapple check to do so.
  This ability is lost if the horde is broken up.
  Suffocation (Ex) The worm-like nature of the larvae bodies 
  allows them to compress much more tightly than is usually 
  encountered in a horde of humanoid creatures. Anyone 
  caught within a horde’s overwhelming grapple must hold 
  his breath to avoid suffocation. See the suffocation rules 
  in Chapter 13 of the Pathfinder Roleplaying Game Core 
  Rulebook.
  The souls of chaotic evil peoples find their way to the Abyss where they 
  become a type of petitioner called a larva. Though sentient, these worm-
  like proto-demons find themselves subjected to every form of degradation 
  imaginable, until their minds break and they become little more than 
  animalistic embodiments of torment and rage. Those that survive being 
  devoured by demons, stolen by night hags, sacrificed by liches, or struck 
  down by the myriad unnatural hazards of that realm are forced to sup 
  upon the foul effluvia that drains to its lowest gutters, unfit even for the 
  demons’ guard beasts. Those larvae that are able to endure these torments 
  and that consume enough of this Abyssal filth eventually find themselves 
  transformed into the lowest of demons from where they can begin their 
  improbable opportunity to rise to power within the Abyss. Most never 
  last that long, and on many occasions when large numbers of larvae are 
  present, they gather together into a massive tangled horde both for mutual 
  defense and to feed upon each other as a pleasant change from their normal 
  diet. On some occasions, a larva that is able to fend off and consume an 
  entire horde of its brethren may find itself elevated to the ranks of demons 
  much sooner than would otherwise be possible, so larvae attempt to form 
  a horde whenever possible in order to increase that possibility.
  Copyright Notice
  Author Greg A. Vaughan, based on the Petitioner from the Pathfinder 
  Roleplaying Game Bestiary 2.
  
  36
  The Blight: Richard Pett's Crooked City
  Hydra-Hag
  She could be one of the many destitute poor found in the many alleys 
  and doorways of the city except for the five snakelike necks protruding 
  from her shoulders, each of which ends in the head of a ghastly crone.
  HYDRA-HAG 
  CR 9
  XP 6,400
  CE Medium aberration (aquatic)
  Init +2; Senses darkvision 90 ft., low-light vision; Perception +19
  Aura horrific appearance (60 ft., DC 18)
   
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 76 (9d8+36)
  Fort +7; Ref +7; Will +9
  Defensive Abilities all-around vision; SR 20
   
  Speed 20 ft., swim 30 ft.
  Melee 2 claws +10 (1d6+4), bite +10 (1d6+4), bite +10 (1d6+4 
  plus 1d6 fire)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks hag heads, searing bite
   
  Str 19, Dex 14, Con 18, Int 15, Wis 13, Cha 18
  Base Atk +6; CMB +10; CMD 22
  Feats Alertness, Combat Reflexes, Deceitful, Iron Will, Light-
  ning Reflexes
  Skills Bluff +15, Disguise +15, Perception +19, Sense Motive 
  +12, Stealth +14, Swim +20; Racial Modifiers +4 Perception
  Languages Aklo, Common, Giant
  SQ amphibious, hydra traits
   
  Environment urban (The Blight)
  Organization solitary
  Treasure standard
   
  Hag Heads (Su) The hydra-hag has the heads of five dif-
  ferent kinds of hags, and each head retains the special 
  abilities of its type. Though the creature has five heads, one 
  is dominant at any given moment, so the hydra-hag is not 
  able to take extra actions in a round. The creature can use 
  only one of the heads’ special attacks per round. All saving 
  throws against the effects of these heads are DC 18. The five 
  heads and their attacks are: sea hag — evil eye; green hag 
  — mimicry; winter hag — breath weapon; flue hag — burst 
  of soot; and mute hag — shaping touch. All are described 
  below. The save DC for the heads’ abilities are Charis-
  ma-based.
  • Breath Weapon: The winter hag head can emit a 30-
  foot cone of frost as a breath weapon that deals 4d6 points 
  of cold damage. The target is blinded for 1d6 rounds. A 
  successful Reflex save causes the target to take only half 
  damage, and it is not blinded. This head’s breath weapon is 
  usable once every 1d4 rounds.
  • Burst of Soot: Twice per day, the flue hag head can 
  belch forth a gout of blinding and choking soot as a stan-
  dard action. Any creature within a 20-foot-radius burst 
  must succeed at a Fortitude save or become blinded and 
  sickened for 2 rounds. Hags are immune to this effect.
  • Evil Eye: Three times per day, the sea hag head can 
  cast her dire gaze upon any single creature within 30 
  feet. The target must succeed on a Will save or be stag-
  gered as strange nebulous distress and a gnawing sense of 
  impending doom plagues the victim. If the sea hag head 
  uses her evil eye on someone already afflicted by this curse, 
  the victim must make a Fortitude save or be overwhelmed 
  with fright and collapse into a comatose state for 3 days. 
  Each day that passes, the comatose victim must make a 
  Fortitude save or perish. The evil eye is a mind-affecting fear 
  effect. 
  Evil Eye Curse: Gaze—failed save; save Will DC 18; fre-
  quency 1/day; effect staggered (or fall comatose if already 
  under the effects of the evil eye).
  • Mimicry: At will, the green hag head can imitate almost 
  any sound it has heard whether it is caused by a living crea-
  ture or some other source (such as wind blowing, footfalls, 
  etc.). It cannot mimic the damaging or other extraordinary 
  effects of sounds (like the captivating song effects of a 
  harpy) but does provide a +20 competence bonus on Dis-
  guise checks to pass for the actual sound being imitated. 
  The green hag head can also throw the mimicked sound to 
  make it seem as if it is originating from somewhere else. This 
  functions like a ventriloquism spell (caster level 9), but if used 
  in this way, does allow a Will save to disbelieve its source.
  • Shaping Touch: The mute hag head can allow the hy-
  dra-hag’s touch to twist flesh like clay. As a full-round ac-
  tion that draws an attack of opportunity, this may change 
  the appearance of a grappled or helpless victim. The ef-
  fect acts as a permanent alter self spell. Unwilling victims 
  may resist the transformation with a Fortitude save. If the 
  hydra-hag is allowed to work for 10 minutes, it may also in-
  crease a victim’s age category by one step; doing so does 
  not grant mental ability score boosts but does inflict physical 
  ability score penalties as normal. Creatures affected by this 
  power or that successfully save against it cannot be affect-
  ed by the same hydra-hag’s shaping touch for one month. 
  Hags are immune to this effect.
  Horrific Appearance (Su) The sight of the hydra-hag is so 
  revolting that anyone within 60 feet (other than a hag) who 
  sets eyes upon one must succeed on a DC 18 Fortitude save 
  or instantly be weakened, taking 1d6 points of Strength 
  damage. Creatures affected by this power or that suc-
  cessfully save against it cannot be affected again by the 
  same hydra-hag’s horrific appearance for 24 hours. This is a 
  mind-affecting effect. The save DC is Charisma-based.
  Hydra Traits (Ex) A hydra-hag can be killed by severing all 
  of its heads or by slaying its body. Any attack that is not 
  an attempt to sever a head affects the body, including 
  area attacks or attacks that cause piercing or bludgeon-
  ing damage. To sever a head, an opponent must make a 
  sunder attempt with a slashing weapon targeting a head. 
  A head is considered a separate weapon with hardness 0 
  and hit points equal to the hydra-hag’s HD. To sever a head, 
  an opponent must inflict enough damage to reduce the 
  head’s hit points to 0 or less. Severing a head deals damage 
  to the hydra-hag’s body equal to the hydra-hag’s HD. A 
  hydra-hag can’t attack with a severed head, but takes no 
  other penalties.
  Searing Bite (Su) The flue hag head has jagged, supernat-
  urally hot teeth. These allow the hydra-hag to make a bite 
  attack that deals an additional 1d6 points of fire damage.
  Considered a “successful” experiment in the unnatural manipulation 
  of living flesh, the hydra-hag is a truly horrifying creature. The fact that 
  it has managed to breed true is additionally disturbing, especially when 
  one stops to consider what serves as its breeding stock. Not many such 
  creatures are known to prowl the byways of the city, but those who do 
  know are well advised to stay clear. The personalities of the different heads 
  of a hydra-hag vie for control, and while one day a hydra-hag may feel 
  content to root through the garbage of a landfill or simply enjoy the eddies 
  and currents of Sister Lyme, it is just as likely to unleash its powers at any 
  moment upon those who had previously allied with it. The fact that the 
  
  37
  The Tome of Blighted Horrors
  hydra-hag’s diet other than rats and stray cats is humanoids — especially 
  street urchins — is not lost on most who encounter them and live to tell 
  of it. However, despite their abominable appearance, hydra-hags are adept 
  at staying out of sight during the day, so the half-hearted efforts made in 
  the past to find them and round them up have met with limited success.
  The five differing heads of the hydra-hag make its daily life a constant 
  battle for control and does a lot to ensure that the creatures not truly rise 
  to power in the city’s underworld. They are too fractured within their own 
  minds to manage much in the way of an organized plan. The heads of a 
  hydra-hag cannot constitute a coven on their own, and multiple hydra-
  hags together have proven unable to do so either because of the chaos 
  inherent to that many disparate personalities.
  Hydra-hags are universally corpulently obese, which has 
  much to do with having five different mouths 
  that all crave to be fed but only one body 
  between them to process what is eaten. And 
  without the massive body or metabolism of a true hydra, they are simply 
  not able to handle their intake. It is not at all uncommon to find a hydra-
  hag vomiting its last meal from multiple heads as its gastric system rebels 
  at the abuse. Whether this contributes to their overall surliness is suspect, 
  but they clearly lead a very uncomfortable existence in the unnatural form 
  they were given. Despite their notoriously voracious appetites, hydra-hags 
  actually have bite attacks only with two of their heads — the mute hag 
  head and the flue hag head. Only the flue hag head has the searing bite.
  Hydra-hags stand about 6 feet high at the shoulder with another 3 feet 
  of neck and head. They typically weigh close 
  to 350 pounds.
  Copyright Notice
  Author Greg A. Vaughan, based on 
  material by Richard Pett.
  
  38
  The Blight: Richard Pett's Crooked City
  Living Disease, Bloody Flux
  A dark mist roils and retracts, probing its 
  environment with ephemeral tendrils.
  BLOODY FLUX 
  CR 4
  XP 1,200
  N Medium vermin (aquatic, swarm)
  Init +7; Senses lifesense 60 ft.;  
  Perception +0
   
  AC 17, touch 17, flat-footed 10 (+7 Dex)
  hp 17 (5d8–5); fast healing 10
  Fort +4; Ref +10; Will +3
  Defensive Abilities evasion; Immune 
  mind-affecting effects, weapon damage, 
  swarm traits, vermin traits
  Weaknesses swarm traits, vulnerability to 
  remove disease
   
  Speed fly 10 ft. (perfect), swim 10 ft.
  Melee swarm (disease)
  Special Attacks disease, distraction (DC 
  11)
  Space 5 ft.; Reach 0 ft.
   
  Str —, Dex 24, Con 8, Int —, Wis 10, Cha 1
  Base Atk +3; CMB —; CMD —
  Feats Ability Focus (disease)B
  Skills Fly +15, Stealth +7 (+23 in darkness 
  or water), Swim +15; Racial Modifiers +16 
  Stealth in darkness or water, uses Dex to 
  modify Swim
   
  Environment urban, temperate or warm 
  rivers/lakes
  Organization solitary
  Treasure none
   
  Disease (Ex) Any creature whose space 
  is occupied by the living disease at the 
  end of its move is exposed to the form of 
  disease of which the swarm is composed. 
  Such a creature must succeed at a 
  Fortitude save each round that it is in the 
  swarm or take ability damage for that 
  round as indicated under the disease 
  type. There is no incubation period for 
  this type of exposure, and its method 
  of delivery is irrelevant due to the sheer 
  concentration of disease organisms present. Even after 
  a creature leaves the area of a swarm, it must make the 
  appropriate Fortitude save or continue to take ability 
  damage each day as indicated by the disease. At this 
  point, two successful saving throws in a row indicate that the 
  creature has fought off the disease and recovers, taking no 
  more damage. However, the disease can be contracted 
  again through regular exposure or another encounter with 
  a living disease. Once a creature has made a successful 
  saving throw against the disease of a living disease, it is 
  immune to future bouts of disease of that particular living 
  disease for 1 year.
  Bloody Flux: This disease is endemic to the Sinks district of 
  Castorhage, with a major outbreak occurring every few 
  years though largely remaining contained to that portion 
  of the city. On occasion, it spreads to other poor, over-
  crowded areas of the city where clean water is in short 
  supply. Bloody flux is generally contracted through expo-
  sure to contaminated water either through the presence 
  of fecal matter from someone who is already suffering from 
  the disease or, as is the case in the Sinks, the presence of 
  one or more bloody flux living diseases that travel through 
  various water sources there. The disease enters the intesti-
  nal tract of the victim and causes a great deal of inflam-
  mation resulting in fever, painful cramping, and frequent 
  bloody diarrhea that can lead to severe dehydration and 
  death.
  Bloody Flux: Swarm—contact; save DC 21 Fort; onset 
  immediate; frequency 1/day; effect 2d6 nonlethal damage, 
  fatigued, and staggered; cure 2 consecutive saves. When 
  the victim’s nonlethal damage matches his maximum hit 
  points, all future damage is lethal damage.  The save DC 
  is Dexterity-based and includes a +2 bonus for the Ability 
  Focus feat.
  Lifesense (Ex) The overpowering drive to propagate itself 
  
  39
  The Tome of Blighted Horrors
  gives a living disease the ability to notice and locate living 
  creatures within 60 feet as if it possessed the blindsight 
  ability.
  Vulnerability to Remove Disease (Ex) If a remove disease or 
  similar spell is cast on a living disease or a victim currently in 
  a space occupied by a living disease and the living disease 
  fails a Fortitude save against the spell, it deals 5d10 points of 
  damage to the living disease. A creature that has remove 
  disease cast on it is not cured unless outside of the swarm’s 
  area when the spell is cast or unless the living disease was 
  destroyed by the casting of the spell. Otherwise, an infected 
  creature requires an additional remove disease upon leav-
  ing the living disease’s space if it contracted the disease 
  while within.
  Living diseases are swarms of microscopic organisms, harmful bacteria 
  or viruses that have supernaturally gained limited sentience as a cohesive 
  swarm under certain exceedingly foul or magical conditions. They seek 
  out hosts through which to propagate their contagion. Though they are 
  considered swarms, their individual components are so small as to be 
  invisible to unaided sight, exponentially smaller than even Fine creatures, 
  and they are thus considered one Medium creature. They are only visible 
  at all due to the sheer number of individual organisms that comprise the 
  swarm; literally billions of them make up a single living disease. 
  Living diseases offer no resistance to items or creatures entering their 
  midst and cannot be physically felt. They make no sound whatsoever. A 
  living disease in the dark is terrible indeed, as there is no indication it is 
  present until its effects are first felt. 
  Living diseases neither see nor sleep. Their movements are by pure 
  instinct, and they locate potential hosts with their lifesense. Because of 
  their resilience and extremely high reproductive rate, the microorganisms 
  of a living disease give it fast healing 10. 
  Though extremely rare, there are many different kinds of living diseases 
  — potentially as many kinds as there are diseases. Only one is described 
  here: bloody flux. 
  A living disease seeks to surround any potential host it senses. It 
  instinctively avoids undead, oozes, plants and constructs, which do not 
  make suitable hosts for the spreading of disease. Unlike normal swarms, 
  a living disease does not deal physical damage. Instead, it exposes any 
  creature whose space it occupies at the end of its move to its form of 
  disease.
  Copyright Notice
  Author Alistair Rigg, based on material by Greg A. Vaughan.
  
  40
  The Blight: Richard Pett's Crooked City
  Lyme Walrus
  Thick folds of fleshy blubber encase this massive sea creature. Yet 
  despite its bestial appearance, its eyes reveal calculating intelligence, 
  and it holds itself upright with unusual dignity. The illusion of a man 
  would almost be complete were it not for the long tusks that protrude 
  from its whiskered mouth.
  LYME WALRUS 
  CR 7
  XP 3,200
  CN Large magical beast (shapechanger)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
   
  AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
  hp 76 (9d10+27)
  Fort +11; Ref +6; Will +6
  DR 10/slashing; Resist cold 10
   
  Speed 20 ft., swim 40 ft.
  Melee bite +14 (3d6+9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks fascinating story
  Spell-like Abilities (CL 9th):
  At will—ghost sound (DC 13)
  3/day—disguise self, silent image (DC 14)
  1/day—hallucinatory terrain (DC 16), minor image (DC 
  15)
   
  Str 22, Dex 11, Con 17, Int 10, Wis 16, Cha 17
  Base Atk +9; CMB +16; CMD 26 (can’t be tripped)
  Feats Deceitful, Endurance, Great Fortitude, Im-
  proved Initiative, Persuasive
  Skills Bluff +7, Diplomacy +7, Disguise +5, Intim-
  idate +5, Knowledge (arcana) +4, Knowledge 
  (history) +4, Perception +7, Sense Motive +5, Sur-
  vival +4, Swim +14
  Languages Common
  SQ amphibious, change shape (human and 
  walrus; polymorph), hold breath
   
  Environment coastline
  Organization solitary or team (1 Lyme walrus 
  with 1–3 humanoid rogues of 4th–8th level)
  Treasure standard
   
  Fascinating Story (Su) A lyme wal-
  rus can manipulate its guttural 
  voice to weave an oral 
  story that can cause one 
  or more creatures to gain 
  the fascinated condition. 
  Each creature to be 
  fascinated must be 
  within 60 feet, be able 
  to see and hear the 
  Lyme walrus, and be 
  capable of paying 
  attention to him. 
  The listener does not, 
  however, have to be 
  able to understand 
  the language that the 
  Lyme walrus speaks, 
  as the magic lies in the 
  creature’s voice modulation rather 
  than the actual substance of 
  the story. The Lyme walrus must 
  have at least 1 minute in which to tell its story uninterrupted. 
  Distraction caused by nearby combat or other dangers pre-
  vents the ability from working.
  Each creature within range receives a DC 19 Will save to 
  negate the effect. If a creature’s saving throw succeeds, 
  the Lyme walrus cannot attempt to fascinate that individual 
  again for 24 hours. If the creature’s saving throw fails, the 
  creature sits quietly and listens to the tale for as long as the 
  Lyme walrus continues to speak. Once a Lyme walrus begins 
  a story and fascinates at least one listener, it can maintain 
  the story as a move action in each round following. If the 
  Lyme walrus ends the story or is interrupted, it must use a 
  standard action to start a new one. While fascinated, a 
  victim takes a –4 penalty on skill checks made as reactions, 
  such as Perception checks. Any potential threat to the tar-
  get allows the target to make a new saving throw against 
  the effect. Any obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a weapon at the target, 
  automatically breaks the effect.
  Fascinating story is an enchantment (compulsion), 
  mind-affecting ability and relies on audible and visual 
  components in order to function. The save DC is Charis-
  ma-based.
  A child of Between that has lived so long in the mundane 
  lands that it has literally shed its Between skin, a Lyme walrus 
  is disturbingly human. The human aspects have been absorbed 
  by mingling with men in its own lands through the creature’s 
  ability to polymorph itself into a human form. The walrus 
  delights in the manners and appetites of men and feels itself 
  to be at least partly human.
  Named for Sister Lyme where these creatures were 
  first encountered by the humanoid races of the mundane 
  world, Lyme walruses can be found in other locales 
  though they prefer to remain near a body of water to 
  which they can retreat and move with the most freedom 
  if necessary. The Lyme walrus often seeks out the 
  company of people to learn tales and stories from 
  them and to indulge in their appetites — particularly 
  those of feasting. A Lyme walrus often wants only 
  to hide itself in human lands, and eat. In this 
  regard, it is generally harmless. However, they 
  are possessed with a strong acquisitiveness and 
  insatiable appetites, and often find themselves in 
  the company of those who use their fascinating 
  story ability as a distraction in order to perform 
  darker acts undetected. The Lyme walrus is 
  usually an innocent in this regard, and sees 
  all such acts as simply the ways of the 
  humanoids of the mundane world.
  The Lyme walrus’s thick layer of blubber 
  serves as protection from both predators and 
  cold. A typical Lyme walrus weighs 1 to 2 
  tons and measures 10 feet in length with 
  tusks up to 3 feet long.
  Copyright Notice
  Author Jeffrey Swank, based on material 
  by Richard Pett.
  
  41
  The Tome of Blighted Horrors
  Moon Angel
  This thin, stretched creature has gangly, long limbs that bend in 
  unusual ways. Its skin is pale and sickly with its face shrunken in its 
  drooping, hairless head. Pointed ears rise high above the crown of its 
  head, and its eyes are sunk deep beneath its brow like two bottomless 
  pits. Its toothless mouth hangs open, jaw slack, as it incessantly licks its 
  withered lips.
  MOON ANGEL 
  CR 6
  XP 2,400
  NE Large fey (aquatic, cold)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception 
  +10
   
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 65 (10d6+20 plus 10)
  Fort +5; Ref +9; Will +7
  Immune cold, disease, poison; DR 10/cold iron
  Weaknesses vulnerability to fire, vulnerability to sunlight
   
  Speed 30 ft., swim 30 ft.
  Melee 2 slams +8 (1d8+4 plus 1d6 cold and paralysis)
  Space 10 ft.; Reach 10 ft.
  Special Attacks drowning kiss, hypnotic song, paralysis 
  (1d4+1 rounds, DC 17)
   
  Str 18, Dex 15, Con 15, Int 8, Wis 10, Cha 12
  Base Atk +5; CMB +10; CMD 22
  Feats Blind-fight, Combat Reflexes, Improved Initiative, 
  Stealthy, Toughness
  Skills Acrobatics +8, Climb +17, Intimidate +10, Per-
  ception +10, Sense Motive +11, Stealth +15, Swim 
  +18
  Languages Aklo, Common
   
  Environment temperate and cold rivers/
  lakes
  Organization solitary
  Treasure standard
   
  Drowning Kiss (Su) 
  A moon angel can 
  flood the lungs of a will-
  ing, sleeping, helpless, or hypnotized 
  creature by touching it (traditionally by 
  kissing the creature on the lips). If the tar-
  get cannot breathe water, it cannot 
  hold its breath and immediately 
  begins to drown. On its turn, the 
  target can attempt a DC 17 For-
  titude save to cough up this water, 
  which snaps the victim out of a hypnotic 
  trance; otherwise, it falls unconscious at 0 
  hp. On the next round, the target must save 
  again or drop to –1 hit points and be dying; on the 
  third round, it must save again or die. The save DC 
  is Constitution-based.
  Hypnotic Song (Su) A moon angel’s song has the 
  power to hypnotize those that hear it, putting them 
  in a trance. All creatures aside from other moon 
  angels within a 300-foot spread must succeed on a 
  DC 16 Will saving throw or become captivat-
  ed. A creature that successfully saves is 
  not subject to the same moon angel’s 
  song for 24 hours. A victim that falls 
  under the effects of the moon angel’s 
  hypnotic song becomes entranced and instantly stands still. 
  They become susceptible to the angel’s verbal commands 
  as the spell command and, if these orders involve any ac-
  tion the creature would not normally take, that creature re-
  ceives a second saving throw to end the effect. Hypnotized 
  creatures can take no actions other than to defend them-
  selves. This effect continues for as long as the moon angel 
  sings and for 1 round thereafter. This is a sonic mind-affect-
  ing charm effect. The save DC is Charisma-based.
  Vulnerability to Sunlight (Ex) A moon angel takes 1 point of 
  Con damage after every hour it is exposed to sunlight as its 
  pale skin blisters and burns from the harsh rays.
  Oftentimes folk who fall into the river, even in the relative shallows, 
  are never seen again even if help was close at hand. At such times, folk 
  who dwell near the riverside make the sign against the evil eye and blame 
  the disappearance on hidden currents carrying the victim into the depths 
  or the normal fauna that makes the Great Lyme a graveyard for hundreds 
  of citizens of Castorhage every year. However, sometimes the cause of 
  the disappearance is more sinister than either of those. Sometimes it is 
  the work of a moon angel. The moon angel is a rare creature that lurks 
  in the deepest, coldest waters of the Lyme, fond of rising to the surface 
  and quietly watching the goings-on ashore, waiting for the unfortunate 
  soul who loses his footing or is more drunk than careful and falls into the 
  dark waters of the river. When it locates such a victim, it quickly moves 
  to hypnotize him and draw him deeper into the waters where it can feed 
  at its leisure.
  A creature of the coldest fathoms of the river where depth and pollution 
  block the sun, a moon angel cannot stay long near the warm surface 
  while it waits for prey. It becomes uncomfortable from the heat and 
  light, and can even develop severe sunburns on its pale skin when 
  remaining too close to the surface for long. For this reason, the 
  depredations of the moon angels remain relatively rare. The 
  occurrences do increase in the winter months when a thin 
  sheet of ice often covers the river’s edges, though they still 
  love the daylight no better then than they do in summer.
  Occasionally on moonless nights, a moon angel 
  may leave the river under the cover of darkness to 
  hunt additional victims on land. At these times, 
  such a creature tends to clamber along the 
  rooftops to find open windows to take meat 
  from within, with any household survivors 
  the next morning describing only dreams 
  of a strange crooning song echoing through 
  their sleep. As with those who disappear 
  into the river when a moon angel pays a 
  visit, the unfortunate soul that has garnered 
  its attention is never seen again. It for these 
  incidences that the twisted fey known as moon 
  angels gain their name, though few if any folk 
  have made a connection between these nighttime 
  disappearances and those that occur more 
  frequently in the river.
  Extremely tall and awkwardly gangly, the 
  moon angel stands eight feet in height but 
  weighs barely 250 lbs.
  Copyright Notice
  Author Jeffrey Swank, based on 
  material by Richard Pett.
  
  42
  The Blight: Richard Pett's Crooked City
  Naga, Blight
  An exotically featured woman’s head tops this snake-like creature. 
  Its scales range in color from deep purple to black, with the 
  creature’s underside colored a lighter shade of violet. Ten 
  arms protrude from the snake body’s flanks, though they 
  are spindly and frail in their musculature.
  BLIGHT NAGA 
  CR 6
  XP 2,400
  CN Large aberration 
  Init +1; Senses darkvision 60 ft.; 
  Perception +6
   
  AC 17, touch 10, flat-footed 16 (+1 Dex, 
  +7 natural, –1 size)
  hp 45 (10d8)
  Fort +5; Ref +4; Will +7
  Immune poison; SR 17
   
  Speed 30 ft.
  Melee bite +7 (1d8–1 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks poison
  Spell-Like Abilities (CL 6th):
  At will—detect magic, read magic
  3/day—dispel magic, magic aura
  1/day—glibness, identify, minor 
  creation
   
  Str 8, Dex 12, Con 11, Int 16, Wis 7, 
  Cha 19
  Base Atk +7; CMB +7; CMD 18
  Feats Great Fortitude, Iron Will, 
  Magical Aptitude, Skill Focus (Craft 
  [any one form of artwork]), Weap-
  on Finesse
  Skills Appraise +13 (+18 artwork), 
  Bluff +6, Craft (any one form of 
  artwork) +19, Diplomacy +6, Knowl-
  edge (arcana) +16, Perception +6, 
  Sense Motive +3, Spellcraft +20, Use 
  Magic Device +19; Racial Modifiers +5 
  Appraise artwork, +4 Use Magic Device
  Languages Aklo, Common, Meeruwhan
  SQ change shape (humanoid; alter self)
   
  Environment urban (The Blight)
  Organization solitary, pair, 
  or family (2–4 adults and 
  1–3 young)
  Treasure standard
   
  Change Shape (Su) 
  A Blight naga can 
  take the form of a hu-
  man. However, the trans-
  formation lasts only for a number of minutes per day equal 
  to the creature’s Hit Dice (10 for most Blight nagas).
  Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round 
  for 6 rounds; effect 1d2 Wis; cure 1 save.
  Blight nagas are aesthetes and artists that as a race have 
  existed in the city for as long as anyone remembers. Whether 
  they were indigenous inhabitants, early visitors from 
  Between, or immigrants from a distant land is argued, but 
  they have seemingly always been there. Most Blight nagas 
  claim ancestry from the exotic lands of Far Jaati and go 
  so far as to learn that land’s language, though this has 
  yet to be proven and is refuted by some members of the 
  Blight naga community who, in fact, steadfastly 
  deny this origin. The fact that members of the 
  race can move among the humanoid populace 
  indistinguishably in humanoid form further 
  lends to this confusion.
  Blight nagas relish the arts, including 
  the arcane arts. They have a propensity 
  for identifying magical items, as well as 
  the skill and capriciousness to fabricate such 
  items (or fake versions of them to foist upon 
  the unwary). Likewise, many a Blight naga has 
  coaxed or cajoled a fine piece of artwork or rare magical 
  item out of the hands of its owner, augmenting their skills 
  in such tasks with magic as necessary. When rolled together, 
  this means Blight nagas are sought out for the keen ability 
  to identify and appraise artwork and magical trinkets, yet 
  held at arm’s length once the object is identified.
  Blight nagas are frailer than their more common cousins. 
  However, they make up for this frailty, at least in part, with an odd 
  evolutionary feature other types of nagas lack — arms. While the 
  arms of a Blight naga don’t have much in the way of musculature, 
  they are well suited to fine craftwork and the ability to wield magical 
  items such as wands and staves.
  Blight nagas delight in hiding in plain sight among the humanoids 
  of the city, usually using their change shape ability to take the form of 
  a humanoid female so as to mingle freely. Still, while using this ability 
  they must be wary of the passage of time lest they find themselves 
  transforming back to their natural state at an awkward moment.
  A typical Blight naga is 12 feet long, resting on a coil of 
  two-thirds of its body so that it stands only 
  around 6 feet in height, and weighs 
  275 pounds on average.
  Copyright Notice
  Author John Ling, based 
  on material by Richard 
  Pett.
  
  43
  The Tome of Blighted Horrors
  The creature is roughly the size of a halfling. Its skin is a blotchy gray 
  color with a few sporadic tufts of muddy-brown hair. The scraps of ragged 
  clothes it wears are covered in filth, clearly not having been washed in 
  weeks — if ever. Its arms are thin and elongated, hanging almost limp.
  NIGHT-SLUG 
  CR 1/2
  XP 200
  Night-slug rogue 1
  N Small humanoid (skulk)
  Init +4; Senses low-light vision; Perception +5
  Defensive Abilities slime coat
   
  AC 18, touch 15, flat-footed 14 (+2 armor, +4 Dex, +1 natural, 
  +1 size)
  hp 10 (1d8+2)
  Fort +2; Ref +6; Will +1
   
  Speed 20 ft.
  Melee dagger +5 (1d3+1/19–20)
  Ranged dagger +5 (1d3+1/19–20)
  Special Attacks sneak attack +1d6
   
  Str 12, Dex 19, Con 14, Int 8, Wis 13, 
  Cha 6
  Base Atk +0; CMB +0; CMD 15
  Feats Weapon Finesse
  Skills Acrobatics +8 (+4 jump-
  ing, +16 tumbling), Climb 
  +5, Disable Device +8, Es-
  cape Artist +16, Percep-
  tion +5, Sleight of Hand 
  +8, Stealth +12, Survival 
  +2; Racial Modifiers +8 
  Escape Artist, +8 Acrobatics 
  (tumbling)
  Languages Common
  SQ compression, fast crawler, trapfind-
  ing +1
  Gear leather armor, dagger, 
  thieves’ tools
   
  Environment urban
  Organization solitary, pair, or gang 
  (3–6)
  Treasure NPC gear
   
  Fast Crawler (Ex) While prone, 
  a night-slug can move at half 
  speed. While squeezing, a night-
  slug can move at its normal 
  speed. The crawling movement 
  of a night-slug does not pro-
  voke attacks of opportuni-
  ty as normal, though other 
  aspects of it can, such as 
  moving through a 
  threatened 
  square, 
  retreating 
  from an 
  opponent 
  without using 
  the withdraw 
  action, etc. A night-
  slug can take a 5-foot step while crawling or squeezing.
  Slime Coat (Ex) The skin of a night-slug constantly secretes a 
  thin fluid most resembling a slightly slimy version of perspira-
  tion that leaves an off-color stain on most fabrics and has a 
  musty odor. This constant coating gives the night-slug a +1 
  natural armor bonus that applies to its CMD as well and a +8 
  racial bonus on Escape Artist checks and Acrobatics checks 
  to move through a threatened or enemy square. However, 
  it also provides a +4 circumstance bonus to those using Sur-
  vival to track a night-slug as well as Perception checks to 
  locate a night-slug’s trail.
  None are as naturally capable of the fine art of breaking and entering as 
  the night-slug. Fortunately for society, few are also as cowardly. Night-slugs 
  maintain their existence simply by avoiding notice. They often reside in 
  small crawlspaces or even the hollows between the outer masonry and inner 
  plaster and lathe of a house. Those who are not lucky enough to acquire 
  such grand accommodations typically live in places that allow them to avoid 
  notice — the city dump, a gable hanging over a small alleyway, and so forth.
  Night-slugs are capable of maneuvering their bodies through seemingly 
  impossible spaces. Their ligaments and tendons are exceptionally elastic, 
  allowing a night-slug to elongate its arms and legs, and in the process 
  pulling what muscle it has closer to its frame. In addition, night-slugs have 
  a “collapsible” skeleton; its bones are composed primarily of cartilage, 
  allowing the creature to squeeze into incredibly small areas.
  A typical night-slug stands around 3-1/2 feet tall and weighs 40 pounds.
  Night-Slug
  
  44
  The Blight: Richard Pett's Crooked City
  Night-Slug Society
  Night-slugs are true scavengers living on the fringes of the societies 
  of others. They usually prefer densely populated urban areas for the 
  increased number of hiding places and resources from which to scrounge 
  their needs. Most night-slugs are loners because of the limited resources 
  available to them, mated couples rarely staying together beyond the birth 
  of a brood of whimps (as their young are called), and mothers generally 
  abandoning their young as soon as they reach maturity after 3 years.
  While most humanoids despise night-slugs and find their presence 
  loathsome, few actually fear the creatures. More than one urban goodwife 
  has walked into a room of her house at night to find a night-slug crouched 
  in the corner chewing on a lace table runner and staining the rug with its 
  noxious skin secretions. While the typical reaction certainly includes a 
  scream, rather than flight it just as often concludes with her grabbing a 
  broom and chasing the creature until it manages to squeeze back through 
  a crack in the baseboards to the safety of the inner walls. In some cities 
  plagued by these creatures, there is an entire industry for exterminators 
  hired to enter homes and buildings to clear out night-slug infestations.
  Unlike their skulk cousins, who possess a more violent bent, night-
  slugs are inherently cowardly and rarely a threat to even those who would 
  otherwise find themselves at their mercy. There are examples, however, 
  of individuals who have overcome this innate fearfulness and gone on to 
  become highly proficient thieves and even assassins, in some cases.
  Night-Slug Characters
  Night-slugs are defined by their class levels — they do not possess 
  racial Hit Dice. Night-slugs have the following racial traits.
  +4 Dexterity, –2 Intelligence, –4 Charisma: Night-slugs are nimble 
  and highly flexible, but generally lack in formal education and suffer 
  severe prejudice from most other races.
  Small: Night-slugs are Small creatures and gain a +1 size bonus to their 
  AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, 
  and a +4 size bonus on Stealth checks.
  Low-light Vision: Night-slugs have low-light vision.
  Fast Crawler: While prone, a night-slug can move at half speed. 
  While squeezing, a night-slug can move at its normal speed. The crawling 
  movement of a night-slug does not provoke attacks of opportunity as 
  normal, though other aspects of it can, such as moving through a threatened 
  square, retreating from an opponent without using the withdraw action, 
  etc. A night-slug can take a 5-foot step while crawling or squeezing.
  Slime Coat: The skin of a night-slug constantly secretes a thin fluid 
  most resembling a slightly slimy version of perspiration that leave an off-
  color stain on most fabrics and has a musty odor. This constant coating 
  gives the night-slug a +1 natural armor bonus that applies to its CMD as 
  well and a +8 racial bonus on Escape Artist checks and Acrobatics checks 
  to move through a threatened or enemy square. However, it also provides 
  a +4 circumstance bonus to those using Survival to track a night-slug as 
  well as Perception checks to locate a night-slug’s trail.
  Compression: Night-slugs gain the compression ability (see the 
  “Universal Monster Rules” section in Appendix 3: Glossary of the 
  Pathfinder Roleplaying Game Bestiary 3).
  Languages: Night-slugs begin play speaking Common. Night-slugs 
  with high Intelligence can choose bonus languages from the following: 
  Dark Folk, Goblin, Halfling, and Undercommon.
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  
  45
  The Tome of Blighted Horrors
  Two different species of primate call the streets and rooftops of the city 
  of Castrohage home. Whether they were once truly wild animals or not 
  is unknown, but what is known is that, whether through the corruption 
  or the sophistication of the city, each has developed very differently into 
  something else.
  Blight Ape
  This creature looks like a strange caricature of a gorilla. Standing 
  barely 4 feet tall, it superficially resembles a tawny-colored version of 
  that animal save for its height. However, the resemblances end there. 
  Rather than the look and posture of an animal, the creature carries itself 
  with a sense of dignity. It stands straight (or as straight as possible for a 
  creature whose knuckles drag the ground), and it wears a formal black 
  vest. Its simian face is carefully composed, with its eyes bearing the look 
  of long-suffering patience of a professional manservant. 
  BLIGHT APE 
  CR 1
  XP 400
  LN Small monstrous humanoid
  Init +3; Senses low-light vision, scent; Perception +7
   
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 
  size)
  hp 13 (2d10+2)
  Fort +3; Ref +6; Will +5; +2 vs. fear, enchantment, 
  and illusion
  Defensive Abilities stolid charac-
  ter
  Weaknesses Blight monkey 
  mange vulnerability
   
  Speed 20 ft., climb 20 ft.
  Melee 2 slams +4 
  (1d3+1)
   
  Str 13, Dex 17, Con 
  12, Int 6, Wis 14, 
  Cha 10
  Base Atk +2; CMB 
  +2; CMD 15
  Feats Great Forti-
  tudeB, Skill Focus (Pro-
  fession [butler])
  Skills Climb +9, Per-
  ception +7, Profession 
  (butler) +7
  Languages Common 
  (cannot speak)
   
  Environment urban 
  (The Blight)
  Organization sol-
  itary
  Treasure NPC gear
   
  Blight Monkey Mange 
  Vulnerability (Ex) Blight 
  apes are especially sus-
  ceptible to the mange 
  carried by Blight monkeys 
  (see Blight monkey). A 
  Blight ape suffers a –4 
  penalty to the Fortitude 
  save to resist contracting the disease and to the saves to 
  recover from the disease. In addition, a Blight ape suffers 
  double the normal ability damage from the disease. If a 
  Blight ape becomes infected with Blight monkey mange, it 
  loses great patches of its fur as the disease’s characteristic 
  rash spreads across more and more of its body, even infil-
  trating the ape’s respiratory system. If a Blight ape sustains 
  ability damage in excess of an ability score as a result of the 
  disease, it dies as it slowly suffocates due to its compromised 
  airways and lungs.
  Stolid Character (Ex) Blight apes are the epitome of reliable 
  unflappability. They receive a +2 racial bonus to saving 
  throws versus fear effects, enchantments, and illusions.
  It is speculated that Blight apes probably originated as some species 
  of Libynosi ape transported en masse over the years to Castorhage to 
  serve in assorted menageries of the well-to-do, circuses for the common 
  folk, and as game animals in the hunting preserves of the truly decadent. 
  Whatever type of ape they are descended from is unknown because no 
  further specimens have been found in recent centuries, and they are 
  presumed to be extinct in their natural habitat due to hunting as well as the 
  wholesale capture and exportation of them. Over the years, their numbers 
  proliferated in the city of Castorhage, and they took readily to 
  the ways of their captors, literally aping their mannerisms and 
  habits. At some point in the last century, bored nobles who 
  had long ago taken to dressing them in finery in mockery of 
  their near-human appearance realized that the Blight apes 
  were no longer simply mimicking their human 
  masters, they were in fact carrying out their 
  own activities in the same manner as 
  the humans around them. They 
  had evolved into an entirely 
  new species, no longer truly 
  animals.
  With the realization of the 
  evolution of the Blight ape 
  came the discovery that 
  they were both intelligent 
  (if not truly smart) but also 
  of an extremely lawful 
  and 
  peaceful 
  nature. 
  Likewise, though they can 
  understand the Common 
  tongue well enough, they 
  never 
  developed 
  the 
  ability to use language of 
  their own beyond a few 
  simple grunts and hand 
  motions. It soon became 
  in vogue to keep the 
  creatures as scullions 
  and 
  servants, 
  which 
  developed over time 
  into actually hiring them 
  into trusted positions as 
  butlers and governesses 
  with a known penchant 
  for 
  keeping 
  their 
  mouths 
  shut 
  about 
  any internal secrets 
  they might learn. By 
  whim of Castorhage 
  law, Blight apes receive 
  the same wage as any 
  other hireling in their 
  Primate, Blight
  
  46
  The Blight: Richard Pett's Crooked City
  position and are now often seen as actual family members by some of the 
  more benevolent folk of the city. However, there are far more Blight apes 
  than there are staff positions in well-to-do households, so most Blight 
  apes find themselves relegated to menial jobs and poor treatment. Most 
  are actually employed by the city, since few businesses choose to hire a 
  Blight ape over a human or other humanoid race if they’re going to have 
  to pay the same rate anyway, but there are some exceptions — particularly 
  for jobs where a combination of extreme loyalty and extreme discretion 
  are desirable.
  Blight apes despise Blight monkeys with a passion, and the little 
  cretins are one of the few things that can truly rouse a Blight ape to 
  anger. Some of the Blight apes hired by the city are actually armed for 
  the purpose of hunting down and exterminating nests of Blight monkeys 
  among the city rooftops, an occupation which they pursue with relish. 
  For their part, Blight monkeys enjoy humiliating and even killing a 
  Blight ape whenever possible.
  Improved Familiar: A Blight ape can serve as the familiar for a 5th-
  level spellcaster with the Improved Familiar feat.
  Blight Monkey
  This dark-furred monkey has slightly lighter fur around its face and 
  chest, but all of it is matted with reeking filth. It hangs by its prehensile tail 
  as it prepares to throw a handful of the filth that it wears so copiously.
  BLIGHT MONKEY 
  CR 1/2
  XP 200
  CE Tiny monstrous humanoid
  Init +4; Senses low-light vision, scent; Perception +2
   
  AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
  hp 5 (1d10)
  Fort +0; Ref +6; Will +0
  Immune fear
   
  Speed 30 ft., climb 30 ft.
  Melee bite +7 (1d3–2 plus disease)
  Ranged excrement +7 touch (disease)
  Special Attack enraged screech
  Space 2-1/2 ft.; Reach 0 ft.
   
