TEXT: BY 
  JEFF LEE
  ServantS of the White ape
  
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  ©2014 Open Design.
  www.koboldpress.com
  Design: Jeff Lee
  Editing: Scott Gable
  Cover Art: Subroto Bhaumik
  Art Direction & Graphic Design: Marc Radle
  Accountant: Shelly Baur
  Publisher: Wolfgang Baur 
  ServantS of the White ape
  Table of Contents
  Credits
  Servants of the White Ape  .........................3
  Leaders, Organization, and Goals  .............3
  Servants of the White Ape in Midgard  .....9
  Cult Activities and Adventure Hooks  .......6
  New Template: Spellscourged  ..................10
  New Magic Items  .....................................12
  
  3
  ruins of an ancient city. As he crept through the 
  vine-choked streets, a sinkhole opened beneath 
  him, sending him plummeting into a flooded 
  chamber. Wandering the subterranean passages of 
  the city, he discovered an ancient vault of lore, long 
  untouched. Here, Josef hid and studied, living off 
  pooled rainwater and what little rations he’d carried 
  with him. He eventually found the door to the vault, 
  which opened easily from the inside. It opened into 
  the main room of a temple beneath a great idol of 
  white onyx—in the form of a four-armed ape. Josef 
  soon found that the white apes used this building as 
  a shrine of sorts, leaving offerings of fruit and other 
  food harvested from the jungle. He could not leave 
  the building without being torn asunder as the apes 
  called this lost city home, so Josef snuck out of the 
  hidden vault from time to time to partake of these 
  offerings, snatching up bowls and baskets to eat and 
  then hurrying back to his bolt hole. Eventually, he 
  was able to summon forth what he thought of as an 
  avatar of the Great White Ape. It was small for an 
  ape, but Josef knew it would grow larger and more 
  powerful as he honed his art. Tired of being alone 
  and hoping that his new companion would help his 
  cause, Josef went out to meet his fate. 
  Josef Kortz went out to the temple steps, his 
  eidolon at his side. Appearing with this new white 
  ape at his side, the others seemed sufficiently 
  impressed. Without a common language, they 
  communicated with pantomime and drawings in 
  the dirt. It was eventually established that the apes 
  wished him to stay and indicated they would provide 
  for him. He accepted, returning to the temple to 
  continue his studies. Six long years passed. With 
  intensive study and practice, both Josef Kortz 
  and his eidolon grew in power. He learned their 
  language and their ways. The white apes began to 
  call Kortz—they used his surname as it was easier 
  for them to pronounce—the New Father, believing 
  him sent to replace the Last Father, whose tomb 
  the white apes guarded. Eventually, Kortz began to 
  believe this himself, for his time isolated with these 
  savage beasts wore at his sanity. Once his eidolon was 
  powerful enough, Kortz turned his attention to the 
  local tribes, going out with his simian followers, and 
  gave them an ultimatum: submit or be destroyed. 
  Some capitulated, but others fought, knowing the 
  evils associated with the white apes and their ruined 
  city. Those that resisted were on borrowed time. The 
  T
  he great southern jungles are a powerful natural
  force. Their verdant growth has reclaimed 
  the ancient ruins of lost nations, buried entire 
  civilizations. Within the vine-choked ruins are dark 
  secrets best left forgotten. An ambitious foreigner 
  from the north, eager to capitalize on the rich 
  resources of the region, stumbled upon the power 
  of ages past hidden in a moldering temple. Through 
  intensive study, he harnessed a portion of it. Now, 
  he has revived the old practices, spearheading the 
  ancient evil’s return. The White Ape and its followers 
  again rise to trouble the region.
  Notations: This text refer to the following 
  products: APG: Advanced Players Guide, DM: Deep 
  Magic, by Kobold Press, MB: Midgard Bestiary for 
  Pathfinder, UC: Ultimate Combat, UE: Ultimate 
  Equipment, UM: Ultimate Magic.
  LeaderS, 
  organization, 
  and goaLS
  Youngest son of a declining noble house in a 
  northern free city, Josef Kortz sought his fortune 
  far to the south. Seeing his house diminished in 
  political power and dwindling in fortune, young 
  Josef resolved to help restore the influence and glory 
  of the line. He became involved in trade, gaining 
  new wealth from the sale and export of the land’s 
  rich resources. Being of old money and conservative 
  traditionalists, his parents abhorred the idea of their 
  son lowering himself to a mercantile trade. Josef 
  decided that, if the fortune was vast enough, even his 
  parents could not deny his ability or his noble heart. 
