TEXT: by Alex Riggs, Anthony AdAm, JAson nelson An d 
  loRen sieg
  by Alex Riggs, Anthony AdAm, JAson nelson An d 
  loRen sieg
  A n c i e n t 
  t o m b s
  A n c i e n t 
  t o m b s
  
  Ancient tombs
  Ancient tombs
  
  Ancient Tombs © 2016, Legendary Games; 
  Authors: Alex Riggs, Anthony Adam, Jason 
  Nelson, and Loren Sieg
  ISBN-13: 978-1540444417
  ISBN-10: 1540444414
  First printing November 2016
  Printed in USA.  
  Legendary Games
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  Authors: Alex Riggs, Anthony Adam, Jason Nelson, and Loren Sieg
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  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Ancient Idols © 2016, Legendary Games; Authors Julian Neale and 
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  System Reference Document. © 2000, Wizards of the Coast, Inc.; 
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  Reference Document) as defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, 
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  Game Content is not Open Game Content. No portion of this work other than the material designated as Open Game Content 
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  Table of ConTenTs
  Table of ConTenTs
  The following superscript notations are used to denote references to official Pathfinder Roleplaying Game rulebooks:
  ACG = Pathfinder Roleplaying Game Advanced Class Guide
  APG = Pathfinder Roleplaying Game Advanced Player’s Guide
  ARG = Pathfinder Roleplaying Game Advanced Race Guide
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  PC:DH = Official companion for dungeoneers.
  PC:MM = Official companion for players in the marketplace for magic. 
  OA = Pathfinder Roleplaying Game Occult Adventures
  PU = Pathfinder Roleplaying Game Pathfinder Unchained
  UCam = Pathfinder Roleplaying Game Ultimate Campaign
  UC = Pathfinder Roleplaying Game Ultimate Combat
  UE = Pathfinder Roleplaying Game Ultimate Equipment
  UI = Pathfinder Roleplaying Game Ultimate Intrigue
  UM = Pathfinder Roleplaying Game Ultimate Magic
  Ancient Tombs ������������������������������������������������������������������������������������������������������3
  Types of Tombs ������������������������������������������������������������������������������������������������������4
  Tomb Dressing Tables �������������������������������������������������������������������������������������������6
  Tomb Hazards ����������������������������������������������������������������������������������������������������14
  Tomb Guardians �������������������������������������������������������������������������������������������������17
  Grave Warden (Template) �����������������������������������������������������������������������������������17
  Graven Guardians ��������������������������������������������������������������������������������������������������19
  Guardian Domains  ���������������������������������������������������������������������������������������������20
  Tomb Spells and Feats ���������������������������������������������������������������������������������28
  Tomb Spells ���������������������������������������������������������������������������������������������������������28
  
  1
  WElcomE to 
  AdvEnturE pAth plug-ins!
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  home game regardless of what campaign you may be running. 
  spEciAl ElEctronic FEAturEs
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  2
  WhAt you Will Find insidE 
  AnciEnt tombs
  Ancient Tombs provides a wealth of knowledge to enhance your Pathfinder campaign 
  wherever your heroes are delving into the funereal grounds and burial chambers of the 
  ancient dead. You’ll find within a detailed exploration of tombs of all types from both 
  history and fantasy, with tables and detailed descriptions to create tomb treasures of every 
  kind, from the ransacked graves of peasants to the pyramids of kings! Of course, tombs 
  should not go unguarded, and you’ll find tomb hazards like the hungry sarcophagus haunt 
  and pharaoh’s fall trap, alongside guardian creatures like the grave warden and mummified 
  zombie templates and an encyclopedic assortment of graven guardians suited to every deific 
  domain. You’ll also find a dozen new tomb-focused spells and feats, from Bind the Ancient 
  Dead and Sleeper in Dust to lost in the sands and pharaoh’s binding. Whether it’s a lonely 
  grave or a sprawling necropolis, Ancient Tombs is an indispensable resource to bringing 
  your burial grounds to life! 
  The Legendary Games tradition is to combine rich story and background, innovative 
  layout, beautiful aesthetics, and excellence in design that is second to none. This product is 
  the latest in that tradition, and we hope you enjoy using it as much as we enjoyed making 
  it. Game on! 
  
  3
  Ancient Tombs
  “When he shall die,
  Take him and cut him out in little stars,
  And he will make the face of heaven so fine
  That all the world will be in love with night,
  And pay no worship to the garish sun.”
  – William Shakespeare, Scene 2, Romeo and Juliet
  Ancient Tombs explores the many forms that a tomb takes, 
  and the reasons that they exist, not only in the context of 
  a fantasy game but also in terms of the real world outside. 
  Connecting with the most sacred and ancient rights of the 
  human experience, that of burial and contemplation on the 
  fate of the dead, this book provides additional contextual 
  flavor resources and options for GMs and players alike during 
  tomb-delving adventures.
  “Here before us was sufficient evidence to show that it really was an 
  entrance to a tomb, 
  and by the seals, to all outward appearances that it was intact.” 
  – Howard Carter, Diary, Sunday, November 5, 1922
  What do you picture when you are asked to imagine a tomb? 
  Do you think of the pyramids, or dark cave systems drilling 
  deep into the earth, or a chamber containing a sarcophagus 
  with treasure strewn around? A tomb is all this and more.
  The most basic definition of a tomb is that it is the location 
  in which the dead are laid to rest. This may be man-made, 
  carved by nature, or a combination where natural caves have 
  been extended. 
   “And so sepulchered in such pomp dost lie,
  That kings for such a tomb would wish to die.” 
  – John Milton, The Complete Poetry
  Tombs are built for religious reasons, as a celebration of life, 
  to ensure the interred are remembered, or to shut away the 
  worst criminals. These are the most common reasons for a 
  tomb to be built. Each reason is an opportunity for the games 
  masters and players alike to weave legendary tombs into their 
  shared world in a coherent and believable manner.
  One of the most common reasons for a tomb is to show 
  respect and honor to those that have passed. No greater 
  example of this comes to mind than the “Tomb of the 
  Unknown Soldier” found in many nations around the world. 
  It all began during the First World War when the Reverend 
  David Railton, serving as an army chaplain on the Western 
  Front observed a simple grave bearing a wooden cross 
  inscribed “An Unknown British Soldier”. This led him to 
  
  4
  propose a national monument to be raised with a symbolic 
  funeral and burial of an “Unknown Warrior”. Both Britain and 
  France approved this notion, and on Armistice Day 1920, both 
  countries conducted services for their tombs for those who 
  fell so far away from home. These tombs serve as a symbol, 
  representing all of a country’s fallen. The anonymity of the 
  entombed is the key symbolism of such a monument.
  Going farther back in time, tombs were built as the first 
  form of communal graveyard, beginning as simple passage 
  tombs. One of the oldest examples is Newgrange, in Ireland. 
  The central shaft runs centrally within the 250-foot circular 
  mound. The tomb was built around 3,000 BC, making it one of 
  the world’s oldest surviving buildings - older than Stonehenge 
  and the Great Pyramid of Giza. Even older examples have been 
  discovered nearby at Bremore, Ireland.
  The Valley of the Kings provides many fine examples of 
  passage tombs, drilling deep into the mountain sides for a 
  very practical reason. By burying deep within the mountain, 
  the coolness deep below preserved and protected the interred 
  from the oppressive, destructive heat of the desert sun.
  Some believe that the tombs the build are homes for the 
  dead, and so build them into solid rock in order to ensure 
  that they last a very long time because the afterlife lasts much 
  longer than the mortal one.
  As cities grew, and religions started to have permanent 
  buildings of worship, it became the norm to inter the religious 
  leaders and heads of state in them. However, it should be noted 
  that the cloisters were always used to house the priests and 
  monks of the faith, with the building having chapels for the 
  interment of royalty and persons of note. Often these buildings 
  would fall to fire and be rebuilt numerous times, each time 
  being built larger and more grandiose than previously.
  Turning to the pyramids, we see tombs being built away 
  from civilization on a grandiose scale. The rulers of the time, 
  fearful that their tombs would be robbed and their ability to 
  ascend and pay entrance to their afterlife built their tombs far 
  apart from the cities. They were amongst the first to install 
  false chambers and traps to fool and thwart tomb raiders. 
  The architects of the tombs often being buried alive with the 
  deceased ruler to ensure the secrets of the tomb remain so. 
  Quite often, the slaves and household would also be buried 
  with the ruler, who wants to take all of their loved ones to the 
  afterlife with them.
  The life, history and beliefs of the interred and the area they 
  ruled cover the walls in hieroglyphs. Within the tomb, the 
  hieroglyphs turn to family and the ascension of the interred to 
  the promised lands. Sometimes, these were even instructions 
  from the priests to the dead on how to ascend after rising 
  from their rest in their tomb.
  During periods of plague and mass death, the remains of 
  the dead were subject to mass burial in order to prevent the 
  spread of death. Whole cities and towns arose from the ashes 
  of these times, burying the remains in a hope of putting a dark 
  past behind them. In the late 1700s, Paris was suffering from 
  virulent diseases caused by improper burials and mass graves 
  in church cemeteries. The authorities resolved this problem 
  by removing the remains and placing them into abandoned 
  underground quarries beneath the city, giving rise to Les 
  Carrières de Paris, where thousands of bones and remains are 
  stacked upon each other beneath the streets of Paris.
  Great fear of death and disease could even lead to a whole 
  town or village becoming a tomb for the whole population, 
  their bodies at rest where they died with none willing to take 
  them for proper burial. This happened in Russia, where we 
  can find The City of the Dead in Northern Ossetia.
  The greatest and most powerful of rulers would have 
  their retainers, servants, and family buried with them. The 
  Egyptians held beliefs that the Shabti statues would be their 
  protectors in guides, but the greatest example of this belief is 
  found in China, in the tomb of Qin Shi Huangdi, first emperor 
  of China. When his tomb was discovered, a veritable army of 
  over 8,000 life sized statues of soldiers were found within the 
  tomb, now known as the Terracotta Army.
  No article on why tombs exist would be complete without 
  mentioning the Taj Mahal. A beautiful mausoleum built in 
  1631 at the order of the Mughal Emperor Shah Jahan, who 
  was devastated by the death of his wife, Mumtaj Mahal, 
  during childbirth.
   “Elaborate burial customs are a sure sign of decadence.” 
  – J. G. Ballard, The Complete Short Stories
  Types of Tombs
  There are almost as many types of tomb as there are reasons for 
  them. The type of tomb often lends itself to the construction 
  and location of the tomb, the available resources and the labor 
  to build them.
  Returning to the example of the Unknown Soldier, we find 
  that these tombs and monuments were built to be visible to 
  the populace at large and to be the center point for annual 
  ceremonies. For this reason, they are found in town and 
  
  5
  village squares, in a communal area, or within buildings 
  for religious observations. They are a single chamber either 
  under or behind a monument, quite often added to an 
  existing structure.
  Passage tombs are built simply from cave systems or a 
  straight tunnel cut deep into hill sides and rock faces. Burial 
  chambers off-shoot at intervals along the walls. Initially built 
  into existing cave systems, these tombs eventually became the 
  first fully constructed tombs. These tombs would be found 
  outside of settlements, near to hills, cliffs and areas into which 
  tunnels could easily be dug.
  Cave chamber tombs were simpler still. In some civilizations, 
  caves were used without excavating side burial chambers, 
  consisting of the cave itself forming the burial chambers, and 
  the entrance to the cave being sealed and optionally guarded 
  according to the local religious beliefs. As the available caves 
  became scarce, the population would carve new caves for their 
  dead, resulting in vertical graveyards in the faces of local cliff 
  bluffs and rock faces.
  Monasteries and churches were the places for the clergy 
  and monks to be buried. However, as civilization grew, this 
  practice extended to allow persons of note, first the kings 
  and queens, and later governmental rulers, scientists, writers, 
  and theologists were included. One famous example is that 
  of Westminster Abbey, where many of the kings and queens 
  of Great Britain are interred. It also houses the remains of 
  William Blake, Robert Burns, Lord Byron, Geoffrey Chaucer, 
  Charles Darwin, Charles Dickens, George Eliot, T. S. Eliot, John 
  Keats, Rudyard Kipling, Isaac Newton, William Shakespeare, 
  William Wordsworth and many more luminaries of history.
  The pyramids are an engineering marvel as are the many 
  tombs of Egypt. More impressive than the great sandstone 
  blocks that were used in the construction are the tall obelisks 
  raised to the heavens, each made from a single piece of stone. 
  The obelisks were carved out of solid rock at the rock mines, 
  with a channel running around them. When it came time to 
  move the stone to its resting place, sometimes many miles 
  away, the channel would be flooded to assist the lifting of 
  the obelisk onto runners where it would then be pulled by 
  many slaves.
  The pharaoh Hatshepsut, the very first female pharaoh, 
  ruled Egypt as a man because only a man can be a pharaoh. 
  Even the statues at her tomb represent her with the typical 
  goatee beard of the male – Game masters are encouraged 
  to use similar disinformation in their statues to surprise 
  their players.
  The passage tombs often extend and intersect creating what 
  is known as a catacomb. The Egyptian tombs rumored to have 
  the remains of an army of slaves within, pale into insignificance 
  when compared to the thousands upon thousands of remains 
  stacked upon each other in the catacombs called Les Carrières 
  de Paris (the quarries of Paris) beneath the city streets of this 
  major city.
  The size of tomb represents the power and reach of the 
  interred. One of the largest tombs in the world is that of Qin 
  Shi Huangdi, housing the Terracotta Army. It is the size of a 
  small city, having a circumference of 3.9 miles with the main 
  burial chamber containing the burial artifacts lying at its 
  center.
  Some people lie in state in the very homes they once lived 
  in. You might walk past their homes never suspecting that you 
  are passing a tomb. Maybe they were criminals who dare not 
  venture out from their homes, or maybe they were incarcerated 
  to stop the spread of some contagion or disease.
  Some tombs are constructed in a very ornate manner, 
  marble walls, gold inlaid carvings and inscriptions, elegant 
  calligraphy and hieroglyphs telling the life story of those 
  interred. The tomb’s construction itself being of greater value 
  and worth than any of the treasures discovered within. The Taj 
  Mahal is a prime example of this.
   “And so, all the night-tide, I lie down by the side
  Of my darling- my darling- my life and my bride,
  In the sepulcher there by the sea,
  In her tomb by the sounding sea.” 
  – Edgar Allan Poe, Ballad, Annabel Lee
  Further sources of  inspiration
  If you would like to know more about any of the tombs 
  mentioned, the following links should provide you an 
  excellent jumping point to begin your delving. Good luck.
  In Britain, the Tomb of the Unknown Warrior is found in 
  Westminster Abbey, in France, La Tombe du Soldat Inconnu 
  is found in the Arc de Triomphe. The idea has subsequently 
  been adopted worldwide, with Italy: Monumento Nazionale 
  a Vittorio Emanuele II, Portugal: Túmulo do Soldado 
  Desconhecido, and the United States: Tomb of the Unknowns, 
  being the first to dedicate their tombs in 1921.
  Newgrange, the oldest building in the world, and a prime 
  example of a passage tomb is found in Boyne Valley, Ireland. 
  The Valley of the Kings has many passage tombs that are 
  open to the public, and it is believed many more are yet to be 
  discovered. The Valley of the Queens is close by. 
  For examples of Cave chambers and vertical graveyards, we 
  need to go to Tana Toraja, Sulawesi, Indonesia. Here we find 
  carved effigies, known as tau tau, at the tomb entrances, each 
  representing the interred and guarding their rest.
  For a prime example of how a religious building would raze 
  and rebuild, see Canterbury Cathedral, England. This detail 
  is found in the “Through the Centuries” panel of the linked 
  page.
  The Giza Necropolis, Cairo contains the only surviving 
  wonder of the world. For researching the temples, this is a 
  good starting point, and one fascinating temple to visit is Kom 
  Ombo Temple – the only temple dedicated to two gods, those 
  being Sobek, the crocodile god, and Horus, the falcon headed 
  god of the east and the rising sun.
  Access to Les Carrières de Paris is restricted today only 
  allowing a few miles to be accessible to the public. There are 
  186 miles of underground tunnels networking beneath Paris, 
  