  Str 6, Dex 18, Con 10, Int 3, Wis 6, Cha 10
  Base Atk +1; CMB +3; CMD 11
  Feats Weapon Finesse
  Skills Acrobatics +12, Climb +12, Perception +2; Racial 
  Modifiers +8 Acrobatics
   
  Environment urban (The Blight)
  Organization solitary, pair, band (3–9), or troop (10–40)
  Treasure incidental
   
  Disease (Ex) Blight monkey mange: Bite—injury or excre-
  ment—contact; save Fort DC 10; onset 1 day; frequency 1/
  day; effect 1d2 Dex damage and 1 Cha damage; cure 2 
  consecutive saves. The save DC is Constitution-based.
  Enraged Screech (Ex) When angry or frightened, a Blight 
  monkey emits a harsh, grating screech as a standard ac-
  tion. Any creature other than another Blight monkey within 
  30 feet when this occurs must make a DC 12 Will save or be 
  shaken for 1d3 rounds. An individual who makes a successful 
  save against the Blight monkey’s screech is immune to the 
  effects of any Blight monkey’s screech for 1 day. The save 
  DC is Charisma-based and includes a +2 racial bonus.
  Excrement (Ex) Blight monkeys are able to fling their own ex-
  crement as a ranged touch attack with a range of 30 feet. 
  On a successful attack, the victim is exposed to the Blight 
  monkey’s mange as described above.
  Like the Blight apes, these little beasts are believed to have originated 
  in distant Libynos and were originally brought to Casterhage as part of 
  menageries, but unlike the apes no one wanted to continue importing 
  the creatures after their nasty disposition was discovered. Somehow, it 
  seems, they just kept creeping unseen onto ships in Libynosi ports and 
  disembarking upon reaching the city. There was a time when seeing 
  dozens of the things scampering across yardarms and hawser lines to reach 
  the docks from ships newly arrived from the East was a common sight. 
  When the true extent of their colonization of Castorhage was realized and 
  their disease-ridden nature fully grasped, the city took steps to curtail this 
  mass immigration. However, despite its best efforts the city’s efforts were 
  far too late, and now thousands, if not tens of thousands, of the creatures 
  clamber unseen — though certainly not unheard — across the city’s maze 
  of rooftops.
  Something about the city’s influence appears to have corrupted the 
  creatures and changed them from previously mischievous and unruly 
  animals to actual beasts with just enough intelligence to have a taste for 
  cruelty and a strong penchant for chaos. Despite their nimbleness and 
  glimmerings of intelligence, all attempts by folk to domesticate them 
  and spellcasters to take them as familiars have failed as they invariably 
  turn against their would-be masters at the first chance. They routinely 
  destroy books and valuables, and attack family pets. Their habit of biting 
  off the fingers and toes of humanoid infants sleeping in their cribs has 
  earned them the eternal ire of Blight apes everywhere who always attack 
  them on sight. Blight monkeys share this animosity, going out of their 
  way to ambush or abuse Blight apes at every opportunity even flinging 
  themselves into suicidal attacks in their attempts to bring harm to the apes. 
  They are truly fearless in their stupefying anarchy and attack a creature 
  much larger than themselves, using their grating screech to summon more 
  of their kind to join in the attack. It is fortunate for the city that Blight 
  monkeys appear to be a favored prey of gable spiders and festering Lyme 
  rats, because otherwise the fecund beasts would likely plague the city to 
  an even greater degree.
  All Blight monkeys are a carrier of a disease that is transmitted through 
  their bite and through contact with their excrement. This disease causes 
  the disgusting monkeys to lose patches of fur in clumps, but otherwise 
  appears to cause them no harm. To others infected with Blight monkey 
  mange, it causes a red, scaly rash in the crooks of elbows and knees and in 
  the armpits. The rash is itchy and raw, causing pain and limiting movement 
  until it clears up. Blight apes are known to be particularly susceptible to 
  the ravages of this disease (see Blight ape).
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  47
  The Tome of Blighted Horrors
  Protyugh
  The creature is a horrible mix of otyugh and … something. It has the 
  basic tripod shape of an otyugh with its fanged maw on the side of its 
  central body, but instead of a tentacle and an eyestalk, it has an arcing 
  tail with thick spikes down its entire length. In addition, two arms ending 
  in wicked claws emerge from the mouth of the beast to grope at whatever 
  it can make its next meal.
  PROTYUGH 
  CR 7
  XP 3,200
  CN Large aberration (chaotic)
  Init +6; Senses blindsense 30 ft., darkvision 60 ft., scent; 
  Perception +11
   
  AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
  hp 85 (10d8+30 plus 10); fast healing 3
  Fort +6; Ref +5; Will +8
  Defensive Abilities amorphous, corporeal plasticity; Immune 
  acid, chaos effects, disease; Resist electricity 5
  Weaknesses vulnerability to law
   
  Speed 20 ft., swim 20 ft.
  Melee bite +11 (2d6+5), 2 claws +11 (1d6+5 plus grab), tail 
  slap +10 (1d8+2 plus confusion)
  Space 10 ft.; Reach 10 ft. (15 ft. with tail)
  Special Attacks adaptive strike, swallow whole (5d6 acid 
  damage, AC 16, 8 hp)
   
  Str 20, Dex 14, Con 17, Int 5, Wis 13, Cha 10
  Base Atk +7; CMB +13 (+17 grapple);  
  CMD 25 (27 vs. trip)
  Feats Alertness, Improved Initiative, Multiattack, 
  Toughness, Weapon Focus (tail slap)
  Skills Perception +11, Sense Mo-
  tive +3, Stealth +13, Swim +13; Ra-
  cial Modifiers +4 Stealth
  Languages Common
   
  Environment under-
  ground (The Blight)
  Organization solitary
  Treasure incidental
   
  Adaptive Strike (Su) 
  A protyugh’s natural 
  weapons count as 
  magical and chaotic for 
  the purposes of 
  overcoming damage 
  reduction. As a free action 
  once per round, a protyugh 
  may infuse all of its natural attacks 
  with adamantine, silver, or cold iron, 
  thereby allowing it to overcome 
  damage reduction of those types 
  as well.
  Confusion (Su) A creature struck 
  by a protyugh’s tail slap attack 
  is infused with raw chaos, and 
  must make a DC 18 Will save or 
  be confused for 1 round. Rounds 
  of confusion dealt in this manner 
  stack. A creature with a chaotic 
  component to its alignment gains a +4 
  bonus on saves against this effect, and 
  creatures with the chaotic subtype 
  are immune. This is a mind-affecting effect. The save DC 
  is Constitution-based.
  Corporeal Plasticity (Su) The physical body of the protyugh is 
  composed of matter that is not entirely stable. It constantly 
  separates and reforms in different configurations on a cel-
  lular level. As a result, the protyugh has fast healing 3 when 
  wounded. In addition, the creature is immune to transforma-
  tion such as polymorph or petrification and to any spell or 
  effect that has the chaos descriptor.
  Swallow Whole (Ex) A protyugh that begins its turn with an 
  opponent grappled in its arms can transfer it to its mouth 
  as a free action. There it makes a new combat maneuver 
  check to (as though attempting to pin the opponent). If it 
  succeeds, it swallows its prey, and the opponent takes bite 
  damage. It can swallow a creature of size Large or smaller 
  due to its corporeal plasticity. A swallowed creature takes 
  acid damage each round it remains in the protyugh’s 
  stomach.
  Vulnerability to Law (Su) Spells or effects with the law de-
  scriptor or the axiomatic special quality deal an additional 
  50% damage to a protyugh.
  Outsiders are notoriously difficult for physicians to use in experiments, 
  but their discovery of the unique chaos properties of proteans and the ever-
  endurable pliability for which otyughs are known within their 
  ranks proved to be the key to finally crafting a mortal-
  outsider cross. The resulting protyugh, an otyugh with an 
  infusion of naunet protean, has bred true and become an 
  extremely interesting experiment, even if its utility is 
  somewhat limited by the randomness that is inherent 
  to its very nature. Even the feasibility of using otyugh 
  as guard beasts in sewers and abattoirs is somewhat 
  lost since the protyugh gained none of the naunet’s 
  intellect but also lost the otyugh’s territorial instincts. 
  A protyugh is just as likely to wander away as to 
  establish a lair in any given location. Despite these 
  setbacks, the physicians still consider its existence to 
  be one of their greatest successes and continually 
  seek ways to further enhance the species.
  Like otyughs, protyughs are primarily offal 
  eaters. However, unlike otyughs, their palate is 
  even less refined, causing them to try to ingest 
  anything from garbage and corpses to former 
  allies and even furniture and large pieces 
  of masonry. The result is that protyughs 
  manage to keep few allies (most either 
  flee or are eventually eaten), and they 
  are continually regurgitating previous 
  meals because of the inedible nature 
  of so much that is placed in their 
  maws. Certain scavengers have 
  learned that if one is cautious enough, 
  it is often beneficial to follow behind 
  a protyugh and search through its 
  regurgitated past meals because 
  there are often items of value 
  that it has ingested and then left 
  carelessly behind after they 
  proved to be indigestible.
  Copyright Notice
  Author Greg A. Vaughan, 
  based on material by 
  Richard Pett.
  
  48
  The Blight: Richard Pett's Crooked City
  This revolting, diseased-looking rat is the size of a small dog. It is 
  covered in lice that visibly swarm in its filthy, matted fur.
  FESTERING LYME RAT 
  CR 1/2
  XP 200
  N Small magical beast
  Init +3; Senses darkvision 60 ft., low-light vision, scent; Per-
  ception +1
  Aura delusional infestation (5 ft., DC 12)
   
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 10 (1d10+2 plus 3)
  Fort +4; Ref +5; Will +1
  Immune disease; Resist acid 2
   
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +2 (1d4 plus disease)
   
  Str 10, Dex 17, Con 15, Int 2, Wis 13, Cha 4
  Base Atk +1; CMB +0; CMD 13 (17 vs. trip)
  Feats Toughness
  Skills Acrobatics +3 (+7 to jump), Climb +11, Stealth +11, 
  Swim +11; Racial Modifiers uses Dex to modify Climb and 
  Swim
   
  Environment urban (The Blight)
  Organization solitary or pack (2–20)
  Treasure none
   
  Delusional Infestation (Su) Living creatures that are adja-
  cent to a festering Lyme rat and which gaze upon it must 
  succeed on a DC 12 Will save or be nauseated for 1d4 
  rounds as they suffer the hallucination of bugs crawling over 
  and under their skin. Each round at the start of its turn, an 
  affected creature may attempt a new saving throw to end 
  the effect. Once a creature makes a saving throw against 
  a particular festering Lyme rat’s delusional infestation, that 
  creature is immune to the delusional infestation of all fester-
  ing Lyme rats for 24 hours. This is a mind-affecting phantasm. 
  The save DC is Constitution-based.
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 12; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Festering Lyme rats inhabit the sewers, canals, and subterranean 
  waterways of the blighted city of Castorhage. Similar in appearance to dire 
  rats, the Lyme rat, possibly through the Blight’s proximity to Between, can 
  affect those who see it with a short-lived delusion of parasitic infestation.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Rat, Festering Lyme
  
  49
  The Tome of Blighted Horrors
  This black-furred rat is the size of a bear. It has a long, hairless tail, 
  and its oversized jaws are crammed with yellow fangs pitted with decay, 
  and tangled with strands of hair and filth caught between them.
  GIANT RAT OF SHABBIS 
  CR 4
  XP 1,200
  N Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +5
   
  AC 18, touch 11, flat-footed 16 (+1 Dex, +1 dodge, +7 natu-
  ral, –1 size)
  hp 47 (5d10+20)
  Fort +8; Ref +5; Will +2
  Immune acid, disease
  Weaknesses vulnerability to cold
   
  Speed 40 ft., climb 30 ft., swim 30 ft.
  Melee bite +9 (2d8+6 plus disease)
  Special Attacks wererage
   
  Str 19, Dex 13, Con 19, Int 3, Wis 13, Cha 6
  Base Atk +5; CMB +10; CMD 21 (25 vs. trip)
  Feats Dodge, Skill Focus (Stealth), Weapon Focus (bite)
  Skills Acrobatics +2 (+6 to jump), Climb +12, Perception +5, 
  Stealth +6, Swim +12
  SQ compression
   
  Environment urban (The Blight)
  Organization solitary
  Treasure incidental
   
  Disease (Ex) Shabbisian Plague: Bite—injury; 
  save Fort DC 18; onset 3d4 hours; frequency 1/
  day; effect 1d4 Con damage, 1d4 Dex dam-
  age (1 point is drain on a roll of 4), 1d2 Cha 
  drain, fatigue, and staggered; cure 2 con-
  secutive saves. 
  Victims who recover from the 
  Shabbisian Plague experience a 
  recurrence 2d4 days later unless 
  an additional DC 18 Fortitude 
  save is made. Recovery from 
  this recurrence requires only 1 
  more successful save, and ability 
  damage and drain of the recur-
  rence are only half that of the original 
  outbreak (though 1 point of Dex damage 
  is still drain on a roll of 4). However, the dis-
  ease continues to recur every 2d4 
  days until successful saves have 
  been made to avoid or re-
  cover from three such re-
  currences or until the dis-
  ease is cured by magical 
  means such as a remove 
  disease spell (see sidebox 
  below). 
  The save DC is Constitu-
  tion-based and includes a +2 
  racial bonus.
  Wererage (Su) Whenever a Giant Rat of Shabbis is re-
  duced to half or fewer hit points, on its next turn it can 
  fly into a wererage as a free action. It gains a +2 bonus 
  on melee attack rolls, melee damage rolls, and DR 10/silver, 
  but takes a –2 penalty to Armor Class. It also gains 2 tempo-
  rary hit points per Hit Die. These temporary hit points are lost 
  first when the Giant Rat takes damage, disappear when the 
  wererage ends, and are not replenished if it enters a were-
  rage again within 1 minute of its previous wererage. In addi-
  Rat, Giant Rat of Shabbis
  
  50
  The Blight: Richard Pett's Crooked City
  tion, the bite of a Giant Rat of Shabbis in wererage infects a 
  Medium, Small, or Tiny humanoid target with wererat lycan-
  thropy (Fortitude DC 15 negates). The giant rat’s wererage 
  lasts as long as the battle or 1 minute, whichever is shorter. It 
  cannot end its wererage voluntarily.
  Fabled Shabbis-Beyond-The-Sea, the Green City of Jasper, is said to be 
  the home of a thousand wonders, and feared as the source of a thousand 
  plagues. Shabbis, recognized by many, yet known to few, is a port of 
  distant Libynos, whose wharves lie among malarial swamps and whose 
  ships ply the tepid coastal waters of the Boiling Sea. Shabbis provides 
  a direct, unrestricted route to access the riches of the central lands of 
  Libynos without interference by a major local power such as Khemit or 
  Alcaldar, and has long proved a tempting destination for traders seeking to 
  make a quick fortune on a risky venture. The fact that it is also known as a 
  haven of unimaginable disease only adds to the allure of those adventure-
  seekers who would risk all at one roll of the dice. Because of its extremely 
  remote location, few states of Akados have managed to successfully 
  establish trade with this distant cornucopia, which is all well and good, 
  because those few who do inevitably receive an unwanted visit by the 
  hideous Shabbisian Plague.
  The equally fabled Giant Rat of Shabbis is, mercifully, a rare visitor 
  to the city of Castorhage. Many argue whether there is a single Giant 
  Rat that populates all of their tales or whether it is an entire species of 
  gargantuan rats from that distant land. Though the latter is likely the truth, 
  thankfully their appearance is rare to the point that there has never been 
  more than one seen at a time. It is thought that if a true species, the giant 
  rat must not be so large in its distant homeland or it would have long ago 
  either decimated the human population or been hunted to extinction. Most 
  proponents of the “rat species” theory assume that some quality of either a 
  shipborne voyage to or taking up residence in western lands that somehow 
  agrees with their foreign physiology causes them to thrive to the point that 
  they grow to such prodigious size. Those more in the know whisper one 
  word to account for their theory of unnatural growth: “Between ...”
  Despite its size, a Giant Rat of Shabbis is able to squeeze into tiny 
  spaces and is therefore found in the same sorts of places as other rats: 
  sewers, disused subterranean structures and caverns, and in the holds and 
  bilges of ships from where it swims to enter new ports. They are greatly 
  feared as they are known to spread plague and the curse of lycanthropy, 
  even though they are not lycanthropes themselves. This strange fact has 
  led some scholars to speculate that the Giant Rat of Shabbis may be the 
  original source of wererat lycanthropy. Whatever the case, those who 
  succumb seem to become only hybrids of dire rats or festering Lyme rats, 
  and not of a Giant Rat of Shabbis itself. 
  Shabbisian Plague has long been a scourge of the city-states of the 
  Boiling Sea so that most have enforced a trade embargo of the Libynosi 
  nations against the Green City of Jasper. This is primarily enforced by the 
  Kingdom of Khemit by land and the Empire of Alcaldar by sea. This has, 
  in turn, resulted in even greater access to ships of Akados for the trade-
  hungry merchant lords of Shabbis who, as said traders, likewise risk the 
  life and limb of all to enrich themselves and their houses.
  The teeming swarms of rats and foul insects that infest the tidal swamps 
  and dismal slums of Shabbis are known to be carriers of Shabbisian 
  Plague, but prove incredibly difficult to root out or eradicate from 
  ships that make port in the Green City. The priesthood of the deity Bast 
  conducts an ongoing, almost crusade-like, campaign against the folk of 
  that city who travel abroad, and their multitude of feline minions have 
  done more to stem the tide of plague in locations as far away as Bard’s 
  Gate than any other measures ever taken. But even they at best can only 
  keep the omnipresent threat of plague in Castorhage temporarily at bay, 
  as it waits for just a moment of lassitude to unleash its foul effects upon 
  the unsuspecting populace. For their part, the merchant lords of Shabbis 
  see the waves of plague that sweep through the overflowing shanty towns 
  within their city as a sort of urban renewal. What the royal family of 
  Castorhage thinks of such events remains speculative at best, but it is 
  unlikely to be far from a similar mindset.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  New Disease:  
  Shabbisian Plague
  Victims of Shabbisian Plague usually begin to experience 
  symptoms within hours of being bitten by the carrier, whether it 
  be a rat or some tiny insect such as a flea or mosquito. Its victims 
  experience high fevers and suffer teeth-rattling chills while at the 
  same times their muscles spasm painfully and tendons tighten, 
  causing limbs to draw up into an almost fetal position. In addition, 
  the victim suffers a purplish rash upon his cheeks, forehead, 
  neck, armpits, and groin that eventually blisters and breaks open, 
  causing oozing wounds that leave scars and can lead to further 
  serious infections. Those that recover from the plague usually 
  bear discolored scars from this rash as a memento, and frequently 
  move with an uneven gait or have a slightly twisted arm due to 
  permanent tendon damage.
  SHABBISIAN PLAGUE
  Type disease, injury; Save Fortitude DC 18
  Onset 3d4 hours; Frequency 1/day
  Effect 1d4 Con damage, 1d4 Dex damage (1 point 
  is drain on a roll of 4), 1d2 Cha drain and victim is fa-
  tigued and staggered; Cure 2 consecutive saves (see 
  below)
  Note Victims who recover from the Shabbisian Plague 
  experience a recurrence 2d4 days later unless an addi-
  tional DC 18 Fortitude save is made. Recovery from this 
  recurrence requires only 1 more successful save, and 
  ability damage and drain of the recurrence are only 
  half that of the original outbreak (though 1 point of Dex 
  damage is still drain on a roll of 4). However, the dis-
  ease continues to recur every 2d4 days until successful 
  saves have been made to avoid or recover from three 
  such recurrences or until the disease is cured by magi-
  cal means such as a remove disease spell.
  
  51
  The Tome of Blighted Horrors
  Satyrmouther
  This hairless, gray-skinned man with goat-like legs and horns like a 
  rams is covered in a mass of staring eyes and countless, fanged maws 
  that yammer ceaselessly.
  SATYRMOUTHER 
  CR 7
  XP 3,200
  CE Medium aberration
  Init +7; Senses darkvision 60 ft., low-light vision; Perception 
  +25
   
  AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natu-
  ral)
  hp 82 (11d8+33)
  Fort +6; Ref +6; Will +10
  Defensive Abilities all-around vision; DR 5/cold iron
   
  Speed 40 ft.
  Melee 2 claws +10 (1d4+2 plus grab), gore +10 (1d6+2)
  Ranged composite short bow +11 (1d6+2)
  Special Attacks suasive song, ravenous embrace, spittle 
  (+11 ranged touch)
   
  Str 14, Dex 17, Con 17, Int 12, Wis 12, Cha 17
  Base Atk +8; CMB +10 (+14 grapple); CMD 24
  Feats Dodge, Deadly Aim, Improved Initiative, Iron Will, 
  Lunge, Skill Focus (Perception)
  Skills Bluff +14, Intimidate +17, Perception +25, Perform (sing) 
  +18, Stealth +21; Racial Modifiers +4 Perception, +4 Perform 
  (sing), +4 Stealth
  Languages Aklo, Common
  Gear composite short bow (+2 Str) with 20 arrows
   
  Environment underground (The Blight)
  Organization solitary
  Treasure standard
   
  Ravenous Embrace (Ex) When a satyrmouther successfully 
  initiates or maintains a grapple, the maws on its arms and 
  body bite its victim. This deals 4d4 points of damage and 1 
  point of Constitution damage as the satyrmouther drains its 
  victim’s blood and other vital fluids.
  Spittle (Ex) Each round as a free action, a satyrmouther can 
  emit a stream of acidic spittle at one target within 30 feet. 
  On a successful attack, the target is blinded for 1d4 rounds 
  unless it succeeds on a DC 18 Fortitude save. The save DC is 
  Constitution-based.
  Suasive Song (Su) As a free action, a satyrmouther can emit 
  a cacophony of maddening sound. All creatures other than 
  aberrations within 60 feet must succeed on a DC 18 Will 
  save or be affected by confusion, crushing despair, deep 
  slumber, or fear (roll 1d4 to determine the effect for each 
  creature that fails its save). This is a mind-affecting compul-
  sion effect. A creature that saves cannot be affected by 
  that effect of that satyrmouther’s song for 24 hours. The 
  save DC is Charisma-based.
  The satyrmouther is a strange and rare mix of aberration and fey 
  that sings songs that madden, sadden, lull, and terrify. Unlike a satyr, 
  the creature is interested only in fostering negative emotions, lying 
  and bullying; it disdains charm and diplomatic persuasion. And 
  unlike a gibbering mouther, it is a being of insidious intellect whose 
  mouths sing and manipulate rather than simply induce temporary insanity.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  
  52
  The Blight: Richard Pett's Crooked City
  No larger than a mountain lion, these dusky gray, leonine creature 
  slinks through the shadows, its human-like head set in a scowl of 
  concentration, its bat-like folded neatly against its flank. It holds its tail 
  aloft, and the tip of it gleams with the dull glint of unpolished iron.
  SKULKING MANTICORE 
  CR 6
  XP 2,400
  LE Medium magical beast
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
   
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 51 (6d10+18)
  Fort +8; Ref +9; Will +3
   
  Speed 30 ft., fly 50 ft. (clumsy)
  Melee bite +9 (1d6+3), 2 claws +9 (2d3+3)
  Ranged 4 spikes +11 (1d4+3)
   
  Str 16, Dex 19, Con 16, Int 7, Wis 12, Cha 6
  Base Atk +6; CMB +9; CMD 23 (27 vs. trip)
  Feats Flyby Attack, Hover, Weapon Focus 
  (spikes)
  Skills Fly +1, Perception +9, Stealth +19, Survival 
  +2 (+6 tracking); Racial Modifiers +4 Percep-
  tion, +4 Survival when tracking, +10 Stealth
  Languages Common
  SQ chameleon blend, untrackable
   
  Environment temperate or warm hills 
  and swamps, urban (The Blight)
  Organization solitary
  Treasure standard
   
  Chameleon Blend (Ex) Skulking 
  manticores have the ability to 
  match their skin coloration to the 
  surrounding environment, not unlike 
  a chameleon. This grants them a 
  +10 racial bonus on Stealth checks.
  Spikes (Ex) With a snap of its tail, a 
  manticore can loose a volley of four 
  spikes as a standard action (make 
  an attack roll for each spike). This 
  attack has a range of 180 feet 
  with no range increment. All 
  targets must be within 30 feet 
  of each other. The creature 
  can launch only 24 spikes in 
  any 24-hour period.
  Untrackable (Ex) A skulking manticore 
  can pass through forest and subterranean 
  settings almost without a trace (double the 
  DC for any tracking attempt).
  The successful infusion of the chameleon-like abilities of a skulk into 
  a line of manticores has proven to be a useful and popular experiment in 
  Castorhage. The resulting breed is smaller than a typical manticore and 
  much more discreet in its presence. The inherent cowardliness of skulks 
  seems to also have had an effect, removing much of the wildness found in 
  manticores and making then much more biddable and useful as guardian 
  beasts but without making them craven or too skittish to fight off intruders 
  if needed. Oftentimes owners have them broken (see the Broken Creature 
  template in Appendix C) to ensure their docility toward their masters.
  A skulking manticore has a featureless gray hide that is able to adopt the 
  color of its surroundings like a chameleon. A typical skulking manticore is 
  4 feet long and weighs 120 pounds.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Skulking Manticore (Mulk)
  
  53
  The Tome of Blighted Horrors
  The massive creature has four legs thick as a tree trunk and the vague 
  suggestion of armored plates over its head and back. A great, toothless 
  maw opens at the front of its head. Its back plate rises up between its 
  shoulders into a fin-like dorsal hump. Even stranger, however, the entire 
  creature appears to be composed entirely of some transparent gelatinous 
  substance that has difficulty holding its form.
  SLITHERING BULETTE 
  CR 5
  XP 1,600
  N Huge ooze
  Init +6; Senses blindsight 60 ft., tremorsense 60 ft.; Perception +4
   
  AC 12, touch 10, flat-footed 10 (+2 Dex, +2 natural, –2 size)
  hp 100 (8d8+64)
  Fort +10; Ref +4; Will +2
  Defensive Abilities sealed mind; Immune ooze traits
   
  Speed 30 ft.
  Melee 2 slams +10 (1d8+6 plus paralysis)
  Space 15 ft.; Reach 10 ft.
  Special Attacks engulf, engulfing charge, plasma drain
   
  Str 23, Dex 15, Con 26, Int 7, Wis 10, Cha 1
  Base Atk +6; CMB +14; CMD 26 (30 vs. trip)
  Feats Improved Initiative, Improved Natural Armor (2), Skill 
  Focus (Perception)
  Skills Perception +4, Stealth +1 (+13 in dim light), Survival 
  (tracking) +1 (+9 tracking); Racial Modifiers +4 Stealth (+12 in 
  dim light), +8 Survival when tracking
  SQ transparent
   
  Environment underground (The Blight)
  Organization solitary
  Treasure incidental
   
  Engulf (Ex) A slithering bulette can engulf Large or smaller 
  creatures in its path as a full-round action. It cannot make a 
  slam attack during a round in which it engulfs. The slithering 
  bulette merely has to move over the opponents, affecting 
  as many as it can cover. Opponents can make 
  attacks of opportunity against the slithering 
  bulette, but if they do so, they are not en-
  titled to a saving throw. Those who do 
  not attempt attacks of opportunity 
  can attempt a DC 20 Reflex save to 
  avoid being engulfed — on a suc-
  cess, they are pushed back or 
  aside (opponent’s choice) as 
  the slithering bulette moves 
  forward. Engulfed creatures 
  are subject to the slithering 
  bulette’s paralysis and 
  plasma drain, gain the 
  pinned condition, are in 
  danger of suffocating, 
  and are trapped with-
  in its body until they 
  are no longer pinned. 
  A slithering bulette is 
  not considered to be 
  grappled when it has engulfed 
  an opponent and can engulf 
  as many as 2 Large creature, 
  4 Medium creatures, and 16 
  Small creatures in any combi-
  nation before it is unable to hold any more, though it seldom 
  reaches this maximum capacity before ejecting drained 
  husks. The save DC is Strength-based.
  Engulfing Charge (Ex) As a part of a charge, a slithering 
  bulette can engulf (see above) an opponent with a suc-
  cessful CMD check against the opponent’s CMD. This attack 
  does not provoke an attack of opportunity from the crea-
  ture being charged, but attacks of opportunity for other op-
  ponents apply as normal.
  Paralysis (Ex) A slithering bulette secretes an anesthetizing 
  slime. A target hit by a slithering bulette’s melee or engulf 
  attack must succeed on a DC 22 Fortitude save or be para-
  lyzed for 3d6 rounds. The cube can automatically engulf a 
  paralyzed opponent. The save DC is Constitution-based.
  Plasma Drain (Ex) A slithering bulette drains the bodily fluids 
  from an engulfed opponent. Each round an opponent is 
  engulfed, it takes 1 point of Constitution damage as its fluids 
  are drawn forth through its skin. After an opponent is com-
  pletely drained of fluids, the slithering bulette ejects to the 
  withered husk from its body.
  Sealed Mind (Ex) Even though a slithering bulette has an 
  Intelligence score, it is immune to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and morale ef-
  fects) just as other oozes are.
  Transparent (Ex) Due to its lack of coloration, when a slith-
  ering bulette is standing motionless, it can be hard to dis-
  cern. A motionless slithering bulette receives a +12 bonus to 
  Stealth checks in dim light. If the slithering bulette has en-
  gulfed an opponent, this bonus is lost.
  The slithering bulette is a great oddity among the work of the physicians 
  in that while it appears to have the form of one creature — a bulette, to 
  be precise — it is entirely composed of the ooze-like proto-matter of a 
  slithering tracker. Somehow, the strange creature retains the intelligence and 
  tracking acumen of the slithering tracker and the instincts of a bulette. The 
  creature’s preferred attack is to charge an opponent and then engulf him into 
  its body to begin draining its plasma. It then continues fighting while any 
  creature trapped within is carried along for the ride as it fights. 
  The slithering bulette continues to favor this tactic as long as 
  it is able and is generally too dumb to retreat from a battle. 
  Though a slithering bulette retains the tremorsense of a 
  bulette, it does not possess its burrowing ability due 
  to its lack of a rigid form. However, if it sustains 
  more than 50 points of damage in a single attack, 
  the dim intellect that drives it kicks in and it tries to 
  retreat. If this occurs, there is a 20% chance that a 
  slithering bulette spends a full round unsuccessfully 
  attempting to burrow into whatever surface it 
  currently occupies. This does provoke attacks of 
  opportunity from foes that threaten the squares 
  it occupies. After 1 round of fruitless efforts, the 
  slithering bulette realizes its error and attempts 
  to make a run for it, possibly provoking further 
  attacks of opportunity. If an opponent manages 
  to escape a battle in which the slithering bulette 
  was not killed or forced to retreat, its instinct 
  to track take over and for the next 1d4 days 
  it attempts to follow the trail of the escaped 
  opponent in order to finish the kill.
  Copyright Notice
  Author Greg A. Vaughan, based on material 
  by Richard Pett.
  Slithering Bulette
  
  54
  The Blight: Richard Pett's Crooked City
  Slithering Tangle
  A sinister serpentine tangle of rotting vines ends in an approximation 
  of a humanoid head, its maw lined with slime-dripping thorns.
  SLITHERING TANGLE 
  CR 10
  XP 9,600
  CE Large plant
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +24
   
  AC 24, touch 14, flat-footed 19 (+5 Dex, +10 natural, 
  −1 size)
  hp 119 (14d8+56)
  Fort +13; Ref +11; Will +9
  Immune electricity, plant traits; Resist fire 10
   
  Speed 40 ft., swim 20 ft.
  Melee bite +15 (2d6+7 plus grab and poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks fascinating cloud, constrict (2d6+5)
  Sorcerer Spells Known (CL 7th):
  3rd (4/day)—lightning bolt (DC 15), stinking cloud 
  (DC 15)
  2nd (7/day)—accelerate poisonAPG (DC 14), per-
  nicious poisonUM, see invisibility
  1st (7/day)—ear-piercing screamUM (DC 13), 
  shock shieldUC, shocking grasp, silent image (DC 
  13), vanishAPG (DC 13)
  0 (at will)—dancing lights, ghost sound (DC 12), 
  joltUM, light, mage hand, open/close, touch of 
  fatigue
   
  Str 21, Dex 20, Con 19, Int 11, Wis 16, Cha 14
  Base Atk +10; CMB +16 (+20 grapple); CMD 31 
  (can’t be tripped)
  Feats Ability Focus (charming gaze), Combat 
  Casting, Eschew MaterialsB, Iron Will, Lightning Re-
  flexes, Power Attack, Stealthy, Weapon Focus (bite)
  Skills Escape Artist +7, Perception +24, Stealth +26 (+38 
  in swamps or forests), Swim +13; Racial Modifiers +4 Per-
  ception, +4 Stealth (+12 in swamps or forests)
  Languages Common
  SQ electric fortitude
   
  Environment temperate and warm swamps, and under-
  ground (The Blight)
  Organization solitary or nest (2–4)
  Treasure standard
   
  Fascinating Cloud (Su) Once per day as a swift action, a 
  slithering tangle can emit a transparent cloud of pollen in a 
  20-foot spread that has the power to lull the minds of those 
  that smell it. Once activated, the cloud persists for 5 rounds 
  unless dispersed by moderate or stronger wind. All creatures 
  in the cloud must succeed on a DC 23 Will saving throw 
  each round or become fascinated. This effect persists for as 
  long as the creature remains in the cloud and for 1d6 rounds 
  thereafter (but it can be ended by the normal methods of 
  defeating the fascinated condition). This is a mind-affecting 
  effect. The save DC is Constitution-based.
  Electric Fortitude (Ex) Slithering tangles take no damage 
  from electricity. Instead, any electricity attack used against 
  a slithering tangle temporarily increases its Constitution score 
  by 1d4 points. The slithering tangle loses these temporary 
  points at the rate of 1 per hour.
  Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round 
  for 6 rounds; effect 1d4 Con damage; cure 1 save.
  Spells A slithering tangle casts spells as a 7th-level sorcerer, 
  and can cast spells from the cleric list as well as those nor-
  mally available to a sorcerer. Cleric spells are considered 
  arcane spells for a slithering tangle.
  Slithering tangles appear to be snake-like tangles of rotting vegetation, 
  but like shambling mounds, they are actually intelligent, carnivorous 
  plants akin to animate tangles of creeping parasitic vines. Like spirit 
  nagas, they are morbid, hateful creatures shunned for their loathsome 
  sorcerous powers. 
  These repulsive creatures lair in despoiled forests and fetid swamps 
  where they blend in with the surrounding terrain while they wait to ambush 
  their prey. They also can be found underground living among damp fungal 
  thickets. They are able to draw sustenance by parasitizing other plants and 
  by sending rootlets into the soil to absorb raw nutrients, but they prefer to 
  consume flesh and bone from animals crushed in their coils.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  
  55
  The Tome of Blighted Horrors
  Spider, Chymic
  The body of this spider-like creature is a mass of humanoid faces 
  caught in drawn-out hideous screams. Ten spindly legs rise unevenly 
  from the bulbous mass. Between tufts of bristly hair hang needle-sharp 
  fangs that drip with a bitter-smelling, thick red liquid.
  CHYMIC SPIDER 
  CR 5
  XP 1,600
  NE Small aberration
  Init +3; Senses darkvision 60 ft.; Perception +12
  Aura arachnophobia (1-mile)
   
  AC 19, touch 14, flat-footed 16 (+3 Dex, +5 natural, +1 size)
  hp 52 (7d8+14 plus 7)
  Fort +4; Ref +4; Will +8
   
  Speed 30 ft., climb 30 ft.
  Melee bite +8 (1d6 plus poison)
  Special Attacks chyme spray, egg implantation, nightmare 
  projection
   
  Str 10, Dex 15, Con 15, Int 9, Wis 16, Cha 10
  Base Atk +5; CMB +4; CMD 16 (32 vs. Trip)
  Feats Blind-Fight, Death From AboveUC, Toughness, Weapon 
  Finesse
  Skills Climb +8, Escape Artist +9, Perception +12, Stealth +14, 
  Survival +12
  Languages Common (can’t speak)
  SQ dream telepathy
  UC See Pathfinder Roleplaying Game Ultimate Combat
   
  Environment urban (The Blight)
  Organization solitary
  Treasure incidental
   
  Arachnophobia Aura (Su) Somehow born of nightmares of 
  those who fear spiders, a chymic spider is inherently linked to 
  the fabric of fear. The creature exudes this latent terror deep 
  within the psyche of all creatures within a 1-mile radius. Any 
  creature that is stated as having a fear or special enmity 
  with spiders (such as a ranger with vermin as a favored en-
  emy) makes saves against the chymic spider’s nightmare 
  projection at a penalty of –2.
  Chyme Spray (Ex) Once every 1d4+1 rounds, as a standard 
  action a chymic spider can expel the chymic juices from 
  its stomach in a 15-foot cone that deals 7d6 points of acid 
  damage to all creatures in the area. The chymic solution is 
  thick and sticky, and clings to a creature that is struck, dealing 
  an additional 3d6 points of acid damage for the next 2 rounds 
  unless washed off with some solvent solution such as vinegar 
  or alcohol or neutralized with an alkaline substance such 
  as the potash used by glassmakers or the lye used in soaps. 
  Application of at least 1 lb. of one of these or a similar substance 
  ends the damage-causing effects of the chyme immediately. 
  A successful DC 15 Reflex save results in half damage from the 
  chyme projection and prevents any damage from occurring in 
  the following rounds. The save DC is Constitution-based. 
  Dream Telepathy (Su) The chymic spider is able to use telep-
  athy up to 400 feet and can communicate with any crea-
  ture, so long as they have an Intelligence of 1 or higher and 
  are in a dream state while sleeping.
  Egg Implantation (Ex) A chymic spider does not simply de-
  vour a paralyzed victim, but instead implants a clutch of 
  eggs within its abdominal cavity. Implantation delivers 1d4 
  eggs that can be removed from the host body only by cut-
  ting them from the victim (dealing 1d2 points of Constitution 
  damage each) or by powerful spells such as miracle or wish. 
  Likewise, death affects can destroy the eggs (the clutch is 
  considered to possess 1 HD collectively), even if the victim 
  successfully saves against them or is too powerful to be af-
  fected by them. After 24 hours, the eggs hatch inside and 
  begin feeding. Each round these newborns remain inside 
  the victim they deliver a new dose of chymic spider poison 
  damage, attempting to paralyze the host as they feed. 
  When the host’s Constitution reaches 0, he dies and 1d4 
  new chymic spiders emerge from the corpse.
  Nightmare Projection (Sp) A chymic spider can project a 
  nightmare into any sleeper with whom it has established 
  dream telepathy contact. This nightmare is so powerful that 
  it can paralyze its victim for 1d4 rounds unless he succeeds 
  at a DC 16 Will save. The victim is allowed a new save each 
  round. This is a mind-affecting fear effect. The save DC is 
  Wisdom-based.
  Chymic Spider Poison (Ex) Bite—injury; save Fort DC 15; fre-
  quency 1/round for 1 round; effect 1 Con and paralyzed 
  1d6 rounds; cure 1 save. The save DC is Constitution-based.
  Chymic spiders are not true spiders, but rather born from the fear 
  that spiders instill within many intelligent humanoids. Cunning, these 
  aberrations sneak through the city rooftops and await their prey for days 
  on end. Anyone who wanders into the chymic spider’s 1-mile radius 
  that might be the least bit fearful of spiders is quickly identified, and the 
  chymic spider begins methodically stalking the victim, waiting for its 
  chance to make dream contact.
  These rare creatures lurk along the edges of Sister Lyme, hiding in 
  gables, chimneys, and under eaves and seemingly found nowhere else 
  in the world. Composed from the latent fears of arachnids somehow 
  given life, the creature is able to project these primal fears into any living 
  creature. It simply prefers to stalk and prey on those who fear it most. It 
  is able to project these nightmares and can cause victims to be paralyzed 
  while it enters their lairs, and lays its eggs within them. The baby spiders 
  within whisper to their new host, wanting to be fed, obsessing about food, 
  and within 24 hours they erupt to feed on their host before separating to 
  make their own lairs. After a chymic spider successfully reproduces, it 
  quickly withers and dies, leaving behind only a spider-like husk that the 
  crows and vermin of the city quickly consume. Newborn chymic spiders 
  don’t begin their own reproduction hunts for 1d3 years after birth.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  
  56
  The Blight: Richard Pett's Crooked City
  Spider, Gable
  A spider the size of an alley cat scampers up the side of a tenement 
  building. In its mandibles, it drags what appears to be a clothesline, with 
  many of the garments still dangling limply behind.
  GABLE SPIDER
  Environment urban (The Blight)
  Organization solitary, pair, or colony (3–10)
  Treasure incidental
   
  Poison (Ex) Bite—injury; save Fort negates; frequency 1/
  round for 4 rounds; effect 1d2 Dex; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  Sticky Globule (Ex) Once every other round, a gable spider 
  can project a globule of the substance it uses to coat its 
  webs as a ranged touch attack. The attack functions like 
  a tanglefoot bag, except the sticky globule has a range 
  equal to the gable spider’s climb speed. The save DC is 
  Constitution-based and includes a +2 racial bonus.
  Web Construct (Ex) Gable spiders are not web spinners but 
  rather construct great, elaborate webs from the materials 
  and debris they have available. They coat these web 
  constructs with their sticky fluids so that even though these 
  tangled constructions are easily seen, actually stumbling or 
  falling into one still causes the creature to become trapped. 
  A trapped creature is entangled and can escape with a 
  successful Escape Artist check or tear free with a Strength 
  check. Both are standard actions with a DC equal to 1/2 
  creature’s HD + creature’s Con modifier. Attempts to tear 
  a character free from a web construct by a character who 
  is caught in it suffers a –4 penalty. The trapped character 
  gains a +5 bonus if he has something to walk on or grab 
  while pulling free. Each 5-foot-square section of a web 
  construct has a number of hit points equal to the Hit Dice of 
  the gable spider that created it and DR 3/—.
  A gable spider can move across its own web construct 
  or that of another gable spider at its climb speed and can 
  pinpoint the location of any creature touching the web 
  construct.
  Gable Spider Sizes
  Size
  Globule 
  Save DC
  Web Construct 
  Save DC
  Poison  
  Save DC
  Small
  13
  13
  11
  Medium
  15
  15
  13
  Large
  18
  18
  16
  SMALL GABLE SPIDER 
  CR 1/2
  XP 200
  N Small vermin 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
   
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  
  57
  The Tome of Blighted Horrors
  hp 5 (1d8+1)
  Fort +3; Ref +3; Will +0
  Immune mind-affecting effects
   
  Speed 20 ft., climb 15 ft.
  Melee bite +4 (1d4–3 plus poison)
  Special Attacks poison (DC 11), sticky globule (DC 13)
   
  Str 5, Dex 17, Con 12, Int —, Wis 10, Cha 2
  Base Atk +0; CMB –4; CMD 9 (21 vs. trip)
  Feats Weapon FinesseB
  Skills Climb +13, Perception +4, Stealth +11 (+15 in webs); 
  Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), +16 
  Climb
  SQ web construct
  MEDIUM GABLE SPIDER 
  CR 2
  XP 600
  N Medium vermin 
  Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
   
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
  hp 19 (3d8+6)
  Fort +5; Ref +5; Will +1
  Immune mind-affecting effects
   
  Speed 30 ft., climb 20 ft.
  Melee bite +6 (1d6–1 plus poison)
  Special Attacks poison (DC 13), sticky globule (DC 15)
   
  Str 9, Dex 19, Con 15, Int —, Wis 10, Cha 2
  Base Atk +2; CMB +1; CMD 15 (27 vs. trip)
  Feats Weapon FinesseB
  Skills Climb +15, Perception +4, Stealth +8 (+12 in webs); 
  Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), +16 
  Climb
  SQ web construct
  LARGE GABLE SPIDER 
  CR 4
  XP 1,200
  N Large vermin 
  Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
   
  AC 16, touch 14, flat-footed 11 (+5 Dex, +2 natural, –1 size)
  hp 42 (5d8+20)
  Fort +8; Ref +6; Will +1
  Immune mind-affecting effects
   
  Speed 30 ft., climb 20 ft.
  Melee bite +7 (1d8+3 poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks poison (DC 16), sticky globule (DC 18)
   
  Str 15, Dex 21, Con 19, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +6; CMD 21 (33 vs. trip)
  Feats Weapon FinesseB
  Skills Climb +10, Perception +4, Stealth +0 (+4 in webs);  
  Racial Modifiers +4 Perception, +4 Stealth (+8 in webs)
  SQ web construct
  Gable spiders are different from other varieties of giant spiders, and it is 
  for this reason that the whole of the city isn’t shrouded in endless sheets of 
  webbing. Gable spiders are not web spinners. They are still agile climbers 
  like normal spiders and still live in web-like structures, but they lack 
  spinnerets of their own. Rather, they are instinctively master builders when it 
  comes to stringing together the detritus found in the city’s dumps and alleys: 
  frayed ropes, sail cordage, clotheslines, lengths of twisted rags, curtains, 
  sailcloth, and more. Even lengths of chain and bits of lumber construction 
  can be found in the web-like contrivances that the gable spiders build. They 
  combine these myriad materials in twisting, knotted mazes of suspended 
  lines that can shame the largest of spider webs for complexity. They knot 
  and anchor these mismatched lines among the rooftops and with each other 
  to create these swaying-but-stable webs of junk.
  However, just because they are not web spinners does not mean the 
  gable spiders are not masters of their domain. Rather than spinnerets, 
  gable spiders have large swollen glands that secrete a sticky fluid they use 
  to coat their rope and cloth constructions to provide the same benefits of 
  a natural web. Creatures stuck within their depths become easy prey for 
  the gable spiders who are able to move in and among these artificial webs 
  with great agility and speed.
  Animal Companion: A druid or other character with the ability to 
  select a vermin as an animal companion may gain a gable spider with the 
  following statistics:
  Starting Statistics: Size Small; Speed 30 ft., climb 20 ft.; Attack 
  bite (1d4); Ability Scores Str 5, Dex 17, Con 12, Int —, Wis 10, Cha 2; 
  Special Attacks sticky globule (DC 13); Special Qualities darkvision, 
  tremorsense 30 ft.; CMD trip +12.
  4th-Level Advancement: Size Medium; AC +1 natural; Attack bite 
  (1d6); Ability Scores Str +4, Dex +2, Con +2.
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  
  58
  The Blight: Richard Pett's Crooked City
  Squarpy (Sessile’s Singing Terror)
  At first glance, this creature looks like an ordinary giant squid of 
  prodigious size. However, a closer look shows a small, beaked mouth 
  near the tip of each of its tentacles, and its two longer arms each end in 
  great, bird-like talons.
  SQUARPY 
  CR 10
  XP 9,600
  CE Huge aberration (aquatic)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +25
   
  AC 24, touch 12, flat-footed 20 (+3 Dex, +1 dodge, +12 nat-
  ural, –2 size)
  hp 127 (15d8+60)
  Fort +11; Ref +10; Will +12
  Defensive Abilities ink cloud (20-ft. radius, DC 21)
   
  Speed 60 ft., jet 260 ft.
  Melee bite +16 (2d8+7/19–20), 2 talons +16 (1d8+7), tenta-
  cles +14 (4d6+3 plus grab)
  Space 15 ft.; Reach 15 ft. (30 ft. with talons and tentacles)
  Special Attacks constrict (4d8+10), captivating song
   