  So seeking even greater fortune, he forged further 
  south, into the jungles, to discover new sources of 
  ivory, spices, rare woods, and gemstones. It is on this 
  excursion that he was lost to darkness. The merchant 
  barge he was traveling on ran aground. During the 
  crew’s attempts to free the vessel and make repairs, 
  they were set upon by a band of apes—especially 
  savage and cunning for their kind and white as 
  snow—which made quick work of the expedition 
  and its defenders. Josef narrowly escaped, fleeing 
  into the jungle and stumbling upon the overgrown 
  
  spellscourge that the white apes carry did its work, 
  crippling the tribes’ spellcasters and decimating their 
  defenses. Soon, all the nearby tribes took the sign of 
  the white ape as their symbol. Now, a decade after 
  entering the dark heart of the southern continent, 
  the brooding Kortz is turning his eyes outside of the 
  jungles, to the countries of the north and, possibly, to 
  his homeland.
  The spellscourge has all but annihilated 
  spellcasters in the local area. Kortz is the most 
  powerful magic-wielding being for miles around, 
  his connection to the Great White Ape somehow 
  granting immunity to the spellscourge. This and his 
  fanatical will give him the strength to rule over the 
  cult, which consists of the white apes themselves 
  and several local tribes that have joined him or been 
  forced to the cult’s cause. This gives him a formidable 
  force of warriors under his command, and each 
  human village has a white ape in residence, both as 
  a proxy for the New Father and as insurance that no 
  new spellcasters arise to lead a rebellion.
  JOSEF KORTZ 
  CR 15
  XP 51,200
  Human aristocrat 3/summoner 15
  CE Medium humanoid (human)
  Init +5; Senses Perception +12
  DEFENSE
  AC 16, touch 16, flat-footed 15 (+5 deflection, +1 
  Dex)
  hp 156 (18d8+72)
  Fort +12, Ref +9, Will +13
  Defensive Abilities greater shield ally, life bond; 
  Immune spellscourge
  OFFENSE
  Speed 30 ft.
  Melee +1 keen spellstealing greatsword +18/+13/+8 
  (2d6+7/17–20)
  Ranged +1 seeking composite shortbow +14/+9/+4 
  (1d6+5/×3)
  Spell-Like Abilities (CL 15th, concentration +22)
  10/day—summon monster VIII
  Summoner Spells Known (CL 15th, concentration 
  +22)
  5th (4/day)—blazing chariotDM (DC 24), greater 
  rejuvenate eidolonAPG, greater teleport, spell turning
  4th (5/day)—greater evolution surge, greater torc of 
  the pharaohDM, overland flight, wall of stone
  3rd (7/day)—black tentacles, dimension door, dispel 
  magic, evolution surge, greater invisibility, wall of fire
  2nd (7/day)—barkskin, haste, lesser evolution surge, 
  lesser restore eidolonUM, phantom steed
  1st (7/day)—alarm, ant haul, expeditious retreat, 
  lesser rejuvenate eidolon, skill bondDM, unfetter
  0—acid splash, arcane mark, daze (DC 17), detect 
  magic, message, read magic
  TACTICS
  If prepared for combat, Kortz casts barkskin, greater 
  torc of the pharaoh, and spell turning on himself 
  (AC 27, touch 16, flat-footed 26; 50% chance to 
  negate critical hits and sneak attack damage); greater 
  evolution surge on the Great White Ape (add the 
  blindsense and frightful presence evolutions); and 
  haste on himself and his eidolon. Kortz is comfortable 
  in melee, especially when targeting other spellcasters 
  with defensive magics he wishes to take with his 
  sword’s ability. He and his eidolon flank when possible, 
  concentrating on one opponent before moving to 
  another. Kortz uses his spells to remain mobile and 
  avoid being outnumbered in melee, dividing the 
  battlefield with black tentacles or a wall of fire.
  STATISTICS
  Str 18, Dex 12, Con 18, Int 10, Wis 8, Cha 24
  Base Atk +12; CMB +14; CMD 25
  Feats Augment Summoning, Expanded Arcana, 
  Greater Spell Focus (conjuration), Improved 
  Initiative, Power Attack, Resilient EidolonAPG, Skill 
  Focus (Linguistics), Spell Focus (conjuration)*, 
  Toughness, Weapon Focus (greatsword)
  Skills Knowledge (arcana) +14, Knowledge (religion) 
  +14, Linguistics +11, Perception +12, Ride +10, 
  Spellcraft +15, Use Magic Device +15
  Languages Common, Abyssal, Ashabe (local tribal 
  dialect), Draconic, Elven, White Ape
  SQ aspect, bond senses 13 rounds/day, life link, 
  maker’s call 2/day, transposition
  Combat Gear +1 keen spellstealingUE greatsword, +1 
  seeking composite shortbow and 20 arrows, extend 
  metamagic rod, scroll of greater restoration, scroll of 
  heal, the Father’s staff (see New Material section), 
  wand of create pit (25 charges), wand of scorching 
  ray (50 charges); Other Gear belt of physical might 
  +4, cloak of resistance +2, eyes of the owlUE, glove 
  of storing, headband of alluring charisma +6, jaunt 
  bootsUE, ring of protection +5, robe of gatesUE, spell 
  component pouch, gold and silver inlaid ivory ape 
  mask (1650 gp)
  4
  
  5
  Josef Kortz has a higher CR than an average NPC of 
  his level, due to his superior equipment and wealth.