  6
  one of the largest catacomb systems anywhere in the world. 
  Another fine example of the catacomb tomb type is that of the 
  Capuchin Catacombs of Palermo, Italy.
  The Terracotta Army and the tomb of Qin Shi Huangdi are 
  a great resource for oriental campaigns and for looking at the 
  scope of tombs designed to be home for a ruler, his families 
  and an army of retainers and soldiers where the tomb is vast 
  in scope and the size of a small city.
  The City of the Dead, in Russia, looks like a normal remote 
  village upon approach. The village is known as Dargavs, no 
  living people can be found there – it is a village full of the 
  dead, the inhabitants kept there until they died out of fear.
  The story of Shah Jahan, who ordered the Taj Mahal to be 
  built only to spend his remaining years looking at it from his 
  prison cell, is poignant and inspiring.
  Tomb Dressing Tables
  This section provides a number of tables with which tomb 
  dressing and population can be enhanced in both game 
  preparation and on-the-fly use. Each table is a simple d20 
  table targeting a specific tomb type. 
  By combining tables, you can create d100 tables covering 
  many aspects of your intended tomb. There is also a blank 
  column in each table labelled ‘GM #’. This column allows the 
  GM to create any combination of rows from different tables, 
  creating their own tailor made table. Just pencil into this 
  column the roll number for each row element you select.
  Clothing, wooden items, and items that suffer the 
  ravages of time may be found in less complete state with an 
  appropriate reduction in value. Each value heading contains 
  the percentage chance the items on that table are found in 
  a ruined or pristine state. The ruined state provides a basic 
  
  7
  Table 1: Dressings for Ransacked Tombs
  D20
  GM #
  Ruined 
  (90%)
  Pristine 
  (10%)
  Weight
  Dressing
  1
  —
  5 cp
  —
  A Wooden Buckle
  2
  —
  1 sp
  1 lb.
  Empty Canopic Jar
  3
  5 cp
  5 sp
  —
  A Pendant/Amulet Chain
  4
  5 sp
  5 gp
  5 lbs.
  An Incomplete Naos
  5
  5 cp
  2 sp
  —
  A Sleeve from a Silk Robe
  6
  —
  1 sp
  2 lbs.
  An Incomplete Senet Game
  7
  —
  5 cp
  —
  An Empty Clay Perfume Vial
  8
  2 cp
  1 sp
  1 lb.
  A Headdress (Jewelry and Gemstones removed)
  9
  —
  5 cp
  10 lbs.
  Torn Bedding Sheet
  10
  —
  —
  —
  Remains of a Burnt Scroll (always ruined)
  11
  5 cp
  2 sp
  4 lbs.
  A Papyrus Water Color Set
  12
  —
  2 cp
  —
  Fan Feathers (Ostrich)
  13
  1 cp
  1 sp
  ½ lb.
  A Stave’s’ Iron End Cap
  14
  —
  2 sp
  2 lbs.
  An Empty Clay Wine Jar
  15
  —
  1 sp
  3 lbs.
  An Empty Woven Food Basket
  16
  5 cp
  5 sp
  10 lbs.
  An Empty Wooden Weapon Rack
  17
  1 gp
  20 gp
  80 lbs.
  An Empty Wooden Sarcophagi
  18
  5 sp
  10 gp
  60 lbs.
  An Empty Wooden Casket/Coffin
  19
  5 sp
  5 gp
  50 lbs.
  An Empty Medium Wooden Chest
  20
  —
  5 cp
  —
  A Sandal
  value for the retrievable component parts or resources from 
  the otherwise unrepairable original item. Some ruined items 
  have no value entry due to no value of recoverable component 
  parts are available.
  The item descriptions provided are for those items with 
  interesting history or those items with unusual names that 
  need to be identified. Items that are generally self-explanatory 
  are not detailed. 
  An Incomplete Naos: Value 5 sp ruined, 20 gp pristine, 
  Weight 5 lbs.
  A Naos is a scene of everyday life set in an alcove, consisting 
  of miniature statuettes to represent the people of the scene, 
  miniature buildings of stone and wood, painted fields and 
  rivers creating a landscape in miniature. In this table, the 
  scene is incomplete, most to all of the statuettes are missing. 
  Ruined means the miniatures and scenery that remains is 
  broken beyond repair.
  An Incomplete Senet Game: Value – ruined, 1 sp pristine, 
  Weight 2 lbs.
  An ancient board game, the playing of which reflects the 
  journey of life from birth to death and ascension to life 
  immortal. It consists of a rectangular wooden box, the lid 
  bearing the game life track. Inside are the playing pieces 
  representing the player, mother, father, wife, husband, and 
  children. The ruined state of this item means that not only 
  are a great many pieces missing, but the box and lid are 
  smashed asunder.
  Amulet – Bracelet: Value 2 cp ruined, 1 sp pristine, Weight –
  Builders and workers involved in tomb construction often 
  carried or wore amulets for protection. In the earliest of times, 
  an amulet was not just a necklace; they were often crafted as 
  bracelets and rings. The icon that formed the centerpiece 
  of the amulet was always representative of the protection or 
  power the amulet was believed to impart. In their earliest 
  forms, the icons were invariably animals. Deities and stylistic 
  images of rulers, and even the deceased, soon followed. The 
  poorest would often have a bracelet or ring, whereas an amulet 
  hung from the neck was an indication of prosperity. Where 
  mummification forms part of the ritual of interment in the 
  tomb, amulets were woven beneath the mummy’s bindings as 
  added protection for the deceased and to ensure their safe and 
  prosperous afterlife.
  Amulet – Ring : Value 2 cp ruined, 1 sp pristine, Weight –
  See above. Amulets that were rings were most popular in 
  prisons due to the ease at which they could be smuggled, 
  hidden, bartered and traded.
   
  A Wooden Senet Piece: Value – ruined, 5 cp pristine, Weight – 
  
  8
  Table 2: Dressings for Tombs housing Slaves or Prisoners
  D20
  GM #
  Ruined 
  (80%)
  Pristine 
  (20%)
  Weight
  Dressing
  1
  2 cp
  1 sp
  —
  Amulet - Bracelet (Animal), or Ring (Family)
  2
  —
  5 cp
  —
  A Wooden Senet Piece
  3
  5 cp
  5 sp
  2 lbs.
  Iron Shackles
  4
  —
  —
  15-30 lbs.
  Humanoid Remains
  5
  —
  1 sp
  —
  A Whittling Tool
  6
  2 sp
  5 gp
  —
  Slave Train Stocks
  7
  5 gp
  60 gp
  4 lbs.
  20 ft. of Chain
  8
  1 gp
  30 gp
  100 lbs.
  A Wooden Shackle Bench
  9
  —
  5 sp
  1 lb.
  Thumbscrews
  10
  2 cp
  5 sp
  5 lbs.
  Linen Body Wrap
  11
  5 sp
  5 gp
  4 lbs.
  Barbed Whip
  12
  2 cp
  1 sp
  —
  Amulet - Bracelet or Ring (Diety)
  13
  5 sp
  5 gp
  2 lbs.
  Bronze Slave Collar
  14
  —
  5 sp
  8 lbs.
  Rep Cloth Tunic
  15
  —
  1 gp
  —
  Hand Carved Wooden Effigy
  16
  2 cp
  1 sp
  2 lbs.
  Prayer Mat
  17
  —
  1 sp
  —
  Gambling Dice
  18
  5 cp
  5 sp
  —
  Crude Hand Crafting Tools
  19
  —
  1 sp
  —
  Wooden Senet Box
  20
  25 gp
  1,000 gp
  2,000 lbs.
  Stone Bloodstained Altar
  See the entry for Table 1, An Incomplete Senet Game. It 
  represents a person at some stage of life, a child, an old man, a 
  young lady, and so on. This piece could be one of the missing 
  pieces for the incomplete game. If both tables are being used, 
  the GM is encouraged to determine how many and what 
  pieces are missing in the incomplete game, and to use this 
  entry to fulfill those missing pieces. 
  Humanoid Remains: Value – ruined, – pristine, Weight 15-30 lbs.
  Small to large humanoid skeletal remains that have no 
  value of themselves other than being a potential plot hook – 
  were they interred alive, removed from a now missing casket, a 
  tomb-robber who couldn’t get out and starved to death or fell 
  victim to an insidious trap? 
  Basket of  Dessicated Fruit: Value – ruined, 5 gp pristine, 
  Weight 15 lbs.
  A collection of dried preserved fruits in a wicker 
  basket shaped like a vase, with a circular lid covering the 
  fruit. The intent of such treasures stored in the tombs 
  was to provide sustenance for the interred during the 
  ascension to the afterlife. If the find is pristine, the 
  preservation has been effective and the fruits are still edible! 
  Clay Pot of  Acacia Gum: Value 5 sp ruined, 5 gp pristine, 
  Weight 2 lbs.
  A small clay pot of acacia gum, the most common binding 
  agent used in papyrus creation and the joining of papyrus 
  sheets into a papyrus roll.
  Cyperus Papyrus Stalks: Value – ruined, 2 sp pristine, 
  Weight 5 lbs.
  A bundle of dried Cyperus Papyrus stalks, enough to make 
  30 sheets of papyrus parchment.
  Hand Carved Wooden Shabti: Value – ruined, 5 sp pristine, 
  Weight 2 lbs.
  A shabti is a small figurine/statuette believed to house 
  the spirit of a family member, high priest, or great warrior. 
  By owning a shabti, a person would be accompanied and/
  or protected by the spirit it holds during their ascension to 
  the after life. It was further believed that these spirits would 
  be eternal companions and protectors for the eternity of the 
  afterlife. 
  Hand Drill: Value 2 sp ruined, 1 gp pristine, Weight 3 lbs.
  A hand turned copper or bronze drill. These drills were one 
  complete piece, the drill bit is a set size and fixed permanently 
  to the drilling mechanism. Different drills and drill sizes would 
  be used, each for a specific task in the tomb construction.
  Hand Saw: Value – ruined, 5 sp pristine, Weight 2 lbs.
  A copper or bronze saw. Such tools were initially made 
  from soft metals, acting more as a cutting guide, used with an 
  alchemical mix of water, gypsum and quartz sand as the actual 
  
  9
  Table 3: Low Wealth Tomb Treasures
  D20
  GM #
  Ruined 
  (80%)
  Pristine 
  (20%)
  Weight
  Dressing
  1
  —
  5 sp
  2 lbs.
  A Hand Saw
  2
  2 sp
  1 gp
  3 lbs.
  A Hand Drill
  3
  1 gp
  15 gp
  100 lbs.
  And Obelisk Sled
  4
  5 cp
  5 sp
  1 lb.
  A Plumb Bob
  5
  —
  2 sp
  5 lbs.
  Cyperus Papyrus Stalks
  6
  2 cp
  2 sp
  —
  Kohl Brush
  7
  5 sp
  10 gp
  ½ lb.
  Hand Mirror
  8
  5 gp
  10 gp
  ½ lb.
  Uncut Lapis Lazuli
  9
  5 sp
  10 gp
  60 lbs.
  Wooden Ossuary
  10
  —
  1 sp
  —
  Wooden Comb
  11
  —
  5 gp
  15 lbs.
  Basket of Dessicated Fruit
  12
  —
  2 gp
  ½ lb.
  Glue Brush
  13
  —
  5 sp
  2 lbs.
  Hand Carved Wooden Shabti
  14
  5 sp
  10 gp
  5 lbs.
  Wooden Situla
  15
  —
  1 sp
  —
  Wooden Bowl
  16
  —
  2 sp
  2 lbs.
  Clay Water Ewer
  17
  —
  5 sp
  4 lbs.
  Goat Hair Tunic
  18
  —
  2 sp
  —
  Cord Belt
  19
  5 sp
  5 gp
  2 lbs.
  Clay Pot of Acacia Gum
  20
  5 cp
  5 sp
  10 lbs.
  Smoothing Tools
  cutting agent. There would often be a number of workers 
  assigned to tool sharpening because these saws would need 
  sharpening five or six times in a working day.
  Kohl Brush: Value 2 cp ruined, 2 sp pristine, Weight –
  A soft cosmetics brush used to apply the deep colored Kohl 
  lining around the eyes. Kohl is a black powder ground from 
  stibnite, a lead grey mineral of antimony sulphide.
  Obelisk Sled: Value 1 gp ruined, 15 gp pristine, Weight 100 lbs.
  An obelisk sled, 20 foot long by 10 foot wide. This crude 
  wooden sled was once used to portage the tomb stones and 
  obelisks from quarries and river side docks to the tomb site. 
  Their flat runners run along wet mud tracks, the mud thrown 
  in advance of their movement. This hardened quickly creating 
  the first roads to the tomb. Multiple sleds would be used to 
  support the tallest and largest of stones and obelisks to ensure 
  they did not break during transit.
  Plumb Bob: Value 5 cp ruined, 5 sp pristine, Weight 1 lb.
  A plumb bob, the tomb builders were the first to use the 
  plumb bob to ensure lines were true, straight, and vertical – 
  not just used for the building blocks but also for the intricate 
  carvings and writings upon the walls and obelisks themselves.
  Smoothing Tools: Value 5 cp ruined, 5 sp pristine, Weight 10 lbs.
  A wooden mallet and a copper or bronze smoothing blade, 
  the smoothing blade was the precursor to chisels commonly 
  