  Str 25, Dex 17, Con 19, Int 7, Wis 12, Cha 17
  Base Atk +11; CMB +20 (+22 grapple); CMD 34 (can’t be 
  tripped)
  Feats Combat Reflexes, Dodge, Great Fortitude, Improved 
  Critical (bite), Improved Initiative, Improved Natural Attack 
  (bite), Lightning Reflexes, MultiattackB, Skill Focus (Percep-
  tion)
  Skills Perception +25, Swim +33
  Languages Common
   
  Environment any ocean (The Blight)
  Organization solitary
  Treasure none
   
  Captivating Song (Su) The beaked tentacles of the squarpy 
  each sing with the song of harpies. However, the combi-
  nation of eight such voices and the strange way that the 
  sound travels through the water causes the captivating 
  harmony to become even more haunting and strange. All 
  creatures within 300 feet (whether underwater or out of 
  the water) must succeed on a DC 20 Will saving throw or 
  become captivated. A creature that successfully saves is 
  not subject to the squarpy’s song for 24 hours. A victim un-
  der the effects of the captivating song moves toward the 
  squarpy using the most direct means available. If the crea-
  ture is unable to breathe underwater and the squarpy is 
  underwater while using the captivating song, the crea-
  ture does even attempt to hold its breath and begins 
  drowning (see Chapter 13 of the Pathfinder Roleplaying 
  Game Core Rulebook immediately upon entering the 
  water). Captivated creatures can take no actions oth-
  er than to defend themselves. A victim within 5 feet of 
  the squarpy simply stands and offers no resistance to 
  the squarpy’s attacks. This effect continues for as long 
  as the squarpy sings and for 1 round thereafter. This is a 
  sonic mind-affecting charm effect. The save DC is Charis-
  ma-based.
  Constrict (Ex) The tentacles of the squarpy each bears a 
  beaked mouth on its underside. Whenever the squarpy uses 
  its constrict ability, it deals 4d8+10 points of damage, half of 
  it bludgeoning and half of it slashing from these beaks.
  Ink Cloud (Ex) The squarpy can emit a 20-foot-radius cloud 
  of ink once per minute as a free action while underwater. 
  This cloud provides total concealment. Any water-breathing 
  creature in a square that the ink cloud enters must make a 
  DC 21 Fortitude save or be nauseated for as long as it re-
  mains in the cloud and 1d6 rounds after it leaves the cloud. 
  On a successful save, the creature is just sickened for 1 
  round.  The ink persists for 1 minute. The save DC is Constitu-
  tion-based.
  Jet (Ex) The squarpy can jet in a straight line as a full-round 
  action. It does not provoke attacks of opportunity while jet-
  ting.
  Perhaps the most infamous creation of the Physician Simon Sessile, this 
  great beast is kept in the great aquarium at the Capitol, where its huge water 
  tank enclosure is encased in thick, iron-reinforced, soundproof glass. The 
  only access is through a second room on the floor above, which is simply 
  a small metal cage with tightly spaced bars in which food-carcasses can 
  be loaded and then dropped into the tank by pulling a lever to release the 
  bottom of the cage. Nevertheless, despite all of these precautions, it seems 
  that an aquarium keeper or night watchman disappears in the vicinity of 
  the aquarium at least once a year. Sometimes some remnant of the missing 
  person’s clothing is spotted resting at the bottom of the great tank, but 
  usually there is no evidence of their fate other than, perhaps, a faint red 
  haziness in the water the next morning. How the squarpy is able to lure 
  these individuals into its sealed tank is unknown, but few doubt that it is 
  doing just that.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  59
  The Tome of Blighted Horrors
  Stegocentroper
  A massive lump-like creature bursts from the cavern floor. It is has a 
  great fanged maw flanked by large mandibles above which is a single 
  insect-like eye. Four chitinous tentacles emerge from its 
  body behind its head, and the body itself is covered in 
  bony plates with a double row of sharpened crests 
  running down its back. Numerous centipede legs 
  propel it forward as it continues to emerge from 
  its burrow.
  STEGOCENTROPER 
  CR 16
  XP 76,800
  CE Huge aberration
  Init +6; Senses darkvision 60 ft., low-light 
  vision; Perception +23
   
  AC 30, touch 10, flat-footed 28 (+2 Dex, 
  +20 natural, –2 size)
  hp 420 (24d8+312)
  Fort +23; Ref +12; Will +16
  Defensive Abilities spines; Immune 
  electricity; Resist cold 10; SR 27
   
  Speed 30 ft., burrow 20 ft., climb 20 ft.
  Melee bite +31 (4d8+14/19–20 plus grab), 
  sting +31 (2d6+14 plus poison), 4 tentacles 
  +29 (1d8+7)
  Space 15 ft.; Reach 15 ft. (30 ft. with ten-
  tacles)
  Special Attacks swallow whole (8d6 
  acid, AC 20, 42 hp)
   
  Str 38, Dex 15, Con 36, Int 1, Wis 10, Cha 
  6
  Base Atk +18; CMB +34 (+38 grapple); 
  CMD 46 (can’t be tripped)
  Feats Blind-Fight, Great Fortitude, Im-
  proved Critical (bite), Improved Initia-
  tive, Iron Will, Lightning Reflexes, Multiat-
  tack, Skill Focus (Perception), Skill Focus 
  (Stealth), Weapon Focus (bite), Weapon 
  Focus (sting), Weapon Focus (tentacles)
  Skills Climb +26, Perception +23, Stealth 
  +17 (+25 in stony areas); Racial Modifiers 
  +4 Climb, +4 Perception, +8 Stealth in stony 
  areas
   
  Environment underground (The Blight)
  Organization solitary
  Treasure incidental
   
  Poison (Ex) Sting—injury; save Fort DC 
  35; frequency 1/round for 6 rounds; effect 1d6 
  Str; cure 2 consecutive saves. The save DC 
  is Constitution-based.
  Spines (Ex) A stegocentroper raises its spine-plates during 
  combat, and moves rapidly back and forth while attack-
  ing. Creatures in a space adjacent to a stegocentroper 
  must succeed on a DC 35 Reflex save each time they 
  attack it or take 2d8+7 points of damage from the spine-
  plates, whether the attack was successful or not. The save 
  DC is Constitution-based.
  This abominable cross between a roper and a stegocentipede is a true 
  nightmare of the deep places of the earth. It inherited the fierceness and 
  strength of both species, magnified in its combination. Fortunately, it did 
  not inherit the roper’s intelligence, having only the dim awareness of the 
  lower forms of life. It lives to eat and believes virtually anything it meets to 
  be potentially edible. Its first instinct in combat is always to try to swallow 
  opponents in its ceaseless hunger. Fortunately, the aggressiveness of these 
  creatures prevents them from mating very frequently, so while they are 
  naturally long-lived, they seldom reproduce.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  60
  The Blight: Richard Pett's Crooked City
  Stircatrice
  The creature flaps its bat-like wings awkwardly through a series of 
  bounding leaps, its red-rimmed eyes fixated in rage upon its target. 
  Beneath these eyes in its insectoid head, a long beak-like proboscis 
  extends forward seemingly testing the air, with a pitch-black wattle 
  dangling below. The body of the creature is lean like that of a cockerel 
  with feathers as black as its wattle and six insect-like legs with jagged 
  grasping claws. A long serpentine tail extends behind the creature, also 
  feathered in the same inky plumes.
  STIRCATRICE 
  CR 4
  XP 1,200
  NE Small aberration
  Init +3; Senses darkvision 60 ft.; Perception +8
   
  AC 16, touch 15, flat-footed 12 (+3 Dex, +1 dodge, +1 natu-
  ral, +1 size)
  hp 23 (5d8)
  Fort +1; Ref +4; Will +3
   
  Speed 20 ft., fly 40 ft. (clumsy)
  Melee bite +7 (1d4 plus poison), tail slap +2 
  (1d4 plus grab)
  Special Attacks blood drain, blood rage, 
  leaping lunge
   
  Str 10, Dex 17, Con 11, Int 1, Wis 9, Cha 8
  Base Atk +3; CMB +2 (+6 grapple); CMD 
  16 (24 vs. trip)
  Feats Dodge, Skill Focus (Perception), 
  Weapon Finesse
  Skills Fly +2, Perception +8
   
  Environment temperate plains or ur-
  ban (The Blight)
  Organization solitary, pair, flight 
  (3–5), or flock (6–12)
  Treasure none
   
  Blood Drain (Ex) A stircatrice drains 
  blood in any turn where it is successfully 
  grappling a foe, inflicting 1d2 points 
  of Constitution damage. The use 
  of this ability requires the victim to 
  make a new saving throw against the 
  stircatrice’s poison even if a previous 
  save was already successful.
  Leaping Lunge (Ex) If a stircatrice charges, 
  it can make a leaping lunge at its target 
  using its fly speed for its movement. In 
  addition to the normal +2 attack bonus 
  for the charge, the stircatrice makes 
  its tail slap attack as a free action with an 
  additional +4 attack bonus and a +4 bonus to its CMB to 
  start a grapple (+10 CMB total). If the grapple is successful, 
  the stircatrice continues to benefit from this +4 bonus to CMB 
  until such time as its grapple is broken. Once the grapple is 
  broken, the stircatrice receives only its normal CMB modifier 
  unless it makes another leaping lunge. A leaping lunge is the 
  favored form of attack for a stircatrice in a blood rage. 
  Poison (Ex) Bite/blood drain—injury; save Fort DC 12; fre-
  quency 1/round for 6 rounds (plus see below); effect 1d3 
  Dexterity damage; cure 1 save.
  The saliva of a stircatrice contains an enzyme that causes a 
  victim’s veins and muscles to calcify, reducing its mobility. 
  A victim whose Dexterity is reduced to 0 by this poison dies 
  of cardiac arrest. The poison is spread by the stircatrice’s 
  bite and requires a new saving throw in any round that the 
  stircatrice uses its blood drain on the victim. The save DC is 
  Constitution-based.
  These aberrant creatures are prone to sudden rages and are nearly 
  mindless in their aggression. They routinely attack creatures larger 
  than themselves in order to feed on their blood. They are clumsy flyers 
  at best, preferring to move about in great leaping hops that appear 
  gangly and uncoordinated but actually cover distance very quickly. 
  Kept in menageries throughout the city, stircatrices are usually kept 
  in double-walled cages since even a peck of their long, slender beak 
  can spread a fatal infection. Some yogis and entertainers of a more 
  dramatic nature enter a stircatrice’s cage to meditate or prove their 
  mastery over the fearsome creature. An equal number of these have 
  ended up as bloodless corpses as have emerged alive — to the raucous 
  approval of their audience.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  61
  The Tome of Blighted Horrors
  Swarm, Blindingcrow
  This screeching whirlwind is a tumultuous mass of black feathers, 
  talons, and pecking beaks.
  BLINDINGCROW SWARM 
  CR 4
  XP 1,200
  N Tiny animal (swarm)
  Init +7; Senses low-light vision; Perception +10
   
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 27 (6d8)
  Fort +5; Ref +8; Will +3
  Defensive Abilities all-around vision, swarm traits; Immune 
  blindness
   
  Speed 10 ft., fly 40 ft. (aver-
  age)
  Melee swarm (2d6 plus dis-
  ease plus eye-rake)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction 
  (DC 13), eye-rake
   
  Str 2, Dex 17, Con 10, Int 3, Wis 
  13, Cha 7
  Base Atk +4; CMB —; CMD —
  Feats Improved Initiative, Skill 
  Focus (Perception), Weapon 
  Finesse
  Skills Fly +13, Perception +10
  SQ third eye
   
  Environment any temperate 
  land
  Organization solitary, flock 
  (2–4 swarms), or murder (5–10 
  swarms)
  Treasure none
   
  Disease (Ex) Blinding 
  sickness: Bite—injury; save 
  Fort DC 15; onset 1d3 days; 
  frequency 1/day; effect 1d4 
  Str damage, if more than 2 Str 
  damage victim must make 
  an additional Fort save or be 
  permanently blinded; cure 2 
  consecutive saves. The save 
  DC is Constitution-based and 
  includes a +2 racial bonus.
  Eye-Rake (Ex) Any living 
  creature damaged by a 
  blindingcrow swarm must 
  succeed on a DC 13 Reflex 
  save or be blinded as the 
  swarm scratches and tears 
  at the victim’s eyes. The 
  blindness lasts for 1d4 days 
  or until healed with a remove 
  blindness/deafness or a 
  successful DC 13 Heal check. 
  The save DC is Constitution-
  based.
  Third Eye (Su) Although 
  a blindingcrow has two 
  functional eyes, it actually sees 
  through the tips of its feathers as well. This enhanced sensory 
  perception grants it all-around vision, and it is immune to the 
  blind condition.
  A blindingcrow swarm is a mass of such birds mobbing together to 
  defend against a predator or some other individual that has sufficiently 
  antagonized them, usually through approaching too near a roosting murder 
  of the birds or with loud noises. Only when blindingcrows mob something 
  and form a swarm does the threat of blinding through their eye raking 
  attacks occur. Blindingcrow swarms have the same general characteristics 
  and habitat of normal blindingcrows.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  
  62
  The Blight: Richard Pett's Crooked City
  Woerm
  This worm-like monster’s eyeless head has a hooked jaw 
  and large, pointed ears. Its scaly hide is dull gray with a 
  crest on its head and along its back to its tail, along which its 
  shrunken, vestigial legs hang limply. Its long, multi-jointed 
  arms are like slimy spider-legs tipped with elongated, clawed 
  hands.
  WOERM 
  CR 4
  XP 1,200
  CE Medium aberration
  Init +7; Senses blindsense 30 ft.; Perception +10
  Aura stench (30 ft., DC 15, 10 rounds)
   
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 45 (7d8+14); regeneration 2 (acid, fire, or sun-
  light)
  Fort +4; Ref +7; Will +7
  Weaknesses sunlight vulnerability
   
  Speed 50 ft., burrow 10 ft., climb 30 ft., swim 30 ft.
  Melee bite +8 (1d6+3 plus disease), 2 claws +8 
  (1d4+3)
  Special Attacks disorientating scream, swarming
   
  Str 16, Dex 17, Con 15, Int 10, Wis 11, Cha 10
  Base Atk +5; CMB +8; CMD 21 (can’t be tripped)
  Feats Blind-Fight, Improved Initiative, Iron Will, 
  Lightning Reflexes, Spring AttackB
  Skills Acrobatics +17 (+25 to jump), Climb +29, Per-
  ception +10, Stealth +17, Swim +11; Racial Modifi-
  ers +4 Acrobatics, +8 Climb, +4 Stealth (+8 in rocky 
  areas)
  Languages Undercommon
  SQ blind, compression
   
  Environment underground
  Organization solitary, pair, gang (3–12), or cult 
  (13+)
  Treasure standard
   
  Blind (Ex) Woerms are blind. They are immune to 
  gaze attacks, visual effects, illusions, and other at-
  tack forms that rely on sight.
  Disease (Ex) Virulent Filth Fever; Bite—injury; save Fort DC 15; 
  onset 1d3 hours; frequency 1/hour; effect 1d3 Dex damage 
  and 1d3 Con damage; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  Disorientating Scream (Su) Woerms communicate with their 
  own kind via a highly pitched scream. Creatures other than 
  other woerms within 15 feet of a screaming woerm must suc-
  ceed at a DC 15 Will save or be confused for 1 round, as per 
  lesser confusion. A character who succeeds at this saving 
  throw is immune to that woerm’s disorientating scream for 
  24 hours. This is a mind-affecting sonic effect. The save DC is 
  Constitution-based.
  Swarming (Ex) Woerms dwell and fight in cramped quar-
  ters every day of their lives, and as such are quite adept at 
  swarming foes. Two woerms, or a woerm and a morlock, 
  can share the same square at the same time. If they attack 
  the same foe, they are considered to be flanking that foe as 
  if they were in two opposite squares.
  Sunlight Vulnerability (Ex) A woerm’s regeneration is sup-
  pressed each round it is exposed to sunlight. In addition, 
  after every hour of such exposure, a woerm takes 1d4 points 
  of Constitution damage.
  Woerms are an aggressive, insular race who constantly hunger for 
  flesh and who have become adept at survival in the crippling and stifling 
  confines of the Underneath. Originally spawned of cursed unions between 
  morlocks and troglodytes, they are rarely encountered and never above 
  ground, as sunlight repels them.
  Woerms are cautious when hunting, striking prey as they rush forth 
  from hidden holes and disappear into others. This tactic has led to an 
  impression that they enjoy playing with their prey — earning them the 
  name “Welcomers Below” — but woerms delight only in eating.
  Woerms are surprisingly sophisticated and intelligent, and have complex 
  and powerful clans and groups; two opposing groups of woerm never 
  work together, but occasionally a great leader forges a larger kingdom of 
  the creatures. These clans can last for decades — centuries even — and the 
  feasting halls that rarely have been discovered have shown their appetites 
  and successes. Occasionally, the insular woerms form an alliance with, 
  or more often enslave, a race of subterranean dwellers, typically their 
  morlock or troglodyte forebears.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  
  63
  The Tome of Blighted Horrors
  Appendix A:
  Animals
  
  64
  The Blight: Richard Pett's Crooked City
  This vicious-looking dog is heavily muscled and scarred from many 
  battles.
  BLIGHT-BULL (LIGHT FIGHTING DOG) 
  CR 1/2
  XP 200
  N Small animal
  Init +2; Senses low-light vision, scent; Perception +5
   
  AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 natural, 
  +1 size)
  hp 13 (2d8+4)
  Fort +5; Ref +5; Will +1
  Defensive Abilities ferocity
   
  Speed 40 ft.
  Melee bite +5 (1d4+3 plus jaw lock)
   
  Str 14, Dex 15, Con 15, Int 2, Wis 12, Cha 8
  Base Atk +1; CMB +2 (+6 grapple); CMD 14 (18 vs. trip)
  Feats Weapon Focus (bite)
  Skills Acrobatics +6 (+14 jumping), Perception +5; Racial 
  Modifiers +4 Acrobatics when jumping
  SQ tricks (attack, defend, down, exclusive, flank, menace)
  PPC:AA
  Gear leather barding
  PPC:AA See Pathfinder Player Companion: Animal Archive
   
  Environment urban
  Organization solitary, pair, or pack (3–12)
  Treasure none
    
  Jawlock (Ex) A fighting dog can lock its jaws when it hits with 
  a bite attack. This works like the grab special ability for crea-
  tures up to its size and the attach special ability for larger 
  creatures. Each round the dog successfully maintains 
  its grapple, the creature it is locked onto 
  takes bite damage.
  PIT-MASTIFF 
  (HEAVY FIGHTING DOG) 
  CR 2
  XP 600
  N Medium animal
  Init +2; Senses low-light vision, 
  scent; Perception +8
   
  AC 16, touch 12, flat-footed 14 
  (+3 armor, +2 Dex, +1 natural)
  hp 26 (4d8+8)
  Fort +6; Ref +6; Will +2
  Defensive Abilities ferocity
   
  Speed 40 ft.
  Melee bite +7 (1d6+4 plus jaw lock)
   
  Str 16, Dex 15, Con 15, Int 2, Wis 12, 
  Cha 8
  Base Atk +3; CMB +6 (+10 grapple); CMD 
  18 (22 vs. trip)
  Feats Light Armor Proficiency, Weapon 
  Focus (bite)
  Skills Acrobatics +6 (+14 jumping), Per-
  ception +8; Racial Modifiers +4 Acrobatics 
  when jumping
  SQ tricks (attack, defend, down, exclu-
  sive, flank, menace)PPC:AA
  Gear studded leather barding
  PPC:AA See Pathfinder Player Companion: Animal Archive
   
  Environment urban
  Organization solitary, pair, or pack (3–12)
  Treasure none
  Dogs bred and trained specifically to fight are much tougher than 
  normal breeds. They are typically garbed in light barding and have 
  been taught to lock their jaws to bring opponents down. Their training 
  has suppressed some of their natural instincts and rendered them quite 
  specialized; consequently, they aren’t of much use for other activities, 
  such as tracking, but continue to fight well past the point when other dogs 
  would no longer be able to continue.
  Animal Companion: A druid or other character with the ability to 
  select an animal companion may gain a fighting dog with the following 
  statistics:
  Starting Statistics: Size Small; Speed 40 ft.; AC +2 natural; Attack 
  bite (1d4); Ability Scores Str 14, Dex 17, Con 15, Int 2, Wis 12, Cha 8; 
  Special Attacks jawlock; Special Qualities low-light vision, scent.
  4th-Level Advancement: Size Medium; Attack bite (1d6); 
  Ability Scores Str +4, Dex –2, Con +2.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Dog, Fighting
  
  65
  The Tome of Blighted Horrors
  This massive bloated fish has a glowing, fleshy protrusion that extends 
  from the top of its skull and dangles in front of its wide mouth filled with 
  needlelike fangs.
  LYME ANGLER 
  CR 5
  XP 1,600
  N Huge animal (aquatic)
  Init +2; Senses blindsense 30 ft., low-light vision; Perception 
  +13
   
  AC 20, touch 8, flat-footed 18 (+12 natural, –2 size)
  hp 52 (7d8+21)
  Fort +8; Ref +7; Will +4
  Immune disease, poison
   
  Speed swim 30 ft.
  Melee bite +12 (2d8+12 plus disease)
  Space 15 ft.; Reach 10 ft.
  Special Attacks lantern lure
   
  Str 26, Dex 11, Con 17, Int 1, Wis 14, Cha 2
  Base Atk +5; CMB +15; CMD 25 (can’t be 
  tripped)
  Feats Alertness, Improved Initiative, Light-
  ning Reflexes, Weapon Focus (bite)
  Skills Perception +13, Stealth –8, Swim 
  +20
   
  Environment temperate ocean
  Organization solitary, pair, or 
  school (3–6)
  Treasure none
   
  Disease (Ex) Brine misery: 
  Bite—injury; save Fort DC 16; 
  onset 1d4 rounds; frequency 
  1/day; effect 1d4 Dex plus 
  staggered; cure 2 consecutive 
  saves. The save DC is Constitu-
  tion-based.
  Brine misery causes an extremely 
  irritating stinging itch at the point of the 
  wound that causes the victim to have the 
  staggered condition until the disease is 
  cured.
  Lantern Lure (Ex) As a free action, a Lyme 
  angler can illuminate the dangling lure on 
  its forehead with a phosphorescent glow that gives off light 
  equal to a candle. All creatures with an Intelligence of 2 or 
  less within 20 feet on which the Lyme angler has gained sur-
  prise must make a DC 13 Will save or become fascinated for 
  1 round. A creature that is not surprised has spotted the an-
  gler and is not fooled by the angler’s lantern display. Once 
  fascinated, a victim can make a new save each round that 
  the lantern lure remains in view to break the effect. Howev-
  er, while fascinated, the victim does not view the angler as 
  a potential threat and remains fascinated until it actually 
  attacks, which automatically breaks the effect. The save DC 
  is Dexterity-based.
  Also known as a slop-shark to those along the River Lyme, the Lyme 
  angler is among the largest of predatory fish in and around that waterway. 
  Lyme anglers have a luminescent organ called its lantern lure at the tip 
  of a modified dorsal ray (or fishing rod). The organ primarily serves to 
  lure prey into the warm, shallow, polluted waters of the Lyme, but also 
  serves to call the males’ attention to the females to facilitate mating. The 
  source of luminescence in this organ is a species of nearly microscopic 
  symbiotic brine shrimp that lives in and along the Lyme and has an affinity 
  for the lantern lure organ of the Lyme angler. Through a complex chemical 
  reaction, the Lyme angler is able to agitate these brine shrimp and cause 
  them to illuminate its lure at will.
  These diseased things of corruption and toxin are common in the Lyme. 
  They have enormous fanged-filled mouths, and their bodies are riddled 
  with sores, infestations, and chemical burns — proof that there are places 
  even they cannot swim safely. One of the most notorious man-eaters of 
  the river, the immense Lyme angler can reach lengths of more than 20 
  feet and weigh up to 5,000 pounds.
  Copyright Notice
  Author Jeffrey Swank, based on 
  material by Richard Pett.
  Lyme Angler (Slop-Shark)
  
  66
  The Blight: Richard Pett's Crooked City
  This massive eel, nearly 20 feet long, has a pale hide that is almost 
  translucent like a fish’s belly, but marred by great areas of sloughing 
  flesh that hang loose in rotten folds. It is eyeless, with a row of small 
  black nodules extending back from its snout, and has several small 
  vestigial fins growing sporadically along the length of its body. Its 
  mouth, however, is the most noticeable feature, occupying nearly a 
  quarter of its length, and splayed wide with a crowd of jagged fangs.
  SOUGH-EEL 
  CR 6
  XP 2,400
  N Huge animal (aquatic) 
  Init +4; Senses blindsense 90 ft., blindsight 30 ft., scent; 
  Perception +7
   
  AC 19, touch 8, flat-footed 19 (+11 natural, –2 size) 
  hp 76 (9d8+36) 
  Fort +10; Ref +8; Will +4
  Defensive Abilities loose flesh; Immune disease, poison, vi-
  sion-based attacks
  Weaknesses water dependency
   
  Speed 10 ft., swim 30 ft. 
  Melee bite +13 (2d8+12 plus disease and grab) 
  Space 15 ft.; Reach 10 ft. 
  Special Attacks gnaw, swallow whole (4d6 acid 
  damage, AC 15, 7 hp)
   
  Str 26, Dex 10, Con 19, Int 1, Wis 12, Cha 8 
  Base Atk +6; CMB +16 (+20 grapple); CMD 26 
  (can’t be tripped) 
  Feats Improved Initiative, Lightning 
  Reflexes, Skill Focus (Stealth), Stealthy, 
  Weapon Focus (bite) 
  Skills Escape Artist +12, Perception +7, 
  Stealth +9, Swim +20; Racial Modifiers +4 
  Stealth, +12 Escape Artist   
   
  Environment temperate ocean
  Organization solitary or school (4–8)
  Treasure none  
   
  Disease (Ex) Flesh Rot: Bite—injury; save Fort DC 18; onset 
  1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha 
  damage; cure 2 consecutive saves. The save DC is Constitu-
  tion-based. 
  Gnaw (Ex) If a sough-eel begins a round with a grabbed 
  foe, it inflicts automatic bite damage (2d8+12 points of 
  damage). A sough-eel possesses a second 
  set 
  of jaws in its throat that aid in swallow-
  ing — it can make a second bite attack 
  (+11 attack, 1d8+6) against a foe it has 
  already grabbed. After a sough-eel uses 
  its gnaw attack against a grabbed foe for 
  1d3 rounds, it attempts to swallow that foe on 
  its next attack.
  Loose Flesh (Ex) The rotten, loose folds of flesh that 
  continually slough off of a sough-eel provide it with 
  a measure of protection against certain attacks. In 
  addition to providing it with its racial bonus to Escape 
  Artist checks, it gives the sough-eel immunity to bleed 
  damage and precision damage such as that dealt by 
  sneak attacks.
  Water Dependency (Ex) Sough-eels can survive out of the 
  water for 1 minute per point of Constitution (after that, refer 
  to the drowning rules in the Pathfinder Roleplaying Game 
  Core Rulebook).
  These vile predators are found exclusively in the dark, filthy waters of 
  the Great Lyme River and Fetid Sea in the vicinity of the City-State of 
  Castorhage. Some have speculated that they were once a temperate water 
  variety of moray eel that was indigenous to the area until the Lyme was 
  tainted by the noxious effluvia from the metropolis known colloquially 
  as the Blight. Unlike most aquatic species that were unable to survive the 
  poisoning of the waters, the sough-eel population managed to endure the 
  deadly influx but was changed in the process. Immune to most disease and 
  poison, the sough-eels — carriers of their own endemic pathogen — are 
  now affected by it chronically so that their hide is in a constant state of 
  dying and sloughing off in large swaths and layers. This has not seemed to 
  affect their ability to survive in their harsh environment, and every native 
  of the Blight knows better to enter the water of the Lyme for fear of the 
  voracious attacks of the ever-present sough-eels.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Sough-Eel
  
  67
  The Tome of Blighted Horrors
  Appendix B:
  Between
  Creatures
  
  68
  The Blight: Richard Pett's Crooked City
  This ghost-like figure is composed of nightmarish imagery and 
  screaming faces.
  BETWEEN DREAM 
  CR 4/BA 3
  XP 1,200
  NE Small outsider (Between, incorporeal, native)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception 
  +12
   
  AC 18, touch 18, flat-footed 14 (+3 deflection, +3 Dex, +1 
  dodge, +1 size)
  hp 47 (7d10–7 plus 16)
  Fort +4; Ref +5; Will +7
  Defensive Abilities incorporeal; DR 2/cold iron; SR 15
   
  Speed fly 40 ft. (perfect)
  Melee incorporeal touch +11 touch (3d8 negative en-
  ergy plus nightmare curse)
  Spell-Like Abilities (CL 7th):
  3/day—lesser confusion (DC 15), scare (DC 15), van-
  ish
  1/day—deep slumber (DC 16), dimension 
  door, greater oneiric horrorOA (DC 17)
   
  Str —, Dex 17, Con 8, Int 10, Wis 15, Cha 17
  Base Atk +7; CMB +8; CMD 23 (can’t be 
  tripped)
  Feats Blind-Fight, Combat Casting, Dodge, 
  Improved InitiativeB, Mobility, Spring AttackB
  Skills Bluff +13, Fly +13, Intimidate +13, 
  Knowledge (planes) +10, Perception +12, 
  Sense Motive +12, Stealth +17
  Languages telepathy 100 ft.
   
  Environment any (Between)
  Organization solitary
  Treasure none
   
  Nightmare Curse (Ex) A Between dream’s 
  touch puts horrifying visions in the target’s 
  mind. Curse—incorporeal touch; save Will 
  DC 16; frequency 1/day; effect 1d4 Wisdom 
  damage and target is fatigued; cure 2 con-
  secutive saves or dispel evil, dream, or re-
  move curse. The save DC is Charisma-based.
  Between dreams are weaker versions of animate dreams 
  that form in Between rather than on the Ethereal Plane. 
  Like animate dreams, their true appearances are vague 
  and nebulous, but they react to the fears and emotions 
  of those around them, taking on increasingly nightmarish 
  appearances that differ for each viewer. Between dreams 
  sometimes cooperate with other Between creatures such 
  as Between vampires and gloams that have associations 
  with dreams and nightmares.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Between Dream
  
  69
  The Tome of Blighted Horrors
  Vaguely feline, this hairless, pale creature has wrinkled, flaccid skin, 
  a pair of stunted vestigial limbs extending from its flanks, and a ring 
  of small tentacles around its neck. Its clawed forepaws each bear one 
  wickedly hooked claw much larger than the others. Its eyes are dark 
  voids, and a long, prehensile tongue extends from its mouth.
  BETWEEN-CAT 
  CR 3/BA 3
  XP 800
  N Tiny magical beast (Between)
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
   
  AC 20, touch 20, flat-footed 15 (+3 deflection, +4 Dex, +1 
  dodge, +2 size)
  hp 21 (1d10 plus 16)
  Fort +2; Ref +6; Will +2
  Defensive Abilities dislocated (blurred movementACG); DR 2/
  cold iron; Immune disease, mind-affecting effects, poison; 
  Resist cold 5, electricity 5, sonic 5; SR 9
  ACG See Pathfinder Roleplaying Game Advanced Class 
  Guide
   
  Speed 30 ft., climb 20 ft.
  Melee 2 claws +7 (1d3–2), tongue +7 (1d2–2 plus grab)
  Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tongue)
  Special Attacks nulltropic scratch
  Spell-like Abilities (CL 3rd):
  At will—read magic
  1/day—comprehend languages
   
  Str 6, Dex 18, Con 10, Int 20, Wis 14, Cha 16
  Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs. trip)
  Feats DodgeB, MobilityB, Weapon Finesse
  Skills Acrobatics +8, Climb +16, Knowledge (arcana) +6, 
  Knowledge (Between) +6, Linguistics +8, Perception +10, 
  Stealth +20, Swim +4; Racial Modifiers +2 Linguistics, +4 Per-
  ception, +4 Stealth; uses Dexterity to modify Climb and Swim 
  checks
  Languages Abyssal, Aklo, Celestial, Common, Daemonic, 
  Infernal, Protean; telepathy 50 ft.
  SQ change shape (alter self), dual existence
   
  Environment any land (Between)
  Organization solitary, pair, pack (3–6), hunt (7–10), brood 
  (11–15), coven (16–30), or council (31–56)
  Treasure standard
   
  Dual Existence (Su) A Between-cat exists simultaneously in 
  Between and in the mundane world, and is capable of 
  traveling back and forth between them as a move ac-
  tion. When a Between-cat moves between these worlds, 
  it is able to choose a general location in which it arrives 
  (within 1d10x10 feet of its intended destination) but is not 
  accurate enough for a more precise arrival point. The 
  creature’s existence between two worlds yet completely 
  connected to neither gives the Between-cat a deflection 
  bonus to AC equal to its Charisma modifier.
  In the mundane world, a Between-cat’s change shape 
  ability causes it to appear as a specific normal cat (al-
  ways the same general appearance, coloration, etc.), 
  though the Between-cat can suppress this as a free 
  action and instead appear in its natural form. It can 
  resume its normal cat appearance as a move action. 
  In Between, the Between-cat always assumes its natural 
  form, though it can take on its normal cat form as a move 
  action and maintain this appearance each round as a free 
  action. Regardless of which form it is in, a Between-cat al-
  ways has access to all of its special abilities.
  Nulltropic Scratch (Su) Each round as a swift action before 
  making its attack roll, a Between-cat can designate one of 
  its claw attacks to cause nulltropic damage rather than nor-
  mal damage. This unique damage induces a loss of order 
  and energy in the target, producing an overall breakdown 
  Between-Cat
  
  70
  The Blight: Richard Pett's Crooked City
  of its substance toward nothingness. More than mere entro-
  py, which simply describes the loss of order and cohesion, 
  the nulltropy of the Between-cat brings about a complete 
  loss of existence in any form, albeit on a minuscule scale. 
  A single Between-cat’s nulltropic scratch deals only 1 
  point of nulltropic damage on a successful attack and is 
  not modified by Strength or other modifiers. However, this 
  damage scales upward in the presence of multiple Be-
  tween-cats. If more than one Between-cat is present, any 
  others within 100 feet that have line of effect with the at-
  tacking Between-cat can, as a standard action, choose to 
  bolster the nulltropic damage of the designated attacker. 
  Every Between-cat that opts to do so provides a cumulative 
  +1 bonus to the attack roll of the nulltropic scratch and in-
  creases the damage dealt as indicated in the table below. 
  More than one Between-cat in a battle can have its null-
  tropic attack bolstered in this way, but each Between-cat 
  present can bolster only one nulltropic attack per round.
  # Between-Cats
  Nulltropic Damage 
  1
  1
  2
  1d3
  3
  1d4
  4
  2d3
  5–6
  2d4
  7–9
  2d6
  10
  3d6
  11–14
  3d8
  15
  3d12
  16
  5d10
  17–30
  6d12
  31–55
  10d12
  56+
  20d10
  This nulltropic damage ignores all hardness, damage 
  reduction, immunities, or special qualities of the targeted 
  victim or object. It also ignores the distinction between cor-
  poreal and incorporeal and the associated miss chance, 
  always dealing damage to its target on a successful attack. 
  Miss chances due to concealment still apply normally as 
  they signify the chance of the attack missing altogether 
  rather than just being unable to hit due to some inherent 
  quality of the target. Even creatures or objects made en-
  tirely of negative energy take damage from a nulltropic 
  scratch. A creature slain by the nulltropic scratch of a Be-
  tween-cat (or cats) can return to life only with a miracle or 
  wish spell.
  Cats have often enjoyed a vaguely mysterious and sinister reputation 
  throughout many cultures, and the Between-cat may be the most 
  deserving of this reputation. Cat-like in name only due to its vaguely 
  feline appearance, some scholars question whether Between-cats began as 
  normal cats and were changed through exposure to the Between. Others 
  think they are actual creatures of the Between that managed to gain a cat-
  like appearance through their intimate contact with the mundane world, 
  while some believe they are some entirely unrelated species that simply 
  evolved concurrently to resemble the more mundane varieties of cats. 
  Whatever the case, it seems that Between-cats hold no special affinity for 
  true felines, and yet are able to move among them completely unnoticed 
  by other cats without raising any alarm when in their mundane cat forms. 
  Whatever the reason for their existence and their relationship to mundane 
  felines, Between-cats are one of the few creatures that enjoys seemingly 
  complete freedom in moving between the natural world and Between.
   
  While their full agenda is not known, two facts about Between-
  cats are recognized among the most learned of scholars. First, they 
  ceaselessly search through venerable tomes, petroglyphs, and other 
  ancient writings in search of some unknown secret or secrets that they 
  have revealed to no one. Second — whether related to the first item or not 
  — Between-cats seek to completely unmake reality for their own hidden 
  reasons. Because Between-cats possess their strange nulltropic attack, 
  they are literally able to accomplish this latter goal one tiny piece at a 
  time. Fortunately for the sake of reality and all who live in it, the nulltropic 
  damage caused by a single Between-cat is minuscule, and they are loath 
  to use it indiscriminately. They instead save it for enemies in battle or for 
  certain artifacts and writings they have found over the years, as well as 
  for aboleths, whom they consider bitter enemies. However, when more 
  Between-cats get together, they are able to bolster their nulltropic attack 
  to a terrifying degree. The scale of this damage begins to become truly 
  devastating when 16 of the creatures (or a full coven, as they classify their 
  gatherings) come together, and thankfully, no one has ever reported more 
  than 56 Between-cats congregating in one place. There is speculation, 
  however, that if more did gather, then the nulltropic damage they could 
  cause would continue to scale to an ever-accelerating degree. Most sober-
  minded theoreticians refuse to think too long on the dreadful implications 
  of this line of thought.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  71
  The Tome of Blighted Horrors
  This is no ordinary human child, but an infection, something that 
  leeched upon a living babe whilst in the womb and smothered it, 
  becoming something partly human and partly from Between. 
  Its form is fluid, oily almost, and the disturbing mixture of 
  human and slug is revolting to behold.
  CAUL CUCKOO 
  CR 5/BA 3
  XP 1,600
  N Small aberration (Between)
  Init +9; Senses darkvision 60 ft., low-light vision; 
  Perception +9
  Aura horrific appearance (30 ft., DC 15)
   
  AC 18, touch 16, flat-footed 13 (+5 Dex, 
  +2 natural, +1 size)
  hp 45 (5d8+10 plus 13); fast 
  healing 5
  Fort +3; Ref +8; Will +7
  Defensive Abilities distort-
  ed (25%); DR 2/cold iron; 
  Immune acid
  Weaknesses salt 
  vulnerability
   
  Speed 10 ft., bur-
  row 5 ft., climb 
  10 ft., swim 10 ft.
  Melee 3 tongues 
  +9 (1d4+3 plus 1d6 acid)
  Special Attacks lullaby 
  (DC 15)
  Spell-Like Abilities (CL 
  5th):
  Constant—detect 
  thoughts (DC 15)
  3/day—seek 
  thoughtsAPG (DC 16)
   
  Str 16, Dex 21, Con 15, 
  Int 14, Wis 12, Cha 17
  Base Atk +3; CMB 
  +5; CMD 20 (can’t be 
  tripped)
  Feats Go UnnoticedAPG, Im-
  proved Initiative, Iron WillB, Light-
  ning ReflexesB, Weapon Finesse
  Skills Acrobatics +13 (+5 to jump), Bluff +12, Climb +11, In-
  timidate +11, Perception +9, Sense Motive +10, Stealth +17, 
  Swim +11; Racial Modifiers +4 Bluff, +4 Sense Motive
  Languages Aklo, Common, Sylvan
  SQ change shape (humanoid; polymorph)
   
  Environment any land (Between)
  Organization solitary, pair, gang (3–8), or cult (9–20)
  Treasure standard
   
  Change Shape (Su) A caul cuckoo has two forms. Its natural 
  form is that of a vile slug-like thing with a distorted humanoid 
  head, but it can also take the form of a humanoid. A caul 
  cuckoo’s humanoid form is fixed by its humanoid mother — 
  it cannot assume different humanoid forms. A caul cuckoo 
  retains its immunity to acid and its tongue attacks while in 
  its humanoid form, and can shift into either of its forms as 
  a move action. Equipment worn or carried in its humanoid 
  form melds with its body when assuming its natural form.
  Horrific Appearance (Su) Creatures within 30 feet who 
  see a caul cuckoo in its natural form are sickened for 
  1d6 rounds (DC 15 Will save negates). This ability 
  is a mind-affecting fear effect. The save DC is 
  Charisma-based.
  Lullaby (Su) A caul cuckoo’s lullaby 
  has the power to disorient the minds 
  of those that hear it. When a caul 
  cuckoo sings, all creatures aside 
  from other caul cuckoos within 
  a 300-foot spread must succeed 
  on a DC 15 Will saving throw or 
  become confused. A creature 
  that successfully saves is not 
  subject to the same caul 
  cuckoo’s song for 24 hours. 
  This effect continues for as 
  long as the caul cuckoo 
  sings and for 1 round 
  thereafter. This is a sonic 
  mind-affecting compulsion 
  effect. The save DC is 
  Charisma-based.
  Salt Vulnerability (Ex) A handful 
  of salt burns a caul cuckoo as 
  though it was alchemist’s fire, 
  dealing 1d6 points of damage on the first and 
  following rounds.
  Caul cuckoos are the tragic result of an unborn 
  child corrupted by a caul cuckoo syre while still in 
  its mother’s womb. When birthed by its 
  human parent, a caul cuckoo is 
  Tiny and has the young simple 
  template 
  (see 
  Pathfinder 
  Roleplaying Game Bestiary) 
  but otherwise has all of its 
  normal abilities. A caul 
  cuckoo has a 50% chance 
  of being in either of its 
  two forms at birth. If in 
  its human form, it usually 
  waits until after nightfall 
  to either escape into the night, or 
  murder its sleeping parents and then 
  escape into the night. If born in its slug-like 
  form, it immediately attacks its mother and any others present in an 
  attempt to escape. Though the birth of these creatures is a rare occurrence, 
  there is a reason that many old midwives carry a bag of salt with them 
  whenever they attend a new delivery.
  Caul Cuckoo Syre
  This creature is a pallid pupa, no larger than a finger, with a tiny, 
  twisted humanoid face.
  CAUL CUCKOO SYRE 
  CR 1/BA 1
  XP 400
  N Fine aberration (Between)
  Init +1; Senses darkvision 60 ft., low-light vision, pregnancy 
  scent; Perception +5
   
  AC 19, touch 19, flat-footed 18 (+1 Dex, +8 size)
  hp 5 (1d8–3 plus 4)
  Fort −3; Ref +1; Will +3
  Caul-Cuckoo
  
  72
  The Blight: Richard Pett's Crooked City
  DR 2/cold iron; Immune acid
  Weaknesses salt vulnerability
   
  Speed 5 ft., burrow 5 ft., climb 5 ft., swim 5 ft.
  Space 1/2 ft.; Reach 0 ft.
  Special Attacks implant, lullaby (DC 13)
  Spell-Like Abilities (CL 1st):
  Constant—detect thoughts (DC 15)
  3/day—seek thoughtsAPG (DC 16)
   
  Str 1, Dex 13, Con 5, Int 6, Wis 12, Cha 17
  Base Atk +0; CMB −7; CMD −2 (can’t be tripped)
  Feats Go UnnoticedAPG, Skill Focus (Stealth)B
  Skills Bluff +7, Climb +3, Perception +5, Sense Motive +5, 
  Stealth +24, Survival +1 (+5 scent tracking), Swim +3; Racial 
  Modifiers +4 Bluff, +4 Sense Motive, +4 Survival when tracking 
  by scent
  Languages Aklo
   
  Environment any land (Between)
  Organization solitary
  Treasure none
   
  Implant (Ex) As a full-round action, a caul cuckoo syre can 
  crawl into the birth canal of a helpless (including sleeping) 
  humanoid female (no more than four size categories 
  larger than itself) and implant itself into her womb. Once 
  implanted, each time the host sleeps for a full night, the syre 
  bathes the host’s developing embryos or fetuses in unnatural 
  hormones and other chemicals leeched from its own 
  body. As a result of this process, every following morning, 
  the host is automatically sickened for 1 hour. After 5 nights 
  of this process, the host’s developing embryos or fetuses 
  are transformed into caul cuckoo fetuses (which take the 
  subtype of the host as their alternate form), and the syre fully 
  dissolves and is destroyed.
  If the presence of the syre is somehow detected or 
  suspected, it can be removed from the host with a 
  successful DC 20 Heal check. When a Heal check made 
  for this purpose fails by 5 or more, the host takes 1d6 
  points of damage. If the Heal fails by less than 5, the syre 
  is removed but the host also miscarries. A remove disease 
  spell cast on the host creature automatically renders the 
  syre unconscious for 1 minute. If the syre dies or becomes 
  unconscious, it is immediately ejected into the birth canal, 
  where it is automatically detected by the host and from 
  where it can be removed safely as a full-round action. While 
  implanted, a syre is considered helpless.
  Lullaby (Su) When a caul cuckoo syre sings, it may target 
  one creature within 30 ft. which must succeed on a DC 13 
  Will save or fall asleep for 1 minute, as per the sleep spell. 
  Creatures with more than 4 HD are immune. A creature that 
  successfully saves is not subject to the same syre’s song for 
  24 hours. This is a sonic mind-affecting compulsion effect. 
  The save DC is Charisma-based.
  Pregnancy Scent (Ex) A caul cuckoo can detect pregnant 
  humanoids within 60 feet by sense of smell, as per the scent 
  ability. This range increases to 120 feet if the expectant 
  mother is upwind, and decreases to 30 feet if downwind. 
  Strangely, the presence of a gravid ghoul tricks the caul 
  cuckoo syre into believing it is also a normal pregnancy, and 
  it is unwittingly drawn toward the foul undead beings, who 
  consider caul cuckoo syres to be quite the delicacy.
  Salt Vulnerability (Ex) A handful of salt burns a caul cuckoo 
  syre as though it was alchemist’s fire, dealing 1d6 points of 
  damage on the first and following rounds.
  Caul cuckoo syres are the progenitors of caul cuckoos. They spend the 
  majority of their lives stealthily searching out pregnant humanoid females 
  to infest, corrupting their unborn children into caul cuckoos.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  
  73
  The Tome of Blighted Horrors
  This black humanoid doesn’t appear to have eyes, a nose, or ears, 
  but its mouth, set in a permanently too-wide rictus smile, is filled with 
  awful, jagged teeth which, just like its claws, appear to be composed of 
  fragments of mirror.
  GLOAM 
  CR 13/BA 10
  XP 25,600
  NE Medium outsider (Between, native)
  Init +14/−6, dual initiative; Senses blindsense 60 ft., darkvision 
  90 ft., low-light vision; Perception +14
  Aura unnatural aura (30 ft.)
   