  *If playing in the Midgard Campaign Setting, replace his
  Skill Focus feat with Elfmarked.
  The Great White Ape is accepted by the white apes as 
  authority over everyone save the New Father, Kortz. 
  The eidolon enjoys its position and power and exults 
  when it has the chance to engage in battle against 
  the cult’s enemies. Given the opportunity, it would 
  rend asunder any and all that have ever caused Kortz 
  pain... or even discomfort, slight embarrassment, 
  or the most trivial inconvenience. Its favorite 
  pastime outside of battle is to oversee the ceremonial 
  placement of the skulls of the cult’s enemies into the 
  growing mountain of them that sits before the tomb 
  of the Last Father.
  GREAT WHITE APE, EIDOLON
  CE Huge outsider (humanoid base form)
  Init +6; Senses darkvision 60 ft., scent; Perception +15
  Aura frightful presence (30 ft., DC 17)
  DEFENSE
  AC 27, touch 8, flat-footed 27 (+5 armor, +14 
  natural, −2 size)
  hp 126 (12d10+60)
  Fort +13, Ref +8, Will +8
  Defensive Abilities improved evasion
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee 4 claws +24 (2d6+14 plus rend), bite +24
  (2d6+21)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rend (4 claws, 2d6+18)
  STATISTICS
  Str 38, Dex 14, Con 21, Int 7, Wis 10, Cha 13
  Base Atk +12; CMB +28; CMD 40
  Feats Eldritch ClawsAPG, Improved Initiative,
  Improved Natural Attack (claws), Lightning Reflexes, 
  Multiattack, Power Attack
  Skills Climb +26, Perception +15, Sense Motive +15, 
  Stealth +9, Survival +14
  Languages Common
  SQ evolutions (ability increase [Cha], bite [2], claws 
  [2], climb, frightful presence, huge, limbs [arms][2], 
  limbs [legs], rend, scent)
  Gear amulet of mighty fists +2, bracers of armor +5 
  WHITE APE WARRIOR 
  CR 5
  XP 1,600
  Awakened dire ape warrior 3
  NE Large magical beast (augmented animal)
  Init +2; Senses low-light vision, scent; Perception +3
  DEFENSE
  AC 18, touch 11, flat-footed 16 (+3 armor, +2 Dex, 
  +4 natural, −1 size)
  hp 81 (9d10+27)
  Fort +10, Ref +7, Will +3
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee greatclub +11/+6 (2d8+6) and bite +6 (1d6+2 
  plus disease) or bite +11 (1d6+4 plus disease) and 2 
  claws +11 (1d4+4 plus disease)
  Ranged atlatl +9/+4 (1d6+4)
  Special Attacks rend (2 claws, 1d4+6), disease
  STATISTICS
  Str 19, Dex 15, Con 16, Int 9, Wis 12, Cha 10
  Base Atk +8; CMB +13; CMD 25
  Feats Iron Will, Power Attack, Rapid Reload, Skill 
  Focus (Perception) 
  Skills Acrobatics +6, Climb +16, Craft (armor or 
  weapon) +4, Intimidate +4, Perception +6, Stealth 
  +3, Swim +8
  Languages Common, White Ape
  Combat Gear atlatl and 10 darts, greatclub; Other 
  Gear artisan’s tools, masterwork wooden armorUE, 
  assorted semi-precious stones, gold nuggets, and old 
  coins worth 5d%.
  SPECIAL ABILITIES
  Disease (Su): Spellscourge: bite, claws, contact—
  contact, injury; save Fort DC 20; onset 1d6 days; 
  frequency 1/day; effect 1d3 Wis damage and 1d3 
  Int damage, if more than 2 damage in either 
  Wis or Int from a single check, target must 
  make an additional Fort save or suffer 1d4 Con 
  damage; cure 2 consecutive saves. The save DC 
  is Constitution-based. This ability has a +4 racial 
  modifier to the DC.
  
  CuLt aCtivitieS and 
  adventure hookS
  Here are several methods of introducing the Servants 
  of the White Ape as adversaries for the PCs in 
  your campaign. They can be adversaries for single 
  adventures or as a continuing threat in an extended 
  campaign where the PCs work to foil the rising 
  threat of Josef Kortz, the Great White Ape, and their 
  army of white ape warriors and subjugated natives.
  APL 1–3
  • An expeditionary group from a prominent
  merchant house went south a year ago. Regular 
  reports had been coming north for the first six 
  months, then stopped. Now, two members of 
  the expedition have returned, weary and weak 
  from their trials. They report rising hostility 
  from the natives in the area, prompting them to 
  hastily increase the fortifications of their camp. 