  10
  Table 4: Average Wealth Tomb Treasures
  D20
  GM #
  Ruined 
  (50%)
  Pristine 
  (50%)
  Weight
  Dressing
  1
  5 sp
  20 gp
  —
  Silver Anklet
  2
  8 sp
  10 gp
  70 lbs.
  Wooden Chest of Linen Sheets
  3
  1 sp
  5 gp
  1 lb.
  Leather Tambourine
  4
  5 gp
  20 gp
  ½ lb.
  Cut Lapis Lazuli
  5
  1gp
  20 gp
  40 lbs.
  Chalk Ossuary
  6
  —
  2 gp
  2 lbs.
  Cosmetic Clay Pottery
  7
  2 gp
  25 gp
  1 lb.
  Bronze Hand Mirror
  8
  1 gp
  20 gp
  40 lbs.
  Wooden Bier
  9
  —
  10 gp
  2 lbs.
  Family History Papyrus Roll
  10
  —
  2 gp
  ½ lb.
  Discarded Builders Parchment
  11
  2 sp
  10 gp
  1 lb.
  Bronze Scarab
  12
  —
  —
  2-400 lbs.
  Animal Skeleton (Cat to Horse)
  13
  5 sp
  15 gp
  10 lbs.
  Slate Prayer Book
  14
  5 sp
  10 gp
  60 lbs.
  Wooden Coffin
  15
  —
  5 gp
  2 lbs.
  Wine/Beer Strainer
  16
  5 sp
  15 gp
  10 lbs.
  Bronze Situla
  17
  —
  1 gp
  ½ lb.
  Bronze Bowl
  18
  2 gp
  20 gp
  8 lbs.
  Silver Water Ewer
  19
  5 gp
  10 gp
  1 lb.
  Silver ingot
  20
  5 gp
  50 gp
  —
  Gold Anklet
  used in woodwork and stonecutting. They were used to 
  smooth the walls, floors and ceiling by hand.
  Discarded Builders Parchment: Value – ruined, 2 gp 
  pristine, Weight 1/2 lb.
  A much larger sheet of papyrus containing calculations, 
  diagrams, and general builder notes and musings concerning 
  the construction of the tomb. There may even be indications of 
  secret chambers and hidden unexplored areas. It is unknown 
  if these places were constructed or not, the design possibly 
  discarded as untenable. Only further exploration can uncover 
  the truth of what is revealed on this parchment.
  Family History Papyrus Roll: Value – ruined, 10 gp pristine, 
  Weight 2 lbs.
  The life history of those interred were often recorded 
  on papyrus scrolls. These would be kept together in a 
  small lightweight box for protection. All major life events, 
  participation in wars, their careers, and successes are recorded. 
  Maybe, these recordings, once deciphered, could lead to other 
  tombs and adventuring sites elsewhere.
  Amulet – Necklace: Value 5 cp ruined, 5 sp pristine, Weight –
  See Amulet – Bracelet in Table 2. Amulets in the form of 
  a necklace were invariably used as part of ceremonial garb, 
  depicting either the deity worshipped by the deceased, or 
  the head of the religion at the time. The quality of amulet is 
  always superior to common everyday amulets.
  Canopic Jar: Value 1 gp ruined, 25 gp pristine, Weight 2 lbs.
  Clay lidded jars used during mummification and interment 
  used to store the major organs of the deceased. Traditionally 
  there are four jars, one for the stomach, one for the intestines, 
  one for the lungs and one for the liver. The heart, believed to 
  be the residence of the soul, is never removed from the body. 
  Once the organ was placed inside the jar, the lid was sealed in 
  place, most often with candle wax. The GM is free to decide if 
  the jar is empty or which organs are found inside.
  Bronze Ascendance Boat: Value 50 gp ruined, 500 gp 
  pristine, Weight 2,000 lbs.
  Starting with tombs built near rivers,  lakes and seas, a boat 
  formed the conveyance of the spirit to the afterlife. They are 
  even found in tombs inland as the belief was the boat would 
  be able to fly once the spirit of the departed was aboard. Other 
  beliefs thought that the boat was needed to safely cross a river 
  of unbelievers being swept to their damnation.
  Deed Scrolls: Value – ruined, 100 gp pristine, Weight 2 lbs.
  Some beliefs were that the deceased would return to their 
  lands and homes after ascension, and so, deeds of ownership 
  would often be interred with them. The GM is encouraged 
  to use such a find as a plot hook – did the PCs just acquire a 
  home base, or is the claim going to be disputed, or is it details 
  to yet another ruin to explore?
  Stone Shabti: Value 1 sp ruined, 1 gp pristine, Weight 4 lbs.
  
  11
  Table 5: Dressings for Tombs of Religious Purpose
  D20
  GM #
  Ruined 
  (30%)
  Pristine 
  (70%)
  Weight
  Dressing
  1
  5 cp
  5 sp
  —
  Amulet - Necklace (Diety)
  2
  5 sp
  10 gp
  3 lbs.
  Gold Inlaid Prayer Mat
  3
  5 sp
  20 gp
  50 lbs.
  Wooden Pew
  4
  10 gp
  200 gp
  10 lbs.
  Gold Candelabra
  5
  5 gp
  25 gp
  5 lbs.
  Candle (1 week burn time)
  6
  —
  20 gp
  2 lbs.
  Religious Texts on Papyrus Scrolls
  7
  —
  40 gp
  10 lbs.
  Ornate Wooden Chair
  8
  100 gp
  2,500 gp
  5,000 lbs.
  Marble Altar
  9
  1 gp
  25 gp
  2 lbs.
  Canopic Jar
  10
  10 gp
  200 gp
  10 lbs.
  Ceremonial Staff
  11
  5 gp
  25 gp
  5 lbs.
  Body Preparation Unguents
  12
  15 gp
  125 gp
  5 lbs.
  Ornate Ritual Lamp
  13
  5 gp
  25 gp
  5 lbs.
  Ceremonial Dress/Robes
  14
  5 gp
  50 gp
  4 lbs.
  Sacrificial Implement
  15
  15 gp
  200 gp
  400 lbs.
  Gilded Statues (Deities)
  16
  25 gp
  500 gp
  150 lbs.
  Naos Shrine
  17
  10 gp
  200 gp
  2 lbs.
  Ceremonial Headdress
  18
  25 gp
  1,000 gp
  2,000 lbs.
  Stone Anointing Font
  19
  15 gp
  150 gp
  200 lbs.
  High Seat (Throne)
  20
  5 cp
  5 sp
  —
  Amulet - Necklace (Religious Leader)
  See Hand Carved Wooden Shabti in Table 3. This stone 
  shabti is the most common form found.
  Terracotta Statue: Value – ruined, 100 gp pristine, Weight 
  400 lbs.
  This life size statues were created for the same reasons as 
  the shabti, to protect the deceased in the afterlife. They would 
  be positioned throught the tomb, and in greater numbers 
  nearest the body of the deceased to deter tomb robbers.
  Canopic Jar Collection: Value 5 gp ruined, 100 gp pristine, 
  Weight 10 lbs.
  See Canopic Jar in table 5. This treasure is a complet set of 
  four jars held together in a wooden carrier consisting of a 
  wooden handle attached to a tray on which the four jars are 
  held in place.
  Shabti Collection: Value 5 sp ruined, 10 gp pristine, Weight 
  80 lbs.
  A collection may be as few as two and as many as 20, often 
  found in a lidded stone container. Using the example of 
  family, it will usually contain the parents, children, brothers 
  and sisters, wives and husbands – all the close and immediate 
  family. A collection of priestly shabti would contain a high 
  priest or priestess, members of the hierarchy all the way down 
  to an initiate, and a shabti representing the god of the faith. 
  A warrior based collection will contain great and famous 
  warriors, mounted warriors, warriors on chariots and so on.
  Tub of  Tragacanth Gum: Value 5 gp ruined, 50 gp pristine, 
  Weight 1/2 lb.
  A small tub of tragacanth gum. This gum replaced the use of 
  acacia gum for the creation of papyrus for royalty and people 
  of great power or influence.
  
  12
  Table 6: Tomb Treasures of the Rich and Powerful
  D20
  GM #
  Ruined (30%)
  Pristine (70%)
  Weight
  Dressing
  1
  100 gp
  1,000 gp
  —
  Gold Chariot
  2
  50 gp
  500 gp
  —
  Bronze Chariot
  3
  —
  100 gp
  2 lbs.
  Deed Scrolls
  4
  1 sp
  100 gp
  —
  A Precious Gemstone
  5
  1 sp
  1 gp
  4 lbs.
  Stone Shabti (Mother/Daughter)
  6
  —
  —
  —
  Cosmetics Basket
  7
  5 gp
  50 gp
  ½ lb.
  Silver Hand Mirror
  8
  20 gp
  200 gp
  500 lbs.
  Gold Inlaid Wooden Throne
  9
  —
  100 gp
  400 lbs.
  Terracotta Statue
  10
  1 sp
  1 gp
  4 lbs.
  Stone Shabti (Warrior)
  11
  8 sp
  40 gp
  2 lbs.
  Silver Scarab
  12
  —
  —
  400 lbs.
  Skeleton (Mount)
  13
  5 gp
  50 gp
  60 lbs.
  Stone Bier
  14
  8 sp
  25 gp
  8 lbs.
  Silver Situla
  15
  1 sp
  1 gp
  4 lbs.
  Stone Shabti (Priest)
  16
  —
  5 sp
  ½ lb.
  Ceramic/Pottery Bowl
  17
  5 gp
  40 gp
  10 lbs.
  Bold Embossed Silver Water Ewer
  18
  25 gp
  100 gp
  10 lbs.
  Gold Ingot
  19
  50 gp
  500 gp
  2,000 lbs.
  Bronze Ascendance Boat
  20
  100 gp
  1,000 gp
  5,000 lbs.
  Gold Ascendance Boat
  Table 7: Royalty/Ruler Tomb Treasure
  D20
  GM #
  Ruined (10%)
  Pristine (90%)
  Weight
  Dressing
  1
  250 gp
  2,500 gp
  10,000 lbs.
  Gold War Chariot
  2
  100 gp
  1,500 gp
  2,000 lbs.
  Gold Racing/Hunting Chariot
  3
  5 sp
  50 gp
  30 lbs.
  Stone Headrest
  4
  5 gp
  100 gp
  10 lbs.
  Canopic Jar Collection
  5
  5 sp
  10 gp
  80 lbs.
  Shabti Collection (Family)
  6
  5 gp
  50 gp
  ½ lb.
  Tub of Tragacanth Gum
  7
  10 gp
  100 gp
  10 lbs.
  Shirt Dagger and Sheath
  8
  10 gp
  100 gp
  5-50 lbs.
  Gilded Musical Instrument
  9
  5 gp
  50 gp
  —
  Royal Dress
  10
  5 sp
  10 gp
  80 lbs.
  Shabti Collection (Warrior)
  11
  30 gp
  200 gp
  4 lbs.
  Gold Scarab
  12
  50 gp
  500 gp
  4,000 lbs.
  Solid Marble Throne
  13
  50 gp
  500 gp
  2,000 bs.
  Golden Sarcophagi
  14
  10 gp
  100 gp
  5 lbs.
  Ebony Senet Set
  15
  5 sp
  10 gp
  80 lbs.
  Shabti Collection (Advisors/Priests)
  16
  5 gp
  50 gp
  1 lb.
  Ivory Fan
  17
  5 sp
  100 gp
  5 lbs.
  Jar of Wine
  18
  20 gp
  250 gp
  400-600 lbs.
  Gilded Statue
  19
  100 gp
  1,500 gp
  5,000 lbs.
  Gold and Ivory Processional Chariot
  20
  250 gp
  2,500 gp
  20,000 lbs.
  Gold Ascendance Boat
  
  13
  
  14
  Tomb Hazards
  The following dangerous hazards are inspired by popular media 
  representations of Egyptian tombs, as well as the architecture 
  and style of Egyptian culture and construction. Each one should 
  be at home in any Egyptian-style tomb or vault.
  HeiroglypH Trap                                              Cr 12
  XP 19,200
  Type magical; Perception DC 25; Disable Device DC 32
  EffEcts
  Trigger proximity; Reset automatic
  This trap consists of one or more heiroglyphs that have 
  been imbued with magic power, put in place to ward a tomb 
  or similar structure against intruders. The heiroglyphs 
  themselves are not hidden, but can only be identified as a trap 
  with a successful Perception check. Each hieroglyph in the trap 
  has its own effect, and anyone disabling the trap with Disable 
  Device must disable each individual hieroglyph in the chain 
  separately. As long as at least one creature is within proximity 
  of the trap, each round, on initiative 10, one of the hieroglyphs 
  in the chain performs its effect. The hieroglyphs follow a set 
  pattern, and each round, the next hieroglyph in order is the 
  one that is activated. Once all of the hieroglyphs have been 
  activated, it takes 10 minutes before the trap resets and can 
  act again. Several sample hieroglyphs are included below, and 
  innovative GMs are encouraged to use them as guidelines for 
  creating additional hieroglyphs to add to these traps.
  • Eye: This hieroglyph fires a ray of brilliant red light. Treat 
  this as a ranged touch attack with a +15 bonus that deals 
  4d6 points of fire damage on a successful hit, and forces 
  the target to succeed on a DC 20 Fortitude save or be 
  blinded for 10 minutes.
  • Falcon: A spectral falcon emerges from this hieroglyph 
  and flies directly towards a nearby creature, raking at 
  them with its talons. Treat this as two ranged attacks 
  made at a +21 bonus, each of which deals 3d6 points of 
  slashing damage. If both attacks hit, the spectral falcon 
  rends its target, dealing an additional 3d6 points of 
  slashing damage.
  • Hyena: This hieroglyph unleashes an infectious laughter, 
  causing each creature within 30 feet to be forced to 
  succeed on a DC 20 Will save or be affected as though by 
  the spell hideous laughter for 1 minute.
  • Pharaoh: This hieroglyph issues a mental command to 
  a single creature within 30 feet, forcing that creature to 
  succeed on a DC 20 Will save or be affected as though 
  by the spell command, except that the specific command 
  must be chosen when the trap is created, and cannot 
  later be changed, and the creature continues carrying out 
  the command for 1d4 rounds.
  