  AC 27, touch 21, flat-footed 16 (+10 Dex, +1 dodge, 
  +6 natural)
  hp 159 (11d10+44 plus 55); regeneration 15 (cold 
  iron)
  Fort +7; Ref +17; Will +7
  Defensive Abilities dislocated (displacement), 
  distorted (75%), improved evasion, incorporeal 
  step; DR 15/cold iron and magic; Immune fear, 
  mind-affecting effects, poison; Resist cold 20, 
  electricity 20; SR 28
   
  Speed 80 ft.; spider climb
  Melee bite +21 (2d6+3/19–20 plus 1d4 bleed), 2 
  claws +22 (1d8+10/17–20 plus 1d4 bleed)
  Ranged mirror shards +21/+16+11 (1d4+3/19–20 
  plus 1d4 bleed)
  Special Attacks fear gaze (DC 23), sneak at-
  tack +5d6
  Spell-Like Abilities (CL 10th):
  Constant—spider climb (self only)
  3/day—dimension door (self plus 50 lbs. of 
  objects only), shadow walk
   
  Str 16, Dex 31, Con 18, Int 15, Wis 10, Cha 27
  Base Atk +11; CMB +21; CMD 34
  Feats Agile ManeuversB, Bleeding CriticalB, 
  Blind-FightB, Critical FocusB, Dastardly 
  FinishAPG, Improved Blind-FightB, APG, Im-
  proved Critical (claw), Improved Initia-
  tive, Power Attack, Shadow StrikeB, APG, 
  Slashing GraceACG (claw), Weapon 
  Finesse, Weapon Focus (claw)
  Skills Acrobatics +24 (+44 when 
  jumping), Climb +17, Escape Artist 
  +24, Knowledge (Between) +13, 
  Perception +14, Sense Motive +14, 
  Stealth +24, Survival +14
  Languages Aklo, Common, Under-
  common
  SQ mirror shards
   
  Environment urban (Between)
  Organization solitary
  Treasure standard
   
  Fear Gaze (Su) A creature that sees 
  the gloam’s face must succeed on 
  a DC 23 Will save or cower in fear for 
  1d6 rounds. This is a mind-affecting 
  fear effect. The DC is Charisma-based.
  Incorporeal Step (Su) While a gloam 
  moves, it gains the incorporeal 
  subtype and quality, including 
  a deflection bonus to AC equal to its Charisma bonus (+6 for 
  most gloams). It loses the incorporeal subtype and special 
  ability when it stops moving.
  Mirror Shards (Ex) A gloam’s teeth and claws are razor-sharp 
  shards of mirrors, and it can conjure additional mirror shards 
  at will to use as ranged weapons (treat as shuriken). These 
  mirror shards have a critical threat range of 19–20 and inflict 
  1d4 points of bleed damage on a successful attack. This 
  bleed damage stacks with itself.
  A gloam embodies the paralyzing terror of the unknown “thing 
  in the darkness” combined with a stalking murderer. It is an 
  emotionless entity composed of alien flesh and shadow that steps 
  from Between to terrorize communities with serial killings. Its 
  imaginative dismemberment and placing of it victims’ bodies 
  conveys the horror they experienced when they encountered it 
  and the fear that ripples outward from a gloam’s presence in 
  the mundane world.
  Copyright Notice
  Author Alistair Rigg.
  Gloam
  
  74
  The Blight: Richard Pett's Crooked City
  A thing of sublime chaos, this creature seems to have no set form yet 
  is composed of flaccid skin and a trio of grasping, tentacle-like limbs. 
  Its form is partially made of boiling emotions that clothe the thing in 
  waxy flesh. Its great limbs grip at its surroundings, lacerating stone in its 
  grasp, while some sort of fetid opening surrounded by moist bones rises 
  to a set of horns like demented curved instruments through which an 
  agonizing, grating scream tears. 
  HERALD AT THE THRESHOLD 
  CR 10/BA 7
  XP 9,600
  N Large aberration (Between)
  Init +8; Senses blindsight 90 ft.; Perception +17
  Aura preternatural horror (DC 19)
   
  AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, −1 size)
  hp 113 (11d8+33 plus 31)
  Fort +6; Ref +9; Will +10
  Defensive Abilities amorphous, freedom of movement; DR 
  5/cold iron and magic; Immune mind-affecting effects, 
  transformation; SR 23
   
  Speed 30 ft., climb 30 ft.
  Melee 3 claws +15 (2d6+7/19–20 plus 1d4 Str)
  Space 10 ft.; Reach 10 ft. (30 ft. with claws)
  Special Attacks absorb, overwhelming mind, rend (2 
  claws, 2d6+10 plus 1d4 Str drain), screaming pipes
  Spell-Like Abilities (CL 18th):
  Constant—freedom of movement
  At will—dimension door
  3/day—quickened blink, quickened dimension door, 
  quickened dimensional anchor
   
  Str 24, Dex 19, Con 17, Int 8, Wis 17, Cha 18
  Base Atk +8; CMB +16; CMD 30 (can’t be tripped)
  Feats Combat Reflexes, Improved Critical (claw), 
  Improved Initiative, Lightning ReflexesB, 
  Power Attack, Quicken Spell-Like 
  Ability (blink, dimension door, di-
  mensional anchor)B, Stand Still, 
  Weapon Focus (claw)
  Skills Climb +29, Perception 
  +17, Stealth +14
  Languages Aklo (cannot 
  speak)
  SQ dimensional mastery
   
  Environment any (Between)
  Organization solitary
  Treasure double
   
  Absorb (Su) A herald at the threshold 
  can absorb any creature reduced to 
  0 Strength by moving into the same 
  space. A creature that fails a DC 
  22 Fort save dies and is absorbed 
  into the herald. This heals the her-
  ald by a number of hit points equal 
  to the creature’s Constitution score. 
  Excess hit points above the herald’s 
  normal maximum are gained as tem-
  porary hit points up to the maximum 
  temporary hit points it can gain from 
  the Between subtype (56 for most 
  heralds). Absorbed corpses can’t be 
  resurrected by any effect short of a mir-
  acle or wish until the herald that absorbed them has been 
  destroyed. The save DC is Strength-based.
  Dimensional Mastery (Su) After using dimension door, a her-
  ald at the threshold can take any actions it still has remain-
  ing on its turn. A herald at the threshold can use its dimen-
  sion door ability even while affected by dimensional anchor, 
  dimensional lock, or a similar spell or effect if it succeeds at 
  a DC 25 caster level check. 
  Immune to Transformation (Ex) A herald at the threshold is 
  immune to transmutation effects such as polymorph or petri-
  fication that would force it into a new form.
  Overwhelming Mind (Ex) A herald at the threshold’s mind is 
  overwhelming in its power and alien structure. Three times 
  per day, a herald can project its mind in a telepathic assault 
  on all creatures within a 30-foot cone. Such creatures must 
  succeed at a DC 19 Will save or be confused (as per the 
  confusion spell) for 2d4 rounds. In addition, creatures that 
  attempt to make mental contact with a herald, including 
  via such spells as detect thoughts or dominate monster, are 
  immediately subject to this attack. This is a mind-affecting 
  effect. Aberrations and outsiders (excluding native outsid-
  ers), and creatures with the Between subtype, are immune. 
  The save DC is Charisma-based.
  Preternatural Horror (Su) The biology, sounds, and 
  very existence of a herald causes those within 
  line of sight of them to succeed on a DC 19 Will 
  save or be struck with a malady (see The Blight: 
  Richard Pett’s Crooked City by Frog God Games). 
  This is a mind-affecting 
  attack. The save DC 
  is Charisma-based.
  Screaming Pipes 
  (Su) Three times per 
  day, a herald can 
  emit a deafening 
  scream through its horn-
  like appendages. All 
  creatures within 30 feet 
  of the herald must make 
  a DC 18 Will save or be 
  permanently deafened and 
  stunned for 1d4 rounds. Those 
  who succeed on the saving throw 
  are deafened for 1d4 rounds and stag-
  gered for 1 round. This is a sonic effect. 
  The save DC is Constitution-based.
  Born by the Beautiful to serve her needs 
  as keepers of her thresholds from Between, 
  the heralds are creatures that defy mortal and 
  mundane reference.
  Copyright Notice
  Author Alistair Rigg, based on material by 
  Richard Pett.
  Herald at the Threshold
  
  75
  The Tome of Blighted Horrors
  Superficially it could be a horse — certainly there is some horse in 
  it — but the resemblance is unnatural. It is a dark thing, a thing the eye 
  finds difficult to rest upon, with the anger and musk of a horse, but the 
  shape is wrong. Its head is dark and long, and slaver drools from it onto 
  the ground. And though it tosses its head like a horse, it has barbed teeth 
  within its jaw.
  HYME 
  CR 6/BA 3
  XP 2,400
  N Large magical beast (Between)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +9
  Aura musk of fear (60 ft., DC 16)
   
  AC 19, touch 13, flat-footed 15 (+4 Dex, +6 natural, −1 size)
  hp 67 (6d10+18 plus 16); fast healing 5
  Fort +8; Ref +9; Will +4
  Defensive Abilities dislocated (blurred movement), distorted 
  (25%); DR 2/cold iron
   
  Speed 60 ft.
  Melee bite +11 (1d8+6), 2 hooves +11 
  (1d6+6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks bray of terror (DC 16)
   
  Str 22, Dex 19, Con 16, Int 2, Wis 11, 
  Cha 11
  Base Atk +6; CMB +13; CMD 27 
  (31 vs. trip)
  Feats Improved Initiative, Iron 
  Will, Lightning ReflexesB, Nim-
  ble MovesB, Run
  Skills Perception +9
   
  Environment temperate 
  plains and swamp 
  (Between)
  Organization soli-
  tary, pair, or herd 
  (3–12)
  Treasure none
   
  Bray of Terror (Su) A 
  hyme can give out 
  a 
  terrifying bray. All creatures within 60 
  feet other than other hymes or a master 
  must succeed on a DC 16 Will save or be 
  frightened for 2d4 rounds. Animals receive 
  a –2 penalty, and horses and ponies a –6 
  penalty to this save. The save DC is Constitution-based.
  Musk of Fear (Ex) As a free action, a hyme can emit an 
  unpleasant musk. All creatures within 60 feet other than 
  other hymes or a hyme’s master must succeed on a DC 16 
  Fortitude save or be sickened for 1d4 minutes. Horses and 
  ponies receive a –6 penalty to this save. The save DC is 
  Constitution-based.
  The first hyme came about one terrible night when a creature from Be-
  tween was captured and held in a stable. Whilst the greedy captors sought 
  to sell their prize to those who collect such creatures in peculiar menag-
  eries, something terrible happened, and when the greedy hunters returned 
  they simply found the creature gone and the horses within mad with terror. 
  Cursing their bad luck, the hunters looked for new prey. A few months 
  later, each mare in the stable birthed a horrible dark thing that resembled 
  a foal but was certainly not of this world. The hunters went back to their 
  original purchaser with their new creatures and sold them. These were the 
  first hymes.
  A bastard union of the Between and the horse, the hyme combines the 
  qualities of a horse with the aggression of a Between creature. They are 
  hard to tame, but not impossible, and broken ones now regularly pull 
  coarse cabs around the city. Initially, such terrible dray were the exclusive 
  property of those aristocrats who could afford them, but their prodigious 
  appetites created more hymes from unions with mares (hymes are born to 
  both hyme-hyme and hyme-horse parents). They are now seen regularly, 
  but most often on dark nights.
  Hymes command very high prices, and are extremely rare to find for 
  sale. Occasionally, one becomes available, but generally only particular 
  dealers — such as Groppit, Swift & Humb: Hyme Dealers by Royal Ap-
  pointment — sell them. A hyme sells for 6,500 gp.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Hyme
  
  76
  The Blight: Richard Pett's Crooked City
  It is fleshy, but in a revoltingly waxy, insectoid way. It staggers on 
  several insect legs and drags itself along on two long limbs, making 
  the thing look like it is obsequiously praying to some demented god 
  as it moves. It has a vast bloated head riddled with teeth, but moves 
  with appalling speed despite its large size. As it moves, sinews, faces 
  and limbs of people bloat its flesh, and horribly distorted hands grope 
  outward from this vile host. Wreathed about its sickening flesh are 
  palpable manifestations of misery, regret, and bitter, dashed hope.
  MANTIS-THING FROM BETWEEN 
  CR 7/BA 5
  XP 3,200
  CN Large magical beast (Between)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception 
  +10
  Aura despair (10 ft., DC 17)
   
  AC 20, touch 14, flat-footed 15 (+5 Dex, +6 natural, −1 size)
  hp 86 (7d10+21 plus 27)
  Fort +8; Ref +10; Will +4
  DR 5/cold iron; Immune transformation; SR 19
   
  Speed 40 ft., climb 40 ft.
  Melee 2 claws +13 (2d6+6 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks implant, lunge, 
  proboscis, sudden strike
   
  Str 23, Dex 21, Con 16,  
  Int 5, Wis 14, Cha 14
  Base Atk +7; CMB +14 (+18 grapple);  
  CMD 29 (33 vs. trip)
  Skills Climb +14, Perception +10,  
  Stealth +19; Racial Modifiers +8 Perception, 
  +8 Stealth
  Feats Acrobatic StepsB, Combat 
  Reflexes, Improved Initiative, Nim-
  ble Moves, OutflankB, Pack AttackB, 
  Weapon Focus (claw)
  Languages Between Mantis
  SQ cocoon
   
  Environment any land (Between)
  Organization solitary, pair, or 
  nest (3–8)
  Treasure standard
   
  Aura of Despair (Su) All 
  creatures other than 
  Between creatures 
  within 30 feet of a mantis-thing must make a successful 
  DC 17 Will save or take a –2 penalty on attack rolls, saving 
  throws, skill checks, and ability checks for as long as they 
  remain within the aura. This is a mind-affecting effect. The 
  save DC is Charisma-based and includes a +2 racial bonus.
  Cocoon (Ex) Once per day, a mantis-thing can encase a 
  creature of up to Medium size in a dense cocoon (hardness 
  5, 30 hp, break DC 23) composed of fibrous material excret-
  ed from its mouth. The process, throughout which the victim 
  must be helpless, takes 1 minute for creatures less than size 
  Small, 2 minutes for Small creatures, and 3 minutes for Medi-
  um creatures.
  Immune to Transformation (Ex) A mantis-thing is immune to 
  transmutation effects such as polymorph or petrification that 
  would force it into a new form.
  Implant (Ex) A mantis-thing grows its eggs inside of a living 
  host. Implanting an egg in a host is a full-round action that 
  provokes attacks of opportunity, and the target must be 
  helpless but alive. Once an egg is implanted, it exudes par-
  alytic enzymes that keep the victim in a state of perpetual 
  paralysis but also keep it nourished and alive. This condition 
  lasts until the egg hatches in 1d4 days, at which point the 
  young mantis-thing consumes most of its host, killing it. An 
  egg can be surgically removed with a DC 25 Heal check 
  (this check deals 2d6 points of damage to the host regard-
  less of success), at which point the host recovers from the 
  paralysis in 1d6 rounds. Any magical effect that removes pa-
  ralysis or disease (such as remove paralysis, remove disease, 
  or heal) also destroys the egg, but immunity to paralysis or 
  disease does not offer protection.
  Lunge (Ex) A mantis-thing’s limbs are capable of reaching 
  much farther than normal for a creature of its size. As a 
  full-attack action, it can make a single attack with its claws 
  at double its normal reach (20 feet). When a mantis-thing at-
  tacks in this manner, it gains a +4 bonus on its attack roll and 
  deals 2d6+9 points of damage. A mantis-thing cannot make 
  attacks of opportunity with its lunge.
  Proboscis (Ex) A mantis-thing that grabs a foe can make 
  a bite attack against that foe as a secondary attack. The 
  mantis-thing’s bite is a +8 melee attack that deals 1d4+3 
  points of damage and subjects the victim to a paralytic 
  venom.
  Mantis-Thing Venom (Ex): Proboscis—injury; save Fort DC 
  16; frequency 1/round for 6 rounds; effect paralysis for 1 
  round; cure 1 save. The save DC is Constitution-based.
  Sudden Strike (Ex) During a surprise round, a mantis-thing 
  may act as if it had a full round to act, rather than just one 
  standard action.
  Mantis-things are exaggerated versions of insects, distorted by the 
  horror of parasitic infestation and the misery of hopelessness. They are 
  semi-intelligent, and communicate via a language composed of clicks 
  from their mouthparts, and the position and trembling of their patterned 
  forelimbs. 
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Mantis-Thing from Between
  
  77
  The Tome of Blighted Horrors
  This creature’s former body is now a collapsed tangle of rubbery  
  limbs and gnashing teeth that thrashes and gurgles as it drags itself about 
  with claws and tentacles that have sprouted from random locations.
  MOCKINGBEAST 
  CR 9/BA 1
  XP 6,400
  CN Large aberration (Between)
  Init +7; Senses darkvision 60 ft., low-light vision;  
  Perception +13
   
  AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, −1 size)
  hp 127 (13d8+65 plus 4); fast healing 5
  Fort +11; Ref +7; Will +11
  Defensive Abilities all-around vision, amorphous, insanity, 
  resistant to transformation; DR 2/cold iron; Immune mind-
  affecting effects; SR 15
   
  Speed 20 ft., climb 10 ft.
  Melee bite +15 (1d8+7/19-20 plus disease), 2 
  claws +15 (1d6+7/19-20 plus disease), 3 tentacles 
  +10 touch (grab)
  Special Attacks tentacle
  Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
   
  Str 24, Dex 17, Con 21, Int 8, Wis 5, Cha 16
  Base Atk +9; CMB +17 (+21 grapple); 
  CMD 30 (immune to trip)
  Feats Blind-Fight, Combat Reflexes, 
  Great Fortitude, Improved Critical 
  (bite, claw), Improved Initiative, 
  LungeB, Power Attack
  Skills Climb +23, Perception +13, 
  Stealth +15
  Languages Common
  SQ Between flux
   
  Environment any (Between)
  Organization solitary, pair, or 
  haunting (3–8)
  Treasure none
   
  Disease (Su) Mocking Plague 
  (Between)—bite, claw, or grab; 
  save Fort DC 15 negates, Fort 
  DC 19 to avoid effects; onset 1d6 
  hours; frequency 1/6 hours; effect 
  1d4 Con, 1d4 Cha, and target is 
  fatigued; for every 4 points of Con 
  damage, 1 point of the Cha damage 
  is drain; cure 2 consecutive saves. 
  A victim who would die as a result 
  of the mocking plague’s effects 
  must make a final DC 15 Fortitude 
  save. A creature that succeeds 
  on this saving throw does not die 
  and is instead transformed into a 
  mockingbeast.
  Between Flux (Su) A 
  mockingbeast’s body constantly 
  shifts and changes in response 
  to the Between plague that 
  infuses it, reshaping and 
  rebuilding it in minor but hideous 
  ways. Once a mockingbeast 
  enters combat, these mutations begin to 
  alter its statistics in small ways. Each round, at the start of a 
  mockingbeast’s turn, roll on the following table to see what 
  additional effect the between flux has on it — all of the 
  following mutations last until the end of the combat, and 
  for 1d4 minutes thereafter. The save DCs are Constitution-
  based.
  Mockingbeast
  
  78
  The Blight: Richard Pett's Crooked City
  1d8
  Result
  1
  If the mockingbeast has been damaged by a me-
  lee attack within the last minute, its DR increases 
  by 6 (max DR 20). If not, or if all weapon damage 
  ignored its DR, it gains a +2 bonus on melee attack 
  rolls, melee damage rolls, and CMB checks (max 
  +6).
  2
  If the mockingbeast has been injured by an energy 
  attack within the last minute, its resistance versus 
  the energy type that dealt the most damage 
  within that time increases by 10 (max 30). If not, all 
  creatures adjacent to the mockingbeast whenever 
  it is damaged by a piercing or slashing weapon 
  are sprayed with digestive fluid and take an addi-
  tional 1d6 points of acid damage (max 3d6).
  3
  If the mockingbeast has been struck by a weapon 
  within the last minute (whether it was damaged or 
  not), its natural armor bonus increases by +2 (max 
  +6). If not, it gains an extra melee attack. Roll 1d6: 
  1—bite; 2–3—claw; 4–6—tentacle.
  4
  If the mockingbeast has been damaged by a 
  ranged attack within the last minute, it gains a 
  breath weapon usable once every 1d4 rounds 
  (60-ft. line, DC 21, 6d8 acid). Otherwise, the mock-
  ingbeast grows agile appendages that increase its 
  speed and climb speed by 20 feet (increase of 40 
  ft. to each maximum). If the mockingbeast already 
  has a breath weapon, its breath weapon is imme-
  diately reusable whenever this result is rerolled.
  5
  If the mockingbeast has taken at least 25 points 
  of damage, it immediately heals 3d8+10 points of 
  damage and gains any excess as temporary hit 
  points that last for 1 hour or until depleted. If not, its 
  melee attacks double their critical threat range or, 
  if this enhancement has already been acquired, 
  deal an additional 1d4 bleed damage.
  6
  If the mockingbeast has received any harmful ef-
  fects from poison within the last minute, its saving 
  throws versus poison effects increase by +4. If not, 
  it gains an aura of foul vapors that cause adjacent 
  creatures to succeed on a DC 21 Fort save at the 
  start of their turns or be sickened for 1 minute. If this 
  enhancement has already been acquired, sick-
  ened creatures that fail on their saving throws are 
  nauseated for 1 round. This is a poison effect.
  7
  If the mockingbeast has been attacked by an op-
  ponent with total concealment against it within the 
  last minute, it gains blindsense +30 ft., and an addi-
  tional roll on a miss with its Blind-Fight feat. If not, it 
  gains a constant blur effect.
  8
  If the mockingbeast’s SR has been penetrated 
  within the last minute, its SR increases by 5 (max 25) 
  and it may immediately reapply its SR versus any 
  effect that is currently affecting it. If not, it gains a 
  spell-like ability. Roll 1d10: 1—unnatural lustUM (at 
  will, DC 15); 2—reckless infatuationUM (at will, DC 
  16); 3—unadulterated loathingUM (at will, DC 16); 
  4—crushing despair (3/day, DC 17); 5—fear (3/day, 
  DC 17); 6—overwhelming griefUM (3/day, DC 17); 
  7—terrible remorseUM (3/day, DC 17); 8—smug nar-
  cissismUM (1/day, DC 18); 9—envious urgeUM (1/day, 
  DC 19); 10—vengeful outrageUM (1/day, DC 19). 
  Reroll if the mockingbeast has already acquired 
  the indicated spell-like ability.
  Insanity (Ex) A mockingbeast’s mind is a raw chaos of mad-
  ness. It uses its Charisma modifier on Will saves instead of its 
  Wisdom modifier, and it is immune to mind-affecting effects. 
  Any attempt to contact a mockingbeast telepathically (in-
  cluding using spells such as detect thoughts and dominate 
  monster) produces a backlash effect, dealing 1d4 points of 
  Charisma damage to the one attempting the contact (DC 
  19 Will save negates). The save DC is Charisma-based.
  Resistant to Transformation (Ex) Transmutation effects, such 
  as polymorph or petrification, force a mockingbeast into a 
  new form, but at the start of its next turn it immediately re-
  turns to its normal form as a free action.
  Tentacle (Ex) A mockingbeast can grab foes with its tenta-
  cles and draw them adjacent. This tentacle attack has a 
  reach of 20 feet. The attack does no damage, but allows 
  the mockingbeast to grab and exposes a grabbed crea-
  ture to mocking plague. A mockingbeast does not gain the 
  grappled condition while using a tentacle to grapple. The 
  tentacle can be removed by making an opposed grapple 
  or Escape Artist check or by dealing 5 points of slashing 
  damage to sever the tentacle (AC 17; DR 2/cold iron; dam-
  age does not reduce the mockingbeast’s actual hp). A sev-
  ered tentacle regenerates after 1 minute.
  The mocking plague is a supernatural Between disease spread by 
  Between vampires and some other Between creatures. Most creatures that 
  contract this horrific infection die from the mutations it causes, but some 
  are instead transformed into aberrations known as mockingbeasts. These 
  monsters embody the biological chaos that the mocking plague causes, 
  changing their forms to survive attacks they are subject to or to better 
  spread the disease that created them.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  
  79
  The Tome of Blighted Horrors
  A fleshy sack, discolored with veins, sits amid and beneath a trio of 
  gangling legs that bend in all the wrong places. A head is thrust back 
  that looks part bird, part cockroach; its beak more akin to a stinger. 
  Its peacock-like plume is littered with wretched-looking scraps of flesh 
  topped by a grisly collection of severed harpy heads, the eyes of which 
  watch you with tortured expressions.
  NIGHTMARE CHOIR 
  CR 11/BA 7
  XP 12,800
  N Large aberration (Between)
  Init +10; Senses darkvision 90 ft., low-light vision, scent; 
  Perception +13
   
  AC 25, touch 15, flat-footed 19 (+6 Dex, +10 natural, −1 size)
  hp 141 (13d8+32 plus 31)
  Fort +8; Ref +10; Will +11
  Defensive Abilities all-around vision, distorted 
  (50%); DR 5/cold iron and magic; Immune 
  fear, disease, mind-affecting effects; SR 24
   
  Speed 15 ft., fly 30 ft. (average)
  Melee sting +14 (2d6+6 plus 1d2 
  Con), 3 talons +14 (1d8+6) or 
  sting +14 (2d6+6 plus 1d2 Con), 
  2 wings +9 (1d8+3) or bite +14 
  (4d6+9/19–20 plus grab) or 
  tongue +14 touch (pull)
  Space 10 ft.; Reach 10 ft. (20 ft. 
  with tongue)
  Special Attacks blood drain 
  (1d4 Con), captivating hymn, 
  death throes, fast swallow, 
  horrific inversion, pull (tongue, 
  15 ft.), swallow whole (2d6 
  piercing damage, AC 15, 
  11 hp [see below]), tongue
   
  Str 23, Dex 23, Con 18, Int 
  2, Wis 12, Cha 19
  Base Atk +9; CMB +16 
  (+20 grapple, +20 pull); 
  CMD 32
  Feats Ability Focus (hor-
  rific inversion, captivating 
  hymnB), Combat Reflex-
  esB, Devastating StrikeB, 
  HoverB, Improved Critical 
  (bite), Improved Initiative, 
  Iron Will, Power Attack, Skill 
  Focus (Bluff), Vital Strike
  Skills Bluff +15, Fly +4, Percep-
  tion +13, Stealth +13; Racial 
  Modifiers +4 Perception, +8 Bluff
  SQ sound mimicry (voices), talon 
  or wing
   
  Environment any land (Between)
  Organization solitary
  Treasure none
   
  Captivating Hymn (Su) The hymn of a nightmare choir’s 
  harpy plumes has the power to infect the minds of those 
  that hear it, calling them to the nightmare choir’s side. When 
  a nightmare choir raises its harpy plumes as a move action, 
  the plumes begin singing, and all creatures aside from other 
  nightmare choirs within a 300-foot spread must succeed 
  on a DC 22 Will save or become captivated. A creature 
  that successfully saves is not subject to the same nightmare 
  choir’s hymn for 24 hours. A victim under the effects of the 
  captivating hymn moves toward the nightmare choir using 
  the most direct means available. If the path leads them 
  into a dangerous area, such as through fire or off a cliff, 
  that creature receives a second saving throw to end the 
  effect before moving into peril. Captivated creatures can 
  take no actions other than to defend themselves. A victim 
  within 5 feet of the nightmare choir simply stands and offers 
  no resistance to the nightmare choir’s attacks. This effect 
  continues for as long as the harpy plumes sing and for 1 
  Nightmare Choir (Between Peacock)
  
  80
  The Blight: Richard Pett's Crooked City
  round thereafter. This is a sonic mind-affecting charm effect. 
  The save DC is Charisma-based.
  Death Throes (Ex) When killed, a nightmare choir explodes 
  in a mass of thorny, fleshy limbs riddled with teeth and 
  hundreds of tiny filaments that hook into clothing, skin, and 
  flesh, creating a web of wounding sinews. Creatures within 
  a 20-foot-radius burst take 6d6 piercing damage and are 
  grappled (DC 20 Reflex halves the damage and negates 
  the grappled condition). The area is thereafter treated as 
  under the effects of a web spell, except that the sinews 
  are not flammable and any failed check to escape or 
  move results in 1d6 damage to the creature. The save DC is 
  Constitution-based.
  Horrific Inversion (Su) As a standard action, a nightmare 
  choir can invert itself, forming a huge maw filled with 
  hundreds of quivering, needle-like teeth, and make a bite 
  or tongue attack as a part of the same action. Creatures 
  within 30 feet who witness this transformation must succeed 
  on a DC 22 Will save or become confused (as the confusion 
  spell) for 2d4 rounds, and gain a malady (see The Blight: 
  Richard Pett’s Crooked City by Frog God Games). Creatures 
  that succeed on this saving throw cannot be affected by 
  the same nightmare choir’s horrific inversion for 24 hours. This 
  is a mind-affecting insanity effect. The save DC is Charisma-
  based.
  An inverted nightmare choir cannot use its wings or its 
  captivating hymn but can revert to its normal form as a free 
  action, dropping any creatures in its stomach prone in an 
  adjacent square of its choosing.
  Swallow Whole (Ex) A creature swallowed by a nightmare 
  choir remains subject to the nightmare choir’s blood drain. If 
  a swallowed creature successfully cuts its way free, it forces 
  the nightmare choir to revert to its normal form, dropping 
  the swallowed creature prone in an adjacent square of the 
  nightmare choir’s choosing. A nightmare choir with a full 
  stomach must revert to its normal form to eject its stomach’s 
  contents before it can swallow whole again.
  Talon or Wing (Ex) A nightmare choir cannot use its wing 
  attacks while flying, and cannot use its talon attacks while 
  not flying.
  Tongue (Ex) A nightmare choir’s tongue is a primary attack 
  with a reach of 20 feet that deals no damage but can pull 
  creatures into the nightmare choir’s mouth. A nightmare 
  choir can make an immediate bite attack against a 
  creature that it pulls adjacent with its tongue.
  A nightmare choir is an animalistic predator that uses the 
  mesmerizing songs of harpies to lure prey to its side. When prey is near 
  — and prey is anything that the nightmare choir can drain blood from 
  — the monster suddenly inverts its body to make a surprising attack. 
  In its usual form, it appears as a veiny sack of rubbery, feather-flecked 
  skin, with bony, feathered wings, a swan’s neck tipped with a beak-like 
  stinger, three skinny, multi-jointed legs tipped with talons, and long, 
  peacock-like plumes tipped with the severed heads of harpies. When 
  the monster inverts, it suddenly bloats into a balloon of flesh that rips 
  apart to allow a great maw of hooked teeth to burst forward, and a 
  long, sticky tongue to shoot out to draw its prey in. The collapsed flesh 
  sack envelops its stinger, wings, and plume, which become unusable 
  in this alternate form.
  The thirteen eye-feathers of the nightmare choir’s plume are worth 100 
  gp each. If an eye-feather is used as an additional material component 
  for a divination spell, the spell is affected as though by the Extend Spell 
  metamagic feat.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  
  81
  The Tome of Blighted Horrors
  A shimmering in the air, like a heat haze, describes the silhouette of a 
  humanoid form.
  NIMB 
  CR 3/BA 3
  XP 800
  N Medium outsider (Between, incorporeal, native)
  Init +6; Senses darkvision 60 ft., low-light vision, 
  thoughtsenseOA 60 ft.; Perception +6
   
  AC 15, touch 15, flat-footed 13 (+3 deflection, +2 Dex)
  hp 29 (2d10+2 plus 16)
  Fort +1; Ref +5; Will +6
  Defensive Abilities incorporeal; DR 2/cold iron; Immune 
  bleed, disease, paralysis, poison, sleep effects, stunning; SR 9
  Weaknesses cold iron
   
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +4 (identity 
  absorption)
   
  Str —, Dex 15, Con 12, Int 13, Wis 12, 
  Cha 16
  Base Atk +2; CMB +4; CMD 17
  Feats Improved InitiativeB, Iron Will, 
  Skill Focus (Sense Motive)B
  Skills Bluff +8, Diplomacy +8, Fly 
  +10, Intimidate +8, Knowledge 
  (between) +6, Perception +6, 
  Sense Motive +9, Stealth +15; 
  Racial Modifiers +8 Stealth
  Languages Aklo, Common 
  (cannot speak); telepathy 
  100 ft.
  SQ bond
   
  Environment any (Between)
  Organization solitary
  Treasure none
   
  Bond (Su) As a full-round 
  action, a nimb can bond 
  itself with a willing or 
  helpless humanoid whose 
  square it is inhabiting. 
  This functions as greater 
  possessionOA, except 
  the host is still in full 
  control of its body. 
  The nimb and the host 
  can communicate 
  telepathically as 
  if they shared 
  a common 
  language. 
  Protection from evil 
  and similar effects do not expel 
  the nimb from its host nor limit 
  its abilities. A host bonded with 
  a nimb gains the nimbated 
  template (see Appendix C). 
  The nimb can sever the bond 
  as an immediate action, 
  whereupon it appears in the 
  closest empty square. 
  If a nimb bonds with 
  a 
  host that has been reduced to 0 Charisma, the nimb may 
  immediately heal any amount of Charisma damage to 
  the host that it dealt within the last minute. Each point of 
  Charisma damage healed in this way deals 2 points of 
  damage to the nimb.
  If the host dies, the bonded nimb is ejected to the closest 
  empty square where it immediately replicates, sacrificing 
  half of any remaining temporary hit points to the new nimb.
  Cold Iron Weakness (Ex) A cold iron weapon is considered 
  to be magical when used against a nimb. A magic cold 
  iron weapon functions as a ghost touch weapon when used 
  against a nimb.
  Identity Absorption (Su) Creatures hit by a nimb’s touch 
  attack must succeed on a DC 14 Will save or take 1d6 
  points of Charisma damage. On each successful attack, the 
  nimb heals 2 points of damage for each point of Charisma 
  damage it deals. Healing in excess of the nimb’s maximum 
  hit points is added to the nimb’s temporary 
  hit points. Such healing cannot increase 
  the nimb’s temporary hit points higher 
  than the maximum temporary hit 
  points it can gain from the Between 
  subtype (30 for most nimbi). The 
  save DC is Charisma-based.
  The nimbi are incorporeal creatures from 
  Between that appear as shimmering silhou-
  ettes of humanoid forms. They are strongly 
  drawn to other intelligent beings, and step 
  through mirrors and other reflec-
  tive portals between the dimen-
  sions to follow those they feel 
  connected to. Sometimes, a nimb 
  telepathically communicates with its 
  target, attempting to negotiate a bond-
  ing. Often, however, their alien mind-
  sets and troubling requirements prove 
  an insurmountable barrier to such 
  discussions, and they resort to force, 
  hoping that an agreement can be 
  made after the bond has formed.
  Copyright Notice
  Author Alistair Rigg.
  Nimb
  
  82
  The Blight: Richard Pett's Crooked City
  A hideous, three-eyed fish creature with a lobster-like tail, eight 
  long spider legs extending from its flanks ending in sharp claws, and a 
  strange globular gland just beneath its head drips a thick slime.
  SPIBOLETH 
  CR 6/BA 1
  XP 2,400
  LE Large aberration (aquatic, Between)
  Init +8; Senses darkvison 60 ft., low-light vision, tremorsense 
  60 ft.; Perception +15
   
  AC 22, touch 13, flat-footed 18 (+4 Dex, +9 natural,–1 size)
  hp 56 (5d8+30 plus 4)
  Fort +7; Ref +7; Will +7
  Defensive Abilities all-around vision;DR 2/cold iron; SR 12
   
  Speed 40 ft., climb 40 ft., swim 60 ft.
  Melee 2 claws +7 (1d6+5 plus poison), tail slap +6 (2d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks mucus web (+6 ranged touch plus poison), 
  powerful tail slap
  Spell-like Abilities (CL 12th):
  At will—hypnotic pattern (DC 15), illusory wall (DC 15), 
  mirage arcana (DC 18), persistent image (DC 18), pro-
  grammed image (DC 19) 
  3/day—charm monster (DC 17), dominate person (DC 18)
   
  Str 20, Dex 19, Con 22, Int 15, Wis 17, Cha 16
  Base Atk +3; CMB +9; CMD 23 (35 vs trip)
  Feats Improved Initiative, Lightning Reflexes, Multiattack, 
  Weapon Focus (tail slap)B
  Skills Climb +21, Escape Artist +12, Knowledge (any one) 
  +10, Perception +15, Spellcraft +10, Stealth +12 (+20 in mu-
  cus web), Swim +13; Racial Modifiers +4 Perception, +4 
  Stealth (+8 in mucus webs), +16 climb
  Languages Aboleth, Aklo, Common
  SQ amphibious
   
  Environment any ocean and coastline (Between)
  Organization solitary, pair, or colony (3–8)
  Treasure double
   
  Mucus Web (Ex) Spiboleths have spinneret like organs locat-
  ed beneath their heads from which specialized glands se-
  crete a thick mucus. This mucus is thicker than typical abo-
  leth mucus and does not form a cloud when underwater or 
  cause creatures to lose the ability to breathe air. Rather, this 
  mucus can be drawn forth from the gland that produces it 
  by the spinnerets and formed into web-like strands. Once 
  woven by the spinnerets, the mucus becomes locked in its 
  shape and is extremely tough though still extremely flexible. 
  With these mucus strands, a spiboleth can create a mucus 
  web to support itself and up to one additional creature of 
  the same size, though multiple spiboleths can combine their 
  output to create a single much larger web. Like any web, 
  these must be anchored on at least two solid surfaces, but 
  unlike a normal web, these can be created both in the air 
  or underwater. They tend to dry out and deteriorate faster 
  in air (requiring replacement every 1d4+1 days), but un-
  derwater they can last for weeks. Because of the nature of 
  the web’s construction, a spiboleth can cause a large air 
  bubble to be attached to all or a part of a mucus web that 
  is underwater. Air-breathing creatures can be captured and 
  Spiboleth
  
  83
  The Tome of Blighted Horrors
  held without drowning in these air bubbles, though each 
  5-foot square of air bubble only contains enough air to sup-
  port a single Medium air-breathing creature for 2 hours be-
  fore slow suffocation sets in (see Chapter 13 of the Pathfind-
  er Roleplaying Game Core Rulebook). By capturing air from 
  the surface in the slime coating of its underbelly, a spiboleth 
  can replenish the air for a single 5-foot-square air bubble 
  with each trip to the surface.
  In addition to the creation of this webbing, a spiboleth 
  can throw a strand of mucus web up to eight times per day. 
  This is similar to an attack with a net but has a maximum 
  range (in the air or underwater) of 50 feet with a range 
  increment of 10 feet, and is effective against targets up to 
  one size category larger than the spiboleth.
  Spiboleths can also create sheets of mucus webbing up 
  to three times their own size. They usually position these to 
  snare unwary creatures. Normally, approaching creatures 
  could see one of these webs easily, but spiboleths usually 
  camouflage them with mirage arcana, causing victims to 
  unknowingly stumble into them and be affected as if by a 
  successful mucus web attack.
  Mucus webs are somewhat sticky to all creatures other 
  than spiboleths, aboleths, and skum, so that any creature 
  struck by a mucus web attack or that stumbles into web 
  sheeting becomes entangled. An entangled creature can 
  escape with a successful DC 14 Escape Artist check or burst 
  the mucus web with a DC 14 Strength check. Attempts to 
  burst a mucus web by those caught in it suffer a –4 penalty. 
  Attempts to escape or burst mucus web sheeting gain a +5 
  bonus if the trapped creature has something to walk on or 
  grab while pulling free. Each 5-foot-square section of mucus 
  web has a number of hit points equal to the Hit Dice of the 
  spiboleth that created it (5 hp for most spiboleths) and DR 2/
  cold iron. The save and burst DCs are Constitution-based and 
  include a –4 penalty due to the inherent nature of the mucus.
  In addition to the threat of becoming stuck in a spiboleth’s 
  mucus web, if a creature stumbles into a mucus web or is 
  struck by a successful web attack, it is also exposed to the 
  spiboleth’s poison (see below) each round in which contact 
  with the webbing continues.
  A spiboleth can move across its own mucus web as its 
  climb speed and can pinpoint the location of any creature 
  touching its web.
  Poison (Ex) A spiboleth constantly coats its front claws in the 
  slimy mucus secreted by its spinneret glands.
  Claw—injury or web—contact; save Fort DC 20; frequency 
  1/round for 2 rounds; effect paralysis for 2d6 rounds or 1d6 
  Dex damage on a successful saving throw is made; cure 
  1 save. Dexterity damage is recovered after 2d6 rounds. 
  The save DC is Constitution-based and includes a +2 racial 
  bonus.
  If a creature makes three successful saving throw against 
  the poison mucus, it is immune to the mucus poison of that 
  spiboleth for 24 hours.
  Powerful Tail Slap (Ex) A spiboleth has a lobster-like tail that it 
  can coil up over its back to use its tail slap. This puts a great 
  deal of tension on the tail and causes its tail slap attack to 
  deal 2d6 points of damage + 1-1/2 times the spiboleth’s 
  Strength modifier.
  It is unknown whether the physicians stole their ideas from the aboleths 
  of the Unsea or the aboleths of the Unsea stole their concept from the 
  physicians of Castorhage. What is known is that the spiboleths are essen-
  tially a golem-stitched mixture of aboleth and giant spider and that the 
  physicians didn’t create them. The spiboleths dwell primarily in the shal-
  lows of the Unsea where they work with the vile aboleths of that realm as 
  almost-equal partners. They possess the same intellect and massive egos 
  as the aboleths, but are slightly inferior in magical aptitude and physical 
  prowess, a fact not lost on the aboleths who claim to be their original 
  creators. The aboleths do not outright enslave the spiboleths, however, 
  because the spiboleths are still relatively powerful and far too egocentric 
  to accept such an arrangement without an outright rebellion. The spibo-
  leths are much too useful to the aboleths as spies and agents to be sent to 
  the mundane world. In the eyes of the aboleths, the spiboleths have value 
  and they, therefore, bite back their prejudice and paternalism toward them, 
  limiting it to occasional small hints of superiority and a secret knowledge 
  among their own as to the truth of the matter. The spiboleths are well 
  aware of the aboleths’ thoughts on the matter, but they have not yet bred in 
  numbers sufficient to overthrow the more-powerful aboleths. For now, it 
  behooves both sides to cooperate and at least appear gracious toward one 
  another even if always looking for some sign of weakness to exploit. This 
  constant tension between aboleth and spiboleth is perhaps the greatest as-
  set that the peoples of the mundane world have against their machinations.
  Spiboleths superficially resemble a smaller version of the aboleths, 
  but with chitin-covered, spider-like legs instead of tentacles. In addition, 
  though they have the same vertical arrangement of eyes, those of the spi-
  boleth are actually multifaceted and provide the spiboleth with a greater 
  field of vision. Though powerful in their own right, the spiboleths are still 
  less powerful than their aboleth cousins, and they do not possess the same 
  form-altering slime and mucus cloud as the aboleths. Instead, the spibo-
  leths have the ability to live indefinitely out of the water, though they are 
  more comfortable in damp places where they can keep their bodies moist, 
  and they possess the ability to secrete a thick mucus from which they can 
  construct great webs made from thick strands of the nearly translucent 
  substance. The webs are somewhat sticky, but the mucus also has a para-
  lytic poison that makes them much more dangerous.
  Though spiboleths hail from Between, many of them find their way 
  into the mundane world and set up hidden lairs in the waters and along 
  the coasts. There is no telling how many of the great docks or blind river-
  side alleys that seem empty at a glance actually hold the web-strung lairs 
  of these spider-like aberrations hidden behind the camouflage of mirage 
  arcana or illusory walls as they watch their oblivious prey wandering by 
  mere yards away and contemplate their murky thoughts of conquest.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  84
  The Blight: Richard Pett's Crooked City
  The figure is child-like, but any sense of innocence is immediately 
  overshadowed by the aura of malevolence that seems to almost palpably 
  exude from it. Its flesh is gray and pasty, seemingly too loose for its body. 
  Its head is hairless with a wide mouth and distended jaw full of needle-
  sharp teeth, and, though humanoid in shape, when it moves it scuttles 
  about on all fours like some kind of insect with too many joints.
  SPITE-WAIF 
  CR 3/BA 1
  XP 800
  NE Small monstrous humanoid (Between, shapechanger)
  Init +4; Senses darkvision 60 ft.; Perception +7
   