  After a succession of raids, a full-scale attack 
  was mounted. Most in the camp were killed, 
  but the leader of the expedition—and daughter 
  of a powerful merchant within the house—was 
  captured and borne away by the natives. The two 
  escapees witnessed this but were in no condition 
  to mount a rescue and, instead, headed home to 
  report. Now, a reward has been offered to anyone 
  willing to head south and investigate the situation, 
  rescue the expedition’s leader if she is still alive, 
  or extract revenge if she is not. Should a party of 
  adventurers make a timely arrival, they may find 
  the woman still alive—about to be sacrificed upon 
  an altar that sits before a whitewashed stone statue 
  of a great ape.
  • The city’s spellcasters have been subjected to
  random attacks at night by some great beast. The
  thing attacks by surprise and then quickly flees into
  the night, scaling walls and rooftops. While the
  victims are often bloodied and battered, none of
  the attacks have been fatal. Still, a sizeable bounty
  has been offered to whoever stops the beast. The
  attacks are the work of one of Kortz’s white ape
  warriors, sent to spread the spellscourge to weaken
  the place before its eventual conquest. Should a
  few days pass before the PCs deal with the ape, a
  number of the victims start displaying symptoms 
  of the spellscourge, causing the spellcasters of the 
  city to either go into hiding or flee the city and the 
  bounty on the beast to raise significantly.
  • The PCs have hired on as guards for a merchant
  consortium seeking to open new trade lanes south.
  They man the small, fortified trading post aside
  a river that flows from the wild, untamed jungle.
  The natives have thus far been forthcoming, and
  trade has flourished, but now, some tribes no
  longer come to barter the spoils of their lands for
  northern goods. Worse still, others have become
  hostile. The PCs must repel several attacks against
  the trading post, culminating in a horrific late-
  night attack, when a great white ape scales the
  walls and takes the place by surprise.
  APL 4–6
  • A newly established temple has been suffering
  sacrilegious attacks against their priesthood. 
  Trained killers, dressed in hides that make them 
  resemble white apes, have been ambushing clerics 
  on mercy missions among the local populace. They 
  have lured temple paladins into traps, and even 
  attempted to infiltrate the temple itself. Worse 
  yet, some of the survivors of the attacks have 
  contracted a strange disease that attacks both mind 
  and body. Some of the afflicted have been healed 
  only to have those that attended them contract 
  the disease themselves. The clergy cannot fight 
  the disease and the warriors of this vicious cult at 
  the same time. They need the PCs to find and stop 
  these so-called Servants of the White Ape and find 
  some clue to this strange malady, how it spreads, 
  and how it can be stopped.  
  • The PCs are members of a native tribe of the
  southern jungle. Life has been good, but now,
  darkness looms on the horizon. The dreaded white
  apes of the deep jungle have emerged to strike at
  the local tribes, demanding they submit to the
  ape’s leader, whom they call the New Father, or
  face destruction. The PCs can help the tribe resist
  these conquerors for a time, but once allied tribes
  are destroyed or capitulate, adding their strength
  to the ape cult’s forces, the tribe’s elders ask the PCs
  to help the tribe escape rather than surrender. They
  must be the vanguard of an exodus to a new land
  6
  
  7
  where they are beyond the reach of the Servants 
  of the White Ape. It will be a long and perilous 
  journey with new and unknown dangers ahead 
  and the threat of pursuing cultists behind, not 
  content to let them out of Kortz’s grasp.
  • A renowned naturalist and owner of a world
  famous zoo of exotic creatures has commissioned
  the PCs for an extraordinary expedition. He seeks
  a specimen of a rare type of white ape known only
  to the jungles of the far south. They will be paid
  handsomely to return a live, healthy specimen that
  he can study and put on display. Unfortunately for
  the PCs, their patron is ignorant of the true nature
  of the apes—their intelligence, malign aspect, and
  the terrible spellscourge they carry. The safari
  could quickly turn into a race for survival, escaping
  the jungles before the wrath of the Servants of the
  White Ape catches up to them. On the other hand,
  if they still manage to complete their mission,
  they bring the spellscourge to the north, and their
  patron may be the first to suffer its effects.
  APL 7–9
  • The PCs have traveled to a remote monastery in
  the mountains on the edge of the great southern 
  jungle. Perhaps they are seeking enlightenment 
  or lost knowledge or are delivering much needed 
  supplies. Whatever the case, the ascetics of this 
  remote location need their help. The abbot of the 
  monastery, in years past, made a great friendship 
  with a powerful denizen of the jungle below, a 
  winged serpent known as a couatl. The good being 
  has been a beneficial ally to the remote sanctuary. 