  15
  For every 2 hieroglyphs added to the trap beyond the first, 
  the trap’s CR increases by 1. For every 2 CRs the trap increases, 
  increase the bonus on all attack rolls by 1, and the DC of all 
  saving throws by 1. The Perception and Disable Device DCs 
  remain the same.
  In addition to the normal methods of disabling a trap, a 
  hieroglyph trap can be disabled by any character by successfully 
  reading aloud the string of hieroglyphs. Doing so requires a 
  successful Linguistics check (DC 20 + 2 per hieroglyph beyond 
  the first. This causes the trap to be unable to act for 10 minutes, 
  as though all of the hieroglyphs had just acted. A character 
  that has successfully spoken the same set of hieroglyphs in the 
  past, or heard them spoken, gains a +10 bonus on this check.
  Hungry SarCopHaguS                                        Cr 8
  XP 4,800
  NE persistent haunt (40-ft. radius)
  CL 9th; Notice Perception DC 25 (to hear the sound of 
  scratching coming from within the sarcophagus); hp X; 
  Weakness destroying the sarcophagus displaces the haunt; 
  see text; Trigger proximity; Reset 1 day
  EffEcts
  The sarcophagus in the center of the haunt’s area opens and 
  dozens of tendrils made of linen gauze reach out from within 
  its dark depths, attempting to grab at creatures within the 
  haunt’s area. Treat this as a grapple combat maneuver check 
  with an effective CMB of +16. The haunt makes up to one 
  such grapple check on its turn each round until it successfully 
  grabs a creature, or until 10 minutes pass without any targets 
  being within range, at which point the haunt is neutralized 
  until it resets. Once they successfully grab a creature, the 
  gauze tendrils automatically pull the grappled creature into 
  the sarcophagus, which slams shut and seals itself.
  Within the sarcophagus, the grabbed creature is wrapped 
  up in linen gauze, mummifying her with horrific speed and 
  efficiency. Each round, the haunt attempts to maintain the 
  grapple, pinning and then tying up the grabbed creature. 
  Additionally, as long as the grabbed creature is grappled or 
  pinned, she suffers 1d4 points of ability score damage to a 
  random ability score each round, as she is wracked by terrible 
  visions of masked figures removing her organs one by one 
  (Will DC 18 to halve the ability score damage). Finally, the 
  sarcophagus is airtight, and the creature imprisoned within 
  is at risk of suffocation. If a creature within the coffin dies 
  or has any ability score reduced to 0, it immediately becomes 
  a dessicated, mummified corpse. If the corpse remains in 
  the sarcophagus the next time it is triggered, it animates as a 
  mummy.
  Opening the sarcophagus is difficult. It has a good lock, and 
  an arcane lock effect is applied when it shuts after capturing 
  a victim, increasing the DC of Disable Device checks made 
  to open it to 40. Only creatures outside the sarcophagus can 
  attempt to disable it in this way. A DC 28 Strength check can 
  force the sarcophagus open, and up to three creatures can use 
  the aid another action to assist. Finally, the sarcophagus has 
  hardness 12 and 120 hit points. If the sarcophagus is reduced 
  to 0 hit points, the haunt is displaced from the sarcophagus. It 
  moves to the nearest sarcophagus, coffin, or similar container 
  within 1,200 feet and is considered neutralized. If there are no 
  other sarcophagi within range, it is destroyed, instead.
  pHaraoH’S Fall Trap                                       Cr 14
  XP 38,400
  Type mechanical and magical; Perception DC 12; Disable 
  Device DC 35
  EffEcts
  Trigger location; Reset none
  Several pedestals inscribed with hieroglyphs stand between 
  one ledge and another, providing the only path through a 
  seemingly bottomless pit or chasm. Jumping on the wrong 
  pedestal causes the pedestal to crumble to dust, dumping the 
  person landing on it into the abyss below.
  Bypass The hieroglyphics on the pedestals spell the name of 
  an ancient pharaoh, mostly forgotten to time. By succeeding 
  at a DC 25 Linguistics or DC 30 Knowledge (history) check, a 
  character can figure out the sequence of hieroglyphs to jump. 
  The pedestals require a total of 2d6+6 DC 15 Acrobatics checks 
  to traverse.
  The area surrounding the trap is warded against teleportation 
  effects as dimensional lock. In addition, any magical effect 
  granting the power of flight (including polymorph effects and 
  effects that allow movement of objects or creatures through 
  the air, such as air walk, feather fall, levitate, phantom steed, and 
  telekinesis) is subject to dispelling as dispel magic (caster level 
  15th) as soon as it enters the area of the trap and each round 
  thereafter at the beginning of the user’s turn. This dispelling 
  effect functions like a counterspell if such a spell or effect is 
  used while already within the area of the trap.
  Effect 200-ft.-deep pit (20d6 falling damage); DC 30 Reflex 
  avoids (sending the target back to the previous pedestal)
  SHoCking JarS                                                     Cr 3
  XP 800
  Type mechanical; Perception DC 15; Disable Device DC 30
  EffEcts
  Trigger proximity; Reset manual; see text
  The entire floor of the trapped room is covered in a thin 
  plate of beaten brass and 3d4 clay jars 4 feet tall and 3 feet in 
  diameter are placed in various points throughout the room, 
  which contain a strong acid and have a pair of copper wires 
  extending from the bottom to connect them to the metal 
  floor. Any creature that ends its turn in the trap’s area suffers a 
  2d6 points of electricity damage. 
  All doorways into the room close and lock automatically 1d2 
  rounds after a creature first enters the room. The doors have 
  average locks (DC 25), a break DC of 22, hardness 8, and 40 
  hit points. A creature adjacent to a doorway as it closes can 
  
  16
  attempt a DC 15 Reflex save to attempt to move to the other 
  side before the door closes.
  The electricity in the floor comes from the large clay jars of 
  acid, which serve as primitive batteries. Each jar has a break 
  DC of 18, hardness 4, and 20 hit points. When a jar is broken, 
  it explodes in a shower of acid that deals 1d6 points of acid 
  damage to each creature in a 10-foot-radius burst. However, 
  each jar broken in this way reduces the amount of electricity 
  damage inflicted each turn by 1 (to a minimum of 0). Once all 
  the jars are broken, the trap is disabled, and all of the doors 
  become unlocked. Alternatively, characters can climb onto 
  an adjacent jar as a move action. Taking any actions while 
  balancing on a jar requires a DC 20 Acrobatics chck to avoid 
  falling off. As long as a character is not in contact with the floor, 
  she is not subject to the trap’s electricity damage. The trap can 
  function for up to 12 hours before the jar batteries lose their 
  charge, at which point the acid within must be replaced.
  snakes from attacking for 1d3-1 rounds. A successful wild 
  empathy check (with a +4 circumstance bonus for any live 
  food provided) causes the snakes to seek other sources of 
  food. The snakes in the pit can be driven away by 10 points of 
  slashing or bludgeoning damage or 5 points of damage that 
  affects an area.
  Effect 30-ft.-deep pit (2d6 falling damage due to snakes); 
  DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-
  square area)
  Effect vipers (Atk +5 melee for 1d2-2 damage plus black 
  adder venom, once each round); multiple targets (all targets 
  in the pit)
  Toppling Column Trap                                     Cr 5
  XP 1,600
  Type mechanical; Perception DC 18; Disable Device DC 20
  EffEcts
  Trigger location; Reset manual
  Several columns appear to support this chamber’s roof, but 
  they in fact fall over when someone enters.
  Bypass A DC 15 Knowledge (engineering) check will 
  determine a path to follow through the chamber without 
  causing the columns to fall over. Additionally, succeeding 
  on this check grants a +2 circumstance bonus to a character 
  attempting a Disable Device check to force the columns to 
  collapse against each other.
  Effect falling column (Atk +15 melee for 4d8+6 damage); 
  multiple targets (all targets in a 30-ft.-square chamber)
  Valuable idol Trap                                           Cr 3
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 25
  EffEcts
  Trigger touch; Reset manual
  An ancient idol sits atop a pedestal. Removing it causes the 
  pressure plate on which it sits to release a boulder that crushes 
  anything in its path.
  Bypass The idol must be replaced with an item weighing 
  the same as the idol, requiring a DC 15 Appraise check. The 
  replacement must be swift so the trap won’t trigger, requiring 
  a DC 15 Sleight of Hand check.
  Effect rolling boulder (Atk +10 melee for 2d8+2, plus a 
  combat maneuver check at +10 to trip any creature struck); 
  multiple targets (all targets in a 30-ft. line)
  Snake piT Trap                                                    Cr 4
  XP 1,200
  Type mechanical; Perception DC 24; Disable Device DC 23
  EffEcts
  Trigger location; Reset manual
  This pit is the home to hundreds of snakes. Most of the 
  snakes are harmless and soften the fall, but some of the 
  snakes are venomous and aggressive. Variant traps have more 
  powerful snakes in the pit and adjust the CR accordingly. Such 
  a pit could be home to a venomous snake swarmB3 (CR 4), for 
  example, but given that such swarms have a climb speed the 
  snakes could easily climb out of the pit at any time. A basic 
  snake pit trap is designed to trap creatures within, with a more 
  limited number of snakes content to remain within the pit 
  and take what prey falls to them. 
  Bypass A successful DC 15 Knowledge (nature) check allows 
  the character to avoid the worst of the snakes if a character 
  jumps or climbs into the pit intentionally, preventing the 
  
  17
  Tomb Guardians
  While traps and the hauntings of restless spirits bound to a 
  tomb can present hazards aplenty to explorers and would-be 
  tomb robbers, those truly wishing to secure an undisturbed 
  rest for the fallen leave nothing to chance by placing guardians 
  on the tomb to ensure a more active defense. Of course, such 
  guardianship may involve long years of inactivity, so only those 
  brought to life from unliving stone and flesh, or cursed with 
  an immortality of service to the tomb’s creator or inhabitant, 
  can stand guard throughout the ages. 
  Grave Warden (Template)
  “Grave warden” is an acquired template that can be added to 
  any sentient (Intelligence 3 or higher) living creature (referred 
  to hereafter as the base creature). A grave warden can be created 
  with a major curseUM, typically cast upon a focus object of treasure. 
  A creature taking the object must save or be transformed over 
  the next 24 hours into a guardian creature with a heart of stone 
  and skin and flesh like aged ivory and alabaster, decorated 
  in chipped and flaking paint, faïence, and gold leaf in the 
  semblance of their appearance in life. A grave warden uses the 
  base creature’s stats and abilities except as noted here.
  CR: Same as base creature +2. 
  Type: The creature’s type changes to construct. Do not 
  recalculate base attack bonus, saves, or skill points. Size is 
  unchanged. Grave wardens are intelligent and are not immune 
  to mind-affecting effects.
  Senses: As the base creature, plus darkvision 60 feet and 
  tremorsense 30 feet. 
  AC: A grave warden gains a +4 bonus to its natural armor 
  over the base creature’s natural armor bonus.
  Hit Dice: Convert all current and future racial Hit Dice 
  to d10s. Do not change class Hit Dice. A grave warden also 
  gains additional hit points based on its size as a construct, 
  as described in the Creature Types appendix of the Pathfinder 
  Roleplaying Game Bestiary. 
  Defensive Abilities: Grave wardens gain a +4 bonus to their 
  CMD and gain DR 5/adamantine (or DR 10/adamantine if it 
  has 11 HD or more). A grave warden also gains a +4 bonus on 
  saving throws against mind-affecting effects and also gains 
  spell resistance of 13 + the CR of the base creature; this spell 
  resistance applies only against mind-affecting effects. Grave 
  wardens are immune to curses and effects that cause bad luck.
  Tomb Guardian (Su): Within the tomb it guards, a grave 
  warden gains fast healing equal to one-half its Hit Dice 
  (minimum 1) and gains a +2 circumstance bonus on attack 
  rolls and saving throws and to its AC. 
  Attacks: A grave warden retains all the natural weapons, 
  manufactured weapon attacks, and weapon proficiencies of 
  the base creature. It also gains a slam attack that deals damage 
  based on its size.
  Special Attacks: A grave warden has all the special attacks of 
  the base creature, plus he following special attacks: 
  Spell-like Abilities: A grave warden gains the following spell-
  like abilities, with a caster level equal to its Hit Dice. Save DCs 
  are Charisma-based. 
  Constant─deathwatch, nondetection, statue.
  At will─dancing lights, ghost sound, hold portal, meld into stone, 
  open/close.
  3/day─bestow curse, minor image, summon swarm.
  1/day─antilife shell, passwall, spiked pitAPG.
  Abilities: Str +4, Cha +2. As a construct, a grave warden has 
  no Con score. 
  Feats: A grave warden gains Alertness and Blind-Fight as 
  bonus feats. 
  Skills: A grave warden gains a +4 racial bonus on Perception 
  and Sense Motive checks. 
  Special Qualities: A grave warden has all the special qualities 
  of the base creature, plus he following special attacks: 
  Merciless Recovery (Su): A grave warden cannot abide the 
  loss of the tiniest bit of treasure from the tomb it guards, 
  compelling the grave warden as a geas/quest spell to pursue 
  the thieves and reclaim the treasure in order to return it to 
  the tomb. If the grave warden has been brought to 0 hit points 
  within its guarded tomb, it reanimates 1 hour after any item of 
  treasure has been removed from its resting place (even if it has 
  not been removed from the tomb), reviving with 1 hit point, at 
  which point its fast healing allows it to recover quickly. 
  A grave warden can use locate object at will as a spell-like 
  ability to find any object taken from that tomb, and when 
  pursuing a creature carrying such an item gains the benefits 
  of the track, swift tracker, and quarry class abilities of a 15th-
  level ranger. If a creature has a stolen object in its possession 
  for 24 hours, these abilities apply even if the creature later 
  disposes of the object, and if the grave warden slays the target 
  it can use create treasure map as a spell-like ability, revealing 
  the last known location of the stolen treasure in addition to 
  the wealth usually revealed by the spell. This is a curse effect 
  that can be negated by casting remove curse or break enchantment 
  (caster level check DC 20) upon the stolen item(s).
  Sunlight Weakness (Ex): A grave warden is bound with a curse 
  of death, and exposure to natural sunlight causes it to become 
  sickened (no saving throw).
  Tomb Dependent (Su): A grave warden is mystically bound to 
  the tomb it guards, and it can never stray more than 60 feet 
  from the entrance to the tomb. If it leaves this area, the grave 
  warden must succeed on a DC 12 Will save once per hour or 
  take 1 point of Strength, Dexterity, and Charisma drain. This 
  save must be made only once per day if the grave warden is in 
  active pursuit of creatures that have stolen from its guarded 
  tomb, or returning to its tomb with treasures it has recovered. 
  The save DC increases by 1 for each failed save. If any of these 
  ability scores are reduced to 0, the grave warden turns becomes 
  petrified. If the grave warden has been away from its tomb 
  for at least 24 hours, its curse can be ended with a successful 
  remove curse or break enchantment, restoring it to life at the age 
  it was when the curse originally took hold. 
  