  AC 17, touch 16, flat-footed 12 (+4 Dex, +1 dodge, +1 natu-
  ral, +1 size)
  hp 24 (3d10+3 plus 5)
  Fort +4; Ref +7; Will +5
  DR 2/cold iron; Immune charm, magical sleep; SR 9
   
  Speed 20 ft.
  Melee bite +6 (1d6+2 plus grab), 2 slams +6 (1d6+2)
  Special Attacks swallow whole (1d4 acid, AC 10, 2 hp)
  Spell-like Abilities (CL 3rd):
  1/day—sleep (DC 12)
   
  Str 15, Dex 18, Con 12, Int 11, Wis 14, Cha 13
  Base Atk +3; CMB +4 (+8 grapple); CMD 19
  Feats Dodge, Great Fortitude, Improved Natural Attack (slam)B
  Skills Bluff +7 (+11 while using change shape ability), Diplo-
  macy +3, Disguise +7 (+27 while using change shape ability), 
  Perception +7, Sense Motive +4, Stealth +13; Racial Modifiers 
  +4 Bluff, +4 Disguise
  Languages Common
  SQ change shape (alter self), create mirror-portal, perfect copy
   
  Environment any land (Between)
  Organization solitary or gang (3–6)
  Treasure incidental
   
  Create Mirror-Portal (Su) A spite-waif 
  can, once per day, turn a normal mir-
  ror into a portal between the Material 
  Plane and Between. To use this ability, 
  a mirror must be obtained from the 
  Material Plane and taken to Between 
  where the spite-waif must first conduct 
  a 1-hour ritual to attune the mirror and 
  turn it into a device for scrying. It is then 
  able to scry through any Material Plane 
  mirror for a suitable location to use as a 
  portal. Once a location is determined, the 
  spite-waif creates the mirror-portal and fixes it 
  between the two mirrors. The spite-waif cannot 
  attune its mirror to any other mirror. Once the mir-
  rors are attuned, the portal can be opened from 
  either end by simply sliding the mirror aside as a 
  move action and revealing the extradimensional 
  portal behind it. Anyone can pass through the 
  mirror-portal as long as they can fit through the 
  dimensions of the mirror’s pane. Once created, 
  a mirror-portal remains open indefinitely until 
  closed. If closed, it can no longer be opened 
  except by the spite-waif that created 
  it. If either mirror is destroyed, the mir-
  ror-portal is closed permanently.
  Perfect Copy (Su) When a spite-
  waif uses change shape, it can assume the appearance of 
  a specific individual. Unlike a doppelganger, when a spite-
  waif is killed it remains in its assumed form unless a dispel 
  magic or break enchantment is cast on the corpse.
  These creatures are insidious changelings and infiltrators from Between. 
  Spite-waifs are an immature stage in the development of a doppelganger 
  that are native to that bizarre realm. While they have the doppelganger’s 
  ability to change shape, they lack its physical power and ability to read 
  minds. As a result, they are used primarily as changelings to replace 
  children of the Material Plane, and then grow up within that child’s 
  household and live its life. The reasons for these switches are manifold, 
  but they are universally of malign intent. This is especially evident in the 
  fact that unlike hags, who swap changelings out for real children and then 
  raise the true child as its own, the spite-waif usually devours the child at 
  the time of the switch.
  Superficially, spite-waifs physically resemble a small humanoid child but 
  with a doppelganger’s characteristic gray and formless skin and features. 
  Its jaw is able to distend to allow it to swallow creatures of up to Tiny 
  size, and a mouthful of needle-sharp teeth help it grip its prey. Internally, 
  the spite-waif’s abdomen is almost entirely occupied by a greatly elastic 
  stomach that allows it to hold swallowed prey, and the corrosive digestive 
  acids dissolve it quickly to prevent any telltale distention to give away 
  the truth of its recent meal. Horrifically, the parents of switched children 
  are frequently concerned about a possible stomach ailment afflicting their 
  “child” when they change its bedclothes, not aware of the true source of 
  its exceptionally soiled and sometimes bloody diapers.
  A spite-waif can maintain its charade for years, keeping its altered form 
  continuously, and usually does so for the entire childhood and adolescence 
  of the replaced child. In many ways, they become that child, assuming all 
  of its roles and eventual responsibilities, though it always maintains some 
  form of contact with its own kind — even if only a quick meeting once 
  every few years — to stay current on the planned reasons for the switch. 
  The reasons and plans for a changeling switch are always extremely far-
  reaching, taking decades to develop, and frequently involve replacing a 
  child from a prominent family in order to attain a powerful position in 
  government later in adulthood.
  While a spite-waif remains in Between, it doesn’t mature physically 
  or in Between Age (BA) until 80 years (+/– 1d10 years) have passed. 
  At that point, it immediately matures into either a doppelganger with 
  the Between subtype (BA 7) or a Between-grown doppelganger and 
  loses its spite-waif abilities. Conversely, a spite-waif that dwells on the 
  Material Plane no longer advances in Between Age but rather appears 
  to grow at a rate comparable to the species it mimics. When a Material 
  Plane-dwelling spite-waif reaches physical maturity (usually within 10–
  12 years), it attains Medium size and completes its transformation into 
  a full non-Between doppelganger, losing its bite and swallow whole 
  abilities as well as its innate ability to create mirror-portals 
  and Between subtype (and associated abilities). 
  It does develop the claw attacks, mimicry, 
  and ability to cast detect thoughts, 
  becoming in all ways at this point a 
  normal doppelganger, though likely 
  maintaining any prior contacts with 
  its Between compatriots.
  Copyright Notice
  Author Greg A. Vaughan, based 
  on material by Richard Pett.
  Spite-Waif
  
  85
  The Tome of Blighted Horrors
  Something stirs in the sludge beneath, swimming through the 
  arsenic poison that passes for water. It is vast, a seething 
  globe of flesh, a mountain of rotting skin 
  that hangs like a bridal train behind its 
  back. It has at least a dozen eyes oddly 
  spaced on its foul body, and a vast maw 
  capable of swallowing a ship.
  GARGANTUAN 
  WALLOW-WHALE 
  CR 12/BA 1
  XP 19,200
  N Gargantuan magical beast 
  (aquatic, augmented animal, 
  Between)
  Init +1; Senses blindsight 120 
  ft., darkvision 60 ft., low-light vision; 
  Perception +24
   
  AC 27, touch 3, flat-footed 27 (–3 Dex, 
  +24 natural, –4 size)
  hp 173 (16d10+80 plus 5)
  Fort +17; Ref +7; Will +7
  DR 2/cold iron; SR 18
   
  Speed swim 40 ft.
  Melee bite +25 (2d8+19 
  plus grab and disease)
  Space 20 ft.; Reach 20 ft.
  Special Attacks capsize, 
  swallow whole (2d4+19 plus 
  3d6 acid, AC 22, 16 hp)
   
  Str 36, Dex 4, Con 21, Int 4, Wis 11, Cha 5
  Base Atk +16; CMB +33 (+35 bull rush; +37 grapple); CMD 40 
  (42 vs. bull rush; can’t be tripped)
  Feats Awesome BlowB, Diehard, Endurance, Great Fortitude, 
  Improved Bull Rush, Improved Initiative, Iron Will, Power 
  Attack, Skill Focus (Perception)
  Skills Perception +24, Swim +29; Racial Modifiers +4 
  Perception
  Languages Aklo (cannot speak)
   
  Environment any ocean (Between)
  Organization solitary or mated pair
  Treasure none
   
  Capsize (Ex) A wallow-whale can attempt to capsize a boat 
  or ship by ramming it as a charge attack and making a CMB 
  check. The DC of this check is 25, or the result of the captain’s 
  Profession (sailor) check, whichever is higher. For each size 
  category the ship is larger than the whale’s size, the whale 
  takes a cumulative –10 penalty on this CMB check.
  Disease (Ex) Filth Fever: injury (bite); save Fortitude DC 23; 
  onset 1d3 days; frequency 1/day; effect 1d3 Dex damage 
  and 1d3 Con damage; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  COLOSSAL WALLOW-WHALE 
  CR 15/BA 3
  XP 51,200
  N Colossal magical beast (aquatic, augmented animal, 
  Between)
  Init +1; Senses blindsight 120 ft., darkvision 60 ft., low-light 
  vision; Perception +28
   
  AC 30, touch 0, flat-footed 29 (–2 Dex, +30 natural, –8 size)
  hp 266 (20d10+140 plus 16)
  Fort +21; Ref +10; Will +9
  DR 2/cold iron; SR 21
   
  Speed swim 40 ft.
  Melee bite +29 (4d6+25 plus grab and 
  disease)
  Space 30 ft.; Reach 30 ft.
  Special Attacks capsize, swallow whole 
  (2d4+25 plus 3d6 acid, AC 24, 25 hp)
   
  Str 44, Dex 6, Con 25, Int 4, Wis 13, Cha 5
  Base Atk +20; CMB +45 (+47 bull rush; +49 
  grapple); CMD 53 (55 vs. bull rush; can’t 
  be tripped)
  Feats Awesome BlowB, Diehard, 
  Endurance, Great Fortitude, Improved 
  Bull Rush, Improved Initiative, Improved 
  Natural ArmorB, Improved Vital Strike, Iron 
  Will, Power Attack, Skill Focus (Perception), 
  Vital Strike
  Skills Perception +28, Swim +34; Racial 
  Modifiers +4 Perception
  Languages Aklo (cannot speak)
   
  Environment any ocean (Between)
  Organization solitary or mated pair
  Treasure none
   
  Capsize (Ex) A wallow-whale can attempt to 
  capsize a boat or ship by ramming it as a charge 
  attack and making a CMB check. The DC of this check is 
  25, or the result of the captain’s Profession (sailor) check, 
  whichever is higher. For each size category the ship is larger 
  than the whale’s size, the whale takes a cumulative –10 
  penalty on this CMB check.
  Disease (Ex) Filth Fever: injury (bite); save Fortitude DC 27; 
  onset 1d3 days; frequency 1/day; effect 1d3 Dex damage 
  and 1d3 Con damage; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  Originally found only in the Unsea of Between before some of these 
  great cetaceans somehow escaped and began reproducing in the mundane 
  world’s oceans, wallow-whales are now the terror of the Fetid Sea and one 
  of the primary threats for which the Castorhage Navy diligently patrols 
  those waters. Wallow-whales are offal, carrion, husks, leavings, and scum 
  given life. Stirges are frequently seen circling them when they surface 
  to launch a spume of oily brine, purulence, and clotted fluids from their 
  blowholes, and oozes capable of surviving in the acidic environment can 
  sometimes be found infesting their cathedral-like stomachs. Wallow-
  whales aren’t afraid to venture close to the city to feed upon the excrement, 
  rot, and flotsam that seethes like a gyre around its foundations. Yet despite 
  their foul body habitus, the ambergris of a wallow-whale is a thing both 
  rare and highly valuable, selling for as much as 100 gp/pound. Daring or 
  foolhardy whalers armed with cold-iron harpoons hunt these beasts upon 
  the oceans, and in some cases upon the Unsea, with typical Gargantuan 
  specimens typically yielding 1d6 x 10 pounds of the substance, and a 
  Colossal beast yielding 3d6 x 10 pounds.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Wallow-Whale
  
  86
  The Blight: Richard Pett's Crooked City
  Appendix C:
  Templates
  
  87
  The Tome of Blighted Horrors
  More commonly referred to as the “reborn,” 
  alchymic-undying creatures are living creatures 
  infused with the gifts of undeath through exposure 
  to the mysterious elixir of life.
  Creating an Alchymic-Undying Creature
  “Alchymic-Undying Creature” is an acquired 
  template that can be added to any living 
  creature (referred to hereafter as the base 
  creature) that succeeds on its Fortitude 
  saving throw when exposed to elixir 
  of life (see The Blight: Richard Pett’s 
  Crooked City by Frog God Games). 
  An alchymic-undying creature uses 
  the base creature’s statistics and 
  special abilities except as noted here.
  CR: Same as the base creature +1.
  Defensive Abilities: An alchymic-
  undying creature gains the following 
  defensive abilities.
  Negative Energy Affinity: An alchymic-
  undying creature reacts to positive and 
  negative energy as if it were undead — 
  positive energy harms it, while negative 
  energy heals it.
  Resist Energy Drain (Ex): An alchymic-
  undying creature takes no penalties from 
  energy drain effects, though it can still be 
  killed if it accrues more negative levels than 
  it has HD. After 24 hours, any negative 
  levels 
  an 
  alchymic-undying 
  creature 
  possesses are removed without the need 
  for a saving throw.
  Alchymic-Undying 
  Resistances: 
  An 
  alchymic-undying creature gains DR 
  10/— against nonlethal damage, and 
  a +4 racial bonus on saving throws 
  against ability damage or drain 
  to 
  Constitution, 
  Dexterity, 
  and 
  Strength, death effects, disease, 
  paralysis, and poison.
  Alchymic-Undying 
  Immunities: 
  An alchymic-undying creature is immune to 
  exhaustion, fatigue, physical aging, sleep, and 
  starvation effects.
  Ability Scores: –4 Constitution. An alchymic-undying creature’s bond 
  to undeath impedes its mortal vigor.
  Special Qualities: An alchymic-undying creature gains the following 
  special qualities.
  Gift of Undeath: An alchymic-undying creature does not need to 
  sleep. It needs to eat and drink but requires only one-tenth of the 
  usual food and drink required by a creature of its type, enabling it to 
  go long periods without sustenance. It needs to breathe but can hold 
  its breath for a number of rounds equal to 10 times its Constitution 
  score. Immune to the physical effects of aging — although still able 
  to gain the benefits of aging to its mental ability scores (Charisma, 
  Intelligence, and Wisdom) — an alchymic-undying creature is not at 
  risk of death from old age.
  Regeneration: An alchymic-undying creature gains regeneration 1 
  +2 per 3 HD it possesses. Acid and fire damage causes an alchymic-
  undying creature’s regeneration to stop functioning on the round 
  following the attack.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Savius Golgolan
  This thin, dark robed man has pale, almost translucent skin and long, 
  wispy white hair. He looks ancient but moves with surprising vitality, and 
  his piercing stare belies an intellect still keen and engaged.
  SAVIUS GOLGOLAN 
  CR 11
  XP 12,800
  Male alchymic-undying human necromancer 11
  LN Medium humanoid (human)
  Init +5; Senses darkvision 60 ft.; Perception +4
   
  AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
  hp 49 (11d6 plus 11); regeneration 7 (acid, fire)
  Fort +9; Ref +6; Will +10
  Defensive Abilities negative energy affinity; DR 10/— vs. 
  nonlethal damage; Immune alchymic-undying immunities; 
  Resist energy drain, alchymic-undying resistances
   
  Speed 30 ft.
  Melee mwk dagger +6 (1d4/19–20)
  Special Attacks channel negative energy 8/day (DC 17)
  Arcane School Spell-Like Abilities (CL 11th; melee 
  touch +5):
  8/day—grave touch (5 rounds)
  Necromancer Spells Prepared (CL 11th; melee touch +5, 
  ranged touch +6):
  6th—create undead, eyebite (DC 23)
  5th—baleful polymorph (DC 20), magic jar (DC 22), 
  teleport, waves of fatigue
  4th—animate dead, enervation, fear (DC 21), solid 
  fog, wall of fire
  3rd—blink, fireball (DC 18), fly, ray of exhaustion (DC 
  20), vampiric touch (x2)
  2nd—blindness/deafness (DC 19), false life, resist 
  energy, see invisibility, scare (DC 19), scorching 
  ray
  1st—alarm, burning hands (DC 16), cause fear 
  (DC 18), detect undead, expeditious retreat, 
  mage armor (already cast), magic missile
  0 (at will)—bleed (DC 17), detect magic, read 
  magic, touch of fatigue (DC 17)
  Opposition Schools enchantment, illusion
   
  Str 10, Dex 12, Con 10, Int 20, Wis 8, Cha 14
  Base Atk +5; CMB +5; CMD 16
  Feats Brew Potion, Combat Casting, Command Undead, 
  Craft Wondrous Item, Greater Spell Focus (necromancy), Im-
  proved Channel, Improved Initiative, Iron Will, Scribe Scroll, 
  Spell Focus (necromancy), Toughness
  Skills Craft (alchemy) +19, Fly +5, Heal +4, Intimidate +7, 
  Knowledge (arcana) +19, Knowledge (dungeoneering) +13, 
  Knowledge (engineering) +13, Knowledge (geography) +13, 
  Knowledge (history) +13, Knowledge (local) +13, Knowledge 
  (nature) +13, Knowledge (nobility) +13, Knowledge (planes) 
  +13, Knowledge (religion) +18, Perception +4, Spellcraft +19
  Languages Aklo, Common, Dwarven, Elven, Goblin, Infernal
  SQ arcane bond (familiar—rat), gift of undeath, life sight (10 
  feet, 11 rounds/day)
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility, robe of bones; Other Gear amulet of natural ar-
  mor +1, cloak of resistance +2, masterwork dagger, goggles 
  of night, headband of vast intelligence +2 (Craft [alchemy]), 
  spellbook, crystal for magic jar (100 gp), onyx gems (300 gp), 
  623 gp.
  Alchymic-Undying Creature
  
  88
  The Blight: Richard Pett's Crooked City
  The alchymic-unliving are creatures tainted by the curse of undeath 
  through exposure to elixir of life. Those who partake in the forbidden 
  fruits of such alchymic experimentation face a dismal future. It is true that 
  death, or at least mortal death by aging, is no longer a concern, but the life 
  left is bleak and bereft of any of the joys of the living.
  Creating an Alchymic-Unliving Creature
  “Alchymic-Unliving Creature” is an acquired template that can be 
  added to any living creature (referred to hereafter as the base creature) 
  that fails its Fortitude saving throw when exposed to elixir of life (see The 
  Blight: Richard Pett’s Crooked City by Frog God Games). An alchymic-
  unliving creature uses the base creature’s statistics and special abilities 
  except as noted here.
  CR: Same as the base creature +1.
  Type: The creature’s type changes to undead (augmented). Do not 
  recalculate class HD, base attack bonus, or saves.
  Senses: An alchymic-unliving creature gains darkvision 60 ft.
  AC: An alchymic-unliving creature’s natural armor increases by 2.
  Hit Dice: Change all racial HD to d8s. Class HD are 
  unaffected. As undead, alchymic-unliving creatures 
  use their Charisma modifier to determine bonus 
  hit points (instead of Constitution).
  Defensive Abilities: An alchymic-unliving 
  creature gains the following defensive 
  abilities. They do not gain any further 
  immunities from the undead type.
  Alchymic-Unliving Immunities: Immunity 
  to bleed, death effects, disease, paralysis, 
  poison, sleep effects, and stunning. 
  Not subject to nonlethal damage, 
  ability drain, or energy drain. 
  Immune to damage to its physical 
  ability 
  scores 
  (Constitution, 
  Dexterity, and Strength), as well 
  as to exhaustion and fatigue 
  effects. Immunity to any effect 
  that requires a Fortitude save 
  (unless the effect also works 
  on objects or is harmless). Not 
  at risk of death from massive 
  damage, but is immediately 
  destroyed when reduced to 0 
  hit points. Not affected by raise 
  dead and reincarnate spells or 
  abilities. 
  Resurrection 
  and true resurrection 
  can 
  affect 
  alchymic-
  unliving 
  creatures. 
  These 
  spells 
  turn 
  alchymic-unliving creatures back 
  into the living creatures they were 
  before 
  becoming undead.
  Special Qualities: An alchymic-unliving creature gains 
  the following special qualities:
  Curse of Undeath: An alchymic-unliving creature is 
  cursed by a form of undeath that sustains it physically but not 
  mentally. Each month, an alchymic-unliving creature must 
  succeed on a Will save (DC equal to 15 +1 per previous 
  success) or permanently lose 1 point of Intelligence. An 
  alchymic-unliving creature that reaches 0 Intelligence 
  loses the alchymic-unliving template and gains the 
  zombie template.
  Fast Healing: Alchymic-unliving creatures gain fast 
  healing 1 + 2 per 3 HD.
  Ability Scores: Str +2, Int −2. As an undead creature, an alchymic-
  unliving creature has no Constitution score. A creature with a Charisma 
  score lower than 10 increases its Charisma score to 10.
  Feats: Alchymic-unliving creatures gain Toughness as a bonus feat.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Stoic Guardian
  It is an ogre, but a gaunt, wiry thing dressed in heavy armor that seems 
  to suffocate it. Something is strange about it, however, a lost look in its 
  eyes, the sadness of decay. 
  STOIC GUARDIAN 
  CR 4
  XP 1,200
  Male alchymic-unliving ogre warrior 1 (Pathfinder Roleplay-
  ing Game Bestiary “Ogre”)
  CE Large undead (augmented humanoid, giant)
  Init –1; Senses darkvision 60 ft., low-light vision; 
  Perception +5
   
  AC 22, touch 8, flat-footed 22 (+7 armor, –1 Dex, +7 
  natural, –1 size)
  hp 29 (4d8 plus 1d10 plus 6); fast healing 3
  Fort +6; Ref +0; Will +3
  Immune alchymic-unliving immunities
   
  Speed 30 ft.
  Melee greataxe +9 (3d6+9/×3) or spiked gauntlet +9 
  (1d6+6)
  Ranged pilum +2 (2d6+6)
  Space 10 ft.; Reach 10 ft.
   
  Str 23, Dex 8, Con —, Int 4, Wis 10, Cha 10
  Base Atk +4; CMB +11; CMD 20
  Feats Cleave, Iron Will, Power Attack, 
  ToughnessB
  Skills Climb +4, Linguistics 
  –2, Perception +5
  Languages Common, 
  Giant
  SQ curse of un-
  death
  Gear splint mail, great-
  axe, 10 pilumsAPG, 2 
  spiked gauntlets
  APGSee Pathfinder 
  Roleplaying Game 
  Advanced Player’s 
  Guide
   
  Environment any land
  Organization any
  Treasure NPC Gear
  Created 
  by 
  Illuminati 
  mages 
  to 
  guard 
  entrances 
  to 
  their 
  chapterhouses, 
  stoic 
  guardians 
  simply stand and stare as their 
  minds slowly slip away.
  Alchymic-Unliving Creature
  
  89
  The Tome of Blighted Horrors
  From Between, abstractions of the Blight’s psyche and physicality 
  are reflected upon it in a phantasmagoria of exaggeration and distortion 
  given life. For just as the lands in that fantastical realm absorb the dark 
  essence of the Blight, so does its flora and fauna, mutating into mocking 
  caricatures of those who live in the city. Their very forms fuse with and 
  are partially composed of emotion, which blurs or displaces their physical 
  aspects with ghost-like imagery and color.
  Such creatures fall into one of two categories, both infused with the 
  power of Between: mutations of existing creatures, and entirely new 
  breeds of creatures from Between. You can easily create the first type of 
  creature by using one of the Between simple templates presented in this 
  section. Creating the second type of creature is more complicated, and 
  requires adding the Between subtype and custom abilities appropriate 
  to the creature, with more powerful creatures gaining more abilities 
  than weaker creatures (see Appendix E for information on the Between 
  subtype). Following are five sample creatures — Between versions of the 
  boneneedle, gargoyle, doppelganger, nosferatu, and wyvern.
  Between Age
  A creature’s Between Age (BA) is a game statistic that represents the 
  length of time a creature has been infused with the influence of Between. 
  Creatures that have only recently (within 2 years) been exposed to or born 
  in Between have a Between Age of 1 (larval), while the greatest Between 
  creatures, steeped in the essence of the Between for 600 years or more, 
  have a Between Age of 10 (ancient). It is possible for a (normally) low-CR 
  creature to have a high Between Age or for a high-CR creature to have a 
  low Between Age. The Between Age of a creature is included in its stat 
  block by way of a BA designation appended to the creature’s CR, e.g. CR 
  5/BA 2.
  Between Creature Advancement
  This section addresses how to turn a non-Between creature into a 
  Between creature through the application of one of the Between creature 
  simple templates. Appendix E provides instruction on how to create 
  an entirely new Between creature using the Between subtype. Between 
  creatures’ abilities depend on their Between Age (BA), with an older age 
  meaning a creature has additional abilities.
  Between Creature Simple Templates
  Although all life in Between is unique, some creatures (wolves, for 
  example) are common to the normal world and Between. The following 
  simple templates can be used to turn any creature that does not have the 
  Between subtype into a Between creature. A creature given one of these 
  templates counts as a Between creature for the purposes of spells, abilities, 
  and magical items but it does not gain the Between subtype or the many 
  benefits of having the Between subtype — it gains only those benefits 
  specifically described in the simple template. A creature must meet all 
  prerequisites of any bonus feats.
  Between-Touched (CR +1/BA 3)
  A Between-touched creature’s quick and rebuild rules are the same.
  Rebuild Rules: Senses: gains low-light vision; hp gains temporary 
  hp as per the Between subtype; Defensive Abilities all-around vision, 
  dislocated (blurred movementACG), distorted (25%); DR gains DR 2/cold 
  iron; SR gains SR equal to its new CR +6; Speed +10 feet for all movement 
  types (up to double the creature’s base movement speed); Ability Scores 
  +2 Dex, +2 Int; Feats gains Dodge and Lightning Reflexes as bonus feats.
  Between-Born (CR +2/BA 5)
  A Between-born creature’s quick and rebuild rules are the same.
  Rebuild Rules: Senses: gains darkvision 60 ft. and low-light vision; 
  Aura emotion (30 ft., DC = 10 + BA + Cha mod.); hp gains temporary 
  hp as per the Between subtype; Defensive Abilities all-around vision, 
  dislocated (blur), distorted (50%); DR gains DR 5/cold iron; SR gains 
  SR equal to its new CR +12; Speed +20 feet for all movement types (up 
  to double the creature’s base movement speed); Ability Scores +4 Dex, 
  +4 Int; Feats gains Dodge, Lightning Reflexes, and Nimble Moves as 
  bonus feats.
  Between-Grown (CR +3/BA 7)
  A Between-grown creature’s quick and rebuild rules are the same.
  Rebuild Rules: Senses: gains darkvision 90 ft. and low-light vision; 
  Aura emotion (40 ft., DC = 10 + BA + Cha mod.); hp gains temporary 
  hp as per the Between subtype; Defensive Abilities all-around vision, 
  dislocated (displacement), distorted (75%), evasion; DR gains DR 5/
  cold iron and magic; SR gains SR equal to its new CR +13; Speed +30 
  feet for all movement types (up to double the creature’s base movement 
  speed), and flight maneuverability (if any) improves by 1 step; Spell-Like 
  Abilities 1/day—spider climb (self only), vanishAPG (self only); caster 
  level = BA; Ability Scores +6 Dex, +6 Int; Feats gains Dodge, Lightning 
  Reflexes, Mobility, and Nimble Moves as bonus feats.
  Between-Aged (CR +4/BA 9)
  A between-aged creature’s quick and rebuild rules are the same.
  Rebuild Rules: Senses: gains blindsense 30 ft., darkvision 90 ft. and 
  low-light vision; Aura emotion (50 ft., DC = 10 + BA + Cha mod.); 
  hp gains temporary hp as per the Between subtype, and fast healing 5; 
  Saves second saveMA; Defensive Abilities all-around vision, dislocated 
  (displacement), distorted (75%), evasion; DR gains DR 10/cold iron and 
  magic; SR gains SR equal to its new CR +14; Speed +40 feet for all 
  movement types (up to double the creature’s base movement speed), and 
  flight maneuverability (if any) improves by 2 steps; Spell-Like Abilities 
  3/day—invisibility (self only), spider climb (self only); 1/day—blink, 
  mirror image; caster level = BA; Ability Scores +8 Dex, +8 Int; Feats 
  gains Acrobatic Steps, Dodge, Lightning Reflexes, Mobility, and Nimble 
  Moves as bonus feats.
  Between-Incarnate (CR +5/BA 10)
  A Between-incarnate creature’s quick and rebuild rules are the same.
  Rebuild Rules: Init dual initiativeMA; Senses: gains blindsense 60 ft., 
  darkvision 90 ft. and low-light vision; Aura emotion (60 ft., DC = 10 
  + BA + Cha mod.); hp gains temporary hp as per the Between subtype, 
  and fast healing 10; Saves second saveMA; Defensive Abilities all-around 
  vision, dislocated (displacement), distorted (75%), improved evasion; 
  DR gains DR 15/cold iron and magic; SR gains SR equal to its new CR 
  +15; Speed +50 feet for all movement types (up to double the creature’s 
  base movement speed), and flight maneuverability (if any) improves by 3 
  steps; Spell-Like Abilities 3/day—invisibility (self only), mirror image, 
  spider climb (self only); 1/day—blink, dimension door (self plus 50 lbs. of 
  objects only); caster level = BA; Ability Scores +10 Dex, +10 Int; Feats 
  gains Acrobatic Steps, Dodge, Lightning Reflexes, Mobility, Nimble 
  Moves, and Spring Attack as bonus feats.
  ACG See Pathfinder Roleplaying Games Advanced Class Guide
  APG See Pathfinder Roleplaying Games Advanced Player’s Guide
  MA See Pathfinder Roleplaying Games Mythic Adventures
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  The following examples are existing creatures altered by one of the 
  above Between simple templates:
  BETWEEN-TOUCHED GARGOYLE 
  CR 5/BA 3
  XP 1,600
  Pathfinder Roleplaying Game Bestiary “Gargoyle”
  CE Medium monstrous humanoid (earth)
  Between Creature
  
  90
  The Blight: Richard Pett's Crooked City
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +8
   
  AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natu-
  ral)
  hp 58 (5d10+15 plus 16)
  Fort +4; Ref +9; Will +4
  Defensive Abilities all-around vision, dislocated (blurred move-
  mentACG), distorted (25%); DR 2/cold iron; 10/magic; SR 11
  ACG See Pathfinder Roleplaying Games Advanced Class 
  Guide
   
  Speed 50 ft., fly 70 ft. (average)
  Melee 2 claws +7 (1d6+2), bite +7 (1d4+2), gore +7 (1d4+2)
   
  Str 15, Dex 16, Con 16, Int 8, Wis 11, Cha 7
  Base Atk +5; CMB +7; CMD 20
  Feats DodgeB, Hover, Improved Initiative, Lightning ReflexesB, 
  Skill Focus (Fly)
  Skills Fly +14, Perception +8, Stealth +13 (+19 in stony areas); 
  Racial Modifiers +2 Stealth (+6 in stony environs)
  Languages Common, Terran
  SQ freeze
   
  Environment any land (Between)
  Organization solitary, pair, or wing (3–12)
  Treasure standard
   
  Freeze (Ex) A gargoyle can hold itself so still it 
  appears to be a statue. A gargoyle that uses 
  freeze can take 20 on its Stealth check to 
  hide in plain sight as a stone statue.
  BETWEEN-BORN WYVERN 
  CR 8/BA 5
  XP 4,800
  Pathfinder Roleplaying Game Bestiary 
  “Wyvern”
  N Large dragon
  Init +7; Senses darkvision 60 ft., low-light vision, 
  scent; Perception +18
  Aura emotion (30 ft., DC 12)
   
  AC 22, touch 13, flat-footed 18 (+3 Dex, +1 
  dodge, +9 natural, –1 size)
  hp 100 (7d12+28 plus 27)
  Fort +9; Ref +10; Will +8
  Defensive Abilities all-around vision, dislocated 
  (blur), distorted (50%); DR 5/cold iron; Immune sleep, 
  paralysis; SR 20
   
  Speed 40 ft., fly 80 ft. (poor)
  Melee sting +10 melee (1d6+4 plus poison), bite +10 
  melee (2d6+4 plus grab), 2 wings +5 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  Special Attack rake (2 talons +10, 1d6+4)
   
  Str 19, Dex 16, Con 18, Int 11, Wis 12, Cha 9
  Base Atk +7; CMB +12 (+16 grapple); CMD 25
  Feats DodgeB, Flyby Attack, Improved Ini-
  tiative, Iron Will, Lightning ReflexesB, Nimble 
  MovesB, Skill Focus (Perception)
  Skills Bluff +9, Fly +7, Intimidate +9, Percep-
  tion +18, Sense Motive +11, Stealth +9; Ra-
  cial Modifier +4 Perception
  Languages Draconic
   
  Environment temperate or warm hills (Between)
  Organization solitary, pair, or flight (3–6)
  Treasure standard
   
  Poison (Ex) Sting—injury; save DC 17; frequency 1/round for 
  6 rounds; effect 1d4 Constitution damage; cure 2 consecu-
  tive saves. The save DC is Constitution-based.
  BETWEEN-GROWN DOPPELGANGER 
  CR 6/BA 7
  XP 2,400
  Pathfinder Roleplaying Game Bestiary “Doppelganger”
  N Medium monstrous humanoid (shapechanger)
  Init +4; Senses darkvision 90 ft., low-light vision; Perception +9
  Aura emotion (40 ft., DC 15)
   
  AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natu-
  ral)
  hp 64 (4d10+4 plus 38); fast healing 5
  Fort +4; Ref +10; Will +6
  Defensive Abilities all-around vision, dislocated 
  (displacement), distorted (75%), evasion; DR 5/cold iron and 
  magic; Immune charm, sleep; SR 19
   
  Speed 60 ft.
  Melee 2 claws +8 (1d8+4)
  Spell-Like Abilities (CL 18th):
  At will—detect thoughts (DC 13)
  Spell-Like Abilities (CL 7th):
  1/day—spider climb (self only), vanishAPG (self only)
  APG See Pathfinder Roleplaying Games Advanced Player’s 
  Guide
   
  Str 18, Dex 19, Con 12, Int 19, Wis 14, Cha 13
  Base Atk +4; CMB +8; CMD 23
  Feats Dodge, Great Fortitude, Lightning ReflexesB, Mo-
  
  91
  The Tome of Blighted Horrors
  bilityB, Nimble MovesB
  Skills Bluff +9 (+13 while using change shape ability), Craft 
  (glass) +11, Diplomacy +4, Disguise +9 (+29 while using 
  change shape ability), Intimidate +8, Perception +9, Sense 
  Motive +6, Stealth +8, Survival +9; Racial Modifiers +4 Bluff, +4 
  Disguise
  Language Aklo, Common
  SQ change shape (alter self), perfect copy, mimicry
   
  Environment any land (Between)
  Organization solitary, pair, or gang (3–6)
  Treasure NPC Gear
   
  Mimicry (Ex) A doppelganger is proficient in all weapons, ar-
  mor, and shields. In addition, a doppelganger can use any 
  spell trigger or spell completion item as if the spells were on 
  its spell list. Its caster level is equal to its racial Hit Dice.
  Perfect Copy (Su) When a doppelganger uses change 
  shape, it can assume the appearance of specific individu-
  als.
  BETWEEN-AGED LESSER BONENEEDLE 
  CR 6/BA 9
  XP 2,400
  The Tome of Horrors Complete 79
  N Small vermin
  Init +7; Senses blindsense 30 ft., darkvision 90 ft., low-light vi-
  sion; Perception +8
  Aura emotion (50 ft., DC 15)
   
  AC 21, touch 19, flat-footed 13 (+7 Dex, +1 dodge, +2 natu-
  ral, +1 size)
  hp 56 (3d8+3 plus 40); fast healing 5
  Fort +4; Ref +10; Will +2; second saveMA
  Defensive Abilities all-around vision, dislocated (displace-
  ment), distorted (75%), evasion; DR 10/cold iron and magic; 
  SR 20
  Weaknesses aversion to daylight
  MA See Pathfinder Roleplaying Games Mythic Adventures
   
  Speed 40 ft., climb 40 ft.
  Melee bite +10 (1d3–1 plus poison)
  Spell-like Abilities (CL 9th):
  1/day—blink, mirror image
  3/day—invisibility (self only), spider climb (self only) 
   
  Str 8, Dex 25, Con 12, Int 8, Wis 12, Cha 3
  Base Atk +2; CMB +0; CMD 18 (30 vs. trip)
  Feats Ability Focus (poison), Acrobatic StepsB, DodgeB, Light-
  ning ReflexesB, MobilityB, Nimble MovesB, Step Up, Weapon 
  Finesse B
  Skills Climb +15, Perception +8, Stealth +17; Racial Modifiers 
  +4 Perception, +6 Stealth, modifies Climb with Dexterity
  Languages Aklo, Common
  SQ crowd
   
  Environment underground (Between)
  Organization pack (2–4), cluster (5–8), or nest (12–24 plus 2–4 
  greater boneneedles)
  Treasure incidental
   
  Crowd (Ex) These monsters crawl over each other in an at-
  tempt to swarm an opponent. Up to three boneneedles can 
  occupy a single 5-foot space.
  Poison (Ex) Boneneedle Poison; Sting—injury; save Fort DC 
  14; frequency 1/round for 2 rounds; effect 1d4 Dex; second-
  ary effect: target takes an extra 1 point of damage from 
  crushing or bludgeoning attacks until all Dex damage is 
  healed; cure 1 save. The save DC is Constitution-based.
  BETWEEN-INCARNATE NOSFERATU 
  CR 14/BA 10
  XP 38,400
  Female human Between-incarnate nosferatu sorcerer 8 
  (Pathfinder Roleplaying Game Bestiary 4 “Nosferatu”)
  CE Medium undead (augmented humanoid)
  Init +13/–7, dual initiativeMA; Senses blindsense 60 ft., darkvi-
  sion 90 ft., low-light vision, scent; Perception +21
  Aura emotion (60 ft., DC 28)
  MA See Pathfinder Roleplaying Games Mythic Adventures
   
  AC 34, touch 22, flat-footed 24 (+4 armor, +2 deflection, +9 
  Dex, +1 dodge, +8 natural)
  hp 97 (8d6+24 plus 8 plus 35); fast healing 10
  Fort +5; Ref +13; Will +9; second saveMA
  Defensive Abilities all-around vision, channel resistance 
  +4, dislocated (displacement), distorted (75%), improved 
  evasion; DR 15 cold iron and magic, 5/wood and piercing; 
  Immune undead traits; Resist cold 15, electricity 10, sonic 10; 
  SR 29
  Weaknesses vampire weaknesses
  MA See Pathfinder Roleplaying Games Mythic Adventures
   
  Speed 60 ft.
  Melee 2 claws +13 (1d6+3)
  Special Attacks blood drain (1d4 Con and 1d4 Wis), domi-
  nate (DC 22), telekinesis (DC 22)
  Between-Incarnate Spell-Like Abilities (CL 10th):
  3/day—invisibility (self only), mirror image, spider climb (self 
  only)
  1/day—blink, dimension door (self plus 50 lbs. of objects 
  only)
  Bloodline Spell-Like Ability (CL 8th; melee touch +7):
  11/day—grave touch
  Sorcerer Spells Known (CL 8th; melee touch +7, ranged 
  touch):
  4th (5/day)—greater invisibility
  3rd (7/day)—dispel magic, fireball (DC 21), vampiric touch
  2nd (8/day)—blindness/deafness (DC 20), false life, scorch-
  ing ray, web (DC 20)
  1st (8/day)—burning hands (DC 19), chill touch (DC 19), dis-
  guise self, expeditious retreat, mage armor (already cast), 
  magic missile
  0—acid splash, detect magic, light, mage hand, mending, 
  message, open/close, read magic
  Bloodline undead
   
  Str 16, Dex 28, Con —, Int 24, Wis 16, Cha 26
  Base Atk +4; CMB +7; CMD 29
  Feats Acrobatic StepsB, AlertnessB, Combat Casting, DodgeB, 
  Eschew MaterialsB, Extend Spell, Improved InitiativeB, Light-
  ning ReflexesB, MobilityB, Nimble MovesB, Silent Spell, Skill 
  Focus (Knowledge [Between])B, Skill Focus (Stealth)B, Spring 
  AttackB, ToughnessB, Weapon Finesse
  Skills Bluff +19, Disguise +16, Intimidate +19, Knowledge (ar-
  cana) +18, Knowledge (religion) +18, Knowledge (Between) 
  +18, Perception +21, Sense Motive +21, Spellcraft +18, 
  Stealth +28; Racial Modifiers +8 Perception, +8 Sense Motive, 
  +8 Stealth
  Languages Abyssal, Aklo, Common, Draconic; telepathy 60 
  ft.
  SQ spider climb, swarm form
  Gear ring of protection +2, cloak of resistance +3, 
  headband of alluring charisma +4 
   
  Environment urban or ruins (Between)
  Organization solitary
  Treasure NPC gear
  
  92
  The Blight: Richard Pett's Crooked City
  Some say the first of these creatures was a vampire’s reflection stolen 
  by the Devil aeons ago and left to fester in the mad realm of Between. 
  Things composed of stolen memories and talents, Between vampires are 
  rarely seen outside of Between; they prefer the warmth and safety of their 
  shadowy homes.
  Between vampires must return to the shadows of a mirror-portal linked 
  to Between if reduced to 0 hit points. A Between vampire always has such 
  a mirror-portal somewhere close by for such eventualities. When this 
  occurs, it can sometimes be seen staring from the corners of two opposed 
  mirrors, or lurking in the shadowy sides of looking glasses, but although it 
  stares outward in hatred, it is unable to act while its power is rejuvenating.
  Between vampires do not have the ability to create spawn like some 
  undead, but every generation or so, a broody female becomes obsessed 
  with reproduction and through the bizarre rules of unreality that govern 
  Between is able to make her desire reality. No act of procreation 
  is required for such an event to occur and conclude. Such 
  Between vampires grow to Large size as they bloat with young; 
  their hunger to feed almost a madness. The young are birthed 
  into dead bodies where they feed until they reach a stage where 
  they grow rudimentary wings 1d3 days later and escape into 
  the twisted wilds of Between, growing to become full-fledged 
  Between vampires themselves in approximately a decade.
  Creating a Between Vampire
  Between vampire is an acquired template that can 
  be added to any living creature with 5 or more HD, 
  an Intelligence of 3 or more, and a Charisma of 
  10 or more (referred to hereafter as the base 
  creature) that originated in Between. Most 
  Between vampires were once humanoids, 
  fey, 
  or 
  monstrous 
  humanoids. A 
  Between vampire uses the base 
  creature’s statistics and abilities 
  except as noted here.
  CR: Base creature’s CR +3.
  Alignment: Any evil.
  Type: The creature’s type 
  changes to undead (augmented). 
  Do not recalculate class HD, 
  base attack bonus, or saves. 
  The creature retains its Between 
  subtype 
  and 
  corresponding 
  Between age (BA) and associated 
  abilities.
  Senses: A Between vampires gains 
  darkvision 120 ft., and low-light vision.
  Aura: A Between vampire gains an 
  emotion aura.
  AC: Between vampires gain a +6 bonus to 
  natural armor.
  Hit Dice: Change all racial HD to d8s. Class 
  HD are unaffected. As undead, Between vampires 
  use their Charisma modifier to determine bonus 
  hp (instead of their Constitution modifier).
  Defensive Abilities: In addition to all of the 
  defensive abilities granted by the undead type, 
  a Between vampire gains channel resistance 
  +4, resistance 10 to cold and fire, and DR 10/
  cold iron or nonmagical weapons. A Between 
  vampire’s damage reduction is penetrated only 
  by nonmagical weapons (temporary magical 
  weapons, such as those created by the spell 
  magic weapon and similar effects, count as 
  magical weapons) or weapons forged of cold 
  iron. A Between vampire also gains fast healing 5. If a Between vampire 
  is reduced to 0 hp in combat, its fast healing ceases to function, and it 
  assumes shadow form (see below) and attempts to escape. It must reach 
  and possess a mirror-portal linked to Between (see Weaknesses below) 
  within 2 hours or be utterly destroyed. (It can normally travel up to 9 
  miles in 2 hours.) Additional damage dealt to a Between vampire forced 
  into shadow form has no effect. While possessing the mirror, it can’t use 
  any of its supernatural abilities or exit the mirror. If the possessed mirror-
  portal is destroyed while the Between vampire possesses it, the Between 
  vampire is permanently destroyed. After 1 hour, the Between vampire 
  can exit the possessed mirror-portal, regain 1 hp, and resume fast healing 
  at the rate of 5 hit points per round. A Between vampire also gains the 
  following defensive ability:
  Spell Deflection (Su): If any of the following spells are cast at a Between 
  vampire, they instead affect a stolen soul (see below): 
  banishment, calm spiritOA, control undead, dismissal, 
  dispel evil, entrap spiritOA, greater possessionOA, holy 
  word, imprisonment, magic jar, marionette possessionUM, 
  maze, plane shift, possessionOA, purge spiritOA, riding 
  possessionOA, or trap the soul. While none of these effects 
  harms the soul, the caster makes a DC 25 caster level check 
  when a spell is deflected — success indicates that the 
  stolen soul is released from the Between vampire’s aura 
  and the creature whose body it belonged to can now be 
  restored to life as normal.
  Between Vampire Weaknesses: Between vampires 
  recoil from broken mirrors. This doesn’t harm the 
  Between vampire — it merely keeps the Between 
  vampire at bay. A recoiling Between vampire must 
  stay at least 5 feet away from the broken mirror 
  and cannot touch or make melee attacks against 
  the character holding it. After 1 round, a 
  Between vampire can overcome its 
  revulsion of the broken mirror and 
  function normally each round it 
  makes a DC 25 Will save.
  Reducing 
  a 
  Between 
  vampire’s hit points to 0 or 
  lower incapacitates it but 
  doesn’t always destroy it 
  (see 
  Defensive 
  Abilities 
  above). However, certain 
  attacks can slay Between 
  vampires. 
  Destroying 
  a 
  mirror possessed by a Between 
  vampire whose fast healing isn’t 
  functioning destroys the Between 
  vampire forever. Repairing the object 
  does not restore the Between vampire. 
  Exposing a Between vampire to direct sunlight 
  staggers it on the first round of exposure and 
  destroys it utterly on the second consecutive 
  round of exposure if it does not escape.
  Speed: Same as the base creature. Unless 
  it has a fly speed already, a Between vampire 
  grows 
  repulsive, 
  sweating, 
  waxy, 
  fleshy, 
  membranous wings that grant it a fly speed (with 
  poor maneuverability) equal to the base creature’s 
  land speed.
  Melee: A Between vampire gains two claw 
  attacks if the base creature didn’t have any. Its 
  claw attacks do damage as a creature two size 
  categories larger (1d6 points of damage for a 
  Small Between vampire, 1d8 points of damage 
  for a Medium Between vampire; see Natural 
  Between Vampire
  