  Sometimes it would simply visit to have theological 
  discussions with the abbot or just play a game 
  of chess. Then, for reasons unknown, the couatl 
  ceased its visitations. Now, it has returned, but 
  the creature is no longer the same benign ally. 
  Something has transformed this wise and beautiful 
  being into an undead horror. Their former ally 
  seems bent on their destruction. If the PCs avert 
  the threat, the abbot happily provides them with 
  whatever they came in search of or rewards them 
  with access to the knowledge held in their libraries.
  • With the dreaded spellscourge spreading among
  those with magical ability, a desperate search
  for a way to control the disease and stop its
  advance has yielded results. One bright mind has 
  theorized that exposure to an antimagic field will 
  neutralize the disease without risking its spread 
  to those attempting to treat the afflicted. Such 
  magic is rare in this area, however, and while 
  word has been sent north to other cities, the fear 
  of the spellscourge makes it unlikely that any 
  practitioners of the magical arts will risk coming 
  south to aid. There is one wizard locally with access 
  to such magic. However, this wizard has always 
  been a bit paranoid and has sealed his home and 
  not been seen in weeks. The local authorities have 
  made a decision that the needs of the community 
  outweigh his personal safety and privacy. The PCs 
  are deputized and ordered to enter the wizard’s 
  home by any means necessary and gain access to 
  the wizard’s magical knowledge as they can. Not 
  only will the PCs have to deal with the wizard’s 
  traps, safeguards, and guardians, but the old wizard 
  himself has succumbed to the disease and haunts 
  his home as one of the spellscourged, a crazed 
  undead thing wishing nothing more than to spread 
  its suffering among the living.
  • An ancient and valuable relic was being
  transported north after its discovery in the
  southern jungles, but the barge carrying it up the
  river was attacked and the relic lost. The PCs have
  been hired to track down the thieves. A white ape
  adept and his group of warriors are responsible
  and are hastening to bring their newly won spoils
  back to Kortz as a gift. The heroes must move
  swiftly before the apes return to their home
  territory where they have many allies to call upon
  to dissuade pursuit. The thieves prove challenge
  enough since the white apes carry the spellscourge.
  Not only can the warriors spread it through
  physical contact, but their adept leader’s spells are
  likewise contaminated with the disease.
  APL 10–12
  • The PCs are trekking to the newly rediscovered
  location of a lost city, part of an ancient civilization 
  whose lands have been reclaimed by the jungle. 
  Whether for a patron or for their own gain, the 
  heroes seek an ancient relic purported to be held 
  within the city’s greatest temple. Unbeknownst to 
  them, Kortz has also recently learned of the artifact 
  
  8
  
  9
  and has sent some of his best forces to retrieve it. A 
  dangerous exploration of the lost city and whatever 
  lurks within may well end in a showdown between 
  the PCs and Kortz’s expeditionary force, led by 
  a white ape druid who can turn the very jungle 
  against the heroes.
  • The PCs are making a living running a bustling
  frontier town in the south near the jungle border.
  The town is owned by a merchant consortium that
  gathers in exotic goods here to ship north for sale.
  A group of hunters recently came into town with
  a strange prize: the hide of a great ape, white as
  snow. It has become quite a topic of conversation
  in town and folk visit the hunters’ tent outside
  the city to view the pelt. Meanwhile, the owner of
  one of the local taverns is known for being rather
  cheap and cutting corners wherever he can, often
  buying questionable meat from his local hunter
  friends. This included the carcass of the ape, for
  which the hunters had no use. After serving the
  public his latest batch of sausages, a local wizard
  has fallen ill, as has the priest of a local temple that
  was treating her. When the PCs attention is drawn
  to the matter, they find an odd outbreak of a disease
  that only affects spellcasters. More fall sick as the
  investigation continues, both from the tainted meat
  as well as from handling the fresh pelt of the white
  ape. Soon after the PCs discover the cause, deal with
  its origins, and deal with the afflicted, the white 
  ape’s brethren descend upon the town for revenge.
  • All trade to the far south has ceased. Tensions
  mount as a near-forgotten plague has reared
  its head once more, laying low spellcasters and
  causing panic. Mundane folk ostracize and even
  attack those with magical abilities out of fear of a
  disease which can do them no harm. The Servants
  of the White Ape seem poised to move, ready
  to claim the lands to the north once the plague
  has done its work and society has collapsed. The
  greatest heroes of the area have been summoned
  to a meeting in a secluded fortress, far from the
  fearful populace and the worst instances of the
  spellscourge. Information from spies, magical
  divination, and captured enemies have revealed
  the figure behind the cult. Known as the New
  Father, this outsider from the north has turned the
  white apes of the far jungles and the local tribes
  into his personal army and seeks the conquest of
  the northern lands. Too many resources are in
  play keeping control, so a large force cannot be
  sent. The powers that be need this group to head
  south on a mission to find this New Father—a
  disinherited nobleman named Kortz—and kill
  him in the hopes that his death dissolves the cult
  or, at least, fracture it and halt its offense. The PCs
  Kortz’s ruined redoubt lies atop the Black Lotus 
  Mesa, south of Nuria Natal, near the source 
  of the Nuria River. There, Kortz resides as the 
  New Father and ruler of the white apes. He has 
  begun to assimilate the various local tribes under 
  his banner, consolidating his power within the 
  jungles. Once he has established himself as the sole 
  authority there, he plans to expand north, starting 
  with Nuria Natal. Rather than march in with an 
  army and risk being defeated on the battlefield, 
  his plan calls for subtlety and slow attrition from 
  within. Sending white apes and fanatical followers 
  infected with the spellscourge, he hopes to spread 
  infection among the priesthood and arcane 
  cabals, collapsing Nuria’s greatest strength before 
  marshaling his forces and taking each city in turn.