  18
  
  19
  Graven Guardians
  Sacred to the ancient gods, graven guardians are an unusual 
  type of construct that is specifically consecrated to embody the 
  power of a deific domain. Chosen at the time of its creation, 
  this domain must be one granted by the deity of its creator. 
  The graven guardian’s chosen domain determines many of 
  its abilities. Once created, a graven guardian is ordered to 
  stand watch over a place of holy significance, often the tomb 
  of a revered leader in the faith or a member of the royalty or 
  nobility favored by the hierophants of the faith.
  The mythic version of a graven guardian might have been 
  created by an ancient civilization and the secrets of their 
  making now lost to history, or the GM might choose to allow 
  any mythic character who has the mythic Craft Construct feat 
  to create a mythic graven guardian. That feat was originally 
  published in the Mythic Monster Manual and is reprinted here 
  for ease of reference.
  Craft ConstructB1 (Item Creation, Mythic)
  You are a master craftsman of animate constructs of 
  surpassing magnificence.
  Prerequisite: Caster level 5th, Craft Construct, Craft Magic 
  Arms and Armor, Craft Wondrous Item.
  Benefit: You add your mythic rank or tier on skill checks 
  related to crafting a construct. In addition, you can create 
  constructs at a much faster rate than normal. Each day of labor 
  on a construct enables you to craft up to 1,000 gp times your 
  mythic tier of a construct’s base price, up to a maximum of 
  10,000 gp of its price per day at 10th mythic tier. 
  In addition, you can craft mythic constructs, including both 
  constructs with the mythic subtype as well as constructs with 
  one or more mythic simple templates applied. When adding 
  a mythic simple template, use the normal construction rules; 
  however, the cost of the construct is increased by 50% times 
  its mythic tier, and any skill check DCs for its construction 
  are increased by an amount equal to 5 plus the creature’s 
  mythic rank. For constructs with the mythic subtype, use the 
  listed construction rules if they are provided; if they are not 
  provided, adjust the construct’s price and associated DCs as 
  described above. Crafting a mythic construct requires the 
  expenditure of a number of uses of mythic power equal to the 
  construct’s mythic rank each day of construction. 
  At the GM’s option, you can use this feat to create a 
  sentient construct. Crafting a sentient construct increases the 
  construct’s cost by 100% and increases the DC of all associated 
  skill check DCs by 5; these adjustments stack with those for 
  creating a mythic construct as described above if you also make 
  a construct mythic. A sentient construct gains an Intelligence 
  score equal to 3d6 Intelligence, increases its Charisma score 
  by 1d3 Charisma, and gains 2 racial Hit Dice. It can speak one 
  language that you know, plus one additional language that you 
  know per point of its Intelligence bonus (if any). You cannot 
  use this feat to grant sentience to a construct that already has 
  an Intelligence score greater than 2. A sentient construct loses 
  its immunity to mind-affecting effects and to Intelligence, 
  Wisdom, and Charisma ability damage, drain, and penalties. A 
  sentient construct is no longer under your control, though its 
  initial attitude towards you is friendly. 
  You can add mythic simple templates or sentience to an 
  existing construct. Deduct the construct’s normal base cost 
  from its final adjusted cost to determine the cost of adding 
  these enhancements to the construct.
  myTHiC graVen guardian        Cr 6/mr 3
  XP 2,400
  Pathfinder Roleplaying Game Bestiary 3
  N Medium construct (mythic)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
  DEfEnsE
  AC 23, touch 12, flat-footed 21 (+2 Dex, +11 natural)
  hp 83 (6d10+50); fast healing 2
  Fort +2, Ref +4, Will +3
  DR 5/adamantine and epic; Immune construct traits; SR 19
  Weaknesses faith bound
  OffEnsE
  Speed 40 ft.
  Melee +1 keen scimitar +12/+7 (1d6+7/15-20 plus bleed) or slam 
  +10 (1d6+6)
  Special Attacks bleed 2, channel negative energyMMA (DC 14, 
  3d6), fervor, magic weapon, mythic power (3/day, surge +1d6), 
  rest eternal, slumberMMA (DC 14)
  Spell-Like Abilities (CL 5th; concentration +0)
  1/day—haste (self only)
  statistics
  Str 18, Dex 15, Con —, Int —, Wis 12, Cha 1
  Base Atk +6; CMB +10; CMD 22
  Feats Power AttackMF, Weapon Focus (scimitar)MF
  SQ guardian domains (Death, Repose)
  EcOlOgy
  Environment any land
  Organization solitary, band (2-4), or assembly (3 mythic graven 
  guardians, plus 3-12 non-mythic graven guardians
  Treasure incidental (masterwork scimitar, other treasure)
  spEcial abilitiEs
  Faith Bound (Su) A mythic graven guardian cannot attack any 
  creature that openly wears or displays the holy or unholy 
  symbol of the deity to which the mythic graven guardian 
  is dedicated unless that creature first attacks the mythic 
  graven guardian.
  Fervor (Su) A mythic graven guardian gains a +2 bonus on 
  attack and damage rolls made against creatures whose 
  alignment is opposed to the alignment of its deity on one 
  or both alignment axes (chaos vs. law, or evil vs. good), as 
  well as against creatures who are followers of a deity that is 
  an enemy of the mythic graven guardian’s deity.
  Magic Weapon (Su) A mythic graven guardian that carries its 
  deity’s favored weapon treats that weapon as a +1 weapon as 
  
  20
  long as it is wielded by the guardian. If the weapon is a melee 
  weapon, it gains the keen weapon special ability (even if the 
  weapon is a bludgeoning weapon). If it is a thrown weapon, 
  it gains the returning weapon special ability, and generates 
  new ammunition with each attack (this ammunition is 
  destroyed whether or not it hits).
  Mindless Warrior (Ex) A mythic graven guardian gains Power 
  Attack and Weapon Focus as bonus feats, even though it is 
  mindless. For Weapon Focus, it chooses the favored weapon 
  of the deity it is associated with. Because it is mindless, it 
  always uses its Power Attack feat.
  Guardian Domains 
  Each mythic graven guardian gains a special ability 
  from two domains assigned during construction. 
  Save DCs for these abilities are Wisdom-based (DC 
  14 for most guardians). Unless otherwise noted, 
  the caster level for these abilities is equal to the 
  graven guardian’s Hit Dice (CL 5th for most graven 
  guardians). A mythic graven guardian’s domain 
  abilities are improved from those of non-mythic 
  graven guardians.
  Air: 
  Blast of  Wind (Su)—As a standard action, the mythic 
  graven guardian can expend 1 use of mythic power to 
  unleash a blast of wind. This functions as gust of wind, 
  except that it takes the form of a 30-ft. cone, and the DCs 
  of all Strength and Fly checks are increased by +2.
  Flight (Su)—The mythic graven guardian gains a fly speed 
  equal to its base speed with average maneuverability and a 
  Fly skill of +6 (this includes a +4 racial bonus).
  Animal: 
  Beast Ward (Su)—Animals must make a Will save before 
  they can attack the mythic graven guardian. Any attack 
  on an animal (but not its allies) by the graven guardian 
  breaks this protection. Once the animal makes this Will 
  save, it need not save again against that particular graven 
  guardian on subsequent attacks.
  Wild Fangs (Ex)—As a swift action, the mythic graven 
  guardian can expend 1 use of mythic power in order 
  to gain a primary bite natural attack, which deals 1d8 
  points of damage on a successful hit. This bite attack 
  lasts for 1 minute.
  Artifice: 
  Durable (Ex)—As a swift action, the mythic graven 
  guardian can expend 1 use of mythic power to increase 
  its damage reduction to 10/adamantine and epic for 3 
  rounds.
  Repair (Ex)—The mythic graven guardian’s fast healing 
  increases to 5.
  Chaos: 
  Chaotic Weapons (Su)—The mythic graven guardian’s 
  weapon and slam attacks are treated as chaotic-aligned. Its 
  magic weapon deals +1d6 points of damage to lawful targets. 
  Confusion (Sp)—As a standard action, the mythic graven 
  guardian can expend one use of mythic power to force a 
  single creature within 60 feet to succeed on a Will save or 
  become confused for 1d4 rounds.
  Charm: 
  Command (Su)—The mythic graven guardian can cast 
  command three times per day as a spell-like ability.
  Reverence (Sp)—As a swift action, the mythic graven 
  guardian can expend one use of mythic power in order to 
  radiate an aura of majesty that makes creatures hesitant 
  to attack it. This functions as sanctuary, except that it also 
  applies to spells and abilities with an area of effect that 
  would include the mythic graven guardian.
  Community: 
  Alliance (Su)—Adjacent worshipers and graven guardians 
  dedicated to the same god gain a +1 luck bonus on attack 
  rolls, weapon damage rolls, and saves.
  Strength of  Unity (Su)—As a swift action, the mythic 
  graven guardian can draw upon the strength of its allies, 
  gaining competence bonus to its Strength and Dexterity 
  scores equal to the number of other graven guardians 
  and worshippers of the same deity within 30 feet (to a 
  maximum increase of +6). These benefits last for 1 minute.
  Darkness: 
  Darkness (Su)—The mythic graven guardian can cast 
  
  21
  darkness two times per day as a spell-like ability.
  Shadow Form (Su)—As a standard action, the mythic 
  graven guardian can expend one use of mythic power 
  to transform itself into a living shadow. It gains the 
  incorporeal subtype and special ability, and cannot enter 
  areas of bright light. If it is forced into an area of bright 
  light, or an area it is already in becomes lit with bright 
  light, it suffers 4d6 points of damage and is shunted to 
  the nearest unoccupied space in a lower light level. This 
  transformation lasts indefinitely, and can be ended with 
  another standard action.
  Death: 
  Bleed (Ex)—The mythic graven guardian’s weapon deals 2 
  points of bleed damage on a hit.
  Channel Negative Energy (Su)—As a standard action, 
  the mythic graven guardian can expend one use of 
  mythic power in order to channel negative energy, as a 
  6th-level cleric, except the saving throw DC is Wisdom-
  based. Additionally, the mythic graven guardian is healed 
  by negative energy as though it were undead (it remains 
  unaffected by positive energy).
  Destruction: 
  Shatter (Ex)—The mythic graven guardian can cast shatter 
  two times per day as a spell-like ability.
  Sunder Specialist (Ex)—The mythic graven guardian 
  gains Improved Sunder as a bonus feat. Additionally, as 
  a swift action, it can expend one use of mythic power in 
  order to project an aura of destruction, to a range of 30 
  feet. Each object within this aura is treated as though its 
  hardness were 5 lower than it actually is. This effect lasts 
  for 1 minute.
  Earth: 
  Rocky (Ex)—The mythic graven guardian’s natural armor 
  bonus increases by +2.
  Tremor (Sp)—As a standard action, the mythic graven 
  guardian can expend one use of mythic power in order 
  to create a powerful tremor. This functions as the spell 
  earthquake, except that the damage from any collapsing 
  cielings or landslides is reduced to 4d6, standing 
  structures suffer only 50 points of damage, and creatures 
  that are buried within fissures or pinned beneath rubble 
  can free themselves with a DC 20 Strength check.
  Evil: 
  Evil Weapons (Su)—The mythic graven guardian’s weapon 
  and slam attacks are treated as evil-aligned. Its magic 
  weapon deals +1d6 points of damage to good targets.
  Temptation (Su)—The mythic graven guardian can 
  expend one use of mythic power to cast atonement as a 
  spell-like ability, but only the redemption or temptation 
  version, and only to change a creature’s alignment to 
  evil. In order for it to do so, the creature must first swear 
  allegiance to the mythic graven guardian’s deity, and must 
  perform an evil act specified by a member of the mythic 
  graven guardian’s faith.
  Fire: 
  Aura of  Fire (Su)—As a standard action, the mythic graven 
  guardian can expend one use of mythic power in order to 
  project an aura of fiery majesty to a range of 30 feet. All 
  fire damage inflicted to creatures or objects within this 
  range is doubled. The additional damage is not subject to 
  fire resistance or immunity. This effect lasts for 1 minute.
  Flaming (Su)—The mythic graven guardian’s weapon 
  gains the flaming property.
  Glory: 
  Glorious (Su)—The mythic graven guardian’s magic 
  weapon and slam attack deal an additional 1d6 points of 
  damage against undead creatures.
  Shared Glory (Su)—A mythic graven guardian can expend 
  one use of mythic power to grant a bonus equal to its surge 
  die + its Wisdom modifier to a single Charisma check or 
  Charisma-based skill check made by an ally within 30 
  feet. This is an immediate action taken after the roll to be 
  modified is made and the results are revealed. 
  Good: 
  Good Weapons (Su)—The mythic graven guardian’s 
  weapon and slam attacks are treated as good-aligned. Its 
  magic weapon deals +1d6 points of damage to evil targets.
  Redemption (Su)—The mythic graven guardian can 
  expend one use of mythic power to cast atonement as a 
  spell-like ability, but only the redemption or temptation 
  version, and only to change a creature’s alignment to 
  good. In order for it to do so, the creature must first swear 
  allegiance to the mythic graven guardian’s deity, and must 
  perform a good act specified by a member of the mythic 
  graven guardian’s faith.
  Healing: 
  Channel Positive Energy (Su)—As a standard action, the 
  mythic graven guardian can expend one use of mythic 
  power in order to channel positive energy, as a 6th-level 
  cleric, except the saving throw DC is Wisdom-based. 
  Additionally, the mythic graven guardian is healed by 
  positive energy as though it were a living creature (it 
  remains unaffected by negative energy).
  Recovery (Su)—Once per day, when reduced below half 
  hit points, the mythic graven guardian automatically 
  heals 3d10+6 points of damage.
  Knowledge: 
  Familiarity (Su)—The mythic graven guardian gains a +2 
  bonus on attack rolls against any creature it attacked in 
  the past round.
  Self-Awareness (Su)—The mythic graven guardian gains 
  an Intelligence of 10. It gains 4 ranks each in three 
  different Knowledge skills (typically Knowledge [history], 
  Knowledge [planes], and Knowledge [religion]), and gains 
  Skill Focus for each of those Knowledge skills.
  Law: 
  Forbiddance (Sp)—As a standard action, the mythic graven 
  guardian can expend one use of mythic power to force a 
  single creature within 60 feet to succeed on a Will save or 
  be affected as though by forbid action for 1d4 rounds.
  Lawful Weapons (Su)—The mythic graven guardian’s 
  weapons and slam attacks are treated as lawful-aligned. 
  