  93
  The Tome of Blighted Horrors
  Attacks), have a critical threat range of 19–20, and cause energy drain 
  (see below). A Between vampire’s natural weapons are treated as magical 
  weapons for the purpose of overcoming damage reduction.
  A Between vampire also gains a primary tongue attack with a 
  reach equal to double the creature’s normal reach. This tongue attack 
  deals bludgeoning damage equal to a bite attack of a creature of the 
  Between vampire’s size (see Natural Attacks), and has the attach and 
  paralysis special attacks. The Between vampire does not gain the 
  grappled condition when its tongue is attached to a foe. A creature 
  attached to a Between vampire’s tongue cannot move farther away 
  from the Between vampire than the tongue’s reach and takes a –2 
  penalty to AC as long as the tongue is attached. The tongue can be 
  removed by making an opposed grapple check or by dealing 10 points 
  of slashing damage to sever the tongue (AC 10 plus 1/2 the Between 
  vampire’s natural armor bonus; DR 10/cold iron or nonmagical 
  weaponry; damage does not reduce the Between vampire’s actual 
  hp). A Between vampire’s severed tongue regenerates after 1 minute. 
  The Between vampire cannot move more than its tongue’s reach 
  away from the target, but the Between vampire can release its tongue 
  as a free action. A Between vampire has a +8 racial bonus to maintain 
  its grapple on a foe once it is attached but rarely does so if its foe did 
  not succumb to paralysis.
  Special Attacks: A Between vampire gains the following special 
  attacks. The save DCs are equal to 10 + 1/2 the Between vampire’s HD + 
  the Between vampire’s Charisma modifier unless otherwise noted.
  Disease (Su): Any creature that comes into physical contact with a 
  Between vampire is exposed to mocking plague (see sidebox).
  Dominate (Su): As a standard action, a Between vampire can crush 
  the will of any humanoid or intelligent creature with an undead type, 
  Between subtype, or Between template that is within 30 feet. The target 
  must succeed on a Will save or fall instantly under the Between vampire’s 
  influence, as though by a dominate person spell (CL 12th). Immunity to 
  mind-affecting or compulsion effects is no defense.
  Energy Drain (Su): A creature hit by a Between vampire’s claw gains 
  2 negative levels. This ability triggers only once per round on its first 
  successful melee attack, regardless of the number of attacks a Between 
  vampire makes. The Between vampire gains 10 temporary hit points for 
  1 hour.
  Paralysis (Ex): A creature hit by a Between vampire’s tongue must 
  succeed on a Fortitude save or be paralyzed for as long as the Between 
  vampire remains attached. A creature that succeeds on its saving throw 
  must save again at the start of its turn if the Between vampire is still 
  attached.
  Psychic Energy Drain (Su): A Between vampire drains psychic energy at 
  the end of its turn if it is attached to a foe, dealing 1d6 points of ability drain 
  to the highest of the attached creature’s mental ability scores (Intelligence, 
  Wisdom, or Charisma) and gaining a like number as temporary points 
  of psychic energy (PE). These PE points are in addition to the Between 
  vampire’s current PE total, and any PE expended is subtracted from these 
  temporary PE points first. These temporary PE points don’t stack with 
  any previously gained temporary PE points. The temporary PE points 
  disappear 1 hour later. This attack also drains the target’s memories, as 
  per mindwipeOA. If a creature that takes ability damage from this attack 
  has the ability to cast psychic spells, it is treated as though it were under 
  the effects of a negative emotion effect for the purposes of the emotion 
  component to its spellcasting. A successful Will saving throw negates all 
  the effects of psychic energy drain.
  Stuff of Nightmares (Su): Once per day, as a standard action, a Between 
  vampire can call forth 1d3 Between dreams (see Appendix C) from 
  the nightmares of children in Between. These creatures manifest in 1d6 
  rounds and serve the Between vampire for up to 10 minutes.
  Abilities: Str +4, Dex +6, Int +6, Wis +2, Cha +6; As an undead 
  creature, a Between vampire has no Constitution score.
  Feats: Between vampires gain Alertness, Combat Reflexes, Dodge, 
  Improved Initiative, Iron Will, and Lightning Reflexes as bonus feats.
  Skills: Between vampires gain a +8 racial bonus on Bluff, Perception, 
  Sense Motive, and Stealth checks.
  Special Qualities: A Between vampire gains the following special 
  qualities.
  Distend Shape (Ex): As a move action that does not provoke an attack 
  of opportunity, a Between vampire can elongate its shape for 1 round, 
  doubling the reach of its natural attacks.
  Possess Mirror (Su): As a full-round action, a Between vampire can 
  possess a mirror-portal connected to Between, as per object possessionOA, 
  except the mirror does not become capable of animation, and the Between 
  vampire’s body vanishes while it’s possessing the mirror, as per greater 
  possessionOA. A Between vampire can remain in a mirror indefinitely. A 
  Between vampire’s presence in a mirror can be determined via divination 
  spells such as detect evil and detect undead.
  Psychic Magic (Su): A Between vampire gains the psychic magic 
  universal monster rule. The Between vampire has a cumulative number 
  of spells it can cast determined by its HD, with a CL and PE pool equal 
  to the number of souls in the Between vampire’s soul collection (see 
  below). A Between vampire with no collected souls cannot cast any of 
  its spells.
  HD
  PE
  Spells
  5–8
  2
  mental blockOA, oneiric horrorOA, oppressive 
  boredomUM, paranoiaOA
  9–12
  4
  crushing despair, fear, greater oneiric  
  horrorOA, phantasmal killer
  13–16
  5
  feast on fearACG, feeblemind, mind fog,  
  nightmare
  17–20
  6
  cloak of dreamsAPG, foster hatredOA
  New Disease: Mocking Plague
  This magical disease is spread by the foul emanations of 
  Between vampires. This horrific Between infection unravels and 
  reconfigures the physiology of the victim, causing a sickening 
  deterioration of their bodily integrity. Some victims manifest ugly 
  growths that sprout distended, vestigial limbs, mouths, or eyes, 
  while others have body parts that bloat to twice their normal size. 
  Each remaking is unique, and while some manage to arrest the 
  process, most die when the transformations become too much for 
  their bodies to sustain. While the normal physiology of survivors 
  reasserts itself in the wake of the disease, most are left with some 
  permanent physical changes: open, weeping sores, token mouths 
  in altogether wrong places, or unwanted, slimy appendages. Of 
  those who die, some are spontaneously transformed at the point 
  of death into Between monsters of chaos known as mockingbeasts 
  (see Appendix B: Between Creatures).
  Any victim infected with mocking plague can also spread the 
  disease. Those who come into contact with a victim must save 
  versus the disease or become infected themselves. The bodies of 
  those killed by mocking plague are also infectious and remain 
  so until destroyed. Mocking plague is more difficult to contract 
  than overcome once infected. When exposed to mocking plague, 
  a creature must make a DC 15 Fortitude save to avoid contracting 
  the disease. If this saving throw is failed, once the affliction’s 
  incubation time passes and symptoms begin showing, the Fort 
  save to recover from the infection increases to DC 19.
  MOCKING PLAGUE
  Type disease (Between), contact; Save Fortitude DC 
  15 negates, Fortitude DC 19 to avoid effects
  Onset 1d6 hours; Frequency 1/6 hours
  Effect 1d4 Con, 1d4 Cha, and target is fatigued; for 
  every 4 points of Con damage, 1 point of the Cha 
  damage is drain; Cure 2 consecutive saves
  Note Victims who would die as a result of the disease’s 
  effects must make a final DC 15 Fortitude save. Those 
  who succeed on this saving throw do not die, and 
  instead transform into a mockingbeast (see Appendix 
  B: Between Creatures).
  
  94
  The Blight: Richard Pett's Crooked City
  In addition, a Between vampire may use 
  mind probeOA at will (0 PE), but can only target a 
  soul in its collection.
  Shadow Form (Su): As a standard action, a 
  Between vampire can assume shadow form at will. 
  This is as the shadow bodyOA spell (CL 13th), but 
  a Between vampire can remain in shadow form 
  indefinitely and has a fly speed of 40 feet with good 
  maneuverability (unless its existing fly speed or 
  maneuverability is better).
  Shadow Jump (Su): A Between vampire can shadow 
  jump as a shadowdancer of the same level as the 
  creature’s HD.
  Soul Collection (Su): A Between vampire can steal 
  a number of humanoid souls equal to its HD and use 
  them to enhance its psychic power. A Between vampire 
  can steal a soul from a helpless opponent with a coup de 
  grace attack or as a standard action from a body that has 
  been dead for no more than 1 minute. The soul becomes 
  trapped within the Between vampire’s emotion aura. 
  The creature cannot be brought back to life 
  until the Between vampire’s destruction (or 
  a spell deflection — see “Defensive Abilities” 
  above) releases its soul. The stats presented 
  above assume a Between vampire with a full 
  collection. A Between vampire can choose 
  to consume a soul that has been trapped in 
  its aura for at least 24 hours. This heals the 
  Between vampire 1d6 hp per HD of the soul, 
  after which only miracle or wish can restore 
  the dead creature to life.
  ACG See Pathfinder Roleplaying Games 
  Advanced Class Guide
  APG See Pathfinder Roleplaying Games 
  Advanced Player’s Guide
  OA 
  See 
  Pathfinder 
  Roleplaying 
  Games Occult Adventures
  UM See Pathfinder Roleplaying 
  Games Ultimate Magic
  Copyright Notice
  Author Alistair Rigg, based on 
  material by Richard Pett.
  Between Vampire Nymph
  A female figure rises from the water, her 
  form wreathed in ephemeral, ghost-like sexual 
  imagery cast in swirling colors of mixed 
  blood red and black. Wax-like, fleshy, 
  membranous wings spread to reveal 
  her naked beauty.
  BETWEEN VAMPIRE 
  NYMPH 
  CR 11/BA 3
  XP 12,800
  Female Between-touched nymph 
  Between vampire
  CE Medium undead (augmented fey, 
  Between)
  Init +13; Senses darkvision 120 ft., low-light 
  vision; Perception +25
  Aura blinding beauty (30 ft., DC 24), emotionOA
  OA See Pathfinder Roleplaying Games Occult 
  Adventures
   
  AC 36, touch 30, flat-footed 26 (+10 
  deflection, +9 Dex, +1 dodge, +6 
  natural)
  hp 129* (8d8+80 plus 10 plus 13); 
  fast healing 5
  Fort +19; Ref +27; Will +22
  Defensive Abilities all-around 
  vision, channel resistance +4, 
  dislocated (blurred movementACG), 
  distorted (25%); DR 10/cold iron or 
  nonmagical weapons; Immune 
  undead traits; Resist cold 10, fire 
  10; SR 14
  Weaknesses Between vampire 
  weaknesses
  *Includes 10 temporary hp gained 
  from an energy drain attack.
  ACG See Pathfinder Roleplaying 
  Games Advanced Class Guide
   
  Speed 40 ft., fly 40 ft. (poor), 
  swim 30 ft.
  Melee 2 claws +13 (1d8+2/19–
  20 
  plus disease and energy drain), 
  tongue +13 (1d6+2 plus attach, disease, and paralysis)
  Space 5 ft.; Reach 5 ft. (10 ft. with tongue)
  Special Attacks dominate (DC 24), energy drain (2 levels, 
  DC 24), paralysis (DC 24), psychic energy drain (DC 24), stuff 
  of nightmares, stunning glance (DC 24)
  Psychic MagicOA (CL 8th):
  8 PE—mental blockOA (2 PE, DC 22), mind probeOA (0 PE, 
  DC 25; stored soul only), oneiric horrorOA (2 PE, DC 22), 
  
  95
  The Tome of Blighted Horrors
  oppressive boredomUM (2 PE, DC 22), paranoiaOA (2 PE, 
  DC 22)
  Spell-Like Abilities (CL 8th):
  1/day—dimension door
  Spells Prepared (CL 7th):
  4th—summon nature’s ally IV
  3rd—call lightning (DC 17), inflict moderate wounds (DC 17), 
  water breathing
  2nd—barkskin, flame blade, resist energy, tree shape
  1st—charm animal (DC 15), endure elements, entangle (DC 
  15), obscuring mist, produce flame
  0—detect magic, guidance, light, stabilize
  OA See Pathfinder Roleplaying Games Occult Adventures
  UM See Pathfinder Roleplaying Games Ultimate Magic
   
  Str 14, Dex 29, Con —, Int 24, Wis 19, Cha 31
  Base Atk +4; CMB +12; CMD 31
  Feats Agile Maneuvers, AlertnessB, Combat Casting, Combat 
  ReflexesB, DodgeB, Improved InitiativeB, Iron WillB, Lightning 
  ReflexesB, Weapon Finesse
  Skills Bluff +29, Diplomacy +21, Escape Artist +20, Fly +24, 
  Handle Animal +18, Heal +12, Intimidate +18, Knowledge 
  (nature) +18, Perception +25, Sense Motive +25, Stealth +28, 
  Swim +21, Use Magic Device +21; Racial Modifiers +8 Bluff, 
  Perception, Sense Motive, and Stealth
  Languages Aklo, Aquan, Common, Sylvan
  SQ distend shape, inspiration, possess mirror, shadow 
  form, shadow jump, soul collection, unearthly grace, wild 
  empathy +24
   
  Environment any land (Between)
  Organization solitary
  Treasure double
   
  Disease (Su) Mocking Plague (Between)—contact; save Fort 
  DC 15 negates, Fort DC 19 to avoid effects; onset 1d6 hours; 
  frequency 1/6 hours; effect 1d4 Con, 1d4 Cha, and target 
  is fatigued; for every 4 points of Con damage, 1 point of 
  the Cha damage is drain; cure 2 consecutive saves. Victims 
  who would die as a result of the mocking plague’s effects 
  must make a final DC 15 Fortitude save. Those who succeed 
  on this saving throw do not die and are instead transformed 
  into mockingbeasts (see Appendix B: Between Creatures).
  Blinding Beauty (Su) This ability affects all humanoids within 
  30 feet of a nymph. Those who look directly at a Between 
  vampire nymph must succeed on a DC 24 Fortitude save or 
  be blinded permanently. A nymph can suppress or resume 
  this ability as a free action. The save DC is Charisma-based.
  Inspiration (Su) A Between vampire nymph can choose an 
  intelligent creature to inspire and serve as a muse by giving 
  that creature some token of her affection (typically a lock of 
  her hair). As long as the Between vampire nymph retains her 
  favor for this creature and for as long as the creature carries 
  the nymph’s token, the creature gains a +4 insight bonus 
  on all Will saving throws, Craft checks, and Perform checks. 
  A bard who has a Between vampire nymph for a muse in 
  this way can use his bardic performance for an additional 
  number of rounds per day equal to his nymph muse’s 
  Charisma modifier. The Between vampire nymph retains a 
  link to her token and its carrier as if she had cast a status 
  spell on the carrier. The nymph can end this effect at any 
  time as a free action. A single Between vampire nymph may 
  inspire only one creature at a time in this manner.
  Spells A Between vampire nymph casts spells as a 7th-
  level druid, but cannot swap out prepared spells to cast 
  summon spells.
  Stunning Glance (Su) As a standard action, a Between 
  Vampire nymph can stun a creature within 30 feet with a 
  look. The target must succeed on a DC 24 Fortitude save or 
  be stunned for 2d4 rounds. The save DC is Charisma-based.
  Unearthly Grace (Su) A Between vampire nymph adds her 
  Charisma modifier as a racial bonus on all her saving throws, 
  and as a deflection bonus to her Armor Class.
  Wild Empathy (Su) This works like the druid’s wild empathy class 
  feature, except the Between vampire nymph has a +6 racial 
  bonus on the check. The nymph’s effective druid level is equal 
  to her HD for determining her total modifier to the check.
  
  96
  The Blight: Richard Pett's Crooked City
  In the Blight, a variant of ghoul fever does not fully strip away the 
  identity of the victim but rather twists it toward evil and an obsession with 
  eating of the rotting flesh of sentient creatures. Blight ghouls retain the 
  abilities and knowledge they had in life and use these skills to lurk within 
  the confines of the city, sometimes hiding in plain sight, while they prey 
  upon its citizens.
  Creating a Blight Ghoul
  “Blight Ghoul” is an acquired template that can be added to any living 
  creature (referred to hereafter as the base creature). A Blight ghoul uses 
  all the base creature’s statistics and special abilities except as noted here.
  CR: Same as base creature +1.
  Type: The base creature’s type changes to undead (augmented). Do not 
  recalculate class HD, base attack bonuses, saves, or skill points.
  Alignment: A base creature with Intelligence 3 or higher becomes evil.
  Senses: The base creature gains darkvision 60 ft.
  Armor Class: The base creature’s natural armor improves 
  by +2.
  Hit Dice: Change all of the base creature’s racial HD 
  to d8s.
  Defensive Abilities: The base creature gains channel 
  resistance +2 and all the immunities of the undead type.
  Melee: If the base creature does not have a natural bite attack, 
  it gains a primary bite attack if it has a mouth. If the base creature 
  does not have a natural claw attack, it gains a primary claw attack for each 
  arm it has. If the base creature has a slam attack with an arm, it becomes 
  a primary claw attack instead. Unless the base creature already possesses 
  a natural attack of the same type that deals more damage, damage from 
  a Blight ghoul’s bite attack is as per the base creature’s size, and damage 
  from a Blight ghoul’s claw attack is treated as if the base creature was one 
  size category larger.
  Special Attacks: A Blight ghoul retains all the base creature’s special 
  attacks and gains those described here. The save DC against a Blight 
  ghoul’s special attacks is equal to 10 + 1/2 Blight ghoul’s HD + Blight 
  ghoul’s Charisma modifier unless otherwise noted. Additional Blight 
  ghoul abilities beyond these can be designed at the GM’s discretion.
  Disease (Su): If a Blight ghoul has a bite or sting attack, that attack 
  causes Blight ghoul fever in creatures that fail a Fortitude saving throw.
  Blight Ghoul Fever: Bite—injury; save Fort; onset 1 day; frequency 1/
  day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The 
  save DC is Charisma-based. A creature that dies of Blight ghoul fever 
  rises as a Blight ghoul at the next midnight.
  Paralysis (Su): All of a Blight ghoul’s natural attacks that deal piercing 
  or slashing damage cause paralysis for 1d4+1 rounds in creatures that fail 
  a Fortitude saving throw. Elves are immune to a Blight ghoul’s paralysis.
  In addition, for every 3 points of CR it possesses, a Blight ghoul may 
  choose one special attack or one special quality from the lists below.
  Brain Eater (Su): The Blight ghoul can consume the brain of a creature 
  with Intelligence 3 or higher to gain a +2 insight bonus on all Intelligence 
  checks and Intelligence-based skill checks for 1 day. Eating a brain 
  requires 1 minute, and the target must be dead or helpless. A creature 
  killed in this way never rises as a Blight ghoul.
  Death Burst (Ex): The Blight ghoul explodes in a burst of filth when 
  killed. All adjacent creatures must succeed on a Fortitude save to avoid 
  being sickened for 1d6+4 minutes. Creatures who fail this saving throw 
  must succeed on a second Fortitude save or contract Blight ghoul fever.
  Ghastly Paralytic (Su): The DC of the Blight ghoul’s paralysis attack 
  gains a +2 racial bonus, and elves are not immune to it.
  Stench (Ex): The stink of death and corruption surrounding the Blight 
  ghoul is overwhelming, granting them the stench extraordinary ability 
  (10-foot radius, Fort negates, sickened for 1d6+4 minutes).
  Special Qualities: A Blight ghoul retains all the base creature’s special 
  qualities. In addition, for every 3 points of CR it possesses, a Blight ghoul 
  may choose one special attack or one special quality from the lists above 
  and below.
  Wall Climber (Ex): The Blight ghoul gains a climb speed equal to half 
  the base creature’s land speed. This ability can be taken multiple times. 
  Each time it is taken, the Blight ghoul adds 10 feet to its climb speed, up 
  to a maximum of its base land speed.
  Command Ghouls (Su): The Blight ghoul can automatically command 
  Blight Ghoul
  
  97
  The Tome of Blighted Horrors
  all normal ghouls and ghasts within 30 feet as a free action. Normal ghouls 
  and ghasts never attack the Blight ghoul unless compelled. A Blight ghoul 
  must have an Intelligence score of 3 or higher to take this ability.
  Lifesense (Su): The Blight ghoul gains the lifesense ability with a range 
  of 10 feet. This ability can be taken multiple times. Each time it is taken, 
  the Blight ghoul adds 10 feet to the range of its lifesense.
  Scent (Ex): The Blight ghoul gains the scent ability, and a +4 racial 
  bonus to Survival checks to track by smell.
  Walk Among Them (Ex): The Blight ghoul’s appearance is such that 
  it can more easily pass as a living creature. It gains a +10 racial bonus 
  on Disguise checks made to appear as the base creature, and its channel 
  resistance increases by +2. A Blight ghoul with this ability and the stench 
  ability can activate or suppress stench as a free action.
  Warren Digger (Ex): The Blight ghoul gains a burrow speed of 5 feet 
  through earth, sand, or soil. This ability can be taken multiple times. Each 
  time it is taken, the Blight ghoul adds 5 feet to its burrow speed, up to a 
  maximum of half its base land speed.
  Abilities: Str +2, Dex +4, Int +2 (except Int scores of 2 or less), Wis +4, 
  Cha +4. As an undead, a Blight ghoul has no Constitution score.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Fetch Abductor
  This gaunt, pale-skinned man looked like an ordinary citizen, poor and 
  half-starved, until he reveals his filth-encrusted claws, pointed teeth, and 
  long, swollen tongue.
  FETCH ABDUCTOR 
  CR 6
  XP 2,400
  Male human Blight ghoul commoner 7
  NE Medium undead (augmented humanoid)
  Init +5; Senses darkvision 60 ft., Perception +6
   
  AC 15, touch 11, flat-footed 13 (+2 armor, +1 Dex, +2 natural 
  armor)
  hp 52 (7d6+28)
  Fort +3; Ref +3; Will +3
  Defensive Abilities channel resistance +2; Immune undead 
  traits
   
  Speed 30 ft.
  Melee bite +7 (1d6+4 plus disease and paralysis), 2 claws +7 
  (1d6+4 plus paralysis)
  Ranged dagger +4 (1d4+4/19–20)
  Special Attacks ghastly paralytic, paralysis (1d4+1 rounds, 
  DC 17, elves are not immune to this effect)
   
  Str 18, Dex 12, Con —, Int 13, Wis 13, Cha 14
  Base Atk +3; CMB +7; CMD 18
  Feats Improved Initiative, Skill Focus (Intimidate, Stealth), 
  Step Up, Toughness
  Skills Bluff +7, Disguise +9 (+19 to appear human), Intimidate 
  +10, Perception +6, Sense Motive +3, Stealth +11
  Languages Common
  SQ walk among them
  Gear leather armor, 4 daggers, disguise kit, manacles, 50-ft. 
  rope
   
  Disease (Su) Blight Ghoul Fever: Bite—injury; save Fort DC 15; 
  onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex 
  damage; cure 2 consecutive saves. The save DC is Charis-
  ma-based. A creature that dies of blight ghoul fever rises as 
  a blight ghoul at the next midnight.
  
  98
  The Blight: Richard Pett's Crooked City
  A broken creature is not born. Instead, cruel techniques of coercive 
  persuasion applied over time systematically strip away its will until it 
  unquestioningly accepts the instruction of a master. These techniques are 
  taught only to high-ranking members of one of the guilds that specialize 
  in breaking creatures, such as the Grand Society of Obedience and the 
  Sisters of Bestial Discipline. These groups have created a considerable 
  industry of breaking creatures and selling broken creatures as reliable-yet-
  docile servitors within the City-State of Castorhage.
  Creating a Broken Creature
  “Broken Creature” is an acquired template that can be added to any 
  living creature with an Intelligence score of 1 or higher (referred to 
  hereafter as the base creature). Animal companions, eidolons, and 
  familiars cannot receive this template. A broken creature uses all the base 
  creature’s statistics and special abilities except as noted here.
  Defensive Abilities: A broken creature retains all the base creature’s 
  defensive abilities and gains DR 3/— against nonlethal damage, and the 
  following additional defensive ability:
  Broken Spirit (Ex): A broken creature gains a +8 bonus 
  on saving throws versus emotion, mind-affecting, 
  and pain effects.
  Abilities: Wis –2 (minimum 1). In 
  addition, a broken creature gains a +2 
  bonus to one ability score of its master’s 
  choice and a –4 penalty to another 
  ability score of its master’s choice 
  (minimum 1), which can apply to 
  the ability scores modified by this 
  template.
  Feats: A broken creature 
  gains Endurance and Toughness 
  as bonus feats.
  SQ: 
  A 
  broken 
  creature 
  retains all the base creature’s 
  special qualities, and gains the 
  following:
  Dominated 
  (Ex): 
  The 
  actions of a broken creature 
  can be directed by the 
  wielder of its control object or 
  command phrase, as though 
  it was under the effects of 
  dominate animal (for creatures 
  with Intelligence scores of 
  less than 3) or dominate 
  monster 
  (for 
  creatures 
  with Intelligence scores of 
  3 or greater) but with the 
  following differences. There 
  is no mental link between the 
  master and broken creature, 
  and the master does not 
  know what the subject is 
  experiencing. If no common 
  language exists, the master 
  can communicate only basic 
  commands, such as “Attack,” 
  “Run,” and “Fetch” that were 
  established during the breaking 
  process. A broken creature does 
  not ignore suicidal or self-destructive 
  commands, and neither does it resist 
  undertaking actions against its nature. A 
  successful DC 15 Sense Motive check can 
  determine that a master has influenced a broken creature’s behavior. The 
  dominated quality cannot be dispelled, and the broken creature receives 
  no saving throw to negate it. Protection from evil or similar spells do not 
  prevent commands being given or followed.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Watch Troll
  A suit of dirty chainmail covers this troll’s rough, green hide. Despite 
  its size and fierce reputation, its bestial face regards you with a dull, 
  almost vacant expression.
  WATCH TROLL 
  CR 6
  XP 2,400
  Male broken troll warrior 2 (Pathfinder Roleplaying Game 
  Bestiary “Troll”)
  CE Large humanoid (giant)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
   
  AC 22, touch 11, flat-footed 20 (+6 armor, +2 
  Dex, +5 natural, –1 size)
  hp 86 (6d8+36 plus 2d10+12 plus 10); re-
  generation 5 (acid or fire)
  Fort +14; Ref +4; Will +2; +8 vs. 
  emotion, mind-affecting, and pain 
  effects
   
  Speed 20 ft.
  Melee bite +11 (1d8+6), 2 claws 
  +11 (1d6+6) or sap +11/+6 (1d8+6 
  nonlethal)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 
  1d6+9)
   
  Str 23, Dex 14, Con 23, Int 6, 
  Wis 7, Cha 2
  Base Atk +6; CMB +13; 
  CMD 25
  Feats EnduranceB, Intimidat-
  ing Prowess, Iron Will, Power 
  Attack, Skill Focus (Percep-
  tion), ToughnessB
  Skills Intimidate +8, Linguistics 
  −1, Perception +8
  Languages Common, Giant
  SQ dominated
  Gear chainmail, sap
   
  Environment urban
  Organization solitary, pair, squad (3–8), 
  or troop (9–18 with 1 master of 6th–8th 
  level)
  Treasure NPC Gear
  Broken Creature
  
  99
  The Tome of Blighted Horrors
  While there are many ways in which twins can be conjoined, this 
  template assumes that one is a parasitic twin and fully dependent 
  on the other. The parasitic twin emerges only from the waist 
  up, is much smaller than the base creature, and is 
  completely under the base creature’s control.
  Creating a Conjoined Creature
  “Conjoined Creature” is an inherited template 
  that can be added to a living humanoid or monstrous 
  humanoid (referred to hereafter as the base creature). 
  A conjoined creature uses the base creature’s 
  stats and abilities except as noted here.
  CR: Same as the base creature +1.
  hp: A conjoined creature gains 
  additional hp equal to its HD x 2 as a 
  result of the additional body mass and blood 
  supply provided by the parasitic twin.
  Defensive Abilities: A conjoined creature gains the 
  following defensive abilities.
  Dual Mind (Ex): Once per day, a conjoined creature can 
  reroll any failed saving throw versus a mind-affecting effect 
  that would render it unconscious, helpless, or not in control 
  of its own actions (such as charm person, feeblemind, or 
  hold person). A successful reroll means that the conjoined 
  creature’s parasitic twin absorbs the effect and the conjoined 
  creature can ignore it. The conjoined creature is sickened 
  for the duration of the absorbed effect (removing the effect 
  from the parasitic twin ends the sickened condition), and it 
  cannot use its parasitic twin’s arms during that time, though 
  passive effects (such as from rings worn on the parasitic 
  twin’s arms) continue to function normally.
  Melee: The base creature gains any additional natural attacks based 
  on the addition of a second pair of arms and head, such as claw, bite, and 
  gore attacks. All attacks from the parasitic twin are secondary attacks, and 
  the damage caused by the attacks is reduced by two size categories (see 
  Natural Attacks in the Pathfinder Roleplaying Game Bestiary).
  Special Attacks: A conjoined creature gains the following special attacks.
  Two-Headed Attack (Ex): A conjoined creature can make a head-based 
  special attack, such as a breath weapon or gaze attack, as a swift action instead 
  of a standard action. Alternatively, as a standard action, it can use both of its 
  heads for the attack (though it is still considered only a single attack with that 
  ability) and gain a +2 bonus to the DC of the special attack’s attack roll or 
  saving throw DC. In addition, if the special attack cannot normally be used 
  every round, the delay before it can be used again is halved.
  Two-Weapon Coordination (Ex): A conjoined creature is actually two 
  creatures sharing the same body, which enables it to delegate various 
  actions and physical processes to its individual minds. It gains Two-
  Weapon Fighting as a bonus feat, and may ignore the Dexterity prerequisite 
  for Improved Two-Weapon Fighting and Greater Two-Weapon Fighting. 
  In addition, a conjoined creature can wield a weapon in two hands for one 
  or both of its attacks when fighting with two weapons.
  Special Qualities: A conjoined creature gains the following special 
  qualities.
  Conjoined Twin (Ex): A conjoined creature has a parasitic twin on its 
  torso that consists of a head, a torso, and two arms. The parasitic twin is two 
  size categories smaller than the base creature, is fully under the conjoined 
  creature’s control, and cannot be separately targeted or harmed. It shares 
  the same hit points as the base creature. The parasitic twin does not give the 
  conjoined creature any extra actions per round, but it does allow it the option 
  of making two standard actions in a single round as long as each can be done 
  by a separate portion of the conjoined twins. For example, they can both 
  wield weapons and make attacks as part of the conjoined creature’s attack 
  routine (each using Two-Weapon Fighting, for example). The parasitic 
  twin’s arms can manipulate or hold items as well as the conjoined creature’s 
  own arms (for example, allowing the conjoined creature to use 
  two hands to wield a weapon, another hand to hold a potion, 
  and another to simultaneously cast a spell). The parasitic 
  twin has its own chest, eye, hand, head, headband, neck, 
  ring, shoulder, and wrist magical item slots, but shares 
  these slots with the conjoined creature. A conjoined 
  creature cannot take the vestigial arm or parasitic 
  twin alchemist discoveries.
  Multitalented (Ex): A conjoined creature 
  can select two favored classes.
  Feats: A conjoined creature gains 
  Alertness and Combat Reflexes as bonus feats.
  Skills: +4 Perception
  Copyright Notice
  Author Alistair Rigg, based on material by Richard 
  Pett.
  Conjoined Medusa
  This slender, attractive woman has a smaller parasitic twin 
  emerging from her torso. Both have strangely glowing eyes and 
  heads of hissing snakes for hair.
  CONJOINED MEDUSA 
  CR 8
  XP 4,800
  (Pathfinder Roleplaying Game Bestiary “Medusa”)
  LE Medium monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +22
   
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 84 (8d10+32 plus 8)
  Fort +6; Ref +8; Will +7
  Defensive Abilities all-around vision, dual mind
   
  Speed 30 ft.
  Melee 2 daggers +8/+3 (1d4/19–20), snake bite +5 (1d4 plus 
  poison), snake bite +0 (1d2 plus poison)
  Ranged 2 mwk longbows +11/+6 (1d8/×3)
  Special Attacks petrifying gaze, two-headed attack, two-
  weapon coordination
   
  Str 10, Dex 15, Con 18, Int 12, Wis 13, Cha 15
  Base Atk +8; CMB +8; CMD 20
  Feats AlertnessB, Combat ReflexesB, Improved Initiative, 
  Point-Blank Shot, Precise Shot, Two-Weapon FightingB, Weap-
  on Finesse
  Skills Bluff +10, Disguise +10, Intimidate +13, Perception +22, 
  Sense Motive +3, Stealth +13; Racial Modifiers +8 Perception
  Languages Common
  SQ conjoined twin, multitalented
  Gear 2 daggers, 2 masterwork longbows with 20 arrows 
  each
   
  Environment temperate swamps and underground
  Organization solitary
  Treasure double 
   
  Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Forti-
  tude DC 16 negates. The save DC is Charisma-based.
  Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round 
  for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The 
  save DC is Constitution-based.
  Conjoined Creature
  
  100
  The Blight: Richard Pett's Crooked City
  Creature’s acquire templates for many reasons, whether it be through 
  curse, disease, mutation, or even intentionally. Typically when such 
  occurs, the creature acquires the characteristics of the new template and 
  essentially becomes a new creature altogether. However, sometimes the 
  transition does not go smoothly: the host body rejects the change, a surge 
  of wild magic or some other effect interferes, or some inherent quality 
  of the creature prevents a full transformation. When this occurs, the 
  acquisition of the template is aborted in the middle of the process and the 
  creature instead experiences a horrific backlash of painful metamorphosis 
  and hideous mutation resulting in a dysmorphic creature.
  Creating a Dysmorphic Creature
  “Dysmorphic creature” is an acquired template that can 
  be added to any living creature (referred to hereafter 
  as the base creature) that has just acquired another 
  template, whether that be through the contraction of 
  lycanthropy or some other transformative process. The 
  acquisition of the dysmorphic creature supersedes 
  that of the original acquired template, preventing 
  that template’s changes and special abilities from 
  taking effect. A dysmorphic creature uses all the 
  base creature’s statistics and special abilities except 
  as noted here.
  CR: Same as the base creature +1.
  Type: The base creature’s type changes to aberration 
  with the augmented subtype. Recalculate base attack 
  bonus, saves, and skills for any racial HD.
  Senses: A dysmorphic creature gains darkvision 60 ft.
  AC A dysmorphic creature gains +2 natural 
  armor bonus. This stacks with any other natural 
  armor the base creature already possesses.
  Hit Dice: Change all racial HD to d8s. Class 
  HD are unaffected.
  Defensive 
  Abilities: 
  A 
  dysmorphic 
  creature retains all the defensive abilities 
  of the base creature. It gains the following 
  defensive abilities.
  Distressing Presence (Ex): Creatures that 
  are sickened or nauseated by a dysmorphic 
  creature’s horrific appearance (see below) 
  must succeed at a second Will save at the 
  same DC to continue to look upon the 
  creature’s form. Creatures that fail must 
  avert or close their eyes for 1 round. 
  Creatures that cannot avert or close their 
  eyes are instead frightened for 1 round. 
  This is a mind-affecting fear effect.
  Weird Biology (Ex): A dysmorphic 
  creature’s anatomy, both internal and 
  external, is unique. It has a 50% chance 
  to treat any critical hit or sneak attack 
  against it as a normal hit.
  Weaknesses: Wracking Pain (Ex): 
  Because a dysmorphic creature is 
  severely deformed and in constant 
  pain, it is considered to be 
  staggered in any round in 
  which it does nothing 
  but move. This does not 
  include move actions 
  other than moving at 
  some or all of its 
  speed and does not 
  include 5-foot steps.
  Special Attacks: A dysmorphic creature retains all the special attacks 
  of the base creature. It has the following additional special attacks:
  Horrific Appearance (Su): The vile eruption of a dysmorphic creature’s 
  alternate physiologies creates an appalling amalgamation. No two 
  dysmorphic creatures ever look alike, as each individual expresses the 
  effects of this template differently. Dysmorphic creatures have such 
  distressing shapes that all creatures within 30 feet who gaze upon them 
  must succeed on a Will save (DC 10 + 1/2 the dysmorphic creature’s 
  HD + the dysmorphic creature’s Con modifier) or become sickened (or 
  nauseated, if already sickened) for 1d4+1 rounds. In addition to affecting 
  creatures passively, a dysmorphic creature can use its horrific appearance 
  actively by presenting itself as a standard action. A creature that 
  succeeds at its saving throw whether against the passive or active 
  effect of this ability becomes immune to that dysmorphic 
  creature’s horrific appearance for 24 hours. This ability is a 
  mind-affecting fear affect.
  Scream of Violation (Su): A dysmorphic creature is in 
  perpetual pain and, even at rest, it groans and weeps in 
  its misery. As a standard action, once every 1d4 rounds, a 
  dysmorphic creature can wail in despair at its unmaking. 
  All creatures within 30 feet that hear the scream must 
  succeed on a Will save (DC 10 + 1/2 the dysmorphic 
  creature’s HD + the dysmorphic creature’s Con modifier) 
  or be affected as though by unadulterated loathingUM for 
  2d4 rounds. This is a sonic mind-affecting effect.
  Twisted Attack (Ex): Once per round, a dysmorphic 
  creature can make an extra melee attack at its maximum 
  attack bonus in a surprising way — a weapon wielded in 
  a dislocated limb lunges at a unexpected angle, or a bite 
  extends from a jaw that wasn’t apparent a moment 
  ago. The nature of the attack is described in 
  the creature’s stat block. The dysmorphic 
  creature makes a Bluff, Disguise, or Sleight 
  of Hand check (its choice) against a DC 
  equal to 10 + its opponent’s base attack 
  bonus + its opponent’s Wisdom modifier 
  or 10 + the opponent’s Perception or 
  Sense Motive bonus (whichever is 
  higher). If successful, the opponent 
  loses its Dexterity bonus to AC (if 
  any) against the attack. Opponents who 
  cannot be caught flat-footed are immune 
  to this effect but can still be attacked 
  normally in this way.
  Abilities: Str +2, Dex –2, Con +2 
  Con, Wis –2, Cha –4
  Dysmorphic Creature
  
  101
  The Tome of Blighted Horrors
  Skills: A dysmorphic creature gains a +4 racial bonus on Intimidate 
  checks and Escape Artist checks due to its disjointed anatomy. It takes a 
  –10 racial penalty on Concentration checks because of its constant pain.
  UM See Pathfinder Roleplaying Game Ultimate Magic
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  The following stat block is for a human fighter 3 who became 
  dysmorphic while acquiring the werewolf template.
  The Howling Twin
  The man, his body twisted and wracked with agony, stands in a semi-
  crouch with his shirt torn open. Emerging from his misshapen chest is 
  what appears to be a snarling wolf’s head, straining as if struggling to 
  escape the confines of its fleshy prison
  THE HOWLING TWIN 
  CR 3
  XP 800
  Male dysmorphic human fighter 3
  NE Medium aberration (augmented humanoid)
  Init +6; Senses darkvision 60 ft.; Perception +2
  Aura distressing presence (30 ft., DC 14), horrific 
  appearance (30 ft., DC 14)
   
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natu-
  ral)
  hp 36 (3d10+12 plus 3)
  Fort +6; Ref +3; Will +3 (+4 vs. fear)
  Defensive Abilities weird biology
  Weaknesses wracking pain
   
  Speed 30 ft.
  Melee mwk greataxe +8 (1d12+6/×3)
  Ranged mwk composite longbow +6 (1d8+3/×3)
  Special Attacks scream of violation (DC 14), twisted attack 
  (bite +7 [1d6+4])
   
  Str 18, Dex 15, Con 17, Int 8, Wis 14, Cha 8
  Base Atk +3; CMB +7; CMD 19
  Feats CleaveB, Furious FocusAPG, Improved InitiativeB, Intimi-
  dating Prowess, Power AttackB
  Skills Climb +8, Escape Artist +5, Handle Animal +4, Intimi-
  date +8, Sleight of Hand +1; Racial Modifiers +4 Escape Art-
  ist, +4 Intimidate
  Languages Common
  SQ armor training 1
  Gear armored coatUE, masterwork greataxe, masterwork 
  composite longbow (+3 Str), 20 arrows
  
  102
  The Blight: Richard Pett's Crooked City
  Outrages against nature’s laws, half-born hybrids are the unnatural 
  offspring of monsters and humanoids for whom fertility magic has been 
  employed to enable the coupling and conception. The nature of both 
  creatures is subject to twisting by forces that thrive on errant forms 
  inherent in the fertility dweomers. Such couplings are used by members 
  of the Great Coven as well as other groups in the City-State of Castorhage 
  to create monstrous offspring for use as guard beasts, laborers, or simply 
  curiosities. About one in every thousand such unions results in a paragon 
  birth — a perfect breeding of the two creatures that is able to procreate. 
  This new strain of the creatures is altogether unique, and some scholars 
  propose that the first abominations (see The Tome of Horrors Complete 
  by Frog God Games) came into being in this way.
  Creating a Half-Born Hybrid
  “Half-Born Hybrid” is an inherited template that can be added to any 
  humanoid (referred to hereafter as the base creature). A half-born hybrid 
  has been genetically combined with another living corporeal aberration, 
  animal, humanoid, magical beast, monstrous humanoid, or vermin 
  (referred to hereafter as the hybrid creature) through the use of fertility 
  magic. A half-born hybrid retains all the base creature’s statistics and 
  special abilities except as noted here.
  CR: The CR implications of applying this template vary. 
  After applying the template, evaluate the half-born hybrid 
  using the “Creature Statistics by CR” table in the Pathfinder 
  Roleplaying Game Bestiary and select the appropriate CR. If the 
  half-born hybrid does not fit into a single CR rating, adjust the half-
  born hybrid’s abilities to better fit the desired CR.
  Size and Type: The base creature’s size is unchanged. 
  Recalculate racial base attack bonus and base saves, if any.
  Senses: A half-born hybrid gains the senses of the hybrid 
  creature.
  AC: A half-born hybrid’s natural armor bonus, if any, is equal 
  to the highest of the base and hybrid creature.
  Hit Dice: Change all racial HD to d10s. Add a number of 
  racial HD equal to half the hybrid creature’s racial HD (if 
  any). HD from HDclass levels are unaffected.
  Defensive Abilities: A half-born hybrid gains the 
  defensive abilities, immunities, and resistances of the hybrid 
  creature. Identical resistances overlap and do not stack.
  Speed: A half-born hybrid retains the base creature’s 
  movement types and speeds. It gains any additional 
  movement types (and their speeds) that the hybrid creature 
  possesses.
  Attacks: A half-born hybrid gains all the natural attacks 
  of the hybrid creature except any that rely on a humanoid 
  form. Natural attack damage is adjusted according to any 
  change in size from the hybrid creature, while retaining any 
  initial size category variation (see the Natural Attacks by 
  Size table in the Pathfinder Roleplaying Game Bestiary). 
  For example, if a Medium base creature is hybridized with 
  a Large hybrid creature that has a bite attack that deals 2d6 
  damage (i.e., a Huge creature’s bite damage, or +1 size 
  category), the base creature gains a bite attack that deals 
  1d8 damage (i.e., a Large creature’s bite damage, or +1 
  size category). For nonstandard damage, use the damage 
  progression rules.
  Space/Reach: If a half-born hybrid gains an attack 
  that has an abnormal reach for its size (e.g., a giant frog’s 
  tongue attack), the base creature gains the abnormal reach 
  for that attack adjusted according to any change in size 
  from the hybrid creature.
  Special Attacks: A half-born hybrid gains all the 
  special attacks of the hybrid creature except any that rely 
  on a humanoid form. In addition, a half-born hybrid gains 
  one special attack from the list below for every 3 points of CR (minimum 
  1 — the first ability chosen must always be horrific appearance). The save 
  DC against a half-born hybrid’s special attack is equal to 10 + 1/2 the half-
  born hybrid’s HD + the half-born hybrid’s Constitution modifier unless 
  otherwise noted. Additional half-born hybrid abilities beyond these can be 
  designed at the GM’s discretion.
  Blood Rage (Ex): The half-born hybrid gains the blood rage universal 
  monster rule (see Pathfinder Roleplaying Game Bestiary).
  Breath Weapon (Su): The half-born hybrid gains a breath weapon of 
  acidic phlegm (15-ft. line, 1d6 acid damage per 2 HD, Reflex for half, 
  usable every 1d4 rounds). 
  Cloud of Misery (Su): As a standard action that does not provoke an 
  attack of opportunity, the half-born hybrid can vomit forth a cockroach 
  swarm (Pathfinder Roleplaying Game Bestiary 2) that attacks all other 
  creatures within its area. The swarm begins adjacent to the half-born 
  hybrid, but if no living creatures are within its area, it moves away 
  Half-Born Hybrid
  