  Servants of the White Ape in Midgard
  Should this first leg of conquest succeed, Kortz 
  plans to spread east to Siwal, then north into the 
  province of Mezar. Kortz says that this will be a 
  satisfactory empire and that he will treat with the 
  Mahroti Empire for truce after these conquests. 
  However, he may be hard-pressed to keep to this 
  plan if the spellscourge spreads further than the 
  boundaries of his new domain. He hungers for 
  power, respect, and, above all, the recognition 
  of his family that he is a strong, healthy offshoot 
  of his sickly family tree. He secretly dreams of 
  marching on their estate outside Hirschberg, 
  ensconced on a throne carried upon the 
  shoulders of his army of simian warriors, and 
  demanding their fealty and respect.
  
  10
  are given access to a river barge with a crack crew 
  and sent south along the great river to the lands 
  of the cult. They must brave the dangers of the 
  chaos wrought by the cult—disease, banditry, and 
  fanatics who believe that killing all spellcasters 
  will stop the plague—before reaching the furthest 
  reaches of the south. Then they must brave the 
  dangers of the wild jungles, natives loyal to the 
  cult, and the deadly white apes to find Kortz in his 
  ancient lost city. There, they must confront and 
  defeat the New Father and his formidable ally, the 
  Great White Ape.
  neW MateriaL
  The jungle is thick with secrets. Take care, you 
  adventurers who plumb its darkness.
  NEW TEMPLATE: 
  SPELLSCOURGED CREATURE
  The spellscourge is a terrible disease and greatly 
  feared by those who use magic. They would fear it 
  all the more if they knew that, in rare instances, a 
  spellcaster that dies of the spellscourge comes back 
  as an undead creature, its mind twisted and broken 
  from the disease. A spellscourged creature is a hateful 
  thing that desires nothing more than to spread the 
  disease so that others share its suffering. The more 
  powerful the spellcaster was in life, the more terrible 
  it is in undeath as one of the spellscourged.
  “Spellscourged” is an acquired template that can 
  be added to any living, corporeal creature with 
  the ability to cast spells or spell-like abilities. A 
  spellscourged creature uses all the base creature’s 
  statistics and special abilities except as noted here.
  Creatures with 9 or more hit dice that die from 
  the spellscourge must make another Fortitude save 
  against the disease. They retain their Constitution 
  bonus for this saving throw. If the creature makes 
  the save, it rises as a spellscourged creature. A failed 
  saving throw means the creature dies of the disease 
  and does not rise.
  CR: Same as the base creature.
  Alignment: Chaotic evil.
  Size and Type: The base creature’s size is unchanged. 
  Its type changes to undead with the appropriate 
  augmented subtype. Do not recalculate base 
  attack bonus or saves. It retains any subtypes 
  except alignment subtypes and retains all the base 
  creature’s statistics and special abilities except as 
  noted here.
  Hit Dice: Any HD gained from class levels become 
  racial HD. Change all HD to d8. Spellscourged use 
  their Charisma modifiers to determine bonus hp 
  (instead of Constitution).
  Armor Class: The spellscourged creature’s natural 
  armor bonus improves by +2 over that of the base 
  creature.
  Defenses/Qualities: A spellscourged creature retains 
  all special qualities of the original creature and gains 
  the following: channel resistance +2, darkvision to a 
  range of 60 ft. (if the base creature already possesses 
  darkvision, increase the range by 60 ft.), arcane sight 
  as a constant spell-like ability, spell resistance equal 
  to 10 + the spellscourged creature’s HD, and all the 
  immunities granted by its undead traits.
  Weaknesses: A spellscourged creature is particularly 
  vulnerable to antimagic fields. If a spellscourged 
  creature enters an antimagic field or has one move 
  into its area, the spellscourged creature is staggered 
  for as long as it remains in the area of the antimagic 
  field, and for one round after leaving the area. Each 
  round that a spellscourged creature spends within 
  an antimagic field, it takes 6d6 points of damage.