  22
  Its magic weapon deals +1d6 points of damage to 
  chaotic targets.
  Liberation: 
  Aura of  Freedom (Su)—As a swift action, the mythic 
  graven guardian can project an aura of freedom to a 
  range of 30 feet. Each of the mythic graven guardian’s 
  allies within this aura gain a +4 bonus to CMD, and a 
  +2 bonus on saving throws made to resist compulsion 
  effects, as well as any effect that imposes the grappled or 
  paralyzed conditions.
  Unfettered (Su)—The mythic graven guardian gains a +4 
  bonus to its CMD.
  Luck: 
  Lucky (Su)—Once per day, the mythic graven guardian 
  may roll a saving throw twice and take the better of the 
  two results as the actual result.
  Miraculous Reversal (Su)—As an immediate action, 
  whenever the mythic graven guardian or one of its 
  allies within 30 feet rolls a natural 1 on a d20 roll, the 
  mythic graven guardian can expend one use of mythic 
  power in order to treat that roll as though it were a 
  natural 20, instead.
  Madness: 
  Confusion (Su)—The mythic graven guardian can cast 
  confusion once per day as a spell-like ability.
  Induce Schizophrenia (Su)—As a full-round action, a 
  mythic graven guardian can expend one use of mythic 
  power in order to force a single creature within 60 feet 
  to succeed on a Will save or gain the schizophrenia 
  madnessGMG.
  Magic: 
  Resistant (Su)—The mythic graven guardian’s SR increases 
  by 5.
  Spellcasting (Sp)—The mythic graven guardian gains the 
  ability to cast several spells as spell-like abilities. Choose 
  three 1st-level spells, two 2nd-level spells, and one 3rd-
  level spell from the sorcerer/wizard spell list. The mythic 
  graven guardian can cast each of the chosen spells as a 
  spell-like ability once per day.
  Nobility: 
  Enthralling Gaze (Su)—As a full-round action, the mythic 
  graven guardian can expend one use of mythic power 
  to cause its eyes to glow with a mesmerizing light. This 
  functions as the spell enthrall, except that creatures with 4 
  or more Hit Dice or a Wisdom of 16 or higher still suffer 
  the full effect, and the mythic graven guardian need not 
  do any sort of performance, although it must spend a 
  standard action ech round to concentrate on the effect in 
  order to maintain it.
  Honored (Su)—The mythic graven guardian gains a +1 
  bonus on attack rolls and combat maneuver checks.
  Plant: 
  Command Plants (Sp)—As a standard action, the graven 
  guardian can expend one use of mythic power in order to 
  gain limited control over a single plant creature within 60 
  feet whose Hit Dice do not exceed the graven guardian’s 
  own. A Will save negates this effect. A plant affected by 
  this ability fights on the behalf of the graven guardian and 
  its allies, but is otherwise in control of its own actions. 
  Additionally, a plant affected by this ability gain a +4 
  enhancement bonus to its Strength and Dexterity scores.
  Entangle (Su)—The mythic graven guardian can cast 
  entangle three times per day as a spell-like ability.
  Protection: 
  Protected (Su)—The mythic graven guardian gains a +2 
  bonus on all saves.
  Shield From Harm (Su)—As an immediate action, 
  whenever a creature confirms a critical hit against the 
  mythic graven guardian or one of its allies within 30 feet, 
  the mythic graven guardian can expend one use of mythic 
  power in order to negate that critical hit, causing it to be 
  treated as a normal hit, instead.
  Repose: 
  Rest Eternal (Su)—Damage dealt by the mythic graven 
  guardian resists any magical healing. Attempting to use 
  magical healing to cure this damage requires a successful 
  caster level check against the mythic graven guardian’s 
  SR. This ability does not affect natural healing or healing 
  provided by extraordinary abilities.
  Slumber (Su)—As a standard action, the mythic graven 
  guardian can expend one use of mythic power in order 
  to force a single creature within 60 feet to fall into a 
  deep slumber (Will negates). An affected creature is not 
  awakened by noise, but awakens automatically if it is 
  damaged. The creature’s allies can attempt to awaken it by 
  shaking it as a standard action.
  Rune: 
  Glyph of  Warding (Sp)—A mythic graven guardian can 
  expend one use of mythic power in order to cast glyph of 
  warding as a spell-like ability. If it chooses to use the spell 
  glyph version, it can select any spell of 3rd level or lower 
  from the sorcerer/wizard spell list.
  Rune Carved (Su)—Runes cover the mythic graven 
  guardian. Whenever the mythic graven guardian takes 
  energy damage or energy damage fails to overcome its SR, 
  for the next round, its attacks deal +1d6 points of damage 
  of that energy type. If more than one type of energy attack 
  occurs in a round, roll randomly to determine what kind 
  of extra energy damage it deals.
  Strength: 
  Powerful (Ex)—The mythic graven guardian gains Power 
  Attack as a bonus feat.
  Surge of  Strength (Su)—As a standard action, the mythic 
  graven guardian can expend one use of mythic power in 
  order to gain a +6 enhancement bonus to its Strength 
  score for 1 minute.
  Sun: 
  Dazzling (Su)—When the mythic graven guardian scores 
  a critical hit with its magic weapon, a bright flash blinds 
  the target for 1d4 rounds (Fortitude save negates).
  Sunlight (Sp)—As a standard action, the mythic graven 
  guardian can expend one use of mythic power in order to 
  
  23
  project a 60-foot-radius of bright light. Undead creatures 
  within the area of this light suffer 6 points of damage each 
  round that they remain within the light. The light lasts for 
  10 minutes, although the mythic graven guardian can end 
  the effect early as a swift action.
  Travel: 
  Speedy (Su)—The mythic graven guardian gains Mobility 
  as a bonus feat, and all of its modes of movement increase 
  by +10 feet.
  Void Step (Su)—As a swift action, the mythic graven guardian 
  can expend one use of mythic power to teleport up to 120 
  feet. This otherwise functions as dimension door, except that 
  the mythic graven guardian can act normally afterwards.
  Trickery: 
  Tricky Combatant (Ex)—The mythic graven guardian 
  gains Improved Dirty Trick as a bonus feat. Additionally, 
  whenever it makes a comat maneuver check, it can 
  expend one use of mythic power to gain a +10 bonus on 
  this check. If it does so, it cannot use its surge ability on 
  that combat maneuver.
  Trip (Su)—The mythic graven guardian gains the trip 
  ability with its melee weapon and slam attacks.
  War: 
  Enhanced (Su)—The enhancement bonus of the mythic 
  graven guardian’s weapon increases to +2.
  Skilled Combatant (Ex)—As a swift action, the mythic 
  graven guardian can expend one use of mythic power 
  in order to gain a single combat feat of its choice whose 
  prerequisites it meets. This benefit lasts for 10 minutes.
  Water: 
  Mythic Font (Su)—As a move action, the mythic graven 
  guardian can cause one gallon of pure, clean water to 
  pour from its mouth. Alternatively, as a standard action, 
  by expending one use of mythic power, it can replicate the 
  geyser effect of a decanter of endless water, except that the 
  DC of the Strength check to avoid being knocked down 
  is 15, and creatures within the geyser suffer 2d8 points of 
  damage, instead of the normal amount. The geyser persists 
  for as long as the mythic graven guardian continues to 
  spend a standard action each round to maintain it, to a 
  maximum of 1 minute.
  Swimmer (Ex)—The mythic graven guardian gains a swim 
  speed equal to its base speed, and a Swim skill of +11.
  Weather: 
  Control Weather (Sp)—As a full-round action, the mythic 
  graven guardian can expend one use of mythic power to 
  alter the weather. This functions as control weather, except 
  that the change occurs after only 3 rounds, the area is 
  reduced to 1 mile, and the duration is reduced to 1 hour.
  Shocking Weapon (Su)—The mythic graven guardian’s 
  weapon gains the shock special ability.
  In addition to the base mythic graven guardian described 
  below, the following graven guardians are uniquely well suited 
  for use in an Egyptian-themed campaign, as they are built with 
  the specific sacraments and trappings of the gods of Egypt in 
  mind. A’an is an aspect of Thoth, the god of knowledge, often 
  depicted with a baboon’s head rather than the more familiar 
  ibis head, and being an embodiment of justice and judgment. 
  myTHiC graVen guardian                 (a’an) 
  Cr 6/mr 3
  XP 2,400
  Pathfinder Roleplaying Game Bestiary 3
  N Medium construct (mythic)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
  DEfEnsE
  AC 23, touch 12, flat-footed 21 (+2 Dex, +11 natural)
  hp 83 (6d10+50); fast healing 2
  Fort +2, Ref +4, Will +3
  DR 5/adamantine and epic; Immune construct traits; SR 19
  Weaknesses faith bound
  OffEnsE
  Speed 40 ft.
  Melee +1 keen sickle +12/+7 (1d6+7/19-20 plus 1d6 vs. chaotic 
  creatures) or slam +10 (1d6+6)
  Special Attacks familiarity, fervor, forbiddance (DC 14), magic 
  weapon, mythic power (3/day, surge +1d6)
  Spell-Like Abilities (CL 5th; concentration +0)
  1/day—haste (self only)
  statistics
  Str 18, Dex 15, Con —, Int 10, Wis 12, Cha 1
  Base Atk +6; CMB +10; CMD 22
  Feats Power AttackMF, Skill Focus (Knowledge [history], 
  Knowledge [planes], Knowledge [religion]), Weapon Focus 
  (scimitar)MF
  Skills Knowledge (history) +4, Knowledge (planes) +4, 
  Knowledge (religion) +4
  SQ guardian domains (Knowledge, Law)
  EcOlOgy
  Environment any land
  Organization solitary, band (2-4), or assembly (3 mythic graven 
  guardians, plus 3-12 non-mythic graven guardians
  Treasure incidental (masterwork sickle, other treasure)
  spEcial abilitiEs
  Faith Bound (Su) A mythic graven guardian cannot attack any 
  creature that openly wears or displays the holy or unholy 
  symbol of the deity to which the mythic graven guardian 
  is dedicated unless that creature first attacks the mythic 
  graven guardian.
  Familiarity (Su) The mythic graven guardian gains a +2 bonus 
  on attack rolls against any creature it attacked in the past 
  round.
  Fervor (Su) A mythic graven guardian gains a +2 bonus on 
  attack and damage rolls made against creatures whose 
  alignment is opposed to the alignment of its deity on one 
  or both alignment axes (chaos vs. law, or evil vs. good), as 
  
  24
  well as against creatures who are followers of a deity that is 
  an enemy of the mythic graven guardian’s deity.
  Forbiddance (Sp) As a standard action, the mythic graven 
  guardian can expend one use of mythic power to force a 
  single creature within 60 feet to succeed on a Will save or be 
  affected as though by forbid action for 1d4 rounds.
  Lawful Weapons (Su) The mythic graven guardian’s weapons 
  and slam attacks are treated as lawful-aligned. Its magic 
  weapon deals +1d6 points of damage to chaotic targets.
  Magic Weapon (Su) A mythic graven guardian that carries its 
  deity’s favored weapon treats that weapon as a +1 weapon as 
  long as it is wielded by the guardian. If the weapon is a melee 
  weapon, it gains the keen weapon special ability (even if the 
  weapon is a bludgeoning weapon). If it is a thrown weapon, 
  it gains the returning weapon special ability, and generates 
  new ammunition with each attack (this ammunition is 
  destroyed whether or not it hits).
  Mindless Warrior (Ex) A mythic graven guardian gains Power 
  Attack and Weapon Focus as bonus feats, even though it is 
  mindless. For Weapon Focus, it chooses the favored weapon 
  of the deity it is associated with. Because it is mindless, it 
  always uses its Power Attack feat.
  In his familiar role as patron of knowledge, lore, scholars, 
  and magic, Thoth is depicted with the head of an ibis and 
  often is shown carrying a staff or scroll. 
  myTHiC graVen guardian                 (ibiS) 
  Cr 6/mr 3
  XP 2,400
  Pathfinder Roleplaying Game Bestiary 3
  N Medium construct (mythic)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
  DEfEnsE
  AC 23, touch 12, flat-footed 21 (+2 Dex, +11 natural)
  hp 83 (6d10+50); fast healing 2
  Fort +2, Ref +4, Will +3
  DR 5/adamantine and epic; Immune construct traits; SR 19
  Weaknesses faith bound
  OffEnsE
  Speed 40 ft.
  Melee +1 keen sickle +12/+7 (1d6+7/19-20) or slam +10 (1d6+6)
  Special Attacks familiarity, fervor, glyph of warding, magic 
  weapon, mythic power (3/day, surge +1d6)
  Spell-Like Abilities (CL 5th; concentration +0)
  1/day—haste (self only)
  statistics
  Str 18, Dex 15, Con —, Int 10, Wis 12, Cha 1
  Base Atk +6; CMB +10; CMD 22
  Feats Power AttackMF, Skill Focus (Knowledge [history], 
  Knowledge [planes], Knowledge [religion]), Weapon Focus 
  (scimitar)MF
  