  103
  The Tome of Blighted Horrors
  from the half-born hybrid in a random direction at its normal speed. 
  The cockroaches melt into pools of brown phlegm after 1 round per 
  HD of the half-born hybrid. A half-born hybrid with at least 8 HD 
  vomits forth two swarms. A half-born hybrid with at least 14 HD 
  vomits forth three swarms. The half-born hybrid can use this ability 
  three times per day. 
  Disease (Ex): The half-born hybrid is covered in erupting sores and 
  scabs. Creatures that come into contact with the half-born hybrid are 
  subject to half-born hybrid blight. Half-born hybrid Blight—injury; save 
  Fort DC 15; onset 1d3 hours; frequency 1/day; effect 1d4 Cha damage and 
  1d4 Dex damage; cure 2 consecutive saves.
  Ferocity (Ex): The half-born hybrid gains the ferocity universal monster 
  rule (see Pathfinder Roleplaying Game Bestiary).
  Horrific Appearance (Ex): Half-born hybrids have such distressing 
  shapes that all creatures within 30 feet with an Intelligence of 3 or higher 
  who gaze upon them must succeed on a Will save or become sickened 
  for 1d4+1 rounds. In addition to affecting creatures passively, a half-born 
  hybrid can use its horrific appearance actively by presenting itself as a 
  standard action. A creature that succeeds at its saving throw becomes 
  immune to that half-born hybrid’s horrific appearance for 24 hours. This 
  ability is a mind-affecting gaze attack.
  Howl (Su): As a standard action, once every 1d4 rounds, a half-born 
  hybrid can issue a sickening howl. All creatures within 30 foot that hear 
  the howl must succeed on a Will save or be shaken for 1d4+1 rounds. A 
  creature that succeeds at its saving throw becomes immune to that half-
  born hybrid’s howl for 24 hours. This is a sonic, mind-affecting effect. 
  The save DC is Charisma-based.
  Stench (Ex): The half-born hybrid gains the stench universal monster 
  rule (see Pathfinder Roleplaying Game Bestiary). Affected creatures are 
  sickened for 10 rounds.
  Abilities: Determine the base creature’s ability score modifications as 
  follows:
  Deduct the base creature’s score from the hybrid creature’s score.
  Divide the result by two (rounding down).
  If the result is greater than 6, reduce to 6. If the result is less than −6, 
  increase to −6.
  Add the result to the base creature’s ability score.
  Feats: Half-born hybrids gain the hybrid creature’s bonus feats (if any), 
  and any additional feats from their increase in racial HD (if any).
  Skills: Change all racial skill ranks (if any) to 4 + Intelligence modifier 
  (minimum 1) per Hit Die. Class skills are determined by the creature’s 
  new type. Half-born hybrids gain the racial skill bonuses of the hybrid 
  creature. Identical bonus types to the same skill overlap, and do not stack.
  Special Qualities: A half-born hybrid gains the special qualities of the 
  hybrid creature except any that rely on a humanoid form. It also gains the 
  following special quality.
  Deformity (Ex): Half-born hybrids have a terrible burden to bear due 
  to their creation; fertility magic shackles their bodies into unnatural 
  forms. Half-born hybrids are invariably stricken with appalling physical 
  deformities. Roll 1d6 or choose from the table below. These deformities 
  cannot reduce an ability score lower than 3. Additional half-born hybrid 
  abilities beyond these can be designed at the GM’s discretion.
  1d6
  Deformity
  1
  Brainblight: The half-born hybrid’s brain is under-
  developed, and it is wracked with headaches. 
  Reduce its Intelligence and Wisdom scores by 4. 
  Spellcasting or concentrating on spells (including 
  the use of spell-like abilities) requires the half-born 
  hybrid to succeed at a concentration check (DC 
  15 + spell level).
  2
  Malformed Limb: Reduce its Dexterity by 4. Any 
  attacks dependent on the use of the limb receive 
  a −5 penalty to attack rolls. If the limb is used for 
  movement, all speeds that depend on that limb 
  are halved.
  3
  Twisted Skeleton: Reduce its Constitution and Cha-
  risma scores by 4.
  1d6
  Deformity
  4
  Disease-Riddled: Reduce its Constitution and Cha-
  risma scores by 4.
  5
  Revolting Corpulence: Reduce its Dexterity by 4 
  and its speeds by half.
  6
  Sickeningly Gaunt: Reduce its Strength and Consti-
  tution scores by 4.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  The Blessed Child
  This creature looks like a humanoid amalgam of man and lion with 
  protruding teeth and wisps of angry red hair. It has a leonine tail 
  tipped with a growth of sharp spines, and wings that sprout from its 
  back are fleshy and bat-like, but paper thin and fragile, seemingly 
  incapable of flight.
  THE BLESSED CHILD 
  CR 5
  XP 1,600
  Male human-manticore half-born hybrid warrior 2 (Pathfind-
  er Roleplaying Game Bestiary “Manticore”)
  NE Medium monstrous humanoid (augmented humanoid)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +6
   
  AC 20, touch 12, flat-footed 18 (+2 armor, +2 Dex, +6 natural)
  hp 37 (2d10+4 plus 3d10+6)
  Fort +6; Ref +5; Will +3
   
  Speed 30 ft., fly 50 ft. (clumsy)
  Melee mwk longsword +9 (1d8+3/19–20), bite +3 (1d6+1), 
  claw +3 (1d6+1) or bite +8 (1d6+3), 2 claws +8 (1d6+3)
  Ranged composite longbow +7 (1d8+3/×3), 4 spikes +2 
  (1d4+1) or 4 spikes +7 (1d4+3)
  Special Attacks horrific appearance (DC 14)
   
  Str 16, Dex 14, Con 15, Int 4, Wis 7, Cha 8
  Base Atk +5; CMB +8; CMD 20
  Feats Flyby Attack, Hover, Point-Blank Shot, Skill Focus 
  (Stealth)
  Skills Fly −2, Intimidate +4, Perception +6, Stealth +10, Surviv-
  al +1 (+5 tracking); Racial Modifiers +4 Perception, +4 Surviv-
  al when tracking
  Languages Common
  SQ deformity (brainblight)
  Gear leather armor, masterwork longsword, composite 
  longbow (+3 Str) with 20 arrows 
   
  Environment any land
  Organization solitary
  Treasure NPC gear
   
  Spikes (Ex) With a snap of its tail, the half-born hybrid can 
  loose a volley of four spikes as a standard action (make an 
  attack roll for each spike). This attack has a range of 180 
  feet with no range increment. All targets must be within 30 
  feet of each other. The half-born hybrid can launch only 24 
  spikes in any 24-hour period. If the half-born hybrid attacks 
  with a ranged weapon in the same round, the spikes be-
  come secondary attacks.
  
  104
  The Blight: Richard Pett's Crooked City
  Nimbated Creature
  When a creature becomes host to a nimb (see Nimb), it gains the 
  nimbated creature template.
  Creating a Nimbated Creature
  “Nimbated creature” is an acquired template that can be added to any 
  humanoid (referred to hereafter as the base creature). The base creature 
  counts as a Between creature for the purposes of spells, abilities, and 
  magical items but it does not gain the Between subtype nor the many 
  benefits of having the Between subtype — it gains only the benefits 
  described in this template. The base creature retains all its statistics and 
  special abilities except as noted here.
  Defensive Abilities: A nimbated creature gains the following defensive 
  ability.
  Incorporeal Double (Su): A nimbated creature gains an incorporeal 
  double of itself. This functions as the mirror image spell, except as 
  follows. The incorporeal double is not an illusion and is not automatically 
  destroyed if hit. The double has the incorporeal special quality, cold iron 
  weakness, DR, and temporary hit points of the bonded nimb. Damage to 
  the double is dealt to the bonded nimb but can reduce only the nimb’s 
  temporary hit points. When the nimb’s temporary hit points reach 0, the 
  double is destroyed. A new double can be reactivated again as soon as 
  the bonded nimb regains temporary hit points. The nimbated creature 
  can suppress or reactivate this ability at will as an immediate action. 
  While an incorporeal double is suppressed or destroyed, the nimbated 
  creature is outlined by a subtle shimmering, like a heat haze.
  Special Qualities: A nimbated creature gains the following special 
  quality.
  Parasitic Bond (Su): An attached nimb feeds on its host at least 
  once per day, dealing 1d6 points of Charisma damage, usually while 
  the host is sleeping. A nimbated creature may choose to permit 
  the attached nimb to feed more than once per day.
  Copyright Notice
  Author Alistair Rigg.
  Ezekari
  The air around this young woman shimmers like a heat haze. 
  She steps to one side and now there are two of her.
  EZEKARI 
  CR 4
  XP 1,200
  Female nimbated human rogue 4
  CN Medium humanoid (human)
  Init +2; Senses Perception +8
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 
  Dex)
  hp 21 (4d8)
  Fort +1; Ref +6; Will +2
  Defensive Abilities evasion, incorporeal 
  double, trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Melee mwk rapier +3 (1d6–1/18–20)
  Ranged light crossbow +5 (1d8/19–20)
  Special Attacks sneak attack +2d6
  Rogue Spell-Like Abilities (CL 4th):
  3/day—prestidigitation
  2/day—disguise self
   
  Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 14
  Base Atk +3; CMB +2; CMD 14
  Feats Combat Expertise, Deceitful, Improved Feint
  Skills Bluff +11, Diplomacy +9, Disable Device +9, Disguise 
  +11, Heal +3, Knowledge (local) +8, Perception +8, Perform 
  (sing) +7, Sense Motive +8, Sleight of Hand +9, Stealth +9, Use 
  Magic Device +9
  Languages Common, Elven
  SQ parasitic bond, rogue talents (major magic, minor mag-
  ic), trapfinding +2
  Combat Gear potion of cure moderate wounds, scroll of 
  bless, scroll of burning hands, scroll of cure light wounds, 
  scroll of magic missile, 2 flasks of alchemist’s fire, vial of holy 
  water, thunderstone; Other Gear +1 studded leather, light 
  crossbow with 10 bolts, masterwork rapier, disguise kit, ever-
  burning torch, healer’s kit, thieves’ tools, wizard’s spellbook, 
  wooden holy symbol, 129 gp
  
  105
  The Tome of Blighted Horrors
  The curse of lycanthropy afflicts many, and those who bear its taint 
  rarely come by it through choice. Usually, they receive the curse through 
  infection, by the bite of another who is infected, or through blood heritage, 
  passed down from their own parents. However, there are also those who 
  come to have the curse through their own hubris and greed. These are the 
  skin-wearers.
  Skin-wearers are evil or greedy humanoids who seek abilities of a 
  lycanthrope, and usually the wanton violence and animal instinct that 
  they feel comes with it. However, they do not wish to undergo the risk 
  of contracting the disease through an encounter with a lycanthrope. 
  They are usually folk compelled by their own baser instincts and urges 
  to seek this route as an escape or justification for their actions, or 
  simply wish to enjoy the power that comes with such a transformation. 
  Sociopaths and hedonists of an evil bent are the most common types of 
  people to take this path, though criminals seeking escape and/or revenge 
  are not uncommon among such ranks either. One thing they all have in 
  common, however, is considerable financial means or the ability to obtain 
  them, because becoming a skin-wearer isn’t cheap.
  The secret to a skin-wearer’s abilities lies in its lycanthrope pelt. Just as 
  its name implies, a lycanthrope pelt is the full, intact hide of a lycanthrope 
  that has been fashioned into a suit of sorts that can be worn over a person’s 
  clothes and equipment. The creation of a lycanthrope pelt is a closely 
  guarded secret among a very few practitioners of this craft, and is a very 
  difficult and expensive process. Among its many complicated processes 
  is that the lycanthrope in question must be skinned alive while in hybrid 
  form so that a complete humanoid-shaped suit can be obtained, and the 
  complete hide must be obtained before it dies so that it doesn’t transform 
  back into a humanoid’s skin upon the lycanthrope’s death. Creating a 
  lycanthrope pelt is a truly odious process that should have severe alignment 
  repercussions for anyone not already of an evil alignment. Even a hunter 
  of lycanthropes would not condone the process, finding it barbaric and 
  cruel, favoring instead the quick, clean death of an execution. The creation 
  and introduction of additional lycanthrope pelts to a campaign should be 
  carefully considered by the GM before allowing them to be something 
  that a player character could conceivably procure or create on his own.
  Once a lycanthrope pelt is acquired by hook or crook, there is more 
  to it than simply donning it as a garment. It is no simple magical item 
  to be passed around or sold like just another commodity. To be used, 
  the pelt must be attuned through the user, which is accomplished by an 
  hourlong ceremony under a full moon and requires the blood sacrifice 
  of someone who is of the same race as the owner of the pelt. After the 
  sacrifice is made, the wearer uses the blood of the sacrifice to coat the 
  inside of the pelt, at which point he can slip it on over his own attire 
  to transform into the desired creature. For another user to be able to 
  transform with that particular lycanthrope pelt, the attuned user must 
  be dead (either through violence or natural causes) and a new blood 
  sacrifice ritual conducted. It is possible for a blood sacrifice ritual to 
  be made using the pelt’s current attuned user, if that user has been 
  somehow overcome and captured by another individual.
  Creating a Skin-Wearer
  “Skin-Wearer” is an acquired template that can be added to 
  any humanoid of evil alignment who has obtained a lycanthrope 
  pelt and completed the necessary sacrifice and ritual.
  Lycanthrope Pelt: A lycanthrope pelt can exist for any 
  kind of lycanthrope (i.e. there are werewolf pelts, wererat 
  pelts, wereshark pelts, etc.). When a skin-wearer dons 
  an attuned lycanthrope pelt, he becomes for all practical 
  purposes a natural lycanthrope of that variety, gaining all of 
  the changes to CR, size and type, AC, defensive abilities, 
  speed, melee attacks, special attacks, special qualities, 
  and ability scores accordingly. If the wearer happens to 
  already be a lycanthrope or skinwalker* (whether of the 
  same variety as the pelt or not), he gains the advanced 
  simple template while transformed with the pelt.
  When worn, the pelt fuses with the skin of the 
  wearer, effectively becoming his own skin, though any 
  damage sustained by the wearer does not transfer to 
  the pelt itself when it is later taken off. Any clothing 
  or equipment worn underneath the pelt when it is 
  donned melds with the lycanthrope. Any clothing 
  or equipment donned after the pelt is worn does not 
  meld, unless the lycanthrope changes from hybrid 
  form to animal form. The wearer of a lycanthrope 
  pelt can change only between hybrid form and 
  animal form. To resume his humanoid form, 
  the wearer must remove the pelt. Donning or 
  removing the pelt requires a full-round action 
  that provokes attacks of opportunity.
  Skin-Wearer
  
  106
  The Blight: Richard Pett's Crooked City
  When wearing a lycanthrope pelt, the wearer is for all intents and 
  purposes a natural lycanthrope with full control over his abilities and 
  transformation. However, the pelt can be worn only at night. Even in an 
  underground environment, the time of day on the surface above is what 
  dictates if the pelt functions or not. If the pelt is worn as dawn arrives, then 
  it immediately transforms the wearer back into his humanoid form with 
  the pelt simply worn like a costume. Except when the pelt is worn at night, 
  the user does not otherwise have the shapechanger subtype.
  When not worn, the pelt appears to be nothing more than a realistic 
  costume crafted from the hide and head of that particular type of animal 
  (which can be especially unnerving for a wererat pelt when one considers 
  the size of the rat that must’ve been skinned to create it). The entire 
  outfit weighs only 7 pounds and can easily fit in a standard backpack. It 
  shows no aura to magical detection since it carries a curse rather than an 
  enchantment.
  A lycanthrope pelt is not without a price for the skin-wearer, though. 
  Each night that it is worn has a cumulative 5% chance of causing the 
  wearer to lose control of the transformation and allows the beast within 
  to take over. The user regains his senses at the next dawn when the pelt 
  stops functioning and usually finds himself covered in blood and filth in 
  some unknown location and must try to make his way home safely while 
  avoiding the aftermath of any carnage he caused. While most skin-wearers 
  don’t mind causing carnage, they are aware that it is extremely risky to 
  lose control while transformed as it can bring attention for lycanthrope 
  hunters and others if the wearer is not able to use caution in his transformed 
  state. The chance of losing control can be staved off each month if a new 
  blood sacrifice and attunement ritual is held under the full moon. Any time 
  where this has been done within the last month, then there is no chance of 
  losing control. Once a month passes without a new ritual, then the chance 
  of losing control begins accumulating again, starting at 5%.
  *See Pathfinder Player Companion: Blood of the Moon
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Demetrius Voth
  The werewolf peels back its skin to reveal a man underneath. It is a 
  man in formal eveningwear and with an air of effete disdain about him, 
  seemingly unconcerned that just moments before he had apparently been 
  transformed into some sort of werebeast.
  DEMETRIUS VOTH (HYBRID FORM) 
  CR 3
  XP 800
  Male swyne skin-wearer werewolf aristocrat 4 (Pathfinder 
  Roleplaying Game Bestiary “Lycanthrope, Werewolf”)
  CE Medium humanoid (shapechanger, swyne)
  Init –1; Senses low-light vision, scent; Perception +1
   
  AC 13, touch 9, flat-footed 13 (–1 Dex, +4 natural)
  hp 30 (4d8+8 plus 4)
  Fort +3 (+7 vs. poison and disease); Ref +0; Will +5 (+7 vs. 
  charm and compulsion)
  Defensive Abilities cast-iron stomach, pig-headed; DR 10/
  silver
   
  Speed 30 ft.
  Melee bite +4 (1d6+1 plus trip and curse of lycanthropy) or 
  mwk +5 (1d4+1/19–20), bite –1 (1d6 plus trip and curse of 
  lycanthropy)
  Special Attacks curse of lycanthropy (DC 15)
   
  Str 13, Dex 8, Con 15, Int 11, Wis 12, Cha 10
  Base Atk +3; CMB +4; CMD 13
  Feats Deceitful, Persuasive
  Skills Appraise +7, Bluff +9, Diplomacy +7, Disguise +2, Intimi-
  date +9, Sense Motive +8; Racial Modifiers +2 Appraise
  Languages Common, Gnome, Orc
  SQ change shape (human, hybrid, and wolf; polymorph), 
  gut feeling, lycanthropic empathy (wolves and dire wolves)
  Gear courtier’s outfit, werewolf pelt, masterwork dagger, 
  pouch with 3d10 gp and 2d6 pp
  
  107
  The Tome of Blighted Horrors
  Appendix D:
  Hazards
  
  108
  The Blight: Richard Pett's Crooked City
  This appendix lists hazards that can be encountered in The Blight. 
  Though all are types of hazards, they are categorized as hazards and 
  infestations. They are further labeled by type, and in some cases subtype. 
  However, they are not true creatures and do not possess all of the traits 
  common to the types and subtypes they have been given. Rather, the types 
  and subtypes are given in order to identify if they are susceptible to spells 
  or effects that may affect only certain types of creatures.
  Blight
   
  BLIGHT (HAZARD, PLANT [FUNGUS]) 
  CR 1
  XP 400
  This peculiar lichen is ubiquitous to the city of Castorhage, 
  and reports of large infestations of it occur in the earliest city 
  records, and it is from this constant presence that the city 
  has obtained its nickname. It is a leafy foliose lichen with a 
  dull gray coloring that is darker on the underside. Its drab 
  coloration makes it difficult to see (DC 20 Perception check) 
  from distances greater than 10 feet in any conditions other 
  than bright light. Like most foliose lichens, blight grows only 
  slowly — except in total darkness. In total darkness, it grows 
  extremely rapidly and can cover hundreds of feet in only a 
  few hours. Infestations of the lichen tend to pop up in the 
  darkest of alleys or on heavily overcast or moonless nights. 
  The dwarves of the Underneath warn of caverns where the 
  stuff grows unchecked forming drifts dozens of feet deep. 
  Furthermore, some scholars speculate that the lichen pos-
  sesses some form of intelligence. They base this on the fact 
  that when options for growth exist toward and away from 
  some living victim that the blight can grow upon, it always 
  grows toward the living victim.
  Blight is generally considered to be harmless when 
  encountered, but it grows very densely over whatever 
  surface it encounters. That, combined with its extremely 
  rapid growth in total darkness makes it very hazardous to 
  a helpless creature. If a helpless creature (asleep, drunk, 
  paralyzed, unconscious, etc.) is in an area of total darkness 
  that blight has access to, it quickly grows over the creature 
  with a thick, impervious layer of lichen. This does no direct 
  harm, but breathing creatures are immediately subject to 
  the effects of suffocation. Likewise, if a creature regains 
  consciousness or mobility after being overgrown with blight, 
  it is considered entangled and must make a DC 15 Strength 
  check or Escape Artist check to break free. Others can aid 
  the entangled individual with this check. Likewise, someone 
  who is not entangled can cut the victim free (hp 15, DR 10/
  slashing), though an entangled victim cannot do so unless 
  it is with a natural weapon or a light weapon that was 
  already in hand and must still make a CMB check 
  against a CMD 15 to do so. As long as a victim re-
  mains entangled, he continues to suffocate. Blight 
  does not grow quickly in bright light, but it 
  is not harmed by bright light. It is, how-
  ever, extremely vulnerable to fire, fire 
  damage dealing an additional 50% 
  damage to it (15 hp/5-foot-square 
  patch). A victim entangled in blight 
  when it is set alight takes half of 
  the fire damage as well.
  If a victim is slain by blight or 
  if it grows over the corpse of a living 
  creature, a truly remarkable quality 
  of the growth is revealed. Whereas most surfaces that the 
  lichen uses as a substrate are unharmed by its growth, the 
  corpse of a living creature is absorbed in short order and will 
  be completely gone within hours, leaving nothing behind 
  but inorganic remnants such as belt buckles, swords and 
  armor, gold fillings, etc. A Tiny or smaller creature is totally 
  obliterated in 15 minutes; a Small creature disappears in 30 
  minutes, and a Medium creature in 1 hour. Large creatures 
  will be completely absorbed in 4 hours, and Huge creatures 
  in 9 hours. Gargantuan and Colossal creatures will be ab-
  sorbed only if the blight is able to completely cover it. If so, 
  the corpses are absorbed in 16 and 36 hours, respectively. 
  A creature absorbed by blight cannot be returned from the 
  dead by anything less powerful than a true resurrection.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Hazards
  
  109
  The Tome of Blighted Horrors
  Derange
   
  DERANGE (INFESTATION, VERMIN) 
  CR 2
  XP 600
  Derange is blamed for much of the unsavory behaviors 
  to be found in The Blight, or at least folk find it convenient to 
  believe it to be the source. Derange is a condition brought 
  on when the tiny earwig spider lays its egg in the ear of a 
  sleeping victim. The warmth of the victim’s body causes the 
  egg to hatch and the tiny earwig larva to burrow through 
  the eardrum and inner ear into motor control centers in the 
  victim’s brain. Once the larva has nested in this area, it cre-
  ates a small cyst and begins to draw nourishment from the 
  hormones and chemical interactions within while bathing 
  these centers with chemicals of its own. The result is that the 
  victim’s personality changes, his alignment randomly shifting 
  each morning when he awakes (see table). The victim is still 
  in control of his actions, but these actions reflect the priorities 
  and methods subscribed to by this new alignment. At night, 
  the victim often awakes in the midst of sleep with a return to 
  his original alignment and a full and sickening awareness of 
  the things he has been doing.
  This condition can be removed with a remove disease 
  spell or similar magic. Likewise, each morning upon awaken-
  ing the victim is able to make a Will save to resist the align-
  ment-altering effects of the manifestation and function with 
  his normal alignment. After 1d3 weeks, the derange larva 
  matures into an earwig spider and exits the victim to begin 
  the next stage of its lifecycle. When this occurs, the victim 
  must make a DC 10 Fortitude save. If successful, he fully re-
  covers from the effects of the derange, though often with 
  serious repercussions from the alignment shifts. Many victims 
  of derange find themselves dead, badly injured, or impris-
  oned as a result of their previous actions, and derange is not 
  recognized as a legal defense before the Courts of Castor-
  hage. If the victim fails the Fortitude save, then the depart-
  ing earwig spider causes the rupture of a major blood vessel 
  as it clambers out through the ear, and the victim dies in his 
  sleep unless immediate magical interventions occur that are 
  capable of saving his life.
  DERANGE
  Type infestation; Save Will DC 15
  Onset 1d4 days; Frequency 1/day
  Effect alignment shift (see above)
  1d10
  Alignment Shifts To
  1
  Lawful good
  2
  Neutral good
  3
  Chaotic good
  4
  Lawful neutral
  5
  Neutral
  6
  Chaotic neutral
  7
  Lawful evil
  8
  Neutral evil
  9
  Chaotic evil
  10
  Same as previous day
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Dislocating Larvae
   
  DISLOCATING LARVAE 
  (INFESTATION, VERMIN [AQUATIC]) 
  CR 4
  XP 1,200
  These tiny green larvae resemble tadpoles no larger than 
  a pinhead but can spawn in sufficient numbers in small pools 
  of stagnant water to give it a greenish tint. When ingested, 
  the larvae colonize the stomach of the victim and begin 
  to feed and reproduce in his digestive tract. A full-grown 
  dislocating larva resembles a green hair no more than 2 or 
  3 inches long. As they reach maturity, they feed on the tis-
  sues they have colonized and begin to migrate on to other 
  tissues as they lay thousands of eggs. These hatch into even 
  more of the larvae. The pain caused by this process causes 
  terrible convulsions in the victim that can even be forceful 
  enough to dislocate joints.
  Each day that the larvae infest their victim, they deal Con-
  stitution damage. After the victim has received Constitution 
  damage equal to half of his maximum Constitution, he be-
  gins to suffer the sudden spasmodic fits for which the ailment 
  is named. These deal an additional 1d6 points of damage 
  per day and require a new Fortitude save or take 1d4 points 
  of Dexterity damage as well. In the final stages of the infes-
  tation, the victim begins to feel an uncontrollable urge to 
  seek out a body of water (preferably stagnant) and does 
  anything in his power to seek one out in order to die in it and 
  allow the larvae colony within his body to continue to sur-
  vive rather than dying with their host. A remove disease spell 
  cast on the victim kills all larvae and eggs infesting the victim 
  but does not restore lost hit points or ability damage.
  DISLOCATING LARVAE
  Type infestation; Save Fortitude DC 15 (ingested)
  Onset 1d10 minutes; Frequency 1/day
  Effect 1d4 Con damage, spasmodic fits (see above)
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Second-Head Fluke
   
  SECOND-HEAD FLUKE 
  (INFESTATION, VERMIN [AQUATIC]) 
  CR 6
  XP 2,400
  This dreaded microscopic parasite is relatively common in 
  the Lyme River and many fishermen have caught the sick-
  ness after accidentally swallowing Lyme water. It is also able 
  to spread by physical contact with those already afflicted. 
  This foul sickness manifests as a large swollen tumor that ap-
  pears on the victim’s shoulder that over a period of a few 
  days grows into a second, cankerous head. This head is a 
  most horrible thing to look upon, consisting of disfigured and 
  distorted features, random tufts of hair, misplaced teeth, 
  and dark patches of melanoma. Despite its obvious disease 
  origin, this head-like growth often uncannily resembles the 
  victim, even in its distorted and horrifying state.
  Once a case of second-hand fluke is contracted, mad-
  ness and a physical decline are sure to follow. Once the 
  second head fully manifests after the first week, each day 
  thereafter requires a DC 15 Will save or the victim takes 1d3 
  points of Wisdom damage from the mental and emotional 
  stress caused by its manifestation. In addition, each day 
  there is a 10% chance that the victim takes 1 point of Consti-
  tution drain as the cancerous nature of the growth begins to 
  spread into the rest of his body and leech off him.
  Once a victim takes Wisdom damage equal to half of his 
  maximum Wisdom, the effects of the second-head fluke 
  
  110
  The Blight: Richard Pett's Crooked City
  begin to have a more pronounced manifestation. The pseu-
  do-head growing on the victim’s shoulder begins to utter 
  nonsensical vocal sounds as if attempting to talk, and the 
  head spasmodically flops about at random times. Anytime 
  anyone is adjacent to the victim once the infestation has 
  reached this stage, there is a 1-in-6 chance that the pseu-
  do-head flops toward them. This is considered a secondary 
  melee touch attack and does not provoke attacks of op-
  portunity. If the pseudo-head is successful in a touch attack, 
  the touched individual must make a DC 13 Fortitude or con-
  tract a second-head fluke infestation as well.
  Once second-head fluke is contracted, it becomes in-
  creasingly difficult to remove. During the initial week before 
  the pseudo-head has grown, a remove disease spell cures 
  the victim and reverses its progress. Once the pseudo-head 
  has fully formed, a remove disease alone is no longer suf-
  ficient. The pseudo-head itself must also be physically re-
  moved. This can be done by a skilled physician with a DC 25 
  Heal check and deals 1d6 points of damage. If the check 
  fails, the surgery deals 3d6 points of damage and 2 points 
  of bleed damage. Once the pseudo-head is removed, a 
  remove disease spell is still necessary to complete the cure 
  or another pseudo-head regrows after 1 week. Once the 
  stage of infestation is reached where Wisdom damage has 
  exceeded half of the victim’s maximum Wisdom, a remove 
  disease is no longer sufficient in conjunction with the remov-
  al of the pseudo-head. At this point, a heal spell is necessary 
  to prevent the pseudo-head’s regrowth. Likewise, if the vic-
  tim has begun to take Constitution drain, then a heal spell is 
  necessary to halt further such drain once the pseudo-head 
  has been removed and the infestation occurred. This will not 
  return any drained Constitution, but only prevents further 
  Constitution drain.
  SECOND-HEAD FLUKE
  Type infestation; Save Fortitude DC 18 (ingested), DC 13 
  (contact), Will save DC 15
  Onset 1d2 days; Frequency 1/day
  Effect 1d3 Wis damage, 10% chance of 1 Con drain
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  111
  The Tome of Blighted Horrors
  Appendix E:
  New Subtypes, 
  Feats, and Universal 
  Monster Rules
  
  112
  The Blight: Richard Pett's Crooked City
  A new subtype and two new universal monster rule abilities associated 
  with that subtype are introduced in this book. These are described at the 
  beginning of this appendix. In addition, many new subtypes and feats 
  used in this book were first introduced in either The Tome of Horrors 
  Complete or the Tome of Horrors 4, both by Frog God Games. These are 
  updated (when needed) and reprinted here for your convenience.
  Between Subtype
  A creature with this subtype is infused with the weirdness of Between and 
  is shaped and changed by its environment and experiences. Some Between 
  creatures are bizarre versions of existing creatures (such as gargoyles and 
  wyverns), while others are completely new creatures that do not have a non-
  Between equivalent (such as caul cuckoos and hymes). Creatures with the 
  Between subtype gain the following abilities (these are already included in 
  the Between creature stat blocks presented in this book).
  CR: Increase the creature’s CR according to the Between Subtype table 
  below. Evaluate the creature at its new CR using the Creature Statistics 
  by CR table in the Pathfinder Roleplaying Game Bestiary to make sure it 
  falls within the expected values for its new CR. If it does not, adjust the 
  abilities or the CR to better fit.
  Between Age (BA): Many of a creature’s abilities, attacks, and other 
  statistics improve with the length of its exposure to Between. These 
  increases are divided into age categories 1–10. As a Between creature’s 
  exposure increases, its base statistics change as noted on the Between 
  Subtype table below. A Between creature receives no other age-related 
  effects, and cannot die of old age.
  Senses: At BA 1 (larval), the creature gains low-light vision. At BA 4 
  (chrysalic), the creature gains darkvision 60 ft. At BA 6 (adult), the range 
  of the creature’s darkvision increases by 30 ft. At BA 8 (old), the creature 
  gains blindsense 30 ft. At BA 10 (ancient), the range of the creature’s 
  blindsense increases by 30 ft.
  Between Temporary Hit Points: A creature with d6 HD gains 1d6 
  temporary hit points per Between age category, a creature with d8 HD 
  gains 1d8 temporary hit points per Between age category, and a creature 
  with d10 or d12 HD gains 1d10 temporary hit points per Between age 
  category. These temporary hit points are permanent until lost, but are 
  renewed every 24 hours that the creature remains in Between.
  Damage Reduction: At BA 1 (larval), the creature gains DR 2/cold 
  iron. At BA 4 (chrysalic), the creature gains DR 5/cold iron. At BA 6 
  (adult), the creature gains DR 5/cold iron and magic. At BA 8 (old), the 
  creature gains DR 10/cold iron and magic. At BA 10 (ancient), the creature 
  gains DR 15/cold iron and magic.
  Spell Resistance: At BA 1 (larval), the creature gains SR equal to its 
  CR +6. At BA 4 (chrysalic), the creature SR equals its CR +12. At BA 6 
  (adult), the creature’s SR equals its CR +13. At BA 8 (old), the creature’s 
  SR equals its CR +14. At BA 10 (ancient), the creature’s SR equals its 
  CR +15.
  Bonus Feats: At BA 1 (larval), every 2 Between age categories 
  thereafter, and again at BA 10 (ancient), the creature gains a bonus feat of 
  its choice. It must meet all of the prerequisites for this feat.
  Dexterity Bonus: At BA 2 (naiadic) and every 2 Between age categories 
  thereafter, the creature gains a permanent +2 bonus to Dexterity.
  Ability Bonus: At BA 3 (instaric), every 2 Between age categories thereafter, 
  and again at BA 10 (ancient), the creature gains a permanent +2 bonus to any of 
  its ability scores other than Dexterity. If it gains multiple bonuses, it can apply 
  them to the same ability score or to different ability scores.
  If an animal’s Intelligence score is increased to a score greater than 
  2, its type becomes magical beast (augmented animal), and it gains the 
  ability to speak Aklo.
  Additional Abilities: Every Between creature has abilities that 
  reflect its habitat and history, its environment and experiences echoed 
  in its physical and supernatural nature. The creature gains a number of 
  additional abilities equal to its BA. Such abilities can be drawn from 
  lists of universal monster abilities (including the new universal monsters 
  abilities created specifically for Between creatures, described below), or 
  can be new abilities you create. These abilities should be thematically 
  appropriate to the Between and the creature’s relationship to it. At the 
  GM’s discretion, abilities that are especially powerful can be added, but 
  they count as two or more abilities toward this total, as appropriate.
  Between Subtype Age
  Between Age 
  Category
  Between 
  Age in 
  Years
  CR
  Dex 
  Bonus
  Ability 
  Bonus
  Bonus 
  Feat
  1 Larval
  0–1
  +1
  —
  —
  1st
  2 Naiadic
  2–4
  +1
  1st
  —
  —
  3 Instaric
  5–9
  +1
  —
  1st
  2nd
  4 Chrysalic
  10–19
  +2
  2nd
  —
  —
  5 Young
  20–39
  +2
  —
  2nd
  3rd
  6 Adult
  40–79
  +3
  3rd
  —
  —
  7 Mature
  80–159
  +3
  —
  3rd
  4th
  8 Old
  160–349
  +4
  4th
  —
  —
  9 Elder
  350–599
  +4
  —
  4th
  5th
  10 Ancient
  600+
  +5
  5th
  5th
  6th
  Creating  
  Between Creatures
  In addition to using a Between simple template (see Appendix C: 
  Templates), there are two ways to create a Between creature. The first is to 
  take an existing creature and give it the Between subtype above. The second 
  method is to create an entirely new creature with the Between subtype and 
  incorporate the subtype’s additional abilities into the final creature.
  Modify an Existing Creature
  Making a Between creature out of an ordinary creature is fairly 
  straightforward — just follow these steps:
  1. Decide its Between age (BA). It’s easier to start with a lower BA, 
  you can always increase the BA later if you need the creature to be a little 
  more powerful.
  New Subtypes, Feats, and 
  Universal Monster Rules
  
  113
  The Tome of Blighted Horrors
  2. Add the Between subtype. The modifications to the creature’s ability 
  scores, hit points, and other game statistics depend on your creature’s BA.
  3. Add additional abilities. As described in the Between subtype, the 
  creature gains a number of additional abilities equal to its BA.
  4. Evaluate the creature at its final CR. Your creature’s final CR is its 
  initial CR + the CR increase indicated in the “Between Subtype” table. Use 
  the “Creature Statistics by CR” table in the Pathfinder Roleplaying Game 
  Bestiary to evaluate whether the creature’s abilities are appropriately 
  challenging for its final CR. If a Between creature’s additional abilities 
  complement its original abilities particularly well, that Between creature 
  may be too powerful for its final CR. If a creature’s additional abilities 
  don’t interact with its original abilities, that creature may be too weak 
  for its final CR. If either of these situations occur, make adjustments to 
  the creature so it better fits the intended CR, such as by increasing or 
  decreasing the creature’s between age.
  5. Once you have determined that the creature’s abilities and statistics 
  fit its CR, you’re done.
  Create a New Creature
  Creating a new Between creature is easiest by following these steps (some 
  of which are very similar to the steps for modifying an existing creature):
  1. Estimate its final CR. Knowing the intended CR of your new creature 
  is critical. This target helps determine the starting power level for your 
  creature in the later steps, and means you won’t have to reconfigure your 
  creature if it’s too weak or too powerful. For example, you might want a 
  CR 7 Between creature to challenge a 5th-level party.
  2. Decide its Between age (BA).
  3. Determine its initial CR. Subtract the CR increase indicated by the 
  creature’s BA from the final CR to get the initial CR. If the final CR is 7 
  and the BA is 4, the initial CR is 7–2 (as per the Between Subtype Age 
  Table) = 5.
  4. Build a new creature for that initial CR. This is identical to the 
  process for creating a non-Between creature. Follow the guidelines in the 
  Pathfinder Roleplaying Game Bestiary, creating a creature balanced for 
  its CR, or starting with a base creature known to be appropriate for its CR 
  and altering that creature to suit your purposes.
  The next three steps make the creature a Between creature:
  5. Add the Between subtype. The modifications to the creature’s ability 
  scores, hit points, and so on depend on its BA.
  6. Add additional abilities. As described in the Between subtype, the 
  creature gains a number of additional abilities equal to its BA.
  7. Evaluate the creature at its final CR. Your creature’s final CR is its 
  initial CR + the CR increase indicated in the Between Subtype Age Table. 
  Use the Creature Statistics by CR table in the Pathfinder Roleplaying 
  Game Bestiary to evaluate whether the creature’s abilities are appropriately 
  challenging for its final CR. If a Between creature’s additional abilities 
  complement its original abilities particularly well, that Between creature 
  may be too powerful for its final CR. If a creature’s additional abilities 
  don’t interact with its original abilities, that creature may be too weak 
  for its final CR. If either of these situations occur, make adjustments to 
  the creature so it better fits the intended CR, such as by increasing or 
  decreasing the creature’s Between age.
  8. Once the creature’s abilities and statistics fit its CR, you’re done.
  New Universal 
  Monster Rules
  Like the universal monster rules in the Pathfinder Roleplaying Game 
  Bestiary, the following rules are referenced (but not repeated) in Between 
  creature stat blocks. Each rule includes a format guide for how it appears 
  in a Between monster’s listing and its location in the stat block.
  Dislocated (Su) The creature’s form is made up of its memories, 
  which shift and change. At BA 1 (larval), a dislocated creature gains a 
  continual blurred movementACG effect. At BA 4 (chrysalic), a dislocated 
  creature loses blurred movementACG but gains a continual blur effect. 
  At BA 7 (mature), a dislocated creature loses blur but gains a continual 
  displacement effect. The creature can suppress or reactivate this ability at 
  will as a free action.
  Format: dislocated (blurred movementACG); Location: Defensive 
  Abilities.
  ACG See Pathfinder Roleplaying Game Advanced Class Guide
  Distorted (Ex) A distorted creature’s internal anatomy varies from 
  individual to individual. At BA 1 (larval), a distorted creature has a 25% 
  chance to treat any critical hit or sneak attack against it as a normal hit. 
  At BA 4 (chrysalic), this chance improves to 50%. At BA 7, this chance 
  improves to 75%.
  Format: distorted (25%); Location: Defensive Abilities.
  New Subtypes
  Acid Subtype: This subtype is usually used for outsiders with a 
  connection to the Quasi-Elemental Plane of Acid. Acid creatures always 
  have swim speeds and are immune to acid damage. Acid creatures have 
  vulnerability to water. Unless otherwise noted in the creature’s description, 
  a water-based effect or spell deals 1d4 points of damage per spell level to a 
  creature with this subtype, unless otherwise noted (in either the monster’s 
  description or the spell description). The creature usually receives a save 
  (Fortitude or Reflex) for half damage.
  Daemon Subtype: This subtype is identical to that presented in the 
  Universal Monster Rules of the Pathfinder Roleplaying Game Bestiary 2 
  with the addition of the following:
  • Unique daemons (such as Charon and the Oinodaemon) get a profane 
  bonus to AC equal to their Cha modifier (minimum +1).
  • Arch daemons (such as the Oinodaemon) get an insight bonus to AC 
  equal to their Wis modifier (minimum +1)
  Demodand Subtype: Demodands are chaotic evil outsiders related to 
  neither demons nor qlippoths. Their exact origin is unknown, but they are 
  possibly the degenerate offspring of primordial titans imprisoned many 
  ages ago by the deities or their forebears. They possess the following traits 
  unless otherwise noted:
  • Immunity to acid and poison.
  • Immunity to all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects).
  • Resistance to cold 10 and fire 10.
  Electricity Subtype: This subtype is usually used for outsiders with 
  a connection to the Quasi-Elemental Plane of Lightning. Electricity 
  creatures always have fly speeds and usually have perfect maneuverability. 
  Electricity creatures treat the Fly skill as a class skill. They have immunity 
  to electricity. Electricity creatures have vulnerability to water. Unless 
  otherwise noted in the creature’s description, a water-based effect or spell 
  deals 1d4 points of damage per spell level to a creature with this subtype, 
  
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  unless otherwise noted (in either the monster’s description or the spell 
  description). The creature usually receives a save (Fortitude or Reflex) 
  for half damage.
  Fungus Subtype: The fungus subtype applies to creatures (almost 
  always plants) that are “more fungal” than ordinary plant creatures. It 
  distinguishes common plant creatures such as treants from other plant 
  creatures such as shriekers and phantom fungi.
  Other than the fact that this subtype applies to certain types of plant 
  creatures, fungus creatures have no specific traits. The fungus subtype 
  simply identifies creatures that may be vulnerable to spells, psionics, and 
  effects that specifically target or affect fungi.
  The following monsters should be considered to have the fungus 
  subtype:
  Pathfinder Roleplaying Game Core Rulebook: Brown mold, green 
  slime, phosphorescent fungus, shrieker, yellow mold.
  Pathfinder Roleplaying Game Bestiary: Basidorond, vegepygmy, violet 
  fungus. Certain species of shambling mounds may also have the fungus 
  subtype.
  Pathfinder Roleplaying Game Bestiary 2: Cythnigot qlippoth, fungal 
  crawler, mandragora, mu spore, phycomid. Certain species of tendriculoses 
  may also have the fungus subtype.
  Pathfinder Roleplaying Game Bestiary 3: Ascomoid, cerebric fungus, 
  fungus leshy, myceloid, phantom fungus.
  Pathfinder Roleplaying Game Bestiary 4: Fungal creature, mi-go, 
  mindslaver mold. Some zomoks may also have the fungus subtype.
  Pathfinder Roleplaying Game Bestiary 5: Griefgall, nulmind, nuno 
  gremlin, psychepore, tsaalgrind, zygomind.
  Though some of the monsters are classified as hazards (such as 
  yellow mold and russet mold), they still gain the fungus subtype and are 
  considered fungus creatures with regards to certain spells and effects.
  Gravity Subtype: This subtype is used for outsiders with a connection 
  to the Plane of Gravity. Gravity creatures always have a fly speed and 
  usually have perfect maneuverability.
  Grippli Subtype: This subtype is applied to gripplis and creatures related 
  to gripplis. Creatures with the grippli subtype have darkvision 60 ft.
  Horde Subtype: Unlike swarms, hordes are composed of Medium 
  creatures which otherwise behave in a swarm-like manner. Around 50 
  creatures are usually in a horde. When the horde is reduced to 0 hit points 
  or lower and breaks up, unless the damage was dealt by area-affecting 
  attacks, then 2d6 surviving members of the horde remain and may continue 
  to attack (depending on the type of creature that the horde was composed 
  of), though now only as individual creatures. Otherwise, a horde conforms 
  to all of the other swarm traits as described in the Pathfinder Roleplaying 
  Game Bestiary.
  Kuah-lij Subtype: Kuah-lij are extraterrestrial colonists. Highly 
  organized and with an affinity for the creation and use of magic, kuah-lij 
  possess low-light vision.
  Megaswarm Subtype: Megaswarms are not so called because of the 
  size of the swarm but rather the size of the creatures that compose the 
  swarm. Unlike normal swarms, megaswarms are composed of Small 
  creatures that are usually a megafauna version of a normal swarm and 
  otherwise behave in a swarm-like manner. Around 100 creatures are 
  usually in a megaswarm. The net effect is that they take only half damage 
  from piercing weapons but take normal damage from other weapons. In 
  addition, when the megaswarm is reduced to 0 hit points or lower and 
  breaks up, unless the damage was dealt by area-affecting attacks, then 
  2d6 surviving members of the megaswarm remain and may continue to 
  attack (depending on the type of creature that the horde was composed 
  of), though now only as individual creatures. Otherwise, a megaswarm 
  conforms to all of the other swarm traits as described in the Pathfinder 
  Roleplaying Game Bestiary.
  N’gathau Subtype: Detailed in Appendix E, the strange race of twisted 
  mortals found on the Plane of Agony possess the following traits unless 
  otherwise noted.
  • Damage resistance (10/magic).
  • Immunity to acid and poison.
  • Resistance to cold 5 and fire 5.
  • Spell resistance (CR + 11)
  • Darkvision 60 ft.
  • Cruelty’s Bliss (Su) N’gathau relish in the suffering of others. When 
  a n’gathau scores a successful critical hit against an opponent (with a 
  weapon attack or a natural attack), it gains a +2 competence bonus to 
  attack rolls, checks, and saves against that opponent for the remainder 
  of the encounter. This bonus can be gained only once per combat 
  against a particular opponent. 
  • Delicious Agony (Su) By making a successful grapple check against 
  an opponent up to one size larger than itself, a n’gathau can claw or 
  cut away a small portion of an opponent’s flesh (using claws or a light 
  piercing or slashing weapon) and devour it. This attack deals 1d2 
  points of Constitution drain to the opponent. A n’gathau heals 5 points 
  of damage each time it drains Constitution points (regardless of the 
  number of points drained). A creature without flesh (such as an ooze, 
  skeleton, etc.) is immune to this effect. A n’gathau without usable 
  arms or hands does not gain this ability. A n’gathau that has no mouth 
  or whose mouth has been rendered unusable can still benefit from 
  this ability as their sense of touch is heightened to a level far beyond 
  mortal comprehension.
  • Exquisite Suffering (Su) As a melee touch attack, a n’gathau allows a 
  creature to share in the sensations of its agony, thus overloading the 
  senses of the opponent. The opponent must make a successful Will 
  save (DC 10 + 1/2 the n’gathau’s HD + the n’gathau’s Con modifier) 
  or be stunned for 1 round. Creatures with more HD than the n’gathau 
  are immune to this effect. This is a mind-affecting attack and whether 
  the save is successful or not, the creature is immune to the exquisite 
  suffering attack of that n’gathau for one day.
  • Horrifying Appearance (Su) The sight of a n’gathau is so disturbing 
  that any creature with fewer Hit Dice than the n’gathau and 
  Intelligence 3 or higher seeing it must make a successful Will save or 
  be shaken for 1d6 rounds. Creatures with more HD than the n’gathau 
  are immune to this effect. On a successful save, the opponent is 
  immune to the horrifying appearance of that n’gathau for one day.
  • Limited Immortality (Ex) When a n’gathau is slain, its form is 
  taken before the Twelve, who decide whether the slain creature is 
  condemned to an eternity of torture and suffering or whether the 
  creature is reconfigured. A reconfigured creature remembers nothing 
  of its previous existence and for all intents and purposes is an entirely 
  new creature. All existing mutilations are removed and new ones are 
  added (determined randomly or by GM choice).
  • Mutilations (Ex) All n’gathau have 1d4+1 mutilations (or more), 
  determined by GM choice or by rolling on the Body Part Table and 
  Random Mutilation Table (see Appendix E).
  Ogren Subtype: This subtype is applied to creatures that possess both 
  goblinoid and ogre blood. They have darkvision 60 ft. and some with 
  enough of the bloodline are considered ogres in regards to racially specific 
  weapons, magical items, or powers.
  Ogrillon Subtype: This subtype is applied to creatures that possess 
  both orc and ogre blood. They have darkvision 60 ft. and are considered 
  either an orc or an ogre in regards to racially specific weapons, magical 
  items, or powers.
  Psionic Subtype: This subtype is applied to creatures that are psionic 
  in nature or have psi-like abilities that are normal to their species.
  Skulk Subtype: Skulks are reclusive humanoids that exist on the 
  hidden fringes of society. Skulks have low-light vision.
  