  Speed: A spellscourged creature’s movement rates 
  remain unchanged.
  Attacks: A spellscourged creature retains all the 
  natural weapons, manufactured weapon attacks, 
  and weapon proficiencies of the base creature. It 
  also gains a touch attack based on the spellscourged 
  creature’s caster level, inflicting 1d6 points of 
  damage per former caster level (either spellcaster 
  level or spell-like ability caster level; if the base 
  creature had both, use the higher of the two).
  Special Attacks: A spellscourged creature retains all 
  of the base creature’s special attacks and gains the 
  ability to transmit the spellscourge through either its 
  natural attacks or its touch attack. The statistics for 
  this disease are the same as those for the white ape 
  warrior, except the DC is Charisma-based and the 
  spellscourged creature has no racial bonus to the DC.
  Spell-like Abilities: A spellscourged creature loses 
  any spell-like abilities it had in life. It gains arcane 
  
  11
  sight as a constant spell-like ability at a caster level 
  equal to the caster level it had in life.
  Spells: A spellscourged creature loses any spell-
  casting ability it had in life.
  Abilities: +2 Str, +2 Dex, reduce Int to 3, set Wis to 
  10, Cha +4. As an undead creature, a spellscourged 
  creature has no Constitution score.
  Skills: A spellscourged creature retains all racial skill 
  ranks from its former class levels, adjusted for its 
  new Intelligence. A spellscourged creature loses any 
  racial bonuses to skills from the base creature.
  Feats: A spellscourged creature retains the feats it 
  had in life.
  Special Qualities: A spellscourged creature retains 
  any special qualities of the base creature. In 
  addition, it gains the following special quality:
  Devour Magic (Su): As a full-round action, the 
  spellscourged creature can drain the magical 
  energies from an item, trap, or existing spell 
  effect. The spellscourged creature must make 
  physical contact with the item or spell (requiring 
  a melee touch attack against an attended item). 
  If it succeeds, the item must make a caster level 
  check against the spellscourged creature’s SR. 
  On a failed check, the spellscourged creature 
  drains its power. In place spells end as if 
  dispelled. One-shot items such as potions and 
  scrolls are rendered non-magical. Charged 
  items are drained of 1d4 charges.  Permanent 
  magical items have their properties temporarily 
  suppressed for 1d4 rounds as if affected by a 
  targeted dispel magic. Magical traps are rendered 
  inert as if disarmed by a successful Disable 
  Device check; the spellscourged creature’s 
  contact with the trap does not set it off unless the 
  trap’s check beats the spellscourged creature’s SR. 
  This ability has no effect on artifacts.
  The spellscourged creature can use the stolen 
  magical energy for one of the following effects:
  • Heal 1d6 points of damage per caster level of
  the item/spell.
  • Hasted for a number of rounds equal to the
  caster level of the item/spell.
  • Gain a +4 enhancement bonus to Strength or
  Dexterity for a number of rounds equal to
  the caster level of the item/spell.
  Spelltrap (Su): If a spell or spell-like ability 
  targeting the spellscourged creature is negated 
  by its spell resistance, then the spellscourged 
  creature may absorb that spell. The spellscourged 
  creature may cast any absorbed spell as a spell-
  like ability at its caster level. Any creature 
  targeted by this spell must also make a Fortitude 
  save or contract the spellscourge, whether or not 
  its saving throw against the spell is successful. 
  Spellscourged creatures cannot absorb area effect 
  spells, though spells that target multiple creatures 
  may be absorbed if the spellscourged creature is 
  one of the targets of the spell. If the spellscourged 
  creature has any metamagic feats, it may apply 
  these to an absorbed spell as if it were a sorcerer 
  when casting.
  SAMPLE CREATURE: 
  SPELLSCOURGED COUATL
  This decayed, winged serpent’s eyes glow with a 
  flickering orange malevolence.
  Spellscourged Couatl CR 10
  XP 9,600
  CE Large undead (augmented native outsider)
  Init +8; Senses darkvision 120 ft., detect chaos/evil 
  good/law; Perception +7
  DEFENSE
  AC 25, touch 14, flat-footed 20 (+4 Dex, +1 dodge, 
  +11 natural, −1 size)
  hp 114 (12d8+60)
  Fort +9, Ref +14, Will +10; SR 22
  Weaknesses antimagic fields
  OFFENSE
  Speed 20 ft., fly 60 ft. (good)
  Melee bite +17 (1d8+9 plus disease, grab, and poison) 
  or touch +17 (9d6 plus disease)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (1d8+9), devour magic
  Spell-Like Abilities (CL 9th; concentration +17)
  Constant—arcane sight
  STATISTICS
  Str 22, Dex 18, Con —, Int 3, Wis 10, Cha 21
  Base Atk +12; CMB +19 (+23 grapple); CMD 34 
  (can’t be tripped)
  Feats Alertness, Dodge, Empower Spell, Eschew 
  Materials, Improved Initiative, Iron Will, Lightning 
  Reflexes
  
  Skills Acrobatics +10, Bluff +10, Diplomacy +10, Fly 
  +12, Knowledge (arcana) +1, Knowledge (religion) 
  +1, Perception +7, Sense Motive +7, Spellcraft +1,  
  Survival +5, Use Magic Device +10
  Languages Celestial, Common, Draconic; telepathy 
  100 ft.