  25
  Skills Knowledge (history) +4, Knowledge (planes) +4, 
  Knowledge (religion) +4
  SQ guardian domains (Knowledge, Rune), rune-carved
  EcOlOgy
  Environment any land
  Organization solitary, band (2-4), or assembly (3 mythic graven 
  guardians, plus 3-12 non-mythic graven guardians
  Treasure incidental (masterwork sickle, other treasure)
  spEcial abilitiEs
  Faith Bound (Su) A mythic graven guardian cannot attack any 
  creature that openly wears or displays the holy or unholy 
  symbol of the deity to which the mythic graven guardian 
  is dedicated unless that creature first attacks the mythic 
  graven guardian.
  Familiarity (Su) The mythic graven guardian gains a +2 bonus 
  on attack rolls against any creature it attacked in the past 
  round.
  Fervor (Su) A mythic graven guardian gains a +2 bonus on 
  attack and damage rolls made against creatures whose 
  alignment is opposed to the alignment of its deity on one 
  or both alignment axes (chaos vs. law, or evil vs. good), as 
  well as against creatures who are followers of a deity that is 
  an enemy of the mythic graven guardian’s deity.
  Glyph of  Warding (Sp) A mythic graven guardian can expend 
  one use of mythic power in order to cast glyph of warding as a 
  spell-like ability. If it chooses to use the spell glyph version, 
  it can select any spell of 3rd level or lower from the sorcerer/
  wizard spell list.
  Magic Weapon (Su) A mythic graven guardian that carries its 
  deity’s favored weapon treats that weapon as a +1 weapon as 
  long as it is wielded by the guardian. If the weapon is a melee 
  weapon, it gains the keen weapon special ability (even if the 
  weapon is a bludgeoning weapon). If it is a thrown weapon, 
  it gains the returning weapon special ability, and generates 
  new ammunition with each attack (this ammunition is 
  destroyed whether or not it hits).
  Mindless Warrior (Ex) A mythic graven guardian gains Power 
  Attack and Weapon Focus as bonus feats, even though it is 
  mindless. For Weapon Focus, it chooses the favored weapon 
  of the deity it is associated with. Because it is mindless, it 
  always uses its Power Attack feat.
  Rune Carved (Su) Runes cover the mythic graven guardian. 
  Whenever the mythic graven guardian takes energy damage 
  or energy damage fails to overcome its SR, for the next round, 
  its attacks deal +1d6 points of damage of that energy type. If 
  more than one type of energy attack occurs in a round, roll 
  randomly to determine what kind of extra energy damage 
  it deals.
  The traditional moon god among Egyptians is the falcon-
  headed Khonshu, child of Amun and Nut, but Iah and Thoth 
  are both also associated with the moon as part of their divine 
  portfolios. 
  
  26
  myTHiC graVen guardian            (moon) 
  Cr 6/mr 3
  XP 2,400
  Pathfinder Roleplaying Game Bestiary 3
  N Medium construct (mythic)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
  DEfEnsE
  AC 23, touch 12, flat-footed 21 (+2 Dex, +11 natural)
  hp 83 (6d10+50); fast healing 2
  Fort +2, Ref +4, Will +3
  DR 5/adamantine and epic; Immune construct traits; SR 24
  Weaknesses faith bound
  OffEnsE
  Speed 40 ft.
  Melee +1 keen sickle +12/+7 (1d6+7/19-20) or slam +10 (1d6+6)
  Special Attacks fervor, magic weapon, mythic power (3/day, 
  surge +1d6)
  Spell-Like Abilities (CL 5th; concentration +0)
  2/day—darkness
  1/day—dispel magic, haste (self only), magic missile, resist 
  energy, see invisibility, shield, true strike
  statistics
  Str 18, Dex 15, Con —, Int —, Wis 12, Cha 1
  Base Atk +6; CMB +10; CMD 22
  Feats Power AttackMF, Weapon Focus (scimitar)MF
  SQ guardian domains (Darkness, Magic), shadow form
  EcOlOgy
  Environment any land
  Organization solitary, band (2-4), or assembly (3 mythic 
  graven guardians, plus 3-12 non-mythic graven guardians
  Treasure incidental (masterwork sickle, other treasure)
  spEcial abilitiEs
  Faith Bound (Su) A mythic graven guardian cannot attack any 
  creature that openly wears or displays the holy or unholy 
  symbol of the deity to which the mythic graven guardian 
  is dedicated unless that creature first attacks the mythic 
  graven guardian.
  Fervor (Su) A mythic graven guardian gains a +2 bonus on 
  attack and damage rolls made against creatures whose 
  alignment is opposed to the alignment of its deity on one 
  or both alignment axes (chaos vs. law, or evil vs. good), as 
  well as against creatures who are followers of a deity that is 
  an enemy of the mythic graven guardian’s deity.
  Magic Weapon (Su) A mythic graven guardian that carries its 
  deity’s favored weapon treats that weapon as a +1 weapon as 
  long as it is wielded by the guardian. If the weapon is a melee 
  weapon, it gains the keen weapon special ability (even if the 
  weapon is a bludgeoning weapon). If it is a thrown weapon, 
  it gains the returning weapon special ability, and generates 
  new ammunition with each attack (this ammunition is 
  destroyed whether or not it hits).
  Mindless Warrior (Ex) A mythic graven guardian gains Power 
  Attack and Weapon Focus as bonus feats, even though it is 
  mindless. For Weapon Focus, it chooses the favored weapon 
  of the deity it is associated with. Because it is mindless, it 
  always uses its Power Attack feat.
  Shadow Form (Su) As a standard action, the mythic graven 
  guardian can expend one use of mythic power to transform 
  itself into a living shadow. It gains the incorporeal subtype 
  and special ability, and cannot enter areas of bright light. 
  If it is forced into an area of bright light, or an area it is 
  already in becomes lit with bright light, it suffers 4d6 points 
  of damage and is shunted to the nearest unoccupied space 
  in a lower light level. This transformation lasts indefinitely, 
  and can be ended with another standard action.
  Apep is a primordial god of destruction among the Egyptian 
  pantheon, the all-consuming serpent who embodies the river 
  in its more dangerous aspects of flooding, drowning, and 
  devastation, as well as all manner of natural disturbances and 
  disasters from thunderstorms to earthquakes. He is the lord 
  of chaos and the unmaker of all things, the doom of the world 
  if the civilized gods cannot keep him at bay.  
  myTHiC graVen guardian                (apep) 
  Cr 6/mr 3
  XP 2,400
  Pathfinder Roleplaying Game Bestiary 3
  N Medium construct (mythic)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
  DEfEnsE
  AC 23, touch 12, flat-footed 21 (+2 Dex, +11 natural)
  hp 83 (6d10+50); fast healing 2
  Fort +2, Ref +4, Will +3
  DR 5/adamantine and epic; Immune construct traits; SR 19
  Weaknesses faith bound
  OffEnsE
  Speed 40 ft.
  Melee +1 keen dagger +12/+7 (1d4+7/17-20 plus 1d6 vs. good 
  creatures) or slam +10 (1d6+6)
  Special Attacks fervor, hypnotic gaze (DC 14), magic weapon, 
  mythic power (3/day, surge +1d6), venomous weapon (DC 14)
  Spell-Like Abilities (CL 5th; concentration +0)
  1/day—haste (self only)
  statistics
  Str 18, Dex 15, Con —, Int —, Wis 12, Cha 1
  Base Atk +6; CMB +10; CMD 22
  Feats Power AttackMF, Weapon Focus (scimitar)MF
  SQ guardian domains (Evil, Scalykind), temptation
  EcOlOgy
  Environment any land
  Organization solitary, band (2-4), or assembly (3 mythic graven 
  guardians, plus 3-12 non-mythic graven guardians
  
  27
  Treasure incidental (masterwork dagger, other treasure)
  spEcial abilitiEs
  Evil Weapons (Su) The mythic graven guardian’s weapon and 
  slam attacks are treated as evil-aligned. Its magic weapon 
  deals +1d6 points of damage to good targets.
  Faith Bound (Su) A mythic graven guardian cannot attack any 
  creature that openly wears or displays the holy or unholy 
  symbol of the deity to which the mythic graven guardian 
  is dedicated unless that creature first attacks the mythic 
  graven guardian.
  Fervor (Su) A mythic graven guardian gains a +2 bonus on 
  attack and damage rolls made against creatures whose 
  alignment is opposed to the alignment of its deity on one 
  or both alignment axes (chaos vs. law, or evil vs. good), as 
  well as against creatures who are followers of a deity that is 
  an enemy of the mythic graven guardian’s deity.
  Hypnotic Gaze (Su) As a standard action, a mythic graven 
  guardian can expend one use of mythic power to cause 
  its eyes to glow hypnotically. Each creature within 30 feet 
  must succeed on a Will save (DC 14) or become fascinated 
  by the graven guardian for as long as it continues to spend 
  a standard action maintaining this ability, and for 1d4 
  rounds thereafter.
  Magic Weapon (Su) A mythic graven guardian that carries its 
  deity’s favored weapon treats that weapon as a +1 weapon as 
  long as it is wielded by the guardian. If the weapon is a melee 
  weapon, it gains the keen weapon special ability (even if the 
  weapon is a bludgeoning weapon). If it is a thrown weapon, 
  it gains the returning weapon special ability, and generates 
  new ammunition with each attack (this ammunition is 
  destroyed whether or not it hits).
  Mindless Warrior (Ex) A mythic graven guardian gains Power 
  Attack and Weapon Focus as bonus feats, even though it is 
  mindless. For Weapon Focus, it chooses the favored weapon 
  of the deity it is associated with. Because it is mindless, it 
  always uses its Power Attack feat.
  Temptation (Su) The mythic graven guardian can expend one 
  use of mythic power to cast atonement as a spell-like ability, 
  but only the redemption or temptation version, and only to 
  change a creature’s alignment to evil. In order for it to do so, 
  the creature must first swear allegiance to the mythic graven 
  guardian’s deity, and must perform an evil act specified by a 
  member of the mythic graven guardian’s faith.
  Venomous Weapon (Su) As a swift action, once per day, 
  the mythic graven guardian can coat a single weapon it 
  is wielding with poison. This functions as black adder 
  venom, except that the saving throw DC is equal to 10 + 
  1/2 the graven guardian’s Hit Dice + the graven guardian’s 
  Wisdom modifier).
  Mummified Zombie (Template)
  A mummified zombie is a creature whose desiccated corpse 
  has been both naturally and magically preserved and given 
  unholy life. Possessed of great strength and durability, the 
  bodies of mummified zombies are dry and dusty beneath their 
  funerary wrappings (for zombies created in blasphemous rites 
  for the dead) or the shrunken, leathery skin that clings to their 
  bodies for those whose bodies were naturally preserved in 
  sand, mud, or otherwise. Mummified zombies are relentless 
  on the attack, smashing their way through ruined temples 
  and crushing hastily erected barricades once they have located 
  their prey.
  CR: As a normal zombie +1.
  Armor Class: A mummified zombie has a natural armor 
  bonus to its Armor Class of +2 for Tiny or smaller creatures, 
  increasing by 2 for every size category larger than Tiny. This 
  replaces the normal natural armor bonus for a zombie of its 
  size. 
  Defensive Abilities: Mummified zombies gain DR 5/- in 
  place of the DR 5/slashing possessed by ordinary zombies and 
  are immune to petrification. 
  Special Attacks: Mummified zombies gain the following 
  special attacks:
  Destructive Smash (Ex): Mummified zombies deal double 
  damage to unattended objects. 
  Special Qualities: A mummified zombie gains vulnerability 
  to fire and also gains the following special quality.
  Swarm Immunity (Ex): Swarms ignore mummified zombies, 
  crawling over and around them as if they were part of the 
  existing terrain but dealing no damage to them.
  Tomb Taint (Su): When a mummified zombie is destroyed, 
  it collapses into bony fragments, tattered wrappings, and a 
  billowing burst of grave dust. All creatures adjacent to it are 
  exposed to mummy rotB1 identical to that inflicted by a true 
  mummy. The save DC to resist this effect is equal to 10 + 1/2 
  the mummified zombie’s Hit Dice + its Charisma modifier.
  
  28
  Tomb Spells and Feats
  The following feats and spells are especially well suited for 
  characters and creatures constructing a tomb and stocking it 
  with guardians or when exploring the archaeological ruins 
  and funereal crypts of an ancient civilization. 
  Bind the Ancient Dead
  Your mastery of the most ancient of funerary rites allows 
  you to perform simple mummification both natural and 
  mystical, and to call upon the preserved dead of the ages to 
  kneel before you. 
  Prerequisite: Spell Focus (necromancy), Knowledge 
  (history) 3 ranks, Knowledge (nature) 3 ranks, Knowledge 
  (religion) 3 ranks
  Benefit: When you summon an animal, magical beast, or 
  humanoid using summon monster or summon nature’s ally, you 
  may choose to apply the mummified zombie template to 
  that creature. When you animate zombies using animate dead, 
  you can animate them as mummified zombies. Like creating 
  bloody or burning skeletonsB1, mummified zombies count 
  as twice their normal number of Hit Dice for per casting of 
  animate dead; however, once controlled they count normally 
  against the controller’s Hit Die limit. 
  Sand Sense
  You can perceive the movements of others through tremors 
  in the sand. 
  Prerequisite: Sleeper in Dust
  Benefit: You gain tremorsense with a range of 5 feet. The 
  range increases to 10 feet when you are prone. In an area with 
  at least 1 inch of loose sand, dust, ash, or earth, the range 
  is doubled; however, you cannot use this ability at all when 
  flying, swimming, or indoors or underground. 
  Sleeper in Dust
  You live and slumber amid the drifting dust and sand of the 
  desert ruins. 
  Prerequisite: Stealth 3 ranks
  Benefit: You can hold your breath twice as long as normal, 
  and when you are in an area with at least 1 inch of loose sand, 
  dust, ash, or similar loose earth, you gain a +2 circumstance 
  bonus on Stealth checks (+4 if you are prone). Creatures can 
  detect you by scent only if they are within 10 feet, though they 
  can pinpoint your location normally if they are adjacent to 
  you. 
   In addition, if there is at least 1 foot of such loose earth, 
  as a standard action you can drop prone and bury yourself 
  in the sand, gaining a +10 bonus on your Stealth checks. You 
  still need cover or concealment to attempt a Stealth check if 
  you are being observed, though you may use a Bluff check 
  to create a distraction in which to hide. Once buried, you 
  are considered to have cover against melee attacks and area 
  effects and total cover against ranged attacks. When buried in 
  this way, creatures with scent can detect you only if they are 
  adjacent to you or in your space. 
  Tombcaster
  You magic lingers when cast amid the relics and ruins of the 
  necropolis. 
  Prerequisite: Spell Focus (necromancy), Knowledge (history) 
  3 ranks, Knowledge (religion) 3 ranks
  Benefit: Spells you cast within a tomb, graveyard, barrow, or 
  similar burial complex are more difficult to dispel, increasing 
  the DC of caster level checks by 2 for spells cast upon creatures 
  or by 4 for spells cast upon objects. In addition, you can prepare 
  or cast spells as if you had the Extend Spell metamagic feat, 
  but that extended duration applies only as long as the target(s) 
  of those spells remain within a burial complex. If the target 
  leaves the area, the remaining duration of such spells expires 
  at twice the normal rate. This has no effect on spells with an 
  instantaneous or permanent duration. 
  Trap Spell (Metamagic)
  You can bind your spells into the walls and floors to bedevil 
  foes that stumble into them. 
  Prerequisite: Spell Focus (necromancy), Knowledge 
  (history) 3 ranks, Knowledge (nature) 3 ranks, Knowledge 
  (religion) 3 ranks
  Benefit: When you cast a trap spell, you must touch a 5-foot 
  square of wall or floor while specifying all effects of the spell. 
  If the spell affects an area, that square must be either the 
  center of a burst, cylinder, emanation, or spread, or the point 
  of origin of a line or cone.  The next creature other than you to 
  touch that square triggers the trap spell. A spell that normally 
  affects multiple targets affects the triggering creature and any 
  other creatures adjacent to the trap spell when triggered, up to 
  the maximum normal number of creatures affected; if there 
  are more adjacent creatures than the spell allows, determine 
  randomly which are affected. 
  Once created, a trap spell persists for a number of hours 
  equal to your caster level or until it is triggered. It can be 
  located and disarmed as a magical trap (DC 25 + the spell’s 
  actual level), and also can be removed with dispel magic. 
  Harmless spells and spells with a range of personal cannot 
  be affected by this feat. A trap spell cannot be placed within 10 
  feet of an existing trap spell. 
  A trap spell uses up a spell slot two levels higher than the 
  spell’s actual level. 
  Tomb Spells
  At the GM’s option, spells such as these might be commonly 
  available in the campaign world or may be limited to 
  spellcasters who live among the ruins of an ancient civilization. 
  Knowledge of these spells might be passed around among 
  spellcasters of that culture or rarely sold to outsiders for a 
  price, or they might be discovered among the dusty papyri of 
  a forgotten library. 
  aCCurSed monoliTH
  School illusion (shadow) [curse]; Level cleric 8, occultist 6, 
  sorcerer/wizard 8, witch 8
  Saving Throw Will disbelief (if interacted with) and Will 
  
  29
  negates, see text; Spell Resistance see text
  This spell is identical to eldritch monolith, but any creature 
  touching or adjacent to the illusory structure is affected as 
  bestow curse, even if it disbelieves. Spell resistance applies 
  against this effect and a Will save negates it. 
  If learned and cast as a mythos spell, you may choose to 
  inflict a spellblightUM, a form of insanityGMG, or a variant curse 
  effect such as curse of the ages or unluck rather than the usual 
  effects of bestow curse.
  eldriTCH monoliTH
  School illusion (shadow); Level cleric 5, occultist 4, sorcerer/
  wizard 5, witch 5
  Casting Time 1 round
  Components V, S, F (a piece of rubble from a building at least 
  1000 years old)
  Range medium (100 ft. + 10 ft./level) 
  Area one 10-foot cube/level (S)
  Duration 1 minute/level (D)
  Saving Throw Will disbelief (if interacted with); Spell 
  Resistance no
  This spell is sometimes used by researchers into the mysteries 
  of the ancients as a means to examine the architecture and 
  artistry of fallen obelisks, statuary, and similar monuments. 
  Eldritch monolith creates a solid illusory duplicate of the 
  exterior of the ancient structure used as its focus, resized and 
  proportionately scaled down to fit within the spell’s area. This 
  spell shows external openings but not the internal structure of 
  the building; however, spaces open to the exterior are visible. 
  The detail shown by the eldritch monolith is not exacting, but it 
  does provide a +2 circumstance bonus to Knowledge checks 
  about the actual structure. The caster can create an eldritch 
  ancient monolith of his own design or from a blend of actual 
  buildings (a DC 20 Knowledge (engineering) or Knowledge 
  (history) check reveals this fabrication). 
  Elder cultists sometimes replicate ancient buildings, 
  especially blasphemous edifices torn down by the supposedly 
  enlightened faithful of the younger gods. The caster can 
  also create an eldritch monolith of his own design, whether 
  conventional or wholly alien, often accounting for madmens’ 
  tales of alien vistas and unearthly buildings that vanish without 
  a trace when others try to substantiate their ravings. If a caster 
  attempts to create a counterfeit of an existing building, a DC 
  20 Knowledge (engineering) or Knowledge (history) check 
  reveals the fabrication. 
  An eldritch monolith is solid and can be climbed (DC 20) or 
  used to provide cover. While it has the appearance of solid 
  stone (Will disbelief ), its hardness is 2, and each 5-cubic 
  section has hit points equal to your level. Destruction of one 
  section does not affect other sections.
  loST in THe SandS 
  School conjuration (teleportation); Level cleric 5, shaman 5, 
  sorcerer/wizard 5, witch 5
  Saving Throw Will disbelief (if interacted with) and Will 
  negates, see text; Spell Resistance see text
  This spell functions as dimensional anchor, but rather than 
  preventing the use of the listed forms of extradimensional 
  travel, if the target attempts to use such an effect it is 
  instead teleported to a random desert or wasteland location 
  far from any form of civilization or water and subjected 
  to severe heat conditions, as described in Chapter 13 of the 
  Pathfinder Roleplaying Game Core Rulebook. Any attempt to use 
  extradimensional travel to leave the desert simply relocates the 
  target to a different random location within 1 mile. When the 
  duration ends, the target returns to the location where it was 
  originally affected by the spell. If lost in the sands is dispelled, 
  the target does not return when the spell expires, but it is free 
  to use any other teleportation or extradimensional travel at its 
  disposal. 
  Lost in the sands can be used to create a magical trap that 
  affects a single gate or teleportation circle, causing all creatures 
  moving through it to be teleported to the heart of the desert. 
  When cast in this way, it can be detected and disarmed as a 
  magical trap with a DC 30 Perception or Disable Device check, 
  as appropriate. 
  mummiFiCaTion
  School necromancy [curse, death, evil]; Level cleric 6, shaman 
  7, witch 7
  Target living humanoid creature touched
  Saving Throw Fortitude partial and Will negates; see text; 
  Spell Resistance yes
  This spell functions like slay living, but in addition a creature 
  killed by this spell must succeed on a Will save or rise 1d4 
  rounds later as a mummy. A successful remove curse or break 
  enchantment cast before the creature rises prevents this 
  
  30
  transformation. The mummy has no memory of its past life 
  and follows the caster’s commands for 1 round/level, after 
  which it becomes a free-willed undead creature. 
  pHaraoH’S binding 
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 8, summoner 6
  This spell functions like binding, but allows the following 
  options instead.
  Canopic Tomb: The target’s liver, lungs, stomach, and 
  intestines are removed and placed in four canopic jars, and 
  its body is then shrouded in linen wrappings and sealed in a 
  prepared sarcophagus suitable for its size, which generates an 
  antipathy spell affecting all creatures who approach it, except 
  the caster. The bound creature cannot escape the sarcophagus, 
  but it does not age and does not need to eat or drink while 
  trapped. If freed, the trapped creature is treated as if it were 
  exhausted and had 4 negative levels; these negative levels can 
  only be removed by reclaiming its canopic jars and replacing 
  its missing organs (a full-round action). Each jar it reclaims 
  removes 1 negative level, and once it has reclaimed at least one 
  jar it becomes fatigued rather than exhausted, and when it has 
  reclaimed at least 3 jars it is no longer fatigued. The effect is 
  permanent. Reduce the save DC by 4. 
  Eternal Hourglass: The target is bound within a clear glass 
  container, typically an hourglass, appearing as a tiny headless 
  version of itself adrift in grains of sand shaped like its own 
  head. The target is aware of its surroundings and can speak 
  but cannot escape the eternal hourglass or take other actions. 
  It need not eat, drink, or breathe; however, it does age while 
  trapped in the hourglass. The glass can be broken, but doing 
  so slays the trapped creature and affects it as rest eternalAPG at 
  the same caster level. The duration is 1 year per caster level. 
  Reduce the save DC by 3. 
  Howling Haboob: The target’s body is torn apart into a hot, 
  dusty wind blowing across the desert sands. The target is 
  aware of its surroundings but moves at random throughout 
  the desert and cannot take actions other than momentarily 
  forming an anguished face in the dust blown along in the 
  wind, or to scream its misery along with the howling wind. 
  Because its physical body is dissipated across endless miles 
  and because it is constantly moving, the trapped creature is 
  difficult to detect or locate by magical divinations, as if it was 
  using nondetection. The duration is 1 month per caster level. 
  Reduce the save DC by 3.
  Tomb CurSe
  School necromancy [curse]; Level cleric 5, occultist 5, sorcerer/
  wizard 6, witch 5
  Casting Time 1 hour
  Components V, S, F (a piece of funerary treasure worth at least 
  5,000 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Area one 10-foot cube/level (S); see text
  Duration permanent
  Saving Throw Fortitude or Will negates (see text); Spell 
  Resistance yes
  You create a lingering curse upon a tomb, barrow, graveyard, 
  or similar enclosed burial site, placing the focus object of the 
  spell within the tomb at the completion of casting. If there 
  are no physical remains within 10 feet of the focus object at 
  the time of casting, the spell fails. The effect of the tomb curse 
  passes through solid barriers and even extradimensional 
  spaces within the tomb and extends into the Ethereal Plane. 
  Any creature entering the area of the tomb curse is affected 
  as either bestow curse (Will negates) or contagion (Fortitude 
  negates), as specified by the caster. A creature that successfully 
  saves is immune to the tomb curse for 24 hours but must save 
  again if it enters the area again after that time. 
  Removing the focus object from the area after the spell is cast 
  does not alter the tomb curse. However, any creature touching 
  or carrying the object for more than 1 round is exposed to the 
  tomb curse. The effects of the tomb curse cannot be dispelled 
  but can be removed with remove curse. Ending the tomb curse 
  spell itself, however, requires a successful remove curse or break 
  enchantment cast directly on the focus object. If the focus object 
  is missing or unavailable, the tomb curse can be ended only by 
  limited wish, miracle, or wish. 
  Tomb oF Sand
  School conjuration (teleportation); Level sorcerer/wizard 9, 
  witch 9
  Saving Throw none and Will negates; see text; Spell Resistance 
  yes
  This spell functions like maze, but the labyrinth within appears 
  like dusty, ancient stone embellished with incredibly detailed 
  carvings, friezes, and wall paintings in an Egyptian style 
  depicting the countless forms of doom the trapped creature is 
  about to endure. Each round the target ends its turn trapped 
  in the tomb of sand, it must succeed on a Will save or become 
  shaken for 1d4 rounds. If already shaken, the target becomes 
  frightened on a failed save; if already frightened, panicked; 
  and if already panicked, the target is paralyzed with fear. 
  Further failed saves extend the duration of this increased fear 
  effect. In addition to the terror inspired by the tomb of sand, 
  a surging flow of sand continuously pours into the labyrinth 
  from unseen apertures, forcing the trapped creature to hold 
  its breath or begin suffocating. If the target finds its way out 
  of the tomb of sand with a successful Intelligence check, any 
  remaining fear effect decreases in severity by one step for its 
  remaining duration. If the target dies within the tomb of sand, 
  its body is petrified.
  
  31
  
  32
  
  Among the DeAD
  Among the DeAD
  Ancient Tombs provides a wealth of knowledge to enhance your 
  Pathfinder campaign wherever your heroes are delving into the 
  funereal grounds and burial chambers of the ancient dead. You’ll 
  find within a detailed exploration of tombs of all types from 
  both history and fantasy, with tables and detailed descriptions to 
  create tomb treasures of every kind, from the ransacked graves 
  of peasants to the pyramids of kings! Of course, tombs should 
  not go unguarded, and you’ll find tomb hazards like the hungry 
  sarcophagus and pharaoh’s fall trap, alongside guardian creatures 
  like the grave warden and mummified zombie templates and 
  an encyclopedic assortment of graven guardians suited to every 
  deific domain. You’ll also find a dozen new tomb-focused spells 
  and feats, from Bind the Ancient Dead and Sleeper in Dust to 
  lost in the sands and pharaoh’s binding. Whether it’s a lonely grave 
  or a sprawling necropolis, Ancient Tombs is an indispensable 
  resource to bringing your burial grounds to life! Grab this 36-
  page Pathfinder product today and Make Your Game Legendary!
  ISBN-13: 978-1540444417 
  Price: $12.99
  makeyourgamelegendary.com
  LGP305MU10PF
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Egyptian/Ancient Tombs.pdf