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  The Tome of Blighted Horrors
  Stormwarden Subtype: Stormwardens have an affinity for the winds 
  and weather of the wild places. They possess the following traits:
  • Low-light vision.
  • Conjure Storm (Su) Once per day as a standard action, a stormwarden 
  can create an effect similar to a control weather spell (caster level 
  10th), except that it affects an area in a 1,000-foot-radius circle, and 
  the weather effects are immediate rather than gradual. The effects last 
  for 1 minute before the weather in the area returns to normal.
   
  Tabaxi Subtype: Tabaxis are reclusive catfolk that inhabit deep 
  jungles, far from civilized lands. They possess the following traits:
  • Darkvision 60 ft.
  • Scent
  • Weapon Aptitude (Ex) Tabaxis have an instinctive love of weaponry 
  of all kinds, and an innate knack for quickly learning to employ them 
  skillfully. This grants them proficiency with all simple, martial, and 
  exotic weapons. 
  Time Subtype: This subtype is applied to creatures (usually outsiders) 
  with some connection to the Plane of Time. They exist outside the normal 
  flow of time and often age differently, sometimes not aging at all and other 
  times actually aging backward. They are immune to spells and effects that 
  affect time. They also possess the following trait:
  • Foresight (Su) See a few seconds into the future. This ability prevents 
  a creature from being surprised, caught flat-footed, or flanked. It also 
  grants the creature an insight bonus to AC equal to its Wisdom bonus. 
  This ability can be negated, but can be restarted as a free action on the 
  creature’s next turn.
  Vapor Subtype: Vapor creatures are thought to be native to a plane 
  other than the Material, though sages cannot find any evidence to sup-
  port such claims. Vapor creatures are indiscernible from their normal 
  counterparts and are often mistaken for such creatures. These creatures 
  are highly intelligent (compared to the normal creatures they resemble), 
  and their cunning and wits often show themselves in battle or interaction 
  with other creatures.
  • All vapor creatures have certain traits in common:
  • Cold Susceptibility (Ex) A cold-based effect or attack freezes the vapor 
  creature’s form, causing it to function as if affected by a slow spell. 
  The effects last for 3 rounds. This only affects a vapor creature in 
  vapor form.
  • Death Throes (Ex) When a vapor creature is slain, its body bursts and 
  releases a nauseating cloud of grayish-green vapor that fills a 10-foot 
  radius. This acts as a stinking cloud spell (caster level 5th). Affected 
  creatures must make a successful Fortitude save (DC 10 + 1/2 the 
  vapor creature’s HD + the vapor creature’s Constitution modifier) or 
  be nauseated for as long as they remain within the cloud and for 1d4+1 
  rounds after they leave. A creature that makes its save but remains in 
  the cloud must continue to save each round.
  • Fast Healing (Ex) A vapor creature heals 2 points of damage per round 
  so long as it has at least 1 hit point and is touching a body of water or 
  if in a body of mist, smoke, steam, or fog.
  • Vaporous Form (Su) As a free action, a vapor creature can assume a 
  gaseous form for up to one hour each day. The time does not need to 
  be continuous, so long as the vapor creature doesn’t exceed the one 
  hour per day limit. This ability is otherwise identical to the gaseous 
  form spell (caster level 5th).
  • Skills Vapor creatures have a +8 racial bonus on Stealth checks in areas 
  of smoke, fog, mist, or vapor.
  New Feats
  Align Spell-Like Ability
  The creature can use a spell-like ability tuned to either law, chaos, good, 
  or evil.
  Prerequisite: Spell-like ability at caster level 4th.
  Benefit: Choose one of the creature’s spell-like abilities, subject to the 
  restrictions below. The creature can use that ability as an aligned spell-like 
  ability three times per day (or less, if the ability is normally usable only 
  once or twice per day). An aligned spell-like ability gains the good, evil, 
  lawful, or chaotic descriptor.
  When a creature uses an aligned spell-like ability, one-half the spell-
  like ability’s damage is of that type (evil, good, lawful, or chaotic). For 
  example, a creature casts an aligned (evil) lightning bolt with a caster level 
  of 6th. The aligned lightning bolt deals 3d6 points of unholy damage and 
  3d6 points of electricity damage. Thus, a creature immune to electricity 
  suffers no damage from the electricity effect, but still takes 3d6 points of 
  unholy damage. 
  Aligned spell-like abilities deal normal damage to creatures with 
  regeneration if the creature’s description states that it takes damage from 
  that type of effect (for instance, devils that are harmed only by good-
  aligned spells and effects would take damage from a good-aligned spell-
  like ability). Saving throws and opposed rolls (such as the one made when 
  a character casts dispel magic) are not affected. Spell-like abilities that 
  already have an alignment descriptor are not affected.
  The creature can select only a spell-like ability duplicating a spell with 
  a level less than or equal to half its caster level –1. For a summary, see 
  the table at the end of this section. For example, a creature that uses its 
  spell-like abilities as a 6th-level caster can align spell-like abilities only 
  duplicating spells of 2nd level or lower.
  Special: This feat can be taken multiple times. Each time it is taken, the 
  creature can apply it to a different one of its spell-like abilities.
  Crush
  The creature can land on opponents and crush them under its weight.
  Prerequisites: Ability to fly or 5 ranks of Acrobatics, size Large or 
  larger.
  Benefit: The creature can land on a foe three or more sizes smaller 
  than itself and deal bludgeoning damage as follows: Large, 2d6; Huge, 
  2d8; Gargantuan, 4d6; Colossal, 4d8. A creature with this feat deals the 
  indicated damage plus 1–1/2 times its Strength bonus.
  A crush attack affects as many foes as can fit under the creature’s body. 
  An affected creature must attempt a Reflex save (DC 10 + 1/2 of the 
  creature’s HD + the creature’s Constitution modifier) or be pinned. If the 
  creature wishes to continue the pin, it must make a new CMB check each 
  round. Pinned creatures take damage each round the hold is maintained if 
  they do not escape.
  Enlarge Spell-Like Ability
  The creature can use a spell-like ability to a range farther than normal.
  Prerequisite: Spell-like ability at caster level 4th.
  Benefit: Choose one of the creature’s spell-like abilities, subject to the 
  restrictions below. The creature can use that ability as an enlarged spell-
  like ability three times per day (or less, if the ability normally is usable 
  only once or twice per day).
  When a creature uses an enlarged spell-like ability with a range of 
  close, medium, or long range increases by 100%. An enlarged spell-like 
  ability with a range of close now has a range of 50 ft. + 5 ft./level, while 
  a medium-range spell-like ability has a range of 200 ft. + 20 ft./level, and 
  a long-range spell-like ability has a range of 800 ft. + 80 ft./level. Saving 
  throws and opposed rolls (such as the one made when a character casts 
  dispel magic) are not affected. Spell-like abilities whose ranges are not 
  defined by distance, as well as spell-like abilities whose ranges are not 
  close, medium, or long are not affected.
  The creature can select only a spell-like ability duplicating a spell with 
  a level less than or equal to half its caster level –1. For a summary, see 
  
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  The Blight: Richard Pett's Crooked City
  the table at the end of this section. For example, a creature that uses its 
  spell-like abilities as a 6th-level caster can only enlarge spell-like abilities 
  duplicating spells of 2nd level or lower.
  Special: This feat can be taken multiple times. Each time it is taken, the 
  creature can apply it to a different one of its spell-like abilities.
  Extend Spell-Like Ability
  The creature can use a spell-like ability that lasts longer than normal.
  Prerequisite: Spell-like ability at caster level 4th.
  Benefit: Choose one of the creature’s spell-like abilities, subject to the 
  restrictions below. The creature can use that ability as an extended spell-
  like ability three times per day (or less, if the ability is normally usable 
  only once or twice per day).
  When a creature uses an extended spell-like ability, its duration 
  is doubled. Spell-like abilities whose durations are instantaneous, 
  concentration, or permanent are not affected.
  The creature can select only a spell-like ability duplicating a spell with 
  a level less than or equal to half its caster level (round down) –1. For a 
  summary, see the table at the end of this section. For example, a creature 
  that uses its spell-like abilities as a 6th-level caster can extend only spell-
  like abilities duplicating spells of 2nd level or lower.
  Special: This feat can be taken multiple times. Each time it is taken, the 
  creature can apply it to a different one of its spell-like abilities.
  Gaze to Ray
  The creature can use its gaze attack as a ray.
  Prerequisites: Int 13, gaze attack.
  Benefit: The creature can project its gaze attack as a ray of energy to 
  a range of 30 feet. This requires the creature to succeed at a ranged touch 
  attack to affect an opponent. A creature hit by the ray suffers the effects 
  just as if it had met the creature’s gaze (if the gaze allows a save, the 
  opponent gets its save to avoid its effects). 
  After using this feat, the creature cannot use its gaze attack (that is, its 
  gaze attack effectively “turns off”) for 1d4 rounds and it is disoriented 
  during this time (–2 penalty on attack rolls, saves, skill checks, and ability 
  checks).
  For example, normally to be affected by a medusa’s gaze, a creature 
  must meet the medusa’s gaze. Using this feat, the medusa can project a 
  ray of petrification to a range of 30 feet. If it hits the target, the creature 
  receives a Fortitude save. If the save fails, the creature is turned to stone 
  (just as if it had met the medusa’s gaze). Regardless of whether the ray hits 
  or whether the creature saves, the medusa cannot use its gaze attack for 
  1d4 rounds (and it is disoriented). Creatures viewing the medusa during 
  this time are not required to make a save (since the medusa’s gaze weapon 
  is effectively “off”).
  Greater Flyby Attack (Combat) 
  The creature can make an attack against each opponent before and after 
  it moves while flying. 
  Prerequisites: Dex 13, Fly speed, Flyby Attack, base attack bonus +8 
  Benefit: When making a flyby attack and flying in a straight line, the 
  creature can make a single attack at its highest attack bonus against each 
  opponent within reach at any point during the move. The creature makes 
  a separate attack roll against each opponent, and does not provoke attacks 
  of opportunity from a targeted opponent. 
  Normal: Without this feat, the creature makes a single attack during a 
  flyby attack.
  Improved Constriction
  The creature’s constriction attack is deadlier than normal.
  Prerequisite: Constrict special attack, base attack bonus +4.
  Benefit: The damage for the creature’s constrict attack increases by one 
  step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 
  1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
  Improved Flight
  The creature has more control over flying than normal.
  Prerequisite: Fly speed.
  Benefit: The creature’s maneuverability improves by one category: 
  clumsy to poor; poor to average; average to good. If the creature’s 
  maneuverability is already good, it gains no benefit from this feat.
  Special: This feat can be taken more than once. Each time a creature 
  takes this feat, its maneuverability improves by one category.
  Improved Multiattack (Combat) 
  This creature is particularly skilled at making attacks with its natural 
  weapons. 
  Prerequisites: Three or more natural attacks, Multiattack, base attack 
  bonus +8 
  Benefit: The creature’s secondary attacks with natural weapons do not 
  take a penalty. 
  Normal: Without this feat, the creature’s secondary attacks with natural 
  weapons take a –5 penalty (or a –2 penalty with the Multiattack feat). 
  Improved Poison
  The creature’s poison is more potent than normal.
  Prerequisites: Ability to deliver poison from a natural attack, base 
  attack bonus +4.
  Benefit: The damage (hit point or ability) for the creature’s poison 
  increases by one step using the following progression: 1, 1d2, 1d3, 1d4, 
  1d6, 1d8, 2d6, 2d8, 4d6, 6d6, 8d6, 12d6.
  Special: Poisons that do not deal damage or drain are unaffected by 
  this feat.
  Improved Scent 
  The creature’s scent ability is greater than normal.
  Prerequisites: Scent, Wisdom 15.
  Benefit: The creature can detect opponents within 60 feet by sense of 
  smell. If the opponent is upwind, the range increases to 120 feet. If the 
  opponent is downwind, the range decreases to 30 feet. This otherwise 
  follows the rules of the scent ability (see the Pathfinder Roleplaying Game 
  Bestiary).
  Special: Scent allows the creature to detect opponents to a range of 30 
  feet by smell.
  Improved Spell Resistance
  The creature’s ability to resist spells is more potent than normal.
  Prerequisite: Spell resistance as an extraordinary ability.
  Benefit: The creature’s spell resistance increases by +2. This feat can 
  be taken only once.
  Maximize Spell-Like Ability
  The creature can use a spell-like ability to maximum effect.
  Prerequisite: Spell-like ability at caster level 6th or higher.
  Benefit: Choose one of the creature’s spell-like abilities, subject to the 
  restrictions below. The creature can use that ability as a maximized spell-
  like ability three times per day (or less, if the ability is normally usable 
  only once or twice per day).
  When a creature uses a maximized spell-like ability, all variable, 
  numeric effects of the spell-like ability are increased to their maximum 
  effect. A maximized spell-like ability deals maximum damage, cures 
  maximum hit points, affects maximum targets, and so on as appropriate. 
  For example, a hellstoker devil’s burning hands deals 20 points of damage 
  (5d4 maximized). Saving throws and opposed rolls (such as the one made 
  when a character casts dispel magic) are not affected. Spell-like abilities 
  without random variables are not affected.
  The creature can select only a spell-like ability duplicating a spell with 
  a level less than or equal to half its caster level –3. For a summary, see the 
  table at the end of this section. For example, a creature that uses its spell-
  like abilities as a 10th-level caster can maximize only spell-like abilities 
  duplicating spells of 2nd level or lower.
  
  117
  The Tome of Blighted Horrors
  Special: This feat can be taken multiple times. Each time it is taken, the 
  creature can apply it to a different one of its spell-like abilities.
  Mighty Blow (Combat)
  The creature delivers a devastating hit that sends an opponent flying.
  Prerequisites: Str 25, Awesome Blow, Power Attack, Improved Bull 
  Rush, size Huge or larger.
  Benefit: For every size over Large, the creature adds 10 feet to the 
  distance it knocks a foe backward when using the Awesome Blow feat. 
  Therefore, a creature of Huge size adds +10 feet; Gargantuan, +20 feet; 
  Colossal, +30 feet.
  Native Spell-Like Ability
  The creature can use a spell-like ability with greater effect when on its 
  native plane.
  Prerequisites: Spell-like ability at caster level 6th or higher, any plane 
  of origin other than the Material Plane.
  Benefit: Choose one of the creature’s spell-like abilities, subject to the 
  restrictions below. The creature can use that ability as a native spell-like 
  ability three times per day (or less, if the ability is normally usable only 
  once or twice per day).
  When a creature uses a native spell-like ability while on its home (or 
  native) plane, the spell-like ability has an effective caster level of one 
  level higher. All effects dependent on the spell-like ability’s level (such as 
  saving throw DCs and ability to penetrate a lesser globe of invulnerability) 
  are calculated according to the increased caster level. Creatures native to 
  the Material Plane gain no benefit from this feat.
  The creature can select only a spell-like ability duplicating a spell with 
  a level less than or equal to half its caster level –2. For a summary, see the 
  table at the end of this section. For example, a creature that uses its spell-
  like abilities as a 10th-level caster can make only native spell-like abilities 
  duplicating spells of 3rd level or lower.
  Special: This feat can be taken multiple times. Each time it is taken, the 
  creature can apply it to a different one of its spell-like abilities.
  Power of Evil
  The creature can gain a profane bonus to its AC when on any evil-
  aligned plane.
  Prerequisites: Must be an outsider, must have an evil alignment, must 
  be from an evil-aligned outer plane, Charisma 13, base attack bonus +8.
  Benefit: When on an evil-aligned outer plane, the creature can imbue 
  itself with a portion of the plane as a full-round action. This grants it a 
  profane bonus to its AC equal to its Charisma bonus. The profane bonus 
  lasts for a number of rounds equal to the creature’s Charisma bonus. This 
  feat can be used three times per day. This feat can be taken only once.
  For example, a pit fiend on an evil-aligned plane spends a full-round 
  action using this feat. It gains a +8 profane bonus to its Armor Class that 
  lasts for 8 rounds.
  Power of Righteousness
  The creature can gain a sacred bonus to its AC when on any good-
  aligned plane.
  Prerequisites: Must be an outsider, must have good alignment, must 
  be from a good-aligned outer plane, Charisma 13, base attack bonus +8.
  Benefit: When on a good-aligned outer plane, the creature can imbue 
  itself with a portion of the plane as a full-round action. This grants it a 
  sacred bonus to its AC equal to its Charisma bonus. The sacred bonus lasts 
  for a number of rounds equal to the creature’s Charisma bonus. This feat 
  can be used three times per day. This feat can be taken only once.
  For example, a solar on a good-aligned plane spends a full-round action 
  using this feat. It gains a +7 sacred bonus to its Armor Class that lasts for 
  7 rounds. 
  Quicken Breath Weapon (Combat) 
  The creature’s breath weapon recharges quicker. 
  Prerequisites: Con 15, breath weapon attack 
  Benefit: The creature can reduce the amount of time required to 
  recharge its breath weapon. This feat reduces the time by 1 round if the 
  recharge time is in rounds, such as a dragon’s breath. This cannot reduce 
  the recharge time below 1 round. If the recharge time is in hours, minutes, 
  days, etc., the recharge time is halved. (Thus, a creature that can use its 
  breath weapon once per day can now use it twice a day.) If the creature has 
  multiple breath weapons, it affects them all. 
  Resistance to Negative Energy
  The creature gains resistance to the effects of negative energy (such 
  as that delivered by inflict spells, channeled energy, some undead, or 
  exposure to negative energy creatures).
  Benefit: The creature gains resistance 5 to any damage-dealing/healing 
  negative energy effect.
  Special: This feat can be taken twice. The second time it is taken, the 
  creature’s resistance rises to 10.
  Resistance to Positive Energy
  The creature gains resistance to the effects of positive energy (such as 
  that delivered by cure spells, channeled energy, or exposure to positive 
  energy creatures).
  Benefit: The creature gains resistance 5 to any damage-dealing/healing 
  positive energy effect.
  Special: This feat can be taken twice. The second time it is taken, the 
  creature’s resistance rises to 10.
  Shape Breath Weapon
  The creature can control the shape of its breath weapon, releasing it in 
  a cone, line, or burst.
  Prerequisite: Breath weapon as a special attack.
  Benefit: The creature can shape the area of effect of its breath weapon 
  as a free action whenever it uses it. If the creature’s base breath weapon 
  is cone-shaped, it can release it in a line twice as long that deals 1-1/2 
  times the amount of normal damage (where applicable) to a single target 
  due to the concentration of the effect. (Damage includes physical damage, 
  ability damage, ability drain, energy drain.) Breath weapons that cause 
  petrification, slow, haste, or replicate any spell that cannot be quantified 
  as damage (see above) do not gain the bonus for increased damage. For 
  example, a gorgon’s normal breath weapon is a 60-foot cone of petrifying 
  gas. Using this feat, the same gorgon could release its breath in a line to 
  a range of 120 feet. Since its breath weapon petrifies an opponent, it does 
  not gain the 1-1/2 bonus to damage (as there really isn’t any physical 
  damage dealt).
  A line-shaped breath weapon can be released in a cone with a range of 
  one-half its normal effect. The breath weapon deals half normal damage 
  due to the effect being diluted over an area. For example, a behir’s normal 
  breath weapon is a 20-foot line that deals 7d6 points of electricity damage. 
  Using this feat, it could release it in a 10-foot cone that deals 3d6 points of 
  electricity damage to all creatures in the area.
  A breath weapon can be shaped as a burst with a range of 30 feet or the 
  normal range for the creature’s breath weapon if it was released in a line 
  (whichever is smaller). The breath weapon travels to the range indicated or 
  until it contacts a solid surface (whichever happens first). Upon impacting 
  a solid surface or reaching maximum range, the breath weapon explodes 
  in a burst from the point of origin and covers an area as if the creature 
  had released its breath weapon in a cone. Affected creatures in the area 
  take damage as if the creature had released its breath weapon in a cone. 
  For example, a behir (normal breath weapon is a line, 20 feet long, 7d6 
  electricity damage) could release its breath weapon as a burst with a range 
  of 20 feet. When the breath weapon contacts a solid surface or reaches a 
  point 20 feet away, it explodes and deals 3d6 points of electricity damage 
  to all within 10 feet of the point of origin.
  
  118
  The Blight: Richard Pett's Crooked City
  Spirited Runner
  The creature can turn while running.
  Prerequisites: Dex 15, Endurance.
  Benefit: When running, the creature can turn 90° left or right. The 
  creature slows just before, during, and after its makes the turn but 
  can assume full speed once the turn is complete. It costs 2 squares of 
  movement in the space before the turn, the space the creature turns in, and 
  the space after the turn. Any movement the creature has left can be taken 
  normally once the turn is completed. A creature can turn as many times as 
  it wants using this feat so long as it can pay the movement cost.
  For example, a leopard (base speed 40 feet) has a run speed of 160 feet 
  (32 squares). It could move 13 squares, turn, then move 13 more squares 
  to finish out its movement. It costs the leopard 13 squares of movement 
  to move the first 13 squares (1 square each), then 2 squares just before, 
  during, and after the turn (a total of 6 squares). The leopard has 13 squares 
  of movement left in which to move after making the turn.
  Special: When running, the creature can normally run only in a straight 
  line. Creatures with a swim speed can use this feat when swimming if they 
  take a run action.
  Swim-By Attack
  The creature can move before and after it makes an attack while 
  swimming.
  Prerequisite: Swim speed.
  Benefit: When swimming, the creature can take a move action and 
  another standard action at any point during the move. The creature cannot 
  take a second move action during a round it makes a swim-by attack.
  Normal: Without this feat, the creature takes a standard action either 
  before or after its move.
  Thump (Combat)
  The creature can stomp its foot on the ground, causing it to tremble, 
  thereby knocking creatures smaller than it prone.
  Prerequisites: Str 20, size Huge or larger.
  Benefit: As a standard action, the creature can stomp its foot on the 
  ground. This causes the ground to shake and shudder, and all creatures 
  up to one size smaller and within a 10-foot radius must make a successful 
  Acrobatics check (DC 10 + the creature’s Strength modifier) or fall prone.
  Uncontrolled Rage (Combat) 
  The creature flies into a rage when struck for damage. 
  Prerequisites: Con 17 
  Benefit: When the creature is struck by a single attack that deals an amount 
  of damage equal to half of its hit points (minimum 20 points of damage) or 
  more, and it doesn’t kill it outright, it must make a DC 15 Fortitude save. 
  If the saving throw succeeds, the creature flies into an uncontrolled rage 
  and gains the following: +2 morale bonus on all Strength and Constitution 
  checks, and on all attack rolls, damage rolls, and Will saves, a –2 penalty 
  to AC, and bonus hit points equal to 2 hit points per Hit Dice. These bonus 
  hit points disappear when the rage ends. While in a rage, the creature 
  cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except 
  Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience 
  and concentration. This rage lasts until the end of the encounter at which 
  point the creature is fatigued for 10 minutes.
  Virulent Poison 
  The creature’s poison is harder to overcome. 
  Prerequisites: Poison attack 
  Benefit: Increase the number of saves required to overcome the 
  creature’s poison by one. Thus, a creature whose poison requires two 
  saves to end the effects now requires three saves.
  Widen Spell-Like Ability 
  The creature can use a spell-like ability with an increased area.
  Prerequisite: Spell-like ability at caster level 8th.
  Benefit: Choose one of the creature’s spell-like abilities, subject to the 
  restrictions below. The creature can use that ability as a widened spell-like 
  ability three times per day (or less, if the ability is normally usable only 
  once or twice per day).
  When a creature uses a widened spell-like ability with a burst, 
  emanation, line, or spread-shaped area, increase its area by 100%. For 
  example, a devil with a fireball spell-like ability (which normally produces 
  a 20-foot spread) that is widened now fills a 40-foot-radius spread.
  Saving throws and opposed rolls (such as the one made when a character 
  casts dispel magic) are not affected. Spell-like abilities whose area is not 
  a burst, emanation, line, or spread are not affected.
  The creature can select only a spell-like ability duplicating a spell with 
  a level less than or equal to half its caster level –3. For a summary, see 
  the table at the end of this section. For example, a creature that uses its 
  spell-like abilities as a 10th-level caster can widen spell-like abilities only 
  duplicating spells of 2nd level or lower.
  Special: This feat can be taken multiple times. Each time it is taken, the 
  creature can apply it to a different one of its spell-like abilities.
  Spell-Like Ability Feats Table
  Spell
  Level
  Caster Level
  Align
  Enlarge
  Extend
  Maximize
  Native
  Widen
  0
  —
  —
  —
  —
  —
  —
  1st
  4th
  4th
  4th
  8th
  6th
  8th
  2nd
  6th
  6th
  6th
  10th
  8th
  10th
  3rd
  8th
  8th
  8th
  12th
  10th
  12th
  4th
  10th
  10th
  10th
  14th
  12th
  14th
  5th
  12th
  12th
  12th
  16th
  14th
  16th
  6th
  14th
  14th
  14th
  18th
  16th
  18th
  7th
  16th
  16th
  16th
  20th
  18th
  20th
  8th
  18th
  18th
  18th
  —
  20th
  —
  9th
  20th
  20th
  20th
  —
  —
  —
  
  119
  The Tome of Blighted Horrors
  Appendix F:
  Monsters by Type, 
  CR, and Terrain
  
  120
  The Blight: Richard Pett's Crooked City
  Monsters by Type
  Aberration: Blight naga, caul cuckoo, caul cuckoo syre, chymic 
  spider, crathog, dysmorphic creature, herald at the threshold, hydra-
  hag, mockingbeast, nightmare choir, protyugh, satyrmouther, spiboleth, 
  squarpy, stegocentroper, stircatrice, woerm
  (Air): bog lantern
  Animal: Blight albatross, Blight cockerel, Blight-bull (light fighting 
  dog), blindingcrow, canary, Great Canal Python, Lyme angler, pit-mastiff 
  (heavy fighting dog), sough-eel, terrier
  (Aquatic): bloody flux (living disease), dislocating larvae (hazard), 
  hydra-hag, Lyme angler, moon angel, second-head fluke (hazard), sough-
  eel, spiboleth, squarpy, wallow-whale
  (Between): Between dream, Between vampire, Between-cat, caul cuckoo, 
  caul cuckoo syre, gloam, herald at the threshold, hyme, mantis-thing from 
  Between, mockingbeast, nightmare choir, nimb, spiboleth, spite-waif, 
  wallow-whale
  (Chaotic): protyugh
  (Cold): moon angel
  Construct: fleshgine, lesser flesh golem
  (Earth): scrimshaw gargoyle
  Fey: moon angel
  (Fungus): blight (hazard), Body Snatcher
  (Horde): larva horde
  Humanoid: night-slug
  (Incorporeal): Between dream, nimb
  Magical Beast: Between-cat, BookTown Panther, festering Lyme rat, 
  gable hate-owl, Giant Rat of Shabbis, Hollow and Broken Hills Crocodile, 
  hooded raven, hyme, Lyme walrus, mantis-thing from Between, skulking 
  manticore, wallow-whale
  Monstrous Humanoid: Blight ape, Blight monkey, scrimshaw gargoyle, 
  spite-waif
  Ooze: slithering bulette
  Outsider (chaotic): larva horde, ragefire elemental
  Outsider (elemental): ragefire elemental
  Outsider (evil): larva horde, ragefire elemental
  Outsider (extraplanar): larva horde, ragefire elemental
  Outsider (fire): ragefire elemental
  Outsider (native): Between dream, gloam, nimb
  Plant: blight (hazard), Body Snatcher, slithering tangle
  (Shapechanger): Lyme walrus, skin-wearer, spite-waif
  (Skulk): night-slug
  (Swarm): blindingcrow swarm, bloody flux (living disease)
  Undead: alchymic-undying, Between vampire, bileborn, Blight ghoul, 
  bog lantern, gravid ghoul
  Vermin: bloody flux (living disease), derange (hazard), dislocating larvae 
  (hazard), gable spider, second-head fluke (hazard)
  Monsters by CR
  CR 1/8: canary
  CR 1/6: blindingcrow
  CR 1/4: Blight albatross, Blight cockerel, terrier, Tiny gable spider
  CR 1/3: Tiny Lyme angler
  CR 1/2: Blight monkey, Blight-bull (light fighting dog), festering Lyme-
  rat, night-slug, Small gable spider
  CR 1: blight (hazard), Blight ape, caul cuckoo syre, hooded raven
  CR 2: derange (hazard), Medium gable spider, pit-mastiff (heavy fighting 
  dog)
  CR 3: Between-cat, gable hate-owl, gravid ghoul, nimb, ragefire spawn 
  (elemental), spite-waif
  CR 4: Between dream, blindingcrow swarm, bloody flux (living disease), 
  dislocating larvae (hazard), Giant Rat of Shabbis, Large gable spider, 
  lesser flesh golem, Small ragefire elemental, stircatrice, woerm
  CR 5: caul cuckoo, chymic spider, Lyme angler, scrimshaw gargoyle, 
  slithering bulette
  CR 6: Blight naga, hyme, macabre lift, Medium ragefire elemental, 
  moon angel, second-head fluke (hazard), skulking manticore, sough-eel, 
  spiboleth
  CR 7: bileborn, Lyme walrus, mantis-thing from Between, protyugh, 
  satyrmouther
  CR 8: bog lantern, crathog, Dungier’s buggy, Hollow and Broken Hills 
  Crocodile
  CR 9: BookTown Panther, hydra-hag, Large ragefire elemental, 
  mockingbeast
  CR 10: Great Canal Python, herald at the threshold, slithering tangle, 
  squarpy
  CR 11: Huge ragefire elemental, nightmare choir
  CR 12: Gargantuan wallow-whale, Hobbreth’s mighty pump No. 87, 
  larva horde
  CR 13: gloam, greater ragefire elemental
  CR 15: Colossal wallow-whale, elder ragefire elemental
  CR 16: stegocentroper
  CR 18: Body Snatcher
  Monsters by Terrain
  ANY LAND
  Between-cat, Blight cockerel, canary, caul cuckoo, caul cuckoo syre, 
  mantis-thing from Between, nightmare choir, ragefire elemental, spite-
  waif, terrier
  ANY LAND (TEMPERATE)
  Blindingcrow, hooded raven
  ANY TERRAIN
  Between dream, bileborn, fleshgine, gravid ghoul, herald at the threshold, 
  larva horde, lesser flesh golem, mockingbeast, nimb
  BETWEEN
  Between dream, Between-cat, caul cuckoo, caul cuckoo syre, gloam, 
  herald at the threashold, hyme, mantis-thing from Between, mockingbeast, 
  nightmare choir, nimb, spiboleth, spite-waif, wallow-whale
  
  121
  The Tome of Blighted Horrors
  COASTLINE
  crathog, Lyme walrus, spiboleth
  FOREST (TEMPERATE)
  canary
  FOREST (WARM)
  canary
  HILLS (TEMPERATE)
  skulking manticore
  HILLS (WARM)
  skulking manticore
  OCEAN (ANY)
  spiboleth, squarpy, wallow-whale
  OCEAN (COLD)
  Blight albatross
  OCEAN (TEMPERATE)
  Blight albatross, Lyme angler, sough-eel
  PLAINS (TEMPERATE)
  Hyme, stircatrice
  PLANAR (ABYSS)
  larva horde, ragefire elemental
  RIVERS/LAKES (COLD)
  moon angel
  RIVERS/LAKES (TEMPERATE)
  bloody flux (living disease), Great Canal Python, Hollow and Broken 
  Hills Crocodile, moon angel
  RIVERS/LAKES (WARM)
  bloody flux (living disease), Great Canal Python, Hollow and Broken 
  Hills Crocodile
  SWAMP (ANY)
  bog lantern
  SWAMP (TEMPERATE)
  Hollow and Broken Hills Crocodile, skulking manticore, slithering tangle
  SWAMP (WARM)
  skulking manticore, slithering tangle
  THE BLIGHT
  Blight ape, Blight cockerel, Blight monkey, Blight naga, Body Snatcher, 
  BookTown Panther, chymic spider, festering Lyme rat, gable hate-owl, 
  gable spider, Giant Rat of Shabbis, Great Canal Python, Hollow and 
  Broken Hills Crocodile, hydra-hag, protyugh, satyrmouther, scrimshaw 
  gargoyle, skulking manticore, slithering bulette, slithering tangle, squarpy, 
  stegocentroper, stircatrice
  UNDERGROUND
  Body Snatcher, protyugh, satyrmouther, slithering bulette, slithering 
  tangle, stegocentroper, woerm
  URBAN
  Blight ape, Blight monkey, Blight naga, Blight-bull (light fighting dog), 
  bloody flux (living disease), BookTown Panther, chymic spider, festering 
  Lyme rat, gable hate-owl, gable spider, Giant Rat of Shabbis, gloam, 
  Great Canal Python, hydra-hag, night-slug, pit-mastiff (heavy fighting 
  dog), scrimshaw gargoyle, skulking manticore, stircatrice
  Monsters as PCs
  Some of the monsters in The Blight have been presented with the 
  option of being used as a Player Character race. Their entries provide the 
  necessary information to create a character of that race. Refer to Appendix 
  4 of the Pathfinder Roleplaying Game Bestiary for further information on 
  playing a monster as a PC.
  briny ..........................................The Blight: Campaign Guide, Part 3
  night-slug ...............................The Tome of Blighted Horrors, pg. 43 
  swyne ........................................The Blight: Campaign Guide, Part 3
  Training Monsters
  Certain monsters can be trained as mounts, familiars, and companions. 
  Some of these have been described in the monster entries. Following 
  is a list of those that have been specifically called out in the monster 
  descriptions, though the list is by no means exhaustive of all the monsters 
  in this book that could possibly serve in one of these rolls.
  Blight albatross .............................................................................Pg. 16
  Blight ape ......................................................................................Pg. 45
  Blight cockerel ..............................................................................Pg. 16
  blindingcrow .................................................................................Pg. 17
  broken creature ..............................................................................Pg. 98
  canary ............................................................................................Pg. 18
  fighting dog ...................................................................................Pg. 64
  fleshgine ........................................................................................Pg. 20
  gable hate-owl ...............................................................................Pg. 24
  gable spider (animal companion)  .................................................Pg. 56
  gable spider (familiar)  ..................................................................Pg. 19
  hooded raven .................................................................................Pg. 33
  hyme ..............................................................................................Pg. 75
  Lyme angler ..................................................................................Pg. 65
  terrier .............................................................................................Pg. 18
  
  122
  The Blight: Richard Pett's Crooked City
  Designation of Product Identity: The following items are hereby designated as 
  Product Identity as provided in section 1(e) of the Open Game License: Any and 
  all material or content that could be claimed as Product Identity pursuant to sec-
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  viated Section 15 entry has been approved. Citation to monsters from The Tome 
  of Horrors Complete or other monster Tomes must be done by citation to that 
  original work.
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000. Wizards of the Coast, Inc; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder RPG Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors 
  Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob 
  McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and 
  Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4, © 2013, Paizo Publishing, LLC; 
  Authors Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam 
  Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, 
  Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. 
  Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo, Inc.; Authors: Dennis 
  Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert 
  Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric 
  Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason 
  Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, 
  David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James 
  L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, 
  
  123
  The Tome of Blighted Horrors
  and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, 
  and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian 
  J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, 
  Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, 
  Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Advanced Race Guide. Copyright 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason 
  Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nel-
  son, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Advanced Class Guide. Copyright 2014, Paizo 
  Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, 
  Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, 
  Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ 
  Taylor.
  Pathfinder Roleplaying Game GameMastery Guide, © 2010 Paizo Publishing, 
  LLC; Authors Cam Banks, Wolfgang Baur, Jason Buhlman, Jim Butler, Eric Cagle, 
  Graeme Davis, Adam Daigle, Jashua J. Frost, James Jacobs, Kenneth Hite, Steven 
  Kenson, Robin Laws, Tito Leati, Rob McCreart, Hal Maclean, Colin McComb, 
  Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. 
  Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James 
  L Sutter, Russ Taylor, Penny Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, 
  Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hur-
  ley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schnei-
  der, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
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  Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John 
  Compton, Robert N. Emerson, Jonathan H. Keith, Dale C McCoy, Jr., Mark Mo-
  reland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. 
  Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, 
  and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo, Inc.; Authors: 
  John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John 
  Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon 
  Hodge, Ben MacFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Rad-
  ney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, 
  Russ Taylor, and Steve Townshend.
  Pathfinder Player Companion: Animal Archive © 2013, Paizo Publishing, LLC; 
  Authors: Amanda Hamon, Philip Minchin, Jason Nelson, Patrick Renie, Owen 
  K.C. Stephens, and Christine Stiles.
  Pathfinder Companion: Sargava, the Lost Colony. © 2010, Paizo Publishing, 
  LLC; Author: JD Wiker.
  Pathfinder Player Companion: Blood of the Moon. © 2013, Paizo Publishing, 
  LLC; Authors: Tim Akers, Neal Litherland, David N. Ross, and Tork Shaw.
  Pathfinder Player Companion: Spymaster’s Handbook. © 2016, Paizo Inc.; 
  Authors: Alexander Augunas, David N. Ross, and Owen K.C. Stephens.
  Pathfinder Adventure Path #58: Island of Empty Eyes. © 2012, Paizo Publish-
  ing, LLC; Author: Neil Spicer.
  Pathfinder Adventure Path #99: Dance of the Damned. © 2015, Paizo, Inc; 
  Authors: Richard Pett, with Stephanie Loree, Michael McCarthy, Alistair Rigg, F. 
  Wesley Schneider, and Todd Stewart.
  Pathfinder Module: The Harrowing. © 2011, Paizo Publishing, LLC; Author: 
  Crystal Frasier.
  Wayfinder #11. © 2014, Paizo Fans United; Authors: Charlie Bell, Janet Bell, 
  Robert Cameron, Ryan Costello, Jr., Sarah Counts, Guy Fox, Mark Garringer, 
  Christoph Gimmler, Wojciech Gruchala, Jesper Haglund, Sam Harris, Kiel How-
  ell, Chris Jarvis, Joseph Kellogg, Joe Kondrak, Thomas LeBlanc, John Leising, 
  Anthony C. Li, Nathanael C. Love, Ron Lundeen, Damien McGurrell, Jacob W. 
  Michaels, Yanick Moreau, Ed Ortiz, Jr., Matt Roth, Matt Rupprecht, *Russell 
  Schneider, Mark Seifter, Margherita Tramontano, James Tyner, Christopher Was-
  ko, Neil Spicer, Todd Stewart, Tanith Tyrr, Linda Zayas-Palmer.
  The Blight: Richard Pett’s Crooked City, © 2016, Frog God Games, LLC; Authors 
  Richard Pett, Pete Pollard, Alistair Rigg, and Greg A. Vaughan.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawver-
  male, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.
  The Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Green.
  Tome of Horrors 4, © 2013, Frog God Games, LLC; Authors: Erica Balsley, Casey 
  Christofferson, Jim Collura, Lance Hawvermale, Patrick Lawinger, Phillip Lar-
  wood, Greg A. Vaughan, and Bill Webb, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  The Tome of Blighted Horrors, © 2016, Frog God Games, LLC; Authors John 
  Ling, Authors Richard Pett, Pete Pollard, Alistair Rigg, Jeffrey Swank, and Greg 
  A. Vaughan.
  
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  The Tome of Blighted Horrors
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/The Blight/PFRPG - The Lost Lands - The Blight - Tome of Blighted Horrors.pdf