  SQ spelltrap
  ECOLOGY
  Environment warm forests
  Organization solitary, pair, or flight (3–6)
  Treasure incidental
  This creature is the result of a couatl that attempted 
  to aid victims of the Servants of the White Ape only 
  to be attacked and repelled by the cult’s white ape 
  warriors. Injured, it returned to its lair to recuperate 
  but fell victim to the spellscourge that infected it 
  during the combat with the white apes. The disease 
  struck the couatl down, bringing it back in this 
  tormented, undead form.
  The spellscourged couatl looks much like it did 
  in life, though withered and decayed. Its sunken 
  eyes glow with a foul orange light. The same light 
  crackles along its scales and fangs when it is in 
  combat and taints any spells it captures and hurls 
  back at its victims.
  NEW MAGIC ITEMS
  Who says you can’t teach an old monkey new tricks?
  The Father’s Staff
  Aura strength type; CL 13th
  Slot none; Price 82,000 gp; Weight 5 lb.
  DESCRIPTION
  This staff of polished ebony has a foot capped in 
  ivory and a top of carved ivory and inlaid gold in the 
  form of a curving claw. A relic from the ruins of the 
  ancient civilization that spawned the white apes, this 
  staff once belonged to a sorcerer of power and was 
  both a tool and a symbol of office. The staff allows 
  use of the following spells:
  • dispel magic (1 charge)
  • protection from energy (1 charge)
  • magic circle against chaos (1 charge)
  • dismissal (2 charges)
  • hold monster (2 charges)
  • dominate monster (3 charges)
  CONSTRUCTION
  Requirements Craft Staff, dismissal, dispel magic, 
  dominate monster, hold monster, magic circle against 
  chaos, protection from energy; Cost 41,000 gp
  White Ape Hide
  Aura moderate transmutation; CL 9th
  Slot armor; Price 7,165 gp; Weight 25 lb.
  DESCRIPTION
  This +2 hide armor is made from the flayed remains 
  of a white ape, usually one that has fallen in battle 
  or been executed for failing the cult. Gifted to loyal 
  non-ape followers, this magical armor grants some 
  of the might and abilities of the white ape to the 
  wearer. Once per day, when engaged in combat, the 
  wearer gains a +2 enhancement bonus to Strength 
  and Constitution (as an immediate action) until the 
  combat ends. Also, the wearer gains a climb speed of 
  30 ft. for up to 10 minutes per day. This use does not 
  have to be consecutive but must be spent in 1 minute 
  increments. Finally, once per week the wearer can 
  attempt to inflict the spellscourge on an opponent. 
  This requires a successful touch attack. If the wearer 
  hits, the target must make a DC 15 Fortitude save or 
  contract the disease.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, beast 
  shape I, other; Cost 3,665 gp
  12
  
  13
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  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson
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  and Skip Williams.
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  and Russ Taylor.
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  Stefen Styrsky, Dan Voyce, and Mike Welham.
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  Demon Cults: Servants of the White Ape. © 2014, Open Design; 
  Author Jeff Lee.
  OPEN GAME LICENSE Version 1.0a
  
  MAKE YOUR CAMPAIGN SHINE LIKE THE SUN!
  Southlands and the Southlands Bestiary are essential resources for adventures in the lands 
  of trackless deserts and unimaginable riches — where cursed tombs of forgotten kings lie 
  buried beneath the sands, and agonizing death awaits those who gaze upon the carved 
  visages of demon gods.
  WITHIN THEIR PAGES YOU’LL FIND: 
  New character options for Pathfinder Roleplaying Game 
  - play werelions, insect folk, or jinnborn heroes!
  Kingdoms, treasures, monsters and 
  adventure hooks for desert, jungle, 
  and tropical mountain adventures
  Black lotus magic, incantations, and 
  demonic cults
  Emerald golems, venomous mummies 
  and scorpion swarms - plus even stranger 
  threats like drought swallows, the tosculi 
  waspfolk, and Southlands titans!
  …and much more, easily portable to
  any campaign with Southlands themes 
  and climate
  Grab your scimitar and bullwhip 
  and head south, adventurer!
  koboldpress.com
  Kobold Press logo is a trademark of Open Design. Pathfinder and 
  associated marks and logos are trademarks of Paizo Publishing, 
  and are used under license. See paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game.
  